Runemage A wild-eyed elf, bleeding and on the brink of death, scribbles a series of arcane symbols into the dirt. The goblin aggressors surrounding her take a step forward, spears in their hands, before being obliterated in a wave of searing heat as they near her work. A dwarf clad in plate armor marches down a hill, his army at his back. His armor and battleaxe glimmer with glowing golden pictograms. With a tremendous battle cry, he rushes down the the hill as a protective field stops arrows from striking him and his sword spits lightning and fire. A smiling genasi woman whistles and sits down beside her wounded halfling companion, quickly painting a small sigil beside his wound that seals it before etching protective symbols onto his shield so he won't be hurt again. These are runemages, channelers of magic who wield their arcane powers by drawing symbols of ancient might and eldritch lore. Mystic and Ancient The techniques and art of runescribing is nearly as old as magic itself. Runes are like control switches that can be flicked on and activated to unleash a variety of magical effects. Runemages are often found congregating in different orders, groups that specialize in specific sorts of runes. The sheer number of runes allows for many different ways for them to be used, either for good or for ill. Among their orders are the Order of the Battlerunes, the Order of Charity, the Order of the Divine, and the Order of the Bloodrunes. Dangerous Knowledge Runemages are similar to wizards in that they study their magic intently, for runes require much study and practice. But they are also similar to warlocks, in that runes can lead to very dangerous magic and power. Runes are often created by gods or demons or ancient and powerful archmages, which can lead to the study of runes being a dangerous and risky path. Class Features As a runemage, you gain the following class features Hit Points Hit Dice: 1d8 per runemage level

1d8 per runemage level Hit Points at 1st Level: 8 + your Constituion modifier

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per runemage level after 1st Proficiencies Armor: None

None Weapons: Simple Weapons

Simple Weapons Tools: Calligrapher's supplies Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception Equipment You start with the following equipment, in addition to the equipment granted by your background:

Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception You start with the following equipment, in addition to the equipment granted by your background: (a) Any simple weapon

(a) Two daggers or (b) a handaxe

Calligrapher's supplies

(a) An explorer's pack or (b) a scholar's pack

An arcane focus

The Runemage Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Slot Level Runes Known 1st +2 Rune Casting, Ancient Order 2 1 1 1st - 2nd +2 Rune Weaving 2 2 2 1st 2 3rd +2 Mythic Brand 2 3 2 2nd 2 4th +2 Ability Score Improvement 3 4 2 2nd 2 5th +3 - 3 5 2 3rd 3 6th +3 Ancient Order Feature 3 6 2 3rd 3 7th +3 - 3 7 2 4th 4 8th +3 Ability Score Improvement 3 8 2 4th 4 9th +4 - 4 9 2 5th 5 10th +4 Ancient Order Feature 4 10 2 5th 5 11th +4 Runespeaker 4 11 3 5th 5 12th +4 Ability Score Improvement 4 11 3 5th 6 13th +5 Forceful Runes 4 12 3 5th 6 14th +5 Ancient Order Feature 4 12 3 5th 6 15th +5 Adaptive Runes 4 13 3 5th 7 16th +5 Ability Score Improvement 4 13 3 5th 7 17th +6 Rune Seer 4 14 4 5th 7 18th +6 - 4 14 4 5th 8 19th +6 Ability Score Improvement 4 15 4 5th 8 20th +6 Archscrivener 4 15 4 5th 8 Ancient Order You are associated with an ancient order of runemages who specialize in certain types of runes. Choose either the the Order of the Battlerunes, the Order of Charity, the Order of the Divine, and the Order of the Bloodrunes. Your Order choice gives you features at 1st level and again at 6th, 10th, and 14th level. Rune Casting As a runemage, you cast spells differently from other spellcasters. You produce magic by invoking the ancient power of the runes and by drawing them in the air or on the ground. See Chapter 10 of the PHB for general spellcasting rules and below for the runemage spell list. Cantrips At 1st level, you know three cantrips of your choice from the runemage spell list. You learn additional cantrips of your choice at higher levels, as shown on the runemage class table. Certain class features may also teach you additional cantrips. Spell Slots Table: The Runemage shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell shield, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the runemage spell list. The Spells Known column of Table: The Runemage shows when you learn more runemage spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the runemage spells you know and replace it with another spell from the runemage spell list, which also must be of a level for which you have spell slots. Spellcasting Ability

