Runepriest (5e Class)
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Runepriest
“ | These are the words... formed of the gods tongues. They empower and drain all strength and spell alike. | ” |
Ulfgar Brambleron pins his body to the side of the wall in an attempt to escape the notice of the rampaging dragon. The beast's rage has spent his companions, and one lays near death, crushed under a fallen piece of debris. The elven ally shouts to the dwarf and lets loose an arrow, striking the dragon's eye. In that moment, a divine symbol, or rune, appears atop Ulfgar's polished head. With a glow in his eyes, he rushes to the center of the fray.
When he strikes the rod of his hammer onto the ground with a thunderous gesture, the rune above his head glows bright as the sun. The light flows from the rune into his allies and their former vigor returns. Whilst they resume their struggle against the dragon, Ulfgar slips to pull out his fallen companion from the debris. A different rune appears over his head and he murmurs some of the ancient forgotten language. As if spoken back to life, his ally's eyes flutter open and breath returns to their body.
Get up now. Tis not a time to rest yet.
Creating a Runepriest
Runepriests are users of an ancient and primordial power: the divine alphabet of runes. They are common sights in holy libraries and sacred forges, where these divine symbols are revealed in their true splendor. These runes were alleged to have been set up by gods and imbued with powerful core energies. However, after their war with the primordials, much of these runes were lost, scattered into the realms, awaiting new discovery. Runepriests are those who pursue these letters and symbols of power, whether by infusing it into their weapons or armor, or using it to call the gods themselves.
How did you come across your obsession with runes? Did you work over a dwarven forge as an apprentice and learn of them as you were inscribing them onto tools? Perhaps you came upon some that were scratched onto trunks of an ancient and hallowed forest. You learned the methods of which to use these runes for your own benefit, and now you are striking out to discover more of this mysterious power.
Note: Rune magic is dangerous, as it was meant solely to be used by gods and their best servants. Runepriests handle only the weakest of these, lest they risk their soul and bodily health. While runes have spell-like properties, they are, in fact, not spells at all.
- Quick Build
To make a runepriest quickly, follow these instructions: First, your highest score should be Strength, followed by Wisdom. Second, choose the archaeologist background from Tomb of Annihilation.
Class Features
As a Runepriest you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Runepriest level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Runepriest level after 1st
- Proficiencies
Armor: light armor, chain mail, shields
Weapons: simple weapons
Tools: smith's Tools
Saving Throws: Strength, Wisdom
Skills: Choose three from Religion, Insight, Athletics, Perception, Arcana, Nature, and Medicine
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) mace or (b) 2 light hammers
- (a) leather armor or (b) chain mail
- (a) an explorers pack or (b) a dungeoneer's pack
Level | Proficiency Bonus |
Rune Slots | Stances | Features |
---|---|---|---|---|
1st | +2 | 3 | 0 | Runic Artistry, Rune Master |
2nd | +2 | 3 | 1 | Rune State |
3rd | +2 | 5 | 1 | — |
4th | +2 | 5 | 1 | Ability Score Improvement |
5th | +3 | 6 | 1 | Runic Artistry feature |
6th | +3 | 6 | 2 | Rune Recharge |
7th | +3 | 7 | 2 | — |
8th | +3 | 7 | 2 | Ability Score Improvement |
9th | +4 | 7 | 3 | Stance Swap |
10th | +4 | 8 | 3 | Runic Artistry feature |
11th | +4 | 8 | 3 | Rune Alteration |
12th | +4 | 8 | 3 | Ability Score Improvement |
13th | +5 | 9 | 4 | — |
14th | +5 | 9 | 4 | Runic Ascension |
15th | +5 | 11 | 4 | Runic Artistry feature |
16th | +5 | 11 | 4 | Ability Score Improvement |
17th | +6 | 12 | 5 | — |
18th | +6 | 13 | 5 | Divine Mandate |
19th | +6 | 13 | 5 | Ability Score Improvement |
20th | +6 | 15 | 5 | Runic Enlightenment |
Rune Master
Starting at 1st level, you command the power of runes. Using these symbols, you command forces of nature and beyond with the authority of old divinity.
