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## Rune Scribe A rune scribe masters the secrets of the runes of power – ancient sigils that embody the fundamental magic of creation. Rune magic is exceedingly rare: some of its secrets have been lost, and what lore remains is jealously guarded. Few rune scribes share their lore with others. Indeed, most rune scribes take on new students only if doing so allows them to gain access to a forgotten or missing rune. You must meet certain prerequisites, listed below, in order to multiclass in or out of this class. ### Prerequisites * **Dexterity 13.** Rune scribes need agile fingers to master the intricate patterns of a rune. * **Charisma, Intelligence or Wisdom 13.** Rune lore requires intense study and knowledge. * **Proficiency in the Arcana skill.** Rune mastery requires an understanding of arcane lore. * **Character level:** Your levels in this class can never exceed half of your total character level. * **Complete a special task.** You must find a master rune in order to gain a level in this class. All subsequent levels also require you to locate a new rune and spend time unlocking its secrets. ### Hit Points * **Hit Dice:** 1d8 per rune scribe level * **Hit Points** at 1st Level: 8 + your Constitution modifier ### Proficiencies * **Tools:** Calligrapher’s supplies, mason’s tools, woodcarver’s tools * **Saving Throws:** None * **Skills:** None ### Equipment The rune scribe prestige class does not grant any special equipment. ### Rune Lore At 1st level, you learn the basics of scribing runes, and are able to activate more of a master rune’s full range of properties. The Rune Magic page contains information on master runes and descriptions of runes and their properties. The first rune you master is the rune you found and presented to your tutor to qualify for this prestige class. Your entrance to the class includes the process of mastering that rune’s secrets. ### Runic Magic Runes can make use of your own magical power to augment some of their effects. You gain a number of spell slots equal to a full caster, but this prestige class does not grant spells known. Instead, as a rune scribe, you can expend your spell slots to empower runes, as described in the “Rune Magic” section below. For the purpose of multiclassing, to determine your total spell slots, add your levels in rune scribe to your levels in classes that grant you the Spellcasting feature. For example, if you are a rune scribe 4/wizard 6, you would have the spell slots of a 10th-level character, in addition to having the cantrips and spellbook of a 6th-level wizard. Choose Intelligence, Wisdom or Charisma, your spell DC equals 8 + proficiency + your chosen ability score modifier. You learn the **Runic Writing** cantrip. ### Etch Brand While attuned to a rune you may spend 10 minutes etching a brand of a rune onto a weapon, up to 20 pieces of ammunition or a creature. You may also do this once at the end of any short or long rest. While etching the rune brand you may empower it with a 3rd level spell slot, when you do this you do not regain the spell slot until the rune brand is removed. If you attempt to scribe a rune’s brand while it is on another item or creature the first one ends. If you try to scribe a second brand on an item the first brand ends. If you shoot branded ammunition with a branded weapon only the ammunitions brand applies. ### Scribe Runic Glyph Beginning at 2nd level you may expend a spell slot and spend 10 minutes scribing a glyph of a rune on a surface, the surface must be at least a square foot in size but need not be perfectly flat. After you finish scribing the rune it glows brightly for a minute then fades to be nearly invisible, the rune can be seen by making a successful Intelligence(investigation) check against your spell DC. The rune lasts for 1 hour and you must concentrate on it as if you were concentrating on a spell. Each rune has a specific trigger. You may instead scribe the rune using 100gp of diamond dust per spell slot level, when scribed this way the glyph lasts until triggered or dispelled and doesn’t require concentration. ### Sovereign Brand Beginning at 3rd level you may use your etch brand feature with a rune you are not attuned to or a rune you have already etched without having it end, you may only have one rune etched this way. \pagebreakNum ### Living Rune Runes are a part of the living world, and your studies allow you to connect to their magic in increasingly powerful ways. At 4th level, you learn to incorporate rune magic into your identity, allowing you to augment your body and mind. At the end of a long rest, you can choose to increase one ability score of your choice by 2 or increase two ability scores of your choice by 1. At the end of each subsequent long rest, you can alter this choice, reducing the scores you previously increased and improving different scores. (If you chose to increase two abilities, you can opt to alter only one of those choices.) ### Rune Mastery At 5th level, you attain the ability to master an ever-greater range of runic magic. When you attune to a rune, you can choose to have it not count toward your limit of attuned magic items. You can be attuned to only one such rune in this manner at a time. You can use this ability again after you end your attunement to a rune. ### Rune Mastery (Alternative) At 5th level, your knowledge of master runes runs deep. When you finish a long rest you may attune to any master rune, you are always considered to have the rune on you and this attunement does not count toward your limit of attuned magic items. You can be attuned to only one such rune in this manner at a time. ## Cantrips ### Runic Writing *Conjuration cantrip* **Casting Time:** 1 action **Range:** Touch **Components:** S **Duration:** 1 minute You trace lines in the air or on a surface with your finger or an object you are holding. Magic coalesces into visible lines along a path you trace, the line can be of any reasonable thickness. The lines are translucent and emit dim light within 5 feet. After the spell's duration the writing blurs to a glowing smoke before dissipating into nothingness, this happens sooner if the writing is disturbed such as by a creature walking through it. You may also cause this to happen by using a bonus action. \pagebreakNum ## Master Runes ### Orb of the Stein Rune #### Crushing *Runic Brand* **Target:** Any weapon or ammunition. **Effect:** The weapon’s damage type changes to bludgeoning and the size of the first dice increases by 1. **Enhancement:** Each time you hit a creature with this weapon you may knock it back 5 feet as long as it is no more than 1 size larger than you. #### Shattering *Runic Spell Glyph* **Duration:** 1 minute **Trigger:** A creature comes within 5 feet The ground shakes violently, crumbling and breaking, each creature within a 15’ square centered on the glyph must make a dexterity saving throw or take 1d4 bludgeoning damage and be knocked prone. In addition the area becomes difficult terrain until the spell ends. When using a spell slot above 1st the area increases by 5’ and deals an additional 1d4 bludgeoning damage. #### Stone's Secrets *Runic Spell* **Casting Time:** 1 reaction **Range:** touch **Components:** V, S, M (Orb of the Stein Rune) **Duration:** Instantaneous You scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used. You may spend a spell slot to increase the range of this by 10’ per spell slot used. If there are more creatures than your intelligence score, you get a general idea of how many creatures and a vague idea of their locations. #### Runic Attunement While you are attuned to this rune, * You gain resistance to bludgeoning damage. * You can cast Meld into Stone as a bonus action without expending a spell slot. You regain this ability after a short or long rest. \columnbreakNum ### Pennant of the Vind Rune #### Howling *Runic Brand* **Target:** Any weapon or ammunition. **Effect:** The weapons damage type changes to slashing and the size of the first dice increases by 1. **Enhancement:** The weapon gains a ranged attack with #### Gale Wind *Runic Glyph* **Duration:** Instantaneous **Trigger:** A creature comes within 5 feet When you create this glyph you can set a direction. When triggered a gust of wind lashes out cutting and pushing who tripped it, the triggering creature must make a dexterity saving throw or 1d6 slashing damage and be pushed back 30’. When creating the glyphs you may create an extra glyph and the damage increases by 1d6 for every odd spell slot level above 1st. #### Wind Step *Runic Spell* **Casting Time:** 1 reaction **Range:** self (radius 10 feet) **Components:** V, S, M(Pennant of the Vind Rune) **Duration:** Instantaneous As an action you scribe the vind rune in the air and a willing creature within 10’ of you immediately fly 20 feet up. If you do not land at the end of this flight, you fall. You may also use this feature as a reaction, creating a cushion of air below any creature within 10’ of you, this cushion effectively reduces the distance you have fallen by 20’. You may spend a spell slot to increase the effect by 20’ for each level of spell slot. #### Runic Attunement While you are attuned to this rune, * You gain resistance to slashing damage. * You can cast levitate as a bonus action without expending a spell slot. You regain this ability after a short or long rest. ### Coin of Kov #### Biting *Runic Brand* **Target:** Any weapon or ammunition. **Effect:** The weapons damage type changes to piercing and the size of the first dice increases by 1. **Enhancement:** The