The Runeblade "The secrets of the world contain power you have never seen before. Are you ready to face the consequences?" - Donavan Braveheart, The First Runeblade Image: goldentigers

The Runeblade In the farthest reaches of the world, certain individuals noticed that they had talent for both the art of the sword, and for the art of the arcane. For a long time, it was thought that it was very difficult to wield both, and only the best of Eldritch Knights were able to actually pull it off. It was only recently that some scholars discovered the ancient art of Runelore by studying strange, almost alien sites in the deeps of the world. Inspired by its design, the individuals found ways to harness the powers of these sites by applying these runes of power to their weapons. Thus the art of the Runeblades was born. In search of knowledge Though from the outside, Runeblades look like warriors, but within lives the mind of a curious scholar, interested in knowing all the secrets these powers hold. Constantly finding new uses to this power, their lives turned into a living experiment. They now travel the world in search of more sites that hold the knowledge of these runes. They often enlist themselves as mercenaries or dungeon delvers in order to find more of those one day. The Runeblade Level Proficiency Bonus Features Rune burst Die 1st +2 Rune Burst (1), Parrying d4 2nd +2 Runelore d4 3rd +2 Aspect Archetype d4 4th +2 Ability Score Improvement d4 5th +3 Aspect Feature, Rune Burst (2), Spellforged d6 6th +3 Rune Regeneration d6 7th +3 Aspect Feature d6 8th +3 Ability Score Improvement d6 9th +4 Rune Burst (3) d8 10th +4 Riposte d8 11th +4 Aspect Feature d8 12th +4 Ability Score Improvement d8 13th +5 Rune Burst (4) d10 14th +5 Aspect Feature d10 15th +5 Rune Recovery d10 16th +5 Ability Score Improvement d10 17th +6 Rune Burst (5) d12 18th +6 Aspect Feature d12 19th +6 Ability Score Improvement d12 20th +6 Runic Surge d12 Image: cehenot, Keun-ju Kim Edit: Steven van Rosendaal 1

Creating a Runeblade The Runeblade thanks his power to the ancient ruins he studied. These ruins are very important to him and are the main thrive of the Runeblade to travel the world, to uncover more of these ruins in search for power. Most Runeblades have an origin in either archeology or worked on some kind of mining site, and almost always have some experience with weapons in their past. Where were these ruins that gave you your power? What are you trying to achieve after gaining more power? What drives you to seek out these sites? Or are you perhaps trying to protect those you love? A Runeblade can have many reasons for adventuring, but like mercenaries, it will mostly be for some sort of personal gain. Quickbuild You can make a Runeblade quickly by following these suggestions. First Strength should be your highest ability score, followed by Intelligence. Second choose the Sage background. Class Features Hit Points Hit Dice: 1d8 per Runeblade level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Runeblade level after 1st Proficiencies Armor: Light, Medium and Heavy armor Weapons: Simple weapons, shortswords, longswords, rapiers, scimitars and greatswords. Saving Throws: Dexterity, Intelligence Skills: Choose three from Acrobatics, Animal Handling, Arcana, Athletics, History, Intimidation, Investigation, Perception, Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a Longsword or (b) a Rapier or (c) a Greatsword

