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Chapter 3: The Erilaz (Rune Master)

A small halfling returns to the largest library in the land, and moves to the same section that she has for months. This forgotten corner of the archives is the area detailing ancient runes and their power. This is an area of magic that is not well understood, and so is being lost as more mages turn to traditional spellcasting. The halfling smiles to herself as a glowing symbol appears on her hand. She points to a silent candelabra and a small, spherical mote of flame begins gently hovering around it, giving off a soft light. She cracks the same book that she has been working on for weeks, and begins to read...

Clad in armor and brandishing a hammer glowing with ancient runes, a dwarf leads his company deeper into the lost catacombs. Every noise they hear is cause for alarm, but the dwarf steels himself against whatever dangers might come leaping from the shadows. It was stated in an ancient text that a lost power was hidden here millenia ago, and he believes that it is a rune of power. He listens for a moment, adjusts his braided beard, and signals to keep moving...

An elf living alone deep in the woods is confused as the sounds of many voices enter her field. She steps outside of her home to find dozens of people have arrived, one of them carrying a small child. The child is sick, they explain, and there is no time for anyone to help but her. With barely an acknowledgement that she understood, her hands begin to glow brightly, as she pulls out chalks, ash, and other assorted items and begins drawing a symbol on the ground. Soon, the symbol begins to glow, and a single, colorful flower sprouts from it. She plucks the flower, hurries to the child, and puts the flower in their mouth. A moment passes and, finally, the child groggily opens their eyes...

An erilaz is a mage who studies the art of ancient runes, powerful symbols which create magic from simply having their shape drawn and invoked. In ancient times, rune magic was much more prominent, but it has fallen into disuse since more modern spellcasting has come into popularity. This leaves many runes and their powers locked in ancient catacombs, forgotten libraries, and hiding on dusty bookshelves in plain sight.

Forgotten Magic

Each rune is based on a single magical word which, when mastered, gives the invoker total power over the dominion of the rune. The Bolt rune, for example, gives an erilaz the ability to control lightning, allowing them to summon it, keep it at bay, or even redirect it into the path of their enemies.

These runes were created in ancient times. Rune mages of history spent years, decades, and centuries tying the innate magic of the words to the weave of magic itself. All of their hard work and sacrifice paid off, and now one only needs to draw the symbol of the rune or invoke its presence in order to benefit from its power.

 

Lost Secrets

While the power of runes have been inextricably tied to their symbols, these symbols and their power fell out of prominence after a great cataclysm, with magic needing to be discovered all over again. The runes have lost none of their power, but one must seek out and discover these runes in order to understand their secrets. Expeditions to seek out new runes are difficult to form, as modern spellcasting is often seen as being just as powerful as rune magic, if not more so.

A life seeking out forgotten runes is not for most, and many will question the legitimacy of such endeavors. Runes are seen as outdated, and oddities at best. But in the hands of a true master, a rune is total supremacy over that rune's domain.

Chapter 3 | The Erilaz (Rune Master)
   ᚮ The Erilaz ᚭ—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, Mystic Research, Uthark Flare 2 1d6 3
3rd +2 Rune Lore 2 1d6 4 2
4th +2 Ability Score Improvement 2 1d6 4 3
5th +3 Extra Attack 2 1d6 4 3 2
6th +3 Rune Lore feature 2 1d6 4 3 3
7th +3 Replica Glyph 2 1d6 4 3 3 1
8th +3 Ability Score Improvement 2 1d6 4 3 3 2
9th +4 2 2d6 4 3 3 3 1
10th +4 Rune Lore feature 2 2d6 4 3 3 3 2
11th +4 3 2d6 4 3 3 3 2 1
12th +4 Ability Score Improvement 3 2d6 4 3 3 3 2 1
13th +5 3 3d6 4 3 3 3 2 1 1
14th +5 Rune Lore feature 3 3d6 4 3 3 3 2 1 1
15th +5 Ancestral Language 3 3d6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 3 3d6 4 3 3 3 2 1 1 1
17th +6 4 4d6 4 3 3 3 2 1 1 1 1
18th +6 Master Rune 4 4d6 4 3 3 3 2 1 1 1 1
19th +6 Ability Score Improvement 4 4d6 4 3 3 3 2 2 1 1 1
20th +6 True Rune 4 4d6 4 3 3 3 2 2 2 1 1

Creating an Erilaz

Creating an erilaz requires a character who goes off the beaten path. An erilaz should have an aptitude for investigating places that are long-forgotten, finding the secrets of lost magics, and unlocking the power of runes to help in their journey. Runes require study, but they also must be sought out. Why is your character seeking runic power? Are they the appprentice of a master erilaz, and have been sent to seek some specific rune which has eluded modern study? Are you in it for yourself, looking to wield arcane power unlike that known by other spellcasters? Or did you accidentally stumble upon a forgotten rune which awakened a magic and curiosity inside of you?

While it is not required to specialize in a family of runes, each family has certain connotations that come with it for those erilaz who study them. Do you practice with barrow runes, those runes which hold power over death and are the most feared? Are you a wielder of branch runes, those which bring healing and life? Are you a mystic or diviner, using realm runes to read the signs of extraplanar beings? Or do you invoke wave runes, able to guide and lead journeys and expeditions through the harshest elements?

Quick Build

You can make an erilaz quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background. Third, choose the Flame rune.

Class Features

As an erilaz, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per erilaz level
  • Hit Points at 1st Level: 8 plus your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per erilaz level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, battleaxes, shortswords, rapiers, longswords, scimitars, warhammers
  • Tools: Calligrapher's supplies

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Arcana, Athletics, History, Intimidation, Investigation, Perception, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) scale mail
  • (a) two simple weapons or (b) one martial weapon
  • (a) an explorer's pack or (b) a scholar's pack
  • A dagger and a set of calligrapher's supplies

Alternately, you can purchase your own starting equipment. At 1st level, an erilaz begins with 5d4 x 10 gp.

Chapter 3 | The Erilaz (Rune Master)

Rune Warrior

You begin to unlock the mysteries of runes, special symbols which represent words of power and can bring about true magic. See the Runes section (p. xx) for the general rules of using runes and for the list of runes.

Unlocking Runes

At 1st level, you know one rune of your choice, which you can invoke at any time. Your rune options are detailed at the end of the class description.

When you gain certain erilaz levels, you learn additional runes of your choice, as shown in the Runes Unlocked column of the Erilaz table.

Invoking and Wielding Runes

When you invoke a rune that you know as a bonus action, a glowing symbol of the rune appears in your hand. One of your hands must be free to invoke a rune, and if you hold anything in that hand, the rune is instantly dismissed. Each rune has two powers available to you while you invoke it, called gifts, as well as a list of spells that you can cast.

You can invoke a maximum of two runes at once. You can dismiss a rune you are invoking at any time (no action required). If you are incapacitated or knocked unconscious, your runes are dismissed. You can continue to concentrate on a spell cast from a rune even if the rune is dismissed.

Casting Rune Spells

The Erilaz table shows how many spell slots you have to cast spells of 1st level and higher. While you have a rune invoked (described above), you can cast any spells from the rune's list which are of a level for which you have spell slots. To cast a spell, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You cannot cast a rune spell on the same turn in which you invoke the rune.

Unarmed Strikes and Runes

You can roll a d4 in place of the normal damage for your unarmed strike if that hand has a rune invoked, and can use Intelligence instead of Strength for the attack and damage rolls. When you use the Attack action with a weapon with which you have proficiency (including your unarmed strike), you can make one unarmed strike as a bonus action if that hand is invoking a rune.

Rune Ability

Your rune ability applies both to runic gifts as well as being used as your spellcasting ability for any spells on a rune's list. Intelligence is your ability for your runes, so you use your Intelligence whenever a rune refers to your rune ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a rune you wield or its spells and when making an attack roll with them.

Rune Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Rune attack modifier = your proficiency bonus +

your Intelligence modifier
Optional Rule: New Runes

An erilaz is intelligent; a person 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.

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 completely. 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 gifts and spells. Once an erilaz has spent this time and money, they unlock the rune.

