Calen
2023-06-07, 05:20 PM
This class was inspired from a variety of sources such as the 4e Runepriest, Brandon Sanderson's Elantris, and Christopher Paolini's Eragon trilogy. (Getting that last title to NOT autocorrect to dragon was amusingly difficult.)
The design of this class has taken far too long and gone through many different iterations. One goal was to have a large amount of feature selection options like warlocks, another was to have them largely close ranged focused. I have settled on something between a full and 3/4 caster. The spell slots are full but the spell selection is largely limited to short-range uses.
Thanks in advance for your comments and critiques.
V1.1 - Balancing rune tongues and completing expanded spell lists.
Runemaster
With painstaking concentration a young half-orc scrapes some esoteric symbols on the wall. With a final line the rock shudders and parts like mud. A goliath pounds metal at a forge. When completed the oddly twisted metal will be implanted next to dozens of others in a room of teleportation. With casual precision an elf traces a sigil over a blade. It crackles with lightning as the foes advance.
Whether through the study of ancient tomes or by unearthing a forgotten ruin, Runemasters have started on the path of mastering the ancient words of power that the various races have learned and hoarded. Given time and study Runemasters fully denounce the idea that words do not hurt. They know that in the right hands, the old words can kill and create with equal ease.
Class Features
As a Runemaster you have the following class features.
Hit Dice: 1d8
Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Battleaxe, Longsword, Warhammer
Tools: 1 Artisan tools or Calligrapher's tools
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Religion, Sleight of Hand, Perception, Medicine
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
Marks
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Marks
2
2
2nd
+2
Rune Tongue
2
3
3rd
+2
Subclass
2
4
2
4th
+2
Ability Score Improvement
2
4
3
5th
+3
Subclass Feature
3
4
3
2
6th
+3
Sigils
3
4
3
3
7th
+3
Rune Tongue Upgrade
3
4
3
3
1
8th
+3
Ability Score Improvement
3
4
3
3
2
9th
+4
4
4
3
3
3
1
10th
+4
Subclass Feature
4
4
3
3
3
2
11th
+4
Sigil Upgrade
4
4
3
3
3
2
1
12th
+4
Ability Score Improvement
4
4
3
3
3
2
1
13th
+5
5
4
3
3
3
2
1
1
14th
+5
Rune Tongue Spell
5
4
3
3
3
2
1
1
15th
+5
Subclass Feature
5
4
3
3
3
2
1
1
1
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
17th
+6
6
4
3
3
3
2
1
1
1
1
18th
+6
Sigil Upgrade
6
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
6
4
3
3
3
3
2
1
1
1
20th
+6
Runemaster
6
4
3
3
3
3
2
2
1
1
Marks
The simplelest runes in a Runemasters repertoire are known as Marks. These hold small fragments of power that can be quickly granted to a creature for a brief amount of time. As a bonus action you may use a Mark on yourself or a creature adjacent to you. A creature cannot have more than one Mark at a time. You know two Marks and learn more as you gain levels as shown on the Marks Known in the progression table. To place a mark on a non-willing creature you must succeed on a touch attack against the target's AC. A creature may remove a Mark from itself as an action. Unless a Mark persists (as stated in its description) it ends once its feature has been used. You learn 2 Marks of your choice from the Mark list, you learn an additional mark at 5th, 9th, 13th, and 17th levels.
A list of Marks is below.
Rune Tongue
The language of runes is complex and the way runes are written can yield different results. When you gain this trait choose which style of runes that you emulate. The Planar Runes using the languages of those from the outer planes. The Runes of the Ancients which are based on those of the oldest races. Or the Primordial Runes that make up the elements.
Your chosen Rune Tongue grants you certain skills as well as more at higher levels. At first level you are able to use a bonus action to scribe Runes around you, focusing on one of the languages that make up your Rune Tongue. You may change your focused language as a bonus action, losing any traits granted by the first tongue and gaining those of the second.
I have also had some thoughts on a Rune Tongue comprised of Dwarven, Undercommon, Gnomish but that is not fully realized.
Planar Runes
When you choose the Planar Runes as your Rune Tongue you gain proficiency in the Religion skill if you did not already have it. If you do, you gain Proficiency in another skill from the Runemaster skill list. You also know the Thaumaturgy cantrip.
Abyssal - When you focus on the abyssal tongue your runes seem to suck in the light around them and the screech of nails on slate when you use a rune. You gain resistance to Psychic damage and can use the cantrips Vicious Mockery, Friends, and Minor Illusion.
