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Thread: Runemaster Custom Class
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2016-01-06, 06:13 PM (ISO 8601)
- Join Date
- Dec 2015
Runemaster Custom Class
So this class is something I'm designing at the request of my DM. I'm going for a concept I haven't seen before. If a wizard is a fullcaster, a paladin is a halfcaster, and eldritch knights are partcasters, then what I'm going for is a three-quarter caster.
I've seen in other threads people discussing the balance of things like Extra Attack, citing examples like the "bladelock" and the Valor bard. Rest assured, I am aware of these.
I took influences from a couple different classes. From the warlock we have the 5th-level-spell cutoff, with one 6th, 7th, 8th, and 9th level spell coming at appropriate levels. From the barbarian's Path of the Totem Warrior I've got the three-tiered choose-a-feature thing.
Also, I'll make the fun little "consider-this-when-making-a-runemaster" thing later. Just mechanics for now.
Anyway, all that said, here we go!
Hit Points
Hit Dice: 1d8 per runemaster level
Hit Points at 1st Level: 8 + your Con
Hit Points at Higher Levels: 1d8(or 5) plus your Con per runemaster level
Proficiencies
Saving Throws: Con, Int
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 - - - - - - - - 2nd 3 - - - - - - - - 3rd 4 2 - - - - - - - 4th 4 3 - - - - - - - 5th 4 3 2 - - - - - - 6th 4 3 3 - - - - - - 7th 4 3 3 1 - - - - - 8th 4 3 3 2 - - - - - 9th 4 3 3 3 1 - - - - 10th 4 3 3 3 2 - - - - 11th 4 3 3 3 2 - - - - 12th 4 3 3 3 2 - - - - 13th 4 3 3 3 2 - - - - 14th 4 3 3 3 2 - - - - 15th 4 3 3 3 2 - - - - 16th 4 3 3 3 2 - - - - 17th 4 3 3 3 2 - - - - 18th 4 3 3 3 3 - - - - 19th 4 3 3 3 3 - - - - 20th 4 3 3 3 3 - - - -
1st Level
Spellcasting
Progresses the same as wizard, with two exceptions: spell slots cap at 5th level slots, and no cantrips.
Ability: Intelligence
Starting Proficiencies
Armor: light OR medium
Weapons: simple, and three martial weapons of your choice
Tools: smiths' or woodcarvers' tools
Skills: Choose two from Arcana, History, Insight, Investigation, Athletics, Nature
Spellcasting
Studying runes confers upon you magical ability. Runes are quite concise, and a Runic Weapon will have plenty of room for your spells, growing more and more covered in symbols as your repertoire expands. You choose spells from the runeseeker spell list (list not made yet).
Runic Weapon
When you choose this class, you gain a Runic Weapon, already engraved with six spells from the runemaster list. This weapon functions as a spellbook as well as a weapon. To prepare spells from your Runic Weapon and to benefit from any passive effects, you must be attuned to it.
You can create another Runic Weapon. It must be created from scratch, as magic must be infused from the beginning. This is a lengthy process, even though magic speeds up the physical side considerably: 720 hours of work, done in three phases of 240, no less than six hours each day. A 240-hour phase must be completed in an unbroken string of days, but you may pause indefinitely between phases. You must also pay a cost in gold determined by your DM, to pay for special materials.
Each level you may add one spell to your runic weapon, a process which takes two hours per spell level. You must be capable of casting the new spell.
Your Runic Weapon is your spellcasting focus. In addition, you may use the hand holding your Runic Weapon to perform the somatic component of spells.
Runic Recovery
You have learned to absorb some magical energy from your runes. Once per day, you can spend 1 hour concentrating only on one of your Runic Weapons. You regain spell slot levels equal to half your runemaster level. You cannot regain a spell slot of higher level than the highest spell on that weapon using this feature, even if you normally have such slots.
Eyes of a Rune Seeker
You have advantage on History checks directly related to the buildings and carvings of ancient cultures. You also have advantage on Perception and Investigation checks made to find runes.
2nd Level:
Elemental Infusion
You have learned an Infusion Rune. It takes two hours to inscribe this rune onto your Runic Weapon.
When you make a weapon attack with the Infusion Rune'd weapon, you may expend a spell slot. For each slot level you deal 1d6 extra damage. The damage is your choice of lightning, fire, or cold.
