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Svilland: Hrokr
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===Features=== *'''Fighting Style:''' ''Unarmed Fighting''. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. <br>At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. *'''Second Wind.''' On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. *'''Action Surge.''' 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. *'''Extra Attack.''' You can attack twice, instead of once, whenever you take the Attack action on your turn. *'''Rune Carver.''' 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. **'''Fire Rune: ''Ildkjede''.''' 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. **'''Stone Rune: ''Drรธm om stein''.''' 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. *'''Giant Might.''' As a bonus action, you magically gain the following benefits, which last for 1 minute. 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. **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.
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