Runepriest With conviction and zeal, a dwarf embeds holy runes on the weapons and armor of the faithful in the forge of a deep stronghold. The graceful elven runes etched in the trees of a sacred forest warn of approaching enemies. Chanting a prayer to its god, the dragonborn clad in armor brings down a foe leaving an imprint on its body. The runepriests are divine servers of the gods, seeking to unlock the secrets of the ancient runes of divine powers. Seekers of a Forgotten Past Legend holds that the gods crafted a powerful set of runes, each imbued with a core of divine power, to help shape the world and give it order. During the long war against the primordials, many of these runes were lost. Even the gods themselves 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 hall 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. Envoys of the Gods You learned the art of rune smithing from your master, as you progressed with your training, you learned how to take inscribed runes and turn them into words and signs of power that you incorporate into your prayers. 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 your god’s foes await your judgement. 1

The Runepriest Level Proficiency Bonus Features Glyphs Known Runes Known Rune Slots 1st +2 Rune Master, Runic Artistry 2 2 2 2nd +2 Rune of Mending 2 2 2 3rd +2 Runic Order 2 3 2 4th +2 Ability Score Improvement 3 3 3 5th +3 — 3 4 3 6th +3 Runic Order Feature 3 4 3 7th +3 Comprehension of Runes 3 5 4 8th +3 Ability Score Improvement 3 5 4 9th +4 — 3 6 4 10th +4 Runic Order Feature 4 6 5 11th +4 Lord of All Runes 4 7 5 12th +4 Ability Score Improvement 4 7 5 13th +5 Improved Runic Artistry 4 8 6 14th +5 Runic Order Feature 4 8 6 15th +5 — 4 9 6 16th +5 Ability Score Improvement 4 9 7 17th +6 Persistent Runes 4 10 7 18th +6 — 4 10 7 19th +6 Ability Score Improvement 4 11 8 20th +6 Eternal Runes 4 11 8 Creating a Runepriest As a runepriest, your main role will be to attack from the frontline, weakening your enemies while empowering your allies, your high hit points and heavy armour will help you stand in the front line so good positioning is ideal for combat. Think about which deity you follow and what tradition of rune magic you practice. The defiant word tradition embodies standing tall against any adversity and overcoming it no matter how dangerous the situation might be. The wrathful hammer are as resilient as the runes they inscribe, they can withstand any punishment and retaliating with divine fury. Consider your relationship to your god, how did you find your calling? Did an avatar of your god appear to you? Or were you forced to take your vows as punishment for a crime you commited?. What’s your relationship to other fellow worshippers, and to your god? Quick Build You can make a runepriest quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom or Constitution. Second, choose the acolyte background. Class Features As a runepriest, you gain the following class features. Hit Points Hit Dice: 1d10 per Runepriest Level.

1d10 per Runepriest Level. Hit Points at 1st Level: 10 + your Constitution modifier.

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

All armor, shields. Weapons: Simple weapons.

Simple weapons. Tools: None. Saving Throws: Strength, Wisdom.

Strength, Wisdom. Skills: Choose three skills from Arcana, Athletics, History, Insight, Medicine and Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a mace or (b) a warhammer (if proficient)

(a) a simple weapon and a shield (b) two simple weapons

(a) a light crossbow and 20 bolts or (b) two handaxes

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

a scale mail and a holy symbol 2

Rune Master At 1st level, you have endured training to become a runepriest. You can handle the least powerful divine runes, those that a mortal can Inscribe without risking body and soul. Only the gods and their mightiest servants can truly master the greatest divine runes. After you perform your invocations, a rune might glow over your head, on your weapon, or on your armor. Glyphs A glyph is a minor rune that you have mastered. At 1st level, you know two glyphs of your choice (see the glyph options later on the class description). You learn additional glyphs at higher levels, as shown in the Glyphs Known column in the Runepriest table. Rune Invocations A rune invocation is a set of precise strokes that is used to call in hidden divine powers from your god. At 1st level you know 2 rune invocations of your choice (see the rune invocations options later on the class description). You learn additional rune invocations of your choice at higher levels, as shown in the Runes Known column in the Runepriest table. You must meet the prerequisites for any rune discipline before you can learn it. Rune Slots The runepriest table shows how many rune slots you have. To perform any of your rune invocations you must spend a rune slot. You regain all expended rune slots when you finish a short or long rest. Rune States When you use a runic invocation, you choose one of the runic alphabets with which to empower your prayers, often tracing a rune In the air as you use a power. Your choice of runic alphabet alters the workings of the power. Using runes of protection might enhance the invocation's bonus to defense. whereas using runes of destruction boosts its damage. You remain in that rune state until you enter another rune state or until the end of the encounter. As long as you remain in a rune state you gain additional benefits in addition to those described in your rune invocation, these bonuses are: Rune of Destruction : Friendly creatures within 5ft of you are considered to be under the effect of the Help action when attacking an enemy within 5ft of you.

: Friendly creatures within 5ft of you are considered to be under the effect of the Help action when attacking an enemy within 5ft of you. Rune of Protection: You and any friendly creature who start their turn within 5ft of you gain temporary hit points equal to your Wisdom modifier + ½ of your runepriest level (rounded up). Concentration Some runes will have the Concentration keyword in them, these behave as per the Concentration rules for spellcasting. Runic Ability Wisdom is your ability to perform your different runes. You use your Wisdom modifier when setting the saving throw DC for a runic effect or when a rune requires an attack roll. Rune save DC = 8 + your proficiency bonus + your Wisdom modifier Rune attack modifier = your proficiency bonus + your Charisma modifier Runic Artistry Starting at level 1, you choose which style of runecrafting you have. The way of the Defiant Word holds that runes. wherever they are inscribed, provide strength not merely by the power they employ. but by binding together an object or a person and the concept held within a rune. Runepriests who follow the path of the Wrathful Hammer inscribe their runes in stone, metal, and ironwood, materials that can withstand the punishing forces that the runes channel. Defiant Word Whenever an enemy misses you with an attack, you gain a bonus to all damage rolls against that enemy until the end of your next turn. The bonus equals your Wisdom modifier, regardless of the number of times the enemy misses you in a round. Wrathful Hammer You gain proficiency with mauls, morningstars and warhammers. In addition, whenever an enemy damages you with an attack, you can deal extra radiant damage the first time you hit him during your next turn. This damage equals your Constitution modifier, regardless of the number of times the enemy damages you in a round. Rune of Mending Beginning at 2nd level, you are able to invoke a divine rune that invigorates you or an ally in need. As a bonus action, you create a rune to heal the wounds of your allies. You or an ally of your choice within 5 feet regains hit points equal to 1d6 + your Wisdom modifier (minimum 1). This healing increases by 1d6 at level 6 (2d6), level 11 (3d6), level 14 (4d6) and level 18 (5d6) You must finish a short or long rest before using this feature again. Runic Order When you reach 3rd level, you mastered the practice of one of the ancient orders of runecrafting. Now you choose one from Hammer of Vengeance, Light Bringer or Master of the Forge, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th and 14th level. Those features include a new rune state. 3