Fighting Style
Pick Archery, Dueling, Great Weapon, or Dual-Wielding
Bonded Weapon
The bond between you and your Runic Weapon(s) has improved. At any time, no action required, you may shunt one of your Runic Weapons into a pocket dimension. You may, as a bonus action, summon a Runic Weapon from there into your hand, but only one at a time.
3rd Level:
Eyes of the Runekeeper
You can read all written languages.
Scholar of Ancient Runes
You have focused your energy on finding the most ancient and powerful runic secrets. Choose two runes from the Ancient Runes list to add to your weapon. These runes take two hours to inscribe, unless otherwise specified.
You become proficient in the History skill, if you aren't already. If you are, double your proficiency bonus for all History checks. You gain additional features at 6th, 10th, and 14th level.
Scholar of Battle Runes
The runes you seek to master are ancient, yes, but they grant more pragmatic magic. Choose two runes from the Battle Runes list to add to your weapon. These runes take two hours to inscribe, unless otherwise specified.
You gain proficiency in one additional martial weapon. You gain additional features at 6th, 10th, and 14th level.
4th Level:
Ability Score Improvement
6th Level:
Highly Attuned
You gain one extra attunement slot. This slot can only be used to attune a Runic Weapon.
Ancient Rune Scholar Feature
-Serious Scholar
--You have learned how to read arcane spell notation in spell books, and how to translate that into runes. If you find spell scrolls or books, you may copy those spells onto your Runic Weapon, following the inscription rules.
-Additional Rune
--Pick an additional Ancient Rune from the list.
Battle Rune Scholar Feature
-Extra Attack
--You may attack twice, instead of once, when you take the Attack Action.
-Additional Rune
--Pick an additional Battle Rune from the list.
Magic Weapon
Your Runic Weapon(s) count as magical for bypassing resistance and immunity.
8th Level:
Ability Score Improvement
10th Level:
Ancient Rune Scholar Feature
-Additional Runes
--Choose two additional runes from the Ancient Runes list.
Battle Rune Scholar Feature
-Additional Runes
--Choose two additional runes from the Battle Runes list.
11th Level:
Power Rune
All runes hold magical power, but some allow access to even greater power. You have discovered one such rune. Choose one 6th level spell from the runemaster spell list. This spell is your Power Rune. The Power Rune takes 12 hours to engrave onto a Runic Weapon. Once this Power Rune has been used to cast its spell, it becomes inert and regains use at dawn the next day.
As long as your Power Rune is NOT inert, you gain a +1 bonus to attack and damage rolls.
12th Level:
Ability Score Improvement
13th Level:
Great Power Rune
All runes hold magical power, but some allow access to even greater power. You have discovered one such rune. Choose one 7th level spell from the runemaster spell list. This spell is your Great Power Rune. The Great Power Rune takes 14 hours to engrave onto a Great Runic Weapon. Once this Great Power Rune has been used to cast its spell, it becomes inert and regains use at dawn the next day.
As long as your Great Power Rune is NOT inert, you gain a +1 bonus to attack and damage rolls.
14th Level:
Ancient Rune Scholar Feature
-Additional Runes
--Choose two additional runes from the Ancient Runes list.
Battle Rune Scholar Feature
-Additional Runes
--Choose two additional runes from the Battle Runes list.
15th Level:
Penultimate Rune
All runes hold magical power, but some allow access to even greater power. You have discovered one such rune. Choose one 8th level spell from the runemaster spell list. This spell is your Penultimate Rune. The Penultimate Rune takes 16 hours to engrave onto a Penultimate Weapon. Once this Penultimate Rune has been used to cast its spell, all iterations of your Penultimate Rune become inert and regain use at dawn the next day.
As long as your Great Power Rune is NOT inert, you gain a +1 bonus to attack and damage rolls.
16th Level:
Ability Score Improvement
17th Level:
Ultimate Rune
All runes hold magical power, but some allow access to even greater power. You have discovered one such rune. Choose one 9th level spell from the runemaster spell list. This spell is your Ultimate Rune. The Ultimate Rune takes 18 hours to engrave onto a Ultimate Weapon. Once this Ultimate Rune has been used to cast its spell, all iterations of your Ultimate Rune become inert and regain use at dawn the next day.
