1. Notes

Giant (Vaesir) Rune Listing


Level 3 Runes

Haug (Hill Rune). This rune bestows the resilience of a hill giant. Passive: While you are conscious, you gain temporary HP equal to your proficiency bonus at the start of each of your turns. Active: as a reaction to taking nonmagical bludgeoning, piercing, or slashing damage, you can reduce that damage by half. At level 10, this affects all bludgeoning, piercing, or slashing damage.

Ild (Fire Rune) - weapon only. This rune's magic channels the craftsmanship of fire giant smiths. Passive: You make any ability check made for using a tool or kit. Active: when you hit a creature or object with a weapon attack, you can add 1d6 fire damage to the attack and the creature lights ablaze, taking 1d4 fire damage at the start of each of its turns until a creature uses an action to put out the flames. At level 10, this becomes 2d6 and 2d4 damage respectively.

Stein (Stone Rune). This rune bestows the insight and athleticism of a stone giant. Passive: you have advantage on saving throws made to resist being charmed, and on athletics checks made to climb difficult surfaces. Active: As a reaction, you can automatically succeed on a roll that would exclusively prevent you from being moved against your will or knocked prone. At level 10, this includes rolls that may have affects beyond moving you or knocking you prone.

Stig (Light Rune). This rune channels the powers of purifying light. Passive: you can cast the light cantrip, using intelligence as a spellcasting ability. Active: as a bonus action, you can radiate bright light in a 15 foot radius around you and dim light 15 feet beyond that for the next hour, or until you choose to end this effect as a bonus action. At level 10, this light is considered sunlight.

Vind (Wind Rune). This rune imbues you with the the power of the racing winds. Passive: you can cast the gust cantrip, using your intelligence as a spellcasting ability. Active: as a bonus action, you can increase your speed by 10 feet for the next minute. At level 10, this becomes 30 feet. 

Venn (Friend Rune). This rune fills you with a likable presence. Passive: you can cast the friends cantrip, using your intelligence as a spellcasting ability. Active: when an ally you can see within 30 feet of you misses an attack roll, or fails an ability check or saving throw, you can use your reaction to give them a bonus to the roll equal to your half your proficiency bonus (rounded up). At level 10, this bonus equals your proficiency bonus instead.

Level 5 Runes

Blod (Blood Rune) - weapon only. This rune's power allows you to manipulate your own life force. Passive: you can use a bonus action to spend one of your hit dice to heal an amount equal to the roll plus your constitution modifier. Active: when you deal damage to a creature with a weapon attack or cantrip, you can deal an extra 1d10 necrotic damage, and you heal an amount equal to the necrotic damage dealt. You do not heal when you apply this extra damage to creatures that do not have blood (such as constructs  and most undead). At level 10, this damage becomes 2d10.

Fjell (Mountain Rune) - armor only. This rune imbues one with the might of giants. Passive: you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Active: as a bonus action, you can become Large and your weapon attacks deal an extra 1d4 damage for the next minute. At level 10, this becomes 1d6 extra damage.

Ise (Frost Rune). This rune's magic evokes a frost giant's stoic calm. Passive: you have advantage on saving throws to resist being frightened and on athletics checks to grapple a creature. Active: as a bonus action, you can increase your strength score by 2 for the next minute. This increase can cause your score to exceed 20, but not 24. At level 10, your strength increases by 4.

Skold (Shield Rune) - shield only. This rune gives you the power to protect yourself and others from harm. Passive: your armor class increases by 1 when you are wielding a  shield. Active: when you are hit by an attack, you can use your reaction to increase your AC against that attack by an amount equal to your proficiency bonus. At level 10, this bonus can instead be applied to the AC of a creature you can see within 30 feet of you when they are hit by an attack. 

Skye (Cloud Rune). This rune's magic emulates the deceptiveness of a cloud giant. Passive: you can perfectly mimic the voice of a creature you've heard speak before. Active: when a creature you can see within 30 feet of you is hit by an attack, you can use your reaction to magically redirect part of the attack to target a different creature (other than the attacker) within 30 feet of you (regardless of the attack's range), using the same attack roll. If the attack roll hits, half of the damage of the attack is instead applied to the new target. At level 10, this redirects all of the attack's damage. 

Level 11 Runes

Ferd (Journey Rune). This rune eases travelers on their journey. Passive: you can read all writing. Active: as a bonus action, you can teleport to an unoccupied space you can see up to 20 feet away. 

Hellig (Sacred Rune). Through this rune's magic, you commune with the divine. Passive: you can speak and understand celestial and are resistant to radiant damage. Active: you can cast the ceremony, detect evil and good, protection from evil and good, or minor restoration without using a spell slot or material components. 

Krig (War Rune). This rune embodies the very essence of conflict. Passive: you have advantage on the first attack roll you make after rolling for initiative. Active: When you attack a creature, you can choose to mark it. Until the start of your next turn, the first attack roll each creature makes against the marked creature is made with advantage.

Uvar (Storm Rune). This rune allows you to briefly glimpse into the future like the storm giant oracles. Passive: you have advantage on initiative checks. Active: as a bonus action you peer into the moments ahead, giving you advantage one ability check, attack roll, or saving throw of your choice that you make within the next minute.

Uven (Enemy Rune). This rune's magic fills you with vigor when enemies are closing in. Passive: creatures have disadvantage on attack rolls against you if they have already dealt damage to you this turn. Active: as a bonus action, you can give yourself a bonus to weapon attack rolls and damage rolls equal to the number of enemies within 15 feet of you (maximum of 5). This bonus lasts until the end of your next turn.

Level 17 Runes

Dod (Death Rune). This rune empowers you with the ability to evade death and usher it upon your foes. Passive: You have advantage on death saving throws and you regain 1 hit point when you roll a 20 or a 19 on a death saving throw. Active: when a creature within 60 feet of you rolls a death saving throw, you can use your reaction to force a different creature of your choice within 30 feet of you to roll a death saving throw as well (they need not be at 0 HP). If a creature fails this saving throw, they gain a level of exhaustion, and if a creature who has failed 3 death saving throws in this way falls below 100 hit points, it dies. 

Kong (King Rune). This rune's magic emulates the birthright of a mighty ruler. Passive: you are immune to the charmed and frightened conditions. Active: When you fail a saving throw, you can use your reaction to have a willing creature you can see within 30 feet of you roll the same saving throw. You can use either roll as your result. 

Liv (Life Rune). This rune fills you with magical vitality. Passive: while you are conscious, and below half your hit point maximum, you heal 1d6 HP at the start of each of your  turns. Active: When a creature you can see within 60 feet of you heals hit points or receives temporary hit points, you can use your reaction to double the amount healed or the temporary hit points received.

Wyrm (Dragon Rune). The power of a great dragon resides within this rune. Passive: you sprout ethereal dragon wings, giving you a flying speed equal to your walking speed. Active: As an action, you can expel a powerful breath weapon. All creatures in a 30 foot cone or a 60 foot line (your choice) must make a dexterity saving throw. On a failure, a creature takes 10d6 fire, cold, lightning, poison, or acid damage (your choice). On a success, a creature takes half damage