Runescribe He jumps over a fallen tree, fleeing from the screeching darkness at his back. Sliding under a falling boulder, and turning just in time to see his pursuer swinging a blade at him. Rolling out of the way, he buys a moment, all he needs to open a book and draw a symnbol above it in the air. The prison of light and symbols surrounds his pursuer, leaving it at his mercy. She traces her fingers over the ancient writing along the wall of stone. Investigating the ruins for the signs of her prize. While walking through the dusty, dark corridors of the falling temple, she discovers the central ritual chamber, and in it, the Rune of power she was seeking. The rune glows above the body that he leans over while tracing and speaking a dark language. The corpse shivers and sit ups, turning its head to look at its new master. Ancient Knowledge Runes are the power of words and ideas from the moment of the creation of the world. Runes were first discovered, mastered, and recorded by the giants of the anicent world. These symbols are the origin of the power that they embody, and most beng the primal and orginal elements of the cosmos and planes. As powerful as these runes are, they are difficult to find and master. They are ancient knowledge, and secrets kept from the foundation of the world. Most are well guarded with mysterous and dangerous locations of their rest. Secrets and Power Because of the rarity and power of runes, many Runescribes form guilds or scholar groups to protect and safeguard their discoveries. A Rune to these groups is a precious treasure, a gift of anicent knowledge, that must not be shared or given away lightly. These groups know full well that knowledge is power. Creating a Runescribe Quick Build You can make a Runescribe quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by dexterity or constitution. Second, choose the sage or guild artisan background. Third, choose the Rune that appeals to you or your character the most. 1

The Runescribe Level Proficiency Bonus Features Runes Known 1st 2nd 3rd 4th 5th 1st +2 Rune Lore 1 — — — — — 2nd +2 Runic Magic, Runic Discovery 2 2 — — — — 3rd +2 ─ 2 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Rune Lore Improvement, Rune Mastery 3 4 2 — — — 6th +3 ─ 4 4 2 — — — 7th +3 ─ 4 4 3 — — — 8th +3 Ability Score Improvement 5 4 3 — — — 9th +4 — 5 4 3 2 — — 10th +4 Rune Mastery Improvement 6 4 3 2 — — 11th +4 ─ 6 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 — 7 4 4 3 1 — 14th +5 ─ 8 4 4 3 1 — 15th +5 Rune Mastery Improvement 8 4 4 3 2 — 16th +5 Ability Score Improvement 8 4 4 3 2 — 17th +6 ─ 9 4 4 3 3 1 18th +6 ─ 9 4 4 3 3 1 19th +6 Ability Score Improvement 10 4 4 3 3 2 20th +6 Living Rune 10 4 4 3 3 2 Class Features As a Runescribe, you gain the following class features. Hit Points Hit Dice: 1d8 per Runescribe level

1d8 per Runescribe 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 Runescribe level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple Weapons

Simple Weapons Tools: Calligrapher's supplies, mason's tools, woodcarver's tools Saving Throws: Wisdom, Intelligence

Wisdom, Intelligence Skills: Arcana, and two of your choice. Equipment You start with the following equipment, in addition to the equipment granted by your background: Your runes and runebook

A dagger

Leather Armor Spellcasting You began your arcane studies, but progression into the arcane arts became only a secondary pursuit to your study of Rune Lore and Runic Magic. Spell Slots The Runescribe table shows how many spell slots you have to use to empower your Runes. To empower a Rune, you must expend a slot of the Rune's requirement or higher. You regain all expended spell slots when you finish a long rest. 2 Spellcasting Ability Intelligence is your spellcasting ability for your runic magic, since you learn your Runes through study and mediation. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your intelligence modifier when setting the saving throw DC for a Rune spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your intelligence modifier. Spell attack modifier = your proficiency bonus + your intelligence modifier

Spellcasting Focus Your Runes are your spellcasting focus and it is required for you to cast runic spells. Rune Lore At 1st level, you learn the basics of scribing Runes, and are able to activate a Rune's simple properties when you are properly attuned to it. The first Rune you mastered is the Rune you found and presented to your tutor to become a Runescribe. The Runes you discover and know are shown in the Runescribe's class table in the Runes Known section. In order to use the simple properties of a Rune, you must attune to it. In order to attune to a Rune in this manner, you must spend a short rest doing nothing but meditating on the Rune. At the end of the short rest, you are attuned to the Rune. You are considered to always have the Rune on your person for the purpose of determining whether you can use its features. You can spend another short rest doing nothing but meditating on the Rune to end your attunement to it. The rules of attunement for magic items apply to attunement of Runes. Runic Magic Runes can make use of your own magical power to augment some of their effects. As a Runescribe, you can expend your spell slots to empower Runes. The Runes that have this capability are described in the Runes section. If you spend 1 minute observing the flow of magic in the immediate area, you can detect patterns in the weave. You know the location of magic writing and runes used in rite or ritual within 60 feet of you, whether active or dormant, and you know the type (arcane, divine, or otherwise) of any script you sense but not its exact purpose purpose or power. You can use this feature a number of times a day equal to your proficiency bonus. Runic Discovery Your continuing study of runic magic allows you to recreate the secrets of new Runes without first needing to uncover them. New Runes that you recreate are shown in the Runescribe class table in the Runes Shown section. At the levels that you gain a new Rune, choose a Rune from the Rune Section. 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. Rune Mastery At 5th level, you attain the ability to master an ever-greater range of runic magic. When you attune to a rune, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one such rune in this manner at a time. You can use this ability again after you end your attunement to a rune. At this level, you also gain the ability to access and use a rune's complex properties while attuned to a rune. Also at 5th level, you gain the ability to enscribe a rune onto rock, wood, paper, or dirt and expend a 2nd level spell slot to empower the rune enscribed on the material with a simple or complex property of the rune. You determine the triggering affect that causes the rune to activate, following all requirements of the rune property and spell. At 10th level, you attain the ability to attune to two runes that do not count toward your limit of attuned magic items. You also again the ability to access and use a rune's exalted properties while attuned to a rune. Also at 10th level, you gain the ability to enscribe a rune onto rock, wood, paper, or dirt and expend a 3rd level spell slot to empower the rune enscribed on the material with a simple, complex, or exalted property of the rune. You determine the triggering affect that causes the rune to activate, following all requirements of the rune property and spell. At 15th level, you attain the ability to attune to three runes that do not count toward your limit of attuned magic items. Living Rune At 20th level, your body has been attuned and augmented by runes that you have the become a living rune. You have learned to incorporate rune magic into your identity, allowing you to augment your body and mind. You become permanantly attuned to one rune of your choice that you know. This permanant attunement unlocks the Living Rune property of the rune for you to use. This attunement does not count towards the limit of attuned runes you can have nor to the limit of attuned items. You may use the simple properties of all runes on your person regardless if you are attuned to the rune. At the end of a short rest, you can choose to increase one ability score of your choice by 2 or increase two ability scores by 1. At the end of each subsequent short rest, you can alter this choice, reducing the scores you previously increased and improving different ones. Any of these improvements can take an ability score above the limit of 20, but an ability score cannot become more than 23 using this ability. 3

