Runepriest, Variant (5e Class)
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Isolated in sacred forges and holy libraries, runepriests seek to unlock the secrets of the runes of divine power. Legend holds that the gods crafted a set of powerful runes, each imbued with a core of divine power, to help create the world and give it order. During the long war against the primordials, many of these runes were lost. Even the gods 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 halls 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 doing so, earning a name for themselves among the masters of rune magic.
You learned the art of rune smithing from your master. Perhaps you sweated over a forge deep within a dwarven stronghold, crafting weapons and armor for the faithful as part of your apprenticeship. Or you might have helped inscribe runes in the living wood of the forest, crafting signs to warn of approaching enemies. Along the way, you learned how to take inscribed runes and turn them into words and signs of power that you can incorporate into your prayers. But now, the time for learning is at an end. Now is the time for adventure. 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 the gods’ foes await your judgment.
Creating a Runepriest
You can make a runepriest quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity if you plan on choosing the Tradition of Power, Intelligence if your plan on choosing the Tradition of Knowledge, or Constitution if you plan on choosing the Tradition of Life or the Tradition of Elements. Second, choose the Acolyte background, unless you plan on choosing the Tradition of Knowledge. Lastly, choose the Rune of Healing or Rune of Resistance, then the Rune of Burning.
As a Runepriest you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Your choice of calligrapher's tools, mason's tools, woodcarver's tools or smith's tools
Saving Throws: Wisdom, Intelligence
Skills: Choose 3 from the following: Arcana, Athletics, History, Insight, Intimidation, Nature, Perception, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- Any simple melee weapon
- (a) A dungeoneer's Pack or (b) An explorer's Pack
- (a) A light crossbow and 20 Bolts or (b) A shield
- (a) Studded leather armor or (b) A chain shirt
|Features||Runes Known||Glyphic Inscriptions|
|4th||+2||Ability Score Improvement||5||2|
|6th||+3||Runic Tradition Feature||6||3|
|7th||+3||Improved Runecasting, Linguistic Knowledge||7||3|
|8th||+3||Ability Score Improvement||7||4|
|10th||+4||Runic Tradition Feature||8||4|
|12th||+4||Ability Score Improvement||9||5|
|14th||+5||Runic Tradition Feature||10||5|
|16th||+5||Ability Score Improvement||11||6|
|18th||+6||Runic Tradition Feature, Linguistic Knowledge||12||6|
|19th||+6||Ability Score Improvement||13||6|
As a Runepriest, you have the ability to cast runes. These are not true spells, although they are spell-like abilities. Runes have a casting time of 1 action (unless specified otherwise) and are cast by tracing them with your fingers, usually on a surface or in the air. Placed runes can be almost invisible if you so choose and an Intelligence (investigation) or a Wisdom (perception) check must be made for a creature to see one. Unless otherwise stated a rune lasts until it’s effect is discharged, it is dispelled (using a spell or ability such as dispel magic), a number of hours equal to your Runepriest level or you regain all expended rune points at the end of a short or long rest, whichever is the shortest.
Your Rune Casting ability mod is Wisdom.
At level 1, you know three runes to cast. You learn additional runes at the specified Runepriest levels in the Runepriest progression chart above. When you level up, you may replace a learned rune with another, during the next long rest. Some runes have a Runepriest level requirement or other requirements, such as language, and these requirements are found in the rune's description.
Runes cost rune points (RP) to cast. At level 1, you have a number of rune points equal to Wisdom Modifier (minimum 1) + Runepriest Level + Proficiency bonus. The cost to cast a rune is specified in the rune's description. You regain all rune points after completing a long rest.
At level 1, you can cast a rune only on a surface, yourself, on a creature, or your equipment, all within 5 ft unless otherwise specified. They may also be cast within your air-space.
Your runecasting ability is Wisdom, and spells or spell-like effects are the effects of a cast rune use this ability's modifier unless otherwise specified.
At level 2, your Runepriest has dedicated themselves to the path of runecasting, and begins to mark themselves as a symbol of that commitment. They choose glyphs with which to mark their bodies, whether by tattoo, burning, or etching. These glyphs, described later in the class description, are permanent and possess a unique trait that grants them power and abilities. You gain two of these glyphs,
At the level 3, you choose your Runic Tradition. These grant certain features at level 3, 6, 10, 14 and 18. These schools are the Runes of Life, Runes of Power, Runes of Knowledge, or Runes of Elements. These traditions also determine the glyphic inscriptions and runes available to you as you level up, and are detailed at the end of the class description.