Celestial - When you focus on the celestial tongue your runes glow with a dim light and ringing like bells when used. You gain resistance to Radiant damage and can use the cantrips Word of Radiance, Guidance, and Light.
Demonic - When you focus on the demonic tongue your runes flicker with flames and the screech of twisted metal can be heard. You gain resistance to Necrotic damage and can use the cantrips Toll the Dead, Message, and Mage Hand.
Primordial Runes
Aquan - When you focus on the aquan tongue your runes bubble and hiss like boiling water. You can use the cantrips Frostbite and Chilling Blade*. In addition you gain a swim speed equal to your movement speed.
Auran - When you focus on the aruan tongue your runes are ephemeral and the sound of thunder and lightning can be heard faintly. You can use the cantrips Shocking Grasp and Lightning Lure. In addition your speed increases by 5 feet.
Ignan - When you focus on the ignan tongue your runes flicker with flames and crackle like a campfire. You can use the cantrips Firebolt and Green Flame Blade. In addition you gain a climb speed equal to your movement speed.
Terran - When you focus on the terran tongue your runes thicken and gleam like polished stone, when activated they seem to swallow sound. You can use the cantrips Thunderclap and Booming Blade. In addition you reduce the effects of forced movement against you by five feet.
Aquan - When you focus on the aquan tongue your runes bubble and hiss like boiling water. You have resistance to Cold damage and can use the cantrips Frostbite and Chilling Blade*. In addition you gain a swim speed equal to your movement speed.
Auran - When you focus on the aruan tongue your runes are ephemeral and the sound of thunder and lightning can be heard faintly. You have resistance to Lightning damage and can use the cantrips Shocking Grasp and Lightning Lure. In addition your speed increases by 5 feet.
Ignan - When you focus on the ignan tongue your runes flicker with flames and crackle like a campfire. You have resistance to Fire damage and can use the cantrips Firebolt and Green Flame Blade. In addition you gain a climb speed equal to your movement speed.
Terran - When you focus on the terran tongue your runes thicken and gleam like polished stone, when activated they seem to swallow sound. You have resistance to Thunder damage and can use the cantrips Thunderclap and Booming Blade. In addition you reduce the effects of forced movement against you by five feet.
Runes of the Ancients
When you choose the Runes of the Ancients as your Rune Tongue you gain proficiency in the History skill if you did not already have it. If you do, you gain Proficiency in another skill from the Runemaster skill list.
Draconic - When you focus on the draconic tongue your runes flicker with the various colors of a dragons scales. When used, your runes puff with a faint essence of dragons breath. You may add your proficiency bonus to Arcana checks and you know the Resistance cantrip. When you cast the Resistance cantrip it does not use Concentration, when you cast it on yourself you may roll 2d4. In addition when you take damage from an attack or spell you may choose to gain resistance to the damage you took. You may do this a number of times equal to your Wisdom modifier (min 1), you regain all uses on a short rest.
Giant - When you focus on the giant tongue your runes swell in size. You may add your proficiency bonus to Intimidation checks and you know the Blade Ward cantrip. When you cast the Blade Ward cantrip on yourself you may ignore the Vocal components. When you roll minimum damage on an attack you make or spell that you cast you may roll a D10 and cause the following effect.
Cloud - You learn if the target has any vulnerabilities.
Ettin - Add your attack modifier to the damage dealt even if you already would do so.
Fire - Deal an extra 1d6 Fire damage to the target.
Fog - You fade from view, becoming invisible until you move or take an action.
Frost - Deal an extra 1d4 Cold damage to the target and its speed is reduced by 10 feet until the end of its next turn.
Hill - You may immediately make a melee or ranged attack against the same target.
Mountain - You may choose to push or pull the target 5 feet.
Stone - A non-magical item that the target is holding rusts or corrodes into dust.
Storm - You learn if the target has any immunities or resistances.
Titan - Deal 1d6 bonus damage to the target and roll on this table again.
Sylvan - When you focus on the sylvan tongue your runes flex and bend like they have a life of their own, sometimes a fey chuckle can be heard. You may add your proficiency bonus to Insight checks and you know the Shillelagh cantrip. When you cast the Shillelagh cantrip you may cast it on any melee weapon. In addition when you are targeted by a magical spell or effect that you are not proficient in you may add your Wisdom modifier to the save (Min 1) you may do this a number of times equal to your Proficiency bonus, you regain all uses on a Long rest.
