This rune's magic channels the masterful craftsmanship of great smiths. Once you invoke this rune, you can't do so again until you finish a short or long rest. This magic can transfer the attack's effects regardless of the attack's range. The chosen creature becomes the target of the attack, using the same roll. 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.While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. This rune emulates the deceptive magic used by some cloud giants. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier. If a rune has a level requirement, you must be at least that level in this class to learn the rune. The following runes are available to you when you learn a rune. 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. 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. 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. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. 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. Starting at 3rd level, you can use magic runes to enhance your gear. When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant. It's a bit of book keeping, but it does help to emulate your characters overall physical hardiness being impacted both positively and negatively by environmental factors that aren't weapons tearing up its flesh.Source: Tasha's Cauldron of Everything Bonus Proficiencies Likewise, if you go from the 10-11 pair to the 8-9 pair, you will decrease those values. So if you go from the 10-11 pair to the 12-13 pair you gain +1 CON modifier, which gives you +1 HP/Level as well as increasing your CON based abilities, such as Fortitude Save. Similarly, if you take Constitution "damage" (via poisons or spells or what-have-you), this can and will decrease your characters Hit Points.Ī good rule of thumb (and in fact exactly the rules) is that for every 2 points of Constitution (determined on the even number of the pair), you either gain or lose 1 HP. If someone casts a spell on you that grants you +4 Constitution, you will get an additional +2 Bonus from your Constitution, so your Hit Points will temporarily increase to:
Level 1 - You gain maximum for your 1st Level Hit Die, plus your CON bonus (+3), so 11hp.
If your Constitution Bonus increases, you will immediately and retroactively increase your hit points. :)Īrchmagi1 touches on something here as well that's worth paying attention to: Give it some time, you'll get used to it. It sounds to me like there's simply an issue with the terminology used in the game. Plenty of good answers here, so I won't bother repeating them all.