Base Class: Paladin
The Oath of Inscription is a sacred path followed by paladins who venerate the ancient giants through the mastery of their runic language. These paladins dedicate themselves to inscribing and channeling the ancient runes that imbue objects and people with the formidable power of giants. Through their mastery of this ancient script, they can empower themselves and their allies, protecting and uplifting their companions with the strength of titans.
Tenets of the Oath of Inscription
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Preserve the Ancient Script: Honor and protect the knowledge of the giants’ runes. Seek out forgotten texts and artifacts, ensuring their power is safeguarded and used wisely.
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Empower and Elevate: Use the runic magic to enhance yourself and your allies. Share the giants' strength with those who stand with you, elevating them in battle and in spirit.
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Guard the Rune-Kept: Defend those you have inscribed with your runes. Their protection is your duty, and their strength is an extension of your own.
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Wield the Inscribed Power: The power of the runes is a tool for justice and protection. Use it to shield the innocent and to strike down those who would bring harm to the world.
Improved Rune Shaper
You gain the Rune Shaper feat. This feat allows you to inscribe powerful runes on yourself or your allies
You’ve studied the magic of Giant runes, granting you the following benefits:
- Comprehend Languages. You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.
- Improved Rune Magic. You may also inscribe one of your known spells in to any number of items equal to your proficiency modifier
- Rune Magic. You know a number of runes equal to half your proficiency bonus (rounded down), chosen from the Rune Spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing, or other object you touch. You temporarily learn the 1st-level spells that correspond to the runes you inscribed, as specified on the Rune Spells table, and you know those spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes using any spell slots you have.
You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without expending a spell slot or using material components. Once you cast the spell in this way, you can’t do so again until you finish a long rest. Your spellcasting ability for this feat is Intelligence, Wisdom, or Charisma (choose when you select this feat).
Each time you gain a level, you can replace one of the runes you know with another one from the Rune Spells table. -
Rune Spells
RUNE SPELL Cloud Fog cloud Death Inflict wounds Dragon Chromatic orb Enemy Disguise self Fire Burning hands Friend Speak with animals Frost Armor of Agathys Hill Goodberry Journey Longstrider King Command Mountain Entangle Stone Sanctuary Storm Thunderwave
Runic Inscription
Starting at 3rd level, when you take this oath, you gain the ability to inscribe runes of power upon yourself, your allies, or objects you touch. You can use your action to inscribe a rune, which lasts for 1 hour or until you use this feature again.
You gain two new Channel Divinity options:
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Runic Shield: As a bonus action, you can inscribe a protective rune on a creature or object. The creature or object gains temporary hit points equal to twice your paladin level. Additionally, the inscribed creature's AC increases by +2.
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Runic Might: As a bonus action, you can inscribe a might-enhancing rune on a creature or object. The target gains advantage on Strength-based ability checks and saving throws for 1 minute. Additionally, their melee weapon attacks deal an extra 1d6 force damage on a hit.
Aura of the Inscribed
At 7th level, you exude an aura of inscribed protection. You and any ally within 10 feet of you (including when you're unconscious) gain a bonus to saving throws against being charmed or frightened equal to your Charisma modifier (minimum of +1).
This aura extends to 30 feet at 18th level.
Runic Resilience
Beginning at 15th level, your mastery of the runes enhances your durability. When you or an ally within 30 feet of you is subjected to an effect that would deal damage, you can use your reaction to reduce the damage by an amount equal to 2d10 + your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier (minimum of once) per long rest.
Titan’s Inscription
At 20th level, you can invoke the ultimate power of the runes to transform yourself into a titan of ancient might for 1 minute. As an action, you channel the full extent of the giants’ runic power, gaining the following benefits for the duration:
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You have advantage on all Strength-based ability checks and saving throws.
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Your weapon attacks deal an extra 2d6 force damage.
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You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
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You emanate an aura with a 30-foot radius. Enemies within this aura have disadvantage on saving throws against being frightened, and allies within this aura gain a bonus to attack rolls and saving throws equal to your Charisma modifier.
Once you use this feature, you can’t use it again until you finish a long rest.
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