Rune KnightFighter Martial Archetype — D&D 5e
Rune Knight fuses giant magic into the fighter chassis: you carve runes into your gear for passive magical effects, and you can grow to Large — eventually Huge — size on demand as a bonus action. It’s a control-and-tank hybrid more than a pure damage build, trading a bit of the Battle Master’s consistency for utility that ranges from shutting down a caster’s concentration to just being too big to easily kill.
Level by level
Rune Knight Features
Level 3 — Rune Carving
You learn to carve two runes into your armor or weapons from a list including the Cloud Rune (obscure and confuse an attacker), the Fire Rune (bonus fire damage and resistance for you and allies), the Frost Rune (slow a target and grant temporary hit points), and the Stone Rune (advantage on a chosen ability check), each usable a limited number of times per long rest.
Level 3 — Giant's Might
As a bonus action you can grow to Large size for a minute, gaining advantage on Strength checks and saves plus extra damage on your weapon and unarmed attacks, essentially letting you flip into ogre mode whenever a fight calls for it.
Level 7 — Runic Shield
When a creature within 30 feet that you can see is attacked, you can spend a reaction to impose disadvantage on that attack roll, turning you into a ranged bodyguard even for allies who aren’t standing next to you.
Level 10 — Great Stature
You grow a permanent few inches from your accumulated rune magic and gain extra Giant’s Might damage, plus a third rune to carve, so the subclass keeps stacking passive value on top of the size-shifting gimmick instead of plateauing.
Swear the Oath
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Forge a Rune Knight Fighter