Rune Master Staring up at the temple before him, anxious and exhilarated, the dwarf lights a torch from his pack and makes his way inside. The walls and floors are made of equal parts sandstone and dust, the latter covering the former after hundreds of years of unuse. After many hours of searching, the dwarf finds a raised pedestal, surrounded by bones bleached white with time. On it lay a tablet with complicated symbols engraved into its surface, which, with glee, the dwarf quickly lifts from its resting place. However, the dwarf’s glee is short lived as skeletons assemble themselves behind him, and heart now pumping, he draws his sword for battle. The dragon releases a deafening roar filled with rage as a team of men armed with swords and crossbows enter its cave. A human stands before the dragon, resolute, and unflinching. His form is stocky, and his body covered in sheets of armor carefully inlaid with symbols of gold and granite. The dragon spews torrents of flame from its mouth, engulfing the human and his armor, and causing the scent of sulfur and charred metal to lay heavy in the air. But, as though it were feasting on the heat, the human's armor glows a brilliant blue, and when the smoke finally clears, the human continues to stand, as unyielding as the dragon before him. Runes are the words of creation, and contain immense power. However, time has scattered the knowledge of how to use and channel this power haphazardly throughout legend, myth, superstition, and folklore. The duty of a rune master is to extract what kernels of truth exist in these tails, and amass a store of knowledge that they can use to channel runic power, and create great wonders of magic and metal. Hardened by Exploration Though a rune master may have begun a meek scholar, they end as an explorer hardened by experience and necessity. The world into which a rune master ventures is not kind to the timid or fearful, and so to arm themselves against it, rune masters train themselves in hunting, tracking, navigation, weapons, and armor. However, preparation can only do so much, and few succeed in their goal of discovering rune magic, but those that do learn to channel its power and revive what has since been forgotten. Seekers of Lost Power Runes were first discovered by the giants who used their power to forge magnificent items and cast deadly spells. And for hundreds of years giants wielded this power, their knowledge growing evermore, and their mastery of runes with it, but eventually this knowledge was lost to time, that home of countless secrets. Rune masters strive to recover this lost knowledge and the power it holds, but it’s hiding places lie far away from the settlements and villages they are raised in. So they venture forward, spending countless nights searching for temples that no longer exist, caves long since collapsed, and trails worn away by wind and water. However, far from this dissuading them, they are pushed ever onward, fueled by the burning obsession that defines all rune masters. Creating a Rune Master As you create your rune master you should think about what sparked your interest in discovering rune magic. Did you first wish to seek it out after hearing legends of great warriors with symbols of power emblazoned on their amor? Did you strive to become like the great smiths of old, forging items of iron and steel with untold power? Did you read an ancient book and have your head filled with images of great giants and their wonders that you couldn’t erase? Or perhaps you were always born with the heart of an explorer, and all you needed was a suitable journey? You should also think about when you finally succeeded at finding runic knowledge, and what it was like. Were you traveling for months through a desert’s heat, chasing a temple that seemed to live only in local folk tale? Did you travel deep into a forest, fending off bears and boars in search of an ancient elvish tomb? Did you track the trails of giants, finding yourself at an encampment, and stealing the knowledge from them? Or perhaps you simply stumbled upon it, traveling a road less traveled, and becoming the richer for it? Quick Build You can make a rune master quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the Sage background.