As long as your Ultimate Rune is NOT inert, you gain a +1 bonus to attack and damage rolls.
19th Level:
Ability Score Improvement
Per an excellent suggestion, I will be making two Rune Lists, which will function very much like the Invocations from the Warlock.
Also the spell list. But yeah. What do you guys think?Last edited by SilverStud; 2016-01-12 at 08:17 PM.
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2016-01-06, 07:36 PM (ISO 8601)
- Join Date
- Jun 2015
Re: Runemaster Custom Class
Looks good, interesting what you've tried to do.
I'm still gathering my full feedback, but my biggest gripe right from the get go is the Runic Weapon needing to be constantly reforged. Hundreds of days and an unknown amount of gold is a huge investment to have for a class feature just so you can use spells that are unlocked as part of leveling up.
Unless I'm misreading things.Avi by GrinnerSpoiler: My PBP Characters
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2016-01-06, 08:13 PM (ISO 8601)
- Join Date
- Dec 2015
Re: Runemaster Custom Class
I 'spose that could be a little clearer. That is for people who want an extra Runic Weapon. Your regular additions to the Weapon just take two hours per spell level, or specified.
Also, I left the gold amount up to the DM to allow flexibility. Those who want to make a Runic Dagger shouldn't have to pay the same price as someone making a Runic Battleaxe, you know? Maybe I should specify prices by weapon type?
Looking forward to your full feedback!!Last edited by SilverStud; 2016-01-06 at 08:16 PM.
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2016-01-06, 09:26 PM (ISO 8601)
- Join Date
- Jun 2015
Re: Runemaster Custom Class
Ah! Derp. I see exactly what you are saying - my mistake.
Is there any way you could provide a spell slot by level table? I know normal spell slots only go up to Level 5 for this class, but was just curious how many and how early. Unless you meant it follows the Wizard slot progression exactly? Also - why no cantrips?
Also, for the Power/Great Power/Penultimate runes, is that one spot for each of these? As in, one 6th, 7th and 8th level spell each per long rest? Or is it like the Warlock, where you have one spell to cast above Level 5 per long rest?
A lot of my analysis is going to be based of the spell slot availability, since you have things like the Elemental Infusion and Catalyst Strike abilities.Last edited by Fast Jimmy; 2016-01-06 at 09:28 PM.
Avi by GrinnerSpoiler: My PBP Characters
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2016-01-07, 12:02 AM (ISO 8601)
- Join Date
- Dec 2015
Re: Runemaster Custom Class
There you go! As you can see, it was exactly the same as wizard, but with no cantrips or slots above 5th level.Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 2 - - - - - - - - 2nd 3 - - - - - - - - 3rd 4 2 - - - - - - - 4th 4 3 - - - - - - - 5th 4 3 2 - - - - - - 6th 4 3 3 - - - - - - 7th 4 3 3 1 - - - - - 8th 4 3 3 2 - - - - - 9th 4 3 3 3 1 - - - - 10th 4 3 3 3 2 - - - - 11th 4 3 3 3 2 - - - - 12th 4 3 3 3 2 - - - - 13th 4 3 3 3 2 - - - - 14th 4 3 3 3 2 - - - - 15th 4 3 3 3 2 - - - - 16th 4 3 3 3 2 - - - - 17th 4 3 3 3 2 - - - - 18th 4 3 3 3 3 - - - - 19th 4 3 3 3 3 - - - - 20th 4 3 3 3 3 - - - -
At the risk of being redundant, I'm adding this to the initial post.Last edited by SilverStud; 2016-01-07 at 12:04 AM.
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2016-01-07, 10:13 AM (ISO 8601)
- Join Date
- Jun 2015
Re: Runemaster Custom Class
Perfect! Thanks.
Also, was I correct in my understanding of the higher level rune abilities - one per spell level, not just one spell that can be used for a higher spell level?
It's basically the difference between the Warlock's one spell limit versus basically having one spell slot for each spell level.Avi by GrinnerSpoiler: My PBP Characters
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2016-01-07, 03:27 PM (ISO 8601)
- Join Date
- Nov 2015
Re: Runemaster Custom Class
Let me start off by saying that I love this class's fluff; I would so play one of these.
