Is this runecaster feat balanced?
Clash Royale CLAN TAG#URR8PPP
up vote
1
down vote
favorite
This feat is intended to allow characters to store a spell in a rune (like you see in many dungeons) with activation conditions. It is intended to scale with the party as the party gets better spells. I want it to be mostly balanced and user friendly. My concern is that it may have some unintended exploits.
Rune Caster
Prerequisites: ability to cast at least one spell of 1st level or higher
When you take this feat you can imbue your spells into a rune by casting the spell as a rune, this means that you must have the object you want to put the rune on within reach for the whole duration of the casting the casting time is also affected depending on the type of rune you are storing it in.
Type of rune
There are a 3 types of rune that a spell can be stored in:
Chalk
Carved
Chiseled
Each type has a different effect alongside the spell it contains
Chalk
You must have chalk to make this rune
Chalk runes will rub of if they are treated badly or stored
Chalk runes add 10 mins to the casting time
Carved
You must have proficiency with woodcarving tools and woodcarving tools within reach for the duration of the casting in order to make this rune
This rune can only be made on a wooden surface
This rune adds 30 mins to the casting time
Chiseled
You must have proficiency with masons tools and masons tools within reach for the duration of the casting in order to make this rune
This rune can only be crafted on stone surfaces
This rune adds 1 hour to the casting time
Triggers
When making a rune you may choose the trigger conditions from the following list:
Touch
Touch by [specify creature(s)]
Touch and command word spoken
Touch by [specify creature(s)] and command word spoken
When defining creatures that can activate the rune you may be as specific or general as you want. The DM interprets exactly what you say when deciding if the rune activates in a situation.
Ranges
When you store a spell in a rune the range can be affected, for example a range of touch becomes a range of self.
Casting time
When you store a spell in a rune there is no casting time, instead it uses the use item action (not the one free use item action per turn) to activate a rune.
dnd-5e spells feats homebrew
 |Â
show 1 more comment
up vote
1
down vote
favorite
This feat is intended to allow characters to store a spell in a rune (like you see in many dungeons) with activation conditions. It is intended to scale with the party as the party gets better spells. I want it to be mostly balanced and user friendly. My concern is that it may have some unintended exploits.
Rune Caster
Prerequisites: ability to cast at least one spell of 1st level or higher
When you take this feat you can imbue your spells into a rune by casting the spell as a rune, this means that you must have the object you want to put the rune on within reach for the whole duration of the casting the casting time is also affected depending on the type of rune you are storing it in.
Type of rune
There are a 3 types of rune that a spell can be stored in:
Chalk
Carved
Chiseled
Each type has a different effect alongside the spell it contains
Chalk
You must have chalk to make this rune
Chalk runes will rub of if they are treated badly or stored
Chalk runes add 10 mins to the casting time
Carved
You must have proficiency with woodcarving tools and woodcarving tools within reach for the duration of the casting in order to make this rune
This rune can only be made on a wooden surface
This rune adds 30 mins to the casting time
Chiseled
You must have proficiency with masons tools and masons tools within reach for the duration of the casting in order to make this rune
This rune can only be crafted on stone surfaces
This rune adds 1 hour to the casting time
Triggers
When making a rune you may choose the trigger conditions from the following list:
Touch
Touch by [specify creature(s)]
Touch and command word spoken
Touch by [specify creature(s)] and command word spoken
When defining creatures that can activate the rune you may be as specific or general as you want. The DM interprets exactly what you say when deciding if the rune activates in a situation.
Ranges
When you store a spell in a rune the range can be affected, for example a range of touch becomes a range of self.
Casting time
When you store a spell in a rune there is no casting time, instead it uses the use item action (not the one free use item action per turn) to activate a rune.
dnd-5e spells feats homebrew
What do you mean with "range can be affected"? Does it always become self, ie. the one touching the rune?
– Szega
1 hour ago
@Szega I'm yet to figure out what happens to spells of range other than self or touch. both of which become self. AOE I was considering putting the origin on the rune but I'm not certain about ranged spells like magic missile
– rpgstar
1 hour ago
Do runes last forever once cast? i.e. until spent. Or will they wear out if not activated?
