Runepriest Isolated in sacred forges and holy libraries, runepriests seek to unlock the secrets of the runes of divine power. Legend holds that the gods crafted a set of powerful runes, each imbued with a core of divine power, to help create the world and give it order. During the long war against the primordials, many of these runes were lost. Even the gods only dimly recall the runes of power. Somewhere in the forgotten depths of a dungeon or the isolated corner of the planes, those ancient runes wait to be discovered. A runepriest can learn much in the peaceful halls of a temple, but sooner or later he or she must put on armor and go forth to find or create a new rune, and in so doing earn a name among the masters of rune magic. Creating a Runepriest You learned the art of rune smithing from your master. Perhaps you sweated over a forge deep within a dwarven stronghold, crafting weapons and armor for the faithful as part of your apprenticeship. Or you might have helped inscribe runes in the living wood of the forest, crafting signs to warn of approaching enemies. Along the way, you learned how to take inscribed runes and turn them into words and signs of power that you can incorporate into your prayers. But now, the time for learning is at an end. Now is the time for adventure. Merge the runes of power with your weapons and armor. Call to the gods and channel their might against your enemies. The runes are your weapons, and the gods’ foes await your judgment. Quick Build You can make a runepriest quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity if you plan on choosing the Tradition of Power, Intelligence if your plan on choosing the Tradition of Knowledge, or Constitution if you plan on choosing the Tradition of Life or the Elements. Second, choose the Acolyte background, unless you plan on choosing the Tradition Knowledge. Lastly, choose the Rune of Healing (or Resistance) and the Rune of Burning. Class Features As a Runepriest you gain the following class features. Hit Points Hit Dice: 1d8 per runepriest level

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

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per runepriest level after 1st Proficiencies Armor: Light and Medium armor, Shields

Light and Medium armor, Shields Weapons: Simple weapons

Simple weapons Tools: Choose one from Calligrapher's Tools, Mason's Tools, Woodcarver's Tools

Choose one from Calligrapher's Tools, Mason's Tools, Woodcarver's Tools Saving Throws: Intelligence and Wisdom

Intelligence and Wisdom Skills: Choose 2 from the following: Arcana, Athletics, History, Insight, Intimidation, Nature, Perception, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: 1 Simple Melee Weapon

(a) Dungeoneer's Pack or (b) Explorer's Pack

(a) Light Crossbow and 20 Bolts or (b) Shield

(a) Studded Leather Armor or (b) Chain Shirt Runecasting As a runepriest, you have the ability to cast runes. These are magical symbols, often in a magical tongue such as Draconic or Primordeal, or in a language known only to you. You may trace the rune on a surface or in the air to call upon the effects of the rune in much the same way a wizard would cast a spell. Runes Known At 1st level, you know two runes. You learn additional runes as you level up. Some runes have additional requirements that you must meet before you can learn them. Casting Runes At 1st level, you have a pool of 6 rune points (RP). You may spend these rune points to trace a rune you know (the rune point cost of a rune is listed in its description). As you gain more levels, your pool of rune points increases, as listed in the runepriest table above. As an action, you may spend these rune points to trace a rune you know on yourself or on a surface, object, or creature within 5 feet of you. If traced on a creature, the creature becomes the target of the rune and gains its effects. If traced on a surface or object, the first creature to touch the rune becomes the target and gains its effects. You can chose to make your runes invisible until they are activated; a creature must make a Wisdom(Perception) or Intelligence(Investigation) check against your runic save DC to notice the faint outline of the rune. Spells and abilities that interact with magic or magical auras can interact with and potentially deactivate a rune before it is triggered. Use the cost of the rune in rune points to determine its spell level for features and abilities such as the Arcana Cleric's Spellbreaker feature, dispel magic, or counterspell. You may render an untriggered rune void as an action. Spellcasting Ability Wisdom is the ability you use to trace your runes, since triggering the rune requires an almost intuitive understanding of all possible meanings of the rune. You use your Wisdom modifier to set the saving throw DCs of your runes, and to make an attack roll with a rune. Runic Save DC: 8 + your proficiency bonus + your Wisdom modifier Attack Modifier: your proficiency bonus + your Wisdom modifier

