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Rune Domain Spells

Cleric Level Spells

1st command, rune mark (hunters mark)

3rd magic weapon, enhance ability

5th elemental weapon, protection from energy

7th death ward, stoneskin

9th circle of power, skill empowerment

Rune Initiate

When you choose this domain at 1st level, you learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.

Channel Divinity: Rune Carver

Starting at 2nd level, you can use your Channel Divinity to inscribe and invoke runes.

You can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Wisdom modifier.

Runic Shield

Starting at 6th level you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Rune Weapon

Starting at 8th level, when you have at least one rune insribed on a weapon of your choice, you add your Wisdom modifier to the damage you deal when you attack with it.  

Master of Runes

At 17th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.