Hi guys, I have been inspired by the ua Rune scribe, and would like to create it as a pc class, using the ua as a base. I literally want help on everything: equipment, saving throws, proficiencies, class features, subclasses etc. I know this could be on homebrew, and don't mind it being moved there, but it is on here because it fits into the lore of the world.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
It depends on how you envision the class. Are they like dwarven blacksmiths, pounding runes into metal to last generations, or are they scholarly academics? I think the flavor you want is important.
Coming up with the system of runes is probably the first step. I might use the warlock class as a basis, minus all pateon references. Maybe each spell slot is some rune, that can be changed (maybe similar to metamagic) to produce new effects. Or the spell slots are runic metamagic, and the character has limited runes.
Example: the runelord has a fire rune, but a sub rune for distance. The subrune is basic, so they can produce a fire bolt type effect.
Flavour wise: connect with nature or they can study. Blacksmiths would be an in-between.
The basics I have: primary abilities (wisdom or intelligence and dex), saving throws: wisdom or intelligence and dex. Equipment: simple weapons, medium armour, light armour and shields.
Because rune scribes can get the power of runes from study or connection with nature, they can choose to use intelligence or wisdom as their primary stat, based on their character. I was thinking about rune magic functioning similar to warlocks. I also like the idea of sorcerer. Something like this might work: at level one, you learn to harness the power of runes, and create them. You learn a number of spells as shown in the column (probably 4 at this level), as well as a number of spells as shown (2, and get back on long rest). Instead of material components, you can instead use a set of artisans tools or a rune inscribed object (your choice of the object) as a spellcasting focus.
How does that sound for a start?
NOTE: on a phone, and it hurts to type it ALL out 😂
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
On a phone too. I appreciate the message. You need dedication to type all that!
I don't feel the nature aspect, but I do for the academic side. Either way, there probably different types of runes. By that I mean some runes could be Master Runes (something elemental and basic: fire, life, death, etc). There would be less of these, but they would be the basis of all runes. Masters might be needed to use any spells.
Other runes could be modify spells. A fire rune could "grow" from a basic fire bolt spell to a fireball and beyond. Other runes could shape it. A fire sword, or fire cage, whatever the class dictates are possible.
That's a great idea. It might make them masters of that master rune, but anything related to other parts of magic, they would have less capacity to wield. A very specialized wielder.
I think that there should be four master runes: Tree rune, fire rune, ice rune and stone rune. I am making a book, and this is part of the story (rune scribes), and at the academy there are four (used to be five) houses, each one specialising in a different part of nature/runes. Those are: beast aspect, water/ice, plants and stone. The fifth one is the stars. Do you think that is better than tree, fire ice and stone?
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I don't know what's best. Maybe there are just runes, and the character chooses their master rune. So one might choose tree, another might choose people (or a specific race). They can't do much, not until other runes are learned. Then combinations can form. This might be work, as it might he helpful to have a development tree to visualize possible paths (to use runes to craft spells like Mage Armor or lightning bolt).
Hey man, FINALLY got round to creating the class (in draft form). I'm sorting out hp, proficiencies etc. How does this seem: hit dice is D8, then +5 for every level after first. Proficiencies: light armour, medium armour, shields. Simple weapons, warhammer, war pick and rapier or shortsword (not sure on which one, or if war pick should be here). Choice of: masons tools, Smith's tools, woodcarvers tools and calligraphers supplies. Saving throws: choice of wisdom or intelligence, Dex. Skills: not entirely sure. Arcana, history, nature, insight, investigation, medicine, perception, animal handling (not sure. Otherwise it would basically be wizard skills. I dunno). Starting equipment: warhammer or war pick or rapier/shortsword, leather armour or chain shirt, masons tools or Smith's tools or calligraphers supplies or woodcarvers tools, 2 simple weapons. (Or 4d4×10 gp).
How'd that sound? Is it a good start?
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
On a phone too. I appreciate the message. You need dedication to type all that!
I don't feel the nature aspect, but I do for the academic side. Either way, there probably different types of runes. By that I mean some runes could be Master Runes (something elemental and basic: fire, life, death, etc). There would be less of these, but they would be the basis of all runes. Masters might be needed to use any spells.
Other runes could be modify spells. A fire rune could "grow" from a basic fire bolt spell to a fireball and beyond. Other runes could shape it. A fire sword, or fire cage, whatever the class dictates are possible.
Not sure if this helps.
Other runes could be modify spells. A fire rune could "grow" from a basic fire bolt spell to a fireball and beyond. Other runes could shape it. A fire sword, or fire cage, whatever the class dictates are possible.