(a) Leather Armor or (b) Chain Shirt or (c) Chain Mail

10 javelins

(a) an explorer's pack or (b) a Dungeoneer’s Pack or (c) a Scholar’s Pack Inscribe Weapon Your weapon is your greatest tool. That is why a Runeblade has a special connection with his weapon. A Runeblade knows the ancient art of runes, and by studying these runes, they have learned to draw runic symbols upon themselves resembling the weapons they carry. A Runeblade can spend one hour inscribing a detailed rune of their weapon on their hand, which can be done on a short rest. The weapon must be within the Runeblades reach in order for the inscription to work. Once you have inscribed a weapon, you can summon the weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can only have one inscribed weapon at any time. Inscribing a new weapon causes the old inscription to fade. Rune Burst After prolonged study of ancient runes you discovered that when you apply symbols of power on your weapon, you can make them burst with a surge of magic power, enhancing the damage it can inflict. By waving your free hand over the rune you activate the rune, making it glow vibrant white. Before you take the attack action, when you are wielding a weapon in which you are proficient and have one free hand (Wielding a two-handed weapon is alos considered having a free hand), you can declare your wish to rune burst. You can consume a rune on your sword to deal extra Force damage to a target. The damage is as shown in the Rune Burst Die column of the Runeblade table. If the attack misses, the rune is still spent. The Runeblade must be able to use a somatic component, but it is not considered casting a spell. The maximum number of runes you can have on your weapon equals your Intelligence Modifier + twice your Runeblade level. You recover all spent runes on a long rest. On 5th level you can choose to burst two runes in the same attack. This increases to 3 runes at 9th level, 4 runes at 13th level and 5 runes at 17th level. Whenever you use an effect that consumes runes, that requires the target creature to make a Saving Throw, the save spell save DC for these attacks is 8 + your proficiency modifier + your intelligence modifier. Parrying Needing one free hand to activate runes on the weapon, the Runeblade has limited defensive options. That is why they were trained heavily in the art of parrying, trying to defend their most vital organs. As a reaction, when an attacker hits the Runeblade with a melee attack, and the Runeblade is wielding a weapn and can see the attacking creature, he can roll a d4 and add the result to his AC against the triggering attack, provided that he is wielding a melee weapon he is proficient with, and no shield or offhand weapon. Runelore Runeblades possess the ancient knowledge of the Runes, and can use this knowledge in day to day tasks. Starting at 2nd level, Runeblades can cast Detect Magic without expending a resource. Because of their ability to decipher runes and scripts, they can make an Intelligence (History) check to try and read any language they don’t know. Finally they have advantage on Intelligence (History or Arcana) checks to identify magical runes throughout the world. Aspect Archetypes At 3rd level, you choose an archetype in the form of an aspect the Runeblade is trained in: the Aspect of the Elements, the Aspect of the Mind or the Aspect of the Body, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level, and then again at 7th, 14th and 18th level. 2

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. Spellforged Beginning at 5th level, all weapon attacks you make with your inscribed weapon are considered magical. You also gain a better control of your Runic powers, so that they can be used to enhance the Runeblade’s own abilities. Once on each of the Runeblade’s turns, you get access to one of the following features. You can declare to spend a rune before any strength or dexterity skill check to add your proficiency modifier to that check, even if you are already proficient in that skill.

You can spend a rune to triple your jumping distance or height this turn.

You can declare to spend a rune before taking the shove action on your turn. If you pass the check, you can push the target creature an additional 5 feet backwards.

You can spend a rune to increase your speed by 10 this turn. Rune Regeneration Starting at 6th level, whenever you take a short rest, you may recover half your maximum runes (rounded down). You must finish a long rest before you can use this feature again. Riposte Starting at 10th level, When you use a reaction to parry, you may roll a d6 instead. If the roll results into a 6 and the attack is successfully blocked, you may make one melee attack on the attacker as a part of your reaction. Rune Recovery Starting at 15th level, whenever you roll initiative and you have no more runes left, you regain runes equal to your intelligence modifier. Runic Surge Starting at 20th level, you uncovered the mystery of the runes that fuel your power. As a bonus action, you can enter a state in which you have total control over your runic powers, which makes you regain all your missing runes. You must finish a long rest before you can use this feature again. Aspect Archetypes The Runes a Runeblade has studied, all relate to the same kind of magic, defining his abilities. Depending on which runes he found, he will begin to show new abilities as he learns more and more about these strange symbols, and it will start defining how he functions. Aspect of the Elements The runes the Runeblade has studied begin to show signs of control of the elements, radiating strange power when exposed to raging fire, flowing water, freezing cold or other elemental occurrences. The Runeblade has learned to harness this magical energy to empower his strikes with elemental wrath to outwit his enemies. Elemental Wrath At 3rd level, you can learn five Elemental Wrath moves of your choice, which are detailed under “Elemental Wrath Moves” below. As an action, you can spend the described rune cost to use one of these moves. This action behaves just like a Rune Burst Action, in that the user must be able to use a somatic component, and that it is treated as a class action. You can choose one additional move of your choice at 7th, 11th, 15th and 19th level. You can choose to increase the spent rune cost of an Elemental Wrath to deal one Rune Burst Die of damage extra for each rune spent after the original cost. On 5th level you can choose to burst two extra runes in the same Elemental Wrath move. This increases to 3 runes at 9th level, 4 runes at 13th level and 5 runes at 17th level. Extra Attack Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn. You may use the Rune burst action or the Elemental Wrath action separately on both attacks. Spellbounce At 7th level, you can use your reaction to deflect the brunt of an attack that hits the Runeblade that deals either Fire, Cold, Acid, Lightning or Poison damage. You have resistance to the triggering damage type during this attack. Starting at 10th level, you can also fling back elemental energy towards the attacker. Make a ranged spell attack against the attacker. When it hits, you deal one rune burst die of damage where the type is equal to the damage type of the deflected attack. Afterburn At 11th level, the damage of your melee attacks also increase by 1d8 of the same damage type of your last Elemental Wrath you used in the past hour. Additionally, whenever you decide to rune burst, and your attack misses, you will instead deal the damage on the next hit with that weapon within the next minute. Elemental Prowess At 14th level, after a short rest, you can chose one damage type described under Elemental Wrath Moves below, and gain resistance to that damage type. Additionally you deal one Rune Damage Die more when using either Rune Burst or an Elemental Wrath that deals the chosen type of damage. Elemental Summoning At 18th level, as an action you may spend 5 runes to cast Conjure Elemental. This elemental will not require concentration to maintain, as it is bound to the Runeblade’s weapon, but you can’t have more than one summoned at a time. 3

