Before we begin, I'd just like to talk a bit about the inspiration and setting for this class. This class is inspired by a campaign I've been running recently. One of the most prominent locales in that world is based on differing cultures that are meant to reflect modern Japan and feudal Japan. One culture embraces progress and technology while the other focuses on tradition, honor, and loyalty. This class has roots in the feudal side of that society.







































































































Credit belongs to https://renek86.deviantart.com/art/iPad-Fire-Samurai-414428154 This class is inspired by the aesthetic of samurai, the mystique of celestial bodies, the wisdom and knowledge that goes into spellcasting, and a little bit by the Red Mage class from Final Fantasy. I was hoping to achieve a seamless blend of these things that can be played in a way that's unique for each person. A Strength based character that uses a two-handed weapon, a Dexterity-based character that uses a single one-handed weapon, or a character that focuses more on their spells. In its current state, it's a little overloaded with features and probably needs some things moved around, some things culled, and some values changed. Overall, I'm hoping I can maintain the balance of these flavors even through much revision. I would appreciate any feedback you can offer me and I hope you enjoy.













































































All credit belongs to the original artist. I found this image here: https://static.zerochan.net/Assassin.%28Fate.stay.night%29.full.1733881.jpg Moonblade In a clash of swords, two fierce opponents stood facing one another. A pale-skinned humanoid with horns stood facing a red-skinned creature with small tusks. In the pale one's hands was a long blade with a gentle curve to it, emblazoned with runes. In the red one's hands was a massive greatsword, requiring much strength to wield. The two clashed a second time, but a gleam of light erupted from the pale one's weapon. After that moment of blinding light, the red one was left on the ground, and none could have discerned how the battle had ended. A mysterious darkness covers the streets as a nobleman scurries in fear. A shadow stirs and seems to follow the man to his destination. He turns a corner and runs into a nearby building to catch his breath. With a sense of relief, he begins to walk into the next room. As he walks into the room, he looks to a chair and sees a silhouette and his own reflection looking back at him in a blade. The moon shines no light on this night. A vision of red. Corpses strewn about the ground. Each footstep releases a squelching sound--the soil is gorged with blood. A man with a sword in hand is covered from head to toe in the crimson fluid as a small band of mercenaries scatter from this one terrifying foe. With a flash from his weapon, the fleeing mercenaries light ablaze and fall to the ground. Ancient Techniques The fighting style of the Moonblade was developed on an island called Munaka many ages ago. They wield runed weapons and learn magic to augment their fighting style or to handle unique situations where a weapon alone wouldn't be enough. This fighting style is passed on from masters to students and it spreads silently throughout the world. Moonblades tend to keep their techniques quiet except to worthy apprentices or to honorable opponents who they deem worthy. Moonblades are versatile and adaptable and depending on how they are trained they focus on different aspects of their skills. Some specialize in more use of magic, some specialize in subtlety, and some seek to reach the pinnacle of martial prowess. A Moonblade is a warrior that will use both spell and blade to find victory. Desire for Improvement The quintessential Moonblade never truly stops training. They seek out more powerful opponents as they journey to master their arts. Quiet action suits the Moonblade best. The ability to keep their rare techniques under wraps while still being able to go out and seek new challenges. Once you've started your training as a Moonblade it becomes a way of life. Even the old masters seek improvement. By the end, it may not be their own improvement, but perhaps the improvement of following generations. Improve the lifestyle of those to come. Train new and worthy apprentices so that the techniques you learned are not lost. For the young, the hunger for victory and the power to obtain one's desires are often motivation enough to keep on improving. Both knowledge and power are valuable tools. Creating a Moonblade When creating your Moonblade, it's worth thinking about a few things. Where did you learn these rare techniques? Did you train as part of a class under a great master? Did a particularly honorable foe show you the beginnings of these rare techniques? Did you find texts describing these rare techniques and set out to learn more about them? Moonblades are not exceptionally common, so how you became one is often a powerful story. Next, what kind of Moonblade are you? Are you seeking to expand your repertoire of techniques? Is it a means to an end, using a great power for a great cause? Will you seek to train others or will you keep things a mystery? Will you fight with honor or will you end your battles in the quickest way possible? Do you speak with honesty and dignity or are you one of few words? All of these questions will help you find your Moonblade.

