Runewielder

A heavy footsteps crunch on stone, and in the darkness glowing symbols, shining off the platemail and massive maul they adorn, shrouded in his shimmering aegis, the dwarf advances confidently, one crunching step at a time. A strange young man stands atop a stone, their loose clothes billow and whip in the wind revealing the complex swirling runic tattoos that wind about their body, as he leaps from the stone one glows warping the gravity about him and he lends gentle on the ground with the barest tap.

The elf casts open a heavy bound leather tome, it’s pages spilling over with glowing sigils before landing on the one she seeks, she slams her hand down upon and charging orcs fall staggering to the knees under a great force.

Ancient Power

Runewielders are heirs to a magical tradition stretching back to the first mortal attempts to capture and channel magic. Through ancient runes carved into flesh and stone they become conduits for raw, unrefined magics, channeling that energy to bolster their strength and wield great powers.

The ancient languages that hold the secrets of this power are often unlocked only through careful and rigorous study. Devotion to finding the perfect forms of the letters reopens forgotten pathways to the primal power these words once had.

Elements of the Rune

A rune is a structure of magical language. The main component of a rune is the root which describes the essential element of reality which is the rune ‘s domain. These can vary from elemental powers like fire to abstract forces like gravity.

How it influences this domain rests on the skill and craft of the Runewielder that inscribes it, and with great care can magically manipulate the domain with absolute control.

Stemming from the root of the rune are voices, commands that give action to the property of the root.

These levers of control can be exercised through runic commands that channel the power it holds over its attribute to a specific purpose at the guidance of the runewielder.

Creating a Runewielder

As you make a runewielder character, think about how you learned the ancient language and why you seek its power. Were you the apprentice of a guardian warrior who passed on the secrets of runes kept to defend your home? Maybe you stumbled across making runes when perfecting another craft and became enthralled by the mystic potential you found.

In many cases, the lure of expanding their knowledge, and power, drives runewielders to adventure.

Level Proficiency Bonus Features Runes Known Runes Per Level
1st 2nd 3rd 4th 5th
1st +2 Rune craft, symbolic language 1
2nd +2 Runic spellcasting, reinforced commands 1 2
3rd +2 Runic tradition, runic flare 2 3
4th +2 Ability score improvement 2 3
5th +3 Tradition feature 2 4 2
6th +3 Runic rituals 2 4 2
7th +3 Additional runic flare 3 4 3
8th +3 Ability score improvement 3 4 3
9th +4 Runic rituals improvement, well versed 3 4 3 2
10th +4 Arcane interference 3 4 3 2
11th +4 Tradition feature 4 4 3 3
12th +4 Ability score improvement 4 4 3 3
13th +5 Runic rituals improvement, runic tools 4 4 3 3 1
14th +5 Tradition feature 4 4 3 3 1
15th +5 Additional runic flare 5 4 3 3 2
16th +5 Ability score improvement 5 4 3 3 2
17th +6 Runic rituals improvement 5 4 3 3 3 1
18th +6 Tradition feature 5 4 3 3 3 1
19th +6 Ability score improvement 5 4 3 3 3 2
20th +6 Emblazoned spell 5 4 3 3 3 2

Class Features

As a runewielder, you gain the following class features:

Hit Points

Hit Dice: 1d8 per runewielder level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per runewielder level after 1st

Proficiencies

Armor: Light armor, medium armor, shields.
Weapons: Simple weapons.
Tools: One artisan tool of your choice
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and quiver of 20 bolts or (b) any two simple weapons.
  • (a) scale mail or (b) leather armor
  • (a) a scholar’s pack or (b) an a dungeoneer’s pack
  • Artisan tools matching your chosen tool proficiency
  • A runic focus.

Runecraft

At first level, you gain the ability to create powerful magic runes. At the end of a long rest, you can inscribe each basic rune you know once. If you inscribe the same rune a second time, the first loses its magic. A magical rune can be placed on a weapon, suit of armor, creatures, or a runic focus. Though the inscribing of runes is done by magic, the form the rune takes is up to you: etching in weapons and armor, carvings on stone, or magical tattoos are all examples ways to mark runes.