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.
At level 7, when you cast a rune that is placed, you may place it on a surface, creature or point in space you can see that is within 30 feet of where you cast it, and you can set a trigger that activates when you, an ally, or another creature (hostile or otherwise) steps on or next to the rune, which is 1 foot in diameter. The trigger conditions are determined when you cast the rune and the runes effects activate when the conditions are met. Or, you may set a delay of no more than one hour. You may also set trigger conditions for a buff or healing rune, such as when the target is bloodied. If such a rune is placed on another creature, the creature may choose to activate the effects themselves as a bonus action. You cannot set specific trigger conditions for runes such as physical characteristics, race, class, etc.
Runes placed that are not activated within 1 day dissipate and are void. You may have such runes up to a combined RP cost equal to your Runepriest level. Dispel magic or other similar spells or effects also remove runes. For this spell, a rune's 'spell level' is its rune point cost. The caster may also render the rune void as an action.
Much of this is up to the discretion of the Dungeon Master, however.
At level 7, you gain proficiency in one additional language. You gain this feature again at levels 13 and 18.
At level 15, you gain the ability to place runes on objects such as books and scrolls. You can now make runes smaller to a size of 4 inches in diameter. You can further refine the trigger conditions, such as touching or seeing the rune, or the uttering of a specific word while gazing on it. It can also be removing an object covering the rune, or manipulating the object on which a rune is placed a certain way (unlocking, opening, pressing a button, submerging, burning, etc.
Runes placed can be triggered by creatures or objects with certain characteristics, such as height, weight, race, magical properties (such as a specific magic artifact or a curse). You can also set conditions for creatures do not trigger the rune in the same manner as described for those that do.
Unactivated runes do not dissipate and may remain until they are if the caster so desires. You may have such runes up to a combined RP cost equal to twice your Runepriest level.
At level 20, you may perform a one-minute ritual that requires concentration. At the end of the ritual, you regain 6 Rune Points. You may not perform this ritual again until you have completed a Long Rest. Additionally, when you roll initiative with less than 6 rune points, you can roll 1d6 and add the number to your pool.
Runes are the highlight feature of the Runepriest class. Many runes exist, and any Runepriest can cast them as long as they meet the requirements. :
- Rune of Acceleration (2 RP) For 1 minute, the target creature's speed is increased by 15 feet and is unhindered by rough terrain. This bonus increases to 20 feet at level 7, and 25 feet at level 15.
- Rune of Apocalypse (9 RP, Level 19) When activated, the spell meteor swarm is cast.
- Rune of Arcana (4 RP, Level 7) You or an ally can store a prepared spell of 3rd level or lower in the rune by casting it as part of creating the rune. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the rune is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the rune. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. At level 11, the spell level maximum is increased to 4, at level 13 to 5, and at level 15 to 6.
- Rune of Banishing (5 RP, Level 11) You banish any undead, fey, fiend, celestial or any extraplanar creature from the current plane, provided, this is not their native plane, in which case this rune fails. If they fail a Wisdom saving throw against your spellcasting DC, they are banished and may not return for 7 days. At level 15, the creature takes 5d10+10 Necrotic damage if they succeed on the saving throw.
- Rune of Bones (6 RP, Level 9) 1 skeletons rise from the rune (See PHB) and are under your command until they are killed or after 8 hours has passed, whichever comes first. Upon death, the skeletons fade from the mortal plane of existence. At level 11, 2 skeletons are summoned. At level 13, 3 skeletons are summoned. At level 15, 4 Skeletons are summoned. Casting this rune again will cause any existing skeletons to dissipate.
- Rune of Burning (6 RP) For 1 minute, the target can cast burning hands at the first level as an action, using your runecasting save DC. At level 7, the spell may be cast as a second level spell, and at level 15 as a third level spell.
- Rune of Chilling (3 RP) Casting this rune creates an aura that makes all creatures within a 20 ft radius of the rune required to make a CON save. On a failure, the creatures take 1d6 cold damage and their speed is halved and they cannot take reactions until the end of their next turn. On a success, the creature simply takes half damage with no additional penalty. Any creature that enters the aura or starts their turn in it must make the saving throw. The aura lasts for 30 seconds, and at level 11, the damage increases to 2d6.
- Rune of Curing (3 RP, Level 5) The target is cured of all poisons and diseases.
- Rune of Darkness (3 RP, Level 3) When activated, this rune casts the spell darkness centered on yourself.