Quick Build You can make a Moonblade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the hermit background. Class Features As a Moonblade, you gain the following class features. Hit Points Hit Dice: 1d8 per Moonblade level

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

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution per Moonblade level after 1st.

Proficiencies Armor: None

Weapons: Simple weapons, greatswords, longswords, rapiers, scimitars, and shortswords

Tools: None

Saving Throws: Dexterity, Intelligence (I wanted Dexterity and Wisdom but those are both very common save types.)

Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, and Stealth

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a longsword or (b) a rapier

a greatsword

(a) an explorer's pack or (b) a scholar's pack Runic Weapon You learn to engrave magical runes in your melee weapons to help augment your fighting skills. Any weapon which has a rune engraved into it can be used as a spellcasting focus for your spells. See the Runes table to see what kind of runes you can apply to your weapon. You can have multiple weapons emblazoned with runes at a time, and each rune will only provide its benefits while wielding that particular weapon. You can change your runes imbued into your weapons at the end of a long rest, spending an hour focusing your energy and spiritual connection to the moon to engrave your weapon. Commentary: It feels like this effect combines warlock invocations with a fairly full feature set that a paladin or a ranger might have. The features should be adjusted accordingly. Either remove features and put them into runes or make runes less impactful. Unarmored Defense You have learned to improve your defenses without the need of restrictive armor through your speed and instincts. While not wearing armor or a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.









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. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. 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. The weapon must have the two-handed or versatile property for you to gain this benefit. Spelldancing Whenever you cast a spell or use a spell rune effect while wielding a melee weapon, you gain a +2 bonus to AC until the beginning of your next turn. Spellcasting By 2nd level, you have larned to draw on the power of your runed weapon and on the power of the moon to cast spells. Preparing and Casting Spells The Moonblade table shows you how many spell slots you have to cast your spells. To cast one of your Moonblade spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Moonblade spells that are available for you to cast, choosing from the Moonblade spell list. When you do so, choose a number of Moonblade spells equal to your Wisdom modifier + half your Moonblade level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th level Moonblade, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell cure wounds you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from the list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Moonblade spells requires time with focusing on a runed weapon: at least 1 minute per spell level for each spell on your list. This can be done simultaneously while changing runes.

The Moonblade Level Proficiency Bonus Features Maximum Runes Active 1st 2nd 3rd 4th 5th 1st +2 Runic Weapon, Unarmored Defense 2 - - - - - 2nd +2 Fighting Style, Spellcasting 2 2 - - - - 3rd +2 Lunar Order 3 3 - - - - 4th +2 Ability Score Improvement 3 3 - - - - 5th +3 Extra Attack 3 4 2 - - - 6th +3 Celestial Focus 4 4 2 - - - 7th +3 Lunar Order Feature 4 4 3 - - - 8th +3 Ability Score Improvement 4 4 3 - - - 9th +4 4 4 3 2 - - 10th +4 Mind Training 5 4 3 2 - - 11th +4 Improved Runic Weapon 5 4 3 3 - - 12th +4 Ability Score Improvement 5 4 3 3 - - 13th +5 5 4 3 3 1 - 14th +5 Lunar Lightbringer 5 4 3 3 1 - 15th +5 Lunar Order Feature 6 4 3 3 2 - 16th +5 Ability Score Improvement 6 4 3 3 2 - 17th +6 6 4 3 3 3 1 18th +6 Enlightened Celestial Focus 6 4 3 3 3 1 19th +6 Ability Score Improvement 6 4 3 3 3 2 20th +6 Lunar Order Feature 7 4 3 3 3 2 Spellcasting Ability Wisdom is your spellcasting ability for your Moonblade spells, since their power comes from inspiration from a natural source and from an internal source--the moon and your runic weapon. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Moonblade spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use one of your runed weapons as a spellcasting focus for your Moonblade spells. Lunar Order When you reach 3rd level, you dedicate yourself to a particular Lunar Order that will define your abilities as a Moonblade. It is at this point that you will focus your training and techniques on a particular discipline. Choose the Order of the Blood Moon, the Order of the Crescent Moon, the Order of the Full Moon, or the Order of the New Moon. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include a set of order spells and unique runes. Order Spells Each order learns unique spells to better suit its unique discipline. You gain access to these spells at the levels specified in the order description. Once you gain access to an order spell, you always have it prepared. Order spells don't count against the number of spells you can prepare each day. If you gain an order spell that doesn't appear on the Moonblade spell list, the spell is nonetheless a Moonblade spell for you. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Celestial Focus Starting at 6th level, you have a bonus to your concentration saving throws equal to your Wisdom modifier.

