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Rune Knight Initiate Feat

This feat allows a character to learn a magic rune that enhances their gear. There are three rune options described: the Cloud Rune grants advantage on insight and perception checks and can switch the positions of creatures in combat; the Fire Rune provides resistance to fire damage and advantage on athletics checks, and can restrain targets with fiery shackles; the Frost Rune provides advantage on constitution saves and resistance to cold damage, and can create an area of difficult terrain that deals cold damage. Each rune can be invoked a limited number of times before needing a long rest.

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0% found this document useful (0 votes)
83 views2 pages

Rune Knight Initiate Feat

This feat allows a character to learn a magic rune that enhances their gear. There are three rune options described: the Cloud Rune grants advantage on insight and perception checks and can switch the positions of creatures in combat; the Fire Rune provides resistance to fire damage and advantage on athletics checks, and can restrain targets with fiery shackles; the Frost Rune provides advantage on constitution saves and resistance to cold damage, and can create an area of difficult terrain that deals cold damage. Each rune can be invoked a limited number of times before needing a long rest.

Uploaded by

Albelion Kuro
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Rune Knight Initiate Feat

Prerequisite: Proficiency with Smiths tools.

You have learned how to use a magic rune to enhance your gear. You learn a rune of your
choice, from among the runes described below.
 Cloud Rune. This rune emulates the magic used by some cloud giants. While wearing
or carrying an object inscribed with this rune, you have advantage on Wisdom (insight)
checks and Wisdom (Perception) checks.
o In addition, when you or a creature you can see within 30 feet of you is hit by an
attack roll, you can use your reaction to invoke the rune and choose a different
creature within 30 feet of you, other than the attacker, those 2 creatures become
enveloped in clouds and immediately switch places causing the second chosen
creature to become the target of the attack instead of the original target, using
the same roll. Once you invoke this rune a number of times equal to your
proficiency bonus, you can't do so again until you finish a long rest.
 Fire Rune. This rune's magic channels the masterful craftsmanship and magic of Fire
Giants. While wearing or carrying an object inscribed with this rune, you have
Resistance to Fire damage, and you have advantage on Strength (Athletics) checks.
o In addition, when you hit a creature with an attack using a weapon, you can
invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire
damage, and it must succeed on a Strength saving throw or be restrained for 1
minute. While restrained by the shackles, the target takes 2d6 fire damage at the
start of each of its turns. The target can repeat the saving throw at the end of
each of its turns, banishing the shackles on a success. Once you invoke this rune
a number of times equal to your proficiency bonus, you can't do so again until
you finish a long rest.
 Frost Rune. 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 Constitution Saving throws, and you have resistance to
Cold damage.
o In addition, you can invoke the rune as an action to show other creatures the
freezing harshness and reality of winter originating from you, a 15-foot radius
sphere appears on the ground and remains there for one minute. All creatures
excluding yourself half their movement speed halved while moving through this
area. Any creature that ends its turn in this area takes cold damage equal to half
your level (rounding up). This circle of frost runes does not move with you and
remains where you placed it for the duration. Once you invoke this rune a
number of times equal to your proficiency bonus, you can't do so again until you
finish a short or long rest. Once you invoke this rune a number of times equal to
your proficiency bonus, you can't do so again until you finish a long rest.

Whenever you finish a long rest, you can touch an object with your chosen rune and inscribe it
onto the object. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of
jewelry, or something else you can wear or hold in a hand. Your rune remains on the object until
you finish a long rest.
If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus
+ your Constitution modifier.

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