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<blockquote data-quote="Mistwell" data-source="post: 6523044" data-attributes="member: 2525"><p>Just re-skin Draconic. </p><p></p><p>Runic Power: Choose one Rune of Power. The damage type associate with each Rune of Power is used by features you gain later [name the various Runes]</p><p></p><p>Rune of Resilience: As runic magic flows through your body, it causes physical manifestations of your power to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, your skin slowly becomes covered with faintly glowing runes of power. When unarmored, these runes provide an AC equals 13 + your Dexterity modifier.</p><p></p><p>Rune of Elemental Might: Starting at 6th level, when you cast a spell that deals damage of the type associated with your Runic Power, add your Constitution modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.</p><p></p><p>Rune of Flight: At 14th level, as a bonus action you gain the ability to draw a rune on your chest that grants you the power of flight. You gain a flying speed equal to your current speed. Your flight lasts until you dismiss the rune as a bonus action on your turn. You cannot draw this rune while wearing armor, unless the armor is made to accommodate a space on your chest to allow for the drawing of the rune. </p><p></p><p>Rune of Dread: Beginning at 18th level, you can draw the Rune of Dread, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power, and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6523044, member: 2525"] Just re-skin Draconic. Runic Power: Choose one Rune of Power. The damage type associate with each Rune of Power is used by features you gain later [name the various Runes] Rune of Resilience: As runic magic flows through your body, it causes physical manifestations of your power to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, your skin slowly becomes covered with faintly glowing runes of power. When unarmored, these runes provide an AC equals 13 + your Dexterity modifier. Rune of Elemental Might: Starting at 6th level, when you cast a spell that deals damage of the type associated with your Runic Power, add your Constitution modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour. Rune of Flight: At 14th level, as a bonus action you gain the ability to draw a rune on your chest that grants you the power of flight. You gain a flying speed equal to your current speed. Your flight lasts until you dismiss the rune as a bonus action on your turn. You cannot draw this rune while wearing armor, unless the armor is made to accommodate a space on your chest to allow for the drawing of the rune. Rune of Dread: Beginning at 18th level, you can draw the Rune of Dread, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power, and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours. [/QUOTE]
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