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. Comprehension of Runes At level 7, choose an exotic language with a script associated to it, you can read and write that language. Lord of All Runes Starting at 11th level, you may enter a rune state as a bonus action. Improved Runic Artistry At level 13, you gain an additional benefit depending on your choice of Runic Artistry Defiant Word Defiant Light: You gain resistance to radiant and necrotic damage. Wrathful Hammer Wrath of Defeat: When you’re reduced to 0 hit points or fewer you burst with divine energy, enemies within 5ft of you must make a Dexterity saving throw against your Rune save DC, taking 3d8 + your Wisdom modifier radiant damage on a failure, or half of that amount on a successful one. This damage increases to 6d8 when you reach 17th level. Persistent Runes At 17th level, whenever an enemy succeeds on its saving throw against one of your rune invocations, you can force it to attempt the saving throw again with disadvantage. You must finish a long rest before using this feature again. Eternal Runes At 20th level, when you roll initiative and have no rune slots remaining, you regain 2 rune slots. Runic Orders Your choice grants you features at 3rd level and again at 6th, 10th and 14th level. Those features include a rune state. Hammer of Vengeance Runepriests study not only the divine runes and the craft needed to shape them, but also the history and story behind each rune. Many runes have been lost over the centuries, usually due to the acts of demons, devils, and primordials. Some runepriests swear to avenge these wrongs, dedicating themselves to crushing those who would stand against the gods. You are one of these runepriests. Your rune-enhanced prayers harm those who injure your allies. Those fool enough to incite your anger soon learn the error of their ways. Fighting Style At level 3, you adopt a particular fighting style 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’re 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’re 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. Rune of Vengeance Also at 3rd level, whenever you enter a rune state, you can choose to enter the rune state of vengeance instead. When an ally hits an enemy within 5 ft of you while in this rune state, you can use your reaction to make a melee attack against that enemy while adding your Constitution modifier to the damage roll. This rune state then ends. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Avenging Hammer Starting from 10th level, attacks you make with your melee weapon deal radiant damage. You can choose instead to deal the normal type of damage it would deal otherwise (no action required) Shield of Vengeance Beginning at 14th level, when an enemy within 5 ft of you makes an attack against a friendly creature that does not include you as a target. You can use your reaction to impose disadvantage to that attack, in addition, that friendly creature gains advantage on the first attack it makes against that enemy on its next turn. You must finish a short or long rest to use this feature again. Light Bringer The runes have long been a potent weapon for the gods, and few runes are as mighty as the twelve sigils of the sun. These runes embody concepts of hope, the coming dawn, protection and endurance. you have studied them in hopes of mastering the divine magic they offer. Few can unlock these runes' power, since they demand a heavy toll from those who study them. You spent hours staring into the sun, almost going blind in the process, to purge your mind of all shadow. Only in such a condition can a runepriest master these runes. 4