- Acquiring and Using Runes
Runes are symbols that you gain with experience and knowledge. Perhaps you find new powered runes in your latest adventure, which you add to your repertoire of known characters. You know and can use as many runes as listed under Rune Slots in the runepriest class table. Some runes are intrinsically connected with each other or with attributes that serve as prerequisites. You need to fulfill any prerequisites present to use a rune. Runes recharge at different rates, usually depending on their power. To use a rune, you must declare the rune, as if fulfilling the verbal component of a spell, and draw the rune, as if fulfilling a somatic component. Some runes are instantly applied upon being learned, and their benefits are passively present.
Some runes force saving throws. The DC for these saving throws is equal to 8 + your Wisdom modifier + proficiency bonus
- Swapping Runes
At each level where you would learn new runes, you can also swap out a number of runes you can use equal to your proficiency bonus.
You start knowing 3 runes of your choice from the following options. What runes you do not select can always be picked later when you reach a level to learn more runes:
- Rune of Sacrifice: You can choose either yourself or one other willing creature within 30 feet of you as an action. The target chooses to expend up to 5 of their hit dices. Choose up to two creatures other than the target within the same range. They regain hit points equal to the maximum value of the hit dice expended, divided between them. You must finish a long rest after using this rune to use it again.
- Rune of Binding: As an action, you imbue your weapon with this rune and strike, making a weapon attack as normal. If you hit with this weapon, the target takes weapon damage as usual, and also becomes grappled by the rune's power until the end of your next turn.
- Rune of the Bulwark: As an action, you can bless yourself with a powerful runic ward. For 1 minute, you gain a bonus to your AC equal to your proficiency bonus. You must finish a long rest to use this rune again.
- Rune of Thunder: As an action, you imbue your weapon with this rune and give it thunderous power. For 1 minute, the imbued weapon deals additional thunder damage equal to your Wisdom modifier. You must finish a short or long rest after using this rune to use it again.
- Rune of the Sun: Invoking your strength as fuel, you imbue fire into your weapon as an action before striking at a foe within its range. On a hit, the weapon deals fire damage instead of its usual damage type, and the creature is blinded until the end of your next turn. The intense heat of this attack still harms enemies so that even if you miss, the target still takes fire damage equal to your Strength modifier. You must finish a short or long rest after using this rune to use it again.
Runic Artistry
There are three main traditions of runepriests are that of Defiant Word, Wrathful Hammer, and Shan Zi. Choose one of these traditions as your subclass, all detailed at the end of the class description. You gain features and additional runes from your selected tradition at 1st, 5th, 10th and 15th levels.
Rune State
Starting at 2nd level, you can take on a series of forms initiated by the power of powerful runes that force your body and mind to enter a sort of trance. These are called rune stances. They serve to emulate the power of runes over a period of time. You know as many stances as shown under the Stances column of the runepriest class table. You start knowing one of the three stance options below; choose either the Stance of Protection, Destruction, or Bravery. What you do not choose can be chosen at a later level when you learn a new stance. You learn a new stance at levels 6, 9, 13 and 17, choosing from the Runic Stances listed at the bottom of the class description. You can only enter one stance at a time, using an action to activate them. Every stance lasts for up to 1 minute, or until you dispel them with a bonus action. After you have used a stance, you cannot use any more stances until you have finished a short or long rest, at the end of which you regain the rune states. You must spend at least 30 minutes of the rest meditating to regain use of your runic stances.
- Stance of Protection
While adjacent to you, allied creatures gain a +1 to their Armor Class
- Stance of Destruction
Allied creatures have advantage on attack rolls against creatures adjacent to you.
- Stance of Bravery
You can add your Wisdom modifiers to all your saving throws, and double your modifier for Wisdom saving throws.
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 Recharge
Starting at 6th level, you gain greater control over your runes so you can use them more often. As a bonus action, you can draw upon the divine knowledge of the symbols you wield to recover use of a number of expended runes up to half the number of your proficiency bonus, rounded down. If you choose a rune that has multiple uses, you only regain one use of that rune. You must finish a long rest to use this feature again.
Stance Swap
Starting at 9th level, you learn of versatile ways to best spend your time in a rune stance. While you are using any stances through your Rune State feature, you may swap to another stance with no action necessary. This resets the duration of the stance to 1 minute. You can use this feature once, regaining use when you finish a long rest.
Rune Alteration
Starting at 11th level, you learn the ways which you can alter a rune so that it can perform better for your use. When you use a rune, you may use one of the following options:
- Expanse: When you use a rune that has a range of 5 feet or greater, you can double the rune's range of effect. Alternatively, when you use a rune that has a range of touch, you can make the range of the rune 30 feet.
