Sorcerer
Base Class: Sorcerer

wield the errant strands of power

Runes' Essence

You start with 1 essence rune, and gain an additional rune whenever you gain a level in this class.

They are invisible when inert.

At the end of a turn during 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.

Use charges to power your subclass features.

Bonus action: Spend a sorcery point to convert two essence runes into two charged runes.

If you have no sorcery points and no charged runes, Action: Convert a single essence rune into a charged rune.

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 features, it returns to being inert.

Any charged runes revert to inert essence runes after you finish a long rest.

Aegis's Glyph

Whenever you take damage, you can expend any number of charged runes as a reaction.

Roll a number of d6s equal to the number of runes you expended, and reduce the damage by the total.

Aegis's Glyph (Cont.)

You can touch a creature as an action and expend up to 3 charged runes to transfer your protective power to it 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 can't transfer this power to a creature already under this effect.

Augmentation of Sigils

You 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.

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 saving throw. Once you use this feature in this way, you can't use it in this way again until you complete a long rest.

Inscription Manifest

Reveal hidden glyphs and enchantments that surround you. As an action, you expend one charged rune to reveal hidden or invisible arcane traps, marks, runes, wards, sensors, or glyphs within 60 feet of you. They glow with dim light in a 5-foot radius for 1 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 you can't read, you can understand them while they are glowing as if you knew that language.

Torrent of Runes

Your Glyph of Aegis die becomes a d8.

When you cast a spell, you can expend 2 charged runes to cause the spell to deal force damage instead of its usual damage types. Additionally, all creatures targeted by the spell or within the spell's area 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 spell's point of origin (your choice).

Once you use this feature, you can't do so again until you complete a short or long rest.

Exemplar of the Arcane

Bonus action: Expend a charged rune to become a being of pure magical energy. While in your exemplar 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 cast a spell of 1st level or higher, you regain hit points equal to the spell's level.

Your exemplar form lasts until the end of your turn. However, you can expend a charged rune at the end of your turn (no action required) to extend the duration until the end of your next turn. When your exemplar form ends, you are stunned until the end of your next turn.

Restores on a long rest.

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