I wanted to create a subclass that is similar to rune knight in idea, but for sorcerers. I also want it to be similar to Ryze from League of legends. I was thinking of something like the runes for rune knight but have them be symbols on your body. Or something that you always carry/wear. Maybe extra hp? Any ideas are welcome.
There's a rune-based Sorcerer in the Tal'dorei Campaign Guide published by Green Ronin Publishing and created by Matthew Mercer of Critical Role. The guide is based on the 1st campaign of the Critical Role show. One of the NPCs most beloved by fans, Shaun Gilmore - owner of Gilmore's Glorius Goods - is a rune sorc.
Worth checking out, even if not a fan of the show, as it contains a decent amount of stuff for DMs and players to use which can be adapted to any setting, and makes a nice precursor to Explorer's Guide to Wildemount, which is based on the show's second campaign.
The first is available by Green Ronin, and is technically unofficial 3rd party due to them publishing it. But the 2nd book is official was it was published by Wizards of the Coast.
Waiting for a Rune feat to get added to the game! Probably granting the use of a single rune. As a half-feat, adding 1 to INT or something. Runes add some very cool possibilities to the game.
I have a bounty hunter I want to be able to use a Fire Rune with to help capture prey!
There's a rune-based Sorcerer in the Tal'dorei Campaign Guide published by Green Ronin Publishing and created by Matthew Mercer of Critical Role. The guide is based on the 1st campaign of the Critical Role show. One of the NPCs most beloved by fans, Shaun Gilmore - owner of Gilmore's Glorius Goods - is a rune sorc.
While I like the idea of the Runechild sub-class, it's a bit clunky in how it works; you basically have a secondary resource that charges as you spend sorcery points, and can spend for other effects. In practice this means that as you're ticking off sorcery points you're ticking up "charged runes" which is just more book-keeping.
The effects themselves aren't bad though; Glyphs of Aegis basically just lets you spend charged runes to roll d6's that you then subtract from damage you took, so you can ignore a few hits (if you spent all your charged runes at level 20 it'd be 20-120 damage, or an average of 70).
From 6th-level you can spend a charge rune each turn to gain advantage on checks using a chosen ability, which is some pretty serious out of combat utility (especially on top of Magical Guidance which you can be using to indirectly power it with re-rolls when you fail checks). You can also reveal hidden runes/sigils which is situational.
14th-level feature lets you spend charged runes equal to a spell's level to ignore resistance or immunity, and 18th-level you can spend 6+ runes to give you a flying form with a buffed save DC and some minor healing and lasts longer the more rounds you use (though it starts at 3 rounds which may be plenty).
It's got lots of nice ideas, but the core mechanic for swapping sorcery points for charged runes is a bit of a double edged sword; on the one hand it means that as you burn sorcery points you naturally gain other things you can do instead, but on the other it means most of your sub-class abilities are unusable until you start spending sorcery points, and it's an extra resource to constantly keep track of.
Gilmore rocks it though, but I dunno if I'd want to play as one for more than a one-shot.
I wanted to create a subclass that is similar to rune knight in idea, but for sorcerers. I also want it to be similar to Ryze from League of legends. I was thinking of something like the runes for rune knight but have them be symbols on your body. Or something that you always carry/wear. Maybe extra hp? Any ideas are welcome.
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There's a rune-based Sorcerer in the Tal'dorei Campaign Guide published by Green Ronin Publishing and created by Matthew Mercer of Critical Role. The guide is based on the 1st campaign of the Critical Role show. One of the NPCs most beloved by fans, Shaun Gilmore - owner of Gilmore's Glorius Goods - is a rune sorc.
Worth checking out, even if not a fan of the show, as it contains a decent amount of stuff for DMs and players to use which can be adapted to any setting, and makes a nice precursor to Explorer's Guide to Wildemount, which is based on the show's second campaign.
The first is available by Green Ronin, and is technically unofficial 3rd party due to them publishing it. But the 2nd book is official was it was published by Wizards of the Coast.
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Waiting for a Rune feat to get added to the game! Probably granting the use of a single rune. As a half-feat, adding 1 to INT or something. Runes add some very cool possibilities to the game.
I have a bounty hunter I want to be able to use a Fire Rune with to help capture prey!
While I like the idea of the Runechild sub-class, it's a bit clunky in how it works; you basically have a secondary resource that charges as you spend sorcery points, and can spend for other effects. In practice this means that as you're ticking off sorcery points you're ticking up "charged runes" which is just more book-keeping.
The effects themselves aren't bad though; Glyphs of Aegis basically just lets you spend charged runes to roll d6's that you then subtract from damage you took, so you can ignore a few hits (if you spent all your charged runes at level 20 it'd be 20-120 damage, or an average of 70).
From 6th-level you can spend a charge rune each turn to gain advantage on checks using a chosen ability, which is some pretty serious out of combat utility (especially on top of Magical Guidance which you can be using to indirectly power it with re-rolls when you fail checks). You can also reveal hidden runes/sigils which is situational.
14th-level feature lets you spend charged runes equal to a spell's level to ignore resistance or immunity, and 18th-level you can spend 6+ runes to give you a flying form with a buffed save DC and some minor healing and lasts longer the more rounds you use (though it starts at 3 rounds which may be plenty).
It's got lots of nice ideas, but the core mechanic for swapping sorcery points for charged runes is a bit of a double edged sword; on the one hand it means that as you burn sorcery points you naturally gain other things you can do instead, but on the other it means most of your sub-class abilities are unusable until you start spending sorcery points, and it's an extra resource to constantly keep track of.
Gilmore rocks it though, but I dunno if I'd want to play as one for more than a one-shot.
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
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