Ritual Casting

You can cast a spell as a ritual if that spell has the ritual tag. If it is a rune spell, you must have the rune invoked while casting it.

Spellcasting Focus

You can use the rune you invoke as a spellcasting focus for your rune spells. If a cost is indicated for a material component for one of your rune spells, your hand which is not invoking the rune must be free to hold the component.

Runic

You know Runic, the lost language of runes. You can speak the language and use it to leave messages. This language is the historical root of 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.

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

You can roll a d6 in place of the normal damage for your unarmed strike if that hand has a rune invoked.

Versatile Rune

While you have a rune invoked, you can make an attack with a versatile weapon using two hands without dismissing the rune. If you do so and use your bonus action to make an unarmed strike, you have advantage on that attack.

Chapter 3 | The Erilaz (Rune Master)

Mystic Research

Beginning at 2nd level, you have a list of spells that are available to you even when you do not have a rune invoked. These spells are those which are tied to the magic of all runes, and so are not associated with any specific rune. You can cast any mystic spell of a level for which you have spell slots.

Mystic Spells
Erilaz Level Spells
2nd identify
3rd magic mouth
5th glyph of warding
7th Mordenkainen's private sanctum
9th teleportation circle
11th Drawmij's instant summons
13th symbol
15th antipathy/sympathy
17th true resurrection

Uthark Flare

Starting at 2nd level, whenever you cast a spell from a rune you have invoked, the rune begins glowing brightly. So long as the rune is not dismissed, the next time you hit a creature with a melee weapon attack or a rune attack before the end of your next turn, the target takes an additional 1d6 damage of the rune's type.

The amount of extra damage increases as you gain erilaz levels, as shown in the Uthark Flare column of the Erilaz table.

Rune Lore

When you reach 3rd level, you choose an area of folklore to be your focus. Several different areas of study have formed: Artistry, Forge, and Stone, all detailed at the end of the class description.

Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Replica Glyph

Starting at 7th level, you can copy written documents for your later perusal. For each page you wish to copy, you must spend 1 minute inscribing a special glyph onto a blank sheet of paper. The shape this glyph takes is always different, with flourishes and additions that you don't fully understand as you inscribe it.

At the end of your inscription, the single glyph you drew onto the blank page shifts and becomes a perfect duplication of the page you were copying. If the writing on the page you are copying is magical in any way, you do not copy the magical properties of the page, only its content.

Ancestral Language

Beginning at 15th level, you understand the literal meaning of any spoken language that you hear or any written language that you see. It takes about 1 minute to read one page of text.

In addition, any creature that can understand a language can understand what you say.

Master Rune

At 18th level, choose a rune that you have unlocked, which becomes your master rune. You can cast any 1st-level or 2nd-level spell from the rune at their lowest level without expending a spell slot. If you want to cast them at a higher level, you must expend a spell slot as normal.

True Rune

Starting at 20th level, whenever you die, your body disappears and leaves behind a small, plain stone with a rune on it. This is your true rune, a rune which holds your essence and soul.

When you take this form, your soul is bound to the rune. You cannot move or speak and no longer need to breath, eat, or drink, but you remain aware of your surroundings. You can invoke your master rune as a bonus action, and can initiate any 1st-level or 2nd-level spells from your rune, as well as initiate any runic gift which does not require the Attack action.

This stone is an object and can be destroyed. It has an AC of 10 and 20 hit points. However, the stone can only be damaged by an attack that hits it. It ignores all other damage and effects.

Once you choose for your soul to pass on, you lose awareness of the surroundings of your rune, but you know when anyone says your name near the rune. You can instantly call your soul to the rune and continue to act from the rune as described above.

If you did not die of old age, a creature which speaks runic can hold the stone and perform a special 8 hour ritual. At the end of this ritual, you return to life with all of your hit points.

This ritual neutralizes any poison, cures all diseases, and lifts any curses which were affecting you when you died. The ritual makes your body anew as it was when you died, except that it replaces damaged or missing organs and limbs.

Chapter 3 | The Erilaz (Rune Master)

Rune Lore

There are many different areas of study amongst rune scholars, usually referred to as lore or occasionally as folkermimne. While all erilaz study ancient runes, it is the use of those runes that tend to divide erilaz research. Ancient runes had an extraordinarily wide range of uses, and only erilaz who commit themselves to specific lore can hope to understand it fully.

Artistry Lore

Erilaz who study Artistry Lore come in many different kinds. Some work in cities, tattooing tourists but keeping the special ones for those who can pay a higher price. Others might be part of tribal warrior castes, inscribing powerful magical symbols onto their bodies. Erilaz who study artistry are typically covered in tattoos themselves, but only those versed in rune magic can recognize the tattoos for what they really are.

Rune Tattooist

At 3rd level, your practice with the artistry of runes has prepared you to begin tattooing them. You gain proficiency with tattooist's tools. If you already have proficiency with tattooist's tools, your proficiency bonus is doubled for any check you make to use them.

Rune Tattoo

At 3rd level, you have learned to begin tattooing aspects of runes onto yourself and others. You can spend 1 hour with a willing creature (including yourself) and your tattooist's tools, and begin the work of etching a mark onto the body. This can be done during a short or long rest. When you do so, choose either one gift from a rune that you know, or a spell from the rune.

How the tattoo is used depends on whether you chose a gift or a spell. If you chose a gift, the creature has access to that gift at all times. The creature can use the gift as though it knows the rune. The creature does not need to invoke a rune or have a hand free to use this gift, they can simply do so innately, and can take any actions necessary to use the gift.

If you chose a spell, you must expend a spell slot of the appropriate level when you finish the tattoo. For the next 24 hours, the creature can cast the spell using the type of action required by the spell. The spell uses your spellcasting ability modifier if necessary, but the creature with the tattoo chooses the space or targets of the spell. Once the spell is cast, the tattoo disappears.

You can have a number of active rune tattoos on yourself and other creatures equal to your erilaz level. If you choose to make a new rune tattoo but are at the limit, you must choose a currently active rune tattoo to dismiss. When you do so, the rune tattoo disappears entirely from the creature, and they no longer have access to the runic gift or spell.

Permanence

Starting at 6th level, you can spend 1 hour tattooing the image of an object which weighs 5 pounds or less within your reach onto a willing creature (including yourself). This can be done during a short or long rest. When you finish the tattoo, the object disappears into the tattoo. From that point on, the creature with the tattoo can grab the object out of their skin as they would draw it from a bag or pouch. The item appears in their hand, and can be used normally. While the item is not in the tattoo, its image appears dull and faded.

The creature with the tattoo can use an action to return the item to tattoo form, holding it to the point on their skin where the tattoo was inked. If the creature loses the item or does not return it to their skin within 24 hours, the tattoo disappears entirely, and the process must be repeated. If the creature dies, the item appears in an unoccupied space within 5 feet of it.

Magic Reserve

Beginning at 10th level, you can tattoo spell slots onto yourself for later use. You can spend 1 hour tattooing an image onto yourself which is special to you, and which acts as a spell slot. This can be done during a short or long rest.

You can have a total of four such tattoos, one for each level spell slot of 4th level and below. From then on, when you wish to empower a runic gift, you can spend the spell slot from your tattoo instead of from your normal reserves.

Once you use one of your tattooed spell slots, the tattoo grows dim and you cannot use its magic again until you finish a long rest.

Oneness

Starting at 14th level, the magic which courses under your skin and through your veins begins to manifest permanently. You are immune to disease and poison, and you suffer none of the frailty of old age. You can't be aged magically, although you can still die of old age.

Chapter 3 | The Erilaz

Forge Lore

Erilaz who study Forge Lore usually find themselves in gravesights or on the field of some great battle, digging through the debris to find weapons and armor which still glow with a faded magic. These weapons and armor have been branded with runes, and the warrior would have been able to invoke the rune's magic while it glowed brightly from their equipment. A Forge Lore erilaz is one part mage, one part blacksmith, and one part warrior, marrying their use of runes with their ability to wield weapons to become a master of combat.

