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Rune Casting Expanded

I
f you’ve come upon this tome you’ve likely dipped a
toe into giant runes already. You’ve learned from each Rune Knight Expanded
of the giant clans to channel power from them older Below this is a rework of the rune night class. You still get the
than magic itself. But of course the giant language is same bonus proficiencies at level 3 but beyond that all your
larger and more diverse than just the names of the subclass features have been turned into runes. The following
clans. Perhaps you found the course you were on too table shows at which levels you acces these runes and how
linear, or the runic vocabulary too limited. No more. many at a time.
This supplement provides 12 new runes for the Fighter
Rune Knight presented in Tasha’s Cauldron of Everything. All Bonus Proficiencies
of these new runes are based on the canonical runes When you choose this archetype at 3rd level, you gain
presented in Storm King’s Thunder. It also deconstructs the proficiency with smith’s tools, and you learn to speak, read,
original subclass tying most of the abilities such as, "Giant's and write Giant.
Might" to specific runes that the player can either take or
forgo for the new options making it incredibly plug and play. Rune Carver
Additionally these runes can be given to any character not Starting at 3rd level, you can use magic runes to enhance
using the Rune Knight Subclass through the brand new feat: your gear. You learn three runes of your choice, from among
Student of Runes. the runes described below, and each time you gain a level in
Finally it will provide both players and DMs with extra this class, you can replace one rune you know with a different
story hooks as to how you got your runes, and what one from this feature. When you reach certain levels in this
adventures you may need to go on to gain ones outside those class, you learn additional runes, as shown in the Runes
presented in Tasha’s Cauldron of Everything. Known table.
Whenever you finish a long rest, you can touch a number of
Discovering Your Runes objects equal to the number of runes you know, and you
inscribe a different rune onto each of the objects. To be
Rune casting is a rare magic that recquires intense study, as eligible, an object must be a weapon, a suit of armor, a shield,
well as the fortitude to carry the runes meant for giants. a piece of jewelry, or something else you can wear or hold in
These can often be quite taxing on the user so it takes a hand. Your rune remains on an object until you finish a long
intense training to be able to bear more than one at a time. rest, and an object can bear only one of your runes at a time.
Additionally runes are the closely guarded secrets of a few The following runes are available to you when you learn a
giants who remember the old ways. Some even claim it is the rune. If a rune has a level requirement, you must be at least
original magic of the Giant City of Ostaria, perhaps predating that level in this class to learn the rune. If a rune requires a
arcane spell casting. It's not enough simply to know these saving throw, your Rune Magic save DC equals 8 + your
runes either. You were trained in how to carve and and invoke proficiency bonus + your Constitution modifier.
them resulting in their powerful effects. The chart below has Each rune has a passive benefit that always effects you just
only a few examples of how you may have leanrned this skill. by wearing or carrying an item inscribed with that rune. They
Choose one or roll a d8. also have an active benefit that you can invoke. At the start
you can only invoke a rune once until you take a short or long
Runic Origins rest unless otherwise stated. But at 15th level you can invoke
1 You stumbled upon a lost giant graveyard, filled with each one twice.
runes you slowly deciphered
2 You bested a Cloud Giant in a game of wits and they
agreed to teach you their runes as payment Runes Known
3 After gazing upon a storm giant ritual you had a Fighter Level # of Runes Invocations per short rest
prophetic vision of a great calamity, and the different
giant tribes must unite once more 3rd 3 once
4 You are giantkin, and the runes have been passed down 7th 5 once
your family for generations 10th 6 once
5 Your home was destroyed in an attack by a fire giant, 15th 7 twice
but you saw enough of the attack to learn how to fight
fire with fire. 18th 8 twice
6 You’ve always been the smallest one at your home and
sought out giant magic to level the playing field
7 You’re a scholar seeking out the closely guarded secret
of Runecasting to bring glory to your university
8 You were taken in and raised as part of a giant clan, for
better or for worse
Runes

Runes preseneted in "Storm King's Thunder"


Blood Death
prerequisite Level 7 prerequisite Level 7
The blood of the giants flows through several mighty lineages Those who carry this rune are blessed with the same
of giantkin, and it flows through you. Whether by birth, study, fortitude that helps the Titans survive slumbering for eons
or intense training you are able to channel your blood as a beyond death. While wearing or carrying an object that bears
weapon to protect you and to take the blood of your enemies this rune, you have advantage on death saving throws.