- Divine Luck: When you roll damage for a rune, you can reroll a number of the damage dice up to your Wisdom modifier (minimum of one). You must use the new rolls.
- Eternity Reach: When you use a rune that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
- Defense Mitigation: When you use a rune that forces a creature to make a saving throw to resist its Effects, you can give one target of the rune disadvantage on its first saving throw made against the spell.
- Divine Wrath: When you use a rune that deals damage, you can have it deal an additional die of damage.
You can only affect a rune with one alteration at a time while it is active. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of 1), and you regain all use of this feature when you finish a long rest
Runic Ascension
Your delve into the power of runes allows you to uncover a new class of them, known as archaeorunes. Starting at 14th level, you learn 2 Archaeorunes of your choice from the list below. Every time you would take new runes, you can also take archaeorunes. Due to their power, some archaeorunes take up more rune slots. However, with your newfound power, some runes no longer require so much maintenance from you. You may choose two non-archaeorunes you know in your slots and have them no longer count towards your total rune slots. You can remove the slot cost of two more runes at levels 17 and 20. Archaeorunes use the same saving throw DC as your normal runes.
Divine Mandate
Starting at 18th level, using runes of the gods empower your own abilities and force others to obey them. When you use a rune affecting a creature, you may choose one of the following options to apply to the rune:
- Masterful Force: If your rune requires a creature to make a saving throw, you can have that creature roll with a penalty equal to your Wisdom modifier, no action necessary. This cannot be applied to runes targeting more than one creature.
- Wizened Pierce: If your rune has you make an attack roll, you can add your Wisdom modifier to the roll, no action necessary.
- Mass Subjugation: If your rune requires creatures to make a saving throw, you can have them roll with disadvantage, no action necessary. This cannot be applied to runes targeting only one creature.
Runic Enlightenment
At 20th level, you become a paragon among mortals with your use of divine powers. Your Wisdom score increases by 4. Your maximum for this score is now 24.
Defiant Word
The tradition of defiance for runepriests is to fight in the front lines. They are likened to a parchment containing runes that endures the cold, rain, and flutters, clinging to the eaves in the wind. This speaks volumes of their persistence in the face of danger, and they have no qualms supporting allies amid the fray.
- Runes of Tradition
You can add the following runes to your list of starting options for your Rune Master feature:
- Rune of Exchange: You choose one creature within 30 feet of you, excluding yourself, without needing to expend an action. Until the end of your next turn, the targeted creature has advantage on their attack rolls. However, attack rolls against them roll with advantage as well. Once you use this rune, you must expend a hit die to use it again, either as part of a short or long rest or an action.
- Rune of Dawn: You choose a point within 60 feet of you. A rune appears and spreads up to a radius of 10 feet from that point. All creatures friendly to you within the area of the rune have advantage on all saving throws until the end of your next turn, when the rune fades. You can use this rune a number of times equal to your proficiency bonus, and you regain all uses after you finish a long rest.
- Pact of Peace
Starting at 1st level, you draw a rune to show you mean no harm in the truest sense. Every creature in a 20-foot-radius sphere centered on you must make a Charisma saving throw against your runic saving throw. A creature becomes aware of this rune when you use it, and can choose to fail this saving throw if it wishes. Creatures with Intelligence less than 4 are unaffected by this rune. If a creature fails its saving throw, you can make it indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. This rune lasts for 1 minute, after which the creature becomes hostile again, unless the DM rules otherwise. You can use this rune once, regaining use after you finish a short or long rest.
- Banner of Alliance
Starting at 5th level, you are empowered by allies, and they are conversely empowered by your collective presence. As a bonus action, you summon a runic banner that flies over your head for 1 minute or until you dispel it with another bonus action or are knocked unconscious. While it is in effect, creatures friendly to you within 10 feet of you regain hit points equal to your Wisdom modifier at the beginning of each of their turns so long as they remain within range. You can use this rune a number of times equal to your proficiency bonus, and you regain all uses after you finish a long rest.
- Rune of the Fortress
Starting at 10th level, you gain the power to stop those who come for your allies. Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
- Rune of Defiance
Starting at 15th level, you channel the endurance to sustain your powers and pray to the knowledge of divinity that you may continue to fight in the face of peril. When you use a rune, you may choose for it not to be expended without using an action. You can only use this feature once, regaining use when you finish a long rest.
