Sorcerer
Base Class: Sorcerer

Your innate magic comes from an instinctual understanding of magic glyphs and arcane symbols. You might have discovered it when you were a child and your parents found you scribbling runes in the and before you could even walk, or it may have manifested later during arcane studies when you supernaturally excelled at somatic components and performing rituals, or a multitude of other situations. Whatever the case, written magic is second nature to you.

Arcane Scribe

Starting at 1st level, your intuitive proclivity for magic scripts allows you to gain abilities normally outside of your domain.

Choose one of the following two options:

  • You may learn 3 rituals from any spell list. Whenever you level up, you may exchange one known ritual spell for another ritual spell of a level you can cast.
  • You may gain the warlock eldritch invocation Eyes of the Rune Keeper as a Glyph Magic feature.
  • You may add your proficiency bonus twice whenever you roll for Arcana (Expertise)
Arcane Scribe: Additional Rituals

Starting at 1st level, you may learn up to 3 rituals from any class list.

Whenever you gain a level, you may exchange a ritual spell for another that is at a level you can cast.

Arcane Scribe: Arcana Expertise

Starting at 1st level, whenever you make an Arcana check, add your proficiency bonus twice to the roll.

Arcane Scribe: Eyes of the Rune Keeper

Starting at 1st level, you can read all writing.

Glyph Casting

Starting when you choose this origin at 1st level, in order to cast spells you must prepare them in a ritual which you can accomplish as part of a long rest. When you cast a spell, it is stored within a glyph on your body until your next long rest. Expend all your spell slots, choosing a specific spell for each level, which your innate magic stores within yourself until it is recast or your next long rest as though you are continuously holding your action to cast any of these spells. Because you have already cast all the spells, you recast the spell using only a somatic component unique to you and your magic; however, recasting the spell takes the same amount of time it would take to cast the spell normally, and counts the same as casting a spell in regards to Counterspell.

At higher levels, you must also spend the sorcery points whenever you choose the spells to glyph cast, and expend those sorcery points either for additional spells or as Meta Magic to individual spells.

Meta Magic: Empowered Glyph

Starting at 6th level, you gain a new Meta Magic. Whenever you prepare spells during a long rest, you can spend sorcery points in increments of 2 to raise the level of the spell by 1.

Glyph Half Life

Starting at 14th level, whenever you don't use a spell that has been modified with Empowered Glyph, instead of fading away at the beginning of your next long rest the spell loses Empowered Glyph but carries over as a regular spell as though it had just been cast.

Spell Slinger

Starting at 18th level, all of your glyph cast spells may be cast as Quickened Spells.

In addition, you may ignore restrictions on how many spells can be cast per turn.

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