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Subclass Fighter Rune Knight

yoonmoonsik edited this page Jun 30, 2026 · 11 revisions

What Is the Rune Knight?

The Rune Knight is a Fighter subclass that channels giant magic through carved runes. Rune Carver at Level 3 teaches four runes — Cloud, Fire, Frost, and Stone — each providing a passive bonus and an active spell. Giant's Might lets you grow Large as a Bonus Action for 1 minute, gaining Advantage on Strength checks and saves and dealing +1d6 damage. Runic Shield at Level 7 adds Hill and Storm runes, plus a Reaction to force attackers to reroll. Great Stature at Level 10 increases the bonus damage in Giant's Might from 1d6 to 1d8.

Class Features

Progression Overview

LEVEL FEATURE
3 Rune Carver, Giant's Might
7 Runic Shield
10 Great Stature

Level 3

Rune Carver You can use magic runes to enhance your gear. At Level 3, you learn the Cloud, Fire, Frost, and Stone runes. At Level 7, you learn the Hill and Storm runes.

  • Cloud Rune — Passive: Expertise in Deception and Sleight of Hand. Active: When you or a creature within 30 feet is hit by an attack, use a Reaction to redirect the attack to another creature within range.
  • Fire Rune — Passive: Expertise in Artisan's Tools. Active: When you hit with a weapon, trap the target in flaming shackles (2d6 Fire damage, Restrained until it breaks free with a Strength check).
  • Frost Rune — Passive: +2 bonus to Strength and Constitution (Ability Scores). Active: Bonus Action to gain +2 to Strength and Constitution for 10 minutes.
  • Stone Rune — Passive: Advantage on Insight checks, Darkvision 120 ft. Active: Reaction to force a creature that stops near you to make a Wisdom save or fall Asleep until they take damage.
  • Hill Rune (Level 7) — Passive: Resistance to Bludgeoning, Piercing, and Slashing damage while wearing armor. Active: Bonus Action to gain same resistances for 1 minute.
  • Storm Rune (Level 7) — Passive: Advantage on Arcana checks; can't be Surprised. Active: Bonus Action to enter a stormsight state and use a Reaction to reroll any attack/ability/save.

Giant's Might As a Bonus Action, you gain giant-like power for 1 minute. You become Large, have Advantage on Strength checks and Strength saving throws, and your weapon or unarmed attacks deal an extra 1d6 damage on a hit.

Level 7

Runic Shield You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your Reaction to force the attacker to reroll the d20 and use the new roll.

Level 10

Great Stature The extra damage you deal with your Giant's Might feature increases to 1d8.

Playstyle Notes

The Rune Knight is the rune magic + size manipulation Fighter. Giant's Might at Level 3 is a direct Bonus Action buff: Large size (reach for many weapons extends), Strength Advantage, and +1d6 damage on every hit for 1 minute. At Level 5 with Extra Attack, that's +2d6 per turn, and with Action Surge +4d6 in one Surge turn.

Rune Carver provides both passive and active bonuses — the passives are permanent as long as you have the rune (Fire Rune's tool expertise, Stone Rune's Darkvision and Insight Advantage, etc.) and the actives are once-per-Short-Rest effects with significant tactical utility. Fire Rune's shackle is particularly strong: Restrained enemies grant Advantage to all melee attacks against them.

Runic Shield at Level 7 is a Reaction that forces an attacker to reroll their hit against any ally within 60 feet. It doesn't cost any rune uses and has no daily limit. Compared to the Fighting Style Protection, it operates at 60 feet rather than 5 feet and triggers on hits rather than just adjacent creatures.

Great Stature at Level 10 bumps the Giant's Might bonus from 1d6 to 1d8. Combined with Hill Rune's Damage Resistance while armored, the Level 10 Rune Knight is both harder to kill and dealing consistent extra damage in every fight.

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