Draconic - When you focus on the draconic tongue your runes flicker with the various colors of a dragons scales. When used, your runes puff with a faint essence of dragons breath. You may add your proficiency bonus to Arcana checks and you know the Resistance cantrip. When you cast the Resistance cantrip on yourself you may roll 2d4 and use either result. In addition when you take damage from an attack or spell roll a D20. On a roll of 20 you have resistance to the damage if you did not already.
Sylvan - When you focus on the sylvan tongue your runes flex and bend like they have a life of their own, sometimes a fey chuckle can be heard. You may add your proficiency bonus to Insight checks and you know the Shillelagh cantrip. When you cast the Shillelagh cantrip you may cast it on any melee weapon. In addition when you are targeted by a magical spell or effect you are considered proficient in the required saving throw if you are not already proficient.
The primordial runes are the most combat focused, offering multiple damage cantrips and common resistances. The planar runes offer the most cantrips, with a large utility focus. The ancient runes are probably the best for "stance-dancing" in combat to get the best feature each round.
Spell Casting
Preparing and Casting Spells
You know four 1st level spells of your choice from the Runemaster spell list.
The Runemaster table shows how many spell slots you have to cast your Runemaster spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Runemaster spells that are available for you to cast, choosing from the Runemaster spell that you know. When you do so, choose a number of Runemaster spells equal to your Wisdom modifier + your Runemaster level (minimum of one spell). The spells must be of a level for which you have spell slots. Each time you gain a level in Runemaster you may select a new spell from the Runemanster spell list that is of a level you can cast and add it to your spells known.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Runemaster spells requires time spent in study, fixing the desired runes into your mind: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your Runemaster spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a Runemaster spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Runemaster spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
Runewriters can cast a Runewriter spell that has the ritual tag as a ritual if they know that spell. It does not have to be prepared.
Runewriter
Runemasters scribe their spells onto the ground or other available surface, sometimes even themselves. As such Runemasters typically do not require material components when casting a spell. If the spell does not require any components that have a material cost then a focus or material is not required.
Mostly a ribbon.
Subclass
At third level you learn about specialized runes called glyphs. The use of glyphs can be directed into one of many paths. You have the choice of taking one of these subclasses, detailed later.
Hammer of Vengeance, commonly called Runeblades use glyphs to empower their weapon attacks, wreaking terrible damage upon their foes.
Light Bringers have mastered the art of drawing glyphs in flesh, bothing healing and harming. They are often seen to be affiliated with religious groups, giving rise to the name of Runepriest.
Masters of the Forge, also called Runesmiths, focus on the mastery of large and powerful groups of glyphs to permanently enhance weapons, armor or even buildings.
Runic Shields, or Runewardens, are masters of protection, both of themselves and through that to others.
Defiant Word practitioners, the Runemages, are able to employ the ancient tongues with such confidence that they shout and power spills from them.
Expanded Spell List
Each subclass has an expanded list of spells that they learn as they level. They will learn these spells at 3rd, 5th, 7th, 9th, 15th, and 17th levels.
As you will see on the spell list, higher level spells are not available freely. The choice of subclass and rune tongue will impact your spells known.
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.
Sigils
At sixth level your devoted study of the runic arts has granted you the knowledge of one of the most powerful runes, a Sigil. You gain the mastery of your chosen Sigil and the benefits that come with it. You master an additional Sigil at 11th and 18th levels and unlock additional Sigil traits for each Sigil you know at level 11.
A list of Sigils is found below.
Improved Rune Tongue
At seventh level you have picked up the incidental grammar and filler words that are used in conjunction with your chosen Rune Tongue. You know all the languages that are part of your Rune Tongue. In addition you unlock the following traits.
Planar Runes
As an action you may inscribe a complex series of runes, channeling your choice of Rune Tongue. For 1 minute you register as a denizen of that plane. Your alignment and type will be viewed coming from your selected plane for the duration. In addition you take on the aspects of the tongue as described below. This form lasts for ten minutes or until you take an action to dismiss it or you are unconscious. Once you use this feature you must complete a long rest before you can use it again.
Abyssal - When you focus on the abyssal tongue you generate an aura of unease and fear around you. Each creature within 30 feet that sees you must succeed on a Wisdom saving throw with a DC equal to your spell DC or be frightened of you. A creature can attempt the saving throw again at the end of its turn. A creature that succeeds on the saving throw is immune to the effect for 24 hours.