Mind Training Starting at 10th level, you gain a great resistance to effects that warp and deceive. You have advantage on saving throws against effects that would frighten you, charm you, or deceive you with illusions. Improved Runic Weapon Starting at 11th level you can use your force of will to change a rune emblazoned onto a weapon using an action. You can do this once, then you cannot use this feature again until you complete a long rest. Lunar Lightbringer Starting at 14th level, you can use your action to evoke healing energy from the moon. You can heal a creature for an amount equal to 1d8 + your Moonblade level and remove a single harmful effect (such as poison, disease, or magic) from them. After using this feature, you cannot use it again until you complete a short rest. Enlightened Celestial Focus Starting at 18th level, your Celestial Focus improves. While concentrating on a spell, you have a bonus to all saving throws equal to your Wisdom modifier. Lunar Order



































Credit belongs to: https://sphicx.deviantart.com/art/Bloody-Red-Moon-277759372 Order of the Blood Moon Moonblades of the Order of the Blood Moon mix their swordplay with devastating magical attacks. They will use the most powerful attacks at their disposal to dispatch any number of enemies. Moonblades of this order are merciless in the pursuit of either justice or personal superiority.











Order Spells You gain order spells at the Moonblade levels listed. Order of the Blood Moon Spells Moonblade Level Spells 3rd Burning Hands, Hellish Rebuke 5th Misty Step, Scorching Ray 9th Fireball, Tidal Wave 13th Shadow of Moil, Wall of Fire 17th Destructive Wave, Wall of Force Goresoaked Runic Weapon Starting at 3rd level, when you cast a spell that deals damage, your runed weapon glows with bloody power. Your next successful melee weapon attack with this weapon deals bonus damage equal to 3 times the spell slot level used. Bloody Inspiration Starting at 7th level, making melee attacks fills you with inspiration at the sight of blood. When you make a melee weapon attack that brings an enemy to 0 hp, you gain 5 temporary hitpoints and you may cast a damaging spell in your next turn without spending a spell slot. The amount of temporary hitpoints gained from this effect increases to 10 at 10th level and 15 at 15th level. Night of Terrors Starting at 15th level, as an action, you can unleash horrors of the blood moon upon the minds of enemies within a 20 foot radius of you. Creatures of your choice within this radius make a Wisdom saving throw. On a failed saving throw, they are terrified as horrors take root in their mind. At the end of each affected creature's turns before the effect ends, the creature must succeed on a Wisdom saving throw, otherwise their fear continues. Once you use this feature, it can't be used again until you complete a long rest. The Blood Moon is Rising At 20th level, as an action, your intense thirst for destruction causes you to emanate a menacing red aura in a sphere with a 30 foot radius for 1 minute. For the duration, your melee weapon attacks can reach any enemy within the aura, and enemy movement within the aura triggers an attack of opportunity. Enemies within the aura have disadvantage on any saving throws caused by your spells that deal damage. Once you've used this effect, it can't be used until you complete a long rest.

Order of the Crescent Moon Moonblades of the Order of the Crescent Moon aim to improve their martial technique to become unparalleled. They focus on magic to augment their skills. Moonblades of this order tend to be the most honor-bound, seeking to fight great foes and to prove themselves as worthy swordsmen. Order Spells You gain order spells at the Moonblade levels listed. Order of the Crescent Moon Spells Moonblade Level Spells 3rd Absorb Elements, Shield 5th Magic Weapon, Mirror Image 9th Haste, Thunder Step 13th Freedom of Movement, Stoneskin 17th Hold Monster, Steel Wind Strike Reactive Blade Training Starting at 3rd level, your weapon training allows you to use different sizes of blades effectively. You may stow and draw a weapon in the same item interaction. You also gain the following benefits: One-handed Weapon Training: Your training with one-handed weapons makes you more able to retaliate quickly to incoming attacks. You can make an attack of opportunity when a creature attempts to attack you while you're wielding a weapon in one hand and nothing in the other hand.

