Rune Magic

Wizards of this tradition have studied the rune carving and inscription methods of the giants, learning to adapt the magics of the runes to their purposes. Rune mages are adept at using these runes to enhance themselves and others.

Rune Mage Features
Wizard LevelFeature
2ndCipher, Rune Scribe
6thRune Barrier
10thRunic Magic
14thMaster of Runes

Cipher

2nd-level Rune Mage feature

You learn to speak, read, and write Giant and a language of your choice.

In addition, when you make an Intelligence or Wisdom check to comprehend or decipher an ancient or magical script, you make it with advantage.

Rune Scribe

2nd-level Rune Mage feature

You can place a magical rune upon a willing creature to enhance it. You know a number of runes of your choice from among the runes described below equal to your proficiency bonus, and each time you gain a level in this class, you can replace one rune you know with a different rune from this feature.

Whenever you finish a long rest, you can trace a rune on a wiling creature you can touch. You can place a number of runes equal to half your proficiency bonus. Your rune remains on the creature until you finish a long rest, and a creature can bear only one of your runes at a time.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune.


Guile. The bearer of the rune gains a +5 bonus to AC against opportunity attacks and can’t have its mind read against its will. If it ever needs to make a saving throw to avoid being deceitful, such as from the zone of truth spell, it makes its save with advantage, and Wisdom (Insight) checks made against it are made with disadvantage.

In addition, when you can an illusion or enchantment spell or manifest a telepathy power, you can use your reaction to invoke the rune. You cast the spell without somatic or verbal components. If the spell or power requires concentration, its effects will linger for 2 rounds after you cease concentration on it. Once you invoke this rune, you can’t do so again until you finish a short or long rest.


Potency. The bearer of the rune increases the save DC for its spells, powers, traits, or class features by 1.

In addition, when you cast a spell using a 1st-level or higher slot or manifest a power with at least 1 power point that requires 1 action to cast or manifest, you can invoke the rune to cast the spell or manifest the power as a bonus action. Once you invoke this rune, you can’t do so again until you finish a short or long rest.


Vigor. The bearer of the rune has one of its ability scores (your choice) increased by 2, to a maximum of 19.

In addition, you can invoke the rune to remove one condition from its bearer as a bonus action. The conditions you can remove must be one of the following: blinded, charmed, deafened, paralyzed, poisoned, stunned, unsettled. Once you invoke this rune, you can’t do so again until you finish a short or long rest.


Vitality. Whenever the bearer of the rune has at least 1 hit point, but no more than half its maximum hit point total, it regains 1 hit point at the start of each of its turns until it has at least half its maximum hit points. If the bearer is reduced to 0 hit points, it doesn’t regain hit points from the rune.

In additional, you can invoke the rune to cause each creature within 15 feet of its bearer to regain 2d8 + your Intelligence modifier hit points as a bonus action. Once you invoke this rune, you can’t do so again until you finish a short or long rest.


Celerity (10th Level or Higher). The bearer of this rune increases its movement speed by 10 and whenever it succeeds on a Dexterity saving throw to take reduced damage, it takes no damage instead.

In addition, you can invoke this rune as a bonus action. During the bearer’s next turn it can take a second action which can be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. Once you invoke this rune, you can’t do so again until you finish a short or long rest.


Clarity (10th Level or Higher). The bearer of the rune has advantage on saving throws and ability checks against illusions, charms, and other mind-affecting effects.

In addition, you can invoke the rune to grant the target truesight for 1 minute as a bonus action. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Rune Barrier

6th-level Rune Mage feature

You learn to invoke your rune magic to protect yourself. When you are the target of an attack or caught within the area of an effect which requires a Dexterity saving throw, you can use your reaction to erect a barrier of force. If the effect requires a Dexterity saving throw, you automatically succeed on it. The barrier takes damage instead of you. If the barrier is reduced to 0 hit points, it shatters and you take any remaining damage.

The barrier has a hit point maximum equal to three times your level in this class. You can continue to summon the barrier as long as it has at least 1 hit point. The barrier’s hit points are restored when you finish a long rest.

Runic Magic

10th-level Rune Mage feature

You can place one additional rune, but it must be placed on you. As long as you have a rune active on you, once each turn when you deal damage with a wizard spell, you increase the damage by 1d6 to one of your targets. When you invoke one of your runes, this damage increases to 2d6 on the next spell you cast before the end of your next turn.

In addition, you can replace the rune on one target with another rune you know as an action. Once you replace a rune in this fashion, you can’t do so again until you finish a long rest.

Master of Runes

14th-level Rune Mage feature

You can invoke each rune you know from your Rune Scribe feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.