When you focus on this tongue you also enter a bestial rage. You have advantage on Strength and Constitution checks and saving throws. You have resistance to Bludgeoning, Piercing and Slashing damage. You cannot cast any spells except those granted by your Abyssal Tongue and you cannot concentrate on spells.
Celestial - When you focus on the celestial tongue a pair of ethereal wings sprouts from your back, granting you a fly speed of 60 feet. You also generate an aura with the effects of Zone of Truth around yourself. A creature that leaves and reenters the aura does not need to make an additional saving throw but remains under the effect of the first saving throw it made as long as it is in the aura. You automatically fail the saving throw. Lastly you have advantage on Charisma checks and saving throws during your transformation.
Demonic - When you focus on the demonic tongue you can cast Charm Person or Charm Monster as a 4th level spell at will. You can only have a number of creatures charmed up to the casting level of the appropriate spell and the Charm only lasts while you are transformed. In addition your attacks critically strike on a roll of 19-20 and you deal an additional 2d6 damage when making an attack with advantage or when an ally is within 5 feet of the target.
Primordial Runes
Aquan - When you focus on the aquan tongue you also are able to breathe while submerged in liquid.
Aaran - When you focus on the aruan tongue you also have a fly speed equal to half your movement speed.
Ignan - When you focus on the ignan tongue you may use your movement to teleport up to 10 feet to a place that you can see.
Terran - When you focus on the terran tongue you gain the ability to move through loose dirt, sand, gravel and other similar materials. When you use this ability you use 10 feet of movement for each five feet you move through the ground.
Runes of the Ancients
As part of the action to attune to a new Rune Tongue you immediately cast that Rune Tongues affiliated cantrip on yourself or a weapon you are holding as appropriate.
Draconic - When you focus on the draconic tongue you may cast Chaos Bolt at first level without requiring a spell slot. You may do this a number of times equal to your Wisdom modifier between long rests.
Giant - When you focus on the giant tongue you may cast Enlarge Reduce on yourself without expending a spell slot or requiring concentration. You must finish a short or long rest to use this feature again. In addition, rolling two or more ones for the damage roll on a spell you cast counts as rolling minimum damage for the purposes of your Giant Tongue trait.
Sylvan - When you focus on the sylvan tongue you may cast Guardian of Nature on yourself without expending a spell slot. You must finish a long rest to use this feature again.
Rune Spell
At fourteenth level you have mastered your chosen rune tongue. You learn powerful spells associated with your Rune Tongue. In addition you gain the following traits based on your Rune Tongue:
Planar Runes
You learn the spells Plane Shift and Etherealness.
When you succeed on a saving throw against damage that you have resistance to, you may use your reaction to allow a creature of your choice within 30 feet of you to gain that resistance instead. You do not gain resistance to the damage. This effect lasts until the end of the turn.
Alternatively when a willing creature within 30 feet of you succeeds on a saving throw against damage that you have resistance to and you fail the saving throw you may cause yourself to succeed on the saving throw and the willing creature to fail.
Primordial Runes
You learn the spells Prismatic Spray and Primordial Detonation. You also gain an additional feature when focusing on...
Aquan - You gain resistance to cold damage.
Aaran - You gain resistance to lightning damage.
Ignan - You gain resistance to fire damage.
Terran - You gain resistance to thunder damage.
When you roll a natural 20 on a saving throw that deals Thunder, Cold, Fire, or Lightning damage you are immune to that damage until the end of that turn.
You learn the spells Prismatic Spray and Primordial Detonation.
When you succeed on a saving throw that deals Thunder, Cold, Fire, or Lightning damage you are immune to that damage until the end of that turn.
Runes of the Ancients
You learn the spells Sequester and Resurrection.
When you succeed on a saving throw against a spell or effect that would give you a status, allied creatures within 30 feet of you that can hear you may add their Proficiency bonus to their save against the same spell or effect.
Rune Master
When you reach 20th level you have innate mastery over your most used runes spells. Choose two 1rst level, two 2nd level and two 3rd level Runemaster spells in your spellbook as your mastered spells. You always have these spells prepared, they dont count against the number of spells you have prepared, and you can cast each of them once at their base levels without expending a spell slot. When you do so, you cant do so again until you finish a short or long rest.