- Rune of Dispel Magic (3 RP, Level 5) Choose magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an Intelligence check. The DC equals 10 + the spell’s level. On a successful check, the spell ends. When you cast this rune using an additional 2(x-3) rp, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than x. [x must be greater than 3]
- Rune of Earthshattering (8 RP, Level 17) When activated, the spell earthquake is cast for its full duration.
- Rune of Elemental Repel (2 RP) This rune can be placed on an object, surface or a willing creature. When a hostile target approaches the rune or creature after the turn you cast it, they must succeed a Dexterity saving throw or take 2d6 of a chosen element (Fire, cold, lightning, force, thunder, acid) on a success they take half damage. This damage increases to 3d6 at level 9, and 4d6 at level 17.
- Rune of Elemental Resistance (3 RP, Level 3) The target takes half damage from a chosen element (Fire, Cold, Lightning, Thunder, Force, Acid) for 1 hour.
- Rune of Empowerment (1 RP, level 3, can cast a cantrip with a damage roll) When activated you can add your Wisdom modifier to the damage of all cantrips for 30 seconds
- Rune of Enhancement (3 RP, level 5) One of the effects chosen are applied to a willing target for 1 hour. A creature may only have this cast on them once at a time:
- Symbol of the Wolf- Strength is increased by 3, and the target gains advantage on Strength checks.
- Symbol of the Cat- Dexterity is increased by 3 and the target gains advantage on Dexterity checks. The target does not take falling damage under 20 feet.
- Symbol of the Bear- Target’s temporary HP is increased by 1d6 until the rune fades, and they gain advantage on Constitution checks.
- Symbol of the Fox- Target’s Intelligence is increased by 3, and they gain advantage on Intelligence checks.
- Symbol of the Owl- Target’s Wisdom increases by 3, and they gain advantage on Wisdom checks.
- Symbol of the Lion- Target’s Charisma increases by 3, and they gain advantage on Charisma checks.
- Rune of Expertise (5 RP) For 10 minutes, the target's proficiency is doubled for ability checks.
- Rune of Greater Healing (5 RP, Level 11) Restore the Target for 4d10+5 hit points. This becomes 5d10 at level 15. Has no effect on constructs or undead.
- Rune of Greater Mass Restoration (7 RP, Level 15) An aura develops a dome of 20-foot radius around the rune. All non-hostile creatures are healed for 8d6+5 hit points. At level 18, this becomes 10d6. Has no effect on constructs or undead.
- Rune of Guardianship (2 RP) Increase the AC of target creature or object by 2 for 1 minute. At level 11, this bonus becomes 3.
- Rune of Healing (2 RP) Restore the Target for lost hit points equal to 1d6+your Wisdom modifier. At level 5, this becomes 2d6, and at level 9 it becomes 3d6. Has no effect on constructs or undead.
- Rune of Holding (3 RP, level 3) You can place this as a trap, or make a melee attack roll against the target's AC, adding your runecasting attack bonus to the roll. On a success, the target creature makes a wisdom saving throw and on failure is paralyzed for 1 minute.
- Rune of Impact (3 RP) Creatures within a 20-foot radius must make a Dexterity saving throw. Those that fail take 2d10 thunder damage and are knocked back 10 feet, and those who succeed take only half damage. This damage is increased to 3d10 at level 5, 4d10 at level 11, and 5d10 at level 17.
- Rune of Invisibility (3 RP, Level 7) The target becomes invisible for 1 minute, or until they take damage, casts a rune or spell, or makes an attack. At level 17, the duration is increased to 10 minutes.
- Rune of Mass Restoration (4 RP, level 7) An aura envelops a 20-foot radius dome around the rune. All non-hostile creatures are restored for a number of lost hit points equal to 2d12+your Wisdom Modifier. This increases to 3d12 at level 13. Has no effect on constructs or undead.
- Rune of Miraculous Healing (7 RP, Level 17) Restore the target for up to 8d10+8 lost hit points. Has no effect on constructs or undead.
- Rune of Peace (4 RP, Level 5) All chosen creatures within 30 feet of the rune are Charmed if they fail a Wisdom saving throw. This effect lasts for 10 minutes or until a creature is harmed by you or a member of your party.
- Rune of Primordial Summoning (5 RP, Level 13) Elementals are summoned at the rune, with a combined CR of 5 or lower, as if casting conjure elemental. At level 17, the max CR is 6. No more than 10 elementals from this rune may be under your control simultaneously.