As a light bringer. you carry the sun's radiance to places that have never been blessed with its cleansing light. You harbor a particular hatred of the Shadowfell and the undead creatures that spawn there. There are many creatures that hide from the sun's cleansing light. You have sworn to carry that light to them. Holy Radiance Beginning at 3rd level, you can use a bonus action to make runes embedded in your armor and weapons to shine with divine light. You shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can spend a bonus action to reduce the radius of this light or to dismiss the light altogether. Rune of the Sun Also at 3rd level, whenever you enter a rune state, you can choose to enter the rune state of the sun instead. When you are in this rune state, no creature within 15ft of you can benefit of concealment. Healing Light Starting at 6th level, you can use your Rune of Mending class feature on targets within 30 ft of you. In addition, you can use the Rune of Mending feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or long rest. Light of the Horizon Starting from 10th level, you can extend the range of your rune invocations to 15 ft. If a rune requires you to make a melee weapon attack, you are considered to have a reach of 15 ft for that attack only. Runepriests that follow the path of the Light Bringer conjure weapons made of radiant energy to smite their foes from afar. Undeniable Light From the 14th level, you and any friendly creatures within 15 ft of you can not be blinded while you are in the rune state of the sun. In addition, while you’re in the rune state of the sun, you dispel magical darkness in a 15 ft radius centered in you. Master of the Forge The forge rune is a rare divine rune that few runepriests learn to master. Only by toiling at a forge for years in training can one hope to learn its secrets. You are one such runepriest. During your apprenticeship, you learned not only the mysteries of divine magic but also the subtle powers of the forge. Guided by your god and your teachers, you crafted weapons and armor and learned to care for the spiritual and material needs of those who fight for the gods. A master of the forge draws power from the forge rune, imbuing allies' weapons and armor with divine power. At your behest. blades slice through stone with ease, and armor deflects even a dragon's claws. Advanced Runeforging At 3rd level, you gain proficiencies with the smith’s tools and the woodcarver’s tools Runes of the Blade Smith Also at 3rd level, when you finish a short or long rest you can place a rune on a weapon that you or an ally carries. Attacks with that weapon deal an additional +1 damage, this damage increases at 10th level (+2) and 14th level (+3). In addition, attacks made with that weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can only grant this benefit to a single weapon at a time, a new use of this feature replaces the weapon affected by the prior use. Rune of the Forge Finally, at 3rd level, whenever you enter a rune state, you can choose to enter the rune state of the forge instead. You gain +1 AC and +1 bonus to attack rolls as long as you’re in this rune state. Blessing of the Forge Starting at 6th level, you can use a bonus action to grant a friendly creature within 5 ft of you either resistance to nonmagical damage or a bonus to the damage of the next attack they make, this bonus equals your Wisdom modifier. This blessing lasts until the start of your next turn. You can use this feature a number of times equal to ½ of your runepriest level. You regain all uses when you finish a long rest. Indomitable Steel Beginning at 10th level, when you finish a short or long rest, you can brand a suit of heavy armor that you on an ally is wearing. That armor grants its wearer a +1 bonus to AC. This bonus becomes a +2 at 14th level. You can only grant this benefit to a single suit of armor at a time, a new use of this feature replaces the armor affected by the prior use. Evil Runepriests Some runepriests are followers of an evil god, searching to unlock the unholy runes as to unleash their god's wrath upon the world. Speak with your DM and ask if you would be allowed to take the evil path, and to the DM's discretion, your rune invocations could deal necrotic damage instead of radiant. Even changing some names for flavor, for instance, the Light Bringer could be reflavored as a Shadow Bringer, still blinding their enemies with magical darkness. 5

Rune Invocations Glyphs Binding Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneous You brand two objects together and concentrate divine energy onto them. Once completed the objects remain magically bound until successfully separated (Strength DC 20). The objects must not be larger than 10 ft and weigh less than 60 lbs individually. Clarity Casting Time: 1 bonus action

1 bonus action Range: Self

Self Duration: Concentration, up to 10 minutes You trace a glyph in the air in front of your eyes. Divine energy allows you to see through darkness and magical darkness up to 30ft for as long as you maintain concentration in the glyph. You can end this effect at will (no action required) Diminishing / Increasing Casting Time: 1 action

1 action Range: Touch

Touch Duration: Concentration, up to 1 hour You brand an object you can touch, not larger than 10 feet in any dimension that is not being held by any creature, the weight of the object doubles or halves for as long as you maintain concentration in the glyph. You can end this effect at will (no action required) Eloquence Casting Time: 1 action

1 action Range: Self

Self Duration: Concentration, up to 10 minutes You trace a glyph in the air, allowing you to speak eloquently into the heart of others. For the duration you’re considered proficient in Deception and Persuasion skill checks. You can end this effect at will (no action required) Holding Casting Time: 1 action

1 action Range: Touch

Touch Duration: 8 hours You brand a nonmagical container, for the duration, the branded container doubles its weight capacity. Peace Casting Time: 1 bonus action

1 bonus action Range: Self

Self Duration: Concentration, up to 10 minutes As a bonus action, you trace a soothing glyph in the air, for the duration you’re considered to be proficient in Insight and Persuasion skill checks. In addition, your proficiency bonus is doubled for those skills while this glyph is active. This effect ends early if you or any of your companions acts in a hostile manner. You can end this effect at will (no action required). Reinforcement Casting Time: 1 action

1 action Range: Touch

Touch Duration: Concentration, up to 2 hours As an action, you brand an object that is not being held. As long as you maintain concentration on the glyph, the object’s hit points are double and it has resistance to all damage. You can end this effect at will (no action required). Salvation Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneous You trace a glyph over a living creature with 0 hit points or fewer. The creature becomes stable. This glyph has no effect on undead or constructs Zeal Casting Time: 1 action

1 action Range: Touch

Touch Duration: Concentration, up to 10 minutes You trace a glyph over a creature within 5 ft of you. As long as you maintain concentration that creature is considered proficient with Athletics and Constitution skill checks. You can end this effect at will (no action required) Runes Seal of the Seeker Casting time : 1 reaction.

