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Calen
2023-06-07, 05:20 PM
This class was inspired from a variety of sources such as the 4e Runepriest, Brandon Sanderson's Elantris, and Christopher Paolini's Eragon trilogy. (Getting that last title to NOT autocorrect to dragon was amusingly difficult.)
The design of this class has taken far too long and gone through many different iterations. One goal was to have a large amount of feature selection options like warlocks, another was to have them largely close ranged focused. I have settled on something between a full and 3/4 caster. The spell slots are full but the spell selection is largely limited to short-range uses.
Thanks in advance for your comments and critiques.
V1.1 - Balancing rune tongues and completing expanded spell lists.

Runemaster
With painstaking concentration a young half-orc scrapes some esoteric symbols on the wall. With a final line the rock shudders and parts like mud. A goliath pounds metal at a forge. When completed the oddly twisted metal will be implanted next to dozens of others in a room of teleportation. With casual precision an elf traces a sigil over a blade. It crackles with lightning as the foes advance.

Whether through the study of ancient tomes or by unearthing a forgotten ruin, Runemasters have started on the path of mastering the ancient words of power that the various races have learned and hoarded. Given time and study Runemasters fully denounce the idea that words do not hurt. They know that in the right hands, the old words can kill and create with equal ease.
Class Features
As a Runemaster you have the following class features.
Hit Dice: 1d8
Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Battleaxe, Longsword, Warhammer
Tools: 1 Artisan tools or Calligrapher's tools
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Religion, Sleight of Hand, Perception, Medicine





—Spell Slots per Spell Level—


Level
Proficiency Bonus
Features
Marks
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+2
Spellcasting, Marks
2
2
—
—
—
—
—
—
—
—


2nd
+2
Rune Tongue
2
3
—
—
—
—
—
—
—
—


3rd
+2
Subclass
2
4
2
—
—
—
—
—
—
—


4th
+2
Ability Score Improvement
2
4
3
—
—
—
—
—
—
—


5th
+3
Subclass Feature
3
4
3
2
—
—
—
—
—
—


6th
+3
Sigils
3
4
3
3
—
—
—
—
—
—


7th
+3
Rune Tongue Upgrade
3
4
3
3
1
—
—
—
—
—


8th
+3
Ability Score Improvement
3
4
3
3
2
—
—
—
—
—


9th
+4

4
4
3
3
3
1
—
—
—
—


10th
+4
Subclass Feature
4
4
3
3
3
2
—
—
—
—


11th
+4
Sigil Upgrade
4
4
3
3
3
2
1
—
—
—


12th
+4
Ability Score Improvement
4
4
3
3
3
2
1
—
—
—


13th
+5

5
4
3
3
3
2
1
1
—
—


14th
+5
Rune Tongue Spell
5
4
3
3
3
2
1
1
—
—


15th
+5
Subclass Feature
5
4
3
3
3
2
1
1
1
—


16th
+5
Ability Score Improvement
5
4
3
3
3
2
1
1
1
—


17th
+6

6
4
3
3
3
2
1
1
1
1


18th
+6
Sigil Upgrade
6
4
3
3
3
3
1
1
1
1


19th
+6
Ability Score Improvement
6
4
3
3
3
3
2
1
1
1


20th
+6
Runemaster
6
4
3
3
3
3
2
2
1
1



Marks
The simplelest runes in a Runemasters repertoire are known as Marks. These hold small fragments of power that can be quickly granted to a creature for a brief amount of time. As a bonus action you may use a Mark on yourself or a creature adjacent to you. A creature cannot have more than one Mark at a time. You know two Marks and learn more as you gain levels as shown on the Marks Known in the progression table. To place a mark on a non-willing creature you must succeed on a touch attack against the target's AC. A creature may remove a Mark from itself as an action. Unless a Mark persists (as stated in its description) it ends once its feature has been used. You learn 2 Marks of your choice from the Mark list, you learn an additional mark at 5th, 9th, 13th, and 17th levels.
A list of Marks is below.

Rune Tongue
The language of runes is complex and the way runes are written can yield different results. When you gain this trait choose which style of runes that you emulate. The Planar Runes using the languages of those from the outer planes. The Runes of the Ancients which are based on those of the oldest races. Or the Primordial Runes that make up the elements.
Your chosen Rune Tongue grants you certain skills as well as more at higher levels. At first level you are able to use a bonus action to scribe Runes around you, focusing on one of the languages that make up your Rune Tongue. You may change your focused language as a bonus action, losing any traits granted by the first tongue and gaining those of the second.
I have also had some thoughts on a Rune Tongue comprised of Dwarven, Undercommon, Gnomish but that is not fully realized.

Planar Runes
When you choose the Planar Runes as your Rune Tongue you gain proficiency in the Religion skill if you did not already have it. If you do, you gain Proficiency in another skill from the Runemaster skill list. You also know the Thaumaturgy cantrip.
Abyssal - When you focus on the abyssal tongue your runes seem to suck in the light around them and the screech of nails on slate when you use a rune. You gain resistance to Psychic damage and can use the cantrips Vicious Mockery, Friends, and Minor Illusion.
Celestial - When you focus on the celestial tongue your runes glow with a dim light and ringing like bells when used. You gain resistance to Radiant damage and can use the cantrips Word of Radiance, Guidance, and Light.
Demonic - When you focus on the demonic tongue your runes flicker with flames and the screech of twisted metal can be heard. You gain resistance to Necrotic damage and can use the cantrips Toll the Dead, Message, and Mage Hand.

Primordial Runes
Aquan - When you focus on the aquan tongue your runes bubble and hiss like boiling water. You can use the cantrips Frostbite and Chilling Blade*. In addition you gain a swim speed equal to your movement speed.
Auran - When you focus on the aruan tongue your runes are ephemeral and the sound of thunder and lightning can be heard faintly. You can use the cantrips Shocking Grasp and Lightning Lure. In addition your speed increases by 5 feet.
Ignan - When you focus on the ignan tongue your runes flicker with flames and crackle like a campfire. You can use the cantrips Firebolt and Green Flame Blade. In addition you gain a climb speed equal to your movement speed.
Terran - When you focus on the terran tongue your runes thicken and gleam like polished stone, when activated they seem to swallow sound. You can use the cantrips Thunderclap and Booming Blade. In addition you reduce the effects of forced movement against you by five feet.

Aquan - When you focus on the aquan tongue your runes bubble and hiss like boiling water. You have resistance to Cold damage and can use the cantrips Frostbite and Chilling Blade*. In addition you gain a swim speed equal to your movement speed.
Auran - When you focus on the aruan tongue your runes are ephemeral and the sound of thunder and lightning can be heard faintly. You have resistance to Lightning damage and can use the cantrips Shocking Grasp and Lightning Lure. In addition your speed increases by 5 feet.
Ignan - When you focus on the ignan tongue your runes flicker with flames and crackle like a campfire. You have resistance to Fire damage and can use the cantrips Firebolt and Green Flame Blade. In addition you gain a climb speed equal to your movement speed.
Terran - When you focus on the terran tongue your runes thicken and gleam like polished stone, when activated they seem to swallow sound. You have resistance to Thunder damage and can use the cantrips Thunderclap and Booming Blade. In addition you reduce the effects of forced movement against you by five feet.

