Base Class: Sorcerer
A rune child is a sorcerer whose body collects and stores arcane energy in the form of natural runes, called essence runes, which are invisible beneath the skin when not in use. As rune children grow more powerful, more runes manifest on their body, and the first is usually on the forehead. When a rune child charges or uses the power of these runes, they shed a bright light. This power can be passed down through a bloodline
Essence Rune
At first level, your body begins to express your innate magic as runes traced out across your skin. You start with 1 essential rune, and gain an additional rune whenever you gain a level in this class, these runes can manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain visible when inert.
At the end of your turn which you spent one or more sorcery points, a number of your essence runes equal to the number of sorcery points you spent begin to glow with stored energy, becoming charged runes. You use these charged runes to power your features, also, as a bonus action, you may spend a sorcery point to convert two essence runes into two charged runes or vise versa.
If you have 5 or more charged runes, you emit bright light in a 5-foot radius and dim light for an additional 5 feet.
If you expend a charged rune to use one of your rune child features, it reverts to being an inert essence rune. any charged runes revert to inert essence runes after you finish a long rest.
Runic magic
Beginning at level 1, you learn additional spells when you reach a certain level in this class, as shown on the Runic Spell table. each of these spells counts as sorcerer spells for you, but it doesn't count against the number of spells you know.
When you gain a level in this class, you can replace one spell gained from this feature with another of the same level. The new spell must be an abjuration or transmutation spell from the sorcerer, warlock or wizard spell list.
Glyph of Aegis
Starting at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks. whenever you take damage, you can expend any number of charged runes as a reaction. Roll a number of d6s equal to the of runes you expend and reduce the damage from the total.
when you reach 6th level, you can touch a creature as an action and expend charged runes to transfer your protective power for up to 1 hour. the next time that creature takes damage within the next hour, it rolls 1d6 per charged rune spent and reduces the damage by the total. you cant transfer this power to a creature already under the effects of the Glyph of Aegis.
your Glyph of Aegis die becomes a d8 at 14th level.
Sigilic Augmentation
at 6th level,you can channel your runes to temporarily bolster your physical capabilities. when you make a strength, dexterity or constitution ability check, you can expend a charged rune as a reaction to gain advantage on the roll. In addition, when you are forced to make a strength, dexterity or constitution saving throw, you can use your reaction and expend a charged rune to gain advantage on the roll.
Manifest inscriptions
Also at 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you expend one charged rune to reveal hidden or invisible traps, marks, runes, wards, sensors or glyphs within 60 feet of you.They glow with dim light in a 5 foot radius for 10 minute.
You have advantage on intelligence (Arcana) checks to discern the nature of any magic revealed in this way for the duration. If the glyphs you reveal mean something in a language that you cant read, you can understand them while they are glowing as if you knew that language.
Runic Torrent
Upon reaching 14th level, you can channel runic energy to overpower even the strongest defences. when you cast a spell, you can expend 2 charged runes to cause the spells damage type to force damage instead of its usual type, additionally, all creatures targeted by the spell or within the area of the spells effect must succeed on a strength saving throw against your spell save DC or be knocked prone or pushed up to 15 feet away from the spells point of origin (your choice).
Arcane Examplar
Starting at 18th level, you can use a bonus action and expend a charged rune to become a being of pure magical energy. while in your examplar form, you gain the following benefits:
- You have a flying speed of 60 feet.
- Creatures have disadvantage on saving throws against your sorcerer spells.
- You have resistance to damage dealt by spells.
- Whenever you cant a spell of 1st level or higher, you regain hit points equal to the spells level.
Your examplar form lasts until the end of your next turn. However, you can expand a charged rune at the end of your turn (no action required) to extend the duration until the end of your next turn. you are stunned until the end of your next turn.
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