I have seen a couple other questions on Rune casting here, but I went a different way about building the class than what I have seen. Not sure if it is important to know, but my character will be a Duergar Dwarf Sorcerer. The entity giving him his abilities is unknown (possibly something the DM can weave into the story). We will also be playing Pathfinder (which I have never done) if that is important to know as well!
One final detail that I don’t know if it is important or not (i feel like it shouldn’t be for a well balanced class) is that my character also is part of a artisan’s guild and takes jobs to maintain his stature, rank, and etc. in the guild; even during this adventure. So he can’t always be striking runes into stuff for himself and the party because he also has to put a rune of calm into the bassinet for the O’Conner baby, a rune of growth onto the seed bag for farmer Jim, and etc.
My DM has already approved the majority of my design, but I wanted to check here for the last bit of it as well as getting the general consensus on how you all thought it would work throughout the campaign. This is what My DM has already approved:
Rune Striking is a mysterious art that Parz himself does not entirely understand how it works or how he accomplishes them. He does not know that he simply acts as a conduit when striking the runes and it is actually another outside power that is creating these runes… Through the link this power was able to forge with his mind they not only observe through his senses as he does, but they also know what Parz is thinking at any moment making the striking possible. Further, this power can (and has) sometimes chosen not to strike a rune for Parz when he attempts to seal it… These reasons are known only to the power supplying the ability. Over the years Parz has developed his own system to understand how his mysterious ability works:
Rune Striking Limits
- Can strike a maximum of 10 points per day worth of runes
- Runes lasting up to seven minutes cost 2 points (Casting Immediate – if done in combat the time can be struck as a bonus action if already holding the intended surface/object)
- Runes lasting up to seven hours cost 4 points (Casting takes 2 Hours)
- Runes lasting up to seven days cost 6 points (Casting takes 4 hours)
- Runes lasting up to seven months cost 8 points (Casting takes 8 hours)
- Runes lasting up to seven years cost 10 points (Casting takes 16 hours)
- Usage of more than four points requires an immediate short rest (He will pass out after the ritual is complete)
- Usage of more than eight points requires an immediate long rest (He will pass out after the ritual is complete)
- Runes can encompass one concept\trait only (strength, valor, life, resistance, charm, accuracy, growth, speed, etc.) -It is possible to strike two runes simultaneously with each hand, but the casting time is doubled and requires his full concentration.
Rune Striking Process
- When striking a rune he must maintain contact to the object with his hand for the whole duration of its striking. He can not stop and resume casting at a later time. If stopped before completion the process will need to be started again.
- As he doesn’t fully understand the process he never knows if a rune will seal itself until the casting time has elapsed. Unknown to him a successful strike is up to the power (i.e. the DM’s discretion). If it does not work Parz assumes it is due to an error on his part.
- Striking a single rune requires only half concentration. He can do a simple activity while casting, such as eating or talking. Striking two runes at once requires full concentration.
- From the moment a rune is struck it is activated, it can not be deactivated, and will maintain its effect for the maximum allotted time it was given when struck.
- Upon exhaustion the rune will still be visible on the surface it was struck, but its glow will fade and there will no longer be any additional effect… It will just look cool.
Those pieces my DM has already approved. From there I am just trying to make sure that the effects/bonuses I am granted are where they should be. Not too weak and not too strong.
Rune striking Effects
- Depending on the rune there are two possible effects that impact the object as it is interacted with.
- If the rune impacts an ability check the roll can be made with advantage. (i.e. If you made a bracelet of negotiation with a rune of persuasion you would roll with advantage for that check.)
- If the rune is a boon the final result is modified by an additional d6. (i.e. when rolling for damage on an attack you get an extra d6 for damage.)
Rune striking Proficiency
- Proficiency in rune striking can only be increased any time your character would be able to gain an Ability Score Improvement or Feat. Choosing to increase your Proficiency would negate any Ability Score increase or Feat you could have taken.
- Upon increasing your Proficiency with rune striking you gain the following effects for each increase
- If the rune impacts an ability check the roll can be made with advantage there is no change when gaining the second, third, and fourth levels of Proficiency. Reaching the fifth level of Proficiency grants an additional d20 for advantage. There is no additional benefit for any level reached beyond this.
- If the rune is a boon the final result you gain an additional d6 for each level of Proficiency. (i.e. 2nd Level is a 2d6 bonus. 5th level grants 5d6 additional damage.
I’m trying to keep it simple for both myself and the DM. I think this is simple and not too crazy with leveling up (forcing me to choose between feats, scores, or better runes). How does this sound to the vets out there?
Thank you for any guidance!