Runes Section Presented here are runes for use in your game with your Runescribe. This is not intended to be an exhaustive list of all runes. A Runescribe makes a selection from this list when gaining a Runic Discovery. Runes are in alpabetical order. Arkin (Arcane) Rune, rare (requires attunement) Force (Simple Property) As an action, you scribe the rune in the air to cast Eldritch Blast. Flux (Simple Property) As an action, you expend a 1st level spell slot to make a ranged spell attack against a creature within 30 feet of you. On a hit, the target takes 3d4 force damage. The attack splits and hits two targets within 10 feet of the original target dealing 1d4 force damage. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each level above 1st. Shield (Simple Property) You may expend a spell slot to cast the Shield spell. Rune Prison (Complex Property) As an action, you expend a 2nd level spell slot against a target within 30 feet of you. The target must succeed on a Constitution saving throw or take 4d6 force damage and be restrainted until the end of your next turn. On a successful save the target takes half damage and is not restrained. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each level above 2nd. Barrier (Complex Property) When you hit a target with three spells or attacks from this rune's properties on three consecutive rounds, you gain 20 temporary hit points. Warp/Recharge (Exalted Property) As an action, you can cast the Arcane Gate spell. Once you cast this spell this way, you cannot do so again until you finish a long rest. You may take a short rest to mediate on this rune to restore all of your expended spell slots. Once you use this property you can't use it again until after you finish a long rest. Overload (Living Rune) You regain all expended spell slots after a short rest. The Recharge property of this rune now works as an action and is regained after a long rest. You have one 6th level spell slot and one 7th level spell slot to use on runic magic. Once you use these spell slots, you cannot regain them until you finish a long rest. Diskin (Disease) Rune, rare (requires attunement) Rot Reach (Simple Property) As an action, you target a creature within 40 feet that must succeed on a strength saving throw or be pulled to within 5 feet of you and take 2d4 necrotic damage. On a successful save, the target takes half damage and is not pulled. Once you use this property, you can't use it again until you finish a short or long rest. Disease Aura (Simple Property) As an action, you target a creature within 10 feet of you that must succeed on a constitution saving throw or be poisoned for 1 minute. The target may repeat the save at the end of each of its turns. Once you use this property, you can't use it again until you finish a long rest. Toxic (Simple Property) You may use an action to cast the cantrip Poison Spray. Weapons of Decay (Complex Property) Any creature that you hit with a weapon attack has disadvantage on its next saving throw against a disease or property from this rune. Carrier (Complex Property) You are resistant to poison and the poisoned condition. You are immune to disease. Plague (Exalted Property) As an action, you may cast the Contagion spell by expending any spell slot. The range of the spell equals 5 times the spell slot level used to cast the spell in feet. Any creature within 5 feet of you that makes a melee attack against you, must succeed a constitution saving throw or be blinded or deafened, your choice, until the end of its next turn. Only one creature can be affected like this at a time. Rotting Aura (Living Rune) All creatures that you choose within 10 feet of you must succeed on a constitution saving throw the first time entering this aura or starting its turn in the aura. On a failed save, the creature has disadvantage on all ability checks, saving throws, and attack rolls. Its speed is also halved. On a success, the creature takes 1d12 necrotic damage. Dov (Death) Rune, rare (requires attunement) Death's Friend (Simple Property) You have resistance to necrotic damage, and your hit point maximum cannot be reduced. For Whom it Tolls (Simple Property) You may use your action to cast Toll the Dead. You may use your action and a spell slot to cast Inflict Wounds. Death's Hand (Simple Property) You gain a Crawling Claw as an undead companion. You mentally control the Crawling Hand. The Crawling Hand can also function as a familiar. This Crawling Claw companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, and also adds your proficiency bonus to its AC and its damage rolls. It also becomes proficient with all saving throws. For each level you gain after 1st, your Crawling Claw companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your Crawling Hand’s abilities also improve. Your Crawling Claw can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your Crawling Hand can’t increase an ability score above 20 using this feature unless its description specifies otherwise. If your Crawling Hand dies, another one is provided to you at the end of your next long rest. Cheat Death (Complex Property) As an action, you may cast the spell Death Ward. Once you use this feature, you can't use it again until you finish a long rest. 4

Death's Embrace (Complex Property) As an action, you expend a spell slot to cause a corpse within 60 feet of you to reanimate as a zombie. You give the zombie a target upon its animation. The zombie uses all of its turns to reach the target, and when within 5 feet of the target, it explodes. All creatures within 5 feet of the zombie when it explodes must make a dexterity saving throw or take 2d8 necrotic damage per spell slot level expend to animate the zombie. On a successful save, the creatures take half damage. Any creature that fails the save and takes damage is stunned until the end of their next turn. As an action, you may expend a spell slot to empower an undead companion's attacks by adding 1d6 per spell slot level expended to their damage rolls. This empowerment lasts until the end of your next short rest. Walk with Death (Exalted Property) As an action, you can expend a spell slot to cause a corpse within 5 feet of you to rise as a ghoul under your control. The ghoul remains under your control has long as you expend a spell slot once every 24 hours to do so. The ghoul follows your verbal commands. You may only have one ghoul under your control in this way. This ghoul companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, and also adds your proficiency bonus to its AC, its damage rolls, and its save DC to its claw attack. It also becomes proficient with all saving throws. For each level you gain after 10th, your ghoul companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your ghoul’s abilities also improve. Your ghoul can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your ghoul can’t increase an ability score above 20 using this feature unless its description specifies otherwise. If your ghoul dies, you may use a spell slot to raise it again. Once you rise a ghoul back to life this way, you cannot do so again until you finish a long rest. One with Death (Living Rune) You may cast Speak with Dead at will. You can use your action to cast Finger of Death. Once you use this property, you cannot use it again until you finish a long rest. You can use your action to cast Power Word: Kill. Once you use this property, you cannot use it again until you finish a long rest. Gave (Gifts) Rune, rare (requires attunement) Gift (Simple Property) You may use your action to cast the cantrip Guidance. Assistance (Simple Property) As an action you may use a spell slot to cast the spell Bless or Bane Helping Fate (Simple Property) As a bonus action on your turn you may give a ally within 30 feet of you inspiration. You may do this a number of times equal to your Wisdom modifier, and gain all uses back once you finish a long rest. An ally with inspiration may use it on an attack roll, saving throw, or ability check in order to roll with advantage. An ally cannot have more than one inspiration at a time. More than Helpful (Complex Property) As an action you may use a spell slot to cast the spell Enhance ability or Enlarge/Reduce. Additional Assistance (Complex Property) When you use a spell slot to cast Bless or Bane, the spell slot you use determines not only the number of targets of the spell, but the type of dice used. A 1st level spell slot is 1d4, 2nd level is 1d6, 3rd level is 1d8, and 4th level is 1d10, and 5th level is 1d12. Gifts for All (Exalted Property) You may concentrate on the spells Bless and Bane at the same time. However, while doing so, any concentration check that you make has disadvantage. Best Gifts (Living Rune) You can use your action to cast Invulnerability. Once you use this property, you cannot use it again until you finish a long rest. You can use your action to cast Wish. Once you use this property, you cannot use it again until you finish a long rest. Ild (Fire) Rune, rare (requires attunement) Fire's Friend (Simple Property) As an action, you scribe the rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed. As an action, you touch an open flame and scribe the ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10-foot radius around you. You can extend this distance by expending a spell slot when using the ild rune in this manner. The radius extends by 20 feet per level of the expended spell slot. Ignite (Simple Property) As an action, you may cast the spell Fire Bolt. You may use an action and spell slot to cast Scorching Ray. Rebuke (Simple Property) As a reaction, when you are hit by a melee attack, the attacker takes fire damage equal to your proficiency bonus. Combustion (Complex Property) As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot. Expending a spell slot is not required. An action you can expend a spell slot to cast Fireball. You must use a spell slot of 2nd level or higher to use this property. If you use a 3rd level spell slot the damage of the spell is increased by 1d6, and is increase by 1d6 for each spell slot level above 2nd. Flame Brand (Complex Property) Over the course of a short rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you use this property again. Heart of Flame (Exalted Property) As a bonus action, you can transform into a Fire Elemental. Once you use this ability, you cannot do so again until you finish a long rest. 5

Fire in the Bones (Living Rune) You are now immune to fire damage and resistant to cold damage. You are under the effects of the control flames spell permenantly. When you roll fire damage and roll below the average number, you use the average damage roll instead of the lower number rolled. You may cast the spell meteor swarm. Once you do so, you can't cast it again until you finish a long rest. Ise (Ice) Rune, rare (requires attunement) Frigid Touch (Simple Property) As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can't use it again until you finish a short or long rest. Ice Friend (Simple Property) You have resistance to cold damage. You may use your action to cast the cantrip Frostbite. You may use your action and a spell slot to cast Ice Knife. Icy Mantle (Simple Property) As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can't use it again until you finish a short or long rest. Winter's Howl (Complex Property) As an action, you can cast Sleet Storm. You regain this ability after you finish a short or long rest. Ice Block (Complex Property) As a reaction to taking damage, you encase yourself in ice. You become incapacitated and immune to all damage, including the triggering damage, until the end of your next turn, and the ice then melts. Once you use this property, you can't use it again until you finish a long rest. Ice Blast (Exalted Property) You can use your action to create a 15-foot cone of freezing wind from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed saved, or half as much on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. Once you use this property, you can't use it again until you finish a short or long rest, unless you expend a spell slot to do it. Heart of Ice (Living Rune) You may use your action to choose a creature within 60 feet of you to make a constitution saving throw. On a failure, the target takes 10d10 cold damage and has vulnerability to all damage until the start of their next turn. On a successful save, the target takes half damage and is only vulnerable to the next damage it takes after this damage. You may use this ability a number of times equal to your constitution modifer. You regain all uses after a long rest. Kalt (Frost) Rune, rare (requires attunement) Frost Vind (Simple Property) As an action, you can cast Ray of Frost. Frost Fang (Simple Property) As an bonus action, you embue your weapon with frost. When you hit a creature with the weapon attack, it can't take reactions until the start of its next turn. Frost Walk (Simple Property) You ignore difficult terrain and can walk safely across still or gently moving water. Frost Barrier (Complex Property) As a reaction, when you are hit by a melee attack, the damage you take is reduced an amount equal to your proficiency bonus. Flash Frost (Complex Property) As an action, you cause an eruption of magical frost blasts from you in a radius of 20 feet centered on you. All creatures of your choice within the area must succeed on a Strength saving throw or be restrained for a number of rounds equal to your proficiency bonus. At the end of each of their turns, they can repeat the saving throw to break free. Once you use this property, you can't use it again until you finish a long rest. Hungering Frost (Exalted Property) As a bonus action, you create ice on the ground in a 10-foot-radius around you centered on you. This effect lasts for 1 minute and moves with you. It is difficult terrain for creatures other than you. Any creature that starts its turn standing on the ice takes 1d6 cold damage. Once you use this property, you can't use it again until you finish a short or long rest. Frost Fangs (Living Rune) The Hungering Frost property gains the following benefits: The radius changes to 15 feet around you.

The effect lasts for 10 minutes.

The damage to creatures on the ice increases to 3d6.

Any creature that takes the cold damage has vulnerablitiy to your weapon damage until the end of your next turn.

You may use the Hungering Frost property a number of times equal to your constitution modifer, and gain all uses after finishing a short or long rest. Kaos (Chaos/Change) Rune, rare (requires attunement) Chaotic Beginnings (Simple Property) As an action, you can cast Minor Illusion or Vicious Mockery Weapon of Chaos (Simple Property) You may use a spell slot to cast Chaos Bolt. Waves of Chaos (Simple Property) You may use your action to change the nature of an illusion that you cast that lasts longer than 1 minute. Images of Chaos (Complex Property) You can use your action to cast Phantasmal Force. Once you use this property, you cannot use it again until you finish a short or long rest, unless you use a spell slot. You can use your action to cast Silent Image. Once you use this property, you cannot use it again until you finish a short or long rest, unless you use a spell slot. Allure of Chaos (Complex Property) You can use your action to cast Hypnotic Pattern. Once you use this property, you cannot use it again until you finish a short or long rest, unless you use a spell slot. You can use your action to cast Major Image. Once you use this property, you cannot use it again until you finish a short or long rest, unless you use a spell slot. 6

Defense of Chaos (Exalted Property) You can use your action to cast Greater Invisibility. Once you use this property, you cannot use it again until you finish a short or long rest. You can use your action to cast Mislead. Once you use this property, you cannot use it again until you finish a short or long rest. You may concentrate on two Kaos (rune) spells at the same time. However, while doing so, any concentration check that you make has disadvantage. Adding to the Chaos (Living Rune) You can use your action to cast Mental Prison. Once you use this property twice, you cannot use it again until you finish a long rest. You can cast Simulacrum. Once you use this property, you cannot use it again until you finish a long rest. You can have two Simulacrums active at a time changing the rules of the spell. You no longer need to concentrate on Illusion spells. Krig (War) Rune, rare (requires attunement) Rune Steel (Simple Property) You gain proficiency with martial weapons and shields. Runic Tactics (Simple Property) All attack and damage rolls used for simple and martial weapons now use your intelligence modifer. Runic Warfare (Simple Property) If you use your action to use a rune property you may make one attack as a bonus action. Rune Warrior (Complex Property) You may make two attacks per action during your turn. Runic Empower (Complex Property) You can use a bonus action to gain resistance to bludgeoning, slashing, and piercing damage for 1 minute. Once you use this property, you can't use it again until you finish a short or long rest. Rune Champion (Exalted Property) You may make three attacks per action during your turn. Avatar (Living Rune) As an action, you gain the following benefis for 1 minute; You have resistance to all damage.

When you take the attack action on your turn, you make five attacks.

Your melee weapon attacks score a critical hit on a roll of 18, 19, and 20 on the d20.

You gain a bonus to damage rolls equal to your proficiency bonus. Once you use this feature you can't use it again until you finish a long rest. Ond (Spirit) Rune, rare (requires attunement) Fighting Spirit (Simple Property) You add your Charisma modifier to your intiative bonus. Strong Willed (Simple Property) You add a bonus to any saving throw to resist being frightened or charmed equal to your constitution modifier. Rejuvenate (Simple Property) As a bonus action on your turn, you may regain hit points equal to 1d8 plus your Runescribe level. Once you use this property, you must finish a long rest before you use it again. Spirit Weapon (Complex Property) As a bonus action you enable this property for 1 minute. Once per turn, when you hit a creature, you deal an additional 1d4 necrotic damage and you recover hit points equal to the damage dealt. Once you use this feature, you can't use it again until to finish a short or long rest. Spirit Walk (Complex Property) As an action, life spirts swirl around you in a 5-foot-radius. All creatures of your choice within that radius regain hit points equal to 1d6 x your proficiency bonus. Once you use this property, you can't use it again until you finish a short or long rest. Spiritual Core (Exalted Property) Whenever you recieve healing from any source, you also gain temporary hit points equal to 5 + your proficiency bonus. One with the Spirits (Living Rune) As a bonus action, you can magically shift from the Material Plane to the Ethereal Plane, or vice versa. You cannot travel more than 20 feet in the Ethereal Plane using this feature. You may use your action to cast Etherealness. Once you this this feature, you can't do so again until you finish a long rest. Ord (Word) Rune, rare (requires attunement) Simple Word (Simple Property) You may use your action to cast the cantrip Word of Radiance or Vicious Mockery. The Word is Life (Simple Property) You may use a spell slot to cast Healing Word. Sticks and Stones (Simple Property) You may use your wit and words to distract, confuse, and sap confidence from others. When a creature that you can see within 60 feet of you makes an attack roll, damage roll, ability check, or saving throw, you can use your reaction to roll a d8 and subtracting the number from the creature's roll. You can choose to use this feature after the creature's roll, but before the DM determines success or failure. If you use this feature on a damage roll, the creature takes the amount of damage removed by the d8 roll. You may use this feature a number of times equal to your proficiency bonus multiplied by 2. You regain all expended uses of this feature after a long rest. Empty Words (Complex Property) You may use a spell slot to cast Illusory Script, Command, or Suggestion. You may cast Command and Suggestion each once without expending a spell slot. Once you use this property, you can't use it again until you finish a short or long rest. Returning Words (Complex Property) You may cast Word of Recall. Once you use this feature, you can't use it again until you finish a long rest. The sanctuary for the spell can be any locaton. Your rune property Sticks and Stones die is now a d10. Words of Power (Exalted Property) You may cast Divine Word. Once you this this feature, you can't use it again until you finish a long rest. You may cast the spell Mass Healing Word once without expending a spell slot. Once you use this property you can't use it again until you finish a short or long rest. You may also cast Mass Healing Word expending a spell slot as normal. Your rune property Sticks and Stones die is now a d12. 7

Words of Reality (Living Rune) You may cast the spells Power Word Heal, Power Word Pain, Power Word Stun, and Power Word Kill each once. Once you use this feature, you can't use it again until you finish a long rest. Your rune property Sticks and Stones die is now a d12 plus a bonus equal to your wisdom modifer. You now regain all expended uses of Sticks and Stones dice at the end of a short or long rest. Tid (Time) Rune, rare (requires attunement) Guide through Time (Simple Property) You can cast the cantrip Guidance. Temporal Buff (Simple Property) As an action, you target a willing creature within 30 feet of you. Until the end of your next turn, the creature gains one of the following benefts of your choice: A +2 bonus to their AC.