Rune Master Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Traveled Scholar, Runes — — — — — — 2nd +2 Fighting Style, Spellcasting, Sigil 2 2 — — — — 3rd +2 Runic Mystery Feature, Preserving Touch 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Runes 4 4 2 — — — 7th +3 Runic Mystery Feature 5 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 — 6 4 3 2 — — 10th +4 Common Understanding, Elemental Sigil 6 4 3 2 — — 11th +4 Runes 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 ─ 8 4 3 3 1 — 14th +5 Runic Sight, Second Sigil 8 4 3 3 1 — 15th +5 Runic Mystery Feature 9 4 3 3 2 — 16th +5 Ability Score Improvement 9 4 3 3 2 — 17th +6 ─ 10 4 3 3 3 1 18th +6 Runes, Sigil Improvement 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Runic Mystery Feature 11 4 3 3 3 2 Class Features As a rune master, you gain the following class features. Hit Points Hit Dice: 1d10 per rune master level

1d10 per rune master level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per rune master level after 1st Proficiencies Armor: All armor, shields

All armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Arcana, History, Investigation, Perception, Religion, Stealth, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) scalemail or (b) leather armor

(a) a martial weapon and a shield or (b) two martial weapons

(a) an explorer's pack or (b) a scholar's pack Traveled Scholar The locations of runes and places that hold knowledge of them are often ancient and obscure. At 1st level, your efforts to track down these locations has made you particularly adept at navigating unknown terrain, and identifying locations that might hold the knowledge you seek. You have advantage on Wisdom (survival) checks made to avoid getting lost, and have advantage on checks made to identify or recall knowledge about giants, ancient writing, carvings, temples, runes, or religions. Runes Rune magic was first used by the giants, and represents the fundamental magic of creation. You have learned to tap into the power that wells within runes, and get to choose one rune. You choose an additional rune at 6th, 11th, and 18th level. Your rune choices are detailed at the end of this class description. Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While wearing armor you gain a +1 bonus to AC. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Spellcasting By the time you reach 2nd level, your knowledge of runes allows you to channel their power into devastating spells. Spell Slots The rune master table shows how many spell slots you have to cast your spells. To cast one of your rune master spells of first level or higher, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the rune master spell list. The Spells Known column of the Rune Master table shows when you learn more rune master spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown in the Rune Master table. Additionally, when you gain a level in this class, you can choose one of the rune master spells you know and replace it with another spell from the rune master spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your rune master spells, since your magic comes from memorization and your study of runes. 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 rune master spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier Spell Attack Modifier = 8 + your proficiency bonus + your Intelligence modifier Spellcasting focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your rune master spells. Sigil Starting at 2nd level, you have learned the ancient art of conjuring sigils, manifestations of a rune master's magic that allow them to cast their presence outside of their body to work spells, or reappear, at another location. As a bonus action, you can summon a 5-foot diameter sigil at a location within 30 feet of you that you can see. Your sigil lasts 1 minute and has the following features: As a bonus action you can teleport to the location of your sigil if nothing else occupies that space. When you cast a rune master spell you can cast it as though you were at your sigil's location. You can only have one sigil active at a time, and must be within 30 feet of it to use its features. If you summon a second sigil, the previous sigil disappears. You can use this feature twice. You regain these uses after you have finished a short or long rest. You gain an additional use at 5th, 9th, 13th, and 17th level. At 18th level you can use your sigil's features as long as you are within 60 feet of it.

Preserving Touch Starting at 3rd level, the knowledge you have gained from plumbing the depths of ancient locations has given you not only the power to destroy, but also to preserve. By spending 8 hours performing a ritual you can protect objects in a 50-foot radius sphere, centered on you, from the destructive efforts of nonmagical insects and plants, common weather, and fatigue for a number of weeks equal to you rune master level. You can only protect a number of areas equal to your Intelligence modifier (minimum 1). If you protect any more areas, your protection vanishes from one of the others, though you choose which one. At 10th the sphere's radius grows to 500 feet, and the duration increases to a number of months equal to your rune master level. At level 20, the sphere's radius grows to 1 mile, and the duration increases to a number of years equal to your rune master level. Runic Mystery Runes have been studied for millennia, and though much of the knowledge gained from this study has been forgotten, the legends that tell of great heroes, and fantastic artifacts, have not. The powers depicted in these legends have become a great mystery to rune masters, and at 3rd level you devote yourself to solving one of these mysteries, either the Conduit, or the Forgotten Forge. Your choice grants you features at 3rd level, and again at 7th, 15th, and 20th level, which are detailed at the end of this class description. 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Common Understanding Runes are the embodiment of creation, and when they speak, their voice rings true for all creatures. At 10th level, this voice provides you with a common understanding that you can use to communicate with, and understand, any creature, provided they know at least one language. When you write you can write in rune script, which any creature can read, provided they can read at least one language. Additionally, you can even temporarily bestow understanding onto creatures that would otherwise lack it. You can cast speak with animals or speak with plants once. You regain this use after you have finished a short or long rest. Elemental Sigil Beginning at 10th level, you have learned to enhance your sigils with elemental power. When you conjure a sigil you can choose one of the following. Sigil of Fire. The heat from your sigil empowers your spells. When you cast a spell that deals fire damage you add your Intelligence modifier to that damage. This only applies to one damage roll. Sigil of Frost. Numbing frost radiates from your sigil, slowing your enemies. Hostile creatures within 5 feet of your sigil move only 1 foot for every 2 feet of speed. Sigil of Storm. Storms and strong winds buffet the enemies around your sigil, suppressing their retaliation. Hostile creatures within 5 feet of your sigil have disadvantage on opportunity attacks. Runic Sight Beginning at 14th level, your constant use of and exposure to runes has irreversibly changed your body, and made your eyes sensitive to even the faintest magical energy. You are permanently under the effects of detect magic without need for concentration. Second Sigil Beginning at 14th level, your mastery and control over sigils grows. When you use Sigil you can conjure up to two sigils at the same time, and maintain up to two sigils at the same time if they do not have the same elemental enhancements. If you attempt to summon a sigil with the same elemental enhancement as one already present, one of those sigils disappears, although you choose which one. Additionally, if you summon a third sigil, one of the other two sigils disappears, although you choose which one.