: 1 reaction. Range: Touch

Touch Duration: Instantaneous You brand an enemy with the seal of the seeker, enabling you or your allies to chase after it. Whenever an enemy leaves a space adjacent to you, you can use your reaction to allow you or an ally you can see to move up to his movement towards the triggering enemy. Destruction: You or the ally that moved can make an attack against the target as part of this movement. Protection: You or the ally that moved has a +4 bonus against attacks of opportunity provoked with this movement. 6

Symbol of Sanctuary Casting time : 1 action

: 1 action Range: Touch

Touch Duration: Concentration, up to 1 minute You trace a rune on the ground, a divine barrier appears in a 10 ft radius centered on the target space. An enemy must make a Wisdom saving throw before entering the zone, additionally the area inside the barrier counts as difficult terrain for enemies. All allies inside the zone are considered to benefit from half cover against attacks originating from outside the zone. Destruction: The first time an enemy moves through a space inside the zone, it takes radiant damage equal to your Wisdom modifier. Protection: The allies inside the zone are considered to have three-quarters cover against attacks originating from outside the zone instead. Rune of Escape Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneous You brand an enemy while allowing an ally to move into a better position. A friendly creature of your choice within 5 ft of the target can move up to half its movement, this movement does not provoke opportunity attacks. Destruction: The target provokes an opportunity attack from you if it takes an action that does not include you as a target during its next turn. Protection: The ally gains a +2 bonus to AC against all opportunity attacks until the end of his or her next turn. Word of Exchange Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Duration: Instantaneous. As part of an attack you make, when you damage an enemy you can use a bonus action to activate this rune, branding it with a divine rune that will enforce an exchange. Destruction: Before the end of your next turn, when a friendly creature you can see damages the target, you can use your reaction to deal additional radiant damage to the target. This damage equals your Wisdom modifier. In addition, the friendly creature that made the attack gains temporary hit points equal to your Wisdom modifier. Protection: Before the end of your next turn, when the target makes an attack against a friendly creature you can see, you can use up your reaction to impose a penalty to the attack equal to your Wisdom modifier. Word of Shielding Casting Time: 1 bonus action

1 bonus action Range: Self

Self Duration: Instantaneous You trace a rune of shielding that will protect you and your allies from harm. Destruction: When you or a friendly creature within 5 ft of you is targeted by an attack, you can use your reaction to deal radiant damage to the attacker. This damage equals your Constitution modifier. Protection: When you or a friendly creature within 5 ft of you is targeted by an attack, you can use your reaction to grant temporary hit points to that ally. These hit points equal your Constitution modifier. Fury of the Forge Prerequisite: Master of the Forge class feature

Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneous You brand a creature with the fury of the forge. It then must make a Constitution saving throw, taking fire damage equal to your Strength modifier on a failure, the target takes this damage again on the start of each of its turns. It can repeat the saving throw at the end of each of its turns. Destruction: When the enemy is damaged by an attack, it takes additional fire damage equal to your Wisdom modifier. This effect lasts for 1 turn. Protection: The target has disadvantage on the first attack it makes during its next turn. Mote of the Sun Prerequisite: Light Bringer class feature

Casting Time: No action (as part of an attack)

No action (as part of an attack) Range: Touch

Touch Duration: Instantaneous You invoke the mote of the sun as you strike your foe, the target is blinded for 1 turn. Destruction: The target gains vulnerability to radiant damage for 1 turn. Protection: After the blindness ends, all creatures have concealment against the target for 1 turn. Vengeance’s End Prerequisite: Hammer of Vengeance class feature

