Base Class: Sorcerer
Runic Fortitude
Beginning at 3rd level, your alchemical runes protect you from harm. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.
Alchemical Imbuement
When you choose this origin at 3rd level, you learn the secret of infusing your unarmed attacks with alchemy. You gain the following benefits to your Unarmed attacks:
- You can use your Charisma instead of Strength for attack and damage rolls of your unarmed strikes.
- You can roll a d6 in place of the normal damage of your unarmed strikes. At 6th level, your strikes use a 1d8 for damage and 1d10 at level 14.
- Your unarmed strikes count as weapons worth at least 1sp for the purpose of spell casting.
Runic Inscripting
When you reach a Sorcerer level specified in the Alchemical Runes Spells table, you thereafter always have the listed spells prepared.
Sorcerer Level |
Spells |
3 |
Shield, Feather Fall |
5 |
Wind Wall, Tidal Wave |
7 |
Stoneskin, Glyph of Warding |
9 |
Freedom of Movement, Elemental Bane |
Runic Pummel
At 6th level, you may imbue your fists with alchemy, and choose to deal fire, lightning, force or cold damage instead of bludgeoning. Additionally, your unarmed strikes deal an additional 1d8 damage of the chosen damage type. Once per turn, you can spend two sorcery points to perform one of the techniques listed below based on the damage type of your unarmed strikes:
- Force Burst: Your strikes hit with a burst of wind, forcing them to make a Strength saving throw equal to your Spell Save DC to resist. On a failed save, the target is knocked prone.
- Lightning Zap: Your strikes zap your enemies with a burst of electricity, causing them to make Constitution saving throw equal to your Spell Save DC to resist. On a failed save, the target is stunned until the start of your next turn.
- Flame Fist: Your fiery strikes burn the target, causing them to take 2d8 fire damage at the start of their turn until the creature has taken an action to douse the flame.
- Frostbite: Your icy blows leaves the target feeling as though they're slowed, reducing their movement by 10 feet and preventing them from taking reactions until the start of their next turn.
Whenever you hit a creature with a cantrip attack or when a creature fails a saving throw against one of your spells and cantrips, you can expend one sorcery point to instantly move up to half your speed without provoking attack of opportunity and make an unarmed strike as a bonus action.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, once per turn, when your unarmed strike hits a target, you may deal an extra 2d4 damage equal to the spell slot level in fire, force, cold or lightning damage from the attack. If you use a spell slot higher than 1st level, the damage increases by an additional 2d4 per spell level beyond 1st.
Alchemical Defense
At 14th level, You can imbue yourself with a shimmering shield of alchemy. You gain resistance against all elemental damage types for a minute period. After this minute period you become extremely winded and cannot use it again until after a long rest or at the cost of five sorcery points.
Alchemical Apotheosis
At 18th level, you gain the ability enter a imbued combat state. For the next minute, your body radiates a flurry of runes and colors. When you activate this feature, you gain the following benefits:
- Your unarmed strikes count as all elemental damage types and ignore resistances and immunity.
- You can make three unarmed strikes instead of two whenever you take the Attack action on your turn.
- Your unarmed strikes deal an additional 3d8 damage, instead of 1d8 when using Runic Pummel on your turn.
- All targets that have to make a save against your spell modifier have disadvantage during the duration.
Once you use this action, you can’t use it again until you finish a long rest or at the cost of 7 sorcery points.
Runic Inscripting
When you reach a Sorcerer level specified in the Alchemical Runes Spells table, you thereafter always have the listed spells prepared.
Sorcerer Level |
Spells |
3 |
Shield, Feather Fall |
5 |
Wind Wall, Tidal Wave |
7 |
Stoneskin, Glyph of Warding |
9 |
Freedom of Movement, Elemental Bane |
Level 18: Alchemical Apotheosis
At 18th level, you gain the ability enter a imbued combat state. For the next minute, your body radiates a flurry of runes and colors. When you activate this feature, you gain the following benefits:
- Your unarmed strikes count as all elemental damage types and ignore resistances and immunity.
- You can make three unarmed strikes instead of two whenever you take the Attack action on your turn.
- Your unarmed strikes deal an additional 3d8 damage, instead of 1d8 when using Runic Pummel on your turn.
- All targets that have to make a save against your spell modifier have disadvantage during the duration.
Once you use this action, you can’t use it again until you finish a long rest or at the cost of 7 sorcery points.