Great Weapon Training: Your training with two-handed weapons makes you better able to heft their weight and unleash their full power. Your attacks of opportunity using a two-handed weapon have additional follow-through, giving you a bonus to the attack and damage rolls equal to your Wisdom modifier. Deadly Intensity Starting at 7th level, you train to combine your focus in battle with your focus on maintaining spells. While concentrating on a spell, you have a +2 bonus to your attack rolls. Let Go Starting at 15th level, when you take damage while you are concentrating on a spell, you can willingly release your concentration on the spell in order to gain temporary HP equal to 5 times the spell slot level used to cast the spell. Once you use this feature, it can't be used again until you complete a short rest. Sweeping Crescent Blade Starting at 20th level you can make an attack with your runed weapon that strikes all enemies within 5 feet of you. Make an attack roll for each enemy. You can use this feature a number of times equal to your Wisdom modifier (minimum of one) before you need to take a long rest.







































Credit belongs to: https://sakimichan.deviantart.com/art/lonely-wolf-Samurai-Updated-T-shirt-design-217716366 Order of the Full Moon Moonblades of the Order of the Full Moon are a light in the dark, they seek to protect others and learn magic to help do so. They learn healing and protective magic, as well as techniques meant to save the lives of others. These Moonblades tend to be the most selfless and altruistic, willing to sacrifice themselves for the greater good. Order Spells You gain order spells at the Moonblade levels listed. Order of the Full Moon Spells Moonblade Level Spells 3rd Healing Word, Sanctuary 5th Aid, Warding Bond 9th Mass Healing Word, Spirit Guardians 13th Aura of Purity, Banishment 17th Greater Restoration, Wall of Light Guiding Light Starting at 3rd level, when you cast a spell of first level or higher on a creature, you can choose to grace it with moonlight. This gives it a bonus equal to your Wisdom modifier to its next attack roll, skill check, or saving throw that it makes within the next 10 minutes. Protector's Fury Starting at 7th level, when you cast a beneficial spell on a creature, your next melee weapon attack deals bonus damage equal to 3 times the level of the spell slot used. Repel the Darkness Starting at 15th level, your Lunar Lightbringer is empowered. When you use your Lunar Lightbringer feature you gain advantage on your next attack roll. The creature you used it on has advantage on saving throws and attacks against them have disadvantage until the end of your next turn.

Light Within Starting at 20th level, you can use an action to radiate bright light in a 30 foot radius and dim light 30 feet beyond that for one minute. When you deal damage to creatures in the bright light, you can choose to heal any creature of your choice within the bright light for an amount equal to the damage done. Once you use this feature, it can't be used again until you complete a long rest.









































Credit belongs to original artist, I found this image here: http://www.jwide.com/japannews/wp-content/uploads/2014/08/samurai-sword-jedi-ninja-art-269653.jpg Order of the New Moon The Order of the New Moon is an order shrouded in darkness. They are inspired by the dark nights of the new moon and use the shadows to their advantage. They learn subtle magic to help cover their tracks, become harder to detect, and evade attackers. These Moonblades tend to be of few words--swearing loyalty to a master, to a belief in justice, or to their own power. They often become vigilantes or assassins. Order Spells You gain order spells at the Moonblade levels listed. Order of the New Moon Spells Moonblade Level Spells 3rd Fog Cloud, Silent Image 5th Darkness, Shadow Blade 9th Gaseous Form, Nondetection 13th Dimension Door, Evard's Black Tentacles 17th Mislead, Passwall









Shadow Techniques Starting at 3rd level, you gain an additional skill proficiency. You gain proficiency in the Stealth or Sleight of Hand skill. Additionally, you gain great technique with thrown weapons. You do not get disadvantage when throwing a weapon while there are enemies within 5 feet of you. Enemies that get hit with your thrown weapons get disadvantage on their next saving throw for a spell effect you cause. Consumed by the Night Starting at 7th level, when you have advantage on an attack, you deal additional necrotic damage equal to your Wisdom modifier. Shrouded by Darkness Starting at 15th level, a shroud of supernatural darkness follows you everywhere you go. Creatures with Darkvision suffer all of the penalties of trying to detect you in darkness. You have advantage on all stealth checks made in darkness. Until the end of your turn, darkness follows you when you leave an area of darkness. You have advantage on Dexterity saving throws made while in darkness. Pitch Black Midnight Starting at 20th level, you can use your action to emit an aura of darkness in a 20 foot radius around you. When you use this feature, you can choose creatures so that they will be able to see through this magical darkness. This magical darkness even lightly obscures you against True Sight. While the darkness persists, you can use a bonus action to instantly appear at any darkness within 60 feet of you, including within the aura.