– linksassin
1 hour ago
@linksassin the chalk ones wear out if stored or if rubed/rained on, the wood ones can be burned or hacked at with an axe. the stone ones are the most permanent ones being that they can only be removed by hacking at it with something metal.
– rpgstar
1 hour ago
Note that we have a meta post which helps with asking homebrew questions
– Sdjz
1 hour ago
 |Â
show 1 more comment
up vote
1
down vote
favorite
up vote
1
down vote
favorite
This feat is intended to allow characters to store a spell in a rune (like you see in many dungeons) with activation conditions. It is intended to scale with the party as the party gets better spells. I want it to be mostly balanced and user friendly. My concern is that it may have some unintended exploits.
Rune Caster
Prerequisites: ability to cast at least one spell of 1st level or higher
When you take this feat you can imbue your spells into a rune by casting the spell as a rune, this means that you must have the object you want to put the rune on within reach for the whole duration of the casting the casting time is also affected depending on the type of rune you are storing it in.
Type of rune
There are a 3 types of rune that a spell can be stored in:
Chalk
Carved
Chiseled
Each type has a different effect alongside the spell it contains
Chalk
You must have chalk to make this rune
Chalk runes will rub of if they are treated badly or stored
Chalk runes add 10 mins to the casting time
Carved
You must have proficiency with woodcarving tools and woodcarving tools within reach for the duration of the casting in order to make this rune
This rune can only be made on a wooden surface
This rune adds 30 mins to the casting time
Chiseled
You must have proficiency with masons tools and masons tools within reach for the duration of the casting in order to make this rune
This rune can only be crafted on stone surfaces
This rune adds 1 hour to the casting time
Triggers
When making a rune you may choose the trigger conditions from the following list:
Touch
Touch by [specify creature(s)]
Touch and command word spoken
Touch by [specify creature(s)] and command word spoken
When defining creatures that can activate the rune you may be as specific or general as you want. The DM interprets exactly what you say when deciding if the rune activates in a situation.
Ranges
When you store a spell in a rune the range can be affected, for example a range of touch becomes a range of self.
Casting time
When you store a spell in a rune there is no casting time, instead it uses the use item action (not the one free use item action per turn) to activate a rune.
dnd-5e spells feats homebrew
This feat is intended to allow characters to store a spell in a rune (like you see in many dungeons) with activation conditions. It is intended to scale with the party as the party gets better spells. I want it to be mostly balanced and user friendly. My concern is that it may have some unintended exploits.
Rune Caster
Prerequisites: ability to cast at least one spell of 1st level or higher
When you take this feat you can imbue your spells into a rune by casting the spell as a rune, this means that you must have the object you want to put the rune on within reach for the whole duration of the casting the casting time is also affected depending on the type of rune you are storing it in.
Type of rune
There are a 3 types of rune that a spell can be stored in:
Chalk
Carved
Chiseled
Each type has a different effect alongside the spell it contains
Chalk
You must have chalk to make this rune
Chalk runes will rub of if they are treated badly or stored
Chalk runes add 10 mins to the casting time
Carved
You must have proficiency with woodcarving tools and woodcarving tools within reach for the duration of the casting in order to make this rune
This rune can only be made on a wooden surface
This rune adds 30 mins to the casting time
Chiseled
You must have proficiency with masons tools and masons tools within reach for the duration of the casting in order to make this rune
This rune can only be crafted on stone surfaces
This rune adds 1 hour to the casting time
Triggers
When making a rune you may choose the trigger conditions from the following list:
Touch
Touch by [specify creature(s)]
Touch and command word spoken
Touch by [specify creature(s)] and command word spoken
When defining creatures that can activate the rune you may be as specific or general as you want. The DM interprets exactly what you say when deciding if the rune activates in a situation.
Ranges
When you store a spell in a rune the range can be affected, for example a range of touch becomes a range of self.
Casting time
When you store a spell in a rune there is no casting time, instead it uses the use item action (not the one free use item action per turn) to activate a rune.
dnd-5e spells feats homebrew
dnd-5e spells feats homebrew
edited 1 hour ago
asked 1 hour ago


rpgstar
1,352331
1,352331
What do you mean with "range can be affected"? Does it always become self, ie. the one touching the rune?