What would you call these type of effects? Runic effects? Does that sound ok? And what level progression should it be like? I'm thinking they get 2 at levels 2-7, 3 till 11, 4 till 15 and 5 at 16 to 15. Does that sound ok? I've figured out spellcasting (spells known, they start of with same spell slots, but they only get 6 at 17, and the spell slot level is like warlock, just slightly different). Thanks for your help, and support!
EDIT: I have run into a calamity. They have 2 spell slots at level 1, 3 at levels 2-5, 4 at levels 7-12, 5 at levels 13-16, 6 for the rest. So, they have a similar slot amount to normal casters at low levels, but after a couple of levels it is like warlock. Do you think it should be: A) long rest to get back spell slots, B) short rest to get back spell slots, C) get half of spell slots after short rest, all after long rest, D) long rest at levels 1 to 3, then they can short rest? I am personally leaning towards option C), as it works well, and is similar to Arcane recovery, and land druids feature.
Hmmmmmm... warlocks only get 5 spell slots at max level, so I say either make it a little weaker, then make it short rest, or a little stronger, but make it long rest. I would suggest long rest because warlock should stay unique in its recharging.
I like the runes effect -- if you haven't already, look at the rune knight. It might give inspiration.
Also, given the spell progression it sounds like you're making a half-caster? I'll think about your predicament.
I decided to do the c) option, as it is kinda an existing feature. I named the invocation type feature 'Scriptic Lore', as it sounds cool and fits the theme. I will keep on updating on the class! Sorting out spell list now. Any suggestions would be greatly appreciated!
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Spell list problem: I envision these guys two ways: druidy and wizardy. I want to put on druid grove, but it feels wrong to do so. Should I or shouldn't I?
Sorry I keep asking, but: I have done spell list (other than 7,8,9, cause I'm not sure how it will work with them), and now need some ideas for abilities. Subclasses come in at level 3. So, what abilities seem to work well with these guys? Any level, subclasses etc. Thanks for your help guys!
Rollback Post to RevisionRollBack
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Hi guys, I have been inspired by the ua Rune scribe, and would like to create it as a pc class, using the ua as a base. I literally want help on everything: equipment, saving throws, proficiencies, class features, subclasses etc. I know this could be on homebrew, and don't mind it being moved there, but it is on here because it fits into the lore of the world.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
I like this idea, but please don't use the UA prestige class mechanics. I think another mechanic would be better, just not sure what.
I mean the idea. I hate that it's a prestige class, and the mechanics are a little messed up for a pc class. So, any help?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
It depends on how you envision the class. Are they like dwarven blacksmiths, pounding runes into metal to last generations, or are they scholarly academics? I think the flavor you want is important.
Coming up with the system of runes is probably the first step. I might use the warlock class as a basis, minus all pateon references. Maybe each spell slot is some rune, that can be changed (maybe similar to metamagic) to produce new effects. Or the spell slots are runic metamagic, and the character has limited runes.
Example: the runelord has a fire rune, but a sub rune for distance. The subrune is basic, so they can produce a fire bolt type effect.
Flavour wise: connect with nature or they can study. Blacksmiths would be an in-between.
The basics I have: primary abilities (wisdom or intelligence and dex), saving throws: wisdom or intelligence and dex. Equipment: simple weapons, medium armour, light armour and shields.
Because rune scribes can get the power of runes from study or connection with nature, they can choose to use intelligence or wisdom as their primary stat, based on their character. I was thinking about rune magic functioning similar to warlocks. I also like the idea of sorcerer. Something like this might work: at level one, you learn to harness the power of runes, and create them. You learn a number of spells as shown in the column (probably 4 at this level), as well as a number of spells as shown (2, and get back on long rest). Instead of material components, you can instead use a set of artisans tools or a rune inscribed object (your choice of the object) as a spellcasting focus.
How does that sound for a start?
NOTE: on a phone, and it hurts to type it ALL out 😂
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
On a phone too. I appreciate the message. You need dedication to type all that!
I don't feel the nature aspect, but I do for the academic side. Either way, there probably different types of runes. By that I mean some runes could be Master Runes (something elemental and basic: fire, life, death, etc). There would be less of these, but they would be the basis of all runes. Masters might be needed to use any spells.
Other runes could be modify spells. A fire rune could "grow" from a basic fire bolt spell to a fireball and beyond. Other runes could shape it. A fire sword, or fire cage, whatever the class dictates are possible.
Not sure if this helps.
That sounds cool. Maybe the subclasses could be you getting a master rune?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
That's a great idea. It might make them masters of that master rune, but anything related to other parts of magic, they would have less capacity to wield. A very specialized wielder.
I think that there should be four master runes: Tree rune, fire rune, ice rune and stone rune. I am making a book, and this is part of the story (rune scribes), and at the academy there are four (used to be five) houses, each one specialising in a different part of nature/runes. Those are: beast aspect, water/ice, plants and stone. The fifth one is the stars. Do you think that is better than tree, fire ice and stone?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
I don't know what's best. Maybe there are just runes, and the character chooses their master rune. So one might choose tree, another might choose people (or a specific race). They can't do much, not until other runes are learned. Then combinations can form. This might be work, as it might he helpful to have a development tree to visualize possible paths (to use runes to craft spells like Mage Armor or lightning bolt).
Hey man, FINALLY got round to creating the class (in draft form). I'm sorting out hp, proficiencies etc. How does this seem: hit dice is D8, then +5 for every level after first. Proficiencies: light armour, medium armour, shields. Simple weapons, warhammer, war pick and rapier or shortsword (not sure on which one, or if war pick should be here). Choice of: masons tools, Smith's tools, woodcarvers tools and calligraphers supplies. Saving throws: choice of wisdom or intelligence, Dex. Skills: not entirely sure. Arcana, history, nature, insight, investigation, medicine, perception, animal handling (not sure. Otherwise it would basically be wizard skills. I dunno). Starting equipment: warhammer or war pick or rapier/shortsword, leather armour or chain shirt, masons tools or Smith's tools or calligraphers supplies or woodcarvers tools, 2 simple weapons. (Or 4d4×10 gp).
How'd that sound? Is it a good start?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Great start! I can't give too much balance help, but I can cheer you on!
I can empathize, I plan to release a link to my homebrewed vampire class on the forums tomorrow :)
Proud poster on the Create a World thread
Thanks man. Will look for it!
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Other runes could be modify spells. A fire rune could "grow" from a basic fire bolt spell to a fireball and beyond. Other runes could shape it. A fire sword, or fire cage, whatever the class dictates are possible.
What would you call these type of effects? Runic effects? Does that sound ok? And what level progression should it be like? I'm thinking they get 2 at levels 2-7, 3 till 11, 4 till 15 and 5 at 16 to 15. Does that sound ok? I've figured out spellcasting (spells known, they start of with same spell slots, but they only get 6 at 17, and the spell slot level is like warlock, just slightly different). Thanks for your help, and support!
EDIT: I have run into a calamity. They have 2 spell slots at level 1, 3 at levels 2-5, 4 at levels 7-12, 5 at levels 13-16, 6 for the rest. So, they have a similar slot amount to normal casters at low levels, but after a couple of levels it is like warlock. Do you think it should be: A) long rest to get back spell slots, B) short rest to get back spell slots, C) get half of spell slots after short rest, all after long rest, D) long rest at levels 1 to 3, then they can short rest? I am personally leaning towards option C), as it works well, and is similar to Arcane recovery, and land druids feature.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Hmmmmmm... warlocks only get 5 spell slots at max level, so I say either make it a little weaker, then make it short rest, or a little stronger, but make it long rest. I would suggest long rest because warlock should stay unique in its recharging.
I like the runes effect -- if you haven't already, look at the rune knight. It might give inspiration.
Also, given the spell progression it sounds like you're making a half-caster? I'll think about your predicament.
Proud poster on the Create a World thread
I decided to do the c) option, as it is kinda an existing feature. I named the invocation type feature 'Scriptic Lore', as it sounds cool and fits the theme. I will keep on updating on the class! Sorting out spell list now. Any suggestions would be greatly appreciated!
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Spell list problem: I envision these guys two ways: druidy and wizardy. I want to put on druid grove, but it feels wrong to do so. Should I or shouldn't I?
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Sorry I keep asking, but: I have done spell list (other than 7,8,9, cause I'm not sure how it will work with them), and now need some ideas for abilities. Subclasses come in at level 3. So, what abilities seem to work well with these guys? Any level, subclasses etc. Thanks for your help guys!
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Many subclasses give additional spells, maybe have a particularly Druidy one give druid grove, while keeping it off the spell list?
For subclass features, look at druid for "primal" ones and wizard for "arcane" ones.
Proud poster on the Create a World thread
Yeah, that was an idea of mine. What do you think for class features? And any subclasses as well if you want any!
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!