Rûne Domain

Rûnecasters, as those of the Rûne Domain are commonly referred to as, are incredibly skilled at marking and storing their divine energy into those things that they create. They typically learn they have a knack for this path later into their careers, and will always have some remnant of their old teachings in their head. As such, you commonly find Rûnecasters with very differnt outlooks on life, and their place in the world.

Rûne Domain Spell List

Cleric Level Spells 1st Absorb Elements, Shield 3rd Branding Smite, Misty Step 5th Counterspell, Elemental Weapon 7th Divination, Stoneskin 9th Destructive Wave, Wall of Force

Maker of Wood and Stone

Starting at 1st level or when you adopt this domain, you gain proficiency in Woodcarver's Tools and Mason's Tools. If you already have proficiency in either of these tools, you instead gain expertise with that tool.

Any rûne you carry or inscribe can be used as a spellcasting focus.

Rûne Inscription

Beginning at first level, you can spend 10 minutes casting one of your spells of first level or higher that has a casting time of 1 Action, 1 Bonus Action, or 1 Reaction. Instead of the effects of the spell occuring immediately, you bind the spell to a rûne that you carved as part of the casting process. (This expends the spell slot as nomal.) While the spell is bound in this way, the rûne is considered active.

Any creature touching an active rûne can cast the bound spell as a bonus action on their turn, or as a reaction (if the bound spell has a casting time of 1 Reaction). When the spell is cast in this way, it requires no material or somatic components, and the rûne is no longer active. The spell uses your spell attack bonus and spell save DC. After the bound spell is cast, the rûne becomes inert.

You can have a number of active rûnes equal to your Wisdom modifier (minimum 1). When you finish a long rest, all active rûnes you have created become inert, losing their bound spell.

When you reach 10th level in this class, you complete your master rûne. Made of a rare material, this rûne cannot be destroyed. It does not count against you for your maximum number of active rûnes, and it does not become inert or lose its bound spell when you finish a long rest.

Channel Divinity: The Former Lesson

No cleric starts on this path immediately, rather it is early in their studies that they find a knack for carving and mind for the intracies of Rûne Magic. Your Channel Divinity reflects that you originally had a different path ahead of you. As such, some of that training still lingers.

At 2ed level, select one Channel Divinity ability from another domain. That ability is considered to be your Channel Divinity feature for this domain.

Masons' Boon

When you reach 6th level, as an action, a creature holding an active rûne you created can destroy it. Instead of the bound spell being cast, the creature who destroyed the rune casts Cure Wounds on themselves at the same level of spell slot stored in the rûne. Instead of rolling dice for the amount of damage healed, each d8 for the Cure Wounds spell is treated as if it rolled an 8.

Empowered Strikes

At 8th level, in battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

Blessings of the Carver

At 17th level, whenever you or a friendly creature carrying one or more of your active rûnes must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier. You must be alive and on the same plane of existence to grant this bonus.