to replenish you. While wearing or carrying an item inscribed In addition when you kill a creature you can invoke this
with this rune, your blood will cling to you as armor. When rune as a reaction to Revive the target killed or another dead
you are below half health you gain +2 to your AC. body within 60 feet under your control so long as its CR is no
As a bonus action, you can also invoke this rune to enter a more than one third your total level rounded down (similar to
blood fury, during which you can steal another’s blood into the moon druid’s wild shapes). The creature retains its stats
yourself. This For the next minute everytime you hit a but takes a -5 penalty to its intelligence, wisdom, and
creature who possesses blood with a melee attack, you regain charisma and obtains the undead type. It obeys you after your
hp equal to your proficiency bonus. turn for one hour after which it turns to dust. If you are
incapacited the Undead must spend it’s turn attacking the
nearest creature above 0 hp until you are revived. If the
Cloud creature chosen has a CR more than half your total level or is
This rune emulates the deceptive magic used by some cloud otherwise protected from being raised as undead the rune is
giants. While wearing or carrying an object inscribed with not expended and you can choose a new viable target for the
this rune, you have advantage on Dexterity (Sleight of Hand) effect or save it for later.
checks and Charisma (Deception) checks. Alternatively the DM may substitute the stats for the
In addition, when you or a creature you can see within 30 monster you slew for the Spell Summon Undead. The spell
feet of you is hit by an attack roll, you can use your reaction to level for this summon is equal to your proficiency bonus. The
invoke the rune and choose a different creature within 30 feet DM decides if this creature is putrid, skeletal, or ghostly.
of you, other than the attacker. The chosen creature becomes
the target of the attack, using the same roll. This magic can
transfer the attack's effects regardless of the attack's range.
Dragon Enemy
Dragons and Titans had a long and contentious history, often This is one of the most dangerous runes in giant culture. To
at war. But there were a few that straddled the lines, not truly speak its name and present it is to entwine your fates. One
of one world or the other. Those that carry this rune are day you will kill them, or die by their hand. Those that carry
blessed with the draconic power coursing through those or wear an object inscribed with this rune have advantage on
Titans. While wearing or carrying an item inscribed with this Intimidation and Stealth checks.
rune, dragon scales grow around the area near it, giving you Additionally, you can invoke this rune as a bonus action to
resistance to one of your choice between fire, cold, lighting, mark one enemy you can see within 30 feet of you, or whom
acid, or poison damage. You may change this type of damage you know the true name of. While marked you and that
only any time you may change which runes you bear. enemy have advantage on attack rolls to hit each other. But
In addition, you can invoke this rune when you take an only you deal an extra 1d6 force damage every time you hit
attack action to replace one of your attacks with a ranged with an attack. You may only have this on one enemy at a time
breath weapon attack. The breath weapon is a 30ft line that and if you mark an enemy with it. If you're able to use this
is 5 feet wide. All creatures in this line must make a dexterity rune multiple times per short rest the effecct ends on the
saving throw. On a failure, they take damage of the type that previously marked enemy.
you resist when you chose this rune equal to your proficiency
bonus number of d6s, or half as much damage on a failed Fire
save. This rune's magic channels the masterful craftsmanship of
great smiths. While wearing or carrying an object inscribed
Old class features with this rune, your proficiency bonus is doubled for any
ability check you make that uses your proficiency with a tool.
The options above are designed to make the class
incredibly plug and play. All of the baseline features
In addition, when you hit a creature with an attack using a
have been included into the runes with mostly
weapon, you can invoke the rune to summon fiery shackles:
minor changes, save the runic shield ability which
the target takes an extra 2d6 fire damage, and it must
received major buffs. If you would like to replicate succeed on a Strength saving throw or be restrained for 1
the base class features of rune knight you can do minute. While restrained by the shackles, the target takes
so by taking the runes below. 2d6 fire damage at the start of each of its turns. The target
Giants Might and Great Stature have been can repeat the saving throw at the end of each of its turns,
incorporated into the War Rune which buffs itself banishing the shackles on a success.
at level 10. While this is the bread and butter of the
typical Rune knight.The War rune presented hereis Friend
mostly unchanged except for the more gradual
height increase of Great stature. The bonus Prerequisite Level 7
damage will automatically be applied at level 10.
