5th Edition Character Sheet
Skills
Racial
Draconic Ancestry: Your breath weapon and damage resistance (Lightning) are determined by the dragon type you choose (bronze).
Breath Weapon: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Metallic Breath Weapon.At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.
Class
Fighting Style, Defense: While you are wearing armor, you gain a +1 bonus to AC.
Second Wind: Bonus to regain [d10+]lvl usable once/rest
Action SurgeYou can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Martial Archetype: Rune Knight Bonus ProficienciesTCE p44
3rd-level Rune Knight feature
You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.
Rune Carver: You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. With the 3rd level of fighter, you know 2 runes
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. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
Fire Rune. FPassive: Double proficiency bonus for tool checks (mastery of craftsmanship).Active: Once per short/long rest, deal $2\text{d}6$ fire damage on a hit and force a Strength save. Failure restrains the target, dealing 2d}6 fire damage per turn. The tarjet can release at the end of it's turns, ending the effect
Stone Rune. Passive: Advantage on Insight checks and 120 ft. darkvision.Active: Once per short/long rest, use a Reaction to force a creature within 30 ft. to make a Wisdom save. Failure results in the creature being charmed and incapacitated (speed 0) for up to 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Giant's MightThis ability can be activated as a bonus action and lasts for 1 minute. You can use it a number of times equal to your Proficiency Bonus per long rest.Benefits Gained:Size Increase: Your size becomes Large (if you were smaller and have room).Increased Power: You gain advantage on all Strength checks and Strength saving throws.Extra Damage: Once per turn, one attack (weapon or unarmed) deals an extra $1\text{d}6$ damage on a hit.
[b]Draconic Ancestry:[/b] Your breath weapon and damage resistance (Lightning) are determined by the dragon type you choose (bronze).
[b]Breath Weapon:[/b] When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 30-foot line. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes [1d10] damage of the type associated with your Metallic Ancestry. On a successful save, it takes half as much damage. This damage increases by [1d10] when you reach 5th level ([2d10]), 11th level ([3d10]), and 17th level ([4d10]).
[b]Metallic Breath Weapon.[/b]
At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:
Enervating Breath. Each creature in the cone must succeed on a Constitution saving throw or become incapacitated until the start of your next turn.
Repulsion Breath. Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.
Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.
[b]Class[/b]
[b]Fighting Style, Defense:[/b] While you are wearing armor, you gain a [+1] bonus to AC.
[b]Second Wind:[/b] Bonus to regain [d10+]lvl usable once/rest
[b]Action Surge[/b]You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
[b]Martial Archetype: Rune Knight[/b] Bonus Proficiencies
TCE p44
3rd-level Rune Knight feature
You gain proficiency with smith's tools, and you learn to speak, read, and write Giant.
[b]Rune Carver: [/b]You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. With the 3rd level of fighter, you know 2 runes
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. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.
[b]Fire Rune. [/b]FPassive: Double proficiency bonus for tool checks (mastery of craftsmanship).Active: Once per short/long rest, deal $2\text{d}6$ fire damage on a hit and force a Strength save. Failure restrains the target, dealing 2d}6 fire damage per turn. The tarjet can release at the end of it's turns, ending the effect
[b]Stone Rune. [/b]Passive: Advantage on Insight checks and 120 ft. darkvision.
Active: Once per short/long rest, use a Reaction to force a creature within 30 ft. to make a Wisdom save. Failure results in the creature being charmed and incapacitated (speed 0) for up to 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
[b]Giant's Might[/b]This ability can be activated as a bonus action and lasts for 1 minute. You can use it a number of times equal to your Proficiency Bonus per long rest.Benefits Gained:Size Increase: Your size becomes Large (if you were smaller and have room).Increased Power: You gain advantage on all Strength checks and Strength saving throws.Extra Damage: Once per turn, one attack (weapon or unarmed) deals an extra $1\text{d}6$ damage on a hit.
Languages: Common, Draconic, Giant
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