Runes of the Ancients
When you choose the Runes of the Ancients as your Rune Tongue you gain proficiency in the History skill if you did not already have it. If you do, you gain Proficiency in another skill from the Runemaster skill list.
Draconic - When you focus on the draconic tongue your runes flicker with the various colors of a dragon’s scales. When used, your runes puff with a faint essence of dragon’s breath. You may add your proficiency bonus to Arcana checks and you know the Resistance cantrip. When you cast the Resistance cantrip it does not use Concentration, when you cast it on yourself you may roll 2d4. In addition when you take damage from an attack or spell you may choose to gain resistance to the damage you took. You may do this a number of times equal to your Wisdom modifier (min 1), you regain all uses on a short rest.
Giant - When you focus on the giant tongue your runes swell in size. You may add your proficiency bonus to Intimidation checks and you know the Blade Ward cantrip. When you cast the Blade Ward cantrip on yourself you may ignore the Vocal components. When you roll minimum damage on an attack you make or spell that you cast you may roll a D10 and cause the following effect.

Cloud - You learn if the target has any vulnerabilities.
Ettin - Add your attack modifier to the damage dealt even if you already would do so.
Fire - Deal an extra 1d6 Fire damage to the target.
Fog - You fade from view, becoming invisible until you move or take an action.
Frost - Deal an extra 1d4 Cold damage to the target and its speed is reduced by 10 feet until the end of its next turn.
Hill - You may immediately make a melee or ranged attack against the same target.
Mountain - You may choose to push or pull the target 5 feet.
Stone - A non-magical item that the target is holding rusts or corrodes into dust.
Storm - You learn if the target has any immunities or resistances.
Titan - Deal 1d6 bonus damage to the target and roll on this table again.

Sylvan - When you focus on the sylvan tongue your runes flex and bend like they have a life of their own, sometimes a fey chuckle can be heard. You may add your proficiency bonus to Insight checks and you know the Shillelagh cantrip. When you cast the Shillelagh cantrip you may cast it on any melee weapon. In addition when you are targeted by a magical spell or effect that you are not proficient in you may add your Wisdom modifier to the save (Min 1) you may do this a number of times equal to your Proficiency bonus, you regain all uses on a Long rest.


Draconic - When you focus on the draconic tongue your runes flicker with the various colors of a dragon’s scales. When used, your runes puff with a faint essence of dragon’s breath. You may add your proficiency bonus to Arcana checks and you know the Resistance cantrip. When you cast the Resistance cantrip on yourself you may roll 2d4 and use either result. In addition when you take damage from an attack or spell roll a D20. On a roll of 20 you have resistance to the damage if you did not already.
Sylvan - When you focus on the sylvan tongue your runes flex and bend like they have a life of their own, sometimes a fey chuckle can be heard. You may add your proficiency bonus to Insight checks and you know the Shillelagh cantrip. When you cast the Shillelagh cantrip you may cast it on any melee weapon. In addition when you are targeted by a magical spell or effect you are considered proficient in the required saving throw if you are not already proficient.

The primordial runes are the most combat focused, offering multiple damage cantrips and common resistances. The planar runes offer the most cantrips, with a large utility focus. The ancient runes are probably the best for "stance-dancing" in combat to get the best feature each round.

Spell Casting

Preparing and Casting Spells
You know four 1st level spells of your choice from the Runemaster spell list.
The Runemaster table shows how many spell slots you have to cast your Runemaster spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Runemaster spells that are available for you to cast, choosing from the Runemaster spell that you know. When you do so, choose a number of Runemaster spells equal to your Wisdom modifier + your Runemaster level (minimum of one spell). The spells must be of a level for which you have spell slots. Each time you gain a level in Runemaster you may select a new spell from the Runemanster spell list that is of a level you can cast and add it to your spells known.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Runemaster spells requires time spent in study, fixing the desired runes into your mind: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your Runemaster spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a Runemaster spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Runemaster spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
Runewriters can cast a Runewriter spell that has the ritual tag as a ritual if they know that spell. It does not have to be prepared.

Runewriter
Runemasters scribe their spells onto the ground or other available surface, sometimes even themselves. As such Runemasters typically do not require material components when casting a spell. If the spell does not require any components that have a material cost then a focus or material is not required.
Mostly a ribbon.

Subclass
At third level you learn about specialized runes called glyphs. The use of glyphs can be directed into one of many paths. You have the choice of taking one of these subclasses, detailed later.
Hammer of Vengeance, commonly called Runeblades use glyphs to empower their weapon attacks, wreaking terrible damage upon their foes.
Light Bringers have mastered the art of drawing glyphs in flesh, bothing healing and harming. They are often seen to be affiliated with religious groups, giving rise to the name of Runepriest.
Masters of the Forge, also called Runesmiths, focus on the mastery of large and powerful groups of glyphs to permanently enhance weapons, armor or even buildings.
Runic Shields, or Runewardens, are masters of protection, both of themselves and through that to others.
Defiant Word practitioners, the Runemages, are able to employ the ancient tongues with such confidence that they shout and power spills from them.

Expanded Spell List
Each subclass has an expanded list of spells that they learn as they level. They will learn these spells at 3rd, 5th, 7th, 9th, 15th, and 17th levels.
As you will see on the spell list, higher level spells are not available freely. The choice of subclass and rune tongue will impact your spells known.

Ability Score Improvement
When 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.

Sigils
At sixth level your devoted study of the runic arts has granted you the knowledge of one of the most powerful runes, a Sigil. You gain the mastery of your chosen Sigil and the benefits that come with it. You master an additional Sigil at 11th and 18th levels and unlock additional Sigil traits for each Sigil you know at level 11.
A list of Sigils is found below.

Improved Rune Tongue
At seventh level you have picked up the incidental grammar and filler words that are used in conjunction with your chosen Rune Tongue. You know all the languages that are part of your Rune Tongue. In addition you unlock the following traits.

Planar Runes
As an action you may inscribe a complex series of runes, channeling your choice of Rune Tongue. For 1 minute you register as a denizen of that plane. Your alignment and type will be viewed coming from your selected plane for the duration. In addition you take on the aspects of the tongue as described below. This form lasts for ten minutes or until you take an action to dismiss it or you are unconscious. Once you use this feature you must complete a long rest before you can use it again.
Abyssal - When you focus on the abyssal tongue you generate an aura of unease and fear around you. Each creature within 30 feet that sees you must succeed on a Wisdom saving throw with a DC equal to your spell DC or be frightened of you. A creature can attempt the saving throw again at the end of its turn. A creature that succeeds on the saving throw is immune to the effect for 24 hours.
When you focus on this tongue you also enter a bestial rage. You have advantage on Strength and Constitution checks and saving throws. You have resistance to Bludgeoning, Piercing and Slashing damage. You cannot cast any spells except those granted by your Abyssal Tongue and you cannot concentrate on spells.
Celestial - When you focus on the celestial tongue a pair of ethereal wings sprouts from your back, granting you a fly speed of 60 feet. You also generate an aura with the effects of Zone of Truth around yourself. A creature that leaves and reenters the aura does not need to make an additional saving throw but remains under the effect of the first saving throw it made as long as it is in the aura. You automatically fail the saving throw. Lastly you have advantage on Charisma checks and saving throws during your transformation.
Demonic - When you focus on the demonic tongue you can cast Charm Person or Charm Monster as a 4th level spell at will. You can only have a number of creatures charmed up to the casting level of the appropriate spell and the Charm only lasts while you are transformed. In addition your attacks critically strike on a roll of 19-20 and you deal an additional 2d6 damage when making an attack with advantage or when an ally is within 5 feet of the target.

