##### The Erilaz—Spell Slots per Spell Level—
|Level|Proficiency
Bonus|Features|Runes
Unlocked|Uthark
Flare|1st|2nd|3rd|4th|5th|6th|7th|8th|9th|
|:-:|:-:|:-|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
|1st|+2|Rune Warrior, Runic|1|—|2|—|—|—|—|—|—|—|—|
|2nd|+2|Fighting Style, Uthark Flare|1|2d4|3|—|—|—|—|—|—|—|—|
|3rd|+2|Rune Lore|2|2d4|4|2|—|—|—|—|—|—|—|
|4th|+2|Ability Score Improvement|2|2d4|4|3|—|—|—|—|—|—|—|
|5th|+3|Extra Attack|3|3d4|4|3|2|—|—|—|—|—|—|
|6th|+3|Rune Lore feature|3|3d4|4|3|3|—|—|—|—|—|—|
|7th|+3|—|4|3d4|4|3|3|1|—|—|—|—|—|
|8th|+3|Ability Score Improvement|4|3d4|4|3|3|2|—|—|—|—|—|
|9th|+4|—|4|4d4|4|3|3|3|1|—|—|—|—|
|10th|+4|Rune Lore feature|4|4d4|4|3|3|3|2|—|—|—|—|
|11th|+4|—|5|4d4|4|3|3|3|2|1|—|—|—|
|12th|+4|Ability Score Improvement|5|4d4|4|3|3|3|2|1|—|—|—|
|13th|+5|—|5|5d4|4|3|3|3|2|1|1|—|—|
|14th|+5|Rune Lore feature|6|5d4|4|3|3|3|2|1|1|—|—|
|15th|+5|Ancestral Language|6|5d4|4|3|3|3|2|1|1|1|—|
|16th|+5|Ability Score Improvement|6|5d4|4|3|3|3|2|1|1|1|—|
|17th|+6|—|7|6d4|4|3|3|3|2|1|1|1|1|
|18th|+6|Master Rune|7|6d4|4|3|3|3|2|1|1|1|1|
|19th|+6|Ability Score Improvement|8|6d4|4|3|3|3|2|2|1|1|1|
|20th|+6|True Rune|8|6d4|4|3|3|3|2|2|2|1|1|
##### DM Tip: New Runes
The erilaz is meant to be an intelligent class, one who studies runes and learns to use their power. In this way, they are not unlike a wizard who copies spells into a book. If you so choose, you can have an erilaz find the secrets of a new rune on their adventures.
However, new runes should not be handed out lightly! Each rune has a number of abilities that might give dramatic new power to a character, and will offer many new options. New runes should be given out with great care, and very sparingly.
If you do allow an erilaz to find a new rune, they should need to spend time and money, representative of the time and effort they spend learning and knowing the rune as completely as the ones granted to them by the class. It takes 8 hours of focused study and 200 gp to learn a new rune, which is representative of the material components which must be used to learn the rune's various gifts. Once an erilaz has spent this time and money, the erilaz should be able to invoke the rune.
### Runic
During your studies you learned Runic, the lost language of runes. You can speak the language and use it to leave messages. This language has historical roots in many other languages, so a creature which sees a Runic message and attempts to decipher it must succeed on a DC 15 Intelligence (History) check. On a failure, the creature loses its memory of having seen the message, and the message becomes invisible to the creature. Anyone who knows Runic automatically succeeds on such a check and can decipher a Runic message.
### Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
##### Defense
While you are wearing armor, you gain a +1 bonus to AC.
##### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
##### Rune Fist
When you make an unarmed strike with a hand in which you have a rune invoked, you can roll a d6 in place of the normal damage for your unarmed strike.
##### Versatile Rune
If you wield a weapon with the versatile property, you can make one attack on your turn with the weapon with two hands without dismissing a rune you have invoked.
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##### Keeping Track of Uthark Flare
The Uthark Flare is an ability that increases in power each round, and so it may be difficult to remember how long it has been since you invoked a rune, especially once your flare begins to get more powerful. In these cases, use a d6 as a marker! Whenever you invoke a rune, set your d6 to 1, and then at the beginning of each of your turns, increase its value by 1, to a maximum of your Uthark Flare ability. This will become second-nature, and you'll never have to guess or ask how many rounds it has been since you invoked the rune.
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>#### The Families of Runes
>Runes are based on language and symbols, and scholars have studied their history and how their magic interacts with the world. Current theories divide runes into four different families. These families are divided by the use of the runes and the connections between runic words. The families of runes help to describe them; they have no rules of their own, although some rules refer to runic families.
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>
>##### Barrow Runes
>Barrow runes are those which hold power over death and the afterlife. These runes draw power from mysterious sources, and are considered the most dangerous of runes, whether or not that reputation is deserved. People who use these runes might be thieves, soldiers, or assassins.
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>##### Branch Runes
>Branch runes are associated with the earth, healing, and life. Many of these runes find power in nature and living creatures, and people who use these runes might be menders, cultivators, or animal handlers.
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>
>##### Realm Runes
>Realm runes are associated with the heavens. These runes draw power from celestial bodies like the moon or stars. People who use these runes might be diviners, prophets, or mystics.
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>##### Wave Runes
>The wave runes are those which are associated with the sea and the sky. They draw power from the elements of the ocean and its associated forces. People who use these runes might be guides, sailors, or warriors.
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