Sorcerer
Base Class: Sorcerer

Thick incense permeates your shrine room. Your bronze bell tree quivers in your hand. Your eyes flash white. The piercing sounds of the bells ricochet wildly through the smoke. Your hand stills. All goes quiet, though your ears yet ring.

After a long bout of spirit sickness that had plagued you for much of your younger years, you, desperate and barely clinging to life, finally accepted your fate and submitted to the divine spirits. Days and nights of grueling ritual followed. Your spirit parent, an experienced Manshin who guided you through the rituals, watched with relief as the spirits cascaded down into your bodily vessel with the force of a thunderous lightning striking a jujube tree. Your body was filled with pure spiritual ecstasy as you felt the spirits take up residence within you. Freshly anointed and brimming with newfound energy, you burst into spontaneous divinations as the spirits spoke their sibylline words through you. Devotees of your spirit parent, ritual musicians, and even your spirit parent lined up to receive the prophetic words of the new Manshin.

Your innate magic comes from the Momju spirit and other pantheon of spirits residing within you. You worship them daily. Your magic is manifested by talismans called bujeok. They are written on yellow mulberry paper with vermillion ink. They must be prepared in advance then burned when you cast any spell except cantrips.

Ancestral Providence

At 1st level, choose one cantrip and two 1st-level spells from the bard, druid, or cleric spell list. These spells must all come from the same list. These spells become sorcerer spells for you, but they do not count against your number of sorcerer spells known. If you later choose to replace one of these spells, you can choose the new spell from any of the above class spell lists, or from the sorcerer spell list. You must complete a 30-minute prayer to your spirits every morning to have access to these spells.

Bujeok mastery

At level 1, you channel the power of the spirits residing inside you by writing bujeok. They are written on yellow mulberry paper with vermillion ink. For maximum efficacy, they must be written during the hour of the rat (11pm-1am).  It takes 5 minutes to write one. Vermillion from natural cinnabar is expensive; in a pinch, rooster's blood will make do. The bujeok acts as your spellcasting focus. When you cast a spell that consumes a spell slot, you hold a bujeok that contains the spell in front of you. It bursts into flames and is consumed. The spell effects then take place. The act of burning up bujeok is considered a somatic component and is mandatory for the bujeok spells to be cast, even if the spell does not require a somatic component. Casting spells this way negates the need for any verbal components.

You can only cast spells this way. Cantrips are excepted. 

This feature grants you a tool proficiency in calligraphy. Add calligrapher's supplies to your inventory.

Blood Bujeok

Starting at 6th level, you can make your damaging spells more powerful by using your own blood to quickly write a more powerful bujeok.
You take 1d4 damage due to the loss of blood required to complete the bujeok. When a spell is cast this way, add as many radiant damage +4 to your damage rolls.
At level 10, the damage taken increases to 1d6. Add as many radiant damage +6 to your damage rolls.
At level 14, the damage taken increases to 1d8. Add as many radiant damage +8 to your damage rolls.

Writing Bujeok this way and casting a spell does not consume your existing Bujeok.

Five-colour flag divination

Beginning at 6th level, you attempt to divine the future using five-coloured flags of the cardinal directions. When you do so, you receive an omen from the spirits residing within yourself about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

Green (North): Bad
Yellow (Centre): Neither good nor bad
White (West): Good and bad
Blue (East): Good
Red (South): Very good

Additionally, you must make a DC 10 Charisma saving throw. If you fail, you can not spend Hit Dice to regain hit points on your next short rest as you recover from the privations of divination. Regardless of the outcome, you can't use this feature again until you finish a short or long rest.

Moved by the Spirit

When you reach 14th level, you can move into the spirit realm to quickly travel to another location in the mundane world. As a bonus action, you can magically teleport up to 60 feet to an unoccupied place you can see. Other creatures (except personal familiars) may not travel with you.

You can instead teleport up to 120 feet, but you must succeed a DC 15 Wisdom saving throw. If you fail this saving throw, you still teleport as desired, but the teleportation takes an action rather than a bonus action.

Manbuwonjin

At level 18, you can use a bonus action to throw all of your remaining bujeok (at least 20) into the air. This creates a rotating sphere of up to 20-foot in radius. This sphere is a physical barrier. Ranged attacks and ranged spell attacks cannot penetrate this sphere. It is also impossible to teleport in or out of the sphere. Upon formation, all of your thrown bujeok burst into flames. Any enemy creature within the sphere or attempting to move across it must make a dexterity saving throw. On a successful save, the creature takes 5d8 fire damage and takes half movement. On a failed save, the creature takes 10d8 fire damage and remains inside the sphere. Each hostile creature that starts its turn in the sphere or that enters it during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the sphere or until it breaks free. This sphere does not damage friendly creatures. While inside this barrier, friendly creatures are resistant to all damage. As a bonus action, you can move the sphere up to 20ft in any direction. You can also use a bonus action to dismiss the sphere before the end of its duration. This sphere lasts for 10 minutes.

A creature restrained by bujeok can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

After using this ability, you can cast spells only by using the Blood Bujeok feature until you have had a long rest and a chance to write more bujeok. Cantrips are excepted.

This ability refreshes when you have written at least 20 more bujeok.

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