Base Class: Wizard
We all know how the weave works, every practitioner has their own special way of talking to it, persuading it to do their bidding. Bards like to sing to the weave, or remind it of great tales. A warlock lets her patron do wall the heavy lifting, their will acting as a new limb to push the weave around. Sorcerers use their intuition, unique emotions and actions just for them to play with their toys. A druid might call upon nature and its old gods to flex their muscles, whilst a cleric may just beseech their deity. Wizards, however, prefer a much more intimate approach. They enjoy using a rational approach - by understanding how the weave interacts with us, we can manipulate it. Rune masters take this a step further. Instead of just pulling the strings of the weave, they use a medium of language that the weave can almost understand. It's always nicer to ask, isn't it? This language allows for much more variety in what magic effect may follow - as long as one can understand the weave’s logic. A rune essentially applies a command onto whatever it is placed on, a command that both the object, and the weave, must obey. Applying these runes does cost some magical willpower but it is not the same as casting a spell, and the command is followed as well as the weave sees fit - much to the dismay of many a reckless Rune master. These Runes can be compiled into Complex runes, which allow for much further specific control over the magical effects the writer desires. Compiled of basic runes, complex runes take a deep understanding of the runic language and how magic responds to it, and thus should only be attempted by Rune masters with a high level of comprehension. Additionally, the Rune master will have learned a few unique runic phrases, common among practitioners, that allow more complex effects to be applied without the need for a complex rune, quite consistently. The Rune master himself can apply more or less magic to these runes, as the situation requires. These runes are stored within a section of a Rune master’s spellbook called a codex.
Level 3: Rune Savant
Beginning when you pick this Subclass at 2nd level, you have the ability to understand, read, and write Basic Runes fluently and understant and see Complex runes with some difficulty (Complex Runes are split into 3 types; Easy, Moderate, and Hard. The DC's to understand these are 10, 15, and 19). You also unlock the system of Runic Points, and your points determine how often you may use your rune magic and relates to your level as detailed below.
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2nd Level |
2 |
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3rd Level |
3 |
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4th Level |
4 |
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5th Level |
4 |
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6th Level |
4 |
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7th Level |
5 |
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8th Level |
5 |
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9th Level |
5 |
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10th Level |
5 |
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11th Level |
6 |
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12th Level |
6 |
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13th Level |
6 |
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14th Level |
7 |
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15th Level |
7 |
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16th Level |
7 |
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17th Level |
8 |
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18th Level |
8 |
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19th Level |
9 |
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20th Level |
10 |
Alternatively, you may convert spell slots into Runic Points. You gain a number of Runic Points equal to the converted spell slots level as long as your total of Runic Points does not exceed your maximum and the level of the converted spell does not exceed 5th Level. You also regain Runic Points equal to half your maximum (rounded down) on a short rest if your current amount is less than your Intelligence Modifier. On a long rest, you regain all of you Runic Points, Regardless of total.
Basic Runes
Additionally at 2nd level you gain the ability to create basic runes and have a slight control over them. As a bonus action, you may spend 1 Runic Point to sketch a Basic Rune on a flat surface with your Stele. The rune must only be one word. At that point it is up your DM to decide the effect of the Rune and how it works. A Basic rune is used once it activates of a Dispel Magic Spell is used upon it. DM's may consider the effect of the rune through a variety of factors, such as the surface the rune is placed on, the Caster's word, and even the time of the casting to effect the outcome of the rune.
For example: A rune for Fire written in the dirt with the intended purpose of creating a bonfire may instead explode while a rune of Bonfire written on a plank of wood with the same intention will have better results.
Runic Codex
Starting at 6th level, you gain a few select types of runes you have a greater understanding of and know it’s properties. As an action you may write one of the runes below on you or another creature’s body and gain the following features. The effects last until the target’s next long rest or if a dispel magic spell is used on them. In order for this to take effect you must write the rune in a visible manner such as with ink or carving it into the object or flesh. Each rune in your codex lasts for 1 minutes after activated, and remains for one hour if not activated.
Rune of Protection: You may spend a number of Runic Points up to your point maximum in order to receive a bonus to AC that relates to the number of points spent.
Rune of Pain: You may spend a number of Runic Points up to your point maximum to increase a weapon’s damage by the number of points spent.
Rune of Skill: You may spend a number of Runic Points up to your point maximum to receive a bonus to any skill that relates to a specific stat depending on your points spent.
Rune of Speed: You may spend a number of Runic Points up to your point maximum to receive a bonus to initiative that relates to your points spend, also gains a bonus to movement where every 2 points is an additional 5 feet of movement. Additionally, the target of the rune receives an extra action.
Rune of Sight: You may spend a number of Runic Points up to your point maximum to receive True Sight up to a number of feet depending on how many points your spent. The distance is within 10 feet increments.
Level 10: Complex Runes
Beginning at 10th level, you have a superior understanding of the mystical language of runes and can read all of them fluently. You may now write and fully understand Advanced Runes as well as unlock the ability to write them. As an action you may spend 3 Runic Points and write out a phrase of runes, known as a Complex Rune, that does a desired effect of your choice. This phrase must follow your exact commands and are more specific than a Basic Rune but your DM may still affect the outcome in small aspects.
For instance, you may write This Rock Will Explode in Ten Seconds but your DM can determine the size and damage of the explosion as it’s not specified.
Level 10: Imbued Runes
Additionally at 10th level, you may spend an action and 2 Runic Points to scribble a rune upon an object a creature can hold and carry with a desired effect that is activated by the holder. The imbued rune may be a basic or complex rune but cannot contain more than one. If the magic is not used within 10 minutes then it fades. If the imbued rune is a Basic Rune then it takes only a bonus action to activate but if it is a Complex Rune then it takes an action to activate.
Level 14: Complex Runic Codex
Upon reaching 14th level, you acquire another set of more powerful runes that you fully understand it’s abilities and outcomes. As an action you may write one of the following runes below and gain the following features. The effects of the rune lasts until your next long rest.
Rune of Time: You may spend 7 Runic Points in order to freeze time and immediately take an additional 3 turns of combat before the effect ends.
Rune of Animation: You may spend 7 Runic Points in order to create a construct that listens to you and follows your commands to the best of it’s ability. You may write this rune on a large amount of loose objects such as rubble to create an Earth Elemental that has its own initiative and may act on its own.
Rune of Life: You may spend 7 Runic Points in order to either use it on someone who has died and return them to life with 1 hit point and they regain any limbs or organs they possibly had lost in their death, or you may use this to receive half your maximum hit points, rounded down.
Rune of Reality: You may spend 7 Runic Points to write a rune on the ground to create a 60 feet radius of area that you personally control. At the end of each of your turns you may change the terrain in one of the three qualities: you may make it difficult terrain to all creatures of your choice, you make the ground grapple anyone you choose within the area and they must make a DC 14 strength saving throw to escape, or you may make anyone you choose within the area to take 2d6 acid, fire, or cold damage. Alternatively, you may change the world around you within the area in minor ways to fit your needs.
Rune of Space: You may spend 7 Runic Points to create a pocket dimension and transport you and anyone you choose to it. You have full control over this dimension and may stay within it for the duration of one hour and retains all qualities you give it if you were to return to it.







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