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Runepriest


Hit Points

Hit Dice: d8 per Runepriest level
Hit Points at first Level: 8 + con modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Runepriest level after 1st

Proficiences

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, Constitution
Skills: Choose 3 from the following: Arcana, Athletics, History, Insight, Intimidation, Nature, Perception, and Religion

Overview & Creation

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   Quick Build 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.

Level Prof. Bonus Features Runes Known Glyphic Inscriptions
1st +2 Runecasting 3 -
2nd +2 Glyphic Inscription 4 2
3rd +2 Runic Tradition 5 3
4th +2 Ability Score Improvement 5 4
5th +3 - 6 4
6th +3 Runic Tradition Feature 6 5
7th +3 Improved Runecasting, Linguistic Knowledge 7 5
8th +3 Ability Score Improvement 7 6
9th +4 - 8 6
10th +4 Runic Tradition Feature 8 7
11th +4 - 9 7
12th +4 Ability Score Improvement 9 8
13th +5 Linguistic Knowledge 10 8
14th +5 Runic Tradition Feature 10 9
15th +5 Advanced Runecasting 11 9
16th +5 Ability Score Improvement 11 10
17th +6 - 12 10
18th +6 Runic Tradition Feature, Linguistic Knowledge 12 11
19th +6 Ability Score Improvement 13 12
20th +6 Symbolic Restoration 14 13

 


Class Features

Runic Traditions 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).


Starting Equipment

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


Spellcasting

Runecasting 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.   See Runepriest Spells in the Statblocks - RP cost is marked by spell level   Glyphic Inscriptions 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:   Glyphic Inscriptions 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 at will 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 9 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 at will 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 5d4 damage.   Glyph of Elemental Fury (level 9) - Your weapon attacks deals +2d6 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 30 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 at-will 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 at their minimum or specified level for 3 rune points each. Fireball (level 3) Fly (targeting yourself) Stoneskin Sleetstorm   Glyph of Ranged Casting (level 9) - You can place runes 90 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 10   Glyph of Runic Strength (level 19) - Add your Wisdom Modifier to your strength score. Your maximum strength score is 25.   Glyph of Savage Strike (level 6) - You can attack twice, instead of once, whenever you take the Attack action on your turn to make a weapon attack.   Glyph of Scriptsight - Can cast comprehend languages at-will 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 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 at-will 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.   Runic Tradition 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.   Improved Runecasting. 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.   Linguistic Knowledge. At level 7, you gain proficiency in one additional language. You gain this feature again at levels 13 and 18.   Advanced Runecasting. 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.   Symbolic Restoration. 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.
 


Subclass Options

Multiclassing Prerequisites. To qualify for multiclassing into the Runepriest class, you must meet these prerequisites:   13 Wis   Proficiencies. When you multiclass into the Runepriest class, you gain the following proficiencies:   Simple Weapons, Light Armor, Shields.


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jasongram.

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