Runic Mystery In a rune master's quest for knowledge, they focus their attention towards one of two great runic mysteries: the Conduit, or the Forgotten Forge. The Conduit Rune magic is powerful, but dangerous if the proper care has not been taken. It was common to house this power in jewels, or tablets of stone, but eventually a method of using one's own body to house the magic was discovered. Though living examples of this no longer exist, rune masters who study the Conduit seek to recover this lost technique. Vessel When you choose this mystery at 3rd level, you inscribe a runic tattoo on your body. That tattoo serves as a channel for your rune magic, allowing it to fill and flow through you. You no longer need a spell casting focus to cast rune master spells, and ignore the material components for rune master spells if they have no listed cost. Conduit's Protection Beginning at 3rd level, your body fills with strength whenever you channel runic power, allowing you to shrug off otherwise deadly attacks. Whenever you cast a rune master spell of 1st level or higher, you gain temporary hit points equal to the spell's level + your Intelligence modifier. Shared Connection At 7th level, you learn how to share your runic connection with others. As an action you can touch a creature other than yourself and choose to have your runic connection either wash over them, or overpower them. If you choose to let the energy wash over them, the target heals for 3d8 hit points, and you can end one spell that affects them. If you choose have the energy overpower them, they must make a Constitution saving throw against your rune master spell save DC. On a failure the target takes 3d8 radiant damage and is blinded and deafened until the end of your next turn, as the runic energy seers their flesh and overloads their senses. You can use this feature twice. You regain these uses after you have finished a short or long rest. Runic Warrior Beginning at 15th level, the movements of battle and rune magic are as familiar to you as drinking water, or breathing air, and you have learned to blend them together seamlessly. Whenever you cast a rune master spell you can make one weapon attack as a bonus action. Unity At 20th level endless tides of runic energy flow through you, washing away any distinction between yourself and the runic energy you channel, and leaving behind only a contented unity, and a profound strength. You gain the following benefits. Your weapon attacks count as magical for the purposes of overcoming damage resistance or immunity. When you cast a rune master spell that would deal damage, you add your Intelligence modifier to the first damage roll for that spell. When you spend hit dice to recover health, you roll double the amount of hit dice spent. Additionally, you can release this runic energy in an incredible display of power. You can cast Tensor's transformation, though you can still cast spells while affected in this way. You can't do this again until after you have finished a long rest. The Forgotten Forge Runes have an incredible power to bolster armor, weapons, or objects, ascending the trivial to the legendary. Long ago this knowledge was used to create artifacts of immense power, but either the secrets of this smithing are well hidden, or they are long forgotten. Rune masters who study the Forgotten Forge seek to reclaim these secrets, and enchant theirs arms and armor with runic power. Rune Smith When you choose this mystery at 3rd level, you gain proficiency in calligrapher's supplies, mason's tools, smith's tools, and woodcarver's tools if you are not already proficient. Additionally, you are exceptionally adept at working with metal, and can repair magical and non-magical equipment in half the time, and for half the cost. Discovery As you continue your study of the Forgotten Forge and learn the lost art of rune smithing, you make certain discoveries. At 3rd level, you learn 1 Minor Discovery, and learn another minor discovery at 7th and 15th level. At 15th level, you learn 1 Major discovery, and learn another Major Discovery at 20th level. In order for an item to benefit from your discovery, you have to engrave the proper runes onto it. Each discovery will specify which items qualify for their benefit. Inscribing the runes needed to use a Minor Discovery requires 1 hour of work. Inscribing the runes needed to use a Major Discovery requires 8 hours of work. This work counts as light activity, and does not need to be continuous. The rune smithing you practice is only a pale imitation of the true rune smithing that once took place. Instead of creating items permanently infused with runic energy, your items must constantly draw energy from their creator in order to sustain themselves. As a result, only you can benefit from items inscribed with your discoveries. Additionally, as a rune master you can only support so many items drawing power from you at one time. Only 2 items can benefit from a Minor Discovery at one time, and only 1 item can benefit from a Major Discovery at one time. If you attempt to inscribe a third item with a minor discovery, power fades from one of the other two, though you choose which one, and you must inscribe it again to renew its power. If you attempt to inscribe a second item with a major discovery, power fades from the other item, and you must inscribe it again to renew its power. Temporary Empowerment At 7th level, you learn a method of imbuing weapons with runic energy that requires only a fraction of a second instead of hours. However, these enhancements lack the permanency of your other creations, and their power dissipates as quickly

as it came. When you take the attack action and hit a creature with your weapon, you can, as a bonus action, choose one of the following. Thundering Strike. The target takes an additional 1d8 thunder or lightning damage, (your choice,) and can't take reactions until the end of its next turn. Burning Strike. The target takes an additional 1d8 fire damage, and 1d6 fire damage at the start of your next turn. Freezing Strike. The target takes an additional 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. you can use this feature a number of times equal to your Intelligence modifier. You regain these uses after you have finished a long rest. Soul Forge At 20th level you make a magnificent discovery. You learn not only how to use runic magic to imbue weapons and armor with simple enchantments, but how to use it to draw out the soul and house it, prolong it, or destroy it. By spending 1 week crafting, 8 hours a day each day, you can imbue an object with the ability to prolong your soul and extend your life. While the object is within 5 feet of you, it ages instead of you. However, if the item is ever destroyed, you immediately suffer all the effects of old age that the item prevented. Once you have enchanted an item using this feature, you can't enchant another until the previous item is destroyed. Additionally, you can, as an action, use this same power to draw out the soul of another creature that is not a construct or undead, and attempt to sunder it. The creature must make a Wisdom saving throw against your rune master spell save DC. On a failure the target suffers 8d12 + 40 force damage, and half damage on a success. If the target would die as a result of this feature, their soul is sundered, and they cannot be resurrected even by a wish spell, or effect of similar power. Once you have used this feature you must finish a long rest before you can use it again. Minor Discovery The following are options you can choose from whenever you learn a Minor Discovery. You must be wearing or wielding the engraved item to gain its benefits. Earthshaker. While Earthshaker is inscribed on an item it feels like fresh soil when gripped in the hand or worn. Damage is doubled against objects and structures. Additionally, you can cast mold earth as an action. Fluid Nature. While Fluid Nature is inscribed on a bracelet, anklet, set of bracers, or other similar object, the object feels cool and wet to the touch, even when perfectly dry. Swimming no longer costs extra movement, and you can, as an action, cast shape water. Shapeless Form. While Shapeless Form is inscribed on a weapon, shield, or small object, it always appears slightly blurry or out of focus unless viewed intently. As a bonus action the object can transform into a small unassuming item, such as a watch or bracelet. Additionally, as a bonus action, you can modify the appearance of the object, such as wrapping it in golden vines, adding a raised inscription, or changing its color. These changes can be reverted with no action required, and do not change the object's statistics. Night. While Night is inscribed on a ring, necklace, earring, or similar object, it seems to brighten and dim slightly, as though it were breathing. You can, as a bonus action, cause the item to drain the light from the area around it. In a 20 foot radius around you, bright light becomes dim light, and dim light becomes darkness. This effect ends when you no longer hold the item, or when you command it, no action required. Completely covering the item with an opaque object prevents it from draining light. Solidified Arcana. While Solidified Arcana is inscribed on a weapon with the ammunition property the weapon seems to shimmer and feel heavier than normal, as if it carried some unseen weight. Instead of loading the weapon with ammunition, you can create a translucent version of that ammunition which loads itself into place, and vanishes after impact. This ammunition functions like its plain counterpart. Major Discovery The following are options you can