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Path of the Runic Champion

Y
ou have learned to enhance your prowess using Colossal Stature
the supernatural power of runes. The ancient
practice of rune magic originated with giants. At 10th level, The magic of your runes permanently alters
Skiltgravr (“rune cutters”) can be found among you.
any type of giants, and you may have learned When you gain this feature, roll 3d4. You grow a number
your methods first or second hand from such a of inches in height equal to the roll.
mystical artisan. Whether you found the giant’s
work carved into a hill or cave, learned of the runes from a Moreover, the extra damage you deal with your Runic
traveling sage, or met the giant in person, you studied the Warrior feature increases to 1d8.
giant’s craft. In time, you learned how to carve and apply
runes to your equipment and how to invoke their magic,
ultimately becoming a Runic Champion. Blessing of the All-Father
At 14th level, the knowledge of rune magic runs through your
Artisan of the Ordning entire being, giving you powers known only to the greatest
When you take this archetype at 3rd level, your become an rune warriors.
student in the ways of giants; giving you the following You can invoke each rune you know from your Rune
features. Magic feature twice, rather than once, and you regain all
You gain proficiency with smith’s tools. expended uses when you finish a long rest.
You learn to speak, read, and write Giant.

Rune Magic
At 3rd level, you learn how to inscribe runes on your body
through a manner of your choosing, whether it be by tattoo,
metal bands worn on your arms, or any other option of your
choice agreed upon between you and your dungeon master.
When you gain this feature, you learn how to inscribe two
runes of your choice in this manner.
You can have a number of runes inscribed equal to the
number of runes you know; and cannot have more than
one of the same rune inscribed.
Each time you gain a level in this class, you can replace
one rune you have inscribed with a different one.
You learn an additional rune of your choice at the 6th and
10th levels. You also learn two additional runes of your
choice at 14th level.
Runic Warrior
At 6th level, you learn to invoke your rune magic to protect
your allies.
When another creature you can see within 60 feet of you
is hit by an attack roll, you can use your reaction to grant a
bonus to the creature’s AC against that attack equal to Credit: Concept Art of Odin from SMITE
your Constitution modifier (minimum of +1).
Once you use this feature, you can't use it again until you
finish a long rest.
Additionally while raging, once per turn you may deal an
additional 1d6 damage with a melee attack from a melee
weapon.

/
Skye (Cloud Rune)
Rune Options This rune’s magic emulates the deceptiveness of a cloud
Here are rune options for the Rune Magic feature. They giant.
are all magical effects. These runes do not require While inscribed with this rune, you have advantage on
concentration, and do not affect your rage feature. Dexterity (Sleight of Hand) checks and Charisma
If a rune requires a saving throw, your Rune Magic save (Deception) checks.
DC equals 8 + your proficiency bonus + your Constitution In addition, when you or a creature you can see within 30
modifier. feet of you is hit by an attack roll, you can use your
reaction to invoke the rune and cause that attack to target
Haug (Hill Rune) a different creature within 30 feet of you (other than the
This rune’s magic bestows a resilience reminiscent of a hill attacker), using the same roll. This magic can transfer the
giant. attack regardless of the attack’s range.
While inscribed with this rune, you have advantage on Once you invoke the rune, you can’t do so again until you
saving throws against being poisoned, and you have finish a long rest.
resistance against poison damage.
In addition, as a bonus action, you can invoke the rune to Stein (Stone Rune)
gain temporary hit points equal to your Constitution This rune’s magic channels the insightfulness of a stone
modifier + your Barbarian level. giant.
Once you invoke the rune, you can’t do so again until you While inscribed with this rune, you have advantage on
finish a long rest. Wisdom (Insight) checks, and you have darkvision out to a
range of 60 feet. If you already have darkvision, its range
Ild (Fire Rune) increases by 30 feet.
This rune’s magic channels the masterful craftsmanship of In addition, when a creature you can see ends its turn
fire giant smiths. within 30 feet of you, you can use your reaction to invoke
While inscribed with this rune, your proficiency bonus is the rune and force the creature to make a Wisdom saving
doubled for any ability check you make that uses your throw. Unless the save succeeds, the creature is charmed
proficiency with a tool. by you for 1 minute. While charmed in this way, the
creature has a speed of 0 and is incapacitated, descending
In addition, when you hit a creature with a weapon attack, into a dreamy stupor. The effect ends if the charmed
you can invoke the rune to summon fiery shackles: the creature takes any damage or if someone else uses an
target must succeed on a Strength saving throw or be action to shake the creature out of its haze.
restrained for 1 minute. While restrained by the shackles, Once you invoke the rune, you can’t do so again until you
the target takes 2d6 fire damage at the start of each of its finish a long rest.
turns. The target can repeat the saving throw at the end of
each of its turns, banishing the shackles on a success.
Uvar (Storm Rune)
Once you invoke the rune, you can’t do so again until you Using this rune, you can glimpse the future like a storm giant.
finish a long rest.
While inscribed with this rune, you have advantage on
Ise (Frost Rune) Intelligence (Arcana) checks, and you can’t be surprised as
This rune’s magic evokes a frost giant’s stoic calm. long as you are not incapacitated.
While inscribed with this rune, you have advantage on In addition, you can invoke the rune as a bonus action to
Wisdom (Animal Handling) checks and Charisma enter a prophetic state for 1 minute or until you’re
(Intimidation) checks. incapacitated. Until the state ends, when you or another
creature you can see within 60 feet of you makes an attack
In addition, you can invoke the rune as a bonus action to roll, a saving throw, or an ability check, you can use your
increase your Strength score by 2 for 10 minutes. This reaction to cause the roll to have advantage or
increase can cause your score to exceed 20, but not 30. disadvantage.
Once you invoke the rune, you can’t do so again until you Once you invoke the rune, you can’t do so again until you
finish a long rest. finish a long rest.

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