Runes As you gain levels as a Moonblade, you will gain access to runes that will expand your magical and your martial prowess. You can engrave them on a weapon using your Runic Weapon feature. You have a limit of runes that can be active at one time based on the Moonblade table. If a rune has a recharge time, it can't be swapped out using the Improved Runic Weapon feature until it is done recharging. Commentary: I feel like this mechanic is probably too similar to warlock invocations. I was thinking maybe these runes should all be effects that recharge on a short rest... but at the same time, many of these features would prove valuable for a spellsword sort of character as a passive. Even beyond that, the flavor offered by long rest abilities can help better define your character. I also felt that access to cantrips was important. Rune of Adaptability As long as your weapon is imbued with this rune, you gain a climbing and swimming speed equal to your walking speed. Rune of Astral Smite Requires 5th level As long as your weapon is imbued with this rune, when you hit with a melee weapon attack, you can spend a second level spell slot to deal an additional 2d6 radiant damage and heal a creature within 10 feet of you for an amount equal to the radiant damage dealt. This damage increases by 1d6 per spell level, up to a maximum of 6d6 Rune of Blinding Light As long as your weapon is imbued with this rune, when you or a creature you can see within 30 feet is attacked, you can use your reaction to impose disadvantage on the attack roll, causing radiant light from above to shine into the attacker's eyes. An attacker that can't be blinded is immune to this effect. You can use this effect a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. Rune of the Crescent Blade As long as your weapon is imbued with this rune, you can cast the Sword Burst cantrip. Rune that Shines through Darkness As long as your weapon is imbued with this rune, you can cast the Light cantrip. Rune of Brilliant Illumination Requires 5th level As long as your weapon is imbued with this rune, your gain advantage on melee weapon attacks made against creatures standing in the Moonbeam spell. Rune of the Cycle Requires 5th level As long as your weapon is imbued with this rune, you can make one attack with a melee weapon as a bonus action after casting a spell.



Rune of the Darkest Night Requires 13th level As long as your weapon is imbued with this rune, you can cast the Greater Invisibility spell using a Moonblade spell slot. Rune of Draining Darkness Can only be applied to a weapon with the thrown property Thrown attacks with this weapon deal an additional 1d8 necrotic damage and heal you for an amount equal to the damage done. Rune of Glowing Personality You gain proficiency in the persuasion and performance skills while your weapon is imbued with this rune. If you already have proficiency in the skill, you may instead apply twice your proficiency bonus. Rune of the Infernal Night As long as your weapon is imbued with this rune, you can cast the Green-flame Blade cantrip. Rune of Low Gravity Requires 2nd level You can cast the feather fall spell at will without expending a spell slot. Rune of Lunar Chill As long as your weapon is imbued with this rune, you can cast the Ray of Frost cantrip. Additionally, if you hit a creature with the weapon imbued with this rune, its speed is reduced by 10 feet until the start of your next turn. Rune of the Lunar Warrior As long as your weapon is imbued with this rune, you can use Strength instead of Dexterity for the purpose of calculating your Unarmored Defense. Rune of the Lunatic Requires 9th level As long as your weapon is imbued with this rune, you can cast the contact other plane spell as a ritual. You must complete a long rest before you do so again. Rune of Magical Gifts You can imbue your weapon with this rune more than once, up to 3 times. You can prepare an additional spell from the Moonblade spell list as long as your weapon is imbued with this rune. If you change this rune while you have excess spells prepared, you lose the additional spell. Rune of Moonfall Requires 17th level As long as your weapon is imbued with this rune, once per long rest, you can summon a massive lunar stone to fall from the heavens and crush your enemies. Choose a point you can see within one mile, and all creatures in a 40 foot radius sphere centered around the point must make a Dexterity saving throw. A creature takes 15d6 radiant damage and 15d6 bludgeoning damage on a failed save, or half as much on a successful one.