Primordial Runes
Aquan - When you focus on the aquan tongue you also are able to breathe while submerged in liquid.
Aaran - When you focus on the aruan tongue you also have a fly speed equal to half your movement speed.
Ignan - When you focus on the ignan tongue you may use your movement to teleport up to 10 feet to a place that you can see.
Terran - When you focus on the terran tongue you gain the ability to move through loose dirt, sand, gravel and other similar materials. When you use this ability you use 10 feet of movement for each five feet you move through the ground.

Runes of the Ancients
As part of the action to attune to a new Rune Tongue you immediately cast that Rune Tongues affiliated cantrip on yourself or a weapon you are holding as appropriate.
Draconic - When you focus on the draconic tongue you may cast Chaos Bolt at first level without requiring a spell slot. You may do this a number of times equal to your Wisdom modifier between long rests.
Giant - When you focus on the giant tongue you may cast Enlarge Reduce on yourself without expending a spell slot or requiring concentration. You must finish a short or long rest to use this feature again. In addition, rolling two or more ones for the damage roll on a spell you cast counts as rolling minimum damage for the purposes of your Giant Tongue trait.
Sylvan - When you focus on the sylvan tongue you may cast Guardian of Nature on yourself without expending a spell slot. You must finish a long rest to use this feature again.

Rune Spell
At fourteenth level you have mastered your chosen rune tongue. You learn powerful spells associated with your Rune Tongue. In addition you gain the following traits based on your Rune Tongue:

Planar Runes
You learn the spells Plane Shift and Etherealness.
When you succeed on a saving throw against damage that you have resistance to, you may use your reaction to allow a creature of your choice within 30 feet of you to gain that resistance instead. You do not gain resistance to the damage. This effect lasts until the end of the turn.
Alternatively when a willing creature within 30 feet of you succeeds on a saving throw against damage that you have resistance to and you fail the saving throw you may cause yourself to succeed on the saving throw and the willing creature to fail.

Primordial Runes
You learn the spells Prismatic Spray and Primordial Detonation. You also gain an additional feature when focusing on...
Aquan - You gain resistance to cold damage.
Aaran - You gain resistance to lightning damage.
Ignan - You gain resistance to fire damage.
Terran - You gain resistance to thunder damage.
When you roll a natural 20 on a saving throw that deals Thunder, Cold, Fire, or Lightning damage you are immune to that damage until the end of that turn.

You learn the spells Prismatic Spray and Primordial Detonation.
When you succeed on a saving throw that deals Thunder, Cold, Fire, or Lightning damage you are immune to that damage until the end of that turn.

Runes of the Ancients
You learn the spells Sequester and Resurrection.
When you succeed on a saving throw against a spell or effect that would give you a status, allied creatures within 30 feet of you that can hear you may add their Proficiency bonus to their save against the same spell or effect.

Rune Master
When you reach 20th level you have innate mastery over your most used runes spells. Choose two 1rst level, two 2nd level and two 3rd level Runemaster spells in your spellbook as your mastered spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at their base levels without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.
If you want to cast one of your Mastered Spells at a higher level, you must expend a spell slot as normal.

Calen
2023-06-07, 05:32 PM
V 1.1 Making some Marks require level 9

Marks

Mark of the Abyss - A creature under this mark cannot be frightened. If they are already frightened they may make a saving throw with advantage. This Mark persits for 1 minute.
Mark of Bane - A creature under this mark subtracts 1d4 from its Saving Throws. Persists for 1 minute.
Mark of Clinging Tar - While under this mark a creature has its speed reduced by 20 feet. Persits for 1 minute.
Mark of the Fae - A creature under this mark cannot be charmed. If they are already charmed they may make a saving throw with advantage. This Mark persits for 1 minute.
Mark of Gentle Flame - You may cast the Control Flames cantrip with a range of 5 feet.
Mark of Mastered Skill - The caster chooses one skill that they are trained in. For the next minute the targeted creature may add their Proficiency Bonus to the checks they make with that skill if they are untrained.
Mark of Protection - The next attack made against the target in the next minute has Disadvantage.
Mark of Surety - The target has Advantage on the next Saving Throw they make within one minute.
Mark of Quaking Stone - All ground within 5’ of this creature becomes difficult terrain while the Mark is active. The creature with the Mark ignores this difficult terrain. This Mark persists for 1 minute.
Mark of Swiftness - Target may use the Dash Action as a bonus action on their next turn.
Mark of Sticky Slime - A creature under this mark cannot use the Dash or Disengage actions. Persists for 1 minute.
Mark of Unyielding Rock - Scribe this mark on a willing creature. That creature becomes petrified until the end of your next turn.
Mark of the Verdant Wild - You may cast the Druidcraft cantrip with a range of 5 feet.


Advanced Marks (Requires Level 9+ in Runemaster to learn one of these Marks)

Mark of Bitter Rime - While under this mark the target is resistant to Cold damage. If the target takes Cold damage equal to your level in one turn they may use their reaction to break the rune, dealing your level in Cold damage to every creature within 5 feet of themselves and slowing a damaged creature's movement by 10 feet until the end of their next turn. This mark lasts for 1 round.
Mark of Dominance - Target has Advantage on their next attack roll that they make in the next minute.
Mark of Glowing Ash - While under this mark the target is resistant to Fire damage. If they take Fire damage equal to your level in one turn they may use their reaction to break the rune, dealing your level plus 1d8 fire damage to all creatures in a 15 foot cone.
Mark of Soaring Wind - A creature under this Mark gains a fly speed equal to half their movement speed. Persists for 1 minute.


Subclass Marks
(Hammer of Vengeance) Mark of Retribution - When a creature under this Mark is hit by a melee attack their next melee attack against that creature deals double weapon damage. Lasts until the end of your next turn.
(Hammer of Vengeance) Mark of Rancor - A creature under this Mark cannot hide from the caster and takes 1d4 extra damage when hit by a melee attack from the caster. Persists for 1 minute.
(Hammer of Vengeance) Mark of Reprisal - When a creature under this Mark is hit by a ranged attack or spell they may use their reaction to move up to their speed closer to the attacking creature. If they are within melee range at the end of the movement they may make a melee attack with disadvantage.
(Light Bringer) Mark of Necrosis - When you cast a healing spell on a target that is not under this Mark you may heal an extra 1d8 and the creature under the Mark takes the same amount of Necrotic damage. Lasts for 1 minute.
(Light Bringer) Mark of Preservation - When a creature under this Mark takes Radiant or Necrotic damage they may reduce the damage by a number of d4 equal to their Proficiency bonus. Lasts one minute.
(Light Bringer) Mark of Illumination - A creature under this Mark glows with light that casts dim light out to 20 feet, and the creature cannot hide or benefit from invisibility. Persists for 1 minute.
(Master of the Forge) Mark of Tongs - A creature under this Mark is treated as one size larger for the purpose of grapple checks. Persists 1 minute.
(Master of the Forge) Mark of the Hammer - A creature under this Mark deals the maximum possible damage when attacking inanimate objects. Lasts one minute.
(Master of the Forge) Mark of Craftiness - A creature under this mark has advantage on the next skill check made to disable or bypass a trap, door, device or similar object.
(Rune Shield) Mark of Abeyance - When a creature under this Mark is hit by a melee attack they may use their reaction to cause all attacks against them this turn to miss including the triggering attack, the creature is unable to take an Action on their next turn.Lasts one minute.
(Rune Shield) Mark of Absorption - When a creature under this Mark takes bludgeoning, piercing or slashing damage it reduces the damage taken by an amount equal to your Wisdom modifier to a minimum of zero. Persists until the end of your next turn.
(Rune Shield) Mark of Protection - A creature under this Mark increases their AC by 2. Persists for one minute or until damaged by an attack that targets AC.
(Defiant Word) Mark of Spell Shattering - When a creature under this Mark deals damage to a creature that is Concentrating on a spell that creature has disadvantage on the Concentration check. Persists for 1 minute.
(Defiant Word) Mark of Primal Visage - A creature under this Mark may use their strength or dexterity modifier instead of charisma when making an Intimidation check. Persists for 1 minute.
(Defiant Word) Mark of Empty Echoes - When a creature under this Mark must make a saving throw against an spell or effect that causes Charm or Frightened they succeed. The Mark lasts for 1 minute.


Sigils
Sigil of Ill Omen
When you take the Attack Action you can choose to take Disadvantage on all your attack rolls for the turn. When you do so creatures have disadvantage on attack rolls against you until you are hit by an attack or until the start of your next turn.
As a reaction when a creature that you can see rolls a natural 20 in an attack against you, you may use your reaction to force them to reroll.
(11th Level) When you make a Skill Check, Saving Throw or Attack Roll you may choose to Warp Luck before you make the roll. Roll 1d4, on a 4 treat the roll as if you rolled a 20, on any other result treat the roll as if you rolled a 1. You may not use any other feature to affect these results and you may not use this feature if you would have Advantage or Disadvantage. Once you use this feature to roll a 20(4) you must complete a short or long rest before you use it again.
(11th Level) You learn the spell Eyebite.

Sigil of Spectricality
At the start of your turn you can use a bonus action to attempt to shunt yourself into the Ethereal plane. Roll a d20, on an 11 or higher you may move through creatures, walls and other materials. You take no damage from attacks or effects and you cannot affect your plane in any way. At the end of your turn you return to your plane, if you are inside a creature or solid object you are shunted to the nearest empty space and take 1d8 force damage for every 5 ft or space you are moved.
You have advantage on checks made to actively determine if something is an illusion or to find invisible creatures or objects.
(11th) You have advantage on saving throws made against Illusion spells.
(11th) You learn the spell True Seeing.

Sigil of Frenzied Flame
When you deal fire damage to a creature you may reroll any 1’s or 2’s on the damage dice that you choose. You must use the new result. When you use a Runemaster spell to deal fire damage to an object or structure you deal the maximum amount of damage that you could roll with that spell.
As an action you may conjure a small fire to light a candle, campfire or lantern. This fire will be whatever visible color you wish for up to one hour.
(11th) When you take fire damage from an enemy attack or spell you gain advantage on any attacks or spells that deal fire damage until the end of your next turn. In addition the creature that dealt the fire damage to you has disadvantage on saving throws against your spells that deal fire damage and cannot benefit from resistance to fire damage until the end of your next turn.
(11th) You learn the spell Investiture of Fire.

Sigil of Rippling Brook
When you interact with a creature, either by touching it or hitting it with an attack you may use a bonus action to cause a ripple through the creature. The creature is treated as if it made an attack, for example ending an invisibility or charm effect on the target. If the creature is under an illusion the illusion will also ripple so that you know it is an illusion but not what the real creature looks like. Likewise when dealing with an illusion of an object you can cause the illusion to ripple, showing the extent of the illusion but not what lies behind it.
As an action you may alter the temperature of a volume of water up to five feet cube. You can make the water just short of boiling or just short of freezing or anywhere in between those 2 extremes.
(11th) As an action you spray a fine mist in a 30 foot sphere around yourself. Any invisible creature is revealed until the start of your next turn and any illusion is shown to be an illusion until the start of your next turn.
(11th) You learn the spell Investiture of Ice.

Sigil of Embracing Earth
As an action you may conjure a shield of earth around yourself. This counts as a shield, granting you +2 AC and you are proficient with its use. This shield does not prevent you from using the hand that is holding it for other actions. If you drop the shield it disappears.
As an action you may cause earth-like difficult terrain, such as mud, spiked rocks or similar features to become regular terrain. You may affect a single five foot square that you are standing on or adjacent to.
(11th) You may use an action to wrap yourself in stone. You have resistance to Bludgeoning, Piercing and Slashing damage for 1 minute or until you are incapacitated. You must complete a long rest before you use this feature again.
(11th) You learn the spell Investiture of Earth.

Sigil of Gusting Wind
When you take the Dash Action you gain a Fly speed equal to your movement speed until the end of your turn. At the end of your turn you fall.
You do not take falling damage for falling less than 50 feet. You have advantage on saving throws to avoid being knocked prone.
(11th) When making a Shove action you may make a Athletics (Wisdom) instead of a Athletics (Strength) check. When attempting to escape a grapple you may use Athletics (Wisdom) or Acrobatics (Wisdom)
(11th) You learn the spell Investiture of Wind

Sigil of Titans Wrath
You count as one size larger when grappling or being grappled.
When a spell or effect changes your size by one or more sizes you gain +2 AC for as long as the transformation is active.
(11th) When you succeed on a saving throw against a Frightened or Charm effect you gain Temporary Hit Points equal to your Proficiency Bonus*5
(11th) You learn the spell Tenser’s Transformation

Sigil of Delayed Death
You add +2 to your death saving throws.
When you reduce a hostile creature to zero hit points you regain HP equal to your Wisdom modifier.
(11th) When an allied creature that has one of your marks takes Necrotic damage they may use a reaction to gain resistance to the damage. The mark is then lost.
(11th) You learn the spell Create Undead

Sigil of Planar Security
You have advantage on checks made to identify or recall knowledge about celestials, elementals, fey, fiends, and undead creatures that you can see.
You may, as an action, expend a first level spell slot to imbue a weapon you are touching for 8 hours. While imbued the weapon deals 1d6 bonus damage to creatures that are celestials, elementals, fey, fiends, and undead (choose one when you imbue the weapon). You may only have one weapon imbued at a time but you may imbue the same weapon multiple times choosing a new creature type each time.
(11th) You are considered proficient in checks made to recall knowledge about the planes or creatures from the planes. If you would already be proficient in the check you may add half your proficiency bonus rounded down.
(11th) You learn the spell Forbiddance.

Sigil of Guardians
You learn the Interception Fighting Style.
You are always alert, you cannot be surprised.
(11th) When you place a Mark on an allied creature the creature also adds 1d4 to its saving throws while the Mark lasts.
(11th) You learn the spell Guards and Wards.

Sigil of Dimensionality
By spending one minute concentrating you may draw runes around an object that takes up less than 5’ feet of space in every dimension. When you are finished that object is shunted into an extradimensional space, leaving behind a sigil that you may carry with you. By spending an action you may break the sigil, the item appears at the space where the sigil was.
When you are in half cover you are considered to be in Ύ cover and when you are in Ύ cover you are considered to be in total cover.
(11th) You may as a bonus action extend your reach by 5 feet until the end of your turn.
(11th) You learn the spell Instant Summons.

Sigil of Draconic Cunning
When you take Fire, Cold, Poison, Acid, Thunder, or Lightning damage from a spell or attack you may reduce the damage taken by 3 to a minimum of 1.
You may add your proficiency bonus on checks made to recall knowledge about dragons or to interact with dragons or dragonborn if you would not already do so.
(11th) When you take damage from a weapon or creature skill, like a dragon’s breath weapon, that deals Fire, Cold, Poison, Acid, Thunder, or Lightning damage you have advantage on saving throws against the same effect for 24 hours.
(11th) You learn the spell Primordial Ward.

Sigil of Fey Trickery
When you succeed on a saving throw versus a Charm or Illusion spell creatures within 30 feet of you that can hear you may add your proficiency bonus to their saving throw against the same saving throw.
You learn to spot the signs of mind affecting spells. By making an Insight check you may learn if a creature has been affected by a Charm or similar effect. If the creature has been affected you roll against the casters spell DC and on a success you learn if the creature has been charmed. If the creature was not Charmed or under a similar effect within the last hour or the maximum duration of the effect, whichever is greater, you roll against the creature’s Deception skill.
(11th) When a creature is under a spell effect that requires an action or damage to break such as Sleep or Dominate Person you may choose to have drawing a Mark on that creature also count as a damage effect.
(11th) You learn the spell Programmed Illusion.


Spell List
First Level

Heroism
False Life
Alarm
Armor of Agathys
Arms of Hadar
Ceremony
Comprehend Languages
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Divine Favor
Earth Tremor
Ensnaring Strike
Expeditious Retreat
Hail of Thorns
Illusory Script
Jump
Longstrider
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield
Snare
Speak with Animals
Thunderous Smite
Zephyr Strike

Second Level

Mirror Image
Alter Self
Arcane Lock
Augury
Barkskin
Blur
Continual Flame
Cordon of Arrows
Darkvision
Enhance Ability
Find Traps
Flameblade
Invisibility
Knock
Locate Animals or Plants
Locate Object
Magic Mouth
Magic Weapon
Misty Step
Nystul's Magic Aura
Pass Without Trace
Protection from Poison
Rope Trick
See Invisibiity
Shadow Blade
Spider Climb
Warding Wind
Knock

Third Level

Bestow Curse
Blink
Catnap
Crusaders Mantle
Elemetal Weapon
Flame Arrows
Fly
Gasoues Form
Glyph of Warding
Life Transference
Lightning Arrow
Magic Circle
Meld Into Stone
Melf's Minute Meteors
Nondetection
Protection from Energy
Speak with Plants
Thunder Step
Vampiric Touch

Fourth Level

Fabricate
Death Ward
Arcane Eye
Elemental Bane
Fireshield
Freedom of Movement
Greater Invisibility
Locate Creature
Mordenkainen's Private Sanctum
Ottilukes Resilient Sphere
Shadow of Moil
Stone Shape

Fifth Level

Hallow
Antilife Shell
Awaken
Dispel Evil and Good
Enervation
Far Step
Holy Weapon
Passwall
Rary's Telepathic Bond
Skill Empowerment
Steel Wind Strike
Swift Quiver
Teleportation Circle
Transmute Rock

Seventh Level

Teleport




Home-brew Spells
Chilling Blade
Transmutation Cantrip
Casting Time: 1 Action
Range: 5 Feet
Components: V, M (a weapon)
Duration: 1 minute (concentration)
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit the target suffers the attack's normal effects and frost clings to the target, impeding its movement. The target is grappled for the duration or until it makes an escape with a DC equal to the caster's spell DC. The caster does not need to remain adjacent to the target or have a free hand to maintain the grapple.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the target takes cold damage equal to your spell casting modifier when the grapple ends. Both damage rolls increase by 1d8 at 11th level and 17th level.

Primordial Detonation
7th level Evocation spell
Casting Time: 1 Action
Range: 5ft
Components: V,S,M(Pitch, Amber & Wool, or Ice)
Duration: 1 Minute (Concentration)
You scribe a rune onto the ground or other surface, where it remains for 1 minute, you lose concentration or until you choose to end the spell. You must remain within 100 feet of the spell or you lose concentration.
The damage type of the spell is chosen by you when casting the spell and can be Fire, Cold, Thunder, Lightning, or Acid.
When the spell ends it detonates in a 25 foot radius sphere. The spell will spread around corners. Each creature inside the sphere when it detonates must succeed on a Dexterity saving throw or take 12d6 damage, or half damage on success.
If you did not end the spell before the end of the turn you cast the spell the area inside the sphere also becomes contaminated for a number of rounds equal to how long you held the spell (min 1) as the spell lingers.
When a creature starts its turn or enters a contaminated area on its turn it takes 1d6 damage of the type that you chose when you cast the spell.

Power Word: Slumber
4th level Enchantment
Casting Time: 1 Action
Range: 30 feet
Components: VSM A feather or an hourglass.
Duration: 1 minute
If the target creature has less than 50 hit points remaining it falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Undead and creatures immune to being charmed aren't affected by this spell.

Pulsing Earth
4th level Conjuration
Casting Time: 1 Action
Range: 30 foot cone
Components: SM A handful of gravel.
Duration: Instant
With a slam of your hand on the ground you cause a ripple of earth to spread from your fingers. All creatures in the area must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be knocked prone. A creature that succeeds on the save is not knocked prone. A creature that is flying is immune to the spell. This spell can pass through solid objects and creatures that are burrowed make the save at disadvantage and are pushed to the nearest surface on a failed save.

Calen
2023-06-07, 05:47 PM
Subclasses

Hammer of Vengeance
Heavy Weapons
When you choose this subclass at third level you gain proficiency with martial melee weapons.