Intelligence is your spellcasting ability for your runemage spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a runemage spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You may use a arcane focus as a spellcasting focus for your runemage spells. Rune Weaving A runemage is a master at empowering gear with magical runes. At 2nd level, you learn two runes that you can weave into weapons, clothing, armor, shields, and spellcasting foci. Your rune options are detailed at the end of the class description. When you gain certain runemage levels, you gain additional runes of your choice, as shown in the Runes Known column of the runemage table. You can have a number of runes on an individual piece of gear equal to your Constitution modifier plus 2 and the total of runes you have woven at once must be equal to the number of runes you know. You must spend one full turn concentrating to weave a rune into a piece of gear and one full turn concentrating if you wish to unweave a rune to add a new one. Additionally, when you gain a level in this class, you can choose one of the runes you know and replace it with another rune that you could learn at that level. If you have a rune woven into a piece of gear that you know longer know, it is no longer woven into its gear. Mythic Brand Every runemage, when they have learned enough, chooses a powerful mythic rune to brand onto their flesh. Each mythic rune gives them unique powers and enhancements. You gain one of the following features of your choice at 3rd level. Brand of the Seven Gates You bear the mark of the Seven Gates of Death, seven circles within one another burnt onto your back. When you invoke this rune, black smoke pours out from under your clothes, emitted by the brand. This rune shields you from death's embrace and gives you the ability to guard others from death as well. When you choose this rune, you gain 1 hit point for each level you have in the runemage class and you gain 1 extra hit point each time you level up in runemage. You can also cast the spell False Life as a 1st level spell once per long rest without using a spell slot or material components, adding your Constitution modifier as well as your spellcasting modifier to the healing done. Brand of the Sun and Moon You bear the rune of the sun and moon, the lights of morning and night, two hemi-circles on your forearms that are activated by holding your arms together to form a full circle, causing the brand to glow brightly. The rune of the sun and moon give you the power to guide your allies and burn your foes. You gain the cantrips Light and Sacred Flame, and once per long rest you can spend your reaction to give an ally a bonus on a single attack roll equal to your Constitution modifier. Brand of Wrath You bear the sigil that represents all living beings' lust for blood and war, a large, elaborate chest tattoo of a fist clutching a severed head by the hair. You learn the cantrip Sword Burst, and once per long rest you can use your bonus action to make an extra melee weapon attack. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Runespeaker Talented runemages can cast spells simply by vocalizing their runes, without having to inscribe them or use arcane components. When you reach 11th level, as long as a spell doesn't have a rare or expensive material component (ie. Chromatic Orb's diamond or Glyph of Warding's incense and diamonds), you may cast that spell using only verbal components. Forceful Runes You craft your runes with much more energy and skill than other runemages, infusing them with potent energy. At 13th level, you add your Constitution modifier to the damage rolls of cantrips and spells you cast. Adaptive Runes You have the ability to tweak the spells cast by your runes to suit your needs. At 15th level, once per long rest, you can use a limited form of magic, similar to a sorceror. You can only apply one metamagic effect to a spell. Your metamagic options are as follows: Empowered Spell When you roll damage for a spell, you may reroll a number of damage dice up to your Constitution modifier. Extended Spell When you cast a spell that has a duration of one minute or longer, you can double its duration to a maximum of 24 hours. Heightened Spell When you cast a spell that forces a creature to make a saving throw, you may have it take a penalty to the first saving throw it makes against the spell equal to your Constitution modifier.

Quickened Spell When you cast a spell with a casting time of 1 action, you may have it cost a bonus action instead. Twinned Spell When you cast a spell that targets only one creature and doesn’t have a range of self, you can target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost and Chromatic Orb are. Rune Seer Your vision has been heightened by your constant study and reading of powerful runes. At 17th level, you have blindsight out to 30 ft. and once per long rest you can give yourself advantage on a single attack roll. Archscrivener You have ascended to unimaginable power thanks to your study of runes. You can now craft your own runes to produce nearly any effect you desire. Once per long rest you can do one of the following as an action: Invoke a harming rune and deal 2d10 damage of any type to a singe creature within 5 ft. of you.

Invoke a healing rune to heal one ally within 60 ft. of you for 2d10 + your Constitution modifier + your Intelligence modifier.

Invoke a hampering rune to paralyze a single creature within 60 ft. of you until the end of your next turn.

Invoke a helping rune to give all of your allies within 60 ft. a +1 bonus to attack and damage rolls and make their weapons magical for a number of turns equal to your Constitution modifier.