Once inscribed, a rune’s root property grants a benefit, either enhancing a weapon, set of armor, or even a creature directly. The creature tattooed, wearing, or wielding an item the rune is inscribed on is referred to as its beneficiary.

The options for these basic rune forms are presented at the end of this class.

Runic Voices

In addition to its root effect, you can use the rune to control its essential element with runic commands, called a voice. The specific effect of each rune’s voice is unique to that particular rune.

You can use your action to vocalize the language of an ancient rune aloud on runes you created within 60 feet of you. Some voices can only be activated when a rune is inscribed on something specific, like a weapon or your runic focus.

  • Enhance. To use this voice, a rune must be on a weapon, creature, or suit of armor. Most of these voices either enhance the next attack of the beneficiary or grant another momentary boon.
  • Erupt. This voice causes runes to erupt violently, assailing all creatures within a certain radius of the rune. If the rune is manifested, the manifested location serves as the center point of the eruption.
  • Manifest. This voice can only be used while the rune is marked on a runic focus. It allows you to manifest the power of the rune, emblazoning it at another point, and exerting an effect on the area around it. You can dismiss the manifestation at any time (no action required). You can only have one rune manifested at any given time. Manifesting a second rune immediately ends the manifested effect of any existing manifestation.
  • Strike. This voice can only be used if a rune is inscribed on a runic focus. Generally, this voice allows you to use the rune to directly assault a target using the properties of the rune’s root. learning runes
Learning Runes

You learn one rune when you gain this feature. You learn an additional rune at 3rd, 7th, 11th, and 15th. When you gain a level in this class, you can choose to study a new rune, changing one of your selected runes. You could discover these new runes in dusty tomes in ancient monasteries, carved into cliff faces or cairns, tattooed on evil mages, or in other places during your adventures.

Runic Focus

When you gain the ability to cast runewielder spells, you can use a runic focus as your spellcasting focus for casting a spell as long as it has the rune inscribed on it. Your runic focus can be an arcane focus marked with runes, a book, a stone tablet, or a similar object worth at least 10 gp on which runes could be depicted.

Symbolic Language

Additionally at 1st level, your grasp of ancient and symbolic scripts grants you the ability to read and write two additional languages of your choice.

Typically, these are rare or esoteric languages. Your knowledge of these languages extends only to their written form; you do not gain the ability to speak these languages.

Runic Spellcasting

As part of your study of runic magic, you gain the ability to cast certain spells at 2nd level. See the general rules for spellcasting, and the runewielder spell list at the end of this section. The individual runes you learn also play a major role in your spellcasting.

Spell Slots

The runewielder table shows how many spell slots you have to cast your runewielder spells of 1st level and higher. To cast one of your runewielder spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known

Each rune you inscribe allows a certain range of magical spells to be cast. Thus the spells you learn are limited in scope to the runes you know. The spells you learn as you master a certain rune are listed with them.

Special Range of Runes

If a spell has a range other than self, you can only cast it while the rune you learned it from is marked on your runic focus. If a spell has a range of self, you can expend a spell slot to cast the spell, but it will target the rune’s beneficiary (which can be you).

Spellcasting Ability

Intelligence is your spellcasting ability for your runewielder spells, since you learn your spells through detailed study and application of runes.

You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a runewielder spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Reinforced Voices

At 2nd level, when you use a Strike voice or an Enhance voice that adds to damage to an attack, you can expend a spell slot to reinforce the command causing it to grant or deal additional damage. The additional damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell slot higher than the 1st, to a maximum of 4d8. You can reinforce an Erupt voice, increasing its radius by 5 feet per level of the spell slot spent.

If a reinforced voice causes a creature to become bloodied by acid, cold, fire, or lightning damage the creature must make a Constitution saving throw against your spell save DC or additionally become burned until the start of your next turn.

Runic Tradition

At 3rd level, you choose an archetype that reflects your learned approach to using runes. Choose Runic Knight, Runic Mystic, or Rune Sage, all detailed at the end of the class description. The Tradition you choose grants you features at 3rd level and again at 5th, 11th, 14th, and 18th level.

Your Tradition might also reflect the reverence you give to the language itself. Are the markings so sacred that permanently marking them on your body shows the proper reverence? Or are runes as benign as any other language, fitted for scraps of paper to be later discarded?

Runic Flare

Additionally at 3rd level, you gain the ability to flare a rune you have inscribed. You can use a voice of a rune that would normally take an action as a bonus action.

You can do this twice, and regain all uses when you finish a short or long rest.

You gain an additional use of this feature at 7th (three uses) and 15th level (four uses).

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Runic Rituals

Starting at 6th level, you can use your knowledge to mark special runes that allow you to cast rituals.

You can cast any runic spell you know with the ritual tag as a ritual. Additionally, you can select two 1st level spells and one 2nd level spell from the Wizard spell list with the ritual tag. You learn special runic inscriptions that let you cast these spells as rituals.

You learn an additional spell from the Wizard list at 9th, 13th, and 17th level. These spells must be of a spell level equal to or less than your level of your highest level slot.

Well Versed

Starting at 9th level, you learn to read and write two additional languages. Additionally, you have advantage on Intelligence ability checks made to understand any written language, code, or cypher.

Arcane Interference

Starting at 10th level, as a reaction to an allied creature (including yourself) making a saving throw against a spell, you can expend a use of your Runic Flare feature to give it advantage on that saving throw. The allied creature must be inscribed with or in possession of an item inscribed with one of your runes to benefit from this feature.

Runic Tools

At 13th level, your mastery of runic knowledge is such that you can create several magical tools for your convenience. You can inscribe runes on two Tiny objects, and subsequently any creature carrying that item can use it to cast a cantrip. You can inscribe runes to make these tools hold cantrips from the following list: druidcraft, message, or prestidigitation.

If the item is lost or destroyed, you can recreate it with 1 minute of work.

Emblazoned Spell

Starting at 20th level, when you cast a spell using a rune that requires concentration, you expend a use of your Runic Flare feature to brand an ethereal imprint of that rune into space at that point the spell comes into effect. The spell effects continue as though you were in the rune’s space. In addition, when you cast a spell in this way, the effect is powered by the rune, relieving you of the need to continue to concentrate on the spell.

The rune lasts for the duration of the spell, but it can be destroyed ending the spell early. It has an AC of 10 and 25 hit points, and is immune to nonmagical bludgeoning piercing and slashing damage.

You can dismiss the rune as bonus action to end the spell earlier.

Runic Traditions

Different runewielders choose different approaches to perfecting their arcane craft. The runic tradition you choose reflects guides how you use your runes.

Runic Knight

Wreathing themselves in magical rune wrought armor Runic Knights take to the field as magically enhanced warriors, heavily defended and armed. They tend toward inscribing the runes to stone and metal, valuing permanence and tradition. To these warriors, the meaning of the runes is often a battle tradition and symbolic to a clan or heritage.

Runic Equipment

When you choose this archetype at 3rd level, you gain proficiency with any armor or weapon that you have a basic rune marked on. For example, if you mark a longsword with a Rune of Fire, you gain proficiency with that longsword.

Additionally, weapons become a runic focus when you wield them.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Runeforged Weaponry

Starting at 11th level, whenever you hit a creature with a melee weapon inscribed with one of your runes, the creature takes an extra 1d6 force damage.

Prepared Activation

Starting at 14th level, if a rune inscribed on your armor grants you the ability to cast a spell with a range of self and the spell has a casting time of one action, you can change the casting time to one bonus action instead.

Arcane Bulwark

At 18th level, when you don armor with at least one rune marked on it, you gain temporary hit points equal to your Intelligence modifier + the number of runes marked on armor.

Runic Mystic

Decorated by glowing tattoos, mystics favor inscribing runes on themselves directly. Mystics often attach special meaning to each tattoo, representing a spiritual path, a philosophy, or a higher understanding. They have a deep personal relationship with every part of the rune’s mark, and the significance of every stroke.

