Ranger Subclass
Rune Carver
Runes are a power hidden, untapped, and unknown to most. But Rangers who become Rune Carvers are able to channel these powers. Drawing upon the very elements to harm foes, or support allies, utility is the aim and goal.
Giant Traditions
Starting at 3rd level, you gain proficiency with one artisan’s tools of your choice from either the Carpenter’s tools, Jeweler’s tools, Leatherworker’s tools, Mason’s tools, Smith’s tools, or the Herbalism kit, and you learn to speak, read, and write Giant.
Rune Magic
Starting at 3rd level, you learn how to use runes to enhance your gear. However, in order to learn runes, a different form of magic, you have to forget your old magic as a Ranger. (Note: This means that you lose the spellcasting ability of the Ranger class in order to utilize rune magic)
When you gain this feature, you learn how to inscribe up to two runes of your choice, from among the runes listed at the end of the at the end. When you reach certain levels in this class, you learn how to sustainably carve additional runes, as show in the table below.
| Ranger Level | Number of Runes |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 11th | 4 |
| 15th | 5 |
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects.
To be eligible, an object must be a weapon, armor, or a shield. Your rune remains until you finish a long rest, and an object can bear only one of your runes.
All runes are runic magical effects, and any attempt to counter or dispel this magic will be against your Runic DC. If a rune requires a saving throw, your Runic save DC equals 8 + your proficiency bonus + your Wisdom modifier.
Giant Might
At 3rd level, you can imbue yourself with the might of Giants. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you may become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Your weapon attacks and/or unarmed strikes deal an extra 1d8 damage to the target on hit.
Defensive Rune
At 7th level, you learn to invoke your rune magic to better protect your allies. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest. When another creature you can see within 60 feet of you is targeted by an attack roll, or forced to make a saving throw, you can use your reaction to grant a bonus to the creature’s AC or saving throw equal to your proficiency bonus. The bonus to the creature’s AC lasts until the start of the creature’s next turn.
Stature and Skill
At 11th level, you have become skilled enough that an object can now bear two runes, or you may inscribe runes upon your body.
Additionally, the magic of your runes permanently alters you. When you gain this feature, roll 2d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Giant Might feature increases to 1d10.
Rune Magic Mastery
At 11th level, you’ve nearly mastered the art of Rune magic, and are now capable of making a rune simple enough for another creature to use. Upon finishing a long rest, you may now inscribe a rune upon a piece of equipment that belongs to a creature other than yourself. The creature you inscribe a rune for however, can only invoke it equal to half the amount of invocations that you would have available (rounded down).
Great Blessing of the Runes
At 15th level, your hands are able to craft, shape, and bless a creature with the near full protection of the runes. As an action, you touch a creature within range, and they gain immunity to the blinded, charmed, deafened, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, and stunned conditions, as well as advantage on all saving throws, for 10 minutes. Once used, you must finish a long rest to regain use of this feature.
Runes
Náttúran (Nature Rune).
This rune’s magic bestows a resilience and cultivating sense, reminiscent of a Wood Giant. This rune has a number of uses equal to half your proficiency bonus, rounded up, and recharges at the end of a long rest. While wearing or carrying an object inscribed with this rune, you may:
-
Invoke the rune by spending at least one minute near vegetation to cause plants to grow and bear fruit, vegetable, or some kind of edible substance. Creating a number of food items up to 1d4 plus your Wisdom modifier. Consuming one of the food items as an action heals the creature for a number of d6’s equal to your proficiency bonus.
-
You can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute.
At 11th level, you are able to combine this with another rune to apply different effects. Instead of applying the resistances listed above, you may instead apply a resistance to either Cold, Fire, Lightning, Poison, or Thunder damage.
Eldur (Fire Rune).
This rune’s magic channels the blazing craftsmanship and ingenuity of Fire Giant smiths. This rune has a number of uses equal to double your proficiency bonus, and recharges at the end of a long rest. While wearing or carrying an object inscribed with this rune, you may:
-
Invoke the rune as an action to cause a burst of fire or light within reach and range. From the target point, in a radius of feet equal to 5 times your proficiency bonus, each creature must succeed on a Constitution saving throw, and be subjected to the effect’s below:
-
If you produce fire, the creature takes fire damage equal to a number of d6’s that are equal to your proficiency bonus on a failed save, and half damage on a success.
-
If you produce light, the creature is blinded for one minute if it fails the saving throw. It may repeat the saving throw at the end of each of its turns, ending the effect on a success. Or you may instead have the light be harmless and continuous, lasting for a number of hours equal to your proficiency bonus.
-
Invoke the rune as a bonus action when you hit a creature with a weapon attack to summon fiery shackles: you may inflict an additional 2d6 fire damage, and the target is restrained for 1 minute. While restrained by the shackles, you may have the target take 2d6 fire damage at the start of each of its turns. The target can make a Strength saving throw at the end of each of its turns, breaking the shackles on a success.
Frost (Frost Rune)
This rune’s magic evokes a Frost Giant’s stoic, stubborn, and challenging nature. This rune has a number of uses equal to your proficiency bonus, and recharges at the end of a long rest. While wearing or carrying an object inscribed with this rune, you may:
-
Invoke the rune as an action in order to grant yourself a bonus to all Charisma checks and saving throws equal to your proficiency bonus for 10 minutes.
-
Invoke the rune as a bonus action to bring forth a conjured blizzard around the rune within a radius of feet, equal to 5 times your proficiency bonus, heavily obscuring everything in range for one minute. If you carve this rune onto a ranged weapon, you can have the conjured blizzard originate from the place you fire your next projectile instead.
You and any creature you designate at the end of the long rest when you carve this rune can see through the conjured blizzard, as if it were lightly obscuring your vision. You may designate a number of creatures equal to your Wisdom modifier.
Jörð (Earth Rune).
This rune’s magic channels the leveled stability, and binding doom of an Earth Giant. This rune has a number of uses equal to half your proficiency bonus, rounded up, and recharges at the end of a long rest. While wearing or carrying an object inscribed with this rune, you may:
-
Use an action to force a creature that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, the target is hostile towards another creature that you can see within 30 feet, believing them to be some kind of threat or ill omen. Potentially the biggest threat, if there are multiple. This effect lasts for 1 minute, and the target may repeat its saving throw at the end of each of its turns, ending the effect on a success.
-
Use your reaction when a creature you can see ends its turn within 30 feet of you, to invoke the rune and force the creature to make a Wisdom saving throw. Unless the creature succeeds, the creature is charmed or frightened by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Málmur (Metal Rune).
Using this rune, you can capture the destructive or tricksy power of a Metal Giant. This rune has a number of uses equal to half your proficiency bonus, rounded up, and recharges at the end of a long rest. While wearing or carrying an object inscribed with this rune, you may:
- Invoke the rune as an action, tracking the space you move in up until the end of your next turn. You may activate the effect at any point as a reaction. Once activated, all the spaces you’ve traversed since you invoked the rune becomes difficult terrain, filled with harsh wind, and crackling bits of cloud for one minute. If you connect your traveled perimeter, the inside area is filled with the same effect.
As an action you may activate the effect again in order to trigger the clouds of lightning and thunder. Each creature and object inside the area must roll a Constitution saving throw, and on a failed save, they take both lightning and thunder damage equal to a number of d8’s, equal to your proficiency bonus. On a successful save, they take half as much damage instead. Once this effect is used, the entire conjuration dissipates.
- Invoke the rune as a bonus action to gain extrasensory abilities and enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, whenever you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have either advantage or disadvantage. Once you see and help enforce this outcome, your prophetic state ends.