Sorcerer
Base Class: Sorcerer

These Sorcerers are born possessing runes in their blood and soul. They awaken these runes when they become ready, manifesting them in a pouch with Runestones inside.

Pouch of Runes

Starting at the 1st level, you awaken your runes in the form a a pouch containing stones engraved with runes. The runes act as your spell slots, and you cast spells by holding one in your hand. After the spell is used, the runes disappear into thin air, and come back as your spell slots would. Grabbing and holding your runes are a free action, meaning you cast spells as any sorcerer would.

The pouch of runes you have cannot be used by other creatures, and if lost, you can summon it back with a bonus action.

Power Runes

At the first level, you are able to choose a Power Rune. These runes are powerful runes that can be used to do unique things.

You can use these power runes once per long rest, which increases at the 6th, 14th, and 18th level.

Power Rune : Beast

This Power Rune allows you to summon a magical beast that follows your command as an action.

The beast takes the form of any creature of your choice of CR 1 or less. This beast is a translucent, magical being that classifies as a fey.

This beast has hit points equal to twice your hit points, and lasts until you long rest. The beast can communicate with you telepathically, and will follow your commands.

As a bonus action, you can command your beast to take it's turn thought it deals only half it's original damage. If you do not command it, the beast takes the dodge action.

Power Rune : Blade

This Power Rune allows you to summon a blade from thin air with your bonus action.

This blade last for 10 minutes, and is considered magical for the purposes of overcoming immunity. The blade takes the form of a translucent sword of pure magical energy which glows with dim light in a 6ft radius.

The Blade does 1d10 + your spellcasting modifier damage, and when you hit a creature with this blade, you can spend a 1st level spell slot to increase the damage by 2d10 damage ( this increases by 1d10 per each spell slot level above this ).

Power Rune : Shield

This Power Rune allows you to summon a shield of magic that levitates around you as an action.

This shield lasts for 10 minutes, and takes the form of a translucent magical shield. The shield grants you +3 to your AC for the duration.

You can also, instead of the AC increase, step on your shield as a free action, and use it to gain a fly speed (hover) equal to your normal speed.

Rune Shaper

Starting at the 6th level, your power runes become even more powerful.

Power Rune : Blade

Your blade now lasts forever, and your power rune is instead used to recall the blade if you loose it.

Additionally, you can now add your proficiency bonus to the damage.

Power Rune : Shield

Your shield is now permanent, and increases your AC by +4 instead of 3. Whenever you step on your shield, you can use your power rune to double it's movement speed for 10 minutes. Additionally, your shield now does not hover, but fully fly instead.

Power Rune : Beast

Your beast now do not disappear when you long rest, and you gain another beast of CR 2 or below. Your power rune now enables your beast to act on your command after your turn instead of during your bonus action. You can decide which beast goes first, and they both do halved damage. The power rune lasts for 10 minutes.

Elemental Runes

Starting at the 14th level, you can now manifest elements inside your runes.

Whenever you cast a spell, you can spend three sorcery point to roll a 1d10, effecting the spell in some way.

  1. Poison - Your spell damage type becomes poison, and the creature hit takes 1d6 extra damage at the end of their turns for 1d4 turns
  2. Fire - Your spell damage type becomes fire, and the creature hit takes an additional 1d10 fire damage
  3. Cold - Your spell damage type becomes cold, and the creature hit has 10ft less movement speed for 1d4 turns
  4. Lightning - Your spell damage type becomes lightning, and whenever the creature hit is hit again with any lightning damage, it takes 1d12 extra damage. This lasts for 1 minute.
  5. Necrotic - Your spell damage type becomes necrotic, and the creature hit's max HP is lowered by half the spell's damage. This lasts until it long rests
  6. Psychic - Your spell damage type becomes psychic, and the creature hit rolls a wisdom save ( your spellcasting dc), on a fail, they receive one level of exhaustion.
  7. Acid - Your spell damage type becomes acid, and if the creature hit is wearing armor, the armor looses one AC for one hour.
  8. Thunder - Your spell damage type becomes thunder, and the creature hit becomes deafened until the end of your next turn.
  9. Radiant - Your spell damage type becomes radiant, and the creature hit becomes frightened of you until the start of your next turn.
  10. Force - Your spell damage type becomes force, and you can choose to push or pull the creature hit by up to 15ft

 

Rune Master

Starting at the 4th level, your runes gain immense magic, allowing you to engrave your runes into yourself.

You can choose one spell of the 2rd level or lower to be able to cast at will, not needing to use any spell slots. You can change this spell once every long rest. This rune cannot be upcasted.

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