choose from whenever you learn a Major Discovery. You must be wearing or wielding the engraved item to gain its benefits. Mental Fortress. While Mental Fortress is inscribed on a helmet, circlet, hat, or similar item that covers the head, the headware feels to the touch as though it were made of steel. You have resistance to psychic damage, can't be charmed, and your thoughts can't be read by telepathy or any other means unless you allow it. Whispers. While Whispers is inscribed on a ring, necklace, earring, or similar object, hushed, but unintelligible, voices seem to emanate from it. While worn, these voices become lucid and fill your mind, their thoughts and memories teaching you what they know. You have advantage on Intelligence (history) checks, can cast identify as a ritual, and can cast legend lore once. You regain this use after you have finished a long rest. Additionally, you can, as an action, reveal minor details about a creature or object within 30 feet of you that you can see. For example, if you

targeted a creature you might learn their name, age, or motivations, or if you targeted an object you might learn small pieces about it's history, or how it was recently used. Wings of the Wind. While Wings of the Wind is inscribed on a weapon, it feels almost weightless, and a slight breeze always seems to surround it. It's attacks deal an additional 1d4 lightning damage and 1d4 thunder damage, its reach is increased by 5 feet, and its range is increased by 20/60. Runes Runes are words of incredible power, and were first discovered, and their power honed, by the giants. As a result, rune lore is steeped in the history and war of giant clans. There are three major schools of runes, each named after the giant clan that perfected them: Aegis of the Valk, Delmek's Bane, and the Chimes of Ardu. When you select a rune you can choose from any of those schools, but you must choose a rune whose prerequisites you meet. You can learn a rune at the same time you meet its prerequisites. For the purposes of spells and features, a rune counts as a 1st level spell if it has no level prerequisite, 2nd level if it has a 6th level prerequisite, 3rd level if it has an 11th level prerequisite, or 5th level if it has an 18th level prerequisite. Aegis of the Valk The Valk were a terrifying clan of fire giants who would throw themselves fearlessly into battle, emboldened by the strength of their armor, and the protective enchantments they wove into it. These protective enchantments served them well, and they quickly came to control a large domain. However, when their clan lost power and sway, as all do, their name did not, for their mastery of protective runes was so great that the school of runic magic which devotes itself to protective enchantments was named Aegis of the Valk, after them. Body of Stone As an action you can concentrate, (as though concentrating on a spell,) and inscribe a rune made of crushed earth and stone upon yourself. For 1 minute, your speed is reduced to 15 feet, and you have advantage on all ability checks and saving throws made to resist effects that would force you to move, or cause you to be prone, grappeled, restrained, or paralyzed. Once you have used this feature, you can't use it again until after you have finished a short or long rest. Giant's Rebuke prerequisite: 6th level When you take damage from a creature within 5 feet of you, you can use your reaction to conjure a rune made of earth and flame to protect you from the attacker. You gain resistance to the triggering damage, and the rune explodes outward, dealing 2d8 bludgeoning or fire damage (your choice) to the attacker. You have 2 uses of this feature. You regain these uses after you have finished a short or long rest. Courage in Battle prerequisite: 11th level As an action you can inscribe a flaming rune upon your yourself. The flames are harmless and quickly dissipate, leaving behind a warm feeling that fills your chest and spreads through your body. For 1 hour you can't be frightened, have resistance to cold damage, and do not suffer the effects of extreme cold. Once you have used this feature, you can't use it again until after you have finished a long rest. Titan of Steel prerequisite: 18th level As an action you can inscribe a rune in the air made of molten steel that expands to encase you in a massive suit of armor, readying you for battle like the fire giants of Valk. For 1 minute you are enlarged (as though the spell enlarge/reduce had been used to enlarge you), your base AC becomes 18, and you have resistance to all damage except psychic damage. Once you have used this feature, you can't use it again until after you have finished a long rest. Delmek's Bane The Delmek clan once ruled over a vast city of elves and dwarfs, enslaving the residents with powerful rune magic. However, they were eventually overthrown when a group of citizens stole great runes from the Delmek sages. With this newfound power the city lead a revolt and cast out their enslavers. A song, Delmek's Bane, was written to commemorate their freedom. As word of mouth spread from one city to another, and similar magic was used to free other cities, Delmek's Bane became a common term to term used to describe all manner of destructive runes. Wrath As an action you can target a creature or object within 15 feet of you that you can see and draw a rune made of blue flames. If the target was a creature, they automatically take 2d10 fire damage, and flammable objects within 5 feet of them that are

