Homebrew For Eoatha

Welcome one, welcome all! You'd think that the basic D&D stuff would be great, right? It is, don't get me wrong, but the Unearthed Arcana stuff can get a little unbalanced, and in some cases, downright ridiculous.

Okay, hot stuff, what did you take upon yourself to change, huh?

Glad you asked! The Undying Light Warlock Patron is stupidly unbalanced. So I cut down that thing's power. In addition, I didn't really like the Presitge Class system, so I reworked Rune Scribe for you guys.

Undying Light Warlock Patron: Modified

Flaws remain the same as in the Unearthed Arcana source material, as does the Expanded Spell List.

Radiant Soul

Starting at 1st level, your link to Happy Thoughts- I mean, the Positive Plane- allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and you know the sacred flame and light cantrips, which you can cast at will.

Searing Vengeance

Starting at 6th level, whenever damage reduces you to 0 hit points (or less) you can make a Constitution saving throw (DC 5 + Damage taken). On a success, you instead drop to 1 hit point and every hostile creature in a 5 foot radius around you takes 10 damage + your Charisma modifier. Once you use this feature, you can't use it again until you finish a long rest.

Radiant Resilience

Starting at 10th level, you gain temporary hit points equal to your Warlock level after you finish a long rest. What, did you think I would let you do that after a short rest? Nah.

Healing Light

Starting at 14th level, you can channel the Light to heal your friends. And maybe some enemies you want to keep alive for torture. You can touch your target, and heal anywhere from 1d6 to 5d6 of hit points, drawing on a pool of 15d6. These die replenish after a long rest. (I actually thought this was an okay feature.)


Prestige Class: Rune Scribe

So Rune Scribe is a bit of a weird thing itself. Since you essentially have to multiclass into something that isn't super powerful. Instead of multiclassing, I've created a (roughly) class-less archetype.

Prerequisites

In order to select this archetype instead of your regular class archetypes, you need to have:

  • Dexterity 13
  • Intelligence 13
  • That's it.

Bonus Proficiencies

When you choose this archetype, you gain proficiency in the Arcana skill, and you gain proficiency in calligrapher’s supplies, mason’s tools, and woodcarver’s tools. In addition, pick two of the following runes: Ild, Stein, Vind, or Ise. You know these runes, and gain access to their simple property. You may use one of these known runes as your spellcasting focus.

Rune Magic

If your class does not grant you spells, you gain spell slots based on your levels that give you archetype features, as seen in the table below. You gain two cantrips and three 1st-level spells of your choice from any spell list, and gain an additional spell every time you take a level in this archetype. Spell save DC 8 + your Intelligence modifier + your proficiency bonus Spell attack modifier = your Intelligence modifier + your proficiency bonus Each long rest, you can prepare a number of spells equal to your archetype level + your Intelligence modifier.

Rune Discovery

At subsequent levels in this archetype, you learn one of the runes you do not yet know. In addition, pick one rune you know, and you gain the ability to use its complex property. If the Final level is also the 3rd or 4th level, you gain the features of the Final level, but the spells known and spell slots of the current level of the archetype. If you are a revised Ranger, at 5th level, you do not gain a feature from this archetype – you gain Extra Attack.


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The Rune Scribe (Barbarian)
Level Features
3rd Bonus Proficiencies, Rune Magic, Spellcasting
6th Rune Discovery
10th Rune Discovery
14th Rune Mastery
The Rune Scribe (Bard)
Level Features
3rd Bonus Proficiencies, Rune Magic
6th Rune Discovery
14th Rune Mastery
The Rune Scribe (Druid)
Level Features
2nd Bonus Proficiencies, Rune Magic
6th Rune Discovery
10th Rune Discovery
14th Rune Mastery
The Rune Scribe (Fighter)
Level Features
3rd Bonus Proficiencies, Rune Magic, Spellcasting
7th Rune Discovery
10th Rune Discovery
15th Rune Discovery
17th Rune Mastery
The Rune Scribe (Monk)
Level Features
3rd Bonus Proficiencies, Rune Magic, Spellcasting
6th Rune Discovery
11th Rune Discovery
17th Rune Mastery

