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==== Runes ==== | ==== Runes ==== | ||
''3rd, 7th, 10th, 15th, and 18th Level Rune Knight's League Feature Option''<br> | ''3rd, 7th, 10th, 15th, and 18th Level Rune Knight's League Feature Option''<br> | ||
*'''Cloud Rune.''' This rune emulates the deceptive magic used by some | *'''Cloud Rune.''' This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Dexterity (Sleight of Hand) Checks and Charisma (Deception) Checks. | ||
:In addition, when you or a creature you can see within | :In addition, when you or a creature you can see within 30ft of you is hit by an Attack, you can use your Reaction to invoke the Rune and choose a different creature within 30ft of you. 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. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | ||
*'''Fire Rune.''' This | *'''Fire Rune.''' This Rune’s magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this Rune, you have Expertise in all Tools you had Proficiency in. | ||
In addition, when you hit a creature with | :In addition, when you hit a creature with a Weapon Attack, you can invoke the Rune to summon fiery shackles, causing the Attack to deal an additional 2d6 Fire Damage, and the target 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 successful Save. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | ||
*'''Frost Rune.''' This | *'''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 Wisdom (Animal Handling) Checks and Charisma (Intimidation) Checks. | ||
*'''Stone Rune.''' This | :In addition, you can invoke the Rune as a Bonus Action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all Ability Checks and Saving Throws that use Strength or Constitution. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | ||
In addition, when a creature you can see ends its turn within | *'''Stone Rune.''' This Rune’s magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this Rune, you have Advantage on Wisdom (Insight) Checks, and you have Darkvision out to a range of 120ft. | ||
*'''Hill Rune (7th Level or Higher).''' This | :In addition, when a creature you can see ends its turn within 30ft of you, you can use your Reaction to invoke the Rune and force the creature to make a Wisdom Saving Throw. On a failed Save, the creature is Charmed by you for 1 minute. While Charmed in this way, the target's Speed is reduced to 0 and it is Incapacitated, descending into a dreamy stupor. The creature repeats the Saving Throw at the end of each of its turns, ending the effect on a success. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | ||
In addition, you can invoke the | *'''Hill Rune (7th Level or Higher).''' This Rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this Rune, you have Advantage on Saving Throws against being Poisoned, and you have Resistance against Poison Damage. | ||
*'''Storm Rune (7th Level or Higher).''' Using this | :In addition, you can invoke the Rune as a Bonus Action, gaining Resistance to Bludgeoning, Piercing, and Slashing Damage for 1 minute. Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | ||
In addition, you can invoke the | *'''Storm Rune (7th Level or Higher).''' Using this Rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this Rune, you have Advantage on Intelligence (Arcana) Checks, 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 enter a prophetic state for 1 minute or until you’re Incapacitated. Until the state ends, when you or another creature you can see within 60ft of you makes an Attack Roll, Ability Check, or Saving Throw, you can use your Reaction to give the roll Advantage or Disadvantage (your choice). Once you invoke this Rune, you can’t do so again until you finish a Long Rest. | |||
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