not worn or carried ignite. If the target was an object, it takes double damage. Once you have used this feature, you can't use it again until after a short or long rest. The Wind's Lament prerequisite: 6th level As an action you can draw a rune made of screaming winds which then collect themselves into a tornado. The tornado blasts out in a 5 foot by 60 foot line in a direction of your choosing. Each creature in the line must make a dexterity saving throw. On a failure, the target suffers 5d6 thunder damage, and, if it's medium or smaller, is thrown 20 feet straight up into the air. On a success the target takes half damage and suffers no other effects. Once you have used this feature, you can't use it again until after you have finished a long rest. Frozen Hearts of the Enslaved prerequisite: 11th level As an action you can target a creature within 50 feet of you, and, summoning the fury of those Delmek once ruled, draw a rune made of the coldest ice. The target automatically takes 5d12 cold damage, and must succeed on a Constitution saving throw against your rune master spell save DC or be restrained until the end of you next turn as the ice binds them. Once you have used this feature, you can't use it again until after you have finished a long rest. Hatred of the Usurped prerequisite: 18th level As an action you can draw a circle around yourself and inscribe a rune inside it. All creatures within 30 feet of you, (other than you,) must make a Dexterity saving throw as bright white flames erupt from the ground, and a ghostly giant towers in the center. On a failure, a target takes 3d12 fire damage and 3d12 cold damage, and is frightened of you until the end of their next turn. On a success, a target takes half damage and suffers no other effects. Once you have used this feature, you can't use it again until after you have finished a long rest. Chimes of Ardu The Ardu were a ritualistic giant clan famed for their healing magic, and their willingness to use it indiscriminately. When the giants waged war and the injured lay on the battlefield, the Ardu would, without hesitation, do their utmost to save them. However, not all lives can be saved. When the ardu failed to save a life, they would sound a set of chimes to signify that a clan should recover their dead. For those that studied the healing powers of rune magic, the chimes of Ardu became a symbol to represent both what can to be gained, and what can be lost. Death's Door As a bonus action you can target a dying creature within 15 feet, drawing a rune of gold that flies towards them. That creature heals for 10 hit points. Once you have used this feature, you can't use it again until after a short or long rest. Sacrifice prerequisite: 6th level As an action you draw a rune made of leaves, and target up to 2 allied creatures within 30 feet of you that you can see. Vines quickly wrap around your arms and the target's legs before just as quickly withering away. For 1 minute, or until you end it early as a bonus action, the target has resistance to all damage, and whenever it takes damage, you take that same amount of damage. Once you have used this feature, you can't use it again until after a short or long rest. Rest for the Weary prerequisite: 11th level By spending 10 minutes, you can draw a pale orange rune in the air which mirrors itself on all allied creatures within 15 feet of you. Each target is healed for 8d8 hit points, and loses one level of exhaustion, or is cured of one poison or nonmagical disease. Once you have used this feature, you can't use it again until after a long rest. Silenced Chimes prerequisite: 18th level As an action, you can target up to 4 creatures within 30 feet of you, conjuring a golden rune for each which flows into them, filling them with strength enough to ensure that Ardu's chimes need not sound. For 10 minutes, the next time the target's health would be reduced to 0, it is instead reduced to 1, they heal for 4d8 hit points, and all hostile creatures within 10 feet them are pushed back 10 feet as a golden sphere of force knocks them backwards. Once you have used this feature, you can't use it again until after a long rest.