Elemental Wrath Moves The moves are presented in alphabetical order. Acid Blob (2 runes). The runes in your weapon release a dark green blob that sticks onto it. Make a melee weapon attack against a target. On a hit, you deal regular weapon damage, and one Rune Burst Die of acid damage and the creature must make a Constitution saving throw versus your spell save DC. If the creature failed the save, it is now held in place by a sticky blob that holds it in place, making its speed 0. After the end of the Runeblade’s next turn, each creature within 10ft of the affected creature must make a Dexterity saving throw. The creature itself automatically fails this save but regains its speed after the effects take place. If the creatures failed the save, they take one Rune Burst Die of acid damage. Conducting Blast (2 runes). The runes in your weapon glow a strong purple, and it releases jolts of lightning. Make a melee weapon attack against a target. On a hit, you deal regular weapon damage, and one Rune Burst Die of lightning damage. Then the jolt of lightning jumps to 3 other creatures + 1 for every additional rune spent (as described in the Elemental Fury feature). Each of those creatures must make a Dexterity Saving throw versus your spell save DC. If a creature fails the save, it takes the same amount of lightning damage the initial target received, or half as much on a successful one. Corrode (1 runes). Your weapon releases a slimey corrosive substance. Make a melee weapon attack against a target. On a hit, you deal regular weapon damage, and one Rune Burst Die of acid damage and the target must make a Constitution saving throw versus your spell save DC. If the target fails its saving throw, choose one of the two following options: (a) decrease the target’s AC by 2 (With a minimum of 10 + the target creature's Dexterity modifier) or (b) decrease the targets weapon attack rolls and damage rolls by 2. These effects last one minute. One creature cannot be affected twice by the same effect as long as it is still affected by it. Fiery Strike (1 runes). Your weapon bursts into flame. Make a melee weapon attack against a target. On a hit, you deal regular weapon damage, and one Rune Burst Die of fire damage and the target must make a Constitution saving throw versus your spell save DC. If the creature failed the save, it will set the target aflame. For the next minute, at the start of each turn of the afflicted target, it takes an additional Rune Burst Die of fire damage. That creature, or a creature within 5 feet of it, can use an action to douse the flames. Alternatively that creature may reroll the save at the end of each of its turn to end the effect. Fire Spin (2 runes). You swirl your weapon around and release a fiery blast emanating from your weapon. All creatures within 10ft must make a dexterity saving throw versus your spell save DC. You deal one Rune Burst Die of fire damage to all creatures that failed the save, or half as much on a success. Creatures within melee range that failed the save also receive the weapon damage from a regular weapon attack. Freezing Blade (1 runes). Your weapon begins to freeze, releasing a slight fog of freezing air. Make a melee weapon attack against a target. On a hit, you deal regular weapon damage, and one Rune Burst Die of cold damage and the target must make a Constitution saving throw versus your spell save DC. If the creature failed the save, it’s movement is halved. That creature can reroll the save at the end of each of its turn to end the effect. Ice Spike (2 runes). The runes on your weapon begin to glow a chilling blue. You then strike the ground with your weapon. All creatures within 15ft must make a dexterity saving throw versus your spell save DC. If the creature failed the save, you deal one Rune Burst Die of cold damage to the creature. Shards of ice spread through the affected area, making it difficult terrain for an hour, or until it's thawed. Infected Strike (1 runes). Your weapon starts secreting a blackish fluid from its runes. Make a melee weapon attack against a target. On a hit, you deal regular weapon damage, and one Rune Burst Die of poison damage and target must make a Constitution saving throw versus your spell save DC. If the creature failed the save, it is poisoned for the next minute. The creature can repeat this saving throw at the end of each of its turn to end the effect. Lightning Lunge (1 runes). You thrust your weapon forward causing a lightning bolt to appear from its tip. All creatures in a 5ft wide 30ft long line must make a dexterity saving throw versus your spell save DC. You deal one Rune Burst Dice of lightning damage to all creatures that failed the save, or half as much on a success. If a creature that is hit by this move is within melee range of you, and it failed the save, it also receives the weapon damage from a regular weapon attack. Pleaguespread (2 runes). The runes on your weapon start to glow an eerie green as you wave it round and round in the air. All creatures within 15ft must make a Constitution saving throw versus your spell save DC. If the creature failed the save, they take one Rune Burst Die of poison damage and are plagued. A creature that is plagued has disadvantage on strength and dexterity skill checks and saving throws. When a plagued creature hits 0hp, all creatures within 5ft of it must make a Constitution saving throw or be plagued. An affected creature can repeat this saving throw at the end of each of its turn to end the effect. The Runeblade may choose which creatures are unaffected by the plague. 4

