Rune Knight As the dragon’s fire bears down on him, the armored human knight adorned in runes raises his shield. A flash of emerald light envelops him as a wall of viridescent energy shields him completely from the torrential inferno. Unscathed, he grips his longsword, twitches his wrist, activates his weapon’s runes, and leaps into battle. Twisting through the battlefield, the colorfully-clad sand elven woman spots the enemy archers in position. Quickly, she inscribes an ancient druidic rune into the stone beneath her feet and raises her fist upwards. As the arrows rain down, they are met with a block of solid earth, glowing with vibrant white runes. She grins as the stone shifts again, carving itself into dozens of pointed arrowheads that make haste towards her new adversaries. The half orc focused as best she could on what their leader had taught them while being chased through the tunnels beneath their ancestral home. Finally, however, her luck ran out: a dead end. The enemy rounded the corner to find-- nothing. Once they turn around, however, the pursuers realize it is too late as the deep shadows of this haunted place press in. The somatic components of spells woven into the art of combat; to some, there is no dance more beautiful than a Rune Knight at work. With delicate suggestions of the wrist and point of the weapon, a Rune Knight incorporates the esoteric arts of old, runic magics into their combat routines. Some focus on old strengthening runes to become unstoppable juggernauts, others scatter runes around their foes and watch them stumble upon them, and still others change the battlefield itself to suit their needs using ancient geomancy techniques. New Life to the Old Rune knights more than any other recognize the esotericism of their craft. Runic magic is not as convenient as some other forms of spellcasting, but they find a niche in studying magic while doubling in martial prowess. Runic magic is as old as magic, and the most basic forms of somatic spellcasting components. What makes this an advantage over other spellcasting is its lack of other components: a mute can use runes to simulate spells that require speech; a pariah can use runes to forego the typical expenses of materials. Ultimately, rune knights sport scholarly dedication to their artform, for runic magic is some of the most difficult to learn. Runic magic has been adapted to so many purposes over the millennia that finding the pure, unfiltered runes that they use can take years to find. An Influential Artform Nearly all forms of somatic spellcasting requires use of some derivative of the runic magic adopted by rune knights. This gives them an edge against modern wizards who study present-day magic and scoff at the age-old adages of runic magic. A rune knight has further advantages in modern arcane studies in that all forms of magic depend on the very artform they study. Teleportation runes used by diplomatic envoys; summoning circles laid out by cultish warlocks; scrying circles created by diviners; even old prosperity rituals used by druids can be distilled down into a rune knight’s basic arsenal of runes. Most rune knights are adventurers, as their specialization necessitates constant practice and learning about other followers of runic magic. Wizards and other arcane scholars that are wise enough might even appeal to rune knights’ knowledge and hire them to search for certain old artifacts of mutual interest. Creating a Rune Knight What sets Rune Knights apart from other mixed-martial classes, is that they draw their magic from ancient wellsprings of power, the earth itself. Why would your knight choose this odd path? How did they come across this path in the first place? Did they find old ruins embossed with old runes, or inherit the knowledge from an elder? Rune Knights as a people tend to be perceptive, able to pick out details faster than many others. This and the dedication required to refine the runic arts define all Rune Knights as people with a deep interest in their craft at the cost of being a little eccentric. Creating a Rune Knight You can make a rune knight quickly by following these suggestions. First, your highest ability score should be Strength or Dexterity, depending on your choice in weapons, and your second highest should be Wisdom. Second, choose the sage background.

The Rune Knight Level Proficiency Bonus Features Runic Capacity Runes Known 1st +2 Rune Magic, Runic Following, Runic Following Feature -- 2 2nd +2 Fighting Style -- 3 3rd +2 Runic Etching 1 3 4th +2 Ability Score Improvement 1 4 5th +3 Runic Following Feature 2 4 6th +3 2 5 7th +3 3 5 8th +3 Ability Score Improvement, Runic Following Feature, Somatic Study 3 6 9th +4 4 6 10th +4 Runic Recovery 4 7 11th +4 4 7 12th +4 Ability Score Improvement, Runic Following Feature 5 8 13th +5 5 8 14th +5 5 9 15th +5 5 9 16th +5 Ability Score Improvement, Runic Following Feature 5 10 17th +6 6 10 18th +6 6 11 19th +6 Ability Score Improvement 6 11 20th +6 Runic Cycling, Runic Following Feature 6 12 Class Features As a rune knight, you gain the following class features Hit Points Hit Dice: 1d8 per rune knight level