If you want to cast one of your Mastered Spells at a higher level, you must expend a spell slot as normal.
The design of this class has taken far too long and gone through many different iterations. One goal was to have a large amount of feature selection options like warlocks, another was to have them largely close ranged focused. I have settled on something between a full and 3/4 caster. The spell slots are full but the spell selection is largely limited to short-range uses.
Thanks in advance for your comments and critiques.
V1.1 - Balancing rune tongues and completing expanded spell lists.
Runemaster
With painstaking concentration a young half-orc scrapes some esoteric symbols on the wall. With a final line the rock shudders and parts like mud. A goliath pounds metal at a forge. When completed the oddly twisted metal will be implanted next to dozens of others in a room of teleportation. With casual precision an elf traces a sigil over a blade. It crackles with lightning as the foes advance.
Whether through the study of ancient tomes or by unearthing a forgotten ruin, Runemasters have started on the path of mastering the ancient words of power that the various races have learned and hoarded. Given time and study Runemasters fully denounce the idea that words do not hurt. They know that in the right hands, the old words can kill and create with equal ease.
Class Features
As a Runemaster you have the following class features.
Hit Dice: 1d8
Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Battleaxe, Longsword, Warhammer
Tools: 1 Artisan tools or Calligrapher's tools
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Religion, Sleight of Hand, Perception, Medicine
Spell Slots per Spell Level
Level
Proficiency Bonus
Features
Marks
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Marks
2
2
2nd
+2
Rune Tongue
2
3
3rd
+2
Subclass
2
4
2
4th
+2
Ability Score Improvement
2
4
3
5th
+3
Subclass Feature
3
4
3
2
6th
+3
Sigils
3
4
3
3
7th
+3
Rune Tongue Upgrade
3
4
3
3
1
8th
+3
Ability Score Improvement
3
4
3
3
2
9th
+4
4
4
3
3
3
1
10th
+4
Subclass Feature
4
4
3
3
3
2
11th
+4
Sigil Upgrade
4
4
3
3
3
2
1
12th
+4
Ability Score Improvement
4
4
3
3
3
2
1
13th
+5
5
4
3
3
3
2
1
1
14th
+5
Rune Tongue Spell
5
4
3
3
3
2
1
1
15th
+5
Subclass Feature
5
4
3
3
3
2
1
1
1
16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
17th
+6
6
4
3
3
3
2
1
1
1
1
18th
+6
Sigil Upgrade
6
4
3
3
3
3
1
1
1
1
19th
+6
Ability Score Improvement
6
4
3
3
3
3
2
1
1
1
20th
+6
Runemaster
6
4
3
3
3
3
2
2
1
1
Marks
The simplelest runes in a Runemasters repertoire are known as Marks. These hold small fragments of power that can be quickly granted to a creature for a brief amount of time. As a bonus action you may use a Mark on yourself or a creature adjacent to you. A creature cannot have more than one Mark at a time. You know two Marks and learn more as you gain levels as shown on the Marks Known in the progression table. To place a mark on a non-willing creature you must succeed on a touch attack against the target's AC. A creature may remove a Mark from itself as an action. Unless a Mark persists (as stated in its description) it ends once its feature has been used. You learn 2 Marks of your choice from the Mark list, you learn an additional mark at 5th, 9th, 13th, and 17th levels.
A list of Marks is below.
Rune Tongue
The language of runes is complex and the way runes are written can yield different results. When you gain this trait choose which style of runes that you emulate. The Planar Runes using the languages of those from the outer planes. The Runes of the Ancients which are based on those of the oldest races. Or the Primordial Runes that make up the elements.
Your chosen Rune Tongue grants you certain skills as well as more at higher levels. At first level you are able to use a bonus action to scribe Runes around you, focusing on one of the languages that make up your Rune Tongue. You may change your focused language as a bonus action, losing any traits granted by the first tongue and gaining those of the second.
I have also had some thoughts on a Rune Tongue comprised of Dwarven, Undercommon, Gnomish but that is not fully realized.
Planar Runes
When you choose the Planar Runes as your Rune Tongue you gain proficiency in the Religion skill if you did not already have it. If you do, you gain Proficiency in another skill from the Runemaster skill list. You also know the Thaumaturgy cantrip.
Abyssal - When you focus on the abyssal tongue your runes seem to suck in the light around them and the screech of nails on slate when you use a rune. You gain resistance to Psychic damage and can use the cantrips Vicious Mockery, Friends, and Minor Illusion.