Mystical Tattoos

When you choose this archetype at 3rd level, you gain power for each rune your mark upon your own body. While you are inscribed by one or more runes, you count as a runic focus and gain additional benefits.

Your unarmed strikes deal a d4 for damage (if not already higher), and you can add your Intelligence modifier to the attack and damage rolls instead of your Strength modifier. Additionally, your AC equals 12 + your Dexterity modifier while you are wearing no armor.

Both these benefits improve as you add more runes to yourself as shown in the Mystical Tattoos Improvement table.

Number of Runes Unarmed Strike Damage Unarmed Base AC
1 d4 12
2 d6 13
3 d8 14
4 d10 15
5 d12 16

Runewielder Runic Battlecry

Beginning at 5th level, when you take the Attack action, you can use one voice as part of the same action.

Mystic Enhancement

Starting at 11th level, when you use an Enhance voice that increases the damage of your next attack, it adds an additional 2d6 damage of the type matching the runic enhancement. When using a voice grants you an additional attack as part of taking the Attack action, you can additionally make a single unarmed strike as a bonus action.

Force Transfer

At 14th level, when you hit a creature an unarmed strike, you can channel the power of your mystic tattoos into your blow. Immediately after you hit, you can use your bonus action to cast a spell that would normally require an action to cast. The spell must be one learned from a rune inscribed on your body, and it must either target the creature you hit or have the effect be centered on it.

Infused Being

You’ve opened yourself to your mystic truth so completely that energy flows seamlessly through you.

At 18th level, you can use the Enhance effect of one rune marked on your body at the start of your turn without requiring an action.

Runic Sage

Highly technical and knowledgeable, these scholars delve into the language of runes as an academic pursuit, unlocking the ancient secrets and piecing together what runic magic precisely did and still means.

Compared with other runewielder, Sages have the least reverence for the runes they physically inscribe.

Rather than intricate carvings or intimate tattoos, often they merely scribe runes on slips of fragile and fleeting paper. To a sage though, that does not diminish the deeper value of the ancient language of magic the runes represent.

Rune Scribe

Starting when you choose this archetype at 3rd level, your scholarly discipline allows you to mark a second copy of any rune without the first losing its magic.

The second copy of the rune must be on a runic focus made of paper, parchment, vellum or similar material.

Runic Reverberation

Beginning at 5th level, when you use your action to use a voice, you can activate a second voice as part of the same action, using either the same rune or a different rune.

Empowered Voices

Starting at 11th level, when you roll damage from an effect from a voice, add one additional damage die to the damage rolled.

Improved Reverberation

You can better pair your understanding of a rune’s magic with its spoken element. At 14th level, when you use action to cast a spell you learned from a rune marked on your runic focus, you can quickly vocalize its power. You can use a voice of that rune as a bonus action instead of an action.

Glyphs of Power

At 18th level, your research has unlocked runes of magnificent power. You learn the glyph of warding and symbol spells. You can cast each once without expending a spell slot, and the gp cost of the material components required to cast the spells are halved.

You regain the ability to cast the spells in this way when you complete a long rest.

Runes

The runes available to be learned are listed below.

Each rune has its basic effect described, followed by the effects the rune’s voices have when used. The spells you learn when you choose a rune are listed at the end of the rune’s description.

Rune of Blood

When inscribed on a weapon, that weapon gains +1 bonus to attack and damage rolls when attacking bloodied targets.

  • Cast a Spell. cure wounds, hold person, vampiric touch
  • Strike. Make a ranged spell attack against a creature within 30 feet of you, dealing 1d6 + your Intelligence modifier piercing damage on hit. This attack has advantage against targets that are bloodied. A creature hit with this attack has disadvantage on Dexterity (Stealth) check against you for the next minute as you vaguely sense the presence of its blood.
  • Manifest. Blood begins to be drawn toward a point within 30 feet. Any bloodied creature of your choice that ends its turn within 5 feet of the point takes 1d6 slashing damage.
  • Erupt. The rune flares, dealing an 1d6 slashing damage to all bloodied creatures within 10 feet of it. For each 1d6 damage this voice deals when used, a creature of your choice within the affected radius gains 1d6 temporary hit points.
  • Enhance. After using this voice, the next time the weapon it is inscribed on deals piercing or slashing damage, it does an extra 1d4 damage of the same type or 2d4 if the target is bloodied. The beneficiary wielding the weapon gains temporary hit points equal to the extra damage.