1d8 per rune knight level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rune knight level after 1st Proficiencies Armor: Light armor, shields

Light armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: Smith's tools Saving Throws: Strength, Wisdom

Strength, Wisdom Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Investigation, and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: One martial weapon that is an Etched Weapon (see Runic Magic)

(a) a shield or (b) two simple weapons

(a) an explorer’s pack or (b) a scholar’s pack

(a) leather armor, a shortbow, and 25 arrows or (b) chain mail Runic Following When you take this class at 1st level, you focus your esoteric study into one of a number of practices, your Runic Following: Bastion, Earthshaper, or Umbral. Your Runic Following grants you a feature at 1st level when you take it, as well as at 5th, 8th, 12th, 16th, and 20th levels.

Runic Magic At 1st level, you learn one of the most iconic crafts of a rune knight: their ability to etch nonmagical equipment-- arms, armor, and shields, in particular --with runes. To create an Etched Weapon or Runic Shield requires material components equal to half the item’s cost, one hour of time, and a set of smith’s tools. You also develop a personal brand that can identify any items created by you. The brand can be found on your items with a DC 15 Intelligence (Investigation) check by creatures other than you. While wielding one of your Etched Weapons, you cannot be disarmed of it. Beginning at 5th level, Etched Weapons you make are considered magical for the purposes of overcoming resistances and immunities to nonmagical bludgeoning, piercing, and slashing damage but only when you are wielding them. You learn two Runes of your choice. These options are listed at the end, after the class features. You learn additional Runes as you level up, according to the table above. When you learn a new Rune, you can also choose to replace a previously-learned Rune with one for which you meet the prerequisites. You can use Runes a number of times each day equal to half your rune knight level plus your Wisdom modifier and regain spent uses upon completing a long rest. Using a Rune requires only somatic components, meaning that if you lack any ability to move (e.g., you are paralyzed or unconscious), you cannot use your Runes. Runes are magical marks, rendering them vulnerable to effects that nullify magic. If the effect of your Rune is subjected to dispel magic, the caster must make a spellcasting check against your Rune save DC to successfully dispel it. 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 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 you are wearing armor, you gain a +1 bonus to AC. 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, 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. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Runic Etching At 3rd level, you learn to imbue certain Runes you learn into your Runic Shields and Etched Weapons over the course of a short or long rest. You can have a maximum of 1 Rune prepared in this way at a time, but these do not count against the number of Runes you can use each day. The maximum number of Runes you can prepare in this way increases by 1 at 6th, 10th, 14th, and 18th levels. A weapon or shield can have a maximum of 3 Runes imbued in it at once. Etching. Runes that possess the “Etching” tag in its description can be imbued into an Etched Weapon that you created. These Runes can be activated as a bonus action. The glyph’s effect is activated on the next weapon attack you make, which gains a bonus to the attack roll equal to your Wisdom modifier. If you miss, the Rune is wasted. Defence. Runes that have the “Defence” tag in its description can be infused with a Runic Shield that you created. When applied to a Runic Shield, these Runes can be activated as a reaction to various circumstances listed under the details of the Rune. Somatic Study Starting at 8th level, you can add your proficiency bonus to Intelligence (Arcana) checks made in relation to runes, glyphs, and other physical codes of magic. If you already have proficiency in the Intelligence (Arcana) skill, then you add twice your proficiency bonus in these situations. As a reaction to a creature you can see casting a spell with somatic components, you can make an Intelligence (Arcana) check with a DC of 8 + twice the spell’s level. If you succeed, you learn what the spell is as well as the general details of it. Runic Recovery Beginning at 10th level, when you complete a short rest, you can recover a number of uses of your Runes equal to your Wisdom modifier. Once you use this feature, you must complete a long rest before you can use it again. When you reach 18th level, you can use this feature twice before completing a long rest instead of just once. Runic Cycling Once you reach 20th level, you have seen and used many Runes in your time. Choose three additional Runes that you have not already learned. Upon completing a short or long rest, you can change out a Rune you have learned with one of those three, and vice-versa, a maximum of once. You can switch in a maximum of one of these three at a time.

