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View Full Version : D&D 5e/Next The Runecarver - A Non-Casting Magical Warrior [PEACH]



barbecube
2016-05-23, 05:28 PM
I had a look at all the gish-y custom classes available, and I wanted to see one that used its magic in a different way rather than simply being a fighty half-caster, so I made one.

The basic idea is that the runecarver empowers their weapon with a series of runes which grant it mostly static abilities, and attacking allows them to charge up and release other abilities over the course of the fight. This is my first homebrew for 5e and I'm not very good with balance as yet, so I'm especially looking for feedback on that front. For this class I was basically flying by the seat of my pants.

The Runecarver
Runecarvers master the art of writing to empower their weapons and become powerful warriors.
Creating a RunecarverWhen you create a runecarver you should consider the community your rune magic stems from. Runecarving is not a solitary discipline but a collaborative science, and so you may be a member of a wizardly college, atelier of the arts, a secret mystical cabal, or some other group that supports your rune study. It’s possible to be isolated instead, but consider how you became that way—does your rune art come from the study of some sage’s writings, or a family tradition, or something you discovered in a ruin, a lost technique that you are now just reviving?
The Runecarver

Level


Proficiency Bonus

Features

Runes Known

Runes Inscribed

Runic Strike

Maximum Rune Charge

Invocations Known


1st


+2
Rune Inscription


2

1

1d6

3

--


2nd


+2
Runic Invocation


2

1

1d6

3

2


3rd


+2
College of Art


3

2

1d6

3

2


4th


+2
Ability Score Improvement


3

2

1d6

4

2


5th


+3
Extra Attack


3

2

2d6

4

2


6th


+3
College of Art Feature


4

2

2d6

4

3


7th


+3
Improved Inscription


4

3

2d6

5

3


8th


+3
Ability Score Improvement


4

3

2d6

5

3


9th


+4
Secrets of the Rune


5

3

3d6

5

4


10th


+4
College of Art Feature


5

3

3d6

6

4


11th


+4
Versatile Inscription


5

4

3d6

6

4


12th


+4
Ability Score Improvement


6

4

3d6

6

5


13th


+5
Sigil of Warding


6

4

4d6

7

5


14th


+5
College of Art Feature


6

4

4d6

7

5


15th


+5
Spontaneous Rune


7

5

4d6

7

6


16th


+5
Ability Score Improvement


7

5

4d6

8

6


17th


+6
College of Art Feature


7

5

5d6

8

6


18th


+6
Improved Spontaneous Rune


8

5

5d6

8

7


19th


+6
Ability Score Improvement


8

6

5d6

9

7


20th


+6
Runic Empowerment


9

6

5d6

9

7



Class Features
As a runecarver, you gain the following class features.
Hit Point**** Dice: 1d8 per runecarver level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per runecarver level after 1st
ProficienciesArmor: light armor, medium armor
Weapons: simple weapons, martial weapons
Tools: One of the following: calligrapher’s tools, jeweler’s tools, smith’s tools

Saving Throws: Constitution, Intelligence
Skills: Two of the following: Athletics, Arcana, Investigation, Intimidation, Persuasion
EquipmentYou start with the following equipment, in addition to the equipment granted by your background:


(a) a chain shirt or (b) scale mail

(a) a shortsword or (b) a shortbow and 20 arrows

(a) a dungeoneer’s pack or (b) an explorer’s pack

Any simple weapon

Rune InscriptionWhenever you take a long rest, you inscribe your weapon of choice with a complex pattern of runes that allow you to channel your magic through it. You can inscribe only one weapon per long rest. When you inscribe a weapon with this feature, any other weapons you have inscribed become no longer inscribed.
While you’re wielding your inscribed weapon, you benefit from its inscribed runes and you can use runic maneuvers that are fueled by a specialized resource called rune charge. These runes are specific to you; other characters wielding weapons inscribed by you do not benefit from runes you have inscribed.
Runic StrikeOnce per turn when you hit a creature with an inscribed weapon attack, you can add your runic dice to the weapon’s damage. Runic dice always have the same damage type as your weapon. At 1st level, your runic die is 1d6. The amount of runic dice added increases as you gain levels as shown in the Runecarver table.
Whenever you roll a 6 on a runic die, you gain 1 rune charge. Your maximum rune charge is shown in the Runecarver table; each time you take a short or long rest it resets to half your maximum value, rounding up.
Runes Known and InscribedWhen you inscribe a weapon, choose which runes you inscribe it with. These runes provide you with a variety of abilities as long as you wield the weapon inscribed with them.
At 1st level, you know 2 runes. Your rune options are detailed at the end of the class description. You may inscribe 1 of them on your weapon. You learn additional runes and gain the ability to inscribe more on your weapon at higher levels, as shown in the Runes Known and Runes Inscribed columns of the Runecarver table.
In addition, each time you gain a runecarver level you can replace a rune you know with another rune you meet the prerequisites for.
Runic InvocationIn your studies, you learn to meditate upon the runes, either inscribing them onto your body and spirit, or learning to scribe them quickly for some temporary effect. At 2nd level, you learn two runic invocations of your choice. Your invocation options are detailed at the end of the class description. At certain runecarver levels, you gain additional invocations of your choice, as shown in the Invocations column of the Runecarver table.
Additionally, when you gain a runecarver level, you may choose one runic invocation you know and replace it with another that you meet the prerequisites for.
SpellcastingYou have no ability to cast spells. However, you have certain class features that emulate spells or call on creatures to make saves. Intelligence is your spellcasting ability for these features, and the save DC for these saves is 8 + your proficiency bonus + your Intelligence modifier.
College of ArtAt level 3, you join a society of runecarvers that express a particular ethos. All colleges share one thing: they all believe strongly in the sharing of knowledge, but each one goes about that in a different way. The colleges are the College of Guardians and the College of Hunters. Your college choice grants you features at 3rd level and then again at 6th, 10th, 14th, and 17th.
Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra AttackBeginning at 5th level, you can attack twice, rather than once, when you take the Attack action on your turn.
Improved InscriptionBeginning at 7th level, while you’re wielding an inscribed weapon, its strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Secrets of the RuneAt 9th level, your study of runes has given you a deep insight into the meaning of symbols. You gain the ability to read all written languages. You can roughly translate writings into any language you speak. However, this form of translation is imprecise and you cannot, for example, translate poetry or works of magic and retain their artistic or magical effectiveness.
Versatile InscriptionAt 11th level, you gain the ability to inscribe two different weapons. You can inscribe each with a different set of runes; each one is capable of carrying runes equal to your Runes Inscribed value. You only benefit from the inscribed runes of the weapon you’re currently wielding. If you’re wielding two inscribed weapons at once, choose one and benefit from its runes only.
Sigil of WardingAt 13th level, you gain the ability to manifest a powerful sigil of protection. When an enemy targets you with an attack, you may use your reaction to activate the sigil. It adds +3 to your AC as long as you maintain concentration, up to 1 minute.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Spontaneous RuneAt 15th level, your understanding of rune magic allows you to transform the runes inscribed on your weapon with startling immediacy. You can use your action to replace a rune you have inscribed with another one that you know.
Beginning at 18th level, you may replace any number of runes instead.
Once you use this feature, you can’t use it again until you finish a long rest.
Runic EmpowermentAt 20th level, your study of the runes allows you to fill yourself with rune charge at a moment’s notice. You can use your action to recover all your rune charge, increasing it to its maximum value.
Once you’ve used this feature, you can’t use it again until you finish a short or long rest.

