Base Class: Cleric
The Rune Priests are a long honoured and revered tradition of dwarves that protect the realm of Doomgar from the fiendish armies of Dondros, they are a long- standing force against the devious natures of fiends and their malicious creations, and their divinity has been crucial in safeguarding the Many Realms from threat, and now their centuries-long tradition has begun to disseminate to the wider world.
Rune Domain Spells:
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1 |
Identify, protection from good and evil |
|
3 |
magic weapon, moonbeam |
|
5 |
elemental weapon, glyph of warding |
|
7 |
guardian of faith, stone shape |
|
9 |
dispel evil and good, wall of stone |
Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency in heavy armor and one of the following tools of your choice: calligrapher’s supplies, mason’s tools, or smith’s tools.
Rune Scribe
Additionally at 1st level, you gain the ability to inscribe spell storing runes on mundane items. As an action, you may inscribe a rune onto a Tiny object, which then holds a single use of a cantrip you know. You may do this a number of times equal to your Wisdom modifier (minimum of 1). A creature holding the object may then use their action to expend the rune and cast the cantrip. The cantrip uses your spell save DC, spell attack bonus, and spellcasting ability, but is otherwise treated as if the creature cast the spell. Each rune lasts until you finish a long rest. You regain all uses of this feature when you finish a long rest.
Channel Divinity: Runes of Skill
Starting at 2nd level, you know how to channel divine magic through special runes that appear on a piece of metal you carry with you. Whether it is a weapon, shield, or armour, it must be made primarily of metal. At this level you can use your Channel Divinity to create one of these runes to aid your allies. As an action, you may summon one of the below runes, which will remain active for 10 minutes. While active, whenever a creature within 30 feet of you makes a relevant ability check, you may grant the creature a bonus to the check equal to your Wisdom Modifier (minimum of +1). The relevant ability check is determined by which rune you have activated.
Rune of Clarity. Intelligence (Investigation) and Wisdom (Perception)
Rune of Grace. Dexterity (Acrobatics) and Dexterity (Stealth)
Rune of Knowledge. Intelligence (Arcana) and Intelligence (Religion)
Channel Divinity: Runes of War
Starting at 6th level, you can use your Channel Divinity to use your runes to boost the combat prowess of your allies. As an action, you can summon one of the runes below and choose a number of creatures within 30 feet of you equal to your Wisdom modifier (minimum of 1). You and each of those creatures gain one of the following benefits for 1 minute.
Rune of Divinity. Each creature gains a 1d4 bonus to attack rolls.
Rune of Faith. Each creature gains a +1 bonus to their AC.
Rune of Fortitude. Each creature gains a 1d4 bonus to saving throws.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with the power of the runes. Once on your turn when you hit a creature with a weapon attack, you can deal an extra 1d8 radiant damage to the target. When you reach 14th level this damage increases to 2d8.
Rune of Exile
At 17th level, your runes grant you a degree of protection against fiends and undead. While you have an active rune, fiends or undead attempting to move within 30 feet of you must succeed on a Charisma saving throw against your Cleric spell save DC or waste their movement that turn. Additionally, once per rune activated, you may cast the banishment spell on one creature within 30 feet of you without expending a spell slot.
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