Runic Followings Runic magic has existed for millennia, and many traditions have sprung up across the world that utilize it. Earthshaper Developed by dwarves, stone gnomes, and sand elves, earthshaping runes are utilized by rune knights sometimes called “geomancers.” They shift the earth around their enemies and allies, providing cover, pitfalls, and more. And when they need to get their hands dirty, they claw up the earth and fashion it into a weapon of its own right. Traditional Crafts When you take this following at 1st level, you gain proficiency with medium armor and you learn the druidcraft and mold earth cantrips and can cast them at will. In addition, you gain proficiency with mason’s tools if you don’t have it already. Natural Weapons Additionally at 1st level, in lieu of a weapon, you can use your action to spend a use of your Runes to create one for yourself using the elements around you. As you gain levels in the rune knight class, more options for shapes will become available. In order to create the weapon, you must be within 5 feet of the stone you wish to make into a weapon. What the weapon resembles aesthetically is your choice, but you must choose which of the options listed it operates as mechanically. If the option you choose is a Simple weapon that has the light and thrown properties, you can make a number of them up to your Wisdom modifier at once. Natural Weapons per Level Level Weapon Shapes 1st dagger, dart, javelin, shortsword 4th mace, spear 6th rapier 8th battleaxe, longsword, morningstar 10th greataxe, greatsword, maul, pike Weapons you create in this way can be affected by Runes you have imbued in an Etched Weapon on your person as if they were that weapon. These weapons deal additional damage equal to your Wisdom modifier on the first attack you make each turn. Other creatures can use weapons you make in this way, but they do not gain the benefits of imbued Runes and do not add your Wisdom modifier to its damage. The weapons last 10 minutes before crumbling to dust. Once you reach 5th level, weapons you create in this way are considered magical for the purposes of overcoming resistances and immunities to nonmagical bludgeoning, piercing, and slashing damage. Glyph Tracer Beginning at 5th level, you learn how to quickly lay your Runes upon surfaces to trap them. Runes marked with the Glyph tag can be placed using an action upon a surface that is as small as 1 square foot. Your glyphs can be anywhere from 1 foot to 5 feet in diameter. The triggering condition can be timed (after a certain amount of time that is under 10 minutes), proximity (when a creature steps within 5 feet of the glyph), or manual (so long as you are within 30 feet, you can detonate your glyph mentally using an action). Runes placed in this way count against the number of Runes you can have active at once. Terran Encoding Starting at 8th level, you learn how to read, write, and speak terran, as your studies have necessitated piecing together this strange language. Furthermore, Runes you create are encoded in terran, requiring a Wisdom check contested with your Rune save DC to interpret in any way by anybody other than you. Geoshift Additionally at 8th level, you learn basic Runes that can shape the earth around you. As an action, you can trace a Rune and select up to 5 cubic feet of earth, stone, and/or soil within 15 feet of you that you can see. You can move this selection up to 5 feet for each point in your Wisdom modifier (minimum 5 feet) when you select it. You maintain concentration on this like a spell. On each of your turns after, you can choose a different selection of earth as an action, or you can move a selection as a bonus action. You cannot do both in the same turn, and it does not move fast enough to deal damage. This Rune remains active for up to 10 minutes or until you lost concentration. A selection of earth of this size provides full cover, has an AC of 8, hit points equal to 5 plus your rune knight level, resistance to all but thunder damage, and immunity to poison and psychic damage. Weapons of the Earth Beginning at 12th level, you refine weapons you create from stone and empower them with runic magic. Weapons created using your Natural Weapons feature deal an additional die of that weapon’s damage on the first attack you make with it each turn. These weapons also now last up to 8 hours. In addition, weapons you make that deal bludgeoning damage deal double damage to objects and structures. These benefits do not extend to other creatures using your weapons. One with Stone Once you reach 16th level, your experience in manipulating the earth has tied you to it, granting instincts afforded to few others. You gain tremorsense out to a range of 30 feet and can target sections of earth with your Geoshift feature that you see with this sense.