- Rune of Raised Thrall (6 RP, Level 13) You choose a deceased humanoid, and raise it as an undead as though casting the spell raise dead, as long as it has been dead no less than 10 days. As a bonus action on each of your turns, you can mentally command any creature you animated with this rune if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this rune on the creature before the current 24-hour period ends.
- Rune of Resistance (3 RP) The target creature takes half damage for 3 round. At level 7, this increases to 1 minute.
- Rune of Smiting (4 RP, Level 7, non-evil alignment, a Holy Symbol) A rune is placed, and once activated, a beam of divine light comes down, dealing radiant damage. Creatures within a 10-foot radius cylinder of the rune must make a dexterity save. On a failed save, creatures take 5d12 radiant damage + your Wisdom modifier. On a successful save they take half damage. Undead and fiendish targets take disadvantage on the roll. The damage is increased to 6d12 at level 15.
- Rune of the Gate (2 RP for each gate; Level 5) The caster places the rune on a surface on the ground, and it serves as the first gate. The gate is large enough to accommodate 5 medium sized creatures or 2 large creatures. A gate rune remains active for 24 hours or until a second rune is placed. Elsewhere, the caster may place the second gate-rune. As long as the runes are on the same plane of existence, a creature can stand on one and be transported to the other. Only two runes may be placed by the caster simultaneously. Placing a third will force the caster to dispel one. If a gate is dispelled by something else, the caster will know, and both runes are destroyed. Once a second gate is placed, both remain active for 24 hours. Placing a third rune will not reset the time, and the new rune will timeout at the end of the 24 hours. At level 17, the time is extended to 1 week.
- Rune of Resurrection (10 RP, level 9) You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This rune also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This rune doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the rune, they take effect when the creature returns to life. The rune can’t return an undead creature to life. This rune closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—this effect automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Has no effect on constructs or undead.
- Rune of Turn Undead (3 RP) Any undead within 30 feet of the rune must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
- Rune of War (4 RP, Level 5) Any chosen creatures within 30 feet become frenzied if they fail a Wisdom saving throw. This effect lasts for 1 minute or if until one of the affected creatures drop below 0 HP. They must spend their action to attack the creature nearest to them while frenzied.
- Rune of Zombification (15 RP, Level 15) The creature targeted by this Rune must make a Constitution saving throw or take 5d10+25 necrotic damage (half as much on a failed save). A creature killed by this rune becomes an undead under the caster’s command permanently.
A Runepriest marks their body over time with glyphic sigils. These are no mere markings and their purpose exceeds symbolism. Each one has their effect, and as long as you meet the requirements, the effects of a glyphic inscription are always active. :
- Glyph of the Ancient Arcanist (level 19) - Choose a spell from any class list, of a third level or lower. Its casting time must take no longer than one action. You may now cast that spell 3/day without a spell slot. The spell is cast at the third level, and its spellcasting ability is Wisdom.
- Glyph of Arcane Eye - Can Cast detect magic at-will without a spell slot.
- Glyph of the Archmagi (level 19) - Choose a level 7 spell from any class list. You may now cast that spell once per long rest without expending a spell slot. The spellcasting ability for this spell is Wisdom.
- Glyph of the Bastion - You gain proficiency in Heavy Armor. Wearing a shield provides 1 additional AC.
- Glyph of the Beast (level 9) - Gain the Wild Shape class feature of the druid class. The shape you choose must have a CR less than or equal to half your Proficiency Bonus. You cannot cast spells or cantrips while in beast form. you can only stay in your wildshape for a number of hours equal to half your proficiency bonus
- Glyph of Cryptspeech (level 9) - Can cast speak with dead 3/day without a spell slot.
- Glyph of Divine Smite (bound weapon, level 9) - Bound Weapon now can now deal +2d4 Radiant damage. When struck, Undead and fiends must make a Wisdom save against you rune save DC, or be frightened when struck. Effect cannot be used simultaneously with Glyph of Elemental Fury.
- Glyph of Dragonsblood (Draconic Language, level 9) - Choose a draconic type (chromatic color or metallic color). You now have resistance to that corresponding type. You also have that corresponding Dragonborn's breath weapon (see PHB). You can use the breath weapon twice per long rest and it does 3d4 damage.
- Glyph of Elemental Fury (level 9) - Your weapon attacks deals +1d4 damage of an element of your choice (Fire, Cold, Lightning, Force, Acid, Thunder). This glyph may be chosen multiple times, each with a different element, but only one element may be active on a single attack.
