Sorcerer
Base Class: Sorcerer

Your innate magic comes from a rune placed within you from your birth. This rune is the source of your power and has been blessed and created by either a powerful magic user before your time, a powerful entity or the divine. Your rune is forever a part of you and will live alongside you for your entire life and will grow alongside you. However, your rune is meant for either good or evil and if you drift away from that your rune may start to reject you.  

Rune Repulsion

Beginning at 1st level, your rune is attuned to a specific alignment that you start out at (you can choose what alignment the rune is attuned to). Whenever you act out of that alignment or move/change your alignment your rune will start to repel you. When the rune is in this state, whenever you cast a spell you must roll a separate d20. If you roll a natural one two times your rune has fully repelled you. In this fully repelled state you do not regain spell slots after a long rest, all spell attacks made by you are at disadvantage and anyone that makes a save against any of your spells has advantage on the saving throw. 

You can spend one long rest to re-attune and change the alignment of your rune. You do not gain the benefits of a long rest and gain one level of exhaustion due to you not resting for the duration of the rest. If you move away from the new alignment you have attuned your rune to you must re-attune and change the alignment of the rune over another long rest and the same rune repulsion effects occur. 

NOTE: Your rune DOES NOT consume one of your attunement slots.

Runic Dice

Additionally, at 1st level, you gain d4’s equal to your sorcerer level and you gain an additional d4 per level. You can only expend runic die up to half your sorcerer level (rounded down) at a minimum of 1 die expended at any one given time.

Rune Defence

At 1st level, your rune manifests as you gain an additional bit of defence for yourself. When you make a saving throw against an effect, you are able to use your reaction to expend runic die, up to half of your sorcerer level (rounded down) at a minimum of 1 die expended at once, and add the result to your roll. 

Rune Powering

As you improve and your rune has become more adept at travelling as well as combat it has started to power itself up and draw some more power from the weave. Starting at 6th level, when you deal damage with a levelled spell you can expend three sorcery points to add extra d4’s from your rune to the spell damage. You can only expand Runic dice up to half your sorcerer level (rounded down) at a minimum of one. If the spell targets multiple creatures, you can only target one creature with the additional damage from this feature.

Evolution of Power

When you reach 14th level, your runic dice become d6’s instead of d4’s. 

Empowerment Storage

 At 18th level, whenever you take damage you can use your reaction to expend 7 Sorcery points to reduce the damage by expending dice from your rune. Up to half your sorcerer level (rounded down) at a minimum of 1. This damage is stored into your rune for 1 minute. The next time you damage creatures with a spell, you can use your bonus action to make them take force damage equal to the stored damage in your rune.

If you hold the stored power in your rune for longer than one minute you take damage equal to the power stored and the damage can’t be reduced in any way. If you take the stored damage whilst you are concentrating on a spell you must make the concentration save at disadvantage. You can only use this ability once per long rest.

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