Base Class: Sorcerer
Through a dark fey bloodline, a tragic accident, or dealings with the Unseelie Court, you have manifested the ability to both create and manipulate various signs, runes and hexes that can bring ruin to some and bolster strength for others.
Sigil Scripting
Your knowledge of signs, sigils, and runes has allowed you to decipher ancient scripts and writings in other languages, no matter their origin. You always have the Comprehend Languages prepared, you are able to cast it at will, and it doesn't count against the number of spells you have prepared.
Additionally, you can mix the verbal component of spells you know into words you speak. You may cast spells with a verbal component by speaking regularly or mixing in a specific phrase into conversation for 1 minute while casting the spell once per long rest. The amount of times you can activate this ability increases at higher levels: 3 at 6th level, 5 at 10th level, 7 at 14th level.
Hexen Markings
Starting at 1st level, you have learned to manifest magical signs to evoke ancient yet powerful magics. These magical signs are stored on your body, though you determine the runes’ cosmetic appearance. For example, your sigils could be engraved into your arms, glowing whenever you cast a spell, or you could work the shape and meaning of runes or glyphs directly into a spell’s somatic and verbal components.
You have an amount of Blank Sigils equal to your Proficiency bonus + your Intelligence modifier (minimum 1). You may Evoke a Sigil by expending a Blank Sigil when you cast a leveled spell. You may evoke no more than one sigil per spell and may have one of each Sigil active at a time. Your sigils are shown below:
Blistering Hex. When you evoke this sigil, you curse a creature within 30 ft. you can see with pulsing agony. That creature takes damage equal to 2 times the spell slot expanded. At the start and end of that creature's turn for the next minute, it must succeed on an Constitution saving throw equal to your spell save DC, or it takes 1d6 psychic damage. If it succeeds, it takes no damage. When it takes damage this way, until the start or end of their next turn based on which next, they have disadvantage on Intelligence saving throws. If they succeed this save, this effect is ended.
Rune of Ruin. When you evoke this sigil, you enchant a 30 ft. circle that you can see with a ruinous omen. Each creature within the circle movement speed is reduced by 5 times the spell slot expanded. For 1 minute, whenever a creature starts its turn within the circle, it must succeed on an Strength saving throw equal to your spell save DC, or be knocked prone and take 1d6 force damage. Creatures that succeed take half as much damage and are not knocked prone.
Glyph of Forbiddance. When you evoke this sigil, you charm a creature 30 ft. away that you can see (you can choose yourself). Each creature of your choice within 10 ft. of that creature is moved back 5 feet for every spell slot expanded and takes 1d10 lightning damage. Whenever a creature within 10 ft. of the target would be targeted by an effect, that creature must succeed on an Dexterity saving throw or take 1d6 lightning damage and be moved away from that creature 5 ft. Creatures that succeed take half as much damage and are not moved.
The d6 damage dealt by Sigils increases at higher levels: 2d6 at 5th level, 3d6 at 8th level, 4d6 at 11th level, 5d6 at 15th, and 6d6 at 18th level.
Strengthening Symbols
Starting at 6th level, you can channel the energy of the sigils on your body to bolster you in times of need. When you fail a Strength, Dexterity, or Constitution saving throw, you can use your reaction to expend one of your Blank Sigil and reroll the saving throw.
Woven into the Weave
At 6th level, when you allow magic to flow through you, it guides you through the weave to other magics you are familiar with.
When you or a creature near you cast a leveled spell, activate a magical effect of a magic item, or trigger a magical effect, strands of ancient signs guide you to all nearby cursed or enchanted objects within 30 ft. of you, dispersing after 6 seconds. You are not informed as to if an object is enchanted or cursed by these strands or if it is a spell or other magical effect.
Additionally, whenever a curse or spell with the debuff effect would only target you, you can use your reaction to gain advantage on the roll against it or are able to make a DC 16 Wisdom saving throw against it. If it was a spell, that spell instantly fails on you. If it was a curse effect, that curse fails and has no effect on you. When an effect like this would fail against you, you gain +1 AC until that effect would end. You may activate this once per long rest.
Unbound Arcane
At 14th level, your sigils bind each drop of blood within you to the Weave itself, allowing your body to unleash the true power of your ancient signs. As an action you may expend 6 Sorcery points and cast a spell to unbind yourself from flesh, your form held together by your sigils for an amount of minutes equal to the level of the spell cast. When you do so, you gain the following benefits:
- You have a resistance to damage from spells and no effect can force you to have disadvantage on a saving throw or spell effect.
- Your spell DC increase by 2 and you gain advantage on spell attack against creatures who have been affected by your Sigil in the last 6 seconds.
- When a creature dies with a Sigil on them, to a Sigil, or in range of a Sigil effect, as a reaction you make move that Sigil to a target within 30 ft. of the dead creature.
Additionally, you may transfer three sorcery points into a Blank Sigil when you convert sorcery points into spell slots or the opposite and you gain a +1 to your AC for each Evoked Sigil active.
Beckoning Remnants
At 18th level, you've reached the peak of mortal potential with your arcane bloodline.
Your sigils are tied directly to the magical Weave, shattering barriers others could never dream of. Damage your Sigils deal cannot be resisted and ignore invulnerability. Whenever you successfully hit a creature with a single targeting effect or when they take damage from a Sigil, you may expend two Sorcery Points to force that creature to become Blinded or Poisoned until the end of their next turn.
Any creature of your choice who starts their turn within 10 ft. of you must make a Constitution saving throw equal to your spell save DC or take 2d10 force damage. If this creature is afflicted by a Sigil, that creature is moved 15 ft. away from you.
Additionally, when you cast Bestow Curse, you no longer need to maintain concentration when cast it, and can use Blank Glyphs to cast it at 5th level.
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