Rune of Fire

When this rune is marked on a weapon or creature, damage dealt by that weapon or by that creature’s unarmed strikes becomes fire damage.

  • Cast a Spell. burning hands, scorching ray, wall of fire
  • Strike. A bolt of fire launches from the rune at a creature within 60 feet. Make a ranged spell attack. On hit, the target takes 1d8 + your Intelligence modifier fire damage.
  • Manifest. Fire appears in a 5 foot radius from a point you choose within 30 feet. For 1 minute, when a creature enters the area or starts its turn there, it must make a Dexterity saving throw against your spell save DC or take 1d8 fire damage.
  • Erupt. Flames erupt in a 10 foot radius around this rune or the point it is manifested. Creatures within the affected area must make a Dexterity saving throw against your Spell Save DC or take 1d10 fire damage. If this rune is marked on a creature or set of armor, the beneficiary automatically passes the saving throw.
  • Enhance. When this voice is used, the beneficiary of the inscribed rune adds 1d8 + your Intelligence modifier fire damage to the next damage roll they make from a melee weapon attack before the start of your next turn.

Rune of Ice

When this rune is marked on a weapon or creature, damage dealt by that weapon or by that creature’s unarmed strikes becomes cold damage.

  • Cast a Spell. sleet storm, ice storm, cone of cold
  • Attack. A lance of ice shoots forth from the rune at a creature within 60 feet. Make a ranged spell attack. On hit, the target takes 1d8 + your Intelligence modifier cold damage.
  • Manifest. Choose a point within 30 feet of the rune. A 10 foot radius area around the point freezes solid, creating difficult terrain for 1 minute or until the manifestation ends.
  • Erupt. The temperature plummets and magical frost forms in a 10 foot radius around this rune or the point it is manifested. Creatures within the affected area must succeed on a Constitution saving throw against your spell save DC or take 1d6 cold damage and have their movement speed reduced by 10 feet. If this rune is marked on a creature or set of armor, the beneficiary automatically passes the saving throw.
  • Enhance. The beneficiary of the inscribed rune adds 1d8 + your Intelligence modifier cold damage to the next damage roll it makes from a melee weapon attack before the start of your next turn.

Rune of Gravity

When this rune is marked on a weapon, you can add or remove the Light property to a weapon that does not have the Heavy property or vice versa.

If you inscribe this rune on a creature or armor, you can select when you inscribe the rune to either grant the beneficiary advantage on Strength saves to avoid being moved or resistance to damage taken from falling.

  • Cast a Spell. feather fall, jump, levitate
  • Strike. Creature of your choice within 30 feet must succeed a Strength saving throw against your spell save DC or take 1d4 bludgeoning damage and be forced prone.
  • Manifest. Choose a point within 30 feet. Everything Large or smaller that is not tied down or otherwise restrained is pulled inward toward the point for 1 minute, moving 10 feet closer to the point at the end of each of your turns. If a creature within the radius tries to move away from the point, it must succeed a Strength saving throw against your spell save DC or fall prone. A creature can crawl while away from the point without making a save.
  • Erupt. A surge of gravity pulls all creatures within 10 feet of the point toward it. Creatures within the radius must succeed a Strength saving throw or be pulled 10 feet towards the target point. If this would make them collide with a Medium or larger object or another creature, it moves the closet open spot, and take 1d6 bludgeoning damage. If reinforced, the distance a creature that fails its save against the effect is moved also increases by 5 feet.
  • Enhance. The beneficiary of the inscribed rune adds 1d8 + your Intelligence modifier damage to the next damage roll they make from a melee weapon attack before the start of your next turn. The additional damage is of the same type as the weapon.

Rune of Lightning

When this rune is marked on a weapon or creature, damage dealt by that weapon or by that creature’s unarmed strikes becomes lightning damage.

  • Cast a Spell. thunderwave, lightning bolt, storm sphere
  • Strike. A jolt of lightning shoots forth from the rune at a creature within 60 feet. Make a ranged spell attack. On hit, the target takes 1d8 + your Intelligence modifier lightning damage.
  • Manifest. Energy crackles and sparks in 5 foot radius from a point you choose within 30 feet. For 1 minute or until the manifestation is dismissed, once on your turn you can choose a creature within the radius. That creature must make a Dexterity saving throw against your spell save DC or take 2d6 lightning damage.
  • Erupt. Arcs of lightning erupt in all directions in 10 foot radius around this rune or the point it is manifested. Creatures within the radius must succeed a Dexterity saving throw against your spell save DC or take 1d8 lightning damage. If this rune is marked on a creature or set of armor, the beneficiary automatically passes the saving throw.
  • Enhance. The beneficiary of the inscribed rune adds 1d8 + your Intelligence modifier lightning damage to the next damage roll they make from a melee weapon attack before the start of your next turn.

Rune of Power

When this rune is marked on a weapon or creature, damage dealt by that weapon or by that creature’s unarmed strikes becomes force damage.

  • Cast a Spell. detect magic, magic missile, dispel magic
  • Attack. Bolts of pure force are hurled at the target. Make a ranged spell attack. On hit, it deals 1d6 + your Intelligence modifier force damage. This attack ignores half and three quarters cover.
  • Manifest. A humming orb of pure arcane power appears at a point within 30 feet, casting bright light for 5 feet and dim light for an additional 5 feet. Creatures that end their turn within the bright light begin to glow as if affected by faerie fire until the start of their next turn.
  • Erupt. The runes produces a ball of light that violently erupts, exploding outwards. All creatures within 10 feet of it must make a Dexterity saving throw or take 1d8 force damage. Creatures that are glowing from the effect of the rune’s manifestation make this save with disadvantage, and take an additional 1d8 force damage on failure.
  • Enhance. When the rune is marked on a weapon, using this voice causes the next strike of the weapon to pass through all armor and defenses. The target’s AC becomes 10 + their Dexterity modifier for that attack, unless already lower.

Rune of Speed

When marked on creature or armor, the beneficiary’s movement speed is increased by 5 feet.

  • Cast a Spell. expeditious retreat, longstrider, haste
  • Strike. A target creature within 30 feet must succeed a Wisdom saving throw against your spell save DC or have their movement speed halved and become Fatigued until the start of your next turn.
  • Manifest. When you use this voice to manifest the rune, choose a point within 30 feet of it. Time speeds up or slows down within a 5 foot radius of the point. When sped up, every 2 feet a creature moves only takes 1 foot of its movement speed. When slowed down, creatures each foot of movement costs 1 extra foot.
  • Erupt. A 10 foot radius area of distorted time appears and lasts until the start of your next turn. All ranged weapon attacks that pass through the area of effect have disadvantage on the attack rolls.
  • Enhance. When marked on a weapon or creature, using this voice lets the beneficiary of the rune make one additional attack as part of taking the Attack action before the start of your next turn (this can be part of the same action during which this enhancement is used).

Rune of Vision

When inscribed on a creature or set of armor, this rune grants the beneficiary darkvision out to 60 feet.

If the creature already has darkvision, the range of their darkvision is extended by 60 feet.

  • Cast a Spell. darkvision, see invisibility, clairvoyance.
  • Strike. Choose a creature within 30 feet. It must make a Constitution saving throw against your spell save DC or become blinded and dulled until the start of your next turn.
  • Manifest. Using this voice causes shadows, dazzling rays of light, or other obfuscations appear at a point within 30 feet that you choose. Creatures within 10 feet of that point become lightly obscured and count as having partial cover against ranged attacks.
  • Erupt. Magical darkness shrouds an area within 10 feet of the rune or the point it is manifested until the start of your next turn.
  • Enhance. When you use this voice, the rune’s beneficiary gains Blindsight with a range of 30 feet until the end of its next turn.
Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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