Shifting Land Upon reaching 20th level, you become a master of your practice, and the battlefield is yours to command. On your turn, you can enter a state of flawless synergy with your surroundings for 1 minute. During this time, you gain the following benefits. You can use your Geoshift feature using a bonus action and move earth you have selected with it once each turn as a free action. If you do both in one turn, a Medium or smaller creature in the path of motion must make a Strength saving throw or be knocked prone.

As an action, you can raise either a square panel of stone 10 feet on a side and 6 inches thick, or a column of stone up to 5 feet in diameter and 20 feet long.

You gain resistance to bludgeoning, piercing, and slashing damage. Bastion Runic magic has been used to imbue defences with magic and strength for generations. Rune knights take this tradition and use it to bolster their own strength in battle. Bastions often first safeguard their own wellbeing, and then protect their allies. Runic Armorsmith When you take this following at 1st level, you gain proficiency with medium and heavy armor. In addition, you can create a set of Runic Armor instead of a Runic Shield and have it serve a similar purpose for class features. Crafting a set of Runic Armor can be done over the course of a long rest with a set of appropriate tools and a component cost equal to half the armor’s base cost. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Shared Rune Defence Beginning at 8th level, you can project your Runes to benefit an ally within 10 feet. You can grant a nonhostile creature the benefit of a Rune of yours with the Defence tag using an appropriate action, except targeting them instead of yourself. At 16th level, this range increases to 20 feet. Durable Defence At 12th level, you may choose one Rune with the Defence tag. The first time you use this Rune, it is not dispelled. Upon completing a long rest, you may select a different Rune to apply this feature to. At 16th level, you can select two Runes to apply this to each time. Become the Bastion At 16th level, triggering your defensive Runes becomes second nature to you. If applicable, you can activate up to two Runes with the Defence tag using one reaction. Once you do this, you cannot do so again until you complete a long rest. Ultimate Rune Defence Once you reach 20th level, the Runes you create each bear a complex, connected string that binds them together into a single, unified defending Rune. For each Rune you have prepared with the Defence tag, you gain a +1 bonus to all saving throws and reduce nonmagical bludgeoning, piercing, and slashing damage by an equal amount.

Umbral Sometimes called “Stalkers,” these are rune knights that usurped the art of runic magic and turned it into something darker. Pulling magic from the Shadowfell, those of the Umbral following draw dim, violet runes into world, pulling shadows in closer like silken curtains to fuel their attacks. Runic Concealment When you take this following at 1st level, you learn how to use extant pieces of unused magic from your Runes to aid in hiding yourself. When you use your action to use a Rune, you can use your bonus action to make a Dexterity (Stealth) check. When you reach 8th level, you can add your Wisdom modifier to this check (minimum 1). Glyph Tracer Beginning at 5th level, you learn how to quickly lay your Runes upon surfaces to trap them. Runes marked with the Glyph tag can be placed using an action upon a surface that is as small as 1 square foot. The triggering condition can be timed (after a certain amount of time that is under 10 minutes), proximity (when a creature steps within 5 feet of the glyph), or manual (so long as you are within 30 feet, you can detonate your glyph mentally using an action). Runes placed in this way count against the number of Runes you can have active at once. Subtle Runecraft Starting at 8th level, you delve into the study of disguising your Runes. Runes that you create cannot be seen unless a creature makes Wisdom (Perception) check in contest with your Rune save DC. Furthermore, you have advantage on Dexterity (Sleight of Hand) checks made to trace a glyph without being seen. Evasive Runecraft Once you reach 12th level, you learn to channel extant pieces of Defence Runes to not just defend yourself, but retreat when under fire. As part of the reaction you use to activate a Defence Rune, you can teleport to an unoccupied space you can see within 30 feet. You can use this a number of times equal to your Wisdom modifier, and recover spent uses of this feature upon completing a long rest. Opportunistic Glyphcraft Upon reaching 16th level, you tag your Runes with a customized seal, one that feeds on expectations, empowering it while it is hidden. If a creature is unaware of a glyph you plant, it has disadvantage on any saving throws associated with the effects. Voracious Runecraft Once you reach 20th level, your Runes consume spirit and flesh, rendering the afflicted vulnerable to the shadows. As an action, you can force a creature that has been affected by a Rune since the beginning of your last turn to make a Charisma saving throw. On a failure, the creature takes 1d6 necrotic damage at the beginning of each of its turns. This damage increases by 1d6 if it is in dim lighting, and by 2d6 if it is in darkness. The creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. This effect lasts for 1 minute or until the creature ends the effect on itself. A creature that succeeds on its saving throw cannot be affect by this again for 24 hours. The body of a creature reduced to 0 hit points by this effect vanishes into the Shadowfell, leaving behind its belongings. Runes The arcane symbols a Rune Knight learns over time reflect their desired role on the battlefield. The many runes one can learn are listed below. Some runes have multiple features, which are listed as Glyph, Etching, or Defending. These tags indicate compatibility with Rune Knight class features listed above. You use your Wisdom modifier when setting the saving throw DC for your runes you make. Rune save DC = 8 + your proficiency bonus + your Wisdom modifier This spreadsheet can help sort your options. Affixation Rune Defence. This Rune all but literally staples you in place, rendering you nearly impossible to move. Defence. As a reaction to being prompted to make an ability check or saving throw to resist being moved against your will, you can choose to add your Wisdom modifier to it. This Rune is not dispelled upon being used. Affliction Rune Glyph. Requires Umbral Following and 8th Level. A Rune used in cursing rituals, it deprives the senses and numbs the mind. You can use this Rune as an action, forcing a creature within melee range to make a Constitution saving throw. On a failed save, the creature is blinded or deafened (your choice). Glyph. You can infuse blindness/deafness into your glyph. Arcing Rune Etching. Requires 4th level. Weapons imbued with this Rune appear to create a wide arc of forceful energy, parting the air around the knight. Etching. You can apply your attack roll, without adding your Wisdom modifier, to up to two other targets within 5 feet of your first. These attacks deal equal damage but as force damage to the extra targets.