The Runepriest Level Proficiency Bonus Features Runes Known Rune Points Glyphic Inscriptions 1st +2 Runecasting 2 6 - 2nd +2 Glyphic Inscriptions 2 7 2 3rd +2 Runic Tradition 3 8 2 4th +2 Ability Score Improvement 3 9 3 5th +3 - 4 10 3 6th +3 Tradition Feature 4 11 4 7th +3 Improved Runecasting, Linguistic Knowledge 5 12 4 8th +3 Ability Score Improvement 5 13 4 9th +4 - 6 14 5 10th +4 Tradition Feature 6 15 5 11th +4 - 7 16 5 12th +4 Ability Score Improvement 7 17 6 13th +5 Linguistic Knowledge 8 18 6 14th +5 Tradition Feature 8 18 6 15th +5 Advanced Runecasting 9 19 7 16th +5 Ability Score Improvement 9 19 7 17th +6 - 10 20 8 18th +6 Tradition Feature, Linguistic Knowledge 11 20 8 19th +6 Ability Score Improvement 11 20 9 20th +6 Symbolic Restoration 12 21 9 Glyphic Inscriptions Starting at 2nd level, you have dedicated yourself to the path of runecasting, and have marked yourself with special runes only you can access. Chose two glyphs from the list below. You gain more glyphs as you level up, as shown on the runepriest table. Runic Tradition At 3rd level, you choose a runic tradition, shaping your runetracing by specializing in one of the four basic principles of runeworking; Life, Knowledge, Power, and the Elements. Your choice graints you features at 3rd level and again at 6th, 10th, 14th, and 18th levels. 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. Improved Runecasting At 7th level, when you trace a rune, you may place it on a surface, creature or point in space you can see that is within 30 feet of you, and you can set a trigger that activates when you, an ally, or another creature (hostile or otherwise) steps on or next to the rune, which is 1 foot in diameter. The trigger conditions are determined when you trace the rune and the runes effects activate when the conditions are met. You may set a delay of up to 1 hour. You may also set trigger conditions for a buff or healing rune, such as when the target is bloodied. If such a rune is placed on another creature, the creature may choose to activate the effects themselves as a bonus action. You cannot set specific trigger conditions for runes such as physical characteristics, race, class, etc. Runes placed that are not activated within 1 day dissipate and are void. You may have such runes up to a combined RP cost equal to your runepriest level. Dispel magic or other similar spells or effects also remove runes. For this spell, a rune's 'spell level' is its rune point cost. The caster may also render the rune void as an action. Linguistic Knowledge. Also at 7th level, you learn an additional language. You may chose another language when you reach 13th level, and again at 18th level.

Advanced Runecasting At 15th level, you have learned how to shrink your runes to fit on any object with at least 6 square inches of surface area. In addition, you can further refine the trigger conditions, such as touching or seeing the rune, or the uttering of a specific word while gazing on it. It can also be removing an object covering the rune, or manipulating the object on which a rune is placed a certain way (unlocking, opening, pressing a button, submerging, burning, etc. Runes placed can be triggered by creatures or objects with certain characteristics, such as height, weight, race, magical properties (such as a specific magic artifact or a curse). You can also set conditions for creatures do not trigger the rune in the same manner as described for those that do. Unactivated runes do not dissipate and may remain until they are activated or you dispel them. Symbolic Restoration. At level 20, you may perform a one minute ritual that requires concentration. At the end of the ritual, you regain 6 Rune Points. You may not perform this ritual again until you have completed a long rest. Runic Traditions Your choice of runic tradition reflects the focus and use your put your runes towards, whether that is nuturing others, gaining new knowlege, or harnessing the fury of nature. Tradition of Life Choosing the tradition of Life means you will become a healer above all else. The viridian sigil of life etches itself on your forehead. Bonus Cantrip Upon choosing this tradition at 3rd level, you learn the cantrip spare the dying. Wisdom is your casting stat for this cantrip. Hardiness Also at 3rd level, whenever you roll your hit dice to recover HP, you regain additional hit points equal to your Wisdom modifier (minimum of 1). You cannot use this feature if your current health is at or above half your maximum hit points. Healing Soul At 6th level, when you use a rune, spell or feature to heal a creature other than yourself, you gain temporary HP equal to your runepriest level. These temporary hit points last 1 hour. Healer Adept At 10th level, your healing runes cost 1 less rune point to cast. Enhanced Hardiness Starting at 14th level, you do not need to be below half your hit point maximum to use your Hardiness feature. Restoration Expert At 18th level, when you trace a healing rune or cast a healing spell, you may spend 2 rune points to heal the maximum amount with that rune or spell. If you used this feature on a rune that ordinarily healed 2d6, the target of that rune would instead heal 12 points. Tradition of Power Choosing the tradition of Power grants you physical superiority. The violet sigil of power etches itself on your forehead. Bonus Proficiencies Upon choosing this tradition at level 3, you gain proficiency with heavy armor and martial weapons. Buff Also at 3rd level, you gain the Rune of Guardianship, if you did not already know it. This rune does not count against the number of runes you know. Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, causing it to instantly teleport to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon you must break your bond with one of your bonded weapons. Savage Strike At 6th level, you can attack twice, instead of once, whenever you take the Attack action with your bonded weapon Improved Weapon Bond At 10th level, when you trace a rune as a standard action, you may make one weapon attack with a Bound Weapon as a bonus action. Enhanced Guardianship Starting at 14th level, when you trace the Rune of Guardianship, the target gains a +3 bonus to their AC instead of 2. Martial Recovery At 18th level, when you roll a critical hit or reduce a hostile creature to 0 hit points with a bound weapon attack, you regain 2 rune points.

