Base Class: Paladin
"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. But, 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 so doing earn a name 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."
At present, runepriests are an order of varying degrees of honor. Many holy orders see them as an arcane sect, not knowing their ancient roots; to some common folk, they are simply bookish paladins; to others still, they are prestigious holy men and women ensuring the favor of the gods when christening a ship or constructing a building. Runepriests have been all these at points, and continue to be, in some places. The bulk of their work is done out of the eyes of the public: in libraries and monasteries hidden away in the mountains, or in deep and deadly caverns discovering and documenting previously unknown runes, or far in the vast wilds of another plane on orders known only to them and their deity- so a certain mystique and obscurity clouds their activities. Again, while some see them as reclusive, runepriests by way of their divine calling have a deep connection to the world around them, longing to see how its pieces fit and how they might shape the world anew, and to guard those written in their heart's book of friends.
Divine Tongue
Your familiarity with the divine runes enables you to understand their related concepts of language. You can understand, and speak, read, and write the Celestial language.
Channel Divinity
This feature could be affected by multiclassing. See the Multiclassing rules for more information.
When you take this oath at 3rd level, you gain the following two Channel Divinity options, and can invoke divine runes and enter into a Rune State. Rune States last until you take a long or short rest or they are changed, and have effects on some of your other paladin features. You can also invoke a divine rune to heal your allies, which manifests as the Healing Word spell. You can cast the spell at first level without expending a spell slot.
Defiant Rune. As an action, you can invoke the power of a Defiant Rune for one minute, and enter into a Destructive Rune State. While the Defiant Rune is active, you are invigorated by it and have a Charisma modifier bonus to weapon and spell attack rolls, and your weapons are considered magical for the purposes of overcoming resistance or immunity to non-magical weapons.
While in the Destructive Rune State, you have advantage on weapon and spell attack rolls against enemies in your auras. When you use Healing Word in this state, the target deals bonus Radiant damage equal to your Charisma modifier on their next attack.
Guardian Rune. As an action, you can invoke the power of a Guardian Rune for one minute, and enter into a Protective Rune State. While the Guardian Rune is active, your spirit is girded up by it and you have a Charisma modifier bonus to your Armor Class, and you have advantage on Wisdom saving throws against effects you can see.
While in the Protective Rune State, enemies in your auras have disadvantage on weapon and spell attack rolls against you. When you use Healing Word in this state, the target gains Proficiency+Charisma modifier temporary hit points for one round.
Divine Runes
You gain divine runes at the levels listed.
Runepriest Spells
| Paladin Level | Spells |
|---|---|
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3rd |
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5th |
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9th |
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13th |
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17th |
Runic Ward
Starting at 7th level, you gain an aura empowered by divine runes. When an enemy in your aura attacks friendly creatures within 10 feet of you and doesn't include you in the attack, you can use a reaction to invoke a rune and give one of the targets of that attack a 1+Half Charisma modifier bonus to AC that lasts until the start of their next turn. The rune has additional effects depending on your Rune State.
Destructive Rune: The triggering enemy takes Radiant damage equal to your Charisma modifier. It can take this damage only once a turn.
Protective Rune: The damage the ally takes from the triggering attack is reduced by your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Runes of Smiting
Beginning at 15th level, your knowledge of divine runes empowers your Divine Smite feature.
1/turn when you expend a spell slot for Divine Smite, it has additional effects depending on your Rune State.
Destructive Rune: Enemies within 5 ft. of the target of Divine Smite take CHA mod. Radiant damage if the attack hits.
Protective Rune: The target of Divine Smite has a CHA mod. penalty to its next attack roll before the end of its turn.
Rune Mastery
At 20th level, as an action, you can make full use of your mastery of divine runes. For 1 minute, at the start of your turn you gain the effects of you casting Healing Word at first level on yourself if you have no more than half your hit points remaining. You also gain resistance to non-magical Bludgeoning, Slashing, and Piercing damage, and at the end of your turn you can decide which Rune State to enter. Your Healing Word and Runic Ward features have additional effects based on your Rune State also for the duration:
Destructive Rune: The target can make a weapon attack against the triggering enemy or an enemy in your aura as a free action once during their turn.
Protective Rune: The target can stay at 1 hit point if reduced to 0 or fewer by an attack until the end of your next turn. A creature can only resist death once with this feature during the duration of this feature.
Once you use this feature, you can’t use it again until you finish a long rest.
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