Druid
Base Class: Druid

Druids who are members of the Circle of Runes are craftsmen and linguists by nature.Their curiosity, intelligence and skill are their greatest assets. These druids believe that studying and learning about the language of runes can bring them in close contact with the elemental planes. Which allows them to channel their magic. They seek as much knowledge as they can as every little bit of it might prove useful in the discovery of a new rune.

These druids gain power through their runewriting ability and feats. Most are always wandering with a bag of objects to carve into or write onto. However, there are some who are desperate to discover of the next runic innovation or want to ensure their runes are not stolen. These druids carve runes into their skin, believing that channeling magic through themselves will bring them closer to the next discovery.

Linguistic Artisan

At 2nd level when you choose this Circle you can choose a proficiency with either Mason's tools or Woodcarver's tools which are used when creating runes. You've also learnt to speak, read and write Primordial, which is used as a runic script.

Option: Stronecarver

You've become proficient with Mason's tools.

Option: Woodcarver

You've become proficient with Woodcarver's tools.

Runewriting

Starting at 2nd level you have learnt how to imbue magic in runic texts.

You can carve a rune for any druidic spell you'd normally be able to cast on a natural object (stone, pieces of wood, leafs, floors, etc). The spell is then cast by you and the magical energy is channeled into the rune. Creating a rune takes the casting time of the spell you are carving with a minimum carving time of one minute and takes up all of your attention.

The spell in the rune will be as powerful as if they were cast with a spell slot at the rune's level and may not be of a higher level than your rune level. As such a 5th level rune may only contain a spell that is of 5th level and lower.

A rune is active from it's creation untill it is cast or a runewriter deactivates the rune. The level of the rune and the amount of active runes you can have at the same time are listed in the runewriting table. At 14th level you may choose to have two 6th level runes active instead of four 5th level runes or a combination of two 5th level runes and one 6th level rune.

Any druid, regardless of level, can cast a spell stored in a rune, to do so they must touch the rune and willingly cast it. Casting a spell stored in a rune takes one action regardless of the spell stored and original casting time. The spellcasting modifier and spell save dc used when casting the rune is the authors spellcasting modifier and spell save dc at the time of creation. After the rune is cast it becomes inactive, allowing you to make another rune.

 Runewriting table

Druid level Active runes Rune level
3 1 2
6 2 3
10 3 4
14 4 5

Alternative combinations at 14th level

Active runes 5th level Active runes 6th level
2 1
0 2

Runic Upgrades

Starting at 6th level you've learnt the ability to inlay weapons or armor with a rune.

During a long rest, you may spend one of your inactive runes to inlay a nonmagical weapon or armorset with a rune so it gains one of the following magical effects indefinately: water, earth, fire or air.

Inlaid armorsets gain two buffs as described in the inscription table. Inlaid weapons gain 1d4 damage of the appropriate type and a secondary effect. The weapon or armorset requires a slot that fits the rune. Any weapon or armorset that is inlaid is considered magical and cannot be inlaid with multiple runes. You can deactivate an inlaid rune by spending a spell slot equal to your maximum rune level.

Alternatively you can spend one of your inactive runes to inlay a rune into a spellcasting focus. An inlaid focus can be used to overcharge a spell with the "at higher levels" attribute once per minute. An overcharged spell is cast as if it were cast using a spell slot of two levels higher.

Inscription table

 

Element Armor Effect Weapon Effect
Water The armor grants the wearer resistance to Cold damage and allows the wearer to walk over liquids, freezing and unfreezing it as they move. This weapon deals an additional 1d4 Cold damage. It also has a chance to freeze your opponent in place (grappling them) on a failed strength or dexterity save against the runesmiths spell save dc. This effect end when your opponent or someone else succeeds a strength check against the runecrafters spell save dc to break them free. A critical hit will always apply this effect.
Earth The armor grants the wearer resistance to Bludgeoning damage and gives advantage on strength checks. This weapon deals an additional 1d4 Bludgeoning damage. It also has a chance to stun your opponent if they fail a constitution saving throw against the runecrafters spell save dc. The effect ends after two rounds or if your opponent is attacked. A critical hit will always apply the this effect.
Air The armor grants the wearer resistance to Lightning damage and gives advantage on stealth checks. If the armor has disadvantage on stealth checks these two cancel eachother out as normal. This weapon deals an additional 1d4 Lightning damage. It also knocks a creature of size average or smaller prone if it fails a dexterity or strength check against the runecrafters spell save dc. A critical hit will always apply this effect.
Fire The armor grants the wearer resistance to Fire damage and allows the armor to glow when the wearer wants it to. This lights up the area within 20ft of the wearer and spreads dim light another 20ft. This weapon deals an additional 1d4 Fire damage. It also has a 10% chance to light the opponent on fire, after which it takes 6 (1d10) damage at the start of it's turn untill it spends and action to douse the flames. A critical hit will always apply this effect.

Runic Rituals

Starting from 10th level you gain the ability to cast any druid spell you could normally cast as a runic ritual.

A runic ritual requires half the supplies the spell would otherwise require. Casting the runic ritual takes one reaction and consumes a spell slot of the spells level. A runic ritual must be prepared for a period equal to double the spells casting time, with a minimum preparation time of ten minutes.

 As an example, a runic ritual for the True Ressurection spell would require a diamond worth 12.500gp, half a pinch of holy water while taking two hours to prepare and one reaction to cast. 

Preparation

Preparing a runic ritual requires the creation of a runic cirlce on the floor. It requires Mason's tools for stone surfaces or Woodcarver's tools for wooden surfaces. The preparation can be paused and restarted and consists of you carving runes in a stone or woorden floor and imbuing them with magic. A runic circle must be prepared for a period equal to double the spells casting time, with a minimum preparation time of ten minutes. You can only have one runic ritual prepared at the same time. If you start preparing another runic ritual your circle for an earlier runic ritual will lose it's potency.

Casting

When the runic cirlce is completed you can cast the spell as a reaction whenever you want, provided that you are within 200ft of the cirlce center. The effects of the spell are cast from the middle of the circle, any spell with an area of effect takes the middle of the circle as the center of the AoE. Any spell that requires touch applies to a person touching the circle, if no one is touching the cirlce the spell fails. Casting the spell consumes a spell slot equal to the spells level. After the spell is cast, the runes lose their potency.

Recharging

As long as a runic cirlce is not destroyed you can recharge it to cast the same runic ritual. Recharging the runes takes the spells casting time with a minimum of five minutes after which the runic ritual is considered prepared.

Rune master

Starting at 14th level you've become studied and efficient. This allows for the following bonuses:

Your studies have given you the knowledge to create runic cirles potent enough to cast a runic ritual with only 1/4th of the spells required components.

You have become efficient enough to have two runic rituals prepared at the same time.

You may combine two unused runes to create one 6th level rune.

You gain two inactive runes that you may only use for runic upgrades.

Previous Versions

Name Date Modified Views Adds Version Actions
1/29/2021 11:09:40 PM
4
0
1.0
Coming Soon
1/29/2021 11:45:08 PM
7
0
1.1
Coming Soon
1/30/2021 7:42:33 AM
31
0
1.2
Coming Soon
1/30/2021 8:04:14 AM
5
0
1.2.1
Coming Soon
1/30/2021 11:54:15 AM
5
0
1.2.2
Coming Soon
1/30/2021 12:05:11 PM
10
0
1.3
Coming Soon
5/14/2021 3:15:29 PM
19
10
1.3.1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes