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Runecraft

Level 4+

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

Carve Rune. Whenever you finish a long rest, you can touch an object or surface and attempt to imbue it with an ancient rune. The rune fades after a day and can be invoked by a creature touching or wielding it. Your Runecarving ability is the ability increased by this feat.

Rune of Serth (Weapon, Shield or Armor). You can take an action to invoke a Rune of Momentum. You attempt to move half your movement speed in a straight line. This movement may be made through creatures, so long as you arrive in an unoccupied space at the end. If a wall or solid object interrupts this movement, you take damage equal to the distance traveled as though you had fallen it. If imbued on a melee weapon, you may make attack rolls with it against all creatures in the line, and again against creatures within 5 feet of the space you arrive in. If imbued on a shield or armor, you may make an unarmed strike against one creature in the line, pushing it to the ending spot on a hit. If this would force the creature into a wall, it takes the damage for the impact instead of you, and deposits the creature in the space before the wall, and you in the space before that. 

Rune of Mekihl (Weapon, Shield or Armor). When attacked, you can take a reaction to invoke a Rune of Defense on a shield, piece of armor, or weapon that can parry. Add your Runecarving modifier to your AC for the attack. You may also invoke this rune as a reaction to add your Runecarving modifier to a saving throw against damaging effects. If a creature within distance equal to your movement speed is the target of an attack, you can invoke this rune as a reaction to teleport yourself within 5ft of the target and make yourself the target of the attack instead.

Rune of Virax (Weapon). When making an attack with a weapon, you may invoke a Rune of Offense on it as part of the attack to add your Runecarving modifier to the attack and damage rolls of the weapon for a single attack. Invoking this rune also gives you access to the mastery property of the imbued weapon for the attack.

Rune of Hetha (Shield). You can take a Bonus Action to invoke a Rune of Cover. A 10ft radius barrier of force forms around the imbued shield. This barrier provides half cover for creatures fully within it. The barrier lasts up to one minute.

Rune of Egremir (Weapon or Armor). When you hit with an attack, you can invoke a Rune of Binding to summon spectral chains from it to grapple and restrain the target until the end of your next turn. You can take an action on your turn to whip the chains, dealing 2d6 bludgeoning damage and extending the binding until the end of your next turn. At the end of the target’s turn, and again as a reaction if they are damaged, they can attempt to free themselves by making a Strength saving throw against your Runecarving DC.


 


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