Wrathful Hammer
Runepriests of the wrathful hammer inscribe their powerful runes on tools of metal, stone, and wood which can contain the energy's channeling. They tend to lead their allies into battle rather than support them, and they stay at the forefront of the fight.
- Runes of Tradition
You can add the following runes to your list of starting options for your Rune Master feature:
- Rune of Vengeance: When a creature you can see within range of your weapon successfully makes an attack on you, you can expend your reaction to strike back.
- Rune of Arms: You gain proficiency in martial weapons.
- Executioner's Rune
Starting at 1st level, you can mark those who you deem worthy of your wrath. As a bonus action, you give a mad cry and mark one creature within 60 feet of you with the rune. You have advantage on all weapon attack rolls against the marked target, and you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack. This rune lasts up to 1 hour, during which you must focus on maintaining it, as though concentrating on a spell. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature after you finish a long rest.
- Banner of the Brave
Starting at 5th level, you rally others with your impressive war talk from experience. You can add your Wisdom modifier to any Charisma ability checks you make.
- Rune of the Pheonixian Phalanx
Starting at 10th level, your body is imbued with the powers of revival when you are aided by allies. When you would drop to 0 hit points from a melee attack, and a creature friendly to you is adjacent of you, you can use your reaction to make a melee weapon attack with the last of your strength. On a hit, you are revitalized and instead drop to 1 hit point. On a miss, you drop unconscious and begin your death saving throws as normal. You must finish a long rest before using this feature again.
- Rune of the Iron Giant
Starting at 15th level, the runes of powerful defenses cover your body and bolster you. You gain proficiency in Constitution saving throws.
Shan Zi
Shan zi runepriests are a lot who tend to be more educated than the average person. This tradition hails from Kara-Tur, where runes are seen as a divine power to shape life. Runepriests of this artistry see it as a way to follow enlightenment. An alternative name of this runic artistry is the Serene Blade.
- Runes of Tradition
You can add the following runes to your list of starting options for your Rune Master feature:
- Rune of the Celestial Armor: Your Armor Class while you are unarmored is equal to 10 + your Dexterity + your Wisdom modifier.
- Rune of Diminishment: As no action on your part, you apply this rune onto a weapon you are proficient in. When you successfully hit a creature with this weapon, their strength is sapped by the rune on your weapon. Until the end of their next turn, their attack rolls are made with disadvantage. This effect does not stack if you hit a creature multiple times via features like extra attack. This rune on your weapon persists for 1 minute or until you dispel it with no action necessary. You must finish a short or long rest to use this rune again.
- Astral Wind Rune
Starting at 1st level, you move as fast as the wind itself, such that danger cannot catch you. When a creature moves within 5 feet of you, you may use a reaction to move up to half your movement speed away from them. This movement does not provoke opportunity attacks. You can only use this feature once per combat.
- Rune of Preservation
Starting at 5th level, you can preserve the integrity of your surroundings as a nod towards their existence in the art of life, leaving them in their serene state. As an action, you may touch up to 3 objects within range of yourself, that can be no larger than a 10 by 10-foot cube in size, and bless them with this rune. The object is protected from erosion, decay, and undead powers for a number of days equal to your Wisdom modifier. The rune also effectively extends the time limit on raising corpses from the dead, since days spent under the influence of this rune don't count against the time limit of spells such as raise dead. You can also touch the same number of creatures in range that are dying with this rune to instantly stabilize them and grant them 1 hit point. You can use this rune once, regaining use when you finish a short or long rest.
- Anthemic Rune
Starting at 10th level, you can empower those who display vigor on the battlefield with a runic hymn. As a bonus action, you summon a rune that begins singing an anthem, which lasts for 1 minute, or until you dispel it with another bonus action. When an allied creature within 120 feet of you makes a melee weapon attack and they can hear the anthem, if their attack hits, they may make one more attack with their weapon. The number of attacks do not stack if they hit their target. If they have a feature allowing them multiple attacks, they only receive one extra attack, not one for each attack. You can use this rune once, regaining use when you finish a short or long rest.
- Rune of the Karmic Word
Starting at 15th level, you gain the following two runes as an option for your Rune Master feature:
- Rune of Wrathful Karma: You can strike back at those who dare hit you with thunderous retribution. You can apply this rune to your weapon without an action. When you successfully hit with this rune-marked weapon, the target becomes marked by the rune. The target takes thunder damage equal to your proficiency bonus + your Wisdom modifier every time they make an attack roll for the rune's duration. This rune lasts for 1 minute. You can use this rune a number of times equal to your Wisdom modifier, regaining all uses when you finish a long rest.
