Base Class: Cleric
The gods of this subclass every night instruct there disciples on what to carve. They can channel there magic through the runes or merge them with there weapons and armour boosting there efficiency in combat.
Runes
Roll 1d4 + proficiency bonus per long rest. You create the result amount of runes. The 4 kinds of runes are:
Weapon: +wisdom modifier to hit or to damage for proficiency bonus turns. Can be used on up to 2 separate weapons. This weapon is counted as magical for the duration.
Healing: Add wisdom modifier+ proficiency bonus to one healing spell
Armour: + wisdom to ac for proficiency bonus turns
Spell Attack: +wisdom modifier and proficiency bonus to one spells damage, hit modifier or spell save DC
Runes do not stack unless specified.
Runes take a free action to trigger
Channel divinity: Rune Maker
Gain and assign runes equal to half of your proficiency bonus.
Elemental runes
Your runes infuse a damage type of your choice to your weapon replacing its usual damage type or grants resistance to that damage type on armour.
You can do this times equal to your wisdom modifier.
Runic Mastery
With your mastery in runes, you can use them to quickly perform rituals. If you ritually cast a spell it takes half the time.
Undying runes
You can use an action so the next hit you take that will make you unconscious will instead leave you at 10 hit points. This takes 2 of any runes to trigger.