Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.
Rune Carver
At 3rd level, you learn two runes of your choice, from among the runes described for this feature. You inscribe your runes onto objects after each long rest. (See the full Rune Knight feature for runes and rules.)
Giant’s Might
At 3rd level, as a bonus action, you magically gain benefits for 1 minute; if you are smaller than Large, you can become Large, you have advantage on Strength checks and saving throws, and once on each of your turns you can deal an extra 1d6 damage on a hit. Uses equal to your proficiency bonus per long rest.
Runic Shield
At 7th level, as a reaction when a creature you can see within 60 feet is hit by an attack roll, you can force a reroll.
Great Stature
At 10th level, roll 3d4 and increase your height by that many inches; your Giant’s Might extra damage increases to 1d8.
Master of Runes
At 15th level, you can invoke each rune you know twice, rather than once, per rest.
Runic Juggernaut
At 18th level, your Giant’s Might damage increases to 1d10, and when you use it, your size can increase to Huge and your reach increases by 5 feet.