Colleges of Art
College of GuardiansThe College of Guardians believes knowledge is something to be used to help one’s community. Rune Guardians, as they are sometimes called, sometimes serve as bodyguards or explorers’ escorts, but they also work with the community of their homes, sometimes setting up such services as libraries or soup kitchens based in the college’s grounds.
Punishing BladeAt 3rd level, you learn to protect your allies with the best defense—a strong offense. When an enemy within your reach makes an attack that doesn’t include you as a target, you may use your reaction to make one melee attack against that creature.
Improved CriticalAt 6th level, your melee weapon attacks score a critical hit on a roll of 19 or 20.
Sheltering GlyphAt 10th level, you can draw a glyph that projects outward from you, creating an aura of safety. You may use a bonus action and spend 3 rune charge to activate this aura, which gives your allies within a 30’ radius a +2 bonus to AC. The aura moves with you and lasts 1 minute.
Once you use this feature, you can’t use it again until you complete a short or long rest.
Research FacilityAt 14th level, you gain access to your college’s archives. While you are in the archives you have advantage on Intelligence skill checks.
Warding SphereAt 17th level, when an enemy targets you or friendly creature within 10’ of you with an attack, you may use your reaction to manifest your Sigil of Warding benefiting the target of that attack.
College of HuntersThe College of Hunters meanwhile believes in accumulation of knowledge mainly for its own sake. As many Rune Hunters are scholars and researchers as are treasure-hunters or assassins, using the proceeds of their adventures to fund their research pursuits. Colleges of Hunters tend to be much less public than Colleges of Guardians; many times, they are concealed behind some kind of front, or act as highly exclusive social clubs.
Effortless AimAt 3rd level, you can make ranged attacks in close combat without suffering disadvantage.
Slippery FootworkAt 6th level, opportunity attacks made against you have disadvantage.
Shattering GlyphAt 10th level, you can use your action to rapidly scribe a glyph on a piece of ammunition and let fly at a point within range. The ammunition explodes at the point of impact. Each creature within 10’ makes a Dexterity saving throw, suffering your weapon’s damage on a failed save. This damage has the damage type assigned to your inscribed weapon by your runes, if any. A creature that saves takes no damage.
Once you use this feature, you can’t use it again until you complete a short or long rest.
Research NetworkAt 14th level, you are introduced to the network that allows your College members to communicate with each other at long distances. Specifically, you know the signs by which you can identify artisans, traders, smugglers, and other such persons who can convey messages to others in your College.
Forbidding SignAt 17th level, the radius of your Shattering Glyph increases to 15’ and it no longer affects friendly creatures.