– Szega
1 hour ago
@Szega I'm yet to figure out what happens to spells of range other than self or touch. both of which become self. AOE I was considering putting the origin on the rune but I'm not certain about ranged spells like magic missile
– rpgstar
1 hour ago
Do runes last forever once cast? i.e. until spent. Or will they wear out if not activated?
– linksassin
1 hour ago
@linksassin the chalk ones wear out if stored or if rubed/rained on, the wood ones can be burned or hacked at with an axe. the stone ones are the most permanent ones being that they can only be removed by hacking at it with something metal.
– rpgstar
1 hour ago
Note that we have a meta post which helps with asking homebrew questions
– Sdjz
1 hour ago
 |Â
show 1 more comment
What do you mean with "range can be affected"? Does it always become self, ie. the one touching the rune?
– Szega
1 hour ago
@Szega I'm yet to figure out what happens to spells of range other than self or touch. both of which become self. AOE I was considering putting the origin on the rune but I'm not certain about ranged spells like magic missile
– rpgstar
1 hour ago
Do runes last forever once cast? i.e. until spent. Or will they wear out if not activated?
– linksassin
1 hour ago
@linksassin the chalk ones wear out if stored or if rubed/rained on, the wood ones can be burned or hacked at with an axe. the stone ones are the most permanent ones being that they can only be removed by hacking at it with something metal.
– rpgstar
1 hour ago
Note that we have a meta post which helps with asking homebrew questions
– Sdjz
1 hour ago
What do you mean with "range can be affected"? Does it always become self, ie. the one touching the rune?
– Szega
1 hour ago
What do you mean with "range can be affected"? Does it always become self, ie. the one touching the rune?
– Szega
1 hour ago
@Szega I'm yet to figure out what happens to spells of range other than self or touch. both of which become self. AOE I was considering putting the origin on the rune but I'm not certain about ranged spells like magic missile
– rpgstar
1 hour ago
@Szega I'm yet to figure out what happens to spells of range other than self or touch. both of which become self. AOE I was considering putting the origin on the rune but I'm not certain about ranged spells like magic missile
– rpgstar
1 hour ago
Do runes last forever once cast? i.e. until spent. Or will they wear out if not activated?
– linksassin
1 hour ago
Do runes last forever once cast? i.e. until spent. Or will they wear out if not activated?
– linksassin
1 hour ago
@linksassin the chalk ones wear out if stored or if rubed/rained on, the wood ones can be burned or hacked at with an axe. the stone ones are the most permanent ones being that they can only be removed by hacking at it with something metal.
– rpgstar
1 hour ago
@linksassin the chalk ones wear out if stored or if rubed/rained on, the wood ones can be burned or hacked at with an axe. the stone ones are the most permanent ones being that they can only be removed by hacking at it with something metal.
– rpgstar
1 hour ago
Note that we have a meta post which helps with asking homebrew questions
– Sdjz
1 hour ago
Note that we have a meta post which helps with asking homebrew questions
– Sdjz
1 hour ago
 |Â
show 1 more comment
2 Answers
2
active
oldest
votes
up vote
1
down vote
accepted
As it stands it is extremely overpowered
As Dale M states is allows magic users to create unlimited spell scrolls during downtime with no real costs.
The closest parallel is the Glyph of Warding which is a third level spell. Though there are some restrictions on this compared to the full spell it effectively allows a level 3 spell at will. Needless to say that is extremely overpowered for a feat.
It's also very complicated. 3 kinds of runes with different requiements and casting time, this is more complex than most feats in source materials.
Suggested Changes
Limited Uses: Limiting it to once per short or long rest would reduce the ability to spam it. However given enough time it doesn't resolve the issues.
Limited Duration: Runes should only last (1) 24 hours or (2) until another one is created. Particularly option two would prevent misuse of this feat.
Add a material cost: Add some kind of material cost to the feat, say 10gp per spell level or a fixed 50gp.
Simplify it: I would suggest simplifying the feat. It is much more complex than most feats, reduce it to a single kind of rune and a one hour casting time.
add a comment |Â
up vote
3
down vote
This is very overpowered
It effectively allows the player to create unlimited spell scrolls by another name.
Or, it looks a bit like a Glyph of Warding (which uses up two spell slots) but way more useful because its portable.
What could be done to make it less powerful?
– rpgstar
1 hour ago
Almost anything - if your comment were a question it would be “too broadâ€Â. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
– Dale M
1 hour ago
I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
– linksassin
1 hour ago
note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
– rpgstar
1 hour ago
@rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
– Dale M
1 hour ago
 |Â
show 10 more comments
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
1
down vote
accepted
As it stands it is extremely overpowered
As Dale M states is allows magic users to create unlimited spell scrolls during downtime with no real costs.
The closest parallel is the Glyph of Warding which is a third level spell. Though there are some restrictions on this compared to the full spell it effectively allows a level 3 spell at will. Needless to say that is extremely overpowered for a feat.
It's also very complicated. 3 kinds of runes with different requiements and casting time, this is more complex than most feats in source materials.
Suggested Changes
Limited Uses: Limiting it to once per short or long rest would reduce the ability to spam it. However given enough time it doesn't resolve the issues.
Limited Duration: Runes should only last (1) 24 hours or (2) until another one is created. Particularly option two would prevent misuse of this feat.
Add a material cost: Add some kind of material cost to the feat, say 10gp per spell level or a fixed 50gp.
Simplify it: I would suggest simplifying the feat. It is much more complex than most feats, reduce it to a single kind of rune and a one hour casting time.
add a comment |Â
up vote
1
down vote
accepted
As it stands it is extremely overpowered
As Dale M states is allows magic users to create unlimited spell scrolls during downtime with no real costs.
The closest parallel is the Glyph of Warding which is a third level spell. Though there are some restrictions on this compared to the full spell it effectively allows a level 3 spell at will. Needless to say that is extremely overpowered for a feat.
It's also very complicated. 3 kinds of runes with different requiements and casting time, this is more complex than most feats in source materials.
Suggested Changes
Limited Uses: Limiting it to once per short or long rest would reduce the ability to spam it. However given enough time it doesn't resolve the issues.
Limited Duration: Runes should only last (1) 24 hours or (2) until another one is created. Particularly option two would prevent misuse of this feat.
Add a material cost: Add some kind of material cost to the feat, say 10gp per spell level or a fixed 50gp.
Simplify it: I would suggest simplifying the feat. It is much more complex than most feats, reduce it to a single kind of rune and a one hour casting time.
add a comment |Â
up vote
1
down vote
accepted
up vote
1
down vote
accepted
As it stands it is extremely overpowered
As Dale M states is allows magic users to create unlimited spell scrolls during downtime with no real costs.
The closest parallel is the Glyph of Warding which is a third level spell. Though there are some restrictions on this compared to the full spell it effectively allows a level 3 spell at will. Needless to say that is extremely overpowered for a feat.
It's also very complicated. 3 kinds of runes with different requiements and casting time, this is more complex than most feats in source materials.
Suggested Changes
Limited Uses: Limiting it to once per short or long rest would reduce the ability to spam it. However given enough time it doesn't resolve the issues.
Limited Duration: Runes should only last (1) 24 hours or (2) until another one is created. Particularly option two would prevent misuse of this feat.
Add a material cost: Add some kind of material cost to the feat, say 10gp per spell level or a fixed 50gp.
Simplify it: I would suggest simplifying the feat. It is much more complex than most feats, reduce it to a single kind of rune and a one hour casting time.
As it stands it is extremely overpowered
As Dale M states is allows magic users to create unlimited spell scrolls during downtime with no real costs.
The closest parallel is the Glyph of Warding which is a third level spell. Though there are some restrictions on this compared to the full spell it effectively allows a level 3 spell at will. Needless to say that is extremely overpowered for a feat.
It's also very complicated. 3 kinds of runes with different requiements and casting time, this is more complex than most feats in source materials.
Suggested Changes
Limited Uses: Limiting it to once per short or long rest would reduce the ability to spam it. However given enough time it doesn't resolve the issues.
Limited Duration: Runes should only last (1) 24 hours or (2) until another one is created. Particularly option two would prevent misuse of this feat.
Add a material cost: Add some kind of material cost to the feat, say 10gp per spell level or a fixed 50gp.
Simplify it: I would suggest simplifying the feat. It is much more complex than most feats, reduce it to a single kind of rune and a one hour casting time.
edited 2 mins ago
answered 10 mins ago


linksassin
934218
934218
add a comment |Â
add a comment |Â
up vote
3
down vote
This is very overpowered
It effectively allows the player to create unlimited spell scrolls by another name.