Expanded Spell List


Spell Level
Spells Learned


1st
Searing Smite, Expeditious Retreat


2nd
Branding Smite, Misty Step


3rd
Blinding Smite, Haste


4th
Staggering Smite, Freedom of Movement


5th
Banishing Smite, Far Step


7th
Freezing Touch, Mass Haste**


8th
Mind Blank


9th
Time Stop


**These are 3rd party home-brew spells. They can be found on the Mage Hand Press website



Searing Smite
Branding Smite
Blinding Smite
Staggering Smite
Banishing Smite
Some of these classes do not have 7th level spells. I am looking for spells that fit, probably end up home brewing more. I would also like each one to have 2 spells per spell level for the first five levels.
Mind Blank
Time Stop



Rune Weapon
Also at third level you may imbue a weapon that you are holding with Weapon Glyphs. During a long rest that you take with the weapon you carve glyphs in the handle or engrave them on the blade of the weapon. You may have multiple marked weapons but the number of active glyphs that you have does not change.
An active rune weapon has 3 glyphs that recharge on a short or long rest. You may expend a glyph to charge certain skills listed below.
Sweeping Strike - Expend a glyph when striking a creature with a weapon attack. Creatures of your choice within 5 feet of that creature take fire, cold or thunder damage (your choice) equal to your Wisdom modifier.
Parrying Pulse - As a reaction, expend a glyph when you are struck by a melee attack. The creature that hit you must succeed on a Strength saving throw or be pushed back 5 feet and take 1d4+Wisdom modifier Force damage.
Trapping Strike - Expend a glyph when striking a creature to attempt to bind its movement, that creature must succeed on a Constitution saving throw or have its speed reduced to zero until the end of its next turn.
Shattering Strike - Expend a glyph when striking a creature to break their defense. The next attack against that creature has advantage.
Thundering Strike - Expend a glyph when striking a creature to attempt to deafen it. The targeted creature must succeed on a Constitution saving throw or take 1d6 Thunder damage and be deafened and unable to cast a spell with a vocal component until the end of its next turn.

New Marks
When you choose this subclass you may also choose to learn Marks from an expanded list of Marks. You learn one Mark from the subclass list and it does not count against the Marks that you know.

Extra Attack
At fifth level you attack twice instead of once when taking the attack action.

Improved Rune Weapon
Starting at 10th level you can channel extra power into your strikes. When you expend a glyph to make a strike you can expend an extra glyph to improve the results. In addition when you roll a 1 or a 20 on an attack roll you recharge an expended glyph.
Sweeping Strike - When you expend two glyphs you deal your Wisdom modifier plus 1d6 damage.
Parrying Pulse - When you expend two glyphs the target is pushed 10 feet and takes 1d8+Wisdom modifier Force damage.
Trapping Strike - When you expend two glyphs the target is also restrained.
Shattering Strike - When you expend two glyphs the creature also takes 1d4 extra damage each time it is hit until the start of your next turn.
Thundering Strike - When you expend two glyphs the creature also cannot cast any spells with material components.

Captured Energy
When you cast a cantrip or spell on your weapon and miss with the next attack you make that turn you recharge one expended glyph. You also capture some of the energy of the spell. The next time you hit with a weapon attack before the end of your next turn you may deal 2d8 extra damage of a type equal to what the cantrip or spell that you cast uses.

Light Bringer

Healer
When you choose this Subclass you gain Proficiency in the Medicine skill if you do not already have it. If you do, you gain Proficiency in another skill from the Runemaster skill list. You also learn the cantrip Spare the Dying.

Expanded Spell List


Spell Level
Spells Learned


1st
Cure Wounds, Inflict Wounds


2nd
Gentle Repose, Lesser Restoration


3rd
Feign Death, Revivify


4th
Aura of Life, Aura of Purity


5th
Greater Restoration, Raise Dead


7th
Regenerate, Crown of Stars


8th
Holy Aura


9th
Power Word: Heal



New Marks
When you choose this subclass you may also choose to learn Marks from an expanded list of Marks. You learn one Mark from the subclass list and it does not count against the Marks that you know.

Spell Conduit
When you place a mark on a creature you can utilize the connection that is made to extend the range of your spells to them. When you cast a spell with the range of touch you may channel the spell to a creature that is currently marked by you. The mark is consumed and the spell is applied as if you were touching the target.

Quick Fingers
At fifth level when you use an action to cast a spell you may also apply a Rune Mark to yourself or a willing target as a free action.

Empowered Spells
At tenth level when you consume a rune mark by casting a spell you replace the mark with a spell glyph that lasts for one minute. You may cast a spell through the glyph just like you can with a rune mark and then the glyph is consumed.
Additionally when you deal no damage with a cantrip you may attempt to apply a spell glyph to the target ignoring range requirements. Make a spell attack roll against the target's AC. On a hit the spell glyph is applied.

Balance of Power
Starting at 15th level when you use a spell to inflict damage to a target you may choose to deal half damage to the target to empower your healing magic. You may cast a healing spell as a bonus action, ignoring the restrictions against casting multiple spells in the same turn. You may reroll any of the dice rolled for this healing spell using the new result.
When you cast a healing spell you may choose to heal half the result of the spell to empower your damage spells. You may cast a spell that deals damage as a bonus action, ignoring the restrictions against casting multiple spells in the same turn. You deal damage with the spell as if it had been cast at one level higher.

Steady Canvas
When the body isn’t moving it is easier to work with. Starting at 15th level when you cast a spell that has a range of touch on a target that is incapacitated the target creature takes the maximum possible dice roll from that spell.

Master of the Forge

Master Crafter
When you choose this subclass at third level you gain proficiency with two artisan tools of your choice. You also learn the cantrip Mending.

Expanded Spell List


Spell Level
Spells Learned


1st
Floating Disk, Illusory Script


2nd
Heat Metal, Magic Weapon


3rd
Leomund's Tiny Hut, Elemental Weapon


4th
Leomund's Secret Chest, Fabricate


5th
Creation, Legend Lore


7th
Symbol, Temple of the Gods


8th
Mighty Fortress


9th
Foresight





Tenser's Floating Disk
Warding Bond
Leomund's Tiny Hut
Leomund's Secret Chest
Creation
Symbol
Temple of the Gods
Mighty Fortress
Foresight



New Marks
When you choose this subclass you may also choose to learn Marks from an expanded list of Marks. You learn one Mark from the subclass list and it does not count against the Marks that you know.

Spell Glyphs
When you choose this subclass you learn to prepare spell glyphs that can aid you in the casting of your spells. Using crafting materials and artisan tools you can create Spell Glyphs. Each of these glyphs costs ten gold worth of crafting materials and requires an hour to make. When you are casting a spell as a ritual you may use an action on one of the following turns to consume a Spell Glyph that you have on you. The Glyph is destroyed and the casting time required for the ritual is reduced by 5 minutes. You may expend additional Glyphs to further reduce the casting time, however you may only expend a number of glyphs for each ritual less than or equal to your proficiency bonus.

Extra Attack
At fifth level you attack twice instead of once when taking the attack action.

