Cleric
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. 

Rune Domain Cleric Image