Aspect of the Mind The Runeblades dreams are filled with flashes of unknown symbols, and over time, the knowledge that seeps into his unconsciousness will start granting psychic powers. While keeping a clear mind, he seems like any other person around him, but when focusing his mind, his thoughts shift towards a hidden knowledge of wielding weapons in both his hand, and his mind. Mystic Weapon Starting at 3rd level, Runeblades trained in the Aspect of the Mind gain a telekinetic bond with a weapon, able to control it flawlessly while it’s floating in mid-air. The Runeblade can Inscribe an additional weapon making it a Mystic Weapon retaining the same rules as for a inscribed weapon. This Mystic Weapon can be any type of melee weapon, even if the Runeblade is not proficient with it. The Runeblade can then levitate the Mystic Weapon as long as it stays within 15ft of him. If the Runeblade moves out of range of the weapon, it automatically follows the Runeblade. If the Runeblade cannot be followed, the weapon teleports to the Runeblade’s current space. The Runeblade can use a bonus action to move the Mystic Weapon to a space within 15ft of him. It can freely move into the space of an allied creature without posing any kind of disadvantage, but cannot enter a space containing a hostile creature, but a hostile creature can willingly enter its space. When the Mystic Weapon is in the space of the Runeblade or an allied creature, it protects them from incoming attacks. That creature increases its AC by 2 as long as the Mystic Weapon is in the space of that creature. Mystic Attack Beginning at 5th level, the Runeblade can use a bonus action to move the Mystic Weapon to a space within 15ft of him and make one weapon attack against a target. For the attack roll, use your Intelligence modifier + your Proficiency modifier, and for the damage roll, use the weapon’s regular damage dice and add your Intelligence Modifier. It is also possible to use the Rune Burst feature while making this attack. Mind of the Protector Starting at 7th level, the Runeblade can sense distress from is companions, knowing where more help is needed. It gains the following Benefits: The Runeblade can now parry melee and ranged attacks.

When the Mystic weapon makes a melee weapon attack against a creature, that creature has disadvantage on any attack roll against an allied creature in the same space as the Mystic Weapon.

The Runeblade can choose to change the damage type of his Rune Burst to deal psychic damage.