This is alright. Considering their emphasis on weapon combat, might wish to consider bumping to a d10? Just a thought; I think it's mostly fine.
Starting Proficiencies
Armor: light, medium, OR heavy armor
Weapons: three simple and three martial weapons of your choice
Tools: smiths' or woodcarvers' tools
Skills: Choose two from Arcana, History, Insight, Investigation, Athletics, Nature
As for Weapons, I think it should be all Simple and 3 martial. Every class except for Druid, Sorcerer, and Wizard have simple weapon proficiency. Even Warlock has it. The main reason that those 3 classes don't have it stems from their use (some would say reliance) on cantrips. Your class doesn't have cantrips, so it should have another reliable option for combat, i.e. weapons.
Spellcasting
Studying runes confers upon you magical ability. Runes are quite concise, and a Runic Weapon will have plenty of room for your spells, growing more and more covered in symbols as your repertoire expands. You choose spells from the runeseeker spell list (list not made yet).
Runic Weapon
When you choose this class, you gain a Runic Weapon, already engraved with six spells from the runemaster list. This weapon functions as a spellbook as well as a weapon. To prepare spells from your Runic Weapon and to benefit from any passive effects, you must be attuned to it.
You can create another Runic Weapon. It must be created from scratch, as magic must be infused from the beginning. This is a lengthy process, even though magic speeds up the physical side considerably: 720 hours of work, done in three phases of 240, no less than six hours each day. A 240-hour phase must be completed in an unbroken string of days, but you may pause indefinitely between phases. You must also pay a cost in gold determined by your DM, to pay for special materials.
Each level you may add one spell to your runic weapon, a process which takes two hours per spell level. You must be capable of casting the new spell.
Your Runic Weapon is your spellcasting focus. In addition, you may use the hand holding your Runic Weapon to perform the somatic component of spells.
Also, how many Runic Weapons can you have at once? If you give your runic weapon to your allies, can they cast the spells engraved on the weapon?
Runic Recovery
You have learned to absorb some magical energy from your runes. Once per day, you can spend 1 hour concentrating only on one of your Runic Weapons. You regain spell slot levels equal to half your runemaster level. You cannot regain a spell slot of higher level than the highest spell on that weapon using this feature, even if you normally have such slots.
Eyes of a Rune Seeker
You have advantage on History checks directly related to the buildings and carvings of ancient cultures. You also have advantage on Perception and Investigation checks made to find runes.
2nd Level:
Elemental Infusion
You have learned an Infusion Rune. It takes two hours to inscribe this rune onto your Runic Weapon.
When you make a weapon attack with the Infusion Rune'd weapon, you may expend a spell slot. For each slot level you deal 1d6 extra damage. The damage is your choice of lightning, fire, or cold.
3rd Level:
Eyes of the Runekeeper
You can read all written languages.
Scholar of Ancient Runes
You have focused your energy on finding the most ancient and powerful runic secrets.
You become proficient in the History skill, if you aren't already. If you are, double your proficiency bonus for all History checks. You gain additional features at 6th, 10th, and 14th level.
Scholar of Battle Runes
The runes you seek to master are ancient, yes, but they grant more pragmatic magic. Choose one of the following runes to add to your weapon. The rune you choose takes two hours to inscribe.
You gain additional features at 6th, 10th, and 14th level.
Bonded Weapon
The bond between you and your Runic Weapon(s) has improved. When your weapon(s) is removed from your possession, you may choose to shunt it into a pocket dimension. You may, as an action, summon a Runic Weapon from there into your hand, but only one at a time.
5th Level:
Extra Attack
You may attack twice, instead of once, when you take the Attack Action.
6th Level:
Highly Attuned
You gain one extra attunement slot. This slot can only be used to attune a Runic Weapon.
Magic Weapon
Your Runic Weapon(s) count as magical for bypassing resistance and immunity.
11th Level:
Power Rune
All runes hold magical power, but some allow access to even greater power. You have discovered one such rune. Choose one 6th level spell from the runemaster spell list. This spell is your Power Rune. The Power Rune takes 12 hours to engrave onto a Runic Weapon. Once this Power Rune has been used to cast its spell, it becomes inert and regains use at dawn the next day.
As long as your Power Rune is NOT inert, you gain a +1 bonus to attack and damage rolls.