RunesAegir, the rune of waterPrerequisite: 9th level
You can cross nonmagical difficult terrain as if it weren’t difficult.
You can move across liquid surfaces as though you were under the effects of water walk. However, if you end your turn on such a surface, you begin to sink.
When a creature moves into a 15’ range of you, you can spend 2 rune charges and use your reaction to move 10’ toward it and make an attack.
Dagr, the rune of daylightPrerequisite: 6th level
When you hit a creature with your inscribed weapon, you may have it deal radiant damage.
When you hit a creature with your inscribed weapon, you may spend 1 rune charge to have it emit a ray of light that deals 1d4 radiant damage to another creature within 10’.
You can use your action and spend 5 rune charges to cast crusader’s mantle. Once you’ve used this ability, you can’t use it again until you complete a short or long rest.
Draugr, the rune of ghostsPrerequisite: 6th level
When you hit a creature with your inscribed weapon, if you were invisible, you roll 1 additional runic die.
When you hit a creature with your inscribed weapon, you can spend 2 rune charges to send a creeping fear into its body. It must succeed on a Wisdom save or become frightened of you. At the end of each of its turns, it can repeat this save to end the condition.
When you move at least 10 consecutive feet, you can use a bonus action and spend 2 rune charges to become invisible until you attack or cast a spell, or up to 1 minute.
Hyrr, the rune of fireWhen you hit a creature with your inscribed weapon, you may have it deal fire damage.
When you hit a creature with your inscribed weapon, you can spend 2 rune charges to release a circle of flame. Each creature within a 10’ radius of you must make a Dexterity saving throw. On a failed save, each target takes 1d6 fire damage. On a successful save, the creature takes half damage.
Jordh, the rune of earthPrerequisite: 3rd level
When you hit a creature with your inscribed weapon, you may have it deal thunder damage.
When you hit a creature with your inscribed weapon, you can spend 1 rune charge to shake the earth beneath it. It must make a Dexterity save or be knocked prone.
Myrkr, the rune of darknessPrerequisite: 6th level
You have darkvision: you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
When you hit a creature with your inscribed weapon, you may spend 1 rune charge to smear it with shadows. It must succeed on a Constitution save or become blinded. At the end of each of its turns, it can repeat this save to end the condition.
Rinna, the rune of pursuitPrerequisite: 6th level
When you hit a creature with your inscribed weapon, add 5’ to your movement for the turn.
When you hit a creature with an opportunity attack with your inscribed weapon, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
As a bonus action, you can spend 2 rune charges to double the length of your standing or running long jump this turn without increasing its movement cost.
Svell, the rune of iceWhen you hit a creature with your inscribed weapon, you may have it deal cold damage.
When you hit a creature with your inscribed weapon, you can spend 3 rune charges to create a circle of ice around that creature. It has a 10’ radius, is difficult terrain, and any creature that attempts to move through it must make a Dexterity save or fall prone. You can move normally over this ice circle. The circle dissipates after 1 minute.
Threk, the rune of strengthPrerequisite: 9th level
When you hit a creature with your inscribed weapon, you can spend 2 rune charges to push it 10’.
While you wield a melee weapon inscribed with Threk, it is surrounded with an enlarged, crackling aura of its own image. Your weapon gains reach.
Thrym, the rune of lightningPrerequisite: 3rd level
When you hit a creature with your inscribed weapon, you may have it deal lightning damage.
When you hit a creature with your inscribed weapon, you may spend 1 rune charge to have a crackling spark leap to another creature within 10’. That creature makes a Dexterity save and takes 1d10 damage on a failed save, or half that amount on a successful one.
Viga, the rune of warYou use your Intelligence modifier for attack and damage rolls with your inscribed weapon.
When you hit a creature with an attack, you can spend 1 rune charge to move yourself and that creature 5’ in any direction. Both you and the creature move in the same direction, and this movement doesn’t provoke opportunity attacks.
When you hit a creature with an opportunity attack with your inscribed weapon, you can spend 3 rune charges to reduce its speed to 0 for the rest of the turn.
Virki, the rune of the fortressPrerequisite: 6th level
While you’re wielding your inscribed weapon and no other weapon or equipment, and you’re not incapacitated, you get +2 AC.
Whenever a creature hits you with an opportunity attack, you may spend 1 rune charge to immediately deal 1d6 force damage to that creature. You may spend additional rune charges when this ability is triggered, up to one-third your maximum rune charge.
Vaetta, the rune of hopePrerequisite: 6th level
When you hit a creature with your inscribed weapon, you may roll your runic dice to gain temporary HP instead of for bonus damage.
When you move, you can spend 2 rune charges to prevent your movement from provoking opportunity attacks, as though you had taken the Disengage action.
As a bonus action, you can spend 5 rune charges to roll a Hit Die and regain that amount of HP plus your Constitution modifier. Once you’ve used this ability, you can’t use it again until you’ve completed a short or long rest.
Eik, the rune of the treePrerequisite: 3rd level
While you’re wielding your inscribed weapon, you have advantage on Strength and Dexterity saves to maintain balance or stay on your feet.
If a hostile creature’s ability would force you to move, you may spend 1 rune charge per 5’ to ignore that or a portion of that movement.

Runic InvocationsAnalytic EyeYou can cast detect magic at will.
Blazing HandAt will you may cause Ljós, the rune of light, to flare into life on your hand or extinguish it. When it’s active it casts light equivalent to a bullseye lantern.
Grip of HeroesYou meditate on Spenna, the clasp rune. You can use your action to call your inscribed weapon to you from up to 500 feet away. It teleports instantaneously to your hand when you do so. If you attempt to call it and it’s out of range, instead you receive a rough idea of what direction it’s in as long as it is on the same plane of existence.
Feather StepPrerequisite: 3rd level
You inscribe Hlaupa, the climbing rune, on your feet. This allows you to cast spider climb on yourself at will.
Nimble FingersYou gain proficiency in the Deception and Sleight of Hand skills.
Ring of TruthPrerequisite: 3rd level
In a minute-long ritual, you inscribe the Saðr rune and create a zone of truth centered around you. Once you use this feature, you can’t use it again until you complete a short or long rest.
Sound of All TonguesPrerequisite: 5th level
You learn the ancient language from which all words stem. When you speak in this magical language, any creature that can hear you and speak at least one language can understand what you say.
Sure SightPrerequisite: 3rd level
You know the true strike cantrip.
Tricksy RunesYou know the thaumaturgy cantrip.
Whispering MessagePrerequisite: 5th level
When you write a message, you can embed a suggestion inside it. The suggestion will affect the first creature that reads the message. Once you use this feature, you can’t use it again until you complete a long rest.

zeek0
2016-05-24, 12:16 AM
Hello!