Celestial - When you focus on the celestial tongue your runes glow with a dim light and ringing like bells when used. You gain resistance to Radiant damage and can use the cantrips Word of Radiance, Guidance, and Light.
Demonic - When you focus on the demonic tongue your runes flicker with flames and the screech of twisted metal can be heard. You gain resistance to Necrotic damage and can use the cantrips Toll the Dead, Message, and Mage Hand.
Primordial Runes
Aquan - When you focus on the aquan tongue your runes bubble and hiss like boiling water. You can use the cantrips Frostbite and Chilling Blade*. In addition you gain a swim speed equal to your movement speed.
Auran - When you focus on the aruan tongue your runes are ephemeral and the sound of thunder and lightning can be heard faintly. You can use the cantrips Shocking Grasp and Lightning Lure. In addition your speed increases by 5 feet.
Ignan - When you focus on the ignan tongue your runes flicker with flames and crackle like a campfire. You can use the cantrips Firebolt and Green Flame Blade. In addition you gain a climb speed equal to your movement speed.
Terran - When you focus on the terran tongue your runes thicken and gleam like polished stone, when activated they seem to swallow sound. You can use the cantrips Thunderclap and Booming Blade. In addition you reduce the effects of forced movement against you by five feet.
Aquan - When you focus on the aquan tongue your runes bubble and hiss like boiling water. You have resistance to Cold damage and can use the cantrips Frostbite and Chilling Blade*. In addition you gain a swim speed equal to your movement speed.
Auran - When you focus on the aruan tongue your runes are ephemeral and the sound of thunder and lightning can be heard faintly. You have resistance to Lightning damage and can use the cantrips Shocking Grasp and Lightning Lure. In addition your speed increases by 5 feet.
Ignan - When you focus on the ignan tongue your runes flicker with flames and crackle like a campfire. You have resistance to Fire damage and can use the cantrips Firebolt and Green Flame Blade. In addition you gain a climb speed equal to your movement speed.
Terran - When you focus on the terran tongue your runes thicken and gleam like polished stone, when activated they seem to swallow sound. You have resistance to Thunder damage and can use the cantrips Thunderclap and Booming Blade. In addition you reduce the effects of forced movement against you by five feet.
Runes of the Ancients
When you choose the Runes of the Ancients as your Rune Tongue you gain proficiency in the History skill if you did not already have it. If you do, you gain Proficiency in another skill from the Runemaster skill list.
Draconic - When you focus on the draconic tongue your runes flicker with the various colors of a dragons scales. When used, your runes puff with a faint essence of dragons breath. You may add your proficiency bonus to Arcana checks and you know the Resistance cantrip. When you cast the Resistance cantrip it does not use Concentration, when you cast it on yourself you may roll 2d4. In addition when you take damage from an attack or spell you may choose to gain resistance to the damage you took. You may do this a number of times equal to your Wisdom modifier (min 1), you regain all uses on a short rest.
Giant - When you focus on the giant tongue your runes swell in size. You may add your proficiency bonus to Intimidation checks and you know the Blade Ward cantrip. When you cast the Blade Ward cantrip on yourself you may ignore the Vocal components. When you roll minimum damage on an attack you make or spell that you cast you may roll a D10 and cause the following effect.
Cloud - You learn if the target has any vulnerabilities.
Ettin - Add your attack modifier to the damage dealt even if you already would do so.
Fire - Deal an extra 1d6 Fire damage to the target.
Fog - You fade from view, becoming invisible until you move or take an action.
Frost - Deal an extra 1d4 Cold damage to the target and its speed is reduced by 10 feet until the end of its next turn.
Hill - You may immediately make a melee or ranged attack against the same target.
Mountain - You may choose to push or pull the target 5 feet.
Stone - A non-magical item that the target is holding rusts or corrodes into dust.
Storm - You learn if the target has any immunities or resistances.
Titan - Deal 1d6 bonus damage to the target and roll on this table again.
Sylvan - When you focus on the sylvan tongue your runes flex and bend like they have a life of their own, sometimes a fey chuckle can be heard. You may add your proficiency bonus to Insight checks and you know the Shillelagh cantrip. When you cast the Shillelagh cantrip you may cast it on any melee weapon. In addition when you are targeted by a magical spell or effect that you are not proficient in you may add your Wisdom modifier to the save (Min 1) you may do this a number of times equal to your Proficiency bonus, you regain all uses on a Long rest.