Assassination Rune Etching. Requires Umbral Following. Your Rune spells death, and delivers it on swift wings. Etching. If you are hidden from a creature and hit it with an attack with this weapon, it deals additional damage equal to your rune knight level. This damage applies only once per turn. Breaker Rune Etching, Glyph. Requires 6th level. The Rune you emblazon embodies splitting earth and cracking thunder; it is a Rune that only destroys. Etching. While an Etched Weapon has this Rune imbued in it, the first attack you make each turn deals additional thunder damage equal to your Wisdom modifier. If imbued into a weapon that deals bludgeoning damage, you deal double damage to structures and objects with that weapon. You can dispel this Rune in order to cast the shatter spell. Glyph. The surface you place this Rune onto has the seams ruptured once the glyph is triggered. The surface is destroyed if it is a dirt surface under 3 feet thick, a stone surface under 1 foot thick, or a metal surface under 1 inch thick. This produces a ringing sound audible out to 150 feet away. Bindings Rune Glyph. This Rune calls spectral chains to lock down enemies. Glyph. A Large or smaller creature standing on this Rune must make a grapple check contested with your Rune save DC. If it fails, the creature becomes grappled. The maximum size of creature you can grapple increases to Huge at 12th level, and to Gargantuan at 16th level, but both have advantage on their checks made to resist being grappled. Cohesion Rune Defence. Requires Bastion Following and 16th level. Forces that seek to annihilate are countered by this Rune usually used for binding objects together. Here, though, it can mean a world of difference. Defence. Upon being reduced to 0 hit points by the effects of the disintegrate spell, you are not reduced to dust instantly, and instead fall unconscious. Using this Rune requires a reaction if used with the Shared Runic Defence feature. Once used, this Rune is dispelled. Cursed Rune Requires Umbral Following. As an action, you can trace this rune onto a creature within 5 feet of you. The creature marked with this Rune is afflicted with the hex spell for a number of minutes equal to your Wisdom modifier. Detection Rune Glyph. A simple divination Rune used by everything from wizards to shamans for centuries. Glyph. This glyph remains in effect for 8 hours plus 1 more for every level you have in the Rune Knight class (maximum 24 hours). If a hostile creature approaches within 30 feet of this Rune, it alerts you to its presence, but not its location. If you are asleep, it awakens you. Earth Glide Rune Requires Earthshaper Following and 8th level. This Rune was derived from the primordial thoughts of an earth elemental. You gain a Burrow speed equal to your movement speed that can only be used for this feature. You can Burrow through nonmagical, unworked earth and stone as if it were difficult terrain. This ability lasts 10 minutes. Empty Rune Requires 8th level. The name describes not the Rune itself, but the user. Once traced, this Rune casts invisibility on you. Freedom Rune As an action, you can trace this Rune and make an ability check to escape from one effect that has you grappled and/or restrained. You can add your Wisdom modifier to this check. Interposition Rune Defence. Requires Bastion Following and 8th level. Your Rune is one of minor spatial manipulation: teleportation. But it is limited to the bond you share with a nonhostile creature you seek to protect. Defence. As a reaction to a nonhostile creature within 5 feet being the target of an attack, you can switch places with the creature and become the target instead. Alternatively, when a nonhostile creature within 5 feet of you is subjected to an effect over an area that would affect you too, you can use your reaction to fail your saving throw and make them succeed on theirs. Once used, this Rune is dispelled. Ironweight Rune Glyph. This Rune that attaches excess mana to a target in order to weigh down on it. Glyph. A creature standing within 5 feet of the Rune must make a Constitution saving throw or have its movement speed reduced by half until the end of your next turn. Lifting Rune Glyph. This Rune produces upwards force, lifting creatures in it. Glyph. A creature that enters the space of this Rune is instantly lifted up to 30 feet in the direction opposite the surface the Rune is on (the height is your choice when laying the glyph). If it is unwilling to rise, it must make a Dexterity saving throw, or fall from the height of the Rune within 5 feet of it, prone. Paralyzing Rune Defending, Etching, Glyph. Requires 5th level Rune Knight. You carve a glyph that contracts muscles and paralyzes tendons in a creature. This rune at first simulates the hold person spell, but can simulate the hold monster spell once you reach 15th level. When applying this rune, you must choose which it simulates. Defending. When you etch a Runic Shield with this rune, you can detonate it against attacking foes. If a creature makes a melee attack against you and misses, you can catch the attack on your shield and detonate it as a reaction, targeting the attacking creature.

Etching. When you use this glyph on an Etched Weapon, you can activate it as a bonus action. The glyph’s effect is activated on the next weapon attack you make. If you miss, the glyph is wasted. Glyph. You can infuse hold person in a glyph you create. At 15th level, you can infuse hold monster into it instead. Piercing Rune Etching. A Rune that magically permits an object to push through matter. Etching. Can only be applied to either a weapon with the ammunition or thrown property. You can make an attack roll against a number of creatures in a straightline path between you and your target up to your Wisdom modifier. This attack deals an additional die of the weapon’s damage on a hit. Needling Rune Requires Earthshaper Following and 10th level. As an action, you can convert a 5 cubic foot section of stone you are controlling with your Geoshift feature into stone needles to pelt your enemies. Each creature within a 30 foot cone facing in a direction you decide from your selection of earth must make a Dexterity saving throw, taking 3d10 piercing damage on a failed save, or half as much on a successful one. Nullifier Rune Defence, Etching, Glyph. Requires 4th level. This Rune funnels contingent magic into a “null well” that safely disperses it into the ether, effectively dispelling it. Etching. As a bonus action, you can will your next attack to siphon magic from the next enemy you strike. If you hit an enemy with a weapon attack before the beginning of your next turn, it is subjected to the dispel magic spell (Wisdom is your spellcasting ability for this spell). Defence. As a reaction to being hit by an enemy attack, you can cast dispel magic on it (Wisdom is your spellcasting ability for this spell). Glyph. You can infuse dispel magic into a glyph you create. (Wisdom is your spellcasting ability for this spell). Primordial Rune Defence, Etching. Often used by elementalists to emulate primordial powers, this Rune manipulates elemental energy. Etching. While imbued in an Etched Weapon, this Rune has a pool of acid, cold, fire, or lightning damage (your choice) equal to your Rune Knight level. On the first attack you make each turn, you can deal additional damage from this pool of damage up to your Wisdom modifier. Once this pool is expended, the Rune is dispelled. You cannot Etch a weapon with both this Rune and another Rune that adds damage to the first weapon attack you make each turn. Defence. You can cast the absorb elements spell once for each time this Rune is infused into the item. Once used, this Rune is dispelled. Repulsion Rune Defence, Etching, Glyph. Requires 8th level. Powerful thunder magic is infused in this Rune, which seeks to clear the area of effect. Each variant of this Rune is audible up to 150 feet away. Etching. When you hit a target with your Etched Weapon, it must make a Strength saving throw, taking 2d10 thunder damage on a failed save, or half as much on a successful one. A target that fails its saving throw is pushed back 15 feet. Defence. As a reaction to being the target of an attack, you can either detonate this Rune against just the attacking creature or all targets within 10 feet of you. A target subjected to this Rune must make a Strength saving throw, taking 1d10 plus your Wisdom modifier in thunder damage on a failed save, or half as much on a successful one and be pushed away from you. If the target was a single creature, it is pushed 15 feet away, otherwise each creature is pushed 10 feet back. Glyph. Each creature within 10 feet must make a Strength saving throw or else be pushed 15 feet away and take 2d10 thunder damage.