Tradition of Knowledge Choosing the tradition of Knowledge rewards you with a vast array of skills and wisdom. The azure sigil of knowledge itself on your forehead. Bonus Proficiency Upon choosing this tradition at level 3, you gain two additional skill or tool proficiencies from the class list. Ritual Casting Also at 3rd level, you have a ritual book. Chose two 1st level spells to inscribe in your ritual book. These spells may be from any class list, but must have the ritual tag. You can cast these spells, but only as rituals. You learn an additional spell for your ritual book at 6th, 10th, 14th, and 18th level. The rituals you learn at 10th and 14th levels may be of 3rd level or lower, and the ritual you learn at 18th level may be of 5th level or lower. Use your Wisdom modifier as the casting stat for your ritual spells. Expertise At level 6, you may chose one of your skill or tool proficiencies and become an expert in its use. When you you make a check with that chosen skill or tool, you may apply double your proficiency bonus. Arcane Knowledge At 10th level, chose two cantrips from any class. Those cantrips are added to your ritual book; while your ritual book is on your person, you may cast either of those cantrips at will. Reliable Knowledge At 14th level, whenever you make an Intelligence check and roll a 9 or lower, you may replace the number rolled with a 10. Clairvoyance At 18th level, you have advantage on any skill check made to cast a divination ritual. In addition, whenever a divination ritual says you have a 25% cumulative chance to receive false information, you instead have a flat 50% chance to receive false information or advice. Tradition of the Elements Choosing the tradition of the Elements allows you to harness nature's energy at the whim of your runic potential. The ember sigil of elements etches itself on your forehead. Elemental Proficiency When you chose this tradition at 3rd level, chose one element from acid, cold, fire, lightning, or poison. You have resistance to this element. Elemental Orb Also upon choosing this tradition at 3rd level, you may cast the spell chromatic orb without expending spell slots or material components. You may cast this spell a number of times equal to your Wisdom modifier before finishing a long rest. The damage dealt by this spell is always the same type as your elemental proficiency. Elemental Strike At level 6, your weapon attacks deal 1d6 extra damage. This damage is the same type as your elemental proficiency. Elemental Command At level 10, you may cast conjure elemental at its lowest level twice between long rests. Elemental Absorption At level 18, you become immune to the damage type you chose for Elemental Proficiency. When hit with an attack or effect that would deal this type of damage, you may use your reaction and absorb 25% of the damage that would have been dealt to you (rounded down) and convert them into hit points. Once you use this feature, you can't do so again until you finish a long rest.

Runes Runes are the highlight feature of the Runepriest class. Many runes exist, and any runepriest can trace them as long as they meet the requirements Rune of Acceleration Cost: 2 RP For 1 minute, the target creature can use a bonus action to Dash, Disengage, or Dodge. Rune of Elemental Repel Cost: 2 RP When this rune is activated, all creatures within 10 feet of the rune must succeed on a Dexterity saving throw or take 2d6 of fire, cold, lightning, force, thunder, or acid damage (your choice when you trace this rune). On a successful saving throw, they take half damage. At higher levels: When you reach 9th level, this rune deals 3d6 damage. When you reach 17th level, this rune deals 4d6 damage. Rune of Guardianship Cost: 2 RP Increases the AC of the target creature or object by 2 for 1 minute Rune of Healing Cost: 2 RP Heals the target for 2d6 + your Wisdom modifier hit points. At higher levels: When you reach 9th level, this rune restores 3d6 + your Wisdom modifier hit points. When you reach 15th level, this increases to 4d6 + your Wisdom modifier hit points. Rune of Chilling Cost: 3 RP When activated, this rune creates a 20 ft spherical aura that lasts for 1 minute. When a creature for the first time in a round or ends its turn there, they must make a Constitution saving throw. On a failed save, they take 1d6 cold damage, their speed is halved, and they cannot take reactions until the end of their next turn. At higher levels: When you reach 11th level, creatures who fail their saving throw take 2d6 damage instead of 1d6. On a sucessful save, the creature takes half damage, but suffer no other effects. Rune of Impact Cost: 3 RP When activated, every creature within a 20 ft sphere centered on the rune must make a Dexterity saving throw. On a failed save, a creature takes 2d10 thunder damage and is pushed back 10 feet. On a sucessful save, a creature takes half damage and is not pushed back. Rune of Turn Undead Cost: 3 RP When activated, every undead within 30 feet of the rune must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from the rune as it can, and it can’t willingly move to a space within 30 feet of the rune. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Rune of Expertise Cost: 5 RP When you trace this rune, chose one skill or tool you are proficient in. The target of this rune has advantage on checks that use that proficiency for 10 minutes. Rune of Burning Cost: 6 RP For 1 minute, the target of this rune can cast burning hands as a 1st-level spell using your runic save DC. At higher levels: When you reach 7th level, the target may cast burning hands as a 2nd level spell. When you reach 15th level, the target may cast burning hands as a 3rd-level spell. Rune of Darkness Cost: 3 RP

3 RP Prerequirements: level 3 When activated, this rune casts the spell darkness, centered on itself. Rune of Elemental Resistance Cost: 3 RP

3 RP Prerequirements: level 3 For 1 minute, the target gains resistance to either fire, cold, lightning, thunder, or acid damage (chosen when you trace the rune). Rune of Holding Cost: 3 RP

3 RP Prerequirements: level 3 Casts the spell hold person against the target of this rune. At higher levels: When you reach 9th level, this rune casts hold monster instead of hold person

Rune of Curing Cost: 3 RP

3 RP Prerequirements: level 5 The target of this rune is cured of all non-magical diseases and poisons. Rune of Dispel Magic Cost: 3 RP

3 RP Prerequirements: level 5 Casts dispel magic on the creature or object targeted. At higher levels: For every 2 levels above 5th, you may spend 1 additional rune point to increase the level of dispel magic by 1. Rune of Enhancement Cost: 3 RP

3 RP Prerequirements: level 5 Chose one of the effects below. The target of this rune receives the benefits of that effect for 1 hour. A creature cannot be affected by more than one Rune of Enhancement at a time. Symbol of the Wolf: The target gains advantage on Strength checks.

The target gains advantage on Strength checks. Symbol of the Cat: The target gains advantage on Dexterity checks, and takes no damage when falling less than 20 feet.

The target gains advantage on Dexterity checks, and takes no damage when falling less than 20 feet. Symbol of the Bear: The target’s temporary HP is increased by 2d6 until the rune fades, and gains advantage on Constitution checks.

The target’s temporary HP is increased by 2d6 until the rune fades, and gains advantage on Constitution checks. Symbol of the Fox: The target gains advantage on Intelligence checks.

The target gains advantage on Intelligence checks. Symbol of the Owl - The target gains advantage on Wisdom checks.

- The target gains advantage on Wisdom checks. Symbol of the Lion - The target gains advantage on Charisma checks. At higher levels: When you reach 9th level, the target of this rune may add 1 to saving throws made with the chosen ability. When you reach 15th level, the target of this rune may add 1 to attack rolls made with the chosen ability. Rune of Peace Cost: 4 RP

4 RP Prerequirements: level 5 When activated, every creature within 30 feet of the rune must make a Wisdom saving throw or be charmed by you. Charmed creatures cannot speak and will be amenable to your suggestions, provided you share a language; otherwise, they will defend themselves from harm but take no other actions. This effect lasts for 10 minutes, or until the creature is harmed by you or one of your allies. Rune of the Gate Cost: 2 RP (per gate)

2 RP (per gate) Prerequirements: level 5 The first time you trace this rune, you must place it on a surface on the ground to form a destination for the gate. The gate is large enough to accommodate 5 medium sized creatures or 2 large creatures. A gate rune remains active for 24 hours or until a second rune is placed. At any time and on any surface, the tracer may place the second gate-rune. As long as the runes are on the same plane of existence, a creature can stand on one and be transported to the other. Only two runes may be placed by the tracer simultaneously. Placing a third will force the tracer to dispel one. If a gate is dispelled by something else, the tracer will know, and both runes are destroyed. Once a second gate is placed, both remain active for 24 hours. Placing a third rune will not reset the time, and the new rune will time out at the end of the 24 hours. If the tracer leaves his current plane of existence, any existing gate-runes he or she placed are dispelled. At higher levels: When you reach 9th level, your gate runes will still work if you are on a different plane of existence (though you may not travel between planes of existence using this rune). When you reach 15th level, the time is extended to 1 week. Rune of War Cost: 4 RP