However it is also completely optional should you
This rune is often given one to mark them as a friend of
want to take something else instead.
giantkind. Any giant who knows you carry it will be know at
Runic Shield has been heavily reworked into the least one of their kin considers you a trusted friend and may
Shield Rune to make it more similar to other runes be more likely to be helpful to you, or malicious depending on
and a bit more useful how they feel about the giver in question. However just by
Master of Runes has been transformed under the wearing or carrying an item inscribed with this rune, people
rune, “Sacred Runes”. In addition to the level 15 are naturally more inclined to be friendly to you, giving you
benefit of being able to use your runes that specify advantage on persuasion and performance checks.
they can only be used once per short rest, twice Additionally you can invoke this rune as a bonus to
instead, it also has a second ability that functions at empower an ally to fight by your side. Choose a friendly
low level. Mainly being able to combine two runes creature you see within 30ft of you. It gains the passive
with a single bonus action. benefits of a rune of your choice, other than this one, for the
next 10 minutes. During this time it can use its reaction now
Blessing of the All-Father The oft forgotten capstone of
the Unearthed Arcana that lets you make an ally large or at a later time to invoke that rune and gain its active
size instead of yourself huge. Wizards made a good benefits. Once you use this rune you cannot do so again until
choice with that change but if you really want to give an you finish a short or long rest.
ally the War rune or any other runes for that matter,
check out the "Friend Rune"
Frost
This rune's magic evokes the might of those who survive in
the wintry wilderness, such as frost giants. While wearing or
carrying an object inscribed with this rune, you have
advantage on Wisdom (Animal Handling) checks and
Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to
increase your Strength score by 2 for 10 minutes. This
increase can cause your score to exceed 20, but not 30.
Hill Life
Prerequisite Level 7 This rune was found on some of the most ancient Titans and
has let them survive with barely any resources. If you are
This rune's magic bestows a resilience reminiscent of a hill healed by a source such as a spell, potion, or your second
giant. While wearing or carrying an object that bears this wind ability while wearing or carrying an object inscribed
rune, you have advantage on saving throws against being with this rune, you are increase the amount healed by 1d6.
poisoned, and you have resistance against poison damage. Additionally when you fall to 0 hp or below, you can invoke
In addition, you can invoke the rune as a bonus action, this rune to stand up with 1 hp.
gaining resistance to bludgeoning, piercing, and slashing
damage for 1 minute. Mountain
Mountains aren’t just living spaces for some cultures of
Journey giants. They are homes, the only place titans can be where
Giants are not known to be travellers, often staying in their they truly fit in and everything is just right. Legends even hold
domains where the elements themselves serve their needs. that Annam All-Father raised the first mountain ranges so
Which is why it's all the more important to be properly that he may have seat big enough to lean on. Further more,
prepared when they must travel. When wearing or carrying Mountains represent tradition and the tenacity of giantkin.
an object inscribed with this rune, your walking speed is Those who embrace this rune are imbued with an aspect of
increased by 10 feet that sheer stubbornness.
Additionally you can invoke this rune in place of your usual While you carry or wear an item inscribed with this rune
movement to teleport up to 60ft even if you can't see the you cannot be forcefully moved or knocked prone except by a
target location. If the target location is occupied you instead creature of a larger size category than you or by a spell with a
harmlessly appear in the closest unoccupied space. level greater than half your total level rounded up.
In addition you may invoke this rune as bonus action to
King make a stomping attack on the ground creating a localized
Prerequisite Level 15, War Rune earthquake. All creatures of your choice within 10 feet of you
must make a dexterity saving throw or be knocked prone.