Rune Smith

Your study of Forge Lore has kept you in practice with the tools you will need to pursue these secrets. At 3rd level, you gain proficiency with smith's tools. If you already have proficiency with smith's tools, your proficiency bonus is doubled for any check you make to use them.

Rune Branding

Starting at 3rd level, you have learned to brand equipment with your runes. You can spend 10 minutes with your smith's tools and a set of armor or a weapon, which you can do during a short or long rest. At the end of this time, the item is branded with a copy of a rune you know, which lasts for 8 hours, or until you dismiss the brand as an action. If you are able to use a full forge to do your work, the rune instead lasts for 24 hours or until you dismiss the brand as an action.

You can have a number of active brands equal to your Intelligence modifier. If you brand an item that puts you over the limit, you must choose a previously branded item to lose its power. The rune fades from that item and disappears. Any one weapon or suit of armor can have a single rune branded to it at a time.

The effects are different depending on whether your choose to brand armor or a weapon.

Armor. A set of armor branded with a rune you know has a glowing symbol of the rune emblazoned on it. Branded armor grants resistance to the type of damage associated with the rune.

Weapon. A weapon branded with a rune you know has a glowing symbol of the rune emblazoned on it. A branded weapon can deal the type of damage associated with the rune, instead of its normal damage.

At the beginning of your turn, if you are wearing a set of armor and wielding a weapon, both of which have one of your runes branded to them, you can invoke both runes as part of the same bonus action. You are still limited to invoking two runes at a time, but can invoke runes directly from your weapons and armor instead of needing to have a hand free to invoke them.

Mobile Forge

Beginning at 6th level, you can spend 10 minutes inscribing arcane symbols and runes onto the ground in a 20-foot cube around yourself. At the end of this time, a fully-functioning forge springs into existence. This forge is tailor-made to your current needs, and has all of the items and equipment you need to do your work. The forge can be entirely enclosed by walls or partially open, and can have a roof with a chimney, a hearth or a kiln, and other similar pieces of equipment.

The forge disappears immediately if you move more than 20 feet from it or dismiss it as an action. Any items or equipment which did not originate in the forge (such as items or equipment which may have been left on tables) drop to the ground in the space in which it was left. Any item or piece of equipment originating from the forge which is moved more than 20 feet from the forge immediately returns to its proper place, and disappears when the forge does.

Latent Power

Starting at 10th level, when you spend time branding runes, you can infuse the item with a number of spell slots which have a combined level that is equal to or less than half your erilaz level (rounded up), and none of the slots can be 6th level or higher. For the next 24 hours, you can expend any of the spell slots infused into the item to cast rune spells.

Once you use this ability, you can't use it again until you finish a long rest.

Secrets Unlocked

Beginning at 14th level, the runes on items you brand using a forge last indefinitely, or until you dismiss them as an action. The number of active brands you can have increases to double your Intelligence modifier.

Chapter 3 | The Erilaz

Stone Lore

Erilaz who study the application of runes to stone learn to summon a powerful rune to help them, called a venn. This rune is almost alive with a magic that is not well-understood, but what is known is that it is not unusual for erilaz of great power to have large stone guardians protecting them.

Stone Smith

At 3rd level, your study of Stone Lore has afforded you practice with the tools you need to strike runes onto stone. You gain proficiency with mason's tools. If you already have proficiency with mason's tools, your proficiency bonus is doubled for any check you make to use them.

Venn Rune

Also at 3rd level, you learn a special rune called the Venn rune. You must find a rock or stone which has a size of Tiny, and use your mason's tools to inscribe the rune onto the stone over the course of 1 hour, which can be done during a short or long rest.

Once you complete the inscription, the venn springs to life. This inscription functions as the find familiar spell, except that instead of a celestial, fey, or fiend, your familiar is a construct. Instead of the normal animal forms available to a familiar, your venn takes the form in the Venn stat block. Your venn can also take the Attack action.

Your venn has a number of Hit Dice equal to your erilaz level. Whenever you gain the Ability Score Improvement class feature, your venn's abilities also improve. Your venn can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your venn can't increase an ability score above 20 using this feature.

The actual venn is the rune you inscribe, not the stone body. This means that when your venn gains additional health or ability score increases, they remain intact if your venn is killed and you need to inscribe it again.

The size of stone you can inscribe your venn onto increases by one size category when you reach certain levels in this class, which allow its Hit Dice and hit points to grow. Your venn can be Small at 5th level (d6 Hit Dice), Medium at 11th level (d8 Hit Dice), and Large at 17th level (d10 Hit Dice).

Friendly Invocation

Starting at 6th level, you can spend one hour with your venn and mason's tools to inscribe a rune onto its body that you know, which can be done during a short or long rest. Your venn can use a bonus action to invoke the rune for itself, and can use any of the rune's gifts. While your venn has the rune invoked, it gains resistance to the type of damage associated with the rune, and deals an additional 1d6 of the rune's damage type on its attacks.

Your venn can only have one of your runes inscribed on it at a time. If you inscribe a new rune, the old one is lost.

 


Venn

Tiny construct, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 10 (3d4 + 3)
  • Speed 30 ft., burrow 15 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 13 (+1) 15 (+2) 11 (+0) 13 (+1)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, petrified, poisoned
  • Senses passive Perception 10
  • Languages Understands Runic but can't speak
  • Challenge 1 (200 XP)

Rune Glow. As a bonus action, the venn can cause its rune to glow brightly. The rune sheds bright light in a 40-foot cone, plus dim light for an additional 40 feet.

Actions

Smash. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.

Teleport. The venn's stone form sinks into natural rock or stone within 5 feet of it. The rune disappears last from that surface, and then reappears on a stone surface within 60 feet that it can see. The venn then emerges into this new space.

Shared Power

Beginning at 10th level, you learn to share your magic with your venn. Your venn can cast a rune spell from a rune it has invoked if you use a reaction and expend the appropriate spell slot during its casting.

Stone Strength

Starting at 14th level, you can spend 1 hour with your venn and your mason's tools, changing the runes on its body, which can be done during a short or long rest. Your venn gains one of the following abilities. You can change which ability your venn gets, but it can only have one of the abilities at a time.

  • Magic Absorption. Choose a type of damage when you inscribe this ability: acid, cold, fire, lightning, or thunder. Whenever the venn is subjected to that type of damage, it takes no damage and instead regains a number of Hit Points equal to the damage dealt.
  • Magic Resistance. The venn has advantage on saving throws against spells, runic gifts, and other magical effects.
  • Multiattack. The venn can make two smash attacks.
Chapter 3 | The Erilaz

Runes

Runes are powerful symbols which channel magic through the very inscription of their form. Magic can be cast by those who have unlocked the secrets of the rune.

Known Runes

Before a character can use any of a rune's abilities, they must have the rune's form firmly fixed in their mind, or must have access to the rune in a magic item. This is usually referred to as "unlocking" a rune, unlocking the runes secrets and gifts for use. The number of runes a creature can have fixed in mind at any given time depends on the character's level.

Invoking a Rune

When a character invokes a rune, the same basic rules are followed, regardless of the character's class or the rune's effects.

When you invoke a rune that you know as a bonus action, a glowing symbol of the rune appears in your hand. One of your hands must be free to invoke a rune, and if you hold anything in that hand, the rune is instantly dismissed. Each rune has two powers available to you while you invoke it, called gifts, as well as a list of spells that you can cast by spending spell slots.

You can dismiss a rune you are invoking at any time (no action required). If you are incapacitated or knocked unconscious, any runes you have invoked are dismissed. You can invoke a maximum of two runes at once. If you invoke a third rune, you must choose one of the runes you currently have invoked to dismiss. You can continue to concentrate on a spell cast from your rune even if the rune is dismissed.

 

Spell Slots

When a rune is invoked, a number of spells and abilities become available to the invoker. The spells on a rune's list are cast normally, but a character can only cast a rune's spell if they currently have the rune invoked. A creature cannot cast a rune spell on the same turn in which a rune is invoked.

Runes

Rune Descriptions

Each rune description begins with a block of information, including the rune's name, the damage type associated with it, and the family of runes to which it belongs. The rest of the rune's entry describes the rune's gifts, as well as the spells on its list.


This spell appears in this book.


⦿ This spell appears in Xanathar's Guide to Everything.

BlossomBlossom

Damage type: ForceBranch rune

Runic Gift: Bloom

You can use an action to cause one of the following effects within 20 feet of you.

  • You can make a flower blossom, a seed pod open, a leaf bud bloom, or other, similar effects.
  • You can choose a fire which fits inside of a 5-foot cube within range, and expand it 5 feet if fuel is present in the new location.
  • Choose one willing creature within range. The target can add 1d4 to one ability check or saving throw it makes within the next minute or until your concentration ends (as if concentrating on a spell).

Runic Gift: Thrive

When you hit a creature with an attack as part of the Attack action, you can choose one of the following benefits.

  • You do not provoke opportunity attacks from the target for the rest of your turn.
  • Your speed increases by 10 feet until the end of your turn.
  • You gain a number of temporary hit points equal to your rune ability modifier.
Blossom Spells
Spell Level Spells
1st expeditious retreat
2nd enlarge/reduce
3rd fly
4th guardian of nature⦿
5th skill empowerment⦿
6th Tenser's transformation⦿
7th regenerate
8th glibness
9th true polymorph

BoltBolt

Damage type: LightningWave rune

Runic Gift: Shock

You can use the Attack action to make a melee rune attack, a shock. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

On a hit, the target takes 1d6 lightning damage and must succeed on a Constitution saving throw or be knocked prone.

Runic Gift: Spark

As an action, you can cause one of the following effects.

  • You electrically charge an object which weighs less than 5 pounds. The next creature to touch the object within 1 hour receives a mild shock which does not cause damage.
  • Your rune begins absorbing ambient electricity from the air around you. The first time you would roll lightning damage before the end of your next turn, you can reroll any of the damage dice but must use the new rolls.
  • You produce a line of electricity from yourself to a solid object or the ground within 20 feet of you which does not harm creatures or equipment. The line emits bright light around itself in a 5-foot radius, plus dim light for an additional 5 feet. If the line is stopped from your intended anchor point, it instead anchors to the nearest point to the place you choose. If you do not have a solid anchor point, the rune emits sparks which shed bright light in a 10-foot radius, plus dim light for an additional 10 feet.
Bolt Spells
Spell Level Spells
1st witch bolt
2nd lightning conductor
3rd lightning bolt
4th storm sphere⦿
5th Maylex's multizap
6th chain lightning
7th charged bolt
8th spark coil
9th power word bolt
Rune Descriptions

DecayDecay

Damage type: NecroticBarrow rune

Runic Gift: Doom

When you hit with an attack, you can choose to expend one of your Hit Dice. Roll the Hit Die but do not add your Constitution modifier to the roll. The target takes an amount of additional necrotic damage equal to the number you rolled.

Runic Gift: Repose

You can use an action to cause one of the following effects within 20 feet of you.

  • You can make flowers wilt, food to spoil, and other, similar effects.
  • You cause a pungent smell of decay to emanate from the space.
  • A living creature with 0 hit points which is stable immediately fails two death saving throws.
  • Choose one creature within range. The target must make a Wisdom saving throw. On a failed save, the target subtracts 1d4 from the next ability check or saving throw it makes within the next minute or until your concentration ends (as if concentrating on a spell).
Decay Spells
Spell Level Spells
1st inflict wounds
2nd gentle repose
3rd speak with dead
4th blight
5th negative energy flood⦿
6th circle of death
7th finger of death
8th Abi-Dalzim's horrid wilting⦿
9th power word kill

EarthEarth

Damage type: AcidBranch rune

Runic Gift: Bear

As an action, you can cause one of the following effects.

  • Choose an area of earth or stone that you can see within 60 feet and which fits in a 5-foot cube. You cause the earth to animate as you wish. You can form the earth or stone into simple shapes and move it up to 20 feet in any direction (this movement does not cause damage).
  • You gain tremorsense to a range of 60 feet until the end of your next turn.
  • You cause a 5-foot cube of earth within 60 feet to become difficult or normal terrain. A creature standing in the area when you initiate this effect must succeed on a Strength saving throw or be restrained by the earth for 1 minute or until your concentration ends (as if concentrating on a spell). A creature restrained in this way can use its action to make a Strength check against your rune save DC. On a success, it frees itself.

Runic Gift: Tiger

You can use the Attack action to make a melee rune attack, a tiger claw. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

On a hit, the target takes 1d6 acid damage and is pushed 10 feet away from you.

Earth Spells
Spell Level Spells
1st earth tremor⦿
2nd Maximilian's earthen grasp⦿
3rd erupting earth⦿
4th stone shape
5th wall of stone
6th bones of the earth⦿
7th fault line
8th earthquake
9th imprisonment
Rune Descriptions

FangFang

Damage type: PoisonBarrow rune

Runic Gift: Companion

As an action, you can cause one of the following effects within 60 feet of you.

  • You point your finger, and a symbol or rune appears projected at the spot where you point. This symbol can be any shape or color you desire, and you can alter its size, from a Tiny pinpoint of light to a Large projection. This symbol gives off dim light within a 5-foot radius.
  • You create a natural sound which originates from a point of your choice within range, such as the call of a songbird or the growl of a predator.
  • Choose a beast that you can see within range with an Intelligence of 1. This beast must not be hostile towards you, and must be able to see or hear you. The target must succeed on a Wisdom saving throw or be charmed by you for 24 hours or until you use this ability again. If you give the beast a task to perform, it will do so to the best of its ability. If you or one of your companions harms the target, the effect ends.

Runic Gift: Pounce

If you move at least 20 feet straight toward a creature and hit it with a melee attack on the same turn, that target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action, which deals an additional 1d4 poison damage on a hit.

Fang Spells
Spell Level Spells
1st beast bond⦿
2nd alter self
3rd phantom steed
4th polymorph
5th commune with nature
6th conjure fey
7th wild hunt
8th animal shapes
9th shapechange

FlameFlame

Damage type: FireBranch rune

Runic Gift: Flicker

Choose a nonmagical flame that you can see within 60 feet and which fits in a 5-foot cube. As an action, you can cause one of the following effects.

  • You instantly extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes to appear within the flames and animate as you like. These shapes last for 1 hour.

Additionally, you can cause a flame to appear in your hand, which harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The effect ends if you dismiss it as an action or initiate it again.

You can attack with the flame, although doing so ends the effect. When you create this flame, or as an action on a later turn, you can hurl the flame at a point you can see within 60 feet. Any creature within a 5-foot radius of that point must succeed on a Dexterity saving throw or take 1d6 fire damage.

Runic Gift: Ignite

You can use the Attack action to make a melee rune attack, an ignite. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

On a hit, the target takes 1d6 fire damage, and is set on fire until the end of its next turn. The target takes another 1d6 fire damage at the end of its next turn unless the target or another creature within 5 feet of it uses an action to put out the flames.

If you make a successful ignite against a target which is already on fire, the target takes 2d6 fire damage at the end of its next turn unless the flames are put out.

Flame Spells
Spell Level Spells
1st searing smite
2nd pyrotechnics⦿
3rd fireball
4th wall of fire
5th immolation⦿
6th investiture of flame⦿
7th delayed blast fireball
8th power word burn
9th meteor swarm
Rune Descriptions

FrostFrost

Damage type: ColdBarrow rune

Runic Gift: Chill

You can use an action to cause one of the following effects inside of a 5-foot cube within 20 feet of you.

  • You cause ice or snow in the area to animate at your whim. You can form the ice or snow into simple shapes and move it up to 20 feet in any direction (this movement does not cause damage).
  • You can solidify snow into solid ice, or turn ice into fluffy snowflakes.
  • You chill or warm nonliving material for 1 hour.
  • You unfreeze water, or freeze water so long as no creatures are in it.

Runic Gift: Snap

You can use the Attack action to make a ranged rune attack, a snap. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

Choose a target within 20 feet of you that you can see. On a hit, the target takes 1d6 cold damage, and its speed is reduced by 10 feet until the end of your next turn.

