Runepriest

Your will is naught before the building blocks of the universe!

The runepriest, from the Player’s Handbook 3, is an interesting addition to the ranks of 4E leaders, a class who channels divine power directly, without interfacing with a higher power. With reversable powers, it is reminiscent of the 3E Truenamer... in more ways than one. See, like the truenamer, the runepriest has seen a distinct lack of support outside of its original sourcebook.

For the Terra Advena game, I knew I wanted rune magic to play at least some part, and the runepriest, using strength, wisdom, and dexterity, was a natural fit for the dwarves of the world. Unfortunately, the class as-is leads to almost no choice in building - with only four at-wills, two for each secondary stat, those are effectively chosen for the character right from the start. In addition, there are absolutely no class feats for the runepriest besides the maligned Rune feats, that require a character to either ignore them completely, or spend every feat on them before they become useful.

What follows is a number of additional powers for the runepriest, as well as a small selection of class feats, to broaden out the class.

Runepriest Class Feats

The following feats are available to any runepriest.

Destructive Presence

Prerequisites: Runepriest, wrathful hammer class feature

Your wrath is a tangible thing, driving your allies into greater heights during battle.

Benefit: When you are in the rune state of destruction, allies benefitting from your Rune Master class feature deal an additional 2 damage with all attacks. This additional damage increases to 4 at 11th level and 6 at 21st level.

Runebearer

Prerequisites: Runepriest, rune master class feature

By tracing a special rune over another, you create a channel that allows them to draw on your strength

Benefit: As a minor action, you can mark an ally as your rune outlet. Until you dismiss this effect as a free action, the benefit of your rune master class feature is centered on the ally instead of on you, though your changes in rune state still affect the aura. You are still considered the source of the effect, meaning you cannot benefit from the aura and your rune outlet can.

Mending Surge

Prerequisites: Runepriest, rune of mending power

You can draw from your own strength to bolster your rune of mending

Benefit: When you use your rune of mending, you can opt to take a penalty to your next damage roll equal to your Wisdom modifier in order to grant the target additional hit points equal to twice your Wisdom modifier.

Words of Creation

Prerequisites: Runepriest, defiant word class feature

Your protective runes compensate for moments of inattentiveness amongst your allies.

Benefit: When you are in the rune state of protection, allies benefitting from your Rune Master class feature gain a +2 bonus to defenses against opportunity attacks.

Words of Creation

Prerequisites: Runepriest

Your study into the secrets of rune magic have taught you to speak the language of the divines, and how to speak one rune while manifesting another.

Benefit: You gain Supernal as a language. When you use a power with the runic keyword and chose a rune's effects, you can chose not to enter that rune state and remain in your current one, instead.

Level 1 At-Will Powers

Word of Removal

Runepriest Attack 1

The power of creation can be used to cleanse away impurities... or ensure that they remain.

At-Will

Divine, Runic, Weapon

Standard Action

Melee weapon

Target One creature

Attack Strength vs. AC.

Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.

Rune of Destruction: The first time the target makes a saving throw before the end of your next turn, he takes a -2 penalty.

Rune of Protection: You or one ally within 5 squares of you can make a saving throw.

Word of Motion

Runepriest Attack 1

You draw upon the rune of motion, either to unbalance your foe or allow an ally to hold fast.

At-Will

Divine, Runic, Weapon

Standard Action

Melee weapon

Target One creature

Attack Strength vs. AC.

Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.

Rune of Destruction: You push the target one square.

Rune of Protection: You or one ally within 5 squares of you can shift one square.

Word of Foresight

Runepriest Attack 1

Marked by the rune of foreknowledge, the foe you strike telegraphs his actions to those around him.

At-Will

Divine, Runic, Weapon

Standard Action

Melee weapon

Target One creature

Attack Strength vs. AC.

Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.

Rune of Destruction: The target grants combat advantage until the start of your next turn.

Rune of Protection: The target cannot take opportunity attacks until the end of your next turn.

Sigil of Life

Runepriest Attack 1

Foregoing the battle for a time, you inscribe a glowing sigil in the air beside you, attuned to the life of those nearby.

At-Will

Divine, Runic

Standard Action

Close burst 1

Effect You conjure a sigil of life in any square within range. A burst 1 centered on the sigil becomes a zone that lasts until the start of your next turn. Creatures in the zone are affected by your rune state.

Rune of Destruction: Any enemy that starts its turn in the zone or enteres it takes damage equal to your constitution modifier.

Rune of Protection: Any ally that starts its turn in the zone or enters it gains temporary hit points equal to your constitution modifier.

Sigil of Warding

Runepriest Attack 1

With a moment's work, you inscribe a sigil that amplifies your rune state to those around.

At-Will

Divine, Runic

Standard Action

Close burst 1

Effect You conjure a sigil of warding in any square within range. A burst 1 centered on the sigil becomes a zone that lasts until the start of your next turn. Creatures in the zone are affected by your rune state.

Rune of Destruction: Any enemy in the zone has vulnerable to all damage equal to your wisdom modifier.

Rune of Protection: Any ally in the zone has resist to all damage equal to your wisdom modifier.