weapons first dice increase in size again. #### Spike Field *Runic Spell Glyph* **Duration:** Instantaneous **Trigger:** A creature comes within 5 feet When triggered metallic spikes pierce out from the ground in a 15’ square. A creature takes 1d6 piercing damage every 5 feet it moves. When casting this spell with a spell slot above 1st level you increase the square’s size by 5 feet. \pagebreakNum #### Steel Spike *Runic Spell* **Casting Time:** 1 action **Range:** 80’ **Components:** V, S, M(Pennant of the Vind Rune) **Duration:** Instantaneous A steel dart is created and is propelled towards an enemy within range. Make a ranged spell attack against the target. On a hit the target takes 1d8 piercing damage. This spell’s damage increases by 1d8 when you reach 5th level(2d8), 11 level(3d8) and 17th level(4d8). You may spend a spell slot to target an additional creature for every 2 levels of spell slot spend. In addition when cast this way it always deals 4d8 damage. #### Runic Attunement While attuned to this rune, * You gain resistance to piercing damage. * You may cast cordon of arrows once as an action without spending a spell slot. You regain this ability after a short or long rest. ### Shard of the Kalt Rune #### Frost *Runic Brand* **Target:** Any weapon or ammunition. **Effect:** The weapon's damage changes to cold. **Enhancement:** hit attacks with this weapon to reduce a creature's speed by 5 until the end of their next turn. #### Freezing Blast *Runic Spell Glyph* **Duration:** Instantaneous **Trigger:** A creature comes within 5 feet When triggered, a blast of cold engulfs the creature. The creature must make a Constitution saving throw. On a failure, the creature takes 2d8 cold damage and its speed is reduced to 0 until the end of your next turn. On a successful saving throw, the creature takes half as much damage and its speed is not affected. When creating the glyphs you may create an extra glyph and the damage increases by 1d8 for every odd spell slot level above 1st. #### Frozen Bastion *Runic Spell* **Casting Time:** 1 action **Range:** Touch **Components:** V, S, M(Shard of the Kalt Rune) **Duration:** 1 hour, concentration You touch a surface and drain the heat from it. A 10' radius circle at the point you touch becomes slippery. Whenever a creature besides you enters the area or starts it’s turn there it must make a dexterity saving throw or fall prone. You may create a pillar of ice anywhere within the spells area You may spend a spell slot when you cast this spell, when you do, you may create an additional number of pillars equal to the spell slot spent. Each pillar is a cylinder 5 feet wide and 10 feet tall. The pillars have an AC of 13 and 15 hit points, they are immune to psychic and poison damage, vulnerable to fire damage and gain temporary hit points when hit by cold damage equal to the damage dealt instead of taking damage. In addition the area’s size increases by 10’ for every 2 levels of spell slot. Still water begins to freeze if it is in the area, being thick enough after 1 minute to support a medium creature or up to 500lbs. #### Runic Attunement While attuned to this rune, * You have resistance to fire damage. * You can cast Sleet Storm as an action, without expending any spell slots. You regain this ability after a short or long rest. ### Opal of the Ild Rune (Fire) #### Enkindle *Runic Brand* **Target:** Any weapon or ammunition. **Effect:** The weapon's damage changes to fire. **Enhancement:** The weapon deals an extra 1d6 fire damage on a hit. #### Flameburst *Runic Spell Glyph* **Duration:** Instantaneous **Trigger:** A creature comes within 5 feet When triggered each creature within 20’ must make a dexterity saving throw or take 1d8 damage per spell slot used to create the rune. #### Aura of Tamed Flames *Runic Spell* **Casting Time:** 1 action **Range:** Self **Components:** V, S, M(Opal of the Ild Rune) **Duration:** 1 hour, concentration As an action for the duration of this spell, and when you cast it you may extinguish all non-magical flames within 10 feet. If you expend a spell slot while casting this spell, the range increases by 2 feet per slot level. In addition any creature that makes a saving throw against fire damage has advantage and any attacks with fire have disadvantage. #### Runic Attunement When attuned to this rune, * You have resistance to cold damage. * Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result. \pagebreakNum ### Heart of the Zivot Rune (Life) #### Rejuvenate *Runic Brand* **Target:** Any creature. **Effect:** Whenever the creature regains hitpoints it also gains temporary hit points equal to your level in this class, this number can never exceed the hit points regained. **Enhancement:** Once per long rest, you may spend a bonus action to regain 