Frost Spells
Spell Level Spells
1st armor of Agathys
2nd Snilloc's snowball swarm⦿
3rd sleet storm
4th ice storm
5th cone of cold
6th investiture of ice⦿
7th simulacrum
8th cryofreeze
9th blizzard

HeartHeart

Damage type: FireBranch rune

Runic Gift: Love

You can use an action to cause one of the following effects within 20 feet of you.

  • A living creature with 0 hit points becomes stable.
  • A willing creature has resistance to bludgeoning, piercing, and slashing damage dealt by weapon attacks until the end of your next turn.
  • You create a flame from your heart which streaks toward a willing creature within range and strikes them. The creature gains a number of temporary hit points equal to your rune ability modifier. Your flame can only be granted to one creature at a time, and if you use it on a second creature, any remaining temporary hit points the first target have are lost.

Runic Gift: Support

You can use an action and touch a creature which is diseased or has one of the following conditions: blinded, deafened, paralyzed, or poisoned. The creature you touch loses the effect, and you take it on. You cannot use this ability if you already have the effect. The length of time the effect would last is transferred to you.

Heart Spells
Spell Level Spells
1st cure wounds
2nd warding bond
3rd revivify
4th charm monster
5th greater restoration
6th heal
7th resurrection
8th dominate monster
9th wish
Rune Descriptions

MindMind

Damage type: PsychicBranch rune

Runic Gift: Migraine

As an action, you can target one creature within 20 feet and flood its mind with pain. The target must make a Constitution saving throw, taking 1d10 psychic damage and gaining sunlight sensitivity until the end of your next turn on a failed save, or taking half as much damage and not gaining sunlight sensitivity on a successful one. While in bright light, a creature with sunlight sensitivity has disadvantage on attack rolls as well as on Perception checks that rely on sight.

Runic Gift: See

As an action, you can cause one of the following effects.

  • You create a small mark within 20 feet which is no larger than 1 foot in any dimension that appears on an object or a willing creature for up to 1 hour.
  • You can target a willing creature within 20 feet of you that you can see. The creature must have an Intelligence of at least 3, and you must share a language with the creature. You can send a message of 25 words or less into the target's mind. The target can then silently respond with a message of 25 words or less, which you hear in your mind.
  • You can manipulate an object within 20 feet of you as though you were adjacent to it. You can open an unlocked door or container, stow or retrieve an item from an open container, pour the contents out of a vial, carry an object anywhere within range, or other, similar actions. You cannot use this ability to attack, activate magic items, or carry more than 10 pounds.
Mind Spells
Spell Level Spells
1st disguise self
2nd detect thoughts
3rd major image
4th hallucinatory terrain
5th modify memory
6th programmed illusion
7th mirage arcane
8th feeblemind
9th psychic scream⦿

MoonMoon

Damage type: RadiantRealm rune

Runic Gift: Crescent

You can use the Attack action to make a melee rune attack, a crescent. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

On a hit, the target takes 1d6 radiant damage. If you hit the first target, you can choose another target which is within 5 feet of the first target and make a rune attack against it as well. On a hit, the second target takes 1d6 radiant damage. A target that is in moonlight takes additional radiant damage equal to your rune ability modifier (minimum 1).

Runic Gift: Full

As an action, you can cause one of the following effects.

  • You create a harmless sensory effect that shows the current phase of the moon, or some other known astronomical phenomenon (such as how long remains until the passing of a known comet).
  • You touch an object that is no larger than 10 feet in any dimension. The object sheds moonlight in a 30-foot radius (this moonlight is dim light). Completely covering the object with something opaque blocks the light. This effect lasts until you initiate it again or choose to end it as an action.
        If you target an object held or worn by a hostile creature, it must succeed on a Dexterity saving throw to avoid the effect.
  • Choose a willing creature within 20 feet of you to guide with the moon's embrace. The target can add 1d4 to the next attack roll or saving throw it makes before the end of your next turn. If the creature is in moonlight, it instead adds 2d4.
Moon Spells
Spell Level Spells
1st lunar guide
2nd moonbeam
3rd magic circle
4th Otiluke's resilient sphere
5th circle of power
6th true seeing
7th forcecage
8th holy aura
9th light of truth
Rune Descriptions

ShadowShadow

Damage type: NecroticBarrow rune

Runic Gift: Shade

You can use the Attack action to make a ranged rune attack, a shade. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

Choose a target within 20 feet of you that you can see. Your shadow moves to be adjacent to the target and attacks its shadow. On a hit, the target takes 1d6 necrotic damage and your shadow latches onto the target. As long as your shadow is latched to the target, the target cannot hide from you through any means.

Runic Gift: Umbra

When you invoke the Shadow rune, your shadow becomes more aggressive, and is not directly connected to you. As an action, you can move your shadow up to 20 feet from you and cause one of the following effects. If you are ever more than 20 feet from your shadow, it immediately returns to you.

  • Your shadow can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, pour the contents out of a vial, or other, similar actions. Your shadow can't attack, activate magic items, or carry more than 10 pounds.
  • Your shadow causes flames which fit inside of a 5-foot cube to flicker, dim, or be snuffed out.
  • Your shadow changes its shape, and can become the shadow of another creature or even of a location or an object.
  • Your shadow jumps into the shadow of another creature and rises up, mimicking an attack. The target must succeed on a Wisdom saving throw or become frightened of its own shadow until the end of your next turn.
Shadow Spells
Spell Level Spells
1st dissonant whispers
2nd darkness
3rd vampiric touch
4th shadow of moil⦿
5th creation
6th forbiddance
7th power word pain⦿
8th maddening darkness⦿
9th fall of shadow

SoulSoul

Damage type: PsychicRealm rune

Runic Gift: Banish

When you make a melee attack as part of the Attack action, you can choose to attack the target's soul. You do not need to roll to hit the target. The target takes 1d4 psychic damage.

Runic Gift: Spirit

As an action, you can cause one of the following effects.

  • You can speak telepathically to a creature or creatures that you can see within 60 feet of you. A creature understands you only if the two of you share a language.
  • Each creature you can see emits a softly-glowing aura that only you can see until the end of your next turn. The colors of these auras correspond to a creature's current mood.
  • You become aware of the location of every living creature within 20 feet of you until the end of your next turn. You can sense a creature even if it is hidden or invisible, so long as it is on the same plane of existence as you.
Soul Spells
Spell Level Spells
1st charm person
2nd calm emotions
3rd animate dead
4th compulsion
5th reincarnate
6th soul cage⦿
7th project image
8th clone
9th astral projection
Rune Descriptions

SpaceSpace

Damage type: ColdRealm rune

Runic Gift: Bend

When you make an attack as part of the Attack action, you can warp the space between the target and yourself. Your weapon gain an additional 5 feet of reach for that attack.

Runic Gift: Void

As an action, you can cause one of the following effects.

  • You touch one object that weighs 5 pounds or less which is not being worn or carried. Until the end of your next turn, the object acts as though it is unaffected by gravity, floating through the air. You can throw the object as part of the same action, which allows it to fly in a perfectly straight line in any direction.
  • Gravity loses its hold on you, and you begin to rise vertically until the end of your next turn. You can move up or down at a rate of 5 feet each round, to a maximum of 20 feet. If you do not take this action while floating, you fall at the end of that turn.
        You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or ceiling), which allows you to move as if you were climbing.
  • You designate a 5-foot cube within 60 feet of you as an action. The area you designate is magically darkened and silenced until the end of your next turn. No light or sound can be created within or pass through the area. Any creature or object entirely inside the area is immune to thunder damage, blinded, and deafened. Casting a spell that includes a verbal component is impossible there.
Space Spells
Spell Level Spells
1st landmark
2nd misty step
3rd thunder step⦿
4th dimension door
5th far step⦿
6th arcane gate
7th reverse gravity
8th maze
9th gate

StarStar

Damage type: RadiantRealm rune

Runic Gift: Corona

This rune gives off a constant crown of heat which harms neither you nor your equipment. A creature that touches you or hits you with a melee attack while within 5 feet of you for the first time on a turn takes 1d6 radiant damage.