- Glyph of Elvenkin (Elven Language, level 9) - Your footsteps are silent, and you have advantage on Dexterity (Stealth) checks relying on moving in silence. You can now achieve a long rest by means of the elven ‘trance’ feature. Elves with this inscription now complete their trance rest in half the time.
- Glyph of Hellblood (Infernal or Abyssal Language, level 12) - You resist fire, necrotic and poison damage, and are immune to the poisoned condition. You have darkvision (superior if you already possessed it). You can use an action to detect fiends, undead and celestials within 30 feet once per short or long rest.
- Glyph of Giantkind (Giant Language, level 9) - Can cast enlarge/reduce on yourself to enlarge yourself. The effect lasts for 10 minutes and requires no concentration. This can be done once per short or long rest.
- Glyph of the Mage - Choose two cantrips from any class spell list. You may cast these cantrips now. This may be chosen multiple times for more cantrips, and your Spellcasting ability for these cantrips is Wisdom.
- Glyph of the Mind’s Eye - Gain proficiencies in Insight and Investigation.
- Glyph of Moradin (Dwarven Language, Level 4) - Your AC rises by 1. Hammers you wield now have a +1 on their attack and damage rolls.
- Glyph of the Muse (level 9) - Choose any level 1 bard spell with a casting time no longer than a standard action. You may now cast this spell 3/day without a spell slot. The spellcasting ability for this spell is Wisdom. You gain proficiency in a musical instrument and in Performance, if you already have performance you can choose a different skill proficiency instead..
- Glyph of Primordial Essence (Primordial Language, level 12) - Can cast 4 spells 1/day at their minimum or specified level for 3 rune points each.
- Fireball (level 3)
- Fly (targeting yourself)
- Glyph of Ranged Casting (level 9) - You can place runes 40 feet away.
- Glyph of the Ranger (level 6) - You may now add your Wisdom Modifier (minimum 1) to the attack rolls of your ranged weapons.
- Glyph of Recovery (level 4) - Whenever you roll a hit dice you can choose to add the roll to your rune point total instead of your hit points
- Glyph of Runeblood - Your rune point maximum increases by 5
- Glyph of Runic Strength (level 19) - Add your 1/2 Wisdom Modifier to your strength score. Your maximum strength score is 22.
- Glyph of Savage Strike (level 6) - You can attack twice, instead of once, whenever you take the Attack action on your turn to make an additional weapon attack at disadvantage.
- Glyph of Scriptsight - Can cast comprehend languages 3/day without a spell slot.
- Glyph of the Serpent (level 9, Dexterity 14) - You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Glyph of Sharpsense (level 6) - Gain proficiency in Perception. Add your 1/2 Wisdom modifier (minimum 1) to your Initiative Modifier.
- Glyph of Silvertongues - Gain proficiency in Deception and Persuasion.
- Glyph of Starblood (Celestial Language, level 12) - You resist radiant, necrotic and poison damage, and are immune to the poisoned condition. You have telepathy that extends to 90 feet. You can use an action to detect fiends, undead and celestials within 30 feet, this can be done once per short or long rest.
- Glyph of Twinned Souls (level 9) - May spend extra rune points to cast two runes simultaneously, the cost is equal to the price of both runes+8 minus your proficiency bonus.
- Glyph of Warding - While unarmored, your Armor Class equals 10 + Your Dexterity and Wisdom Modifiers. You may still use the effects of this inscription while wearing a Shield.
- Glyph of Windstep (level 9) - Can cast levitate 3/day without a spell slot. Your base walking speed increases by 10 feet while wearing anything that is not medium or heavy armor.
- Glyph of Vitality - +1 hit point per runepriest level.
At level 3, you choose from one of the Traditional Schools of Runic Artistry. Life provides strong healing capabilities. Power is great for the more martially-inclined runepriests. Knowledge is great for those who want to broaden their horizons and learn new things. Finally, the Elemental school is for those who wish to harness the power of the natural phenomena around them.
Tradition of Life
Choosing the tradition of Life means you will become a healer above all else. The viridian sigil of life etches itself on your forehead.
Bonus Cantrip. Upon choosing this tradition at level 3, you learn the cantrip spare the dying.
Bonus Rune. Upon choosing this tradition at level 3, you gain the Rune of Healing, which does not count against the number of known runes. If you know this rune, choose another in its place.
Bonus Glyph. Upon choosing this tradition at level 3, you gain the Glyph of Vitality, which does not count against your number of inscriptions.