Or, it looks a bit like a Glyph of Warding (which uses up two spell slots) but way more useful because its portable.
What could be done to make it less powerful?
– rpgstar
1 hour ago
Almost anything - if your comment were a question it would be “too broadâ€Â. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
– Dale M
1 hour ago
I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
– linksassin
1 hour ago
note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
– rpgstar
1 hour ago
@rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
– Dale M
1 hour ago
 |Â
show 10 more comments
up vote
3
down vote
This is very overpowered
It effectively allows the player to create unlimited spell scrolls by another name.
Or, it looks a bit like a Glyph of Warding (which uses up two spell slots) but way more useful because its portable.
What could be done to make it less powerful?
– rpgstar
1 hour ago
Almost anything - if your comment were a question it would be “too broadâ€Â. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
– Dale M
1 hour ago
I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
– linksassin
1 hour ago
note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
– rpgstar
1 hour ago
@rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
– Dale M
1 hour ago
 |Â
show 10 more comments
up vote
3
down vote
up vote
3
down vote
This is very overpowered
It effectively allows the player to create unlimited spell scrolls by another name.
Or, it looks a bit like a Glyph of Warding (which uses up two spell slots) but way more useful because its portable.
This is very overpowered
It effectively allows the player to create unlimited spell scrolls by another name.
Or, it looks a bit like a Glyph of Warding (which uses up two spell slots) but way more useful because its portable.
answered 1 hour ago


Dale M
95.9k19247437
95.9k19247437
What could be done to make it less powerful?
– rpgstar
1 hour ago
Almost anything - if your comment were a question it would be “too broadâ€Â. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
– Dale M
1 hour ago
I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
– linksassin
1 hour ago
note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
– rpgstar
1 hour ago
@rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
– Dale M
1 hour ago
 |Â
show 10 more comments
What could be done to make it less powerful?
– rpgstar
1 hour ago
Almost anything - if your comment were a question it would be “too broadâ€Â. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
– Dale M
1 hour ago
I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
– linksassin
1 hour ago
note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
– rpgstar
1 hour ago
@rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
– Dale M
1 hour ago
What could be done to make it less powerful?
– rpgstar
1 hour ago
What could be done to make it less powerful?
– rpgstar
1 hour ago
Almost anything - if your comment were a question it would be “too broadâ€Â. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
– Dale M
1 hour ago
Almost anything - if your comment were a question it would be “too broadâ€Â. Feats that do things with magic usually have a per day limit and an (implicit) time limit.
– Dale M
1 hour ago
I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
– linksassin
1 hour ago
I was about to answer but this basically covers it. Your feat is basically allowing the third level spell Glyph of Warding to be cast at will. Extremely overpowered and this site isn't suited to giving iterative advice,
– linksassin
1 hour ago
note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
– rpgstar
1 hour ago
note that spells effect whoever touches it whether it is good or bad, and the components/spellslot still have to be used when the rune is made. also it requires tool proficiency to make ones that last any reasonable time.
– rpgstar
1 hour ago
@rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
– Dale M
1 hour ago
@rpgstar so I’ll spend 3 weeks making as many as I can and then go adventuring for a day.
– Dale M
1 hour ago
 |Â
show 10 more comments
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f134122%2fis-this-runecaster-feat-balanced%23new-answer', 'question_page');
);
Post as a guest
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Sign up or log in
StackExchange.ready(function ()
StackExchange.helpers.onClickDraftSave('#login-link');
);
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
What do you mean with "range can be affected"? Does it always become self, ie. the one touching the rune?
– Szega
1 hour ago
@Szega I'm yet to figure out what happens to spells of range other than self or touch. both of which become self. AOE I was considering putting the origin on the rune but I'm not certain about ranged spells like magic missile
– rpgstar
1 hour ago
Do runes last forever once cast? i.e. until spent. Or will they wear out if not activated?
– linksassin
1 hour ago
@linksassin the chalk ones wear out if stored or if rubed/rained on, the wood ones can be burned or hacked at with an axe. the stone ones are the most permanent ones being that they can only be removed by hacking at it with something metal.
– rpgstar
1 hour ago
Note that we have a meta post which helps with asking homebrew questions
– Sdjz
1 hour ago