The Rune Scribe (Paladin)
Level Features
3nd Bonus Proficiencies, Rune Magic
7th Rune Discovery
15th Rune Discovery
20th Rune Mastery
The Rune Scribe (Ranger)
Level Features
3rd Bonus Proficiencies, Rune Magic
7th Rune Discovery
11th Rune Discovery
15th Rune Mastery
The Rune Scribe (Ranger, Revised)
Level Features
3rd Bonus Proficiencies, Rune Magic
5th Extra Attack
7th Rune Discovery
11th Rune Discovery
15th Rune Mastery
The Rune Scribe (Rogue)
Level Features
3rd Bonus Proficiencies, Rune Magic, Spellcasting
9th Rune Discovery
13th Rune Discovery
17th Rune Mastery
The Rune Scribe (Sorcerer)
Level Features
1st Bonus Proficiencies, Rune Magic
6th Rune Discovery
14th Rune Discovery
18th Rune Mastery

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The Rune Scribe (Wizard)
Level Features
2nd Bonus Proficiencies, Rune Magic
6th Rune Discovery
10th Rune Discovery
14th Rune Mastery
Rune Scribe Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 2 2
4th 2 3 3
5th 2 3 3
6th 2 4 3
7th 2 4 4 2
8th 2 5 4 2
9th 2 5 4 2
10th 3 5 4 3
11th 3 6 4 3
12th 3 6 4 3
13th 3 7 4 3 2
14th 3 7 4 3 2
15th 3 7 4 3 2
16th 3 7 4 3 3
17th 3 8 4 3 3
18th 3 9 4 3 3
19th 3 9 4 3 3 1
20th 3 9 4 3 3 1

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Runepriest

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Some gods share the symbols of creation with their priests, granting them the power of Runes, and turning them into Runepriests. The gods of this domain are often associated with knowledge and arcana. Any god of knowledge or arcana can offer this domain.

whoa, what's this?

Clerics and Warlocks have different archetype styles, so here's a modified version of Rune Scribe for those two. Cleric is Runepriest, and Pact of the Rune is for Warlock.

RUNEPRIEST DOMAIN SPELLS

A Runepriest’s domain spells are determined by the runes they have learned. The domain spells listed for each rune the know are domain spells for the Runepriest.

BONUS PROFICIENCIES

Also at 1st level, you gain proficiency with three weapons of your choice.

RUNE MAGIC

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain proficiency in calligrapher’s supplies, mason’s tools, and woodcarver’s tools. In addition, pick two of the following runes: Ild, Stein, Vind, or Ise. You know these runes, and gain access to the domain spells they grant, and their simple property. You may use one of these known runes as your holy symbol.

CHANNEL DIVINITY: RUNIC WARD

Starting at 2nd level, you can use your Channel Divinity to use the power of your runes to create impressive effects. As an action, you present your holy symbol, and you create a ward made of runes around yourself or one creature within your reach. The affected creature gains a bonus to its AC equal to half your proficiency bonus, and gains temporary hit points equal to your Wisdom modifier times the number of runes you know. This ward lasts until the start of your next short or long rest, or one minute after the temporary hit points are lost.

RUNIC DISCOVERY

At 6th level, you learn one of the runes you do not yet know. In addition, pick one rune you know, and you gain the ability to use its complex property.

RUNIC ARCANA

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip, and you gain the ability to infuse your weapon strikes with runic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. When you reach 14th level, the extra damage increases to 2d8. The damage type is associated with a rune you know.

RUNE MASTERY

At 17th level, you learn another rune, and gain access to the complex property of two runes you know. In addition, pick two runes you know. You gain resistance to the damage types associated with them, and you can change this choice at the end of a short or long rest.

Warlock Pact Boon: Pact of the Rune

When you choose this boon at 3rd level, you learn two runes. You gain access to their Simple features.