Draconic - When you focus on the draconic tongue your runes flicker with the various colors of a dragons scales. When used, your runes puff with a faint essence of dragons breath. You may add your proficiency bonus to Arcana checks and you know the Resistance cantrip. When you cast the Resistance cantrip on yourself you may roll 2d4 and use either result. In addition when you take damage from an attack or spell roll a D20. On a roll of 20 you have resistance to the damage if you did not already.
Sylvan - When you focus on the sylvan tongue your runes flex and bend like they have a life of their own, sometimes a fey chuckle can be heard. You may add your proficiency bonus to Insight checks and you know the Shillelagh cantrip. When you cast the Shillelagh cantrip you may cast it on any melee weapon. In addition when you are targeted by a magical spell or effect you are considered proficient in the required saving throw if you are not already proficient.
The primordial runes are the most combat focused, offering multiple damage cantrips and common resistances. The planar runes offer the most cantrips, with a large utility focus. The ancient runes are probably the best for "stance-dancing" in combat to get the best feature each round.
Spell Casting
Preparing and Casting Spells
You know four 1st level spells of your choice from the Runemaster spell list.
The Runemaster table shows how many spell slots you have to cast your Runemaster spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Runemaster spells that are available for you to cast, choosing from the Runemaster spell that you know. When you do so, choose a number of Runemaster spells equal to your Wisdom modifier + your Runemaster level (minimum of one spell). The spells must be of a level for which you have spell slots. Each time you gain a level in Runemaster you may select a new spell from the Runemanster spell list that is of a level you can cast and add it to your spells known.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Runemaster spells requires time spent in study, fixing the desired runes into your mind: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your Runemaster spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a Runemaster spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Runemaster spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
Runewriters can cast a Runewriter spell that has the ritual tag as a ritual if they know that spell. It does not have to be prepared.
Runewriter
Runemasters scribe their spells onto the ground or other available surface, sometimes even themselves. As such Runemasters typically do not require material components when casting a spell. If the spell does not require any components that have a material cost then a focus or material is not required.
Mostly a ribbon.
Subclass
At third level you learn about specialized runes called glyphs. The use of glyphs can be directed into one of many paths. You have the choice of taking one of these subclasses, detailed later.
Hammer of Vengeance, commonly called Runeblades use glyphs to empower their weapon attacks, wreaking terrible damage upon their foes.
Light Bringers have mastered the art of drawing glyphs in flesh, bothing healing and harming. They are often seen to be affiliated with religious groups, giving rise to the name of Runepriest.
Masters of the Forge, also called Runesmiths, focus on the mastery of large and powerful groups of glyphs to permanently enhance weapons, armor or even buildings.
Runic Shields, or Runewardens, are masters of protection, both of themselves and through that to others.
Defiant Word practitioners, the Runemages, are able to employ the ancient tongues with such confidence that they shout and power spills from them.
Expanded Spell List
Each subclass has an expanded list of spells that they learn as they level. They will learn these spells at 3rd, 5th, 7th, 9th, 15th, and 17th levels.
As you will see on the spell list, higher level spells are not available freely. The choice of subclass and rune tongue will impact your spells known.
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.
Sigils
At sixth level your devoted study of the runic arts has granted you the knowledge of one of the most powerful runes, a Sigil. You gain the mastery of your chosen Sigil and the benefits that come with it. You master an additional Sigil at 11th and 18th levels and unlock additional Sigil traits for each Sigil you know at level 11.
A list of Sigils is found below.
Improved Rune Tongue
At seventh level you have picked up the incidental grammar and filler words that are used in conjunction with your chosen Rune Tongue. You know all the languages that are part of your Rune Tongue. In addition you unlock the following traits.
Planar Runes
As an action you may inscribe a complex series of runes, channeling your choice of Rune Tongue. For 1 minute you register as a denizen of that plane. Your alignment and type will be viewed coming from your selected plane for the duration. In addition you take on the aspects of the tongue as described below. This form lasts for ten minutes or until you take an action to dismiss it or you are unconscious. Once you use this feature you must complete a long rest before you can use it again.
Abyssal - When you focus on the abyssal tongue you generate an aura of unease and fear around you. Each creature within 30 feet that sees you must succeed on a Wisdom saving throw with a DC equal to your spell DC or be frightened of you. A creature can attempt the saving throw again at the end of its turn. A creature that succeeds on the saving throw is immune to the effect for 24 hours.
When you focus on this tongue you also enter a bestial rage. You have advantage on Strength and Constitution checks and saving throws. You have resistance to Bludgeoning, Piercing and Slashing damage. You cannot cast any spells except those granted by your Abyssal Tongue and you cannot concentrate on spells.
Celestial - When you focus on the celestial tongue a pair of ethereal wings sprouts from your back, granting you a fly speed of 60 feet. You also generate an aura with the effects of Zone of Truth around yourself. A creature that leaves and reenters the aura does not need to make an additional saving throw but remains under the effect of the first saving throw it made as long as it is in the aura. You automatically fail the saving throw. Lastly you have advantage on Charisma checks and saving throws during your transformation.
Demonic - When you focus on the demonic tongue you can cast Charm Person or Charm Monster as a 4th level spell at will. You can only have a number of creatures charmed up to the casting level of the appropriate spell and the Charm only lasts while you are transformed. In addition your attacks critically strike on a roll of 19-20 and you deal an additional 2d6 damage when making an attack with advantage or when an ally is within 5 feet of the target.
Primordial Runes
Aquan - When you focus on the aquan tongue you also are able to breathe while submerged in liquid.
Aaran - When you focus on the aruan tongue you also have a fly speed equal to half your movement speed.
Ignan - When you focus on the ignan tongue you may use your movement to teleport up to 10 feet to a place that you can see.
Terran - When you focus on the terran tongue you gain the ability to move through loose dirt, sand, gravel and other similar materials. When you use this ability you use 10 feet of movement for each five feet you move through the ground.
Runes of the Ancients
As part of the action to attune to a new Rune Tongue you immediately cast that Rune Tongues affiliated cantrip on yourself or a weapon you are holding as appropriate.
Draconic - When you focus on the draconic tongue you may cast Chaos Bolt at first level without requiring a spell slot. You may do this a number of times equal to your Wisdom modifier between long rests.
Giant - When you focus on the giant tongue you may cast Enlarge Reduce on yourself without expending a spell slot or requiring concentration. You must finish a short or long rest to use this feature again. In addition, rolling two or more ones for the damage roll on a spell you cast counts as rolling minimum damage for the purposes of your Giant Tongue trait.
Sylvan - When you focus on the sylvan tongue you may cast Guardian of Nature on yourself without expending a spell slot. You must finish a long rest to use this feature again.
Rune Spell
At fourteenth level you have mastered your chosen rune tongue. You learn powerful spells associated with your Rune Tongue. In addition you gain the following traits based on your Rune Tongue:
Planar Runes
You learn the spells Plane Shift and Etherealness.
When you succeed on a saving throw against damage that you have resistance to, you may use your reaction to allow a creature of your choice within 30 feet of you to gain that resistance instead. You do not gain resistance to the damage. This effect lasts until the end of the turn.
Alternatively when a willing creature within 30 feet of you succeeds on a saving throw against damage that you have resistance to and you fail the saving throw you may cause yourself to succeed on the saving throw and the willing creature to fail.
Primordial Runes
You learn the spells Prismatic Spray and Primordial Detonation. You also gain an additional feature when focusing on...
Aquan - You gain resistance to cold damage.
Aaran - You gain resistance to lightning damage.
Ignan - You gain resistance to fire damage.
Terran - You gain resistance to thunder damage.
When you roll a natural 20 on a saving throw that deals Thunder, Cold, Fire, or Lightning damage you are immune to that damage until the end of that turn.
You learn the spells Prismatic Spray and Primordial Detonation.
When you succeed on a saving throw that deals Thunder, Cold, Fire, or Lightning damage you are immune to that damage until the end of that turn.
Runes of the Ancients
You learn the spells Sequester and Resurrection.
When you succeed on a saving throw against a spell or effect that would give you a status, allied creatures within 30 feet of you that can hear you may add their Proficiency bonus to their save against the same spell or effect.
Rune Master
When you reach 20th level you have innate mastery over your most used runes spells. Choose two 1rst level, two 2nd level and two 3rd level Runemaster spells in your spellbook as your mastered spells. You always have these spells prepared, they dont count against the number of spells you have prepared, and you can cast each of them once at their base levels without expending a spell slot. When you do so, you cant do so again until you finish a short or long rest.
If you want to cast one of your Mastered Spells at a higher level, you must expend a spell slot as normal.