Glyphed Permanence
At tenth level you learn to incorporate your glyphs into more powerful spells. When casting spells that allow you to make a permanent version of the effects, such as Teleportation Circle, you may use any number of Spell Glyphs you possess, up to your Proficiency bonus, to reduce the time required. Glyphs used this way are permanently made part of the casting area and are lost to you. Each glyph used in this way reduces the number of days that the spell needs to be cast by 1.
Memory Glyph
Also at tenth level you may construct a new glyph called a Memory Glyph. This glyph allows you to always have a spell that you know prepared. The glyph requires 50 gold worth of materials per level of the spell you are preparing and takes an hour to make. You may only have two of these glyphs constructed at a time. If you choose, you may destroy a glyph and construct a new one.

Rune Fortress
Starting at 15th level you may empower your glyphs with protective magic. Using a bonus action you may spend a spell slot of first to fifth level causing one of the following effects.
First Level Spell Slot: Creatures you choose within 15’ of you add +1 to their AC while within range.
Second Level Spell Slot: Creatures you choose within 15’ of you add +2 to their AC and Dexterity saving throws while within range.
Third Level Spell Slot: Creatures you choose within 30’ of you add +2 to their AC and Dexterity saving throws while within range.
Fourth Level Spell Slot: Choose a damage type. Creatures you choose within 30’ of you have resistance to that damage and add your Wisdom Modifier (min 1) to saving throws against attacks, spells or effects that inflict that type of damage.
Fifth Level Spell Slot: Choose a damage type. Creatures you choose within 30’ of you have resistance to that damage and add your Wisdom Modifier (min 1) to saving throws or their AC against attacks, spells or effects that inflict that type of damage.
A Rune Fortress will last one minute or when you choose to end it or if you are unconscious.

Rune Shield

Shield Master
When you choose this subclass at third level you gain proficiency with shields.

Expanded Spell List


Spell Level
Spells Learned


1st
Absorb Elements, Mage Armor


2nd
Warding Bond, Arcanist's Magic Aura


3rd
Aura of Vitality, Nondetection


4th
Stoneskin, Death Ward


5th
Circle of Power, Mislead


7th
Project Image, Simulacrum


8th
Anti-magic Field


9th
Invulnerbility





Absorb Elements
Mirror Image
Aura of Vitality
Stoneskin
Circle of Power
Antimagic Field
Invulnerability




New Marks
When you choose this subclass you may also choose to learn Marks from an expanded list of Marks. You learn one Mark from the subclass list and it does not count against the Marks that you know.

Glyph of Protection
When you learn this subclass you learn to imbue your allies with protective glyphs. When finishing a long or short rest you may select a friendly creature that was with you during that rest to mark with your Glyph of Protection. When that creature needs to make a saving throw that you are proficient in you may use a reaction to allow them to use your save modifier for that save instead.
You may have a number of creatures marked with your Glyph equal to your Proficiency bonus however only one creature may benefit from the saving throw bonus at a time. The glyph lasts until you complete a long or short rest.

Extra Attack
At fifth level you attack twice instead of once when taking the attack action.

Glyph of Duplication
Starting at 10th level when drawing a Mark on yourself you may choose to duplicate that mark to every creature that has your Glyph of Protection and is within 60 feet of you. You may do this a number of times equal to your Proficiency bonus. This feature recharges on a long rest.

Guardians Glyph
Starting at 15th level you may, as an action, draw a complex series of glyphs around a creature that is within your reach. For 1 minute whenever that creature is within 60 feet of you and takes damage you take half the damage instead. You may dismiss the effect as an action. You must complete a long rest before using this feature again.

Defiant Word

Words of Wisdom
When you choose this subclass you may use your Wisdom in place of your Charisma when making a Persuasion or Intimidation check.

Expanded Spell List


Spell Level
Spells Learned


1st
Burning Hands, Command


2nd
Gust of Wind, Zone of Truth


3rd
Lightning Bolt, Tongues


4th
Power Word:Slumber*,Pulsing Earth*


5th
Cone of Cold, Destructive Wave


7th
Divine Word, Power Word: Pain


8th
Power Word: Stun


9th
Power Word: Kill





Burning Hands, Healing Word
Gust of Wind, Zone of Truth
Lightning Bolt, Tongues
Power Word Slumber*, Pulsing Earth*
Cone of Cold, Destructive Wave
Divine Word, Power Word Pain
Power Word Stun
Power Word Kill



Tattooed Glyph
You begin the work of inscribing your flesh with powerful spell glyphs that will affect the way that you cast spells. Select one spell glyph, you may inscribe another glyph on yourself when you reach level 5th, 10th and 15th in Runemaster.
Glyphs
Glyph of Exclusion - When you succeed on a saving throw against a damaging effect or spell and would still take damage you may use your reaction to reduce the damage by your Wisdom Modifier (Min1) + your level.
Glyph of Subtlety - Choose a number of spells you know equal to your Wisdom Modifier (min 1) that have a verbal component. You ignore the verbal component of those spells. You may change your selection of spells at the end of a long rest.
Glyph of Archaic Verbiage - You may use your bonus action before you cast a spell to weave additional words in your rune tongue to strengthen the spell. Attempts to use Counterspell or Dispel Magic on this spell are made at disadvantage and the DC increases by 5.
Glyph of Shielding - When you are hit by a melee or ranged attack you may use your reaction to increase your AC by your Wisdom Modifier (Min1) possibly causing the attack to miss.
Glyph of the Still Mind - You have advantage on saving throws to resist Frightened or Charmed effects.
Glyph of the Third Eye - You have advantage on saving throws to resist blindness and you have blindsense out to 5 feet.

Quick Fingers
At fifth level when you use an action to cast a spell you may also apply a Rune Mark to yourself or a willing target as a free action.

Rune Shout
Starting at tenth level you can shout words of your rune tongue, causing magic to ripple forth from the Rune Marks you have placed around you. When you cast one of the spells granted by Defiant Word you may change the origin of the spell from you to a creature that has one of your Rune Marks that is within 30 feet of you.

Reverberating Words
At 15th level your voice becomes a powerful tool. Your Rune Shout range increases to 100 feet. Creatures that cannot hear you, such as those deafened, can still hear you if you are within 30 feet of them. If something would prevent you from speaking or being heard such as the Silence spell or being underwater you may still be heard and understood and you do not lose your breath when speaking.

JNAProductions
2023-06-08, 08:33 PM
Chassis
A d8 hit die, okay.
Medium armor but NOT shields... Intentional?
Two strong saves, and the best of the two strong saves... Any particular reason why?
Three skills, okay. Maybe a longer list to pick from might be a good idea.

Marks
Missing the table-I'm assuming it's WIP, but here's a link (https://forums.giantitp.com/showthread.php?521278-Preset-Class-Tables-for-5e-Homebrew) with formatting for you.
Will look over Marks when I reach them.

