Sorcerer - Runemarked Origin

by somanyrobots

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Sorcerous Origin

Runemarked

Some sorcerers have power in their blood, inherited from a godlike entity. Others derive power from dark rituals or blasphemous rites. The Runemarked, by contrast, have power inscribed directly upon their skin. Tattooed, burned, or carved with strange runes, these sorcerers carry arcane energy upon their bodies, able to draw upon it as needed. The most proficient learn to modify their own markings, changing the expression of their arcane might, or even to place temporary runes on others and impart a fraction of that power.

Runemarked sorcerers can come from any background, and their power comes with no particular moral slant. Educated or wealthy Runemarked may have discovered mystic runes through their own researches, while some Runemarked are set on their path by the sinister experiments of others.

Runemarked Origin Features

Sorcerer Level Feature
1st Inscribed Spells, Runic Intuition, Runemarks
6th Runic Transference, Intricate Runemarks
14th Enhanced Inscription
18th Runic Surge

Inscribed Spells

At 1st level, you gain the ability to prepare additional sorcerer spells by marking them upon your body. When you finish a long rest, you can spend 10 minutes inscribing these spells upon yourself. You can mark 1 sorcerer spell each of 1st through 5th level, as you gain the ability to cast spells at that level. They can be any spells from the sorcerer spell list, and you can cast them with any spell slots you have.

When you mark a new spell, it replaces any spell you already have marked at that level. Spells are always marked at their spell level.

Runic Intuition

At 1st level, your power derives from arcane markings present on your body. You can use your runemarks when you make an Arcana check to gain an intuitive understanding. If you do so, you can add your sorcerer level to the die result. You can modify a check in this way once, regaining the ability after finishing a short or long rