Sorcerer
Base Class: Sorcerer

A practitioner of ancient and potent rune magic, wielding symbols that channel the raw essence of the arcane. An ancient and powerful inheritance passed down from generations of arcanists. You have an enate gift of harnessing the ancient and enigmatic power of runes to cast and enhance arcane spells.

Arcane Runes

1st-Level Runic Arcanist Feature

You have learned to inscribe mystical runes that channel arcane energy. You can inscribe a rune on an object or surface as part of casting a spell, adding a minor effect or alteration to the spell (like changing its damage type or casting time). Refer to the Arcane Runes table below to see how many runes you can have active at one time.

Sorcerer Level # Active Runes Available Runes Fatigue
1 2 Rune of Origin, Rune of Light, Rune of the Elements Unlimited
3 3 Rune of Duration, Rune of Power, Rune of Reach Low
5 3 Rune of Duplicity, Rune of Silence, Rune of Quickness Low
7 3 Rune of Resistance, Rune of the Sea Low
9 3 Rune of the Sky Moderate
11 4 Rune of Suspension Moderate
13 4 Rune of Exploitation Moderate
15 4 Rune of Truesight High
17 4 Rune of Shadow High
19 5 Rune of Restoration High

 


 

Fatigue
Unlimited Low Moderate High
No Limit Twice per Short Rest Once per Short Rest Once per Long Rest

 

Rune of Origin:
This Rune must be active in order to cast spells and activate other runes, as the Rune of Origin is your hands-free spellcasting focus, Font of Magic, and source of your ancient runic magic. 

Rune of Light:
While active, you can choose to shed bright light in a 20ft radius centered on you, or give yourself 60ft Dark Vision. Up to 120ft if you already have Dark Vision.

Rune of Duration:
When you cast a spell that has a duration of 1 minute or longer, you can activate this Rune to double its duration, to a maximum duration of 24 hours

Rune of Power:
When you roll damage for a spell, you can activate this Rune to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

Rune of Reach:
When you cast a spell that has a range of 5 feet or greater, you can activate this Rune to double the range of the spell, or give a touch spell the range of 30ft.

Rune of Duplicity:
When you cast a spell that targets only one creature and doesn’t have a range of self, you can activate this Rune to target a second creature in range with the same spell.

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are. Low Arcanist Fatigue for Spell Levels 1-3 . Moderate Arcanist Fatigue for Spell Levels 4-6. High Arcanist Fatigue for Spell Levels 7-9.

Rune of Silence:
When you cast a spell, you can activate this Rune to cast it without any somatic or verbal components.

Rune of Quickness:
When you cast a spell that has a casting time of 1 action, you can activate this Rune to change the casting time to 1 bonus action for this casting. If you transform a leveled spell to a bonus action, you can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

Rune of the Elements:
When this Rune is activated, at the start of the day choose a damage element, until the next long rest you can add your Charisma modifier to one damage roll when you cast a spell using that element. 

Rune of Resistance:
When this Rune is activated, at the start of the day choose a damage element, until the next long rest you are resistant to damage from that element.

Rune of the Sea:
When this Rune is activated, you grow webbed toes and fingers and you gain a swimming speed of 60ft. You are also able to breathe underwater.

Rune of the Sky:
When this Rune is activated, you grow magnificent wings and gain a flying speed of 30ft, and ranged attacks have disadvantage against your new agile form.

Rune of Suspension:
When you cast a spell, you can activate this Rune to suspend a spell at the moment of casting and the spell is contained within a small rune for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the rune is destroyed, it vanishes in a flash of light, and the spell is lost. A creature holding the rune can use its action to release the spell within, whereupon the rune disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Rune of Exploitation:
When you you hit a creature with a spell requiring an attack roll, you can activate this Rune to make the hit a CRITICAL SUCCESS.

Rune of Truesight:
When this Rune is activated, you gain Truesight out to 30ft for 10 minutes. A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range.

Rune of Shadow:
When this Rune is activated, you transform into a shadow. 
In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Rune of Restoration:
When this Rune is activated, you gain the ability to overcome grievous injuries. As an action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

 

Party Favors

You're now well versed at Carving and Weaving Runes. Your allies can now call on you to inscribe their skin, weapons, armor and other objects with runic sigils. However, let's hope they don't get too greedy! You must ration your fount of magic to maintain your arcane prowess in battle! Refer to the Party Favors table below for more details:

Sorcerer Level Total # of Favors Party Favors
6 4 Enhanced Arcane Focus +1, Enhanced Weapon +1, Enhanced Defense +1, Elemental Resistance,
12 6 Enhanced Arcane Focus +2, Enhanced Weapon +2, Enhanced Defense +2
18 8 Ability Score Improvement +2, Elemental Immunity (Only 1 of each)

 

Remember! Your level 18 Party Favors can only be used once per favor! (Por favor!)

Elder Runes

14th-Level Runic Arcanist Feature

You gain access to ancient and powerful runes that can be used once per long rest. These runes can create massive area effects, such as a storm of elemental energy, a field of anti-magic, or bind multiple creatures to the earth.

Sigil of Storms. As an action, you inscribe an area with a magical sigil. Using your bonus action, you can utter your passphrase, creating a storm of hurricane-like winds and lighting erupt in a 20-foot-radius sphere centered on the sigil, and lasts for 1 minute. If a creature is caught in the sigil's area, they take 4d10 damage each turn. This area is considered difficult terrain, and halves flying, swimming, and walking speeds.

Sigil of Anti-Magic. As an action, you inscribe an area with a magical sigil. Using your bonus action, you can utter your passphrase, a 20-foot-radius sphere of anti-magic energy materializes centered on the sigil, and lasts for 1 minute.

Sigil of Binding. As an action, you inscribe an area with a magical sigil. Using your bonus action, you can utter your passphrase, vines and foliage erupt from the earth creating a 20-foot-radius sphere. Any creature starting or ending their turn in the area must make a strength saving throw, or be restrained. This area is considered difficult terrain, and halves flying, swimming, and walking speeds.

Sorcerer's Second Wind

18th-Level Runic Arcanist Feature

As a bonus action, you can call upon your ancestors to grant you a second wind. Choose one of your Runes and activate it without Fatigue. You can use this once per long rest.

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