Eldritch Invocations

Rune Lore

Prerequisite: Pact of the Rune You learn an additional rune, or learn how to use the complex properties of one you already know. You can gain this Invocation up to 3 times.

Runic Protection

Prerequisite: Pact of the Rune You gain resistance to the damage types associated with the runes you know.

Runeblade

Prerequisite: Pact of the Blade Pick a rune. You can now use its Runeblade Power

The Runepriest
Level Features
1st Bonus Proficiencies, Rune Magic
2nd Channel Divinity: Runic Ward
6th Runic Discovery
8th Runic Arcana
17th Rune Mastery

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Runes

ILD RUNE

Ild Runepriest Domain Spells
Cleric Level Spells
1st Hellish Rebuke
3rd Pyrotechnics (EEPC)
5th Fireball
7th Wall of Fire
9th Immolation (EEPC)

Associated Damage

Fire

Runeblade Power

Flame Brand. While manifesting your pact weapon, you inscribe this rune using ash onto it. The weapon gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you use this property again.

Simple Property

Ignite. As an action, you scribe the ild rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the fire extends 1 foot out from the rune you scribed.

Fire Tamer. As an action, you touch an open flame and scribe the ild rune within it with a hand motion. This causes the flame to immediately extinguish. For a large blaze, the fire is extinguished in a 10-foot radius around you. You can extend this distance by expending a spell slot when using the ild rune in this manner. The radius extends by 20 feet per level of the expended spell slot.

Complex Property

Combustion. As an action, you scribe this rune using ash onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 fire damage plus 1d10 fire damage per level of the expended spell slot.

Flame Stoker. While you can use this rune’s complex properties, your fire attacks are deadlier. Whenever you roll fire damage from an attack or a spell you cast, you can reroll that damage and use the higher result.

STEIN RUNE

Stien Runepriest Domain Spells
Cleric Level Spells
1st Earth Tremor (EEPC)
3rd Earthbind (EEPC)
5th Erupting Earth (EEPC)
7th Stone Shape
9th Transmute Rock (EEPC)

Associated Damage

Bludeoning

Runeblade Power

Crushing Brand. While manifesting your pact weapon, you inscribe this rune using dirt or crushed stone onto it, so long as it is a weapon that deals bludgeoning damage. The weapon gains a ghostly brown aura, and bludgeoning damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon’s damage die or dice, the target of your attack is knocked prone if it is a creature. In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you use this property again.

Simple Property

Indomitable Stand. As an action, you scribe the stein rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In addition, any creature that moves within 10 feet of you must succeed on a Strength saving throw (DC = spell save DC) or have its movement immediately end.

Stone Soul. While you know this rune, you cannot be petrified.

Stone’s Secrets. As an action, 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.

Complex Property

Earthen Step. While you can use this rune’s complex properties, you can cast meld into stone as a bonus action. You regain this ability after a short or long rest.

Overwhelming Bolt. As an action, you scribe this rune using dirt or crushed rock onto a creature within your reach as you expend a spell slot. The creature must succeed on a Strength saving throw (DC = spell save DC + the level of the expended spell slot). On a failure, the creature takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot and is knocked prone. On a successful saving throw, the creature takes half as much damage and is not knocked prone.

VIND RUNE

Vind Runepriest Domain Spells
Cleric Level Spells
1st Feather Fall
3rd Dust Devil (EEPC)
5th Fly
7th Storm Sphere (EEPC)
9th Control Winds (EEPC)

Associated Damage

Lightning

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Runeblade Power

Howling Brand. You may use a simple ranged weapon as your pact weapon. While manifesting your pact weapon, you inscribe this rune in the air above it if it is ranged. The weapon gains a ghostly blue aura and has its normal and maximum range doubled. The weapon’s attacks do not suffer disadvantage due to range. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you use this property again.

Simple Property

Comforting Wind. While you know this rune, you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects.

Wind Step. As an action, you scribe the vind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall.

Wind’s Grasp. As a reaction when you fall, you can scribe this rune in the air around you to take half damage from the fall.