4 RP Prerequirements: level 5 Every creature within 30 feet of the rune must succeed on a Wisdom saving throw or become frenzied for 1 minute or until they drop to 0 hit points. While frenzied, a creature must use their action to attack the closest creature to them. If there are no creatures they can attack in range, a frenzied creature must move as far as it can to get within range of a creature it can attack. A frenzied creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. Rune of Resistance Cost: 3 RP

3 RP Prerequirements: level 7 The target creature gains resistance to bludgeoning, piercing, and slashing damage for 1 minute. Rune of Invisibility Cost: 3 RP

3 RP Prerequirements: level 7 The target becomes invisible for 1 minute, or until they take damage, casts a rune or spell, or makes an attack. At higher levels: When you reach 17th level, the duration is increased to 10 minutes. Rune of Arcana Cost: 4 RP

4 RP Prerequirements: level 7 You or an ally can store a spell of 3rd level or lower in the rune by casting it as part of tracing the rune. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the rune is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the rune. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. At higher levels: For every two levels above 7th, you may spend 1 additional rune point to increase the maximum level of the spell stored (to a maximum of 8th level spells)

Rune of Mass Restoration Cost: 4 RP

4 RP Prerequirements: level 7 When this rune is activated, it heals every creature inside of a 20 ft sphere centered on the rune for 2d12 + your Wisdom modifier hit points. Has no effect on constructs or undead. Rune of Smiting Cost: 4 RP

4 RP Prerequirements: level 7 When activated, light pours out from this rune in a 10-foot wide, 30-foot long cylinder. Every creature within the column of light must make a Dexterity saving throw. On a failed save, creatures take 5d12 radiant damage + your Wisdom modifier. On a successful save they take half damage. Undead and fiendish targets have disadvantage on this saving throw. Rune of Empowerment Cost: 4 RP

4 RP Prerequirements: level 9 For 1 minute, the target of this rune may add the tracer's Wisdom modifier to the damage of any spell or cantrip they cast. Rune of Primordial Summoning Cost: 4 RP/5 RP

4 RP/5 RP Prerequirements: level 9 Summons a number of weak elementals at the rune, as per the spell conjure minor elementals. Alternatively, you may spend an addition rune point to summon a single powerful elemental, as per the spell conjure elemental. Any elementals will attack and pursue the target of the rune. If they cannot see or track the target, they attack the closest creature. Casting the rune again causes any elementals previously summoned with the rune to return to their native plane. At higher levels When you reach 11th level, you may spend 6 rune points to summon twice as many elementals with the conjure minor elementals function, and when you reach 15th level, you may summon 3 times as many elementals with that function. For every two levels above 9th, you may spend an additional rune point to increase the CR of the elemental summoned by the 2nd function of the spell by 1. Rune of Bones Cost: 6 RP

6 RP Prerequirements: level 9 4 skeletons rise from the rune (as in the animate undead spell) and last until they are killed or after 1 hour has passed, whichever comes first. The skeletons will attack and pursue the target of the rune. If they cannot see or track the target, they attack the closest creature. Upon death, the skeletons fade from the mortal plane of existence. Casting this rune again will cause any existing skeletons to dissipate. At higher levels When you reach 13th level, 6 skeletons appear instead of 4. Rune of Banishing Cost: 5 RP

5 RP Prerequirements: level 11 Unless the target of this rune is an undead, fey, fiend, celestial, or abberation who is not from your current plane of existence, this rune automatically fails. Otherwise, the target of this rune must make a Wisdom saving throw. On a failed save, the target is banished and cannot return to the plane you banished them from for 7 days. Rune of Greater Healing Cost: 5 RP

5 RP Prerequirements: level 11 Heals the target for 4d10+5 hit points. Has no effect on constructs or undead. Rune of Thralldom Cost: 6 RP

6 RP Prerequirements: level 13 You choose a deceased humanoid, and raise it as an undead as though casting the spell animate dead, as long as it has been dead no less than 10 days. As a bonus action on each of your turns, you can mentally command any creature you animated with this rune if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this rune on the creature before the current 24-hour period ends. Rune of Resurrection Cost: 8 RP