Runic Gift: Fusion

When you invoke the Star rune, a Tiny spherical star appears which hovers within 5 feet of you, slowly orbiting you. This star sheds bright light in a 10-foot radius, and dim light for an additional 10 feet. As an action, you can move the star up to 60 feet and cause one of the following effects. If the star is ever more than 60 feet from you, it disappears from where it was and reappears within 5 feet of you. If the star is consumed or dies, you can summon a new one as an action.

  • You can designate an object or willing creature within range. The star will slowly orbit the target.
  • The star collapses into a minute singularity which lasts until the end of your next turn. Objects within 10 feet of the star which are not being worn or carried are pulled into the star's space. Creatures within 10 feet of the star when it collapses must succeed on a Strength saving throw or have their speed reduced to 0 until the end of your next turn. This action consumes the star.
  • The star explodes in a flash of brilliant light. Any creature within 10 feet of the star must make a Constitution saving throw, becoming blinded on a failed save until the end of your next turn. This action consumes the star.
Star Spells
Spell Level Spells
1st faerie fire
2nd branding smite
3rd daylight
4th wall of fire
5th dawn⦿
6th sunbeam
7th crown of stars⦿
8th sunburst
9th supernova
Rune Descriptions

StormStorm

Damage type: ThunderWave rune

Runic Gift: Boom

You can use the Attack action to make a ranged rune attack, a boom. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

Choose a target within 20 feet of you that you can see. On a hit, the target takes 1d6 thunder damage and is deafened until the end of your next turn.

Runic Gift: Forecast

When you invoke the Storm rune, a Tiny cloud appears which hovers within 5 feet of you. As an action, you can move the cloud up to 60 feet and cause one of the following effects. If the cloud is ever more than 60 feet from you, it disappears from where it was and reappears within 5 feet of you.

  • You cause the cloud to be white and fluffy, dark and stormy, or anything in between. If you do not choose, the cloud will reflect the current weather.
  • The cloud creates a harmless sensory effect which predicts what the weather will be in your current location for the next 24 hours. This effect persists until the end of your next turn.
  • You cause the cloud to begin gentle raining or snowing, or blowing a breeze. These effects do not cause damage, but can be used to do things like extinguish small fires or other harmless effects like fluttering leaves. The effect persists until the end of your next turn.
Storm Spells
Spell Level Spells
1st fog cloud
2nd skywrite⦿
3rd call lightning
4th control water
5th destructive wave
6th investiture of wind⦿
7th fire storm
8th control weather
9th storm of vengeance

SulfurSulfur

Damage type: AcidBarrow rune

Runic Gift: Burn

You can use the Attack action to make a ranged rune attack, a burn. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

Choose a target within 20 feet of you that you can see. On a hit, the target takes 1d6 acid damage. At the end of its next turn, it takes an additional 1d6 acid damage.

Runic Gift: Brimstone

As an action, you can cause one of the following effects in a 5-foot cube within 60 feet of you.

  • You cause a distinct and pungent odor to appear in the space for 1 hour.
  • Plants in the space wither and die.
  • You create a toxic cleaning solution which coats the area for 1 hour. Objects and surfaces in the area are cleaned and any rust in the area disappears. A creature which begins its turn in the area must succeed on a Constitution saving throw or be poisoned until the end of your next turn.
Sulfur Spells
Spell Level Spells
1st grease
2nd Melf's acid arrow
3rd stinking cloud
4th vitriolic sphere⦿
5th cloudkill
6th disintegrate
7th acid rain
8th incendiary cloud
9th volcanic eruption
Rune Descriptions

TimeTime

Damage type: ForceRealm rune

Runic Gift: Accelerate

The world around you seems to move more slowly when you have this rune invoked. You can take the Dash, Disengage, or Search actions as a bonus action on your turn.

Additionally, when you perform a mundane task during restful time such as reading a book or cooking a meal, you can accomplish it in half the time it would normally take. This does not hasten travel or the time it takes to complete a rest.

Runic Gift: Horologist

As an action, you can cause one of the following effects.

  • You create a harmless sensory effect to appear on the rune which gives the exact current time. You can instead have the rune show how long it has been since or how long remains until certain fixed points in a day such as noon, midnight, sunrise, or sunset. This effect persists until the end of your next turn.
  • You choose a point in time in the future to mark and choose an audible or mental alarm. When the moment arrives, your rune flashes and makes a noise of your choice, or you hear a noise in your mind. If you do not have the Time rune invoked when the moment would arrive, it automatically invokes in a free hand to alert you. If you do not have a hand free, you miss the alarm.
  • You touch a single object which has a tear or break in it which is less than 1 foot in every dimension. You reverse time for the object until a time before the tear or break occurred, and the object is rendered whole. This process does not restore magic to an object.
Time Spells
Spell Level Spells
1st longstrider
2nd augury
3rd haste
4th Leomund's secret chest
5th legend lore
6th scatter⦿
7th sequester
8th demiplane
9th foresight

WaterWater

Damage type: ColdWave rune

Runic Gift: Bubble

Choose an area of water that you can see within 60 feet and which fits in a 5-foot cube. As an action, you can cause one of the following effects.

  • You can move the water up to 20 feet (this movement does not cause damage).
  • You can animate or shape the water as you wish, and change its color or opacity. This change lasts for 1 hour.
  • You can create a bubble of air in the water, and can move this bubble up to 20 feet. This bubble lasts until your concentration ends (as if concentrating on a spell), and draws oxygen from the water surrounding it so it does not run out of air.
        When you create a bubble of air, you can spend 10 minutes inscribing a special bubble rune onto the ground while inside of the bubble. Until you move more than 20 feet from the rune or dismiss it as an action, the bubble continues to keep water out.

Runic Gift: Whip

You can use the Attack action to make a ranged rune attack, a water whip. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

Choose a target within 20 feet of you that you can see. On a hit, the target takes 1d8 cold damage and is pushed 5 feet in a direction of your choice.

Water Spells
Spell Level Spells
1st create or destroy water
2nd protection from poison
3rd tidal wave⦿
4th watery sphere⦿
5th maelstrom⦿
6th Otiluke's freezing sphere
7th drown
8th tsunami
9th flash flood
Rune Descriptions

WindWind

Damage type: ThunderWave rune

Runic Gift: Mistral

As an action, you can cause one of the following effects within 60 feet of you.

  • You cause a harmless sensory effect using air such as causing leaves to rustle or shutters to blow open.
  • You create a small blast of air capable of moving one object that weighs no more than 5 pounds. The object is blown 10 feet in a direction of your choice. If the object reaches your space, you can catch it if you have a hand free. If the object is being held by another creature, that creature must succeed on a Strength saving throw or lose the item.
  • You choose a point you can see within range and cause a 10-foot cone gust of strong wind to burst in any direction from that point until the end of your next turn. Each creature in the area must succeed on a Strength saving throw or be pushed 10 feet away from the point and knocked prone. Until the start of your next turn, any creature in the area must spend 2 feet of movement for every 1 foot it moves when moving closer to the point. The gust disperses gas or vapor, and it extinguishes unprotected flames. Protected flames have a 50 percent chance of being extinguished.

Runic Gift: Williwaw

You can use the Attack action to make a melee rune attack, a williwaw. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

On a hit, the target takes 1d6 thunder damage and cannot make opportunity attacks against you for the rest of your turn.

Wind Spells
Spell Level Spells
1st feather fall
2nd gust of wind
3rd gaseous form
4th freedom of movement
5th steel wind strike⦿
6th wind walk
7th whirlwind⦿
8th aerobatics
9th winds of change

WoodWood

Damage type: PoisonWave rune

Runic Gift: Green

As an action, you can cause one of the following effects in a 5-foot cube within 60 feet of you.

  • You cause a plant you can see to move or conform to your wishes, bending or contorting to the shape you desire. This movement does not harm the plant.
  • You can change a plant's color and smell to make it more desirable or repulsive to other creatures.
  • You cause plants to become difficult or normal terrain. If no plants exist there, you can cause them to bloom and become the type of terrain you desire.