- Rune of Blessed Karma: You create a field of positive energy around you as a reaction when someone within 30 feet of you regains hit points. This field extends up to 30 feet from you, moves with you, and lasts for 1 minute. Any creatures that regain hit points within this field regain an additional amount of hit points equal to your Wisdom score. You can use this rune once, regaining use when you finish a short or long rest.
Runes
- Bolstering Rune
As a bonus action, you touch a creature within 5 feet of you, including yourself. Until the end of your next turn, the target gains temporary hit points equal to your Wisdom modifier + your proficiency bonus. You can use this rune a number of times equal to your Wisdom modifier, and you regain all uses after you finish a long rest.
- Cloud Step Rune
As an action, you render yourself able to hover to avoid obstacles. For one minute, you gain a flying speed of 5 feet, and you cannot fly more than 5 feet off the ground. You can use this rune a number of times equal to your Wisdom modifier, and you regain all uses after you finish a long rest.
- Rune of Elemental Warding
As an action, you summon the power of the rune on yourself and gain resistance to all fire, cold, lightning, poison and acid damage until the end of your next turn. You must finish a short or long rest after using this rune to use it again.
- Rune of Hope
You endure and return from the brink of death like the final hope in the face of despair. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
- Rune of the Dead Man
The dead man doth not breathe nor require anything, for he is now in solace. You no longer need to eat, sleep or breathe.
- Rune of the Icon
Prerequisite: Rune of Binding
Now you can restrict the movements of others better, making them like statues. When you successfully grapple a creature on your turn, they instead become restrained for the duration of the grapple.
- Rune of the Pallbearer
As a final send-off, you can grant the dead a voice one last time. By transcribing this rune onto the tongue of a corpse, you can cast the speak with dead spell with no material components. You must finish a long rest to use this rune again.
- Rune of Burning Sage
You can spend 10 minutes drawing this rune on a surface up to 30 feet in diameter. For 24 hours, creatures of the undead type cannot cross into the area marked by the sanctified rune.
- Rune of the Pyre
Prerequisite: 7th-level runepriest
You send the dead to where they should be, as well as other sinister forces. As an action, you can designate one creature within 30 feet of you. The creature must attempt a Charisma saving throw. Creatures that are not undead or aberrations automatically succeed this saving throw. On a failed save:
- If the creature is undead type, they take 4d10 radiant damage.
- If the creature is aberration type, they are banished as though targets of the banishment spell.
On a successful save, the creature is unaffected. You can't use this feature again until you finish a short or long rest.
- Rune of the Undertaker
The scent and aura of death is now well known to you. You instantly know if an undead-type creature is within 120 feet of you.
- Rune of Twilight Crystals
Prerequisite: 10th-level runepriest
You invoke the power of cosmic currency and the gods of luck. You can spend 1 minute drawing a runic ritual circle up to 5-feet in diameter. Roll a d20. Based on the result, consult the table below. The rune circle glows and disappears, leaving behind the corresponding object. You can use this rune once, regaining use when you finish a long rest.
d20 | Item | Item | |
---|---|---|---|
1 | A pile of 100 cp | 11 | A buckler shield |
2 | A pearl worth 10 gp | 12 | A quiver of 25 arrows |
3 | A diamond worth 1000 gp | 13 | A case of 20 bolts |
4 | A ruby worth 50 gp | 14 | A set of commoner's clothes |
5 | A pile of 100 gp | 15 | A pile of 10 pp |
6 | A quarterstaff | 16 | A pile of 20 ep |
7 | A rusty shortsword (trinket) | 17 | A diplomat's pack |
8 | A gold necklace worth 5 gp | 18 | A painting worth 15 pp |
9 | A sapphire worth 20 gp | 19 | A set of fine clothes |
10 | A pile of 10 sp | 20 | A pile of 200 gp |
- Rune of True Nature
You can sense the true identities of others using this divine rune. As a bonus action, you declare a target within 30 feet of you with a verbal and somatic component, as though casting a spell. This rune appears on them and changes a certain color to denote their creature type.
Red = humanoid |
Purple = aberration |
Clear = construct |
- Airlock Rune
You are considered immune to the effects of weather, including environments of Extreme Cold and Extreme Heat, as detailed on page 110 of the Dungeon Master's Guide. You also can hold your breath for up to 4 hours at a time.
