magic stine knights

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Magic stone knights are powerful warriors that are brought to life through the use of magic stones. These stones are imbued with potent enchantments that grant the knights extraordinary abilities and strengths. The process of creating a magic stone knight begins with the selection of a suitable candidate. These candidates are often skilled warriors or knights who have shown exceptional courage and loyalty. Once chosen, the candidate undergoes a rigorous training regimen to prepare them for the infusion of magic. The magic stone used to create the knight is carefully selected for its specific properties and powers.


Stone Knight Set is an Armor Set in Dark Souls and Dark Souls Remastered.

At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. 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.

Magic stine knights

The magic stone used to create the knight is carefully selected for its specific properties and powers. These stones can be found in rare and remote locations, guarded by powerful creatures and ancient guardians. The process of obtaining these stones is often dangerous and requires great skill and bravery.

DND 5th Edition

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.

Source: Tasha's Cauldron of Everything

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

Rune Carver

Starting at 3rd level, 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.

Runes Known
Fighter Level Number of Runes
3rd 2
7th 3
10th 4
15th 5

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.

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.

  • Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
    • In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
    • Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
      • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
      • Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
        • In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
        • Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
          • In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
          • Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
            • In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
            • Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
              • In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

              Giant Might

              At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

              • If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
              • You have advantage on Strength checks and Strength saving throws.
              • Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.

              You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

              Runic Shield

              At 7th level, 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.

              You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

              Great Stature

              By 10th level, the magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

              Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.

              Master of Runes

              At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

              Runic Juggernaut

              At 18th level, you learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

              You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
              Magic stine knights

              Once the stone has been acquired, it is then prepared for the infusion process. This involves cleansing and purifying the stone to remove any impurities or negative energies. The stone is then enchanted with powerful spells and incantations to awaken its latent powers. The candidate is then presented with the magic stone and undergoes a ritualistic ceremony to bond with the stone. This ceremony often involves reciting ancient words of power and undergoing physical and mental trials. Once the bond is complete, the stone and the candidate become one, merging their essences and creating the magic stone knight. As a magic stone knight, the warrior gains incredible strength, speed, and durability. They also gain the ability to summon and manipulate elemental forces, allowing them to wield fire, ice, lightning, and other powerful energies. Additionally, they can tap into the ancient knowledge and wisdom contained within the stone, granting them insight and intuition in battle. Magic stone knights are often feared and respected on the battlefield. Their presence alone can turn the tide of a battle, and their formidable powers make them a force to be reckoned with. They are often seen as defenders of the realm, protecting the innocent and upholding justice. However, the creation of magic stone knights is not without its risks and dangers. The infusion process can be taxing on the candidate, both physically and mentally. The bonding with the stone can also affect the knight's psyche, causing them to become more detached and focused on their mission. Additionally, the stones themselves can be corrupted or stolen, leading to dire consequences. In conclusion, magic stone knights are powerful warriors created through the channeling of magic stones. They possess extraordinary abilities and strengths, making them formidable forces on the battlefield. However, the process of creating these knights is risky and comes with its own set of challenges. Thus, magic stone knights are both revered and feared for their incredible powers and unwavering commitment to protect and serve..

              Reviews for "magic stine knights"

              1. Karen - 2/5 stars - I was extremely disappointed with "Magic stine knights". The plot was confusing and hard to follow, with too many random elements introduced. The characters lacked depth and I couldn't connect with any of them. The writing style felt clunky and awkward, making it difficult to get through the book. Overall, I found it to be a frustrating read and wouldn't recommend it to others.
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              3. Sarah - 2/5 stars - I had high hopes for "Magic stine knights", but unfortunately, it fell short of my expectations. The pacing was all over the place, with moments of intense action followed by long stretches of boring exposition. The world-building was lacking, leaving me confused about the setting and rules of the fantasy realm. The characters felt one-dimensional and underdeveloped, making it hard for me to care about their journey. Overall, I found the book to be underwhelming and forgettable.
              4. John - 2/5 stars - "Magic stine knights" had an interesting premise, but it was poorly executed. The writing lacked finesse and the prose was often awkward and clunky. The action scenes were poorly described, leaving me struggling to visualize what was happening. The romantic subplot felt forced and unnecessary, detracting from the main plot. I was left feeling unsatisfied and uninvested in the story and characters.

              magic stine knights

              magic stine knights

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