Invoke a rune of magic that lets you cast a spell with two of your metamagic effects applied to it instead of one. This uses up spell slots and your use of Adaptive Runes as normal. Rune Weaving Options If a rune has prerequisites, you must meet them to learn it. You can learn the rune at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. Rune of Destruction This rune can only be woven into a weapon. The wielder of the weapon weapon with this rune woven into it can reroll a single 1 that it rolls when they roll damage with the weapon. This can only be done once per turn. Rune of Protection This rune can only be woven into armor or a shield. The wearer of the armor or shield can use a reaction when hit by an attack to gain a bonus to AC against the attack equal to half your Constitution modifier (minimum of 1) once per short or long rest. Rune of Mending This rune can only be woven into clothing, armor, or a shield. The wearer of the clothing, armor, or shield can use a bonus action to heal themselves for a number of hit points equal to your Constitution modifier once per short or long rest. Rune of Annihilation Prerequisite: Brand of Wrath, level 5 This rune can only be woven into a weapon or spellcasting focus. The wielder of the weapon this rune is woven into can deal 1d4 + your Constitution modifier of either cold, fire, acid, lightning, or poison damage on their next attack with the weapon or focus as a bonus action once per short or long rest. Rune of Death's Bell Prerequisite: Brand of the Seven Gates, level 5 This rune can only be woven into a weapon or spellcasting focus. The wielder of the weapon or focus can deal 1d10 necrotic damage to a creature when they hit with an attack using the weapon or focus once per long rest. Rune of the Full Moon Prerequisite: Brand of the Sun and Moon, level 5 This rune can be woven into clothing, armor, shields, weapons, and spellcasting foci. Whoever is equipped with the gear this rune is woven into can as an action cast Crown of Madness as a 2nd level spell using your spell save DC without using any spell slots or components. The spell lasts for a number of rounds equal to your Constitution modifier. They can only do this once per long rest. Rune of Safety in Battle Prerequisite: Order of the Battlerunes, level 5 This rune can only be woven into clothing, armor, or a shield. The wearer of the clothing, armor, or shield this rune is woven into can use a reaction to impose disadvantage on an attack targeting them or gain advantage on a saving throw once per long rest. Rune of Sacrifice Prerequisite: Order of Charity, level 5 This rune can only be woven into clothing or armor. The wearer of the clothing or armor this rune is woven into can use a reaction when attacked for you to spend one of your hit dice in order to heal them once per long rest. In addition, they gain temporary hit points equal to your Constitution modifier after being healed by the hit die.

Rune of Castigation Prerequisite: Order of the Divine, level 5 This rune can only be woven into a weapon, spellcasting focus, or a shield. The wielder of the weapon or shield can as an action force a creature within 15 ft. to make a Constitution saving throw using your spell save DC. On a failed save, they take 1d6 + your Constitution modifier necrotic damage and and are frightened until the end of their next turn. They can only use this ability once per long rest. Rune of Bloodlust Prerequisite: Order of the Bloodrunes, level 5 This rune can only be woven into a weapon or spellcasting focus. The wielder of the weapon or focus gets +2 to damage rolls with it on attacks against creatures with below half their hit points. Rune of Light Prerequisite: Brand of the Sun and Moon, level 12 This rune can only be woven into a weapon or spellcasting focus. The wielder of the weapon or focus can as an action cast Flame Strike as a 5th level spell using your spell save DC without using any spell slots or components. They can only do this once per long rest. Rune of Unlife Prerequisite: Brand of the Seven Gates, level 12 This rune can only be woven into a weapon or spellcasting focus. The wielder of the weapon or spellcasting focus can as an action cast Animate Dead as a 5th level spell without using any spell slots or components. They can only do this once per long rest. Rune of Focus Prerequisite: Brand of Wrath, level 12 This rune can only be woven into clothing, armor, or a shield. The wearer of the clothing, armor, or shield, can as an action cast Hunter's Mark as a 1st level spell without using any spell slots or components. The spell lasts for a number of rounds equal to your Constitution modifier and the caster adds your Constitution modifier to the bonus damage the spell grants them. They can only do this once per long rest. Rune of Vengeance Prerequisite: Order of the Battlerunes, level 12 This rune can only be woven into a weapon. The wielder of the weapon can make a melee attack with it as a reaction if hit a number of times equal to your Constitution modifier per long rest. Rune of Reloading Prerequisite: Order of Charity, level 12 This rune can only be woven into clothing, armor, a shield, or a spellcasting focus. The user of the gear this rune is woven into can as an action cast a spell they know using one of your available spell slots with your permission once per long rest. Rune of Divine Aid Prerequisite: Order of the Divine, level 12 This rune can only be woven into clothing or armor. The wearer of the clothing or armor this rune is woven into can add 1d6 + your Constitution modifier to any skill check once per long rest. Rune of Red Mist Prerequisite: Order of the Bloodrunes, level 12 This rune can only be woven into a weapon. The wielder of the weapon can, as a bonus action after hitting with an attack using the weapon, deal 1d10 necrotic damage to the target and cast Fog Cloud as a 3rd level spell centered on the target without using spell slots or components. The darkness is red and composed of the target's blood, and lasts for a number of rounds equal to your Constitution modifier. Rune of Resistance Prerequisite: level 12 This rune can only be woven into clothing, armor, or a shield. The wearer of the clothing, armor, or shield this rune is woven into gets resistance to one damage type of their choice from among the following: Cold, fire, acid, lightning. Rune of Binding Prerequisite: level 12 This rune can only be woven into a weapon or spellcasting focus. The wielder of the weapon or focus this rune is woven into can as an action force a creature within 15 ft. to make a Dexterity saving throw using your spell save DC. On a failed save, the creature is bound by red hot chains, taking fire damage equal to your Constitution modifier and becoming restrained until the end of their next turn. If they succeed, they take 1 point of fire damage and have their movement speed reduced to zero. Rune of Command Prerequisite: level 12 This rune can only be woven into a weapon or spellcasting focus. The wielder of the weapon or focus this rune is woven into can as an action force a creature within 15 ft. to make a Wisdom saving throw using your spell save DC. On a failed save, the creature takes psychic damage equal to your Constitution modifier and must spend its move on its turn moving closer to you. If they succeed, they only take 1d4 psychic damage. Rune of Obliteration Prerequisite: Brand of Wrath, level 18 This rune can only be woven into a weapon. The wielder of the weapon can cast Banishing Smite without using any spell slots or components once per long rest, using your spell save DC. Rune of Moonfire Prerequisite: Brand of the Sun and Moon, level 18

This rune can only be woven into a weapon or spellcasting focus. The wielder of the weapon or focus this rune is woven to can cast Moonbeam as a 3rd level spell using your spell save DC without using any spell slots or components. The spell lasts for a number of rounds equal to your Constitution modifier Rune of the Reaper Prerequisite: Brand of the Seven Gates, level 18 This rune can only be woven into clothing or armor. The wearer of the clothing or armor this rune is woven into can force each creature within 10 ft. of them to make a Constitution saving throw using your spell save DC. On a failed save, the creatures take 6d6 necrotic damage and have disadvantage on their next attack rolls. On a successful save, they take half damage and do not have disadvantage. Ancient Orders Each runemage often specializes in one sort of rune, with collections of these runemages forming groups known as Orders. These Orders have existed since the very first runes, and their adherents proudly carry timeless magical traditions. The four oldest and most renowned orders are the Order of the Battlerunes, the Order of Charity, the Order of the Divine, and the Order of the Bloodrunes. Order of the Battlerunes The Order of the Battlerunes values combat prowess and strength above all else. They prefer to be in the thick of it fighting rather than standing back watching, and their preferred spells and runes allow them to smash their enemies and help their allies do the same. Expanded Spell List The Order of the Battlerunes lets you choose from an expanded list of spells when you learn a runemage spell. The following spells are added to the runemage spell list for you. Spell Level Spells 1st Armor of Agathys, Shield of Faith 2nd Flame Blade, Magic Weapon 3rd Spirit Guardians, Crusader's Mantle 4th Fire Shield, Dimension Door 5th Animate Objects, Bigby's Hand Battlestrider You have studied both combat and magic as part of your studies in the Order of the Battlerunes. At 1st level, you gain proficiency with a single martial melee weapon of your choice and with shields. You also have an AC of 10 + your Dexterity modifier + your Constitution modifier when you aren't wearing armor. You may benefit from this when wielding a shield. Swift Strike Starting at 6th level, when you take the Attack action, you may make two attacks instead of one. Runic Strength Starting at 10th level, you may use a reaction when an attack would hit you to gain a bonus to your AC against the attack roll equal to the number of runes you have woven into your clothing or armor. You may also add the number of runes you have woven into your weapon as damage to a single damage roll with that weapon on your next attack as a bonus action. You can use each of these abilities once before a long rest. Body and Mind Starting at 14th level, you can unweave a rune that you have woven into a weapon to gain a bonus on your next attack and damage roll equal to your Constitution modifier. You can do this once per long rest. Order of Charity The Order of Charity values helping the weak and using the magic of the runes to heal and repair rather than harm and destroy. Students of this Order prefer spells that heal and assist their allies. Expanded Spell List The Order of Charity lets you choose from an expanded list of spells when you learn a runemage spell. The following spells are added to the runemage spell list for you. Spell Level Spells 1st Heroism, Healing Word 2nd Aid, Enlarge/Reduce 3rd Mass Healing Word, Beacon of Hope 4th Death Ward, Stoneskin 5th Raise Dead, Reincarnate Protector You are adept at healing and protecting your allies. At first level, you learn the cantrip Spare the Dying and once per long rest can take necrotic damage equal to your Constitution modifier as an action to heal an ally that you touch for 1d4 plus your Constitution modifier. Healing Aura At 6th level, allies within 10 ft. of you regain hit points equal to your Constitution modifier if they are below half their hit point maximum. This can only occur once on each ally until they next take a short rest. Runic Healing Starting at 10th level, you may use a reaction when an ally within 20 ft. of you takes damage to give them hit points equal to your Constitution modifier plus the number of runes you have woven into items they are equipped with. You may do this a number of times per long rest equal to your Constitution modifier. Protective Strands Starting at 14th level, you can unweave a rune you have woven into a piece of gear to heal whoever is using the gear for 8d8 + your Constitution modifier. You can do this once per long rest.