Archaeorunes
These are souped-up runes afforded to you by your Runic Ascension feature.
- Rune of Celestial Lightning
Prerequisite: This archaeorune takes up 2 rune slots
As an action, you summon forth a 5-foot-diameter pulsating rune. It appears in an unoccupied space of your choice within 60 feet of you, and lasts for the 1 minute. Any creature that ends its turn within 10 feet of the rune must make a Dexterity saving throw. The creature takes 7d6 lightning damage on a failed save as they are struck by cosmic lightning, or half as much damage on a successful one. As a bonus action, you can move the rune up to 30 feet in a direction of your choice. You can use this rune once, regaining all use after you finish a long rest.
- Runic Wings
Prerequisite: Cloud Step Rune
You gain a flying speed of 50 feet.
- Rune of the Corpse
Prerequisite: Rune of the Pallbearer
You may take 1 minute transcribing this rune onto up to 3 humanoid corpses of Medium or Small size within 10 feet of you. Each corpse rises to become a ghoul under your control. You control them as though you've just used the create undead spell. The ghouls are under your control for 24 hours, after which the rune expires and they return to being corpses. To maintain control of the creature for another 24 hours, you must use this rune on the creature before the current 24-hour period ends. This use of the rune reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.
- Rune of the Solstice
Prerequisite: Rune of the Dawn or Rune of the Sun
As an action, you summon forth a glowing rune on a point you choose within 60 feet of you. A divine beam rains down on that point and widens, engulfing everything within a 10-foot radius cylinder. Creatures within the area must make a Constitution saving throw. On a failed save, creatures take radiant damage equal to 5d12 + your Wisdom modifier. On a successful save, they take half as much damage. Undead and fiend type creatures make the roll with disadvantage. You can use this rune a number of times equal to half your proficiency bonus, rounded down. You regain all uses after you finish a long rest.
- Rune of the Timekeeper
Prerequisite: 17th level runepriest; this archaeorune takes up 2 rune slots
The mark of the gatekeepers of the flow of eternity appears on you like a glyph. You no longer age and cannot die of age, nor be affected by spells or effects that would age you. Additionally, you can cast the time stop spell once, without using spell slots, with an included somatic component to draw the rune. You regain use of this spell via this feature when you finish a long rest.
- Rune of the Tidecaller
Prerequisite: 15th level runepriest
You can summon the god's powers over the sea to conjure a natural disaster. You can cast the tsunami once without using spell slots. You regain use of this spell via this feature when you finish a long rest. When you use this version of tsunami, it cannot be dispelled by effects like dispel magic, antimagic field or counterspell.
- Rune of All-Knowledge Dowsing
You spend uninterrupted 10 minutes chanting a runic hymn to call upon the eyes of the cosmos to grant you divine knowledge. Name or describe a person, place, or object. The hymn brings before you, in the form of floating runic script, a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language or information that does not coincide with anything you are familiar with. You can use this rune once, regaining use when you finish a short or long rest.
Runic Stances
Some stances have prerequisites, which must be fulfilled for you to learn them.
- Stance of Fidelity
For the duration of this stance, your entire being blazes with the fires of loyalty to what you hold dear. Your weapon attacks deal additional fire damage equal to your Wisdom modifier. When you successfully hit with these weapons, you regain hit points equal to your Wisdom modifier.
- Stance of Pride
Prerequisite: 5th level runepriest
For the duration of this stance, your consciousness of others nearby makes you less likely to fail at your tasks. When you make an attack roll, ability check or a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can only use this effect once per turn while the stance is active.
- Stance of the Vorpal Edge
Prerequisite: 15th level runepriest
For the duration of this stance, your weapons gain a keener edge and land more powerful hits. Your weapon attacks land critical hits on a roll of 18-20.
- Stance of Belittlement
Prerequisite: 18th level runepriest
For the duration of this stance, after you hit a creature with a weapon attack, the creature is considered vulnerable to the damage type you hit it with.
- Stance of A Giant
Prerequisite: 18th level runepriest
For the duration of this stance, all damage you take is reduced by a number equal to your Wisdom modifier.
Multiclassing
Prerequisites. To qualify for multiclassing into the runepriest class, you must meet these prerequisites: Strength 13, Wisdom 13
Proficiencies. When you multiclass into the runepriest class, you gain the following proficiencies: Simple weapons, light armor
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