Complex Property

Shrieking Bolt. As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Strength saving throw (DC + spell save DC + the spell slot’s level). On a failure, it takes 2d8 bludgeoning damage plus 1d8 bludgeoning damage per level of the expended spell slot, and is pushed in a straight line directly away from you for 10 feet per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not pushed away from you.

Wind Walker. While you can use this rune’s complex properties, you can cast levitate as a bonus action. You regain this ability after a short or long rest.

ISE RUNE

Ise Runepriest Domain Spells
Cleric Level Spells
1st Ice Knife (EEPC)
3rd Snilloc's Snowball Swarm (EEPC)
5th Sleet Storm
7th Ice Storm
9th Cone of Cold

Associated Damage

Cold

Runeblade Power

Ice Brand. While manifesting your pact weapon, you inscribe this rune using water onto it. The weapon gains a ghostly white aura and deals cold damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you use this property again.

Simple Property

Frigid Touch. As an action, you scribe the kalt rune on the surface of any volume of water. The water freezes in a 10-foot radius around the spot where you scribed the rune.

Icy Mantle. As an action, you scribe the kalt rune using water onto yourself or another creature. The water instantly freezes into a mantle of protective ice that does not hinder movement or action. The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed.

Complex Property

Freezing Bolt. As an action, you scribe this rune using water onto a creature within your reach as you expend a spell slot. The rune freezes in place, and the creature must make a Constitution saving throw (DC = spell save DC + the level of the expended spell slot). On a failure, the creature takes 2d8 cold damage plus 1d8 cold damage per level of the expended spell slot, 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.

Winter’s Howl. While you can use this rune’s complex properties, you can cast sleet storm as an action. You regain this ability after a short or long rest.

LIV RUNE

Liv Runepriest Domain Spells
Cleric Level Spells
1st Cure Wounds
3rd Lesser Restoration
5th Revivify
7th Death Ward
9th Mass Cure Wounds

Associated Damage

Nonmagical Bludgeoning, Piercing, or Slashing (Choose at the end of a short rest)

Runeblade Power

Life Brand. While manifesting your pact weapon, you inscribe this rune onto it using a drop of your blood. The weapon gains a ghostly aura of green mist and deals its normal damage, but when you deal damage with it, you gain 1d4 temporary hit points. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you use this property again.

Simple Property

Lifegiver. When you use a spell to grant a creature hit points, you can reroll any 1 or 2 you roll on the dice, but must use the new result, even if it is another 1 or 2.

Rune of Health. While you know this rune, your hit point maximum increases by an amount equal to your spellcasting ability modifier.

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Complex Property

Improved Rune of Health. While you can access the complex properties of this rune, the benefits of Rune of Health are increased to your spellcasting ability modifier × the number of runes you know, rather than just your spellcasting ability modifier.

Life Bolt. As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Constitution saving throw (DC = 30 – (your spell save DC + the spell slot’s level)). On a success, it gains 2d8 hit points plus 1d8 temporary hit points per level of the expended spell slot. On a failed saving throw, the creature gains half as many hit points.

WYRM RUNE

Wyrm Runepriest Domain Spells
Cleric Level Spells
1st Cause Fear (UA: SS)
3rd Detect Thoughts
5th Fear
7th Polymorph
9th Destructive Wave

Associated Damage

Roll 1d10 at the end of each rest. (1-3 Fire, 4-5 Acid, 6-7Lightning, 8-9 Cold, 10 Poison)

Runeblade Power

Wyrm Brand. While manifesting your pact weapon, you inscribe this rune onto it using a coin. The weapon gains a ghostly aura of golden flame and deals its associated damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you use this property again.

Simple Property

Wyrm Claw. You can inscribe the Wyrm rune onto your hand, transforming it into a dragon claw for one minute. You can make an attack with it, using your spellcasting ability instead of Strength or Dexterity, and the damage is 1d8 slashing damage + spellcasting ability associated damage.