Runic Gift: Sting

When you make an attack as part of the Attack action, you can cause poisonous thorns to sprout on your weapon. If the attack is successful, the target takes an additional 1d4 poison damage.

Wood Spells
Spell Level Spells
1st entangle
2nd barkskin
3rd plant growth
4th grasping vine
5th tree stride
6th transport via plants
7th shambling guardians
8th forest shapes
9th timber monarch
Rune Descriptions

Spells

1st Level

Landmark

1st-level divination (ritual)


  • Initiation Time: 1 action
  • Range: Touch
  • Components: V, S, M (an iolite gemstone worth at least 50 gp, which the spell consumes)
  • Duration: Until dispelled
  • Class: Bard, Druid, Ranger, Shaman, Wayfarer, Wizard

You touch the ground or a solid surface which is at least 5 feet in length and width within reach, and a magical marker appears on the surface before disappearing. From that point on, so long as you are on the same plane of existence, you can take an action to know the direction toward and distance to the mark.

Lunar Guide

1st-level illusion (ritual)


  • Initiation Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S, M (two petals of a moonflower)
  • Duration: 8 hours
  • Class: Cleric, Druid, Shaman, Warlock, Wayfarer, Wizard

A small orb which resembles the moon is called forth from the spell and hovers within 5 feet of you. This orb is an illusion and cannot be interacted with. For the duration, the orb emits light in a 60-foot radius around you. The light the moon emits is dim light and is considered true moonlight.

As an action, you can temporarily suppress the light of the orb. It darkens but continues to hover around you. Alternately, you can dismiss it completely, ending the spell. As an action while it is temporarily suppressed, you can cause it to resume shedding moonlight.

The light of the moon causes a faint aura to emanate around certain creatures and objects that only you can see. This aura outlines shapechangers, any creatures which are disguising their true form through magic (such as the disguise self spell or a hat of disguise), and illusions.

2nd Level

Lightning Conductor

2nd-level abjuration


  • Initiation Time: 1 reaction, which you take in response to a creature within 60 feet of you that you can see taking lightning damage
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Class: Cleric, Paladin, Shaman, Sorcerer, Wizard

The lightning damage is redirected to you and absorbed. Roll 3d6 and reduce the lightning damage by that amount. You take any remaining lightning damage.

If you reduce the damage below 0, choose a creature within range, which must succeed a Constitution saving throw or take an amount of lightning damage equal to the amount you reduced the damage below 0.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you reduce the damage by an additional 1d6 for each slot level higher than 2nd.

5th Level

Maylex's Multizap

5th-level transmutation


  • Initiation Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
  • Class: Ranger, Sorcerer, Wizard

You turn into a ball of electricity before striking a creature you can see within range. Make a melee spell attack against the target. On a hit, the target takes 4d10 lightning damage.

Each time you successfully hit, you can choose a new target to strike within 30 feet of the last target. The strike deals 1d10 less damage each time you jump. When the damage runs out or when you miss, the spell ends and you appear in an unoccupied space of your choice within 5 feet of the last target you hit.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage increases by an additional 2d10 for each slot level higher than 5th.

Spells

7th Level

Acid Rain

7th-level conjuration


  • Initiation Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a pinch of sulfur)
  • Duration: Concentration, up to 1 minute
  • Class: Druid, Sorcerer, Warlock, Wizard

A sickly-looking cloud forms above an area you choose within range, raining down acid in a 30-foot radius. Until the spell ends, you can use your action to move the cloud up to 30 feet in any direction.

Whenever a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw, taking 8d8 acid damage on a failed save, or half as much damage on a successful one.

Charged Bolt

7th-level evocation


  • Initiation Time: 1 action
  • Range: Self (120-foot line)
  • Components: V, S, M (a magnetized metal rod)
  • Duration: Concentration, up to 1 minute
  • Class: Druid, Sorcerer, Wizard

You hold your fingers together, and a flash of sparking electricity begins to form. When the spell ends, either because your concentration is broken or because you decide to end it, a 120-foot line, 5-foot wide bolt of lightning strikes in a direction you choose. Each creature in the area must make a Dexterity saving throw. A creature takes lightning damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.

The spell's base damage is 10d6. If at the end of your turn the bolt has not yet struck, the damage increases by 1d6.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.

Drown

7th-level conjuration


  • Initiation Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a seashell)
  • Duration: Concentration, up to 1 minute
  • Class: Warlock, Wizard

You target a creature within range, which must make a Constitution saving throw. On a failed save, the creature's lungs immediately begin to fill with water. For the duration, the target can't breath or speak, its speed is halved, and it can't use reactions.

In addition, at the start of its turn, a target must make another Constitution saving throw. On a failed save, the creature spends its action that turn coughing and choking. Creatures that don't need to breathe automatically succeed on this saving throw.

After failing three of these saving throws, the target is immediately reduced to 0 hit points and is dying, and the spell ends. After succeeding on three of these saving throws, the creature recovers from the condition, violently expelling the water from its lungs, and the spell ends.

Fault Line

7th-level evocation


  • Initiation Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous
  • Class: Druid, Sorcerer, Wizard

A violent fault in the earth appears in a location you choose within range. The area of the fault consists of up to ten 10-foot squares, which you can arrange as you wish. Each square must have at least one face adjacent to the face of another square. Each creature in the area must make a Constitution saving throw. It takes 7d10 bludgeoning damage on a failed save, or half as much damage on a successful one.

Shambling Guardian

7th-level transmutation


  • Initiation Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Class: Druid, Wizard

You summon a shambling mound, which appears in an unoccupied space that you can see within range. The mound disappears when it drops to 0 hit points or when the spell ends.

The mound is friendly to you and your companions for the duration. Roll initiative for the mound, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't force the mound to do significant harm to the local flora and fauna. If you don't issue any commands to the mound, it defends itself from hostile creatures but otherwise takes no actions.

The DM has the mound's statistics.

Spells
Wild Hunt

7th-level transmutation


  • Initiation Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a fang from a predator)
  • Duration: Concentration, up to 10 minutes
  • Class: Druid

You and up to 5 willing creatures you can see within range gain the abilities of powerful predators. Until the spell ends, all targets gain the following benefits.

  • A target gains 20 temporary hit points.
  • When making an unarmed strike, a target can use your spellcasting ability modifier instead of its own Strength modifier for the attack and damage rolls.
  • A target can choose bludgeoning, piercing, or slashing damage when making an unarmed strike. The target's unarmed strike deals 1d10 damage of the type that it chose.
  • A target attacks twice, instead of once, when it takes the Attack action on its turn. The target ignores this benefit if it already has a feature, like Extra Attack, that gives it extra attacks.
  • A target has advantage on any check made to follow or track creatures.

8th Level

Aerobatics

8th-level transmutation


  • Initiation Time: 1 action
  • Range: 30 feet
  • *Components: V, S, M (a feather)
  • Duration: 1 hour
  • Class: Druid, Sorcerer, Wayfarer, Wizard

You and up to 10 willing creatures you can see within range gain a flying speed of 100 feet for the duration. Each affected creature does not provoke opportunity attacks while it is affected by this spell.

If a creature is flying when the spell ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.

Cryofreeze

8th-level evocation


  • Initiation Time: 1 reaction, which you take in response to a creature within 30 feet of you being reduced to 0 hit points
  • Range: 30 feet
  • Components: V, S
  • Duration: 7 days
  • Class: Cleric, Druid, Wizard

The target is stabilized, petrified, and becomes a solid piece of ice. While in this form, the ice shields the target from harm. The target gains 100 temporary hit points. If the target restores any hit points, the spell ends.

If the target has any missing limbs when you cast this spell, or if the target has any of its limbs broken off while frozen, ice forms over the area and regrows the limb in 24 hours.

Forest Shapes

8th-level transmutation


  • Initiation Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 24 hours
  • Class: Druid

Your magic turns others into plant creatures. Choose up to 10 willing creatures that you can see within range. You transform each target into the form of a shambling mound.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. A target's game statistics are replaced by the statistics of the mound, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.

The DM has the mound's statistics.