Resistance Rune Defence. Requires 8th level. A Rune designed to ward off certain types of damage. Defence. When you prepare this Rune, you must choose a damage type from among acid, cold, fire, lightning, thunder, or force damage. As a reaction to suffering that type of damage, you can gain resistance to it for that attack and until the end of your next turn. Once used, this Rune is dispelled. Returning Rune Etching. Requires 3rd level. A weapon etched with this Rune returns to your hand from up to 60 feet away at the end the turn it is thrown. Runic Bolstering Etching, Defence. Requires 6th level. This Rune strengthens the contingent surface by drawing from other surrounding Runes. Etching. Attacks with this Etched Weapon gain a +1 bonus to attack and damage rolls for each Rune imbued in it, including this one. Defence. As a reaction to a creature hitting you with an attack that requires an attack roll, you can raise your AC by an amount equal to the number of Runes infused in your Runic Shield, including this one. Once you do this, this Rune is dispelled. Runic Ward Defence. Requires Runic Bolstering and 12th level. Empowering the Bolstering Rune, this Rune deflects overwhelming amounts of damage from your person. Defence. As a reaction to being subjected to a Dexterity saving throw to reduce damage by half, you can add a bonus to your Dexterity saving throw equal to the number of Runes on your Runic Shield, including this one. On a failed save, you take half damage, and on a successful one, you take no damage. Once used, this Rune is dispelled. Rune of Arcane Vision You can cast the detect magic spell as a ritual spell. Rune of Darksight Requires 4th level. You can cast the darkvision spell as a ritual spell. Shadowstep Rune Requires Umbral Following and 8th level. While in dim light or darkness, you can use an action to disappear and reappear in another space of dim light or darkness you can see within 30 feet. Upon reappearing, you can make a Dexterity (Stealth) check with advantage as a bonus action to Hide. Sharpstone Rune Requires Earthshaper Following and 12th level. As an action, you can inscribe this Rune on earth within 5 feet of you selected with your Geoshift feature and turn it into a flying weapon. The weapon takes any shape you want, but its damage and dimensions do not change. Once you create the weapon and on each turn thereafter as a bonus action, you can move it up to 30 feet and have it make an attack. The attack uses your Wisdom modifier to attack and damage rolls, and deals 2d10 bludgeoning, piercing, or slashing damage (your choice). This weapon lasts for 1 minute or until you lose concentration. The damage of this weapon increases by 1d10 at 17th level. Silvering Rune Etching. A quintessential transmutation Rune keyed to grant conventional arms the properties of silver. Etching. This weapon is considered silvered for the purposes of overcoming resistances and immunities to nonsilver bludgeoning, piercing, and slashing damage. Siren Rune Defence, Glyph. Requires 6th level. The Rune you carve sings softly, audible only to those directly on top of it, at which point its song enraptures the listener. Defence. You manipulate the Rune into protecting you from mental effects. As a reaction to being subjected to a saving throw that would charm you or put you to sleep, you gain advantage on the saving throw. Once used, this Rune is dispelled. Glyph. Each creature within 5 feet of the Rune must make a Charisma saving throw or else become charmed until the end of your next turn. While charmed, the creature is incapacitated. If the creature takes damage or another creature takes its action to rouse the charmed creature before the effect wears off, the effect is dispelled.