I think that this is a great idea. I have some critiques, and some miscellaneous thoughts for you to consider:


Swift Hand: If this is a melee class, then it should automatically get Extra Attack as a feature - no need to make it a feature tax that you have to choose.

Þrek, the rune of strength: I would make it so that all runes use the phonetician alphabet, so that uneducated folk like me can read it.

Precise Strikes: Like Swift Hand, this is an automatic choice. It also reflects what bladelocks can choose as an invocation - at 11th level.

Runic Strikes: The issue, of course, is that you basically get a magical weapon that deals additional damage at 1st level. And this weapon does scaled damage...

I have a Runecarver that is 5th level. I have 3 Invocations: Precise Strikes, Swift Hand, and whatever else. I inscribe Viga, the rune of war and Þrek, the rune of strength.

My attacks deal weapon damage + 2d8 + INT + INT. I get to attack twice. And this is before using any abilities that can do additional damage or effects. A fighter at 5th level can be expected to deal weapon damage + STR on each hit.

Also, I have 4 chances and a 1/4 chance to regain runic charge each turn. I'm not great with probability, but I think that means that you have a rather great chance to regain runic charge.

You have too many parts of this class that allow it to scale with level. It means that when you combine those parts together, you do too much damage. Also, as you gain levels you are more likely to regain runic die - intended?

Battle Art: This basically describes whether you are a melee combatant or ranged combatant. Perhaps this is just me, but I'd like more theme imbued in subclass choices. To me, subclasses are not an expression of how you fight - they are an expression of character. They represent a divide of archetypes in a class.

Shattering Glyph: This gives you many more chances to regain runic die than you might intend.



On better notes:

I like how modular this class is. It allows for some good variability in player/character choice.

The various inscribed runes are really cool- I think that they have lots of cool abilities. I like the ability to change weapon damage.

The at-will abilities of the runic invocations are also interesting.

I like that the resource system is recoverable throughout the day by having combat.

The Zoat
2016-05-24, 05:06 AM
There arent enough early level runes. Every 3rd level runecarver has the same three runes.

barbecube
2016-05-24, 11:20 AM
Hello!

I think that this is a great idea. I have some critiques, and some miscellaneous thoughts for you to consider:

Thanks for your feedback! I'll address your points in order:


Swift Hand: This can be incorporated as a feature, sure.
Rune spelling: Yeah, that's good advice.
Precise Strikes: I think instead I will remove this invocation entirely, since it allows you to double Int damage and as you point out below, that seems excessive.
Runic dice appear to add too much damage: My proposal to solve this is to model after the cleric's divine strike feature and allow runic dice to be used only once per turn. In addition I should point out that you can't inscribe the rune of strength for several levels after 5th, but your point stands without that detail.
As you gain levels you are more likely to regain runic charge: Intended. I'm not sure how it will work out, needs testing.
Subclass themes: Yeah, I will figure out some way to weave in some more flavor here. I wanted to get the mechanical expression out before I focus on that.
Shattering Glyph: You're right, I will rework this feature to base on weapon damage so you don't use it simply to regain a large amount of charge.


Thanks for your compliments as well, I think your comments are really helpful to set me on the road to make this a well-balanced class.

@The Zoat:
You're absolutely right, I'll add a few more lower-level runes.

Joxeta
2016-05-26, 05:19 PM
I rather like the way that this class works.

I'll be running a game starting on Sunday.
I think I'll use this to create a decent threat among some peon-baddies.

Any data I collect from there will go towards making this class shine even brighter :smallbiggrin:

barbecube
2016-05-26, 09:40 PM
Thanks, Joxeta! I look forward to hearing about your results.

I updated the class a good deal based on feedback from here and elsewhere. When I am able I’ll edit the top post to link to the Google Doc; for now I’ll just edit it.

To make it a little easier for everyone, I’ve put the changes here:


- Moved magic weapon feature to 7th level
- Changed extra attack from an invocation to a class feature
- Added Versatile Inscription
- Divided Spontaneous Rune into two features
- Added an exploration feature for each College of Art
- Changed prof to all martial weapons
- Changed saves to Con, Int
- Clarified some functions of Rune Inscription
- Rebalanced Shattering Glyph
- Added several runes
- Removed some Invocations (Swift Hand, Precise Strikes)

I'm still in the market for additional runes and invocations, especially to fill out higher level slots.