When an ally within 15ft of the Runeblade reaches 0 hit points, the Mystic Weapon may move to the location of that ally. Unbending Spirit Starting at 11th level, you learn to use your runic prowess to guard your mind from influences that seek to harm it. You gain the following benefits: You gain resistance against Psychic damage

You gain advantage on saving throws against any effect that would sense your emotions, read your thoughts, change your memories, deals psychic damage, and divination spells. Psionic Expert Starting at 14th level, you gain proficiency on Wisdom Saving Throws. The maximum range of your Mystic Weapon and Mystic Attack increases to 30ft. Mystical Equilibrium Starting at 18th level, you can bind to an additional Mystical Weapon like in the Mystical Weapon feature, each having their own Mystic Attack action. The two Mystic Weapons can share the same space, but a creature cannot benefit twice from the AC increase. Additionally, both Mystic Weapons now Crit on a 19 and a 20. Aspect of the Body Corporeal Runes Some Runeblades are trained to use runes in order to alter their own, and others physical state. Starting at 3rd level, the you can learn 5 corporeal runes moves of your choice, which are detailed under the "Corporeal Rune Moves" section on the next page. As an action, the Runeblade can place one or more runes on himself or a creature within 5ft. range. These runes stay until the Runeblade’s next long rest. The Runeblade can use a bonus action to activate runes applied to one creature within 120ft that he can see, to apply one of the known Corporeal Rune Move effects (listed on the end of this archetype), by spending runes applied to that creature equal to the rune cost of that move. Corporeal Runes cannot be applied multiple times for each individual effect on a creature. If a creature dies that has your runes still on them, you regain those runes, and the runes on the body disappear. Alternatively, you can spend an action to remove all your runes from a creature, and regain that amount of runes to reuse. You can choose one additional Corporeal Rune Move of your choice at 7th, 11th, 15th and 19th level. Extra Attack Beginning at 5th level, you can attack twice instead of once, whenever you take the attack action on your turn. You may use the Rune burst action separately on both attacks. Runecarver Starting at 7th level, the Runeblade may choose spend a rune to apply one rune to the body of a creature that it hits with a melee weapon attack, or two runes on a crit. 5

Spontaneous Boon Starting at 11th level, you can use your bonus action and spend an additional rune on top the the regular cost of a learned Corporeal Rune to target an ally you can see within 60ft with it, without consuming any runes placed on them. Improvised Rune Starting at 14th level, you can take a minute to apply an Improvised Rune to an ally. The Runeblade can choose one of the available Corporeal Rune moves. When the Runeblade decides to apply the chosen rune effect on that ally, decrease the effective rune cost by 1 rune. The Improvised rune fades after an hour, and allies can only have one improvised rune on them at a time. Turn the Battlefield Starting at 18th level, you can use your bonus action to activate any amount of Corporeal Runes applied to creatures you can see within 120ft. of the Runeblade. Corporeal Moves The moves are presented in alphabetical order. Rune of Ailment (2 runes). The affected creature must make a Wisdom saving throw versus the Runeblades Spell Save DC. If the creature fails the save, it gets one of the following conditions of the Runeblade’s choice. Blinded, Poisoned, Deafened, Frightened or Charmed. The affected creature can repeat this saving throw at the end of its turns. Rune of Empowerment (2 runes). The affected creature increases one of it’s ability scores of the Runeblade’s choice by 2 for one minute. Rune of Expulsion (1 rune). All creatures within 5ft. of the affected creature are pushed back 5ft. Rune of Fury (1 rune). The affected creature can make one extra weapon attack as part of its attack action on its next turn. Rune of Misdirection (2 runes). The affected creature must make a Wisdom saving throw versus the Runeblades Spell Save DC. If the creature fails the save, it must spend its next turn moving towards, and attacking a creature within its range of the Runeblades choice. Rune of Precision (2 runes). The affected creature has advantage on all melee and ranged attack rolls until the Runeblade’s next turn. Rune of Protection (1 rune). The affected creature has resistance to all damage until the Runeblade’s next turn. Rune of Reflection (2 runes). Half of the damage inflicted to the creature, gets reflected back to the source (rounded down) until the Runeblade’s next turn. Rune of Repositioning (1 rune). The affected creature must make a Wisdom saving throw versus the Runeblades Spell Save DC. A willing target does not have to make a saving throw. If the creature fails the save, it must immediately move unwillingly half its movement towards a space designated by the Runeblade, without provoking opportunity attacks. The creature will not however walk into areas that are immediately harmful to it, like jumping off a high place, or walking into a damaging spell effect. Rune of Vitality (2 runes). The affected creature gains temporary hit points equal to one Rune Burst Die + your Intelligence modifier for 8 hours. Rune of Weakening (1 runes). The affected creature must make a Wisdom saving throw versus the Runeblades Spell Save DC. If the creature fails the save, one of its attribute scores of the Runeblade’s choice is decreased by 2 for one minute. Image: /u/coolcrayons 6

