Rune Knight Fighter Build Guide – Giant’s Might – 2024 Update
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Article Disclaimers
For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.
Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.
For the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.
For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.
To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.
Why Rune Knight Fighter?
While there isn’t much diversity in how Rune Knights can be built or played, it offers a cool play experience where you get a lot of diverse passive abilities and activated abilities with the runes. While you still lack the general diversity of a spellcaster, Rune Knights get a lot more versatility than the average Fighter and you’re going to be much stronger to boot, second only to Echo Knights.
Rune Knight Fighter Abilities Ranked
Rune Carver (Level 3) – A Tier – Runes are really strong as their passive abilities can be solid and their activated abilities can be really strong.
Giant’s Might (Level 3) – D+ Tier – For the old grappling rules, this ability was pretty good. Now it’s just a fine ability that gives you a small damage boost.
Runic Shield (Level 7) – C Tier – A Silvery Barbs just for one attack can be useful if an ally is getting hit by a critical hit or they’ll go down very soon, but potentially stopping one attack of a multiattacking enemy is never too exciting.
Additional Rune (Level 7) – A+ Tier – You can now access the best runes so it’s no surprise that this ability is really strong. Hill Giant’s Rune, in particular, is very good.
Great Stature (Level 10) –