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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.

Class
Fighter
Type
Martial Archetype
Features
4
Feature levels
3 · 7 · 10

Level by level

Rune Knight Features

Level 3Rune 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 3Giant'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 7Runic 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 10Great 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