Level 01: Runic Rituals
At 1st level, you gain the ability to cast spells in a ritualistic manner using runecircles. These circles can be made on any flat surface at least 2.5ft per spell level in diameter.
Casting Spells in this manner follows a set of rules:
- Spells you cast in this way are restricted to a certain spell level depending on your Runic Level and can only come from the Runic spell list.
- The Runecircles can be made to only activate after preset triggers occured, but only within 2*Runiclevel hours after their creation.
- You can only have as many circles active at the same time as your IntelligenceMod
- To create a runecircle of first level you need 5 min. of uninterrupted worktime (though you can still pause and continue at a later point) + 2 min. per spell level above 1st.
- You Spellcasting Ability is Intelligence
- Attack Modifier: IntelligenceMod+proficiencyBonus
- Save DC: 8+IntelligenceMod+proficiencyBonus
Runic Level | Spell Level |
---|---|
1-3 | 1 |
4-5 | 2 |
6-7 | 3 |
8-9 | 4 |
10-11 | 5 |
12-13 | 6 |
14-15 | 7 |
16-17 | 8 |
18-20 | 9 |
Additionally you gain the Ability to cast 2 Cantrips from the Runic Spell List.
Level 03: Volatile Runeblasts
Beginning at 3rd level, you learned how to defend yourselfe if an enemy gets to close to you.
As an action you can send out shockblast of runic energy at a target within 60 feet of you, enemies hit by these blasts take forcedamage depending on your Runic Level and need to make a strength saving throw or be pushed back 5 ft.
Runic Level | Damage Die |
---|---|
3-6 | 1d4 |
7-12 | 1d6 |
13-18 | 1d8 |
19-20 | 1d10 |
Level 06: Mobile Circles
Starting at 6th level, your gained the ability to prepare a few Runecircles and use them as needed.
At the end of a long rest you can create Rune Circles worth your Runic Level in Spell Slots (exp.: As a 6th level runic you can create Circles amounting to 6 Spell Level divide as you want, 2 3rd level; 2 2nd and 2 1st; …)
You can activate them as a bonus action originating from your position.
The Circles are in some form visible on you, on your skin/ clothes/floating around you.
Level 10: Autonome Circles
At 10th level, you learned how to make Rune Circles of a more flexible kind, which can help with a variaty of tasks and can move without your intervention.
You take 5 hours to create multiple overlapping circles wich form into a semi translucent entity of floating runes.
You are in complete control of this entity and it can perform any task for you a general commoner could do, in addition to that the entity is not affected by gravity and can and will fight to protect you.
You are also able to store a number of Rune Circles worth a quarter of your Runic Level in it, which it can release at will.
Runic Entity
medium elemental, neutral
Armor Class 14 (natural armor)
Hit Points Your Runic Level times your IntelligenceMod
Speed float 30 ft.
STR | DEX | CON | INT | WIS | CHA |
10 (+0) | 16 (+3) | 12 (+1) | 8 (-1) | 13 (+1) | 10 (+0) |
Skills Perception +4,
Damage Immunities psychic, poison
Damage Resistances Bludgeoning, piercing and slashing damage from non-magical weapons
Condition Immunities charmed, exhaustion, poisoned, prone
Senses Blindsight 60 ft., passive Perception 14
Languages understands the languages you speak
Actions
Discharge. Meele Spell Attack (5ft) +6 to hit, Hit: 2d6+3 force damage
Release. The Entity releases one of the Circles you stored in it, this depletes the circle.
Infuse: The Entity can be commanded to infuse itselfe into a living creature healing the creature by halve of the remaining HP of the Entity and granting them the ability to use on of the stored circles immediatly.
The Entity is destroyed in the prozess
Level 14: Permanent Runes
Starting at 14th level, you can permanently inscribe runes on solid objects like walls, trees and stone and store effects in them as of the spells Glyph of Warding (without the restriction to 3rd level or lower spells) and Guards and Wards (or similar spells). These runes stay active as long as you are alive, runes that keep Glyph of Warding have a recharge time after activation. The specifics depend on the spells contained.
Inscribing a permanent rune in this way takes 1 day per spell level.
Talk to your dm about what effects can be inscribed in addition to the ones mentioned.