Base Class: Monk
As a rune monk, you were taught by master of the rune and martial arts, which has allowed you to utilize runes to enhance you style
Level 3: Rune Caster
You can expend focus points in order to cast different types of runes that will assist your endeavors
You can cast the following three runes by using focus points
Weld. A targeted object or person within 30 feet of you gains the restrained condition and is attached to the surface the targeted point is touching, in order to free themselves, creatures must make a DC 16 strength saving throw
Burst. A rune is placed on a surface within 30 feet of you, if anything get's within 5 feet of the rune, it detonates, pushing whatever approached it 15 feet back and dealing 2d6 damage
Wall. A solid rune appears at a point in your line of sight within 30 feet of you
Level 6: Sonic Touch
You gain the ability to spend 1 focus point in order to make all of your attacks using unarmed strike or monk weapons have a range of 30 for the combat as well as turning their ranged damage type into Force damage
You also gain the ability to restore focus points equal to your proficiency bonus up to 2 times per long rest
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Level 11: Inliner
Your continued use of your skills have allowed you unrestrained usage of sonic touch, and it is now active permanently (you can choose whether to make you attack ranged or not, and if you choose to keep it as melee, you still get to choose whether the damage is it's normal type or force)
Level 17: Rune Master
You gain the ability to cast runes without spending focus points and gain access to 3 new runes (these do not require focus points to cast)
Fracture: You can cast this rune up to 15 feet away from yourself, and when you do, the target makes a DEX saving throw, On a fail, the target takes damage equal to a quarter of it's total hit dice, up to 5d10 (if it would exceed 5d10, you can choose to speed 4 focus points to let it go as high as a full quarter and then double it)
Total Shell: You select a target within range (15 feet), that target gains 5d10 temporary hitpoints, and while it has those hitpoints, it cannot attack other targets, but can choose to attack the shell, if you cast this on an enemy, it makes a WIS saving throw, On a failure, it is put within the shell, On a success. the target is still put in the shell, but it's value is halved. When casting, you can spend 3 focus points to double the shells HP and make it resist a damage type of your choice
Soul Point: this rune cannot be cast without spending 10 focus points, when cast, the rune is given 3d10 hitpoints, until the rune is destroyed, you cannot fall below 1 hitpoint
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