8 RP Prerequirements: level 13 You cast lesser resurrection on the target of this rune. If the target is not a dead creature that has been dead no longer than 10 days, the rune automatically fails. Rune of Greater Mass Restoration Cost: 7 RP

7 RP Prerequirements: level 15 Every creature within 20 feet of this rune when it activates that is not a construct or undead regains 8d6+5 hit points. Rune of Zombification Cost: 8 RP

8 RP Prerequirements: level 15 The target of this rune must make a Constitution saving throw or take 8d10 necrotic damage. A creature killed by this rune becomes an undead under the caster's control.

Rune of Earthshattering Cost: 8 RP

8 RP Prerequirements: level 17 Casts the spell earthquake when activated. The spell does not require concentration, and lasts for its full duration. Rune of Apocalypse Cost: 9 RP

9 RP Prerequirements: level 19 Casts the spell meteor swarm when activated. Glyphic Inscriptions A runepriest marks their body over time with glyphic sigils. These are no mere markings and their purpose exceeds symbolism. Each one has their effect, and as long as you meet the requirements, the effects of a glyphic inscription is always active. Glyph of the Ancient Arcanist Prerequisite: 19th level Choose a 1st, 2nd, or 3rd-level spell from the cleric spell list. Its casting time must take no longer than one action. You may now cast that spell once at its lowest level without using a spell slot. If you want to cast it again, you must expend spell slots as normal. Glyph of Arcane Eye You may cast detect magic at-will without expending rune points Glyph of the Archmagi Prerequisite: 19th level Choose a level 9 spell from any class list. You may now cast that spell once per long rest without expending a spell slot. The spellcasting ability for this spell is Wisdom. Glyph of the Bastion You gain proficiency in Heavy Armor. Glyph of the Beast Prerequisite: 9th level You may morph into a beast with a Challenge Rating less than or equal to half your Proficiency Bonus. You cannot trace runes or cast spells while Wildshaped, and you can remain transformed for up to 1 hour. Once you change back, you must finish a long rest before you can Wildshape again. Glyph of Cryptspeech Prerequisite: 9th level You can cast speak with dead at will without expending rune points Glyph of Divine Smite Prerequisite: Tradition of Power, 9th level Your bounded weapon now does an additional +2d4 Radiant damage. When struck, Undead and fiends must make a Wisdom save against you rune save DC, or be frightened when struck. Glyph of Dragonsblood Prerequisites: 9th level Choose a draconic type (chromatic color or metallic color). You now have resistance to that corresponding type. You also have that corresponding dragonborn’s breath weapon (see PHB), which deals 5d4 damage. You may use this breath weapon twice between long rests. Glyph of Elemental Fury Prerequisites: Tradition of Elements, 9th level Your weapon attacks deals an additional +2d6 damage of an element of your choice (Fire, Cold, Lightning, Acid, Thunder). You may chose this glyph multiple times, picking a different element each time; however, you may only use one Elemental Fury per attack. Glyph of Elvenkin Prerequisites: Tradition of Knowlege, 9th level Your footsteps are silent, and you have advantage on Dexterity (Stealth) checks relying on moving in silence. Glyph of Hellblood Prerequisites: 12th level You resist fire, cold, and necrotic damage, you have darkvision out to 120 feet, and you can use your action to detect fiends, undead and celestials within 30 feet once per short or long rest. You cannot take this glyph if you have the Glyph of Starblood. Glyph of Giantkind Prerequisites: Tradition of Life, 9th level You may cast the enlarge part of enlarge/reduce on yourself without expending rune points. Once you do, you must finish a long rest before you can do so again. Glyph of the Mage Choose two cantrips from any class spell list. You may cast these cantrips at-will. Wisdom is your spellcasting modifier. Glyph of the Mind’s Eye You are proficient in Insight and Investigation. Glyph of Dwarven Might Prerequisites: 4th level Your AC rises by 1, and you have resistance to poison damage. Glyph of the Muse Prerequisites: 9th level Chose any 1st level bard spell. You may now cast this spell once without expending rune points before taking a short or long rest. The spellcasting ability for this spell is Wisdom. In addition, you gain proficiency in one musical instrument and in Performance. Glyph of Ranged Casting Prerequisites: 9th level You can place runes up to 90 feet away. Glyph of the Ranger Prerequisites: 6th level You may cast the spell hunter's mark at will.