The secret lost rune thought to have disappeared from the
world along with all traces of the Titans. When you invoke Sacred Runes
your war rune while this one is inscribed on your flesh, your Prerequisite Level 10
size becomes huge instead of large. While the invocation of
your war rune remains in effect, your reach increases by 5 When you choose this rune it shows that you are learning not
feet and the extra damage you gain from War Rune increases just individual words, but whole languages of power that you
from 1d8 to 1d10. can string together. You can invoke this rune as a bonus
action. When you do, you can then invoke two of those runes
Light as part of the same bonus action you used to invoke this. ALl
of these count towards the number of times you can use each
The City of Ostaria shined like a beacon on the mountaintop. one of these runes per day.
Many of its inhabitants lived deep underground or in places
without light so in order to make it easier for giant kin of Shield
other clans to visit each other the children of Nicias
developed a powerful light rune to increase their own Prerequisite Level 7
eyesight and produce light in the darkest of places. Unlike the
other runes, this one constantly shines with 5ft of bright light. This simple rune greatly increases your defenses to both
As long as this light is not obscured it gives the person physical and magical damage. While wearing or carrying an
carrying or wearing it advantage on Perception and object inscribed with this rune, you have an additional +1 to
Investigation rolls even on objects and creatures outside of your AC.
the range of the light. You may invoke this rune as a reaction when you or a
Additionally you can invoke this rune as a bonus action to creature you can see is forced to make a saving throw. When
shine blinding light around you to all creatures within 20ft for you do so choose a number of creatures equal to your
10 minutes. Creatures of your choice in the light radius when proficiency bonus that you can see within 60ft of you. These
you invoke it must make a constitution saving throw or be creatures now have advantage against saving throws
blinded until the start of your next turn. So long as this light targeting that ability score until the end of your next turn.
is shining you also have half cover as the light is so bright it's
diffucult to aim at you.
Storm War
Prereqisite Level 7 This is one of the most common runes among giant kind and
yet the ones we know least about. But while giants are
Using this rune, you can glimpse the future like a storm giant naturally larger than most other creatures on this plane, they
seer. While wearing or carrying an object inscribed with this use this rune to transform into even more powerful forms in
rune, you have advantage on Intelligence (Arcana) checks, times of war. It's even theorized that the original jotunnar
and you can't be surprised as long as you aren't incapacitated.
In addition, you can invoke the rune as a bonus action to were no bigger than modern goliaths but constant use of this
enter a prophetic state for 1 minute or until you're rune changed the species as a whole.
incapacitated. Until the state ends, when you or another When you invoke this rune as a bonus action, you magically
creature you can see within 60 feet of you makes an attack gain the following benefits, which last for 1 minute:
roll, a saving throw, or an ability check, you can use your If you are smaller than Large, you become Large, along
reaction to cause the roll to have advantage or disadvantage. with anything you are wearing. If you lack the room to
become Large, your size doesn't change.
Stone You have advantage on Strength checks and Strength
This rune's magic channels the judiciousness associated with saving throws.
stone giants. While wearing or carrying an object inscribed Once on each of your turns, one of your attacks with a
with this rune, you have advantage on Wisdom (Insight) weapon or an unarmed strike can deal an extra 1d6
checks, and you have darkvision out to a range of 120 feet. damage to a target on a hit. This increases to 1d8 at level
In addition, when a creature you can see ends its turn 10
within 30 feet of you, you can use your reaction to invoke the This rune has no passive effects. Instead you can use it an
rune and force the creature to make a Wisdom saving throw. additional time per short rest than is stated on your level up
Unless the save succeeds, the creature is charmed by you for table.
1 minute. While charmed in this way, the creature has a Additionally this rune will slowly change you the longer you
speed of 0 and is incapacitated, descending into a dreamy have it. Every time you take a level in fighter that would give
stupor. The creature repeats the saving throw at the end of you an ability score improvement or feat while you wear or
each of its turns, ending the effect on a success. carry this rune you may also roll a d4. You increase that many
inches in height. Your weight also changes accordingly using
the modifier appropriate for your race. If you grow to over
4’6”ft tall with this you permeantly become a medium
creature when this rune isn't invoked. If you grow to over 9ft
you permentantly become a large creature. You will still need
to activate this rune to gain its benefits.