A 20 feet increase to their speed.

An extra action to disengage, hide, or use object. Once you use this property, you cannot use it again until you finish a short or long rest, unless you expend a spell slot to do it. Rift in Time (Simple Property) An an action you open a rift in time that appears in a location within 60 feet of you. The area of the rift consists of three 10-foot cubes, which you can arrange as you wish. Each cube have at least one face adjacent to the face of another cube. Each creature in the rift area must make a constitution saving throw, taking 4d4 force damage on a failure, or half as much on a successful one. The creatures that fail their save also have vulnerablity to the next damage they take after this spell. Once you use this property, you cannot use it again until you finish a long rest, unless you expend a spell slot to do it. Time Bandit (Complex Property) As an action you may use a spell slot and target a creature within 30 feet of you. The creature must succeed on a Wisdom saving throw. On a failed save you choose the effect from the following: Move the affected creature to last in the initiative order.

The creature is removed from time, and the plane for 1 round.

The affected creature must repeat the actions performed on its previous turn. It can use its reaction as normal, not needing to repeat it. If the situation has changed in such a way that the target can't take the same actions again, the target stands still and takes no actions or bonus actions for 1 round. No Time Like the Present (Complex Property) You gain additional reactions each round equal to your half your intelligence modifer, rounded down. You can use these reactions to make an opportunity attack as normal, but also to move half your speed, take the dodge action for one attack only, or use an object. Time in a Bottle (Exalted Property) You can cast Haste or Slow once without expending a spell slot. Once you use this property, you can't use it again until you finish a long rest. You can cast either spell normally using a spell slot. Like Clockwork (Living Rune) You can cast the spell Foresight or Time Stop. Once you cast one of those spells, you can't use this feature again until you finish a long rest. You take two turns during the first round of combat. Once at your normal initiative roll, and the second turn at that roll minus 10. You cannot be aged magically, and will not die of old age. All allies within 20 feet of you gain a bonus to their initiative rolls and saving throws equal to your intelligence modifer. Tork (Famine) Rune, rare (requires attunement) Swarm (Simple Property) You may cast the cantrip Infestation. Famine (Simple Property) You may spend time writing this rune into the ground. For each hour that you spend completing this task, a 500 foot radius of curse ground is created centered on you. This ground cannot grow plants or sustain life for at least 1 week for each hour that you spend using this property. Once you use this property, you can't use it again until you finish a long rest. Drought (Simple Property) You may cast Create or Destroy water once without expending a spell slot. Once you use this property you can't use it again until you finish a short or long rest. You may also cast Create or Destroy water expending a spell slot as normal. Locust (Complex Property) You may cast the spell Giant Insect once without expending a spell slot. Once you use this property you can't use it again until you finish a short or long rest. Plague (Complex Property) You may use a spell slot to cast Insect Plague. Using a spell slot level over a 2nd level slot increases the damage of the spell by 1d10 per spell level above the 2nd. Blight (Exalted Property) You may cast the spell Blight once without expending a spell slot. Once you use this property you can't use it again until you finish a short or long rest. You may also cast Blight expending a spell slot as normal. Death (Living Rune) You may cast the spell Abi-Dalzim's Horrid Wilting once without expending a spell slot. Once you use this property you can't use it again until you finish a long rest. Skold (Shield) Rune, rare (requires attunement) Runic Shield (Simple Property) You have a +1 bonus to AC. You gain proficiency with shields. You may use an action to cast the cantrip Resistance. Shield Bond (Simple Property) As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented this way. Once you use this property, you can't use it again until you finish a long rest. Runic Defense (Simple Property) As an action, you may cast the spell Shield by expending a spell slot. Using a spell slot higher than 1st level increases the bonus to AC given by the spell by +1 for each spell level above 1st. Runic Ward (Complex Property) At the end of a long rest you gain 30 temporary hit points. 8

Runic Defense (Complex Property) As a part of the same reaction to cast Shield you may make one weapon attack against the creature that attacked you. In order to do this the Shield spell must have deflected the attack. Runic Health (Exalted Property) When you drop to 0 hit points and are not killed outright, you go to 1 hit point instead. Once you use this property, you can't use it again until you finish a short or long rest. Runic Resistance (Living Rune) You have advantage on saving throws against spells. You have resistance against the damage of spells. If you are magically charmed, paralyzed, stunned, or incapacitated, you may use an action to end the effect. Stein (Stone) Rune, rare (requires attunement) Stone Soul (Simple Property) You cannot be petrified. You have advantage on saving throws to avoid being restrained. You may use your action to cast the cantrip Mold Earth. Indomitable Stand (Simple Property) As an action, you channel the rune's magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must make a Strength saving throw or be unable to move any farther this turn. Once you use this property, you can't use it until you finish a short or long rest. Gift of Stone (Simple Property) You have resistance to all damage from ranged weapons. You may use a bonus action on your turn to empower your next melee attack. When you hit a target with a melee attack, the target must make a Strength saving throw or be knocked prone. Once you use this property, you can't use it again until you finish a short or long rest. Earthen Step (Complex Property) You can cast Meld into Stone as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest. Stone Walker (Complex Property) You have advantage on strength saving throws. You may use your reaction to avoid being knocked prone. Heart of Stone (Exalted Property) As a bonus action, you can transform into an Earth Elemental. Once you use this ability, you cannot do so again until you finish a long rest. You may cast Wall of Stone without expending a spell slot. Once you use this property, you can't use it again until you finish a long rest. Gaze of Earth (Living Rune) As an action, you may force a creature within 30 feet of you that can see you to meet your gaze. The creature must succeed on a constiution saving throw or begin to be petrified. On the first failure, the target is becoming stone and is restrained, on the next saving throw the target turns to stone on a failure. If the creature makes the saving throw, the effect ends. Once you use this property, you can't use it again until you finish a short or long rest. As a bonus action you may cause an earthquake centered on you out to a radius of 15 feet. All creatures within the radius must succeed on a dexterity saving throw or fall prone. Vein (Friend) Rune, rare (requires attunement) Words with Friends (Simple Property) You may use your action to cast the cantrip Vicious Mockery or Friends. Kindred Spirits (Simple Property) You can cast Find Familiar. In addition to the normal forms of the spell, your familiar may also be in the form of a quasit, imp, sprite, pseudodragon, or tressym. Charms (Simple Property) As an action you may use a spell slot to cast Charm Person. Friends with Benefits (Complex Property) Your familiar has a single spell slot that it can expend to cast a spell it knows. On your familiar's turn, you can choose to expend its spell slot to cast a spell of that level or lower from your familiar's spell list. Your familiar uses your spell attack modifer and save save DC. If the spell requires concentration, you must concenstrate on it. Which spells your familiar can cast depends on its type; Celestial Spell Level Spells 1st bless, cure wounds 2nd enhance ability, magic weapon 3rd aura of vitality, counterspell Fey Spell Level Spells 1st dissonant whispers, faerie fire 2nd invisiblity, moonbeam 3rd conjure animals, fly Fiend Spell Level Spells 1st bane, inflict wounds 2nd darkness, enthrall 3rd fear, hunger of hadar Your familiar's spell slot level is equal to the highest level spell slot you have but no higher than 5th level. Your familiar regains its spell slot when you take a long rest. All Friends (Complex Property) You may cast the spell Charm Monster. Once you use this property, you can't use it again until you finish a long rest. More than Friends (Exalted Property) You can have two familiars at a time, changing the normal rules of the find familiar spell. Both familiars have their own spell slot granted by the Friends with Benefits property. As an action you may cast the spell Dominate Person or Dominate Beast. Once you use this property, you can't use it again until you finish a short or long rest. Stay with Me (Living Rune) You may cast the spell Dominate Monster. Once you use this property, you can't use it again until you finish a long rest. You may cast the spell Glibness. Once you use this property, you can't use it again until you finish a long rest. 9