Runechild – Origin

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Runechild

The mysterious weave and flow of magic is feared by many folk across the realms. But while some spellcasters must study the essence and nature of magic in the hope of learning to harness it, sorcerers possess an innate talent to sculpt and wield the errant strands of power that shape the world. For some sorcerers, the body becomes a conduit for this power, which is collected and stored in the form of natural runes—and so born is the Runechild.

 

The talents of a Runechild are rare, and sorcerers with this origin are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets of their runes can help understand the mysteries of magic. Others sometimes seek to enslave Runechild sorcerers, using their bodies as tortured spell batteries for diabolic pursuits. Runechild sorcerers were subjugated throughout the ages, and many of their contemporaries now search for ways to hide their essence—a task that isn’t easy given the revealing nature of their gifts.

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Essence Runes  (Tier 1)

Your body begins to express your innate magic as runes traced out across your skin. You start with 1 essence rune, and gain an additional rune whenever you gain a level in Sorcerer. These runes manifest anywhere on your body, though the first usually manifests on the forehead. Your essence runes remain invisible when inert.

 

Spend 1 or more Sorcery Points (Max equal to proficiency bonus) as a Bonus Action to charge an equal number of Runes with any known spell or cantrip.

 

At the start of your next turn a single charged Rune can be expended as a Bonus Action without using a Spell Slot. If more than one Rune was charged, they can be expended, one at a time, during subsequent turns as Bonus Actions.

 

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Runic Magic (Tier 1)

Whenever you gain a sorcerer level, you can add one additional spell to your known spells list but they must be an abjuration or a transmutation spell within your Spell Casting Levels.

 

Alternatively, you can add one additional Cantrip from any school.

 

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Glyph of Aegis (Tier 1)

You can release the stored arcane power within your runes to absorb or deflect threatening attacks. Whenever you take damage, you can expend any number of charged runes as a Reaction. Roll a number of d6s equal to the number of runes you expended, and reduce the damage by the total.

You can touch a creature as an action and expend a number of charged runes equal to your proficiency bonus to transfer your Glyph of Aegis to it. The next time that creature takes damage within the next hour, it rolls 1d6 per charged rune spent and reduces the damage by the total.

Your Glyph of Aegis die becomes a d8 at Tier 2.

 

 

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FeatName (Level 6)

Feat Description

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FeatName (Level 6)

Feat Description

 

 

 

https://www.dndbeyond.com/subclasses/1146023-runechild

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