Wyrm Shield. While you know this rune, you have resistance to any damage caused by a breath weapon.

Complex Property

Wyrmslayer. As an action, you can scribe is rune in the air facing a dragon within 30 feet of you. The dragon must make a Constitution saving throw (DC = Spell save DC) or gain vulnerability to all damage types until the end of your next turn. This property can be used three times per long rest.

Wyrm Bolt. As an action, you scribe this rune in the air between you and a creature you can see while you expend a spell slot. The creature must make a Dexterity saving throw (DC + spell save DC + the spell slot’s level). On a failure, it takes 2d8 damage plus 1d8 damage per level of the expended spell slot, all of it of the type of your associated damage. On a successful saving throw, the creature takes half as much damage.

SOL RUNE

Sol Runepriest Domain Spells
Cleric Level Spells
1st Faerie Fire
3rd Daylight
5th Fireball
7th Guardian of Faith
9th Flame Strike

Associated Damage

Radiant

Runeblade Power

Radiant Brand. While manifesting your pact weapon, you inscribe this rune onto it using a shard of glass. The weapon gains a ghostly aura of yellow flame and deals radiant damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you use this property again.

Simple Property

Flare. As an action, you scribe the Sol rune using your hand onto an object. That object immediately bursts with light. While it shines, the light covers 60 feet in bright light and another 60 feet in dim light.

Sun's Light. As an action, you scribe the Sol rune with a hand motion. This causes the light to immediately go up one light level. For a large area, the light is increased in a 10-foot radius around you. You can extend this distance by expending a spell slot when using the Sol rune in this manner. The radius extends by 20 feet per level of the expended spell slot.

Complex Property

Radiant Bolt. As an action, you scribe this rune using a shard of glass onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 radiant damage plus 1d10 radiant damage per level of the expended spell slot.

Sun's Brilliance. While you can use this rune’s complex properties, your radiant attacks are deadlier. Whenever you roll radiant damage from an attack or a spell you cast, you can reroll that damage and use the higher result.

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LUNA RUNE

Luna Runepriest Domain Spells
Cleric Level Spells
1st Sleep
3rd Phantom Steed
5th Vampiric Touch
7th Blight
9th Creation

Associated Damage

Necrotic

Runeblade Power

Lunar Brand. While manifesting your pact weapon, you inscribe this rune onto it using a small gem. The weapon gains a ghostly aura of pale flame and deals necrotic damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you use this property again.

Simple Property

Reflection. As an action, you scribe the Luna rune using your hand onto an object. That object immediately begins to reflect the area around it. If it's reflecting a light, the light covers 60 feet in bright light and another 60 feet in dim light.

Dark Side of the Moon. As an action, you scribe the Luna rune with a hand motion. This causes the light to immediately extinguish. For a large area, the light is extinguished in a 20-foot radius around you, and dim light for another 20 feet. You can extend this distance by expending a spell slot when using the Luna rune in this manner. The radius extends by 30 feet per level of the expended spell slot.

Complex Property

Lunar Bolt. As an action, you scribe this rune using a small gem onto a creature within your reach as you expend a spell slot. The creature automatically takes 1d10 necrotic damage plus 1d10 necrotic damage per level of the expended spell slot.

Perfect Reflection. You can scribe the Luna rune onto an object or creature. Whenever an attack targets you, the damage is halved and transfered to the creature or object the rune has been inscribed on. The same applies to you. This cannot transfer necrotic, radiant, or psychic damage.

Feats

So Mystics get no love (mostly because they're 100% playtest), but I guess they could use a feat. Kinda. Anyone can pick this, really.

Psionic Initiate

Choose a Mystic Discipline and a Mystic Talent. These are now in your repetoire of abilities. You gain psi points that are equal to your proficiency bonus. They do, in fact, go up with your proficiency bonus.

Special Thanks to:

  • Zynx
  • Imoxator

For both helping me with ideas and pretty much reworking my Rune Scribe class to fit Cleric and Warlock. Also pretty much telling me that I need to fix things and then fixing them for me.