Before the mortal races rose to power, the world was ruled by giants and their powerful Rune magic. Traces of this ancient magic can still be found in the wild and remote places of the world, and Fighters who learn to use the power of Runes to augment combat ability become known as Runecarvers.

Rune Carving

3rd-level Runecarver Archetype feature

You have learned the ancient art of carving Runes. You learn to speak, read, and write Giant, the language of your Runes, and you gain proficiency with mason’s tools. Your knowledge of Runes also grants you the benefits below:

Runes Known. You learn two Runes of your choice from the list at the end of this Archetype description. Some Runes have a Fighter level prerequisite. You can learn these Runes at the same time that you meet all of their prerequisites.

You learn one additional Rune of your choice when you reach 7th, 10th, 15th, and 18th level in this class.

When you gain a level in this class you can replace one of the Runes you know with another Rune of your choice.

Inscribing a Rune. Over the course of 1 hour, which can be during a short or long rest, you can use a set of mason’s tools to inscribe one Rune you know into one weapon, suit of armor, shield, or another object that you can wear or hold. A creature wearing or wielding that object gains the benefits of that Rune.

Each Rune you know can only be inscribed in one object. Inscribing that Rune into another object dispels any of your previous inscriptions of that Rune.

Invoking a Rune. While you are wearing or wielding an object inscribed with a Rune you can Invoke its effect. Once invoked, a Rune cannot be Invoked again until you complete a short or long rest. Only you can Invoke your Runes.

Runic Exploits. Exploits learned from Runes don’t count against the wielder’s Exploits Known, use your Exploit Die, and can be used at will without expending an Exploit Die.

Saving Throws. If a Rune requires a creature to make a saving throw, it does so against your Exploit save DC.

Runic Might

3rd-level Runecarver Archetype feature

As a bonus action, you can fill yourself with Runic magic, gaining the benefits here for 1 minute:

  • You and anything you are wearing grows to become Large in size, so long as there is room.
  • You have advantage on all Strength ability checks and saving throws.
  • Once per turn when you hit a target with a melee weapon attack you gain a bonus to your damage roll equal to your Exploit Die.

This feature ends early if you use a bonus action to revert to your normal size, or if you are incapacitated. You can use this feature once per long rest. When you have no uses of this feature left, you can expend one use of your Second Wind to use Runic Might again.

Runic Ward

7th-level Runecarver Archetype feature

You can shield your allies with the stalwart magic of Runes. When a target you can see within 30 feet is hit by an attack, you can use your reaction to add your Constitution modifier (minimum of +1) to its Armor Class against that attack.

You can use this reaction a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.

If you have no uses left, you can Invoke one of your Runes to use this feature again in place of the Rune’s normal effect.

Unyielding Fortitude

10th-level Runecarver Archetype feature

Your body has been fortified by the elder magic you wield. You have advantage on saving throw to resist being moved against your will, Poisoned, Stunned, or knocked prone.

Elder Insight

15th-level Runecarver Archetype feature

Your understanding of the ancient magic of Runes has grown deeper. When you have no uses of a Rune remaining you can expend one Exploit Die to Invoke that Rune again.

You can only Invoke each Rune you know one additional time in between each short or long rest in this way.

Legendary Rune Lord

18th-level Runecarver Archetype feature

You can draw upon the elder power of your Runes to match the stature of the ancient giants. When you use Runic Might, you can grow to become Huge in size, so long as there is room. While you are Huge, your reach increases by 5 feet.

Runes

Below is the list of giant Runes available for a Fighter to learn. If a Rune has a prerequisite level, you can learn it at the same time that you meet the Rune’s level prerequisites:

Cloud Rune

This Rune imbues the cunning magic of Cloud Giants. This Rune’s wielder knows the subtle con Exploit.

Invoke. When you or a creature you can see within 30 feet is targeted by an attack, you can use your reaction to Invoke this Rune to redirect the triggering attack at another target within its reach, other than itself.

Fire Rune

This Rune imbues the fury of Fire Giants. This Rune’s wielder knows the commanding presence Exploit.

Invoke. When you hit a creature with a melee weapon attack, you can Invoke this Rune to conjure restraints of molten metal around it. It takes bonus fire damage equal to twice your Exploit Die and must succeed on a Strength saving throw. On a failure, it is Restrained for 1 minute.

While Restrained it takes fire damage equal to twice your Exploit Die at the start of each of its turns. As an action, it can repeat the saving throw, ending this effect on a success.

Frost Rune

This Rune imbues the primeval instincts of the Frost Giants. This Rune’s wielder knows the cunning instinct Exploit.

Invoke. As a bonus action, you can Invoke this Rune to empower your body. For 10 minutes, your speed increases by 10 feet, and you gain a bonus to all Strength and Constitution ability checks and saving throws equal to your Exploit Die.

You can Invoke this Rune as part of using Runic Might.

Stone Rune

This Rune imbues the dreamlike magic of the Stone Giants. This Rune’s wielder knows the inquisitive eye Exploit.

Invoke. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to Invoke this Rune and force it to make a Wisdom saving throw. On a failure, for the next minute, it is in a waking dream, has a speed of 0, and is Incapacitated. It repeats this saving throw at the end of each of its turns, ending these effects on a successful save.

Hill Rune

Prerequisite: 7th-level Fighter

This Rune imbues the stalwart power of the Hill Giants. The Rune’s wielder knows the hurl and mighty thrust Exploits.

Invoke. As a bonus action, you Invoke this Rune and gain resistance to all bludgeoning, piercing, and slashing damage for 1 minute. This effect ends early if you are Incapacitated.

You can Invoke this Rune as part of using Runic Might.

Storm Rune

Prerequisite: 7th-level Fighter

This Rune imbues the prophetic magic of Storm Giants. The wielder knows the mighty leap and scholarly recall Exploits.

Invoke. As a bonus action, you Invoke this Rune to enter a prophetic state that lasts for 1 minute. For its duration, when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to add or subtract your Exploit Die from the creature’s roll.

Maintaining the prophetic state of this Rune requires your concentration as if you were concentrating on a spell.