Casting Time: No action (as part of an attack)

No action (as part of an attack) Range: Touch

Touch Duration: Instantaneous The runes in your weapon glow with divine vengeance, dealing an additional 2d8 radiant damage. This damage increases by an additional d8 at 5th level (3d8), again at 9th level (4d8) and at 14th level (5d8) Destruction: If the target attacks an ally, you can use your reaction to make an opportunity attack against it, this attack takes place before the enemy’s attack. Protection: If the target damages an ally you can see, you can use your reaction to teleport that ally to an empty space within 5 ft of you. 7

Brand of Cowardice Prerequisite: Level 5

Casting Time: 1 bonus action.

1 bonus action. Range: Touch

Touch Duration: Instantaneous You brand an enemy as a coward. The target must make a Wisdom saving throw, on a failure the target is frightened, the target can repeat this saving throw at the end of each of its turns. Destruction: Until the end of your next turn, an ally who ends their turn adjacent to the target can push the target 5 ft (no action required) Protection: Until the end of your next turn, the target can only take the Dash, Disengage or Dodge actions. Cage of Light Prerequisite: Level 5

Casting Time: 1 action

1 action Range: Touch

Touch Duration: Concentration, up to 1 minute You make a weapon attack against the target, creating a zone of divine light in a radius of 15 ft centered in the target. This zone is difficult terrain for enemies. Destruction: As long as you maintain concentration, allies inside the zone have advantage on their attack rolls. Protection: As long as you maintain concentration, enemies inside the zone have disadvantage on their attack rolls. Mark of the Martyr Prerequisite: Level 5

Casting time: 1 bonus action

1 bonus action Range: Self

Self Duration: Concentration, up to 1 minute. You trace the mark of the martyr above you, allowing to redirect harm your way instead of to your allies. When an enemy within 5 ft of you makes an attack that does not have you as its target, you can use your reaction to become the target instead. This rune invocation then fades. Destruction: The target enemy takes radiant damage equal to your Constitution modifier. Protection: You gain a bonus to AC against the triggering attack. This bonus equals your Constitution modifier. Rune of Battle Frenzy Prerequisite: Level 5

Casting time: 1 action.

1 action. Range: Touch

Touch Duration: Instantaneous. You trace a rune that sends a creature into a frenzy. The target must make a Wisdom saving throw, on a failure the target becomes enraged. While enraged the target selects a random target within its movement range, then must spend its turn moving towards its target and attacking it, the enraged enemy always takes the fastest route to the target and if it has a feature that allows it to make multiple attacks it must use all of them against its target. The creature can repeat this saving throw at the end of each of its turns. This effect ends automatically if the target dies or reduces a creature to 0 hit points or less. Destruction: Until the end of its next turn, the creature gains a bonus to its damage rolls equal to your Wisdom modifier while enraged. Protection: You and your allies can’t be selected as the target of the creature for 1 turn. Symbol of Wrath Reversed Prerequisite: Level 5

Casting time: No action (as part of an attack)

No action (as part of an attack) Range: Touch

Touch Duration: Instantaneous When you damage an enemy with your weapon, you leave a brand that will turn its anger into boons for you and your allies. Destruction: The first time the target makes an attack during its turn, it provokes an opportunity attack from you and any ally that can see the target. Protection: The first time the target makes an attack during its turn, allies within 15 ft of the enemy regain hit points equal to your Constitution modifier. Mark of the Sudden Stop Prerequisite: Level 5

Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Duration: Concentration, up to 1 minute. You mark a space in a surface with a hidden rune, a creature must make a Perception check (DC 20) to spot the rune. When a creature first enters the targeted space it must make a Dexterity saving throw, on a failure the target is stunned for 1 turn. This rune is then discharged. Destruction: The target takes 4d4 lightning damage. This damage die increases to 8d8 when you reach 14th level. Protection: The target is stunned until it makes a successful Constitution saving throw, it can repeat the saving throw at the end of each of its turns. Word of Lingering Thunder Prerequisite: Level 9

Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneous. Make a rune attack roll, on a hit you deal 3d8 thunder damage. Destruction: The target takes thunder damage equal to your Constitution modifier and falls prone. Protection: The target is pushed 5ft away from you and falls prone. 8

Rune of Death’s Verge Prerequisite: Level 9

Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneous Make a rune attack roll, on a hit you deal 5d8 radiant damage. Destruction: If you reduce the target to 0 hit points or fewer, you can use a bonus action to make a melee weapon attack against another enemy. Protection: If you reduce the target to 0 hit points or fewer, you can move up to your speed as part of this action. Rune of the Wandering Star Prerequisite: Level 9

Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneous Make a rune attack roll, on a hit you deal 3d6 radiant damage. In addition, at the end of the target’s next turn, radiant energy bursts from it, the target and every enemy within 5 ft of the target must make a Dexterity saving throw against your rune spell DC, taking radiant damage equal to your Wisdom modifier on a failure, and half of that amount on a success. The target fails the saving throw automatically. Destruction: The damage of the radiant burst is 2d6 + your Wisdom modifier instead. Protection: The targets hit by the radiant burst are blinded by 1 turn. Rune of the Astral Phalanx Prerequisite: Level 14

Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneous Make a rune attack roll, dealing 2d6 radiant damage on a hit, in addition, every ally within 5 ft of the target can make a weapon attack against the target (no action required) Destruction: Each ally that hits the target deals additional radiant damage equal to your Wisdom modifier. Protection: Each ally can move up to half their movement instead of attacking. This movement doesn’t provoke opportunity attacks from the target. Banner of Impending Victory Prerequisite: Level 14

Casting Time: 1 action

1 action Range: Self

Self Duration: Concentration, up to 1 minute You create a zone of energy in a radius of 15 ft centered in your space. You and any friendly creature who start their turn in the zone regain hit points equal to your Constitution modifier + your Wisdom modifier. Destruction: Enemies who enter or start their turn in the zone must make a Constitution saving throw, gaining vulnerability to all damage for 1 turn on a failure. Protection: Friendly creatures who are within the zone gain a +1 bonus to AC. Rune of Rust Prerequisite: Level 14

Casting Time: 1 bonus action

1 bonus action Range: Touch

Touch Duration: Concentration, up to 1 minute The target must make a Dexterity saving throw, on a failure the target gains a -2 penalty to AC. Destruction: The penalty to AC is a -4 instead. Protection: The target also gains a -2 penalty to attack rolls Rune of Battle’s End Prerequisite: Level 14

Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneous You make a rune attack against the target, dealing 5d6 force damage on a hit. Then all enemies within 20 ft of the target are pushed 10 ft away from the target. Destruction: Allies within 20 ft of the target can move in a straight line towards the target. Protection: Allies within 20ft of the target are pushed 10 ft away from the target. Blessing of Stasis Prerequisite: Level 14

Casting Time: 1 action

1 action Range: Touch

Touch Duration: Instantaneous You place a willing creature in a suspended state, until the end of its next turn, it gains immunity to all damage, it’s incapacitated and can’t move or be moved, nor speak and it’s unaware of its surroundings. Destruction: Any creature that targets the creature in stasis with a weapon attack or spell must make a Dexterity saving throw, taking 6d6 radiant damage on a failed save, and half of that amount on a successful one. Protection: This effect lasts for a number of rounds equal to your Wisdom modifier. You can end the effect earlier at will (no action required) Invocation of Carceri Prerequisite: Level 17

Casting Time: 1 action

1 action Range: Touch

Touch Duration: Concentration, up to 1 minute You cause astral chains to emerge in the target’s space. The target must make a Strength saving throw, on a failure the target can’t leave the zone through any means and is considered restrained. You can dismiss this effect at will (no action required) Destruction: The target gains vulnerability to all damage. Protection: The target has disadvantage when attacking or casting an attacking spell. 9