2d6+your intelligence score hit points. #### Surge of Recovery *Runic Spell Glyph* **Duration:** Instantaneous **Trigger:** A friendly creature within 60 feet is bloodied or unconscious, you choose when you create the glyph. When triggered the creature regains 2d4 hit points for each level of spell slot used. #### Stay Death *Runic Spell* **Casting Time:** 1 reaction **Range:** 120’ **Components:** V, S, M(Heart of the Zivot Rune) **Duration:** 1 minute, concentration For the spells duration a creature does not die for having 3 failed death saving throws. If the spell ends while the creature is still unconscious and has 3 death saving throws the creature dies, even if it had since stabilized. You may spend a spell slot while casting this spell, if you do you may add a number of successful death saving throws equal to the spell slot used. If you spend a spell slot of 4th level or higher the target regains 1 hit point per spell level spent. #### Runic Attunement: While attuned to this rune, * At the end of a short or long rest you gain temporary hit points equal to twice your level in this class. * You have the spell cure wounds prepared, when casting this spell you use your runic scribe spellcasting modifier. ### Jewel of Shid Rune (Light) #### Searing *Runic Brand* **Target:** Any weapon or ammunition. **Effect:** The weapon's damage type becomes radiant. **Enhancement:** The weapon deals an extra 1d6 radiant damage on hit. #### Blinding Light *Runic Spell Glyph* **Duration:** Instantaneous **Trigger:** When triggered, the triggering creature must make a constitution saving throw or take 1d6 radiant damage per spell level and be blinded until the end of their next turn. When creating the glyphs you may create an extra glyph and the damage increases by 1d6 for every odd spell slot level above 1st. #### Light from within *Runic Spell* **Casting Time:** 1 reaction **Range:** 60’ **Components:** V, S, M(Jewel of Shid Rune) **Duration:** Instantaneous You target a creature within range and light engulfs it. The creature must succeed on a Constitution saving throw or take 1d6 radiant damage, #### Runic Attunement: While attuned to this rune, * You have resistance against necrotic damage. * You may cast the daylight spell targeting only this object without expend a spell slot, once you cast it this way you cannot do so again until you finish a long rest. ### Crystal of the Mysal Rune (Psychic) #### Mind Drain *Runic Brand* **Target:** Any weapon or ammunition. **Effect:** The weapon's damage type becomes psychic. **Enhancement:** The weapon deals an extra 1d6 radiant damage on hit. #### Mind Blank *Runic Spell Glyph* **Duration:** 1 minute, concentration **Trigger:** A creature enters within 5’ of the glyph. The creature must make an Intelligence saving throw. On a failure, the creature takes 2d8 psychic damage plus 1d8 psychic damage per level of the expended spell slot and the creature cannot see you for the spell's duration. On each of your turns you may spend a bonus action to deal 1d8 psychic damage to the creature, when you do the creature may make another intelligence saving throw. On a success the spell ends. #### Command *Runic Spell* **Casting Time:** 1 action **Range:** 60 feet **Components:** V, S, M(Crystal of Mysal Rune) **Duration:** Instantaneous You send a telepathic message at a friendly target. The target may spend a reaction to respond. When you cast this spell you may spend a spell slot, for each level of spell slot spent you may send the message to an additional target. When a target responds all other targets hear their response as well. If you spend a slot of 3rd of higher the targets may respond as a free action instead. \pagebreakNum #### Runic Attunement While you are attuned to this rune * You know the mage hand cantrip * You have resistance to force damage. ### Vestige of the Halot Rune (Death) #### Shield of Death *Runic Brand* **Target:** Any weapon or ammunition. **Effect:** The weapon's damage type becomes necrotic. **Enhancement:** When you kill a creature with this weapon, you gain temporary hit points equal to the scriber's rune scribe level + their spellcasting modifier. #### Crypt Curse *Runic Spell Glyph* **Duration:** 1 minute, concentration **Trigger:** A creature enters within 5’ of the glyph. The target feels necrotic energies overwhelm them and the creature must make a Constitution saving throw. On a failure, the creature takes 2d8 necrotic damage plus 1d8 necrotic damage per level of the expended spell slot, and it is cursed for the duration of the spell. While cursed, it takes an additional 1d4 necrotic damage each time it is hit by a melee or spell attack. On a successful saving throw, the creature takes half as much damage and is not cursed. The creature may repeat the saving throw at