**Air Rune (e).** While the rune is inscribed you channel the elemental power of the air. While wearing or carrying an object inscribed with this rune, you gain resistance to lightning damage. The rune also cushions your falls with a friendly gust of wind, you can fall an extra 10 feet before taking fall damage and any fall less than 20 foot you always land on your feet. In addition, you can use your bonus action to invoke the rune and send a blast of air out from yourself. Any creature(s) that is within a 10 ft emanation, and is not more than one size larger than you, has to make a Strength saving throw. On a fail the target(s) are pushed 10 feet away. If they come in contact with any hard surface they take 2d6 bludgeoning damage and are knocked prone. **Water Rune (e).** This runes magic channels the raw nature of the sea. While wearing or carrying an object inscribed with this rune, you gain a swimming speed equal to your normal speed and have advantage on Strength (Athletics) checks. \pagebreakNum In addition, you can use your action to invoke the rune and project a stream of water 5 feet wide and 30 feet long. Any creature(s) caught in the path must make a Dexterity saving throw. On a fail the creature(s) is hit for 4d6 bludgeoning damage on a failed save, or half as much damage on a successful one, and if no more than one size larger than you, is knocked prone. **Earth Rune (e).** This runes magic channels the raw nature of the earth. While wearing or carrying an object inscribed with this rune, you gain Tremorsense out to 30ft and have advantage on Wisdom (Survival) checks. In addition, you can invoke the rune as a bonus action, covering your body in protective stone. For the next 10 minutes you gain +2 to your Armour Class. As a reaction you can choose to end this early by touching a creature in an attempt to turn them to stone. The target must make a Constitution saving throw or be petrified for 1 minute. The target can repeat the saving throw at the end of each of its turns, breaking free of the rock on a success. **Fire Rune.** This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw, or take an additional 2d6 fire damage, and are restrained for 1 minute. On a success the target takes half damage and is not restrained. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. **Chaos Rune.** This rune's magic emulates the deceptive nature of magic. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. **Astral Rune.** This rune's magic harnesses the astral powers of the Moon Clan. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, have darkvision out to a range of 120 feet, and you can hover up to 5ft from the ground. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. **Nature Rune.** This rune's magic evokes the strength of nature buy harnessing the Anima Mundi. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Intelligence (Nature) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a bonus equal to your proficiency bonus to all ability checks and saving throws that use Strength or Constitution. #### 7th level or Higher Runes Once your reach 7th level in this subclass you gain access to the following runes: **Mind Rune.** Using this rune, you can tighten your focus and glimpse into the future. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated. In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. **Body Rune.** This rune gives your body a greater resilience. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a bonus action you gain resistance to bludgeoning, piercing and slashing damage for 10 minutes. **Law Rune (e).** This runes magic allows you to tap into the nearby Anima Mundi. While wearing or carrying an object inscribed with this rune, you gain the ability to move or manipulate objects by thought. As a Bonus Action, you can try to move an object that weighs up to 10 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond a 30ft emanation from yourself. If the object is worn or carried by a creature, that creature must make a Strength saving throw. On a failure you can pull the object away from that creature. On a success you fail to move the object, and the creature is aware of your attempt. You can exert fine control on objects with your telekinesis, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. In addition, you can create pathways through the Anima Mundi to transport yourself short distances. You can invoke the rune as a bonus action connecting you to the Anima Mundi for 1 minute allowing you to teleport up to 30ft to a location that you can see. While this rune remains invoked, you may continue to use your bonus action to teleport. #### 10th level or Higher Runes Once your reach 10th level in this subclass you gain access to the following runes. You may only have one 10th level rune learnt at a time: **Cosmic Rune (e).** This runes magic allows you amplify Enchantment magics. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Persuasion) checks, and you can attune to up to four magic items at once. \pagebreakNum
In addition, you can use your bonus action to invoke the rune and exert your will upon a nearby creature. Choose a creature within 30ft and it must succeed on a Wisdom saving throw or become Paralyzed for 1 minute. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. **Death Rune (e).** This runes magic allows you to interact with and accelerate death. While wearing or carrying an object inscribed with this rune, you gain advantage on Death saving throws, you can speak with ghosts, and you always have the Speak With Dead spell prepared. You can cast the spell as many times up to your Constitution Modifier per day for free. You can also cast the spell using any spell slots you have. In addition, as a bonus action you can invoke the rune to drain the life force of your surroundings. In a 30ft emanation, all creatures, other than undead or constructs, must make a Constitution saving throw or take 4d10 Necrotic damage and gain two levels of exhaustion. On a success the target takes half damage and gains no exhaustion. Additionally, all nonmagical plant life in the area withers and dies. If this damage would reduce a creature to 0 hitpoints they immediately wither away and disintegrate into dust. **Blood Rune (e).** This runes magic allows you to tap into the art of blood magic. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Medicine) checks, and you gain the spare the dying cantrip which you can cast as a bonus action. In addition, you can use your bonus action to invoke the rune and empower your strikes for 1 minute, allowing your weapon attacks to cause excessive bleeding. When invoked, once per turn, when you hit a creature other than an undead or a construct, they must make a Constitution saving throw
or lose 1d10 hit points at the start of each of their turns. Each time this effect is applied the damage dealt by the wound increases by 1d10. At the end of each of its turns, the target repeats the save and on a success the effect ends. The wound also closes if the target receives magical healing. As a reaction you can choose to end this effect early healing yourself in the process. For each 1d10 of bleeding in effect on a target(s) you may heal 1d10. This causes any further damage to be removed from the target(s) as if they had succeeded their saving throw. **Soul Rune (e).** This runes magic allows you manipulate the shadows and bind souls to your command. While wearing or carrying an object inscribed with this rune, you gain Truesight out to 30ft, and as a bonus action you enter the Shadow Realm until the start of your next turn. While in the Shadow Realm you can see and hear the plane you originated from, which is cast in shades of grey, and you can’t perceive anything more than 60 feet away. Creatures in the original plane can’t perceive you or interact with you, unless they have the ability to do so. If you attack, cast a spell or perform similar actions targeting any creature on the plane you originated from, you immediately return to that plane. You can use this ability a number of times equal to your Proficiency Bonus, and regain all expended used on a long rest. In addition, as a reaction you can invoke the rune to target a creature within 30ft who has died in the last minute and bind its soul to your service for the next 10 minutes. The creature cannot be undead or a construct. By doing so the creature is reanimated as an undead servant which can be either Ghostly, Skeletal or Putrid, your choice. The reanimated creature uses the stat block provided in the Summon Undead spell (3rd-level), which is provided below for ease. ___ ___ > ## Undead Spirit >*Medium Undead, Neutral* > - **Armor Class** 11 + your Constitution Modifier > - **Hit Points** 30 (Ghostly & Putrid only) or 20 (Skeletal ony) + 10 x your Constitution Modifier > - **Speed** 30ft,; Fly 40 ft. (hover; Ghost only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|15 (+2)|4 (-3)|10 (+0)|9 (-1)| >___ > - **Damage Immunities** Necrotic, Poison > - **Condition Immunities** Exhuastion, Frightened, Paralyzed, Poisoned > - **Senses** Darkvision 60 ft., Passive Perception 10 > - **Languages** Those known in life > - **PB** PB equals your Proficiency Bonus > ___ > ### Traits > ***Festering Aura (Putrid Only).*** Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. > > Failure: The creature has the Poisoned condition until the start of its next turn. > > ***Incorporeal Passage (Ghostly Only).*** The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet travelled. > ___ > ### Actions > ***Multiattack.*** The spirit makes a number of attacks equal to your Constitution Modifier. > > ***Deathly Touch (Ghostly Only).*** *Melee Attack Roll:* Bonus equals your Constitution Modifier, reach 5 ft. *Hit:* 1d8 + 3 + your Constitution Modifier Necrotic damage, and the target has the Frightened condition until the end of its next turn. > > ***Grave Bolt (Skeletal Only).*** *Ranged Attack Roll:* Bonus equals your Constitution Modifier, range 150 ft. *Hit:( 2d4 + 3 + your Constitution Modifier Necrotic damage. > > ***Rotting Claw (Putrid Only).*** *Melee Attack Roll:* Bonus equals your Constitution Modifier, reach 5 ft. *Hit:* 1d6 + 3 + your Constitution Modifier Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.