Order of the Divine The Order of the Divine is a religious organization that specializes in holy runes crafted by the gods. These runemages border between wizards and clerics, and and they often balance supporting their allies both in and out of battle with hindering their enemies. Expanded Spell List The Order of the Divine lets you choose from an expanded list of spells when you learn a runemage spell. The following spells are added to the runemage spell list for you. Spell Level Spells 1st Bless, Guiding Bolt 2nd Augury, Hold Person 3rd Protection from Energy, Haste 4th Banishment, Elemental Bane 5th Telekinesis, Legend Lore Disciple of the Divine At 1st level, you learn two Cleric cantrips of your choice and gain proficiency in the Religion skill if you don't already have it. Turn Foes At 6th level, you gain a minor turning ability similar to that of a cleric. Choose a single undead, celestial, fey, elemental, or fiend within 30 ft. of you. That creature must make a Wisdom saving throw using your spell save DC. If it fails, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. You can use this ability once per long rest. Runic Prayer Starting at 10th level, you may use a reaction when an ally makes an ability check to give them a bonus on it equal to the number of runes woven into clothing, armor, a shield, a weapon, or a spellcasting focus they are wearing or wielding. You can only do this once per long rest. Strength of the Gods Starting at 14th level, you may unweave a rune you have woven into a piece of gear to grant whoever is using the gear one of the following benefits for a number of rounds equal to your Constitution modifier: Advantage on Strength checks and attack and damage rolls using stregth.

Advantage on Dexterity checks and attack and damage rolls using Dexterity.

Advantage on Constitution checks and 4d10 temporary hit points.

Advantage in all saving throws.

The ability to make the Attack action as a bonus action once per round. You may use this ability once per long rest. Order of the Bloodrunes The Order of the Bloodrunes is more a cult of loosely associated blood mages and witches than a genuine order, but it is still just as old as the Order of the Battlerunes or the Order of the Divine. Practitioners of this Order's ways specialize in blood magic and necromancy. Bloodrune specialists are often the most mistrusted of the runemages, but despite their dark power, they are often highly prized fighters and assassins. The Order of the Bloodrunes The Order of the Bloodrunes lets you choose from an expanded list of spells when you learn a runemage spell. The following spells are added to the runemage spell list for you. Spell Level Spells 1st Inflict Wounds, Hex 2nd Blindness/Deafness, Ray of Enfeeblement 3rd Bestow Curse, Vampiric Touch 4th Blight, Evard's Black Tentacles 5th Contagion, Cloudkill Way of Blood At 1st level, you learn to use your own blood to enhance your deadliness in combat. Whenever you take a long rest, you can inflict self harm, losing 1d10 hit points and lowering your hit point maximum by that amount until your next long rest. If you do, you can learn either the Great Weapon Fighting, Dueling, or Defense fighting style. The self harm damage increases by 1d10 at 5th level (2d10), 11th level (3d10), and 17th level (4d10). Blood Drinker Starting at 6th level, you can drink your foes' blood to strengthen yourself. When you reduce an opponent to half their hit point maximum or kill an opponent, you can use a bonus action to consume their blood and gain temporary hit points equal to your Constitution modifier. You can do this a number of times per long rest equal to your Intelligence modifier.