the end of its turn. #### Death’s Sight *Runic Spell* **Casting Time:** 1 Bonus Action **Range:** 120 feet **Components:** V, S, M(Vestige of the Halot Rune) **Duration:** Instantaneous You learn one detail from the list below about a creature you can see. * How many hit points it has remaining. * If it is resistant to damage types. * If it is immune to any damage types. * If it is vulnerable to any damage types. When you cast this spell you may expend a spell slot, when you do you may learn an additional detail per level of spell slot spent. #### Runic Attunement While you are attuned to this rune * You can cast speak with dead as a bonus action. You regain this ability after a short or long rest. * You have resistance to radiant damage. ### Seed of the Gamta Rune (Nature) #### Nature’s Wrath *Runic Brand* **Target:** Any weapon or ammunition. **Effect:** The weapon's damage type becomes poison. **Enhancement:** The first time this weapon hits with an attack the target must succeed on a constitution saving throw or be poisoned until the end of their next turn. #### Sudden Bloom *Runic Spell Glyph* **Duration:** 1 minute, concentration **Trigger:** A creature enters within 5’ of the glyph. The area around the glyph is quickly overgrown with plants and life. The area within 10 feet of the glyph becomes thick and overgrown. A creature moving through the area must spend 3 feet of movement for every 1 foot it moves. When you cast this spell with a spell slot above 1st, the area increases by 10 feet per slot level. #### Gaia’s Wake *Runic Spell* **Casting Time:** 1 action Action **Range:** Self **Components:** V, S, M(Seed of the Gamta Rune) **Duration:** 1 minute, Concentration For the duration of this spell as you move plants spring forth and overgrow behind you. You create a line as you move, a creature within 5 feet of that line must spend 4 feet of movement for every 1 foot it moves. When you cast this spell you may expend a spell slot, when you do whenever you end your turn plants also grow up within an area equal to 2.5 times the spell slot level rounded down. #### Runic Attunement While you are attuned to this rune * You are resistant to poison damage and have advantage on saving throws against poison. * When you take a short or a long rest, you may have plants spring forth from the ground surrounding your camp and be under the effect of the plant growth spell. \pagebreakNum ### Remnant of the Kwas Rune #### Stack of Acid: The remnant of the Kwas rune applies a special type of acid that burns stronger and longer the more is applied. Each of the features of this rune applies a certain number of stacks of acid, * at the start of a creature's turn they take 1d4 acid damage per stack, then then number of stacks is reduced by 1. * This damage happens as one effect. * A creature may use its action to scrape or wash the acid off itself or another creature, when they do so all stacks are removed. #### Caustic *Runic Brand* **Target:** Any weapon or ammunition. **Effect:** The weapon's damage type becomes acid. **Enhancement:** The first time this weapon hits with an attack the creature gains 1 stack of acid. #### Vitriol *Runic Spell Glyph* **Duration:** Instantaneous **Trigger:** A creature enters within 5’ of the glyph. The glyph explodes with a splash of acid. Each creature within 5’ of the glyph must make a dexterity saving throw or have 3 stacks of acid added to them and immediately take damage from the acid. When you cast this spell with a spell slot above 1st, the creatures gain an additional stack of acid per spell slot above 1st. #### Coat Weapon *Runic Spell* **Casting Time:** 1 action Action **Range:** 60 feet **Components:** V, S, M(Remnant of the Kwas Rune) **Duration:** Instantaneous You cause acid to form harmlessly upon a weapon or ammunition waiting to cling to a new target. The next time a creature is hit with the weapon or ammunition it gains 1 stack of acid. When you reach 5th level, the attack deals an extra 1d4 acid damage, this increases to 2d4 at 17th level When you reach level 11, the weapon or ammunition causes the creature to gain 2 stacks of acid. When you cast this spell you may expend a spell slot, when you do whenever the attack causes a number of acid stacks equal to the spell slot spent to deal 2d4 damage immediately and be removed. #### Runic Attunement While you are attuned to this rune * You are resistant to acid damage. * The first time a creature hits you with a melee attack they gain 1 stack of acid. ### Rod of the Lyn Rune #### Quicken *Runic Brand* **Target:** Any weapon **Effect:** The weapon's damage type becomes lightning. **Enhancement:** This weapon's reach is considered to be 5 feet longer for the purpose of triggering opportunity attacks. When using your reaction to make an opportunity