Icecaster
2019-10-08, 04:18 PM
Hi everyone! It's been a little bit.
I'm here to post a new subclass I made: the School of Runekeeping, everybody's new favorite Arcane Tradition. I'd like to hear your critiques and advice about the subclass, which I thought was a cool thematic idea. Specifically, I'm hoping the Sigil and Runekeeper features aren't too convoluted. Anyways, there are two links below for Google docs and pdf as well as an in-post version, so I'd love for you to leave any comments you have! Thanks in advance for taking any time to check this out! ;D
Google docs (https://docs.google.com/document/d/1cWjtrN4I8L8vH3TuPPbqG6i8U2Ie1ve8ibH8Hbos3L0/edit?usp=sharing)
PDF (https://drive.google.com/file/d/176cjd0ZGScg-37u4ToWSnnob6uXSz7F7/view?usp=sharing)
School of Runekeeping
Members of the school of runekeeping, called runekeepers, deal with an ancient form of magic from back before the mortal races learned to interact with the Weave itself. These ancient mortals used runes, letters and characters imbued with an inherent magical power, that, when replicated perfectly, create magic. It is a meticulous art only undertaken by serious scholars or those with a knack for it, but although runes are an old form of magic, they should never be underestimated as a base, primal form of magic.
Runic Scribe
At 2nd level when you choose this arcane tradition, you gain the ability to read and understand all writing, and you learn two additional languages of your choice. Additionally, you learn to write in runes. When you write in runes, you can choose any number of creatures or specifications for creatures, and these creatures alone can read the message you’ve written. For them, the message appears in whatever their native language is.
Sigils
Also beginning at 2nd level, you learn two sigils of your choice from the Sigil list at the end of the subclass description. As an action, you can magically inscribe a sigil onto the ground in your space. While within 30 feet of the sigil, you gain its benefits. The sigil lasts for 1 minute or until you inscribe another sigil. You learn two more sigils from the list at 6th level, and again at 10th and 14th levels.
Runekeeper
At 6th level, you add glyph of warding to your spellbook if it is not already there. If it is, add any other wizard spell of 3rd-level or lower to your spellbook. You can cast glyph of warding onto an object once without having to expend a spell slot or material components. You can only cast glyph of warding in this way once, regaining its use upon completing a long rest. When you cast glyph of warding in this way, its duration is reduced to 24 hours before its magic fades.
Runic Combination
By 10th level, you have studied the nuances of runes so deeply that you have discovered the ability to overlap them without any loss of magical power. When you use your action to inscribe a sigil, you can choose up to two sigils, gaining the benefits of both.
Runic Savant
Starting at 14th level, when you would use your action to inscribe any number of sigils, you can expend a spell slot of 1st-level or higher and instead do so as a bonus action.
Sigils
The following sigils are presented in alphabetical order.
Circle. Whenever you cast a spell of 1st-level or higher, all creatures within 5 feet of you take half your wizard level + your Intelligence modifier in force damage.
Crescent. You gain a +2 bonus to spell attack rolls.
Cross. Your spells cannot be countered or dispelled while you maintain this sigil.
Diamond. When you cast a spell of 1st-level or higher, you gain a +2 bonus to AC until the beginning of your next turn.
Ring. Your movement speed increases by 15 feet. This lasts until the end of your turn if you leave the sigil’s area.
Square. You gain a +1 bonus to your spell save DC.
Star. When you cast a spell of 1st-level or higher, you can use your reaction to teleport to any unoccupied space you can see within 30 feet of you.
Triangle. When you cast a spell that deals a damage type on the following list, you can change it to any other damage type: acid, cold, fire, lightning, poison.
I'm here to post a new subclass I made: the School of Runekeeping, everybody's new favorite Arcane Tradition. I'd like to hear your critiques and advice about the subclass, which I thought was a cool thematic idea. Specifically, I'm hoping the Sigil and Runekeeper features aren't too convoluted. Anyways, there are two links below for Google docs and pdf as well as an in-post version, so I'd love for you to leave any comments you have! Thanks in advance for taking any time to check this out! ;D
Google docs (https://docs.google.com/document/d/1cWjtrN4I8L8vH3TuPPbqG6i8U2Ie1ve8ibH8Hbos3L0/edit?usp=sharing)
PDF (https://drive.google.com/file/d/176cjd0ZGScg-37u4ToWSnnob6uXSz7F7/view?usp=sharing)
School of Runekeeping
Members of the school of runekeeping, called runekeepers, deal with an ancient form of magic from back before the mortal races learned to interact with the Weave itself. These ancient mortals used runes, letters and characters imbued with an inherent magical power, that, when replicated perfectly, create magic. It is a meticulous art only undertaken by serious scholars or those with a knack for it, but although runes are an old form of magic, they should never be underestimated as a base, primal form of magic.
Runic Scribe
At 2nd level when you choose this arcane tradition, you gain the ability to read and understand all writing, and you learn two additional languages of your choice. Additionally, you learn to write in runes. When you write in runes, you can choose any number of creatures or specifications for creatures, and these creatures alone can read the message you’ve written. For them, the message appears in whatever their native language is.
Sigils
Also beginning at 2nd level, you learn two sigils of your choice from the Sigil list at the end of the subclass description. As an action, you can magically inscribe a sigil onto the ground in your space. While within 30 feet of the sigil, you gain its benefits. The sigil lasts for 1 minute or until you inscribe another sigil. You learn two more sigils from the list at 6th level, and again at 10th and 14th levels.
Runekeeper
At 6th level, you add glyph of warding to your spellbook if it is not already there. If it is, add any other wizard spell of 3rd-level or lower to your spellbook. You can cast glyph of warding onto an object once without having to expend a spell slot or material components. You can only cast glyph of warding in this way once, regaining its use upon completing a long rest. When you cast glyph of warding in this way, its duration is reduced to 24 hours before its magic fades.
Runic Combination
By 10th level, you have studied the nuances of runes so deeply that you have discovered the ability to overlap them without any loss of magical power. When you use your action to inscribe a sigil, you can choose up to two sigils, gaining the benefits of both.
Runic Savant
Starting at 14th level, when you would use your action to inscribe any number of sigils, you can expend a spell slot of 1st-level or higher and instead do so as a bonus action.
Sigils
The following sigils are presented in alphabetical order.
Circle. Whenever you cast a spell of 1st-level or higher, all creatures within 5 feet of you take half your wizard level + your Intelligence modifier in force damage.
Crescent. You gain a +2 bonus to spell attack rolls.
Cross. Your spells cannot be countered or dispelled while you maintain this sigil.
Diamond. When you cast a spell of 1st-level or higher, you gain a +2 bonus to AC until the beginning of your next turn.
Ring. Your movement speed increases by 15 feet. This lasts until the end of your turn if you leave the sigil’s area.
Square. You gain a +1 bonus to your spell save DC.
Star. When you cast a spell of 1st-level or higher, you can use your reaction to teleport to any unoccupied space you can see within 30 feet of you.
Triangle. When you cast a spell that deals a damage type on the following list, you can change it to any other damage type: acid, cold, fire, lightning, poison.