Runewright Conclave
Runewright Magic
Starting at 3rd level, you learn an additional spell when you
reach certain levels in this class, as shown in the Runewright
Spells table. The spell counts as a ranger spell for you, but it
doesn't count against the number of ranger spells you know.
Runewright Spells
Ranger Level Spells
3rd comprehend languages
5th warding bond
9th elemental weapon
13th conjure minor elementals
17th teleportation circle
Elementary Control
Beginning at 3rd level, when you finish a long rest you can
choose to gain a small amount of mastery over a single
element. Choose one of the following cantrips: control flames,
gust, mold earth, or shape water. Until the end of your next
long rest, you gain this cantrip if you don't already know it,
and Wisdom is your spellcasting ability for it.
Primordial Rune
Also at 3rd level, you can channel the energy of the elements
through your weapon in the form of an ancient rune of power.
As a bonus action, you can inscribe a single rune of your
choice from the options below on to a weapon. Once on each
of your turns, when you hit with an attack made with a
weapon inscribed with one of these runes, you can activate
the rune for an additional benefit. The rune fades after 1
minute, and you can't use this feature to inscribe another rune
until the first has faded.
Air. The attack deals an additional 1d6 slashing damage,
and you can immediately fly up to 10 feet. You fall if you end
this movement in the air and nothing else is holding you aloft.
Earth. The attack deals an additional 1d6 bludgeoning
damage, and the target must succeed on a Strength saving
throw against your ranger spell save DC or be pushed up to 5
feet away from you.
Fire. The attack deals an additional 1d6 fire damage, and
the target becomes ignited with ethereal flame until the start
of your next turn. While ignited in this way, it sheds bright
light within 5 feet of it, and it cannot be hidden from a
creature that can see the flames.
Water. The attack deals an additional 1d6 cold damage, and
if the target moves more than half of its walking or climbing
speed on its next turn, it must succeed on a Dexterity saving
throw against your ranger spell save DC or fall prone.
Energy Ablation
Starting at 7th level, you can siphon a small amount of energy
for protection when you imbue your weapon with elemental
magic. When you inscribe a rune with your Primordial Rune
feature, choose one of the following damage types: cold, fire,
lightning, or thunder. You gain resistance to that damage type
for 1 minute, or until you inscribe a new rune on to a weapon.
Greater Symbol
At 11th level, when you activate a rune inscribed on a weapon
from your Primordial Rune feature, you gain an additional
effect based on the type of rune.
Air. A cyclone of razor winds expands out from the target.
Creatures of your choice within 10 feet of the target take 1d6
slashing damage.
Earth. The target takes an additional 1d6 bludgeoning
damage, and if it fails its saving throw, it is also knocked
prone.
Fire. The target takes an additional 1d6 fire damage, and
while it is ignited it can't regain hit points.
Water. The target, and creatures of your choice within 5
feet of it, must succeed on a Constitution saving throw against
your ranger spell save DC or have their speed reduced by 10
feet.
Runic Armor
Beginning at 15th level, when a creature forces you to make a
Strength, Dexterity, or Constitution saving throw, you can use
your reaction to activate a rune of protection on your body and
gain advantage on the saving throw.
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