Healing Infusion

8th-level evocation


  • Initiation Time: 1 action
  • Range: Touch
  • Components: V, S, M (a butterfly's wing)
  • Duration: Concentration, up to 1 hour
  • Class: Cleric

You touch a creature and infuse it with supernatural healing. The target regains 10 hit points. For the duration of the spell, if the target is below half of its maximum hit points at the start of its turn, it regains 10 hit points.

If the target takes necrotic damage, the spell doesn't function at the start of its next turn. The target dies only if it starts its turn with 0 hit points and does not regenerate.

Spells
Power Word Burn

8th-level conjuration


  • Initiation Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Warlock, Sorcerer, Wizard

You speak the word and fire spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The fire spreads around corners.

Whenever a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw, taking 8d8 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

Spark Coil

8th-level evocation


  • Initiation Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 hour
  • Class: Sorcerer, Wizard

You cast this spell and your body begins emitting sparks. For the duration, you can use an action to target a creature you can see within 20 feet of you. That creature takes 6d6 lightning damage.

9th Level

Blizzard

9th-level conjuration


  • Initiation Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Druid

This spell freezes the air centered on a point you can see and spreads in a 360-foot-radius sphere. The area is heavily obscured and difficult terrain for all creatures except you. Unprotected flames are automatically extinguished, and protected flames flicker wildly and have a 50 percent chance of going out.

When another creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed by the blizzard, and it must make a Constitution saving throw. It takes 8d8 cold damage and gains a level of exhaustion on a failed save, or takes half as much damage and is not exhausted on a successful save. Any levels of exhaustion caused by this spell go away when the spell ends.

Fall of Shadow

9th-level divination


  • Initiation Time: 1 action
  • Range: Self (90-foot-radius sphere)
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Class: Warlock

This spell summons the Shadowfell to collide with the Material Plane in a 90-foot-radius sphere which remains centered on you. The area is magical darkness and spreads around corners. Creatures of your choice when you cast the spell can see through the darkness as though it was not there. Otherwise, creatures with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

You gain the following benefits.

  • Your movement is unaffected by difficult terrain, and spells and magical effects can't reduce your speed or cause you to be grappled, paralyzed, or restrained.
  • You can use a bonus action to teleport to any unoccupied space within range of the spell.
  • When make a successful weapon attack against a creature, you deal an additional 4d6 necrotic damage on a hit.
Flash Flood

9th-level conjuration


  • Initiation Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Class: Druid

Water rapidly fills a 300-foot cube centered on a point you choose within range. The water is magically contained within the cube. Creatures of your choice are unaffected by the water, and can move and act as they normally could. This includes making weapon and spell attacks, or taking any other action which might normally be hindered by water.

In addition, creatures of your choice in the area do not need to spend any extra movement or make skill checks to move through this water, and can move in any direction through it.

When the spell ends, the water is no longer contained in the cube and immediately floods the surrounding area, extinguishing all normal flames within 900 feet of it before vanishing.

Spells
Light of Truth

9th-level divination


  • Initiation Time: 1 action
  • Range: Sight
  • Components: V, S, M (a dried moonlily)
  • Duration: Concentration, up to 1 hour
  • Class: Cleric, Druid

An image of the full moon is conjured in the sky, shedding down bright light centered on a point you can see and reaching a radius of 360 feet which spreads around corners. For the duration, creatures of your choice have truesight to see anything in the area, secret doors hidden by magic and invisible creatures have a glowing aura around them, and the Ethereal Plane can be seen in the area.

In addition, while in the area of light, creatures of your choice cannot be blinded, charmed, or frightened.

Power Word Bolt

9th-level evocation


  • Initiation Time: 1 action
  • Range: Sight
  • Components: V, S
  • Duration: Instantaneous
  • Class: Druid, Sorcerer, Wizard

You speak the word and choose any number of targets that you can see within range. Each target must make a Dexterity saving throw. A creature takes 12d12 lightning damage and is stunned until the end of your next turn on a failed save, or takes half as much damage and is not stunned on a success.

Supernova

9th-level evocation


  • Initiation Time: 1 action
  • Range: Self (60-foot sphere)
  • Components: V, S
  • Duration: Instantaneous
  • Class: Cleric, Sorcerer, Wizard

A violent explosion rips out from you in a 60-foot sphere and hurls creatures away. A creature in the area must make a Constitution saving throw. A creature takes 20d6 fire damage and 20d6 radiant damage on a failed save and is hurled to the edge of the spell's range. A creature takes half as much damage and is not moved on a successful save.

The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

Timber Monarch

9th-level transmutation


  • Initiation Time: 1 action
  • Range: Self
  • Components: V, S, M (a ring made of ironwood worth at least 1,500 gp, which you must place on your finger before you cast the spell)
  • Duration: Concentration, up to 1 hour
  • Class: Druid

You assume the form of a treant for the duration. Your game statistics are replaced by the statistics of the treant, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You assume the hit points and Hit Dice of your new form, and when you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form below 0 hit points, you aren't knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can continue to speak the languages of the treant.

When you transform, your gear melds into your new form. You can't activate, wield, or otherwise benefit from any of your equipment.

During this spell's duration, when you use the treant's Animate Trees action, you can animate a single tree instead of two, but have no limit regarding the number of times you can use this action. If you reach 0 hit points in your treant form, any trees animated by you act as though the treant which summoned them died, and return to inanimate form.

The DM has the treant's statistics.

Spells
Volcanic Eruption

9th-level conjuration


  • Casting Time: 1 action
  • Range: 1 mile
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Druid, Wizard

A 180-foot-radius, 180-foot-tall mountain arises at a point you choose within range. The land and terrain magically morph to accommodate the volcano, although the DM may determine that structures or objects collapse if they are particularly close to the epicenter. Each creature on the volcano when it forms must make a Constitution saving throw. On a failed save, a creature takes 2d10 fire damage and 2d10 bludgeoning damage.

Each round you maintain concentration on this spell, the volcano produces additional effects on your turn.

Round 2. The top of the volcano explodes. Any creature within 50 feet of the top of the volcano takes 10d10 fire damage and 10d10 bludgeoning damage.

Round 3. Lava begins to flow down the sides of the volcano at a rate of 30 feet each round. A creature which starts its turn within 5 feet of lava takes 2d10 fire damage and 2d10 bludgeoning damage. A creature which moves directly into lava takes the lava's damage for every 5 feet it moves in the lava.

The DM may determine that some areas of the volcano stop up the lava, leaving gaps in the stream of lava. The lava may also collapse structures at the DM's discretion.

Round 4. The top of the volcano explodes again, raining balls of lava down onto everyone who has not escaped the volcano's area. Each creature on the volcano must make a Constitutino saving throw, taking 2d10 fire damage and 2d10 bludgeoning damage on a failed save, or half as much damage on a success.

Round 5-10. The lava continues to flow down the volcano at a rate of 30 feet each round. Once the lava reaches the ground, it spreads in all directions over flat surfaces at a rate of 20 feet each round.

When the spell ends, the ground in the area returns to the ground, but the lava remains. The lava ceases spreading, but takes 1 hour to cool.

Winds of Change

9th-level conjuration


  • Initiation Time: 1 action
  • Range: Self (60-foot sphere)
  • Components: V, S, M (a dandelion)
  • Duration: Concentration, up to 10 minutes
  • Class: Druid, Wizard

Powerful winds howl in a 60-foot sphere around you, remaining centered on you. For the duration, a creature which begins its turn in the area gains the following benefits or hindrances.

  • A creature has advantage or disadvantage on ranged attack rolls.
  • A creature has its speed tripled or reduced to half.
  • A creature has its jump distance quadrupled or it cannot jump more than 5 feet.
  • At the start of its turn, a creature takes 2d6 bludgeoning damage or regains 2d6 hit points.
Spells

Credits

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Thanks

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2018 by Alex Tanner and published under the Community Content Agreement for Dungeon Masters Guild.

This supplement was produced, written by, and created by Alex Tanner. If you find it listed anywhere not authorized by the creator, please contact:

alexctanner@gmail.com

 

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