Credits This is not for sale and shouldn't be as it's Homebrew material. Done by DyingDutchmanNL (/u/DyingDutchmanNL). Credits to stolksdorf for creating The Homebrewery. Artwork Art was pulled from the internet, so not any piece of art belongs to me, and its uses belongs to the original artist as per usual. Magic Runes on the cover is from goldentigers http://warlockssanctum.blogspot.nl/2013/01/fate-core-tournament-magi-part-4-magic.html

Magical Swordsman on page 1 is from Keun-ju Kim (a.k.a. rabbiteyes) at DeviantArt http://rabbiteyes.deviantart.com/art/Show-274201596

Magical Landscape on page 1 from cehenot (no specific source)

Magic Sword on page 6 is custom made for this class by coolcrayons at Reddit https://www.reddit.com/user/coolcrayons Dungeons and Dragons Dungeons and Dragons, D&D, Wizards of the Coast and all other Wizards of the Coast products are trademarks of Wizard of the Coast. v1.0 Initial Release v1.1 Removed Inscribe Rune and added Runelore instead.

Added flavour text for the Aspect of the Body.

Made Corporeal Rune Moves like Elemental Wrath moves in that you have to pick which ones you learn.

Removed Proficiency to Charisma Saving Throws from Psionic Expert, but added that Mystic Attack's range increases instead.

Worked Intensify into Elemental Wrath and replaced it for Spellbounce.

Made sure that a couple of Corporeal Rune Moves had a duration.

Cosmetic changes to the document. v1.2 Corrected some spelling errors.

Changed the parry die from a d6 to a d4 for balancing issues.

Added more moves at certain levels to Corporeal Runes, and reworded it to make more sense.

Reworked Riposte to benefit both Str and Dex builds.

Reworded Mystical Equilibrium to avoid confusion regarding Mystic Attacks.

Moved the info on spell save DC’s in Elemental Wrath and Corporeal Runes to the Rune Burst section for sheer convenience.

Expanded Spellforged with more ways to spend runes.

Nerfed Plaguespread. No more flat strength reduction. And made plaguespread no longer spread each turn, but instead when a creature hits 0hp, because this would be a DM nightmare. Added disadvantage on dex saves to compensate.

Gave Corrode a DC, and nerfed the duration. Also made it unstackable. Instead i increased the effect to compensate.

Removed the ability for Mystic Weapons to parry. Instead the give a flat AC bonus.

Mind of the protector no longer parries spells. Like above, removed the parrying for Mystic Weapons and reworked the way protecting downed allies work.

Reduced the cost of Rune of Empowerment and Rune of Weakening, but also reduced their effects from 4 to 2.

Cleared up Elemental Wrath’s wording concerning increasing the Rune Burst Die count.

Reworded Lightning Lunge’s wording to let the range make sense.

Fiery strike now only lasts a minute and the afflicted creature can now save every turn.

Added Special Thanks to the last page v1.3 Added more Strength based options to the class, like wielding a Greatsword and Heavy armor.

Changed the wording of Rune burst to accomodate the change above.

Changed parrying to allow the use of two handed weapons (mainly the Greatsword)

Added missing sword types to the proficiencies.

Fixed some of the page layout making some content disappear.

Fixed the versions on the bottom of each page

Added a level 11 feature to all the archetypes

Removed the Spellweaver feature and added the Rune Recovery feature instead. v1.4 Reworked Runic Surge to just regain all runes instead of a gradual recovery.

Changed the text of Mystic Attack to make more sense.

Changed the text of Spontaneous Boon to make more sense.

Changed the text of Improvised rune to make more sense.

Changed the sword image on page 6 to a custom made image by /u/coolcrayons v1.5 Corrected some spelling errors

Removed the notion of "Instant Recall" in the "Mystical Equilibrium" ability. 7