Rune of the Moonless Night Requires Order of the New Moon As long as your weapon is imbued with this rune, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Rune of the Moonlit Dance Requires 12th level As long as your weapon is imbued with this rune, your melee weapon attacks cause your next spell that deals damage to deal 5 bonus radiant damage and casting a spell causes your next melee weapon attack to deal 5 bonus radiant damage. Rune of Nightmare Requires Order of the New Moon and 15th level As long as your weapon is imbued with this rune, you can cast the Maddening Darkness spell once per long rest. Rune of the Nimble Weapon Can only be applied to a melee weapon As long as your weapon is imbued with this rune, it has the finesse property. Rune of Recall As long as your weapon is imbued with this rune, you can call it to your hand using a bonus action, regardless of where it is. Rune of Red Midnight Requires Order of the Blood Moon and 13th level As long as your weapon is imbued with this rune, you can cast the Delayed Blast Fireball spell once per long rest. Rune of Rejuvenating Radiance Requires Order of the Full Moon and 11th level As long as your weapon is imbued with this rune, you can cast the Heal spell once per long rest. Rune of Restoring Light Requires Order of the Full Moon and 5th level As long as your weapon is imbued with this rune, your Moonbeam spell heals instead of dealing damage. When you cast it, you may specify any number of creatures that can benefit from this effect. The amount of healing is equal to the amount of damage it would do, based on the spell slot used to cast it. Rune of Ritual Casting As long as your weapon is imbued with this rune, you can cast spells you know with the ritual tag as a ritual. Additionally, you can pick one ritual spell of a spell level you can cast to associate with this rune when you engrave it onto your weapon from the following list: First level rituals: Comprehend languages, detect magic, detect evil and good, speak with animals Second level rituals: Beast sense, gentle repose, locate animals or plants, skywrite Third level rituals: Melt into stone, water breathing, water walk Rune of the Second Chance As long as your weapon is imbued with this rune, if you take damage that would bring you to 0 hitpoints, you first gain 5 temporary hitpoints per Moonblade level. These temporary hitpoints fade at the end of your next turn. Once this effect triggers, you must complete a long rest before it can trigger again. Rune of Shared Life Requires Order of the Full Moon As long as your weapon is imbued with this rune, if you cast a healing spell of 1st level or higher to restore hit points to a creature, you also regain hitpoints equal to 2 + the spell's level. Rune of Sight As long as your weapon is imbued with this rune, you have advantage on all investigation and perception skill checks the rely on sight. Rune of Tracking As long as your weapon is imbued with this rune, you can use an action to cause a column of bright light to descend on the creature. The light persists for 10 minutes and follows them wherever they go. Creatures that turn invisible are still tracked by this effect. You can use this effect once and you must complete a long rest before you can use it again. Rune of Unearthly Grace As long as your weapon is imbued with this rune and you make a weapon attack with it using one hand, you gain a +2 bonus to your AC until the end of your next turn. Rune of the Waning Crescent Requires 2nd level As long as your weapon is imbued with this rune, it counts as a magical weapon with a +1 bonus to attack and damage rolls. This rune can only be applied to weapons without a bonus to attack and damage rolls. Starting at 7th level, you can apply this rune to a weapon twice, increasing the bonus to +2. Starting at 14th level, you can apply this rune to a weapon three times, increasing the bonus to +3.

Spell List First-level absorb elements

animal friendship

command

compelled duel

cure wounds

detect magic

earth tremor

ensnaring strike

faerie fire

feather fall

identify

jump

longstrider

protection from evil and good

silent image

sleep

thunderwave

zephyr strike Second-level blindness/deafness

blur

cloud of daggers

darkvision

dust devil

earthbind

enhance ability

gust of wind

hold person

locate animals or plants

magic weapon

moonbeam

pass without trace

protection from poison

see invisibility

silence

spider climb

spiritual weapon

warding wind Third-level clairvoyance

counterspell

dispel magic

elemental weapon

fly

magic circle

nondetection

protection from energy

remove curse

revivify

slow

tidal wave

water walk

wind wall Fourth-level banishment

confusion

control water

elemental bane

guardian of nature

locate creature

sickening radiance

storm sphere

watery sphere Fifth-level commune with nature

control winds

dispel evil and good

gravity well (new)

legend lore

maelstrom

scrying

seeming

skill empowerment

steel wind strike

teleportation circle

wall of light