Wind
Prerequisite Level 7
The wind rune is another favorite of Cloud Giants and those
who leave their homes on the ground for the air. This practice
is known as wind riding is a dying art nearly lost after the
giant and dragon wars. When wearing or carrying an object
inscribed with this rune the short and long range of all your
weapon attacks and the range of non-touch spells is
increased by 40ft
In addition, you can invoke this rune as a bonus action to
gain a flying speed equal to your walking speed for 10
minutes.

A gonome Rune Knight who grew to Medium size Permenantly


FrozenOdin
Feat: Student of Runes Tower in the Sky
While some fighters spend their careers mastering giant A group of researchers were investigating an ancient cloud
runes, there's no reason why someone with a passing interest giant castle set on a high moutain. Most of the assistants
can't dabble in runes to augment their own seperate skills. A returned to the inn for the night but their head of their
wizard might etch a cloud rune into their spell book to give department decided to stay feeling he was on the brink of a
them extra protection while a rogue might might inscribe major breakthrough. When the assistants returned the next
their favourite dagger with the death rune to turn their first morning, they could just barely make out the ruins floating up
kill into a potential ally for the rest of the fight. Alternatively a into sky beyond reach of any fly spell or airship. The
master Rune Knight might forgo further strength training to assistants don't know where it is exactly but looking at maps
instead focus on leraning as many runes as they can. of similiar ruins in the sky they might have an idea of how to
When you choose this feat you gain one rune of your choice get there. If only they had some bodyguards to help them on
from the options presented here that you meet the the way.
prerequisites for. You know and can craft this rune along with Possible Runes: Journey, Wind, Sacred Runes
any others you already know and can invoke it once per short
rest. However you can not change it out when you level up What we Seek in the Shadows
unless your DM permits you to do so. You didn't expect to run into a vampire in the underdark, but
You may take this feat multiple times, selecting a new rune you probably should've. Honestly it's dumb more vampires
each time. don't go underground to escape the sun's burning rays.
Perhaps it's due to their limited bloodstock or lack of gothic
Adventures to find runes architecture. But Suzerain Vidya seems to have made a
comfortable unlife for themself in their intricately decorated
The runes in this tome provide additional options for runes upsidedown tower. It even has a fountain filled with fresh
that may not have been available at the start of your drow and ithilid blood. It's in these dark recesses that they
adventure. While these options may be immediately known to have survived for millenia, keeping with them the the lost
the character it is also easy to explain that the runes secrets of runecasting, back before spellcasting was
presented in Tasha's Cauldron of Everything were the only common. But who knows what other things Vidya may have
ones they knew about from their original teacher. The rest of awoken in the dark?
these runes may be hidden in other places in the world Possible Runes: Blood, Light, Mountain
perhaps lost even to the giants themselves. The journey to
discover these new runes may be enough to entice an From the Dust, Comes the Titan
adventurer to quest by itself. Armies of undead goliaths haunt the mountaiside raiding
This new rune will slowly expand the list of runes available towns and drawing out all giantkin in the area. Formorians
for the Rune Knight to carry and can immediatley be make their way to the surface whispering tales of a Titan
switched in for one they know .It however does not change calling itself Aldrin Annamson. Long has he slumbered
the number of runes teh player can carve at a time unless the beneath the earth in the old seat of Ostaria. Now he seeks to
DM also grants acess to the Student of Runes Feat as part of reunite the clans and take his place as King of all Giant Kin.
learning this rune. Possible Runes: Death, Life, King
The following options are a few ideas for quest hooks that
may lead your players to discovering new runes.
Not so Different
The party is contacted by a neutrally aligned Emerald
Dragon. She reports that a Hill giant had been poking around
her lair for the past several weeks. Nothing she usually can't
handle except when she scryed on it and found it was
belching out fire. Woried that it might have stolen ancient
dragon secrets she recruits the party to find out everything
they can about how it got those powers and deal with it
accordingly without restarting the Thousand Year War.
Possible Runes: Dragon, Enemy, Friend

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