Sorcerer
Base Class: Sorcerer

I liked a lot the idea from the UA giant options about the wizard Runecrafter, but after thinking a little bit and reading my Biggby's book I thought about make this subclass for sorcerers, so here are my ideas, a lot of stuff it's the same than the UA options so, if you have an idea or problem with the balance please comment and let me know about your thoughts.


 

Runic Channelers are sorcerers who bear ancient, mystical runes within their very being. These powerful symbols grant them unparalleled insight and control over the arcane. With the ability to decipher all languages and harness the runes' might, they invoke runes to bestow life, wage war, or soar like the wind. As they delve deeper into their runic abilities, Runic Channelers become formidable protectors, using sigils to ward off threats and etching enmity runes to unleash curses upon their foes. If you choose the Runic Channeler subclass, your connection to these enigmatic symbols will guide your magical journey in unique and powerful ways.

Runic Spells

1st-level Runic Channeler feature

You learn additional spells when you reach certain levels in this class, as shown on the Runic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Runic Spells
SORCERER LEVEL SPELLS
1st Detect Magic, Fog Cloud
3rd Detect Thoughts, Enlarge/Reduce
5th Dispel Magic, Sending
7th Control Water, Stone Shape
9th Telekinesis, Wall of Stone

 

Runes of Understanding

1st-level Runic Channeler feature

Your synergy with runes has unlocked the ability to decode runes and languages, regardless of their origin. You always have Comprehend Languages prepared, you can cast it without expending a spell slot, and the spell doesn’t count against the number of spells you have prepared.

Runic Empowerment

3rd-level Runic Channeler feature

You learn how to amplify your magic through the application of various runes. Your knowledge of these runes is stored in your body, though you determine the runes’ cosmetic appearance.

When you use Metamagic, you can invoke one of the following runes:

  • Life Rune. When you invoke this rune, choose one creature you can see within 30 feet of you (you can choose yourself). The chosen creature gains temporary hit points equal to 5 times the number of Sorcery Points expended.
  • War Rune. When you invoke this rune, choose one creature you can see within 30 feet of you. Until the end of your next turn, attack rolls made against the chosen creature gain a bonus equal to half the number of Sorcery Points expended (rounded down, minimum of +1).
  • Wind Rune. When you invoke this rune, your speed increases by a number of feet equal to 5 times the number of Sorcery Points expended, and your movement doesn’t provoke opportunity attacks. These benefits last until the start of your next turn.

You can invoke no more than one rune per turn.

Rune Recovery

6th-level Runic Channeler feature

Your synergies of runes have grown immensely, allowing you to restore your energy even in a short time. You recover half of your Sorcery Points when you make a short rest.

Sigil of Warding

6th-level Runic Channeler feature

You can call on a rune of protection to guard yourself against threats. When you fail a Strength, Dexterity, or Constitution saving throw, you can use your reaction to expend 4 Sorcery Points and succeed on the saving throw instead.

Engraved Enmity

14th-level Runic Channeler feature

You have mastered the art of wielding your runes directly against your foes.

As a bonus action, you can expend 6 sorcery points and target one creature you can see within 60 feet of yourself. The creature must succeed on a Wisdom saving throw against your spell save DC or be magically marked by an enmity rune.

The enmity rune appears as a faintly glowing mote of energy that hovers over the marked creature, which suffers the following effects:

  • Rune's Bane. The creature has disadvantage on saving throws made against spells you cast.
  • Unveiled Enemy. The radiance of the glowing rune makes the creature visible if it’s invisible, and the creature can’t become invisible while the rune persists.
  • Woeful Curse. When you mark the creature, and as a bonus action on subsequent turns for the duration, you can invoke the enmity rune to curse the creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack roll, the target also takes 1d8 force damage, and the curse ends.

The enmity rune lasts for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

Runic Overload

18th-level Runic Channeler feature

You can unleash the full potential of your runes in a moment of overwhelming magic.

You can spend 8 Sorcery Points to enter a state of Runic Overload for 1 minute. While in this state, your spellcasting becomes extraordinarily potent. Whenever you cast a spell, you can choose to cast it as if using a spell slot one level higher than the one you actually used, and when you deal damage with a spell, you can add your Charisma bonus to the damage dealt (minimum of +1). Additionally, you gain resistance to all damage from spells.

After the minute ends, you suffer one level of exhaustion.

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