{"name":"Rune Child ","overview":"[b]Sorcerous Origin for Sorcerers[\/b]\r\n\r\n\r\nThe weave and flow of magic is mysterious and feared\r\nby many across Exandria. Many study the nature of the\r\narcane in hopes of learning to harness it, while sorcerers\r\ncarry innate talent to sculpt and wield the errant strands\r\nof power that shape the world. Some sorcerers occasionally\r\nfind their body itself becomes a conduit for such energies,\r\ntheir flesh collecting and storing remnants of their magic\r\nin the form of natural runes. These anomalies are known\r\nin erudite circles as runechildren.\r\nThe talents of a runechild are rare indeed, and many are\r\nsought after for study by mages and scholars alike, driven\r\nby a prevalent belief that the secrets within their body can\r\nhelp understand many mysteries of the arcane. Others\r\nseek to enslave them, using their bodies as tortured spell\r\nbatteries for their own diabolic pursuits. Their subjugation\r\nall throughout the Age of Arcanum has driven the few\r\nthat exist this day into hiding their essence \u2013 a task that is\r\nnot easy, given the revealing nature of their gifts.","hitdice":"d6","hitpointsfirstlevel":"6+con","hitpointsathigherlevels":"1d6+con","armorproficiencies":"see PHb","weaponproficiences":"see PHb","tools":"see PHb","savingthrows":"see PHb","skills":"see PHb","equipment":"see PHb","spellcasting":"see PHb","features":"[b]Essence Runes[\/b]\r\n\r\n\r\nAt 1st level, your body has begun to express your innate\r\nmagical energies as natural runes that hide beneath your\r\nskin. You begin with 1 Essence Rune, and gain an additional\r\nrune whenever you gain a level in this class. Runes can\r\nmanifest anywhere on your body, though the first usually\r\nmanifests on the forehead. They remain invisible when inert.\r\nAt the end of a turn where you spent any number of\r\nsorcery points for any of your class features, an equal\r\nnumber of essence runes glow with stored energy,\r\nbecoming charged runes. If you expend a charged rune to\r\nuse one of your Runechild features, it returns to being an\r\ninert essence rune.\r\nAs a bonus action, you may spend any number of sorcery\r\npoints to convert an equal number of essence runes\r\ninto charged runes. If you have no sorcery points and no\r\ncharged runes, you can convert a single essence rune into a\r\ncharged rune as an action.\r\nIf you have 5 or more charged runes, you emit bright\r\nlight in a 5 foot radius and dim light for an additional 5\r\nfeet. Any charged runes revert to inert essence runes after\r\nyou complete a long rest.\r\n\r\n[b]Glyphs of Aegis[\/b]\r\n\r\n\r\nBeginning at 1st level, you can release the stored arcane\r\npower within your runes to absorb or deflect threatening\r\nattacks against you. Whenever you take damage from an\r\nattack, hazard, or spell, you can use a reaction to expend\r\nany number of charged runes, rolling 1d6 per charged\r\nrune. You subtract the total rolled from the damage\r\ninflicted by the attack, hazard, or spell.\r\nAt 6th level, you can use an action to expend a charged\r\nrune, temporarily transferring a Glyph of Aegis to a creature\r\nyou touch. A creature can only hold a single glyph, and\r\nit lasts for 1 hour, or until the creature is damaged by an\r\nattack, hazard, or spell. The next time that creature takes\r\ndamage from any of those sources, roll 1d6 and subtract the\r\nnumber rolled from the damage roll. The glyph is then lost.\r\n\r\n[b]Sigilic Augmentation[\/b]\r\n\r\n\r\nUpon reaching 6th level, you can channel your runes to\r\ntemporarily bolster your physical capabilities. You can\r\nexpend a charged rune as a bonus action to enhance either\r\nyour Strength, Dexterity, or Constitution, granting you\r\nadvantage on ability checks with the chosen ability score\r\nuntil the start of your next turn. You can choose to maintain\r\nthis benefit additional rounds by expending a charged\r\nrune at the start of each of your following turns.\r\n\r\n[b]Manifest Inscriptions[\/b]\r\n\r\n\r\nAt 6th level, you can reveal hidden glyphs and enchantments\r\nthat surround you. As an action, you can expend a\r\ncharged rune to cause any hidden magical marks, runes,\r\nwards, or glyphs within 15 feet of you to reveal themselves\r\nwith a glow for 1 round. This glow is considered dim light\r\nfor a 5 foot radius around the mark or glyph.\r\n\r\n[b]Runic Torrent[\/b]\r\nUpon reaching 14th level, you can channel your stored runic\r\nenergy to instill your spells with overwhelming arcane power,\r\nbypassing even the staunchest defenses. Whenever you cast a\r\nspell, you can expend a number of charged runes equal to the\r\nspell\u2019s level to allow it to ignore any resistance or immunity to\r\nthe spell\u2019s damage type the targets may have.\r\n\r\n[b]Arcane Exemplar Form[\/b]\r\nBeginning at 18th level, you can use a bonus action and\r\nexpend 6 or more charged runes to temporarily become\r\na being of pure magical energy. This new form lasts for 3\r\nrounds plus 1 round for each charged rune expended over\r\n6. While you are in your exemplar form, you gain the following\r\nbenefits:\r\n\r\n\u2022 You have a flying speed of 40 feet.\r\n\u2022 Your spell save DC is increased by 2.\r\n\u2022 You have resistance to damage from spells.\r\n\u2022 When you cast a spell of 1st level or higher, you regain\r\nhit points equal to the spell\u2019s level.\r\nWhen your Arcane Exemplar form ends, you can\u2019t move\r\nor take actions until after your next turn, as your body\r\nrecovers from the transformation. Once you use this feature,\r\nyou must finish a long rest before you can use it again.","subclasses":"","tabledata":"","tags":"","templateId":"25","blockId":"404966","isShared":"on"}