Healing Soul. At level 6, when you use a rune, spell or feature to heal a creature other than yourself, you gain temporary HP equal to your runepriest level. These temporary hit points last 1 hour.
Healer Adept. At level 10, your healing runes cost 1 less rune point to cast.
Enhanced Glyph. At level 14, your Glyph of Vitality grants you 1 additional HP per runepriest level.
Restoration Expert. At level 18, when you would heal with a Rune or Spell, expend 2 rune points to heal for its maximum potential.
Tradition of Power
Choosing the tradition of Power grants you physical superiority. The violet sigil of power etches itself on your forehead.
Bonus Proficiencies. Upon choosing this tradition at level 3, you gain proficiency with Martial Weapons and Heavy Armor.
Bonus Rune. Upon choosing this tradition at level 3, you gain the Rune of Guardianship, which does not count against the number of known runes. If you know this rune, choose another in its place.
Weapon Bond. Upon choosing this tradition at level 3, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence as you, you can summon that weapon as a bonus action on your turn, causing it to instantly teleport to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon it starts to use attunement slots, one per weapon after the first two.
Bonus Glyph. At level 6, you gain the Glyph of Savage Strike, which does not count against your number of inscriptions.
Improved Weapon Bond. At level 10, when you cast a rune as a standard action, you may make one weapon attack with a Bound Weapon as a bonus action.
Martial Recovery. At level 14, when you roll a critical hit or reduce a hostile creature to 0 hit points with a bound weapon attack, you regain 2 rune points.
Runic Vigor At level 18, you may add your wisdom modifier to the damage of weapon attacks made with your Bound Weapons.
Tradition of Knowledge
Choosing the tradition of Knowledge rewards you with a vast array of skills and wisdom. The azure sigil of knowledge itself on your forehead.
Bonus Proficiency. Upon choosing this tradition at level 3, you gain one additional skill proficiency from the class list. You may also choose two of your skill proficiencies, and gain Expertise in those two skills, doubling your proficiency bonus in those relative checks.
Bonus Rune. Upon choosing this tradition at level 3, you gain the Rune of Expertise, which does not count against the number of known runes. If you know this rune, choose another in its place.
Bonus Glyph. Upon choosing this tradition at level 3, you gain the Glyph of Scriptsight, which does not count against your number of inscriptions.
Bonus Proficiencies. At level 6, you gain proficiency in two additional skills, weapons, languages or tools.
Font of Arcane Knowledge At level 10, you learn 1 cantrip and 2 spells (of third level or lower) from any class list you wish. You may cast the spells once at their lowest levels. You must complete a long rest before you may cast them again. The spells need not be from the same list. Wisdom is your spellcasting ability for these spells.
Enhanced Glyph. At level 14, your Glyph of Scriptsight allows you to cast the spell augury at will, without any material components.
Reliable Knowledge. At level 18, when making an Intelligence check, you may use your Intelligence score instead of the result.
Tradition of the Elements
Choosing the tradition of the Elements allows you to harness nature's energy at the whim of your runic potential. The ember sigil of elements etches itself on your forehead.
Bonus Spell. Upon choosing this tradition at level 3, you may cast the spell chromatic orb without any material components at its first level a number of times equal to your Wisdom Modifier between long rests. At level 6, you may cast it at its 2nd level. At level 14 you may cast it at its 3rd level.
Bonus Rune. Upon choosing this tradition at level 3, you gain the Rune of Elemental Repel, which does not count against the number of known runes. If you know this rune, choose another in its place.
Elemental Resistance. Upon choosing this tradition at level 3, you gain resistance to a chosen element (Force, Fire, Lightning, Cold, Thunder, Acid).
Bonus Glyph. At level 6, you gain the Glyph of Elemental Fury, which does not count against your number of inscriptions. The chosen element is the same as the element you chose for Elemental resistance.
Elemental Command. At level 10, you may cast conjure elemental at its lowest level twice between long rests.
Enhanced Glyph. At level 14, your Glyphs of Elemental Fury allow you to roll d8s instead of d6s for damage.
Elemental Absorption. At level 18, you become immune to the damage type you chose for Elemental Resistance. When hit with an attack or effect that would deal this type of damage, you absorb 25% of the damage rolled as regained HP(round down).
Prerequisites. To qualify for multiclassing into the Runepriest class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Runepriest class, you gain the following proficiencies:
Simple Weapons, Light Armor, Shields.