attack you may move 5 feet before, this movement does not provoke opportunity attacks. #### Storm *Runic Spell Glyph* **Duration:** Instantaneous **Trigger:** A creature enters within 5’ of the glyph. Lightning springs from the rune arcing to the creature and jumping to another creature within 30’. A creature must make a dexterity saving throw. The target takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. For each spell slot above 1st the target takes an extra 1d8 damage, for every 2 spell slots above 1st you may make another glyph. #### Lightning Whip *Runic Spell* **Casting Time:** 1 reaction, which you take when a creature comes within 10 feet of you. **Range:** 10 feet **Components:** V, M(Spark of the Lyn Rune) **Duration:** Instantaneous You whip a lash of lightning at the target, make a melee spell attack. On a hit the target takes 1d4 lightning damage. If the target attacks you after being hit they take an extra 1d4 damage. The damage this spell does on a hit increases by 1d4 when you reach 5th level(2d4), 11th level (3d4) and 17th level (4d4) When you cast this spell you may expend a spell slot, when you do the damage the target takes for attacking you increases by 1d4 for each level of spell slot spent. #### Runic Attunement: While attuned to this rune * You have resistance to lightning damage * When rolling lightning damage, you may exchange 2d8 for 1d20 and 2d4 for 1d10. \pagebreakNum ### Pearl of the Sila Rune #### Force *Runic Brand* **Target:** Any weapon or ammunition. **Effect:** The weapon's damage type becomes force. Enhancement: Once per round you may make a weapon attack at a creature as if you were in a space 10 feet from where you are. #### Blockade *Runic Spell Glyph* **Duration:** 1 minute, Concentration **Trigger:** A creature enters within 5’ of the glyph. A wall of force expands out from the glyph. A creature must make a dexterity saving throw. On a failed save you choose which side of the wall the creature is on, on a successful one the creature chooses. The wall is a 15 foot square, is translucent and ¼ inch thick. The wall has an AC of 16 and 30 hit points. For each spell slot above 1st the target has an additional 10 hit points damage, for every 2 spell slots above 1st you may make an additional square attached to the first. #### Trap Force *Runic Spell* **Casting Time:** 1 reaction, when a ranged attack hits you **Range:** 60 feet **Components:** V, M(Pearl of the Sila Rune) **Duration:** 12 seconds, concentration You attempt to trap the attack in a bubble of warped space. Make a concentration check as if the attack hit you. On a fail the attack hits you as normal and you are knocked prone. While concentrating on this spell you may spend an action to let out a fraction of the force, reducing the damage of the attack by half of its original total. If this reduces the damage to 0 this spell ends. You may spend a spell slot when you cast this spell to gain a bonus to any concentration checks on this spell equal to the spell slot spent. #### Runic attunement While attuned to this time * You have resistance to force damage * You may cast pulse wave, without expending a spell slot. Once you do this you must finish a long rest before you can do this again. ### Slate of the Hrom Rune #### Force *Runic Brand* **Target:** Any weapon or ammunition. **Effect:** The weapon's damage type becomes thunder. **Enhancement:** When you make a weapon attack you may teleport 20 feet before you make the attack. If the attack hits it deals an extra 2d8 thunder damage. Once you use this feature you must finish a short rest before you can use it again. #### Rebuke *Runic Spell Glyph* **Duration:** 1 minute, concentration **Trigger:** A creature attacks the designated creature while within range of the glyph. When you create this glyph you may designate one creature, that creature cannot trigger the glyph. A wave of thunderous force sweeps out from the glyph, Each creature in a 15-foot cube originating on the glyph must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. For every 2 levels of spell slot about 1st the glyph can trigger an additional time. #### Repeal *Runic Spell* **Casting Time:** 1 action **Range:** 10 feet **Components:** V, M(Slate of the Hrom Rune) **Duration:** Instantaneous You unleash a thunderous boom towards a creature near you, the target must make a constitution saving throw or be pushed back 10 feet and knocked prone. When you cast this spell you may expend a spell slot to deal 2d8 thunder damage per spell slot spent on a failed save or half as much on a successful one. #### Runic attunement While attuned to this time * You have resistance to thunder damage * You may cast thunder step without expending a spell slot. Once you do this you must finish a long rest before you can do this again.