Also, what happens if something happens to your Runic Weapon? If you make a new one, can you engrave this rune on it? Or is it a single one-time rune?
14th Level:
Catalyst Strike
When you hit a creature with your Runic Weapon, you may, as a bonus action, cast any one of your prepared spells that has a casting time of one action, until the end of your turn. The target of the spell, if it has one, must either target the creature you hit with the weapon or something within 10 feet of you.
17th Level:
Penultimate Rune
All runes hold magical power, but some allow access to even greater power. You have discovered one such rune. Choose one 9th level spell from the runemaster spell list. This spell is your Ultimate Rune. The Ultimate Rune takes 18 hours to engrave onto a Ultimate Weapon. Once this Ultimate Rune has been used to cast its spell, all iterations of your Ultimate Rune become inert and regain use at dawn the next day.
As long as your Great Power Rune is NOT inert, you gain a +1 bonus to attack and damage rolls.
That's as far as I've gotten. The main gaps in here are the archetypes and the level 20 feature.
My plan for the Scholar of Ancient Runes is to have each feature be a choice of extra spells not on the spell list. Like maybe Cure Wounds or something. For Scholar of Battle Runes, I'm planning on each feature being a choice of extra rune/weapon related abilities
like the Way of the Four Elements monk.
All in all, it looks like a promising class.Last edited by WarrentheHero; 2016-01-07 at 03:27 PM.
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2016-01-12, 05:43 PM (ISO 8601)
- Join Date
- Dec 2015
Re: Runemaster Custom Class
Starting Proficiencies
Armor: light, medium, OR heavy armor
Weapons: three simple and three martial weapons of your choice
Tools: smiths' or woodcarvers' tools
Skills: Choose two from Arcana, History, Insight, Investigation, Athletics, Nature
As for Weapons, I think it should be all Simple and 3 martial. Every class except for Druid, Sorcerer, and Wizard have simple weapon proficiency. Even Warlock has it. The main reason that those 3 classes don't have it stems from their use (some would say reliance) on cantrips. Your class doesn't have cantrips, so it should have another reliable option for combat, i.e. weapons.
Also, I 'spose it couldn't hurt to give them ALL the simple weapons. They are just knives and sticks after all. Especially in light of your point about no cantrips. I'm really glad you saw what I was doing by taking those away, by the way.
Most of this works for me. I feel like the hours may be a bit on the longside; you're talking about 30 days' worth of work if it were non-stop. At 720 hours, six hours each, we're in the realm of 120 days of labor, which is 4 months. Additionally, the rules for crafting (sparse as they are) mention that crafting normally happens in 8-hour increments. If you switch to that, we go from 120 days (4 months) to 90 days (3 months). That's not as bad, but it's still a whole lot of time to work on a single item, with no known gold cost.
You have to attune your runic weapons to use them, and you can only engrave spells you know, so it's pointless to have more than three, four once you get your extra attunement slot. But then you won't be able to use your cool rings and capes and boots you find during adventures.
Also, how many Runic Weapons can you have at once? If you give your runic weapon to your allies, can they cast the spells engraved on the weapon?
Even most cantrips do more than d6. Maybe boost to a d10 or 2d6?
Make this a 1st level feature. Maybe 2nd. It's so situational that it will barely ever come up; it's not powerful enough to warrant being a 4th level feature. Also, it should be a bonus action.
This is interesting, but I have a concern that applies to all the Power and Penultimate and Ultimate runes. If you engrave all of these runes onto a single weapon, does that weapon increase it's to-hit and damage each time, so that by 17th level you have a +4 weapon?
Also, what happens if something happens to your Runic Weapon? If you make a new one, can you engrave this rune on it? Or is it a single one-time rune?
You could consider making a "Rune List" that would function similar to Invocations, and each Rune on the list would be either Ancient Runes or Battle Runes, with little-to-no-overlap. And the nature of the lists themselves would offer some differentiation between subtypes. Also, give Battle Runes Extra Attack.
Fast Jimmy:
Also, was I correct in my understanding of the higher level rune abilities - one per spell level, not just one spell that can be used for a higher spell level?
EDIT: I changed the initial post. It should be an improvement!Last edited by SilverStud; 2016-01-12 at 06:08 PM.