Rune Tongue
Planar-seems fine.
Primordial-LOTTA mobility... Maybe too much. Also, while the resistances on Planar were uncommon types, these are a lot more common-maybe push resistance back a bit.
Ancients-Resistance is basically worthless, even with that buff. And I would NOT require an extra d20 roll on every attack and spell that hurts you when it's literally a 5% chance of doing anything. Giant is also a lot of rolling for little effect. And Sylvan is very similar to Diamond Soul. Which is a 14th level feature-in other words, far too good.

Spellcasting
Spells prepared and ritual casting from the list without having to prepare is really nice. Not broken, but I'd change it to match Clerical ritual casting.

Subclasses
Will address them later, when I get to them.

ASIs
Normal.

Sigils
When I get to them.

Improved Rune Tongue
Planar-seem fine, for a single encounter per long rest type of deal.
Primordial-Fine.
Ancient-Giant feels like it'd be real easy to trigger. A Fireball form 3rd level has a 40% chance of it, for instance.

Rune Spell
Planar-Neat! This is cool.
Primordial-Okay. Might be a little much, but doesn't feel THAT bonkers.
Ancients-Paladin Aura, but conditional. Seems okay.

Rune Master
Okay.

Marks, Again
Some of these feel really good in T1-like Dominance being free advantage as a BA for someone's entire attack routine.
Some of these feel mediocre always-Soaring Wind, for instance.


I'm going to stop here, because I have a game coming up soon in real time. Once again, have a link (https://forums.giantitp.com/showthread.php?521278-Preset-Class-Tables-for-5e-Homebrew) to some preset tables to help format this.

From what I see so far, balance feels kinda wonky, but the theming is pretty damn good. I look forward to more work and more time on this!

Calen
2023-06-09, 04:11 PM
Thanks for the feedback. :smallsmile:



Chassis
A d8 hit die, okay.
Medium armor but NOT shields... Intentional?
Two strong saves, and the best of the two strong saves... Any particular reason why?
Three skills, okay. Maybe a longer list to pick from might be a good idea.

The medium armor and not shields was intentional but open to comments.
I had originally written the saves as Wisdom and Dexterity because good with precision writing, and then realized that that was way to good. Wisdom and Intelligence could also work thematically.




Missing the table-I'm assuming it's WIP, but here's a link (https://forums.giantitp.com/showthread.php?521278-Preset-Class-Tables-for-5e-Homebrew) with formatting for you.

Thanks for the link, very helpful.



Rune Tongue
Planar-seems fine.
Primordial-LOTTA mobility... Maybe too much. Also, while the resistances on Planar were uncommon types, these are a lot more common-maybe push resistance back a bit.
Ancients-Resistance is basically worthless, even with that buff. And I would NOT require an extra d20 roll on every attack and spell that hurts you when it's literally a 5% chance of doing anything. Giant is also a lot of rolling for little effect. And Sylvan is very similar to Diamond Soul. Which is a 14th level feature-in other words, far too good.

Good point about the resistances.
Any suggestions on how much better I could make Resistance? Duration, larger dice? With the understanding that it gets cast for free later.
I'll have a pass at all the Ancient traits.



Spellcasting
Spells prepared and ritual casting from the list without having to prepare is really nice. Not broken, but I'd change it to match Clerical ritual casting.

I'm interested in your reasoning for Cleric style rituals vs Wizard style rituals. I was using the Wizard style since the subclasses are not adding any spells to the always prepared set like clerics get.



Marks, Again
Some of these feel really good in T1-like Dominance being free advantage as a BA for someone's entire attack routine.
Some of these feel mediocre always-Soaring Wind, for instance.

I could add some level requirements to some marks. I did think that if Investigator rogues can use a Bonus Action to help that Dominance was fine?

JNAProductions
2023-06-09, 04:20 PM
Medium armor, no shields is odd. But not problematic.
Wisdom and Intelligence would be fine, I think.

No problem, with the link!

For Resistance, its MAIN issue is Concentration. You COULD use it to buff someone else, but spending an action and Concentration on maybe helping pass a save that someone may or may not make? Not worth it.
And if you cast it on yourself... The next time you take damage, you have to make a Concentration save. Which consumes the spell.
I would remove Concentration for sure, and maybe allow it to be cast as a Bonus Action? Maybe even as a reaction, a limited amount of times?

For ritual casting, it comes in two varieties from classes.
Cleric style, where you need it prepped to do it.
And Wizard style, where it merely has to be on your list.
Wizards are the only one to get that-every other class that natively receives ritual casting has to prep the spell, because those classes (like Cleric) know their ENTIRE LIST. Wizards don't-they know a good chunk of spells, but there's an actual cost to taking a spell that's primarily used as a ritual. This class prepares like a Cleric and rituals like a Wizard. That's abnormally good.
Now, admittedly, I don't think it'd actually break anything. But it does feel unneededly good.

Rogues with a specific subclass can Help as a BA at level 3+.
Rogues, it should be noted, have fierce competition for that Bonus Action. This class... Not so much.
Also, even Rogues with the right subclass can't Help themselves-they can Steady Aim, but that prevents movement.

Calen
2023-06-09, 07:19 PM
Medium armor, no shields is odd. But not problematic.
Wisdom and Intelligence would be fine, I think.

No problem, with the link!

For Resistance, its MAIN issue is Concentration. You COULD use it to buff someone else, but spending an action and Concentration on maybe helping pass a save that someone may or may not make? Not worth it.
And if you cast it on yourself... The next time you take damage, you have to make a Concentration save. Which consumes the spell.
I would remove Concentration for sure, and maybe allow it to be cast as a Bonus Action? Maybe even as a reaction, a limited amount of times?

Some changes added.



For ritual casting, it comes in two varieties from classes.
Cleric style, where you need it prepped to do it.
And Wizard style, where it merely has to be on your list.
Wizards are the only one to get that-every other class that natively receives ritual casting has to prep the spell, because those classes (like Cleric) know their ENTIRE LIST. Wizards don't-they know a good chunk of spells, but there's an actual cost to taking a spell that's primarily used as a ritual. This class prepares like a Cleric and rituals like a Wizard. That's abnormally good.
Now, admittedly, I don't think it'd actually break anything. But it does feel unneededly good.

I'm a little confused about the prepares like a cleric, maybe I need to rewrite that section. The intent is the you learn a new spell every level. (I did realize I never gave them any initial spells known so I added that in) So you will only know 25+subclass granted spells at level 20 from a list of 140+.



Rogues with a specific subclass can Help as a BA at level 3+.
Rogues, it should be noted, have fierce competition for that Bonus Action. This class... Not so much.
Also, even Rogues with the right subclass can't Help themselves-they can Steady Aim, but that prevents movement.

Good point, I will sort the Marks out into tiers.

JNAProductions
2023-06-09, 09:08 PM
Ah! That changes everything on casting-I didn’t realize they were spells known.

With that clarified, their ritual casting is entirely fine. :)

At work, so responses limited.

Calen
2023-06-11, 06:39 PM
V 1.1 - Made a balance pass at the Rune Tongues and made some Marks require level 9. Should probably write some more Marks now.

Calen
2023-06-17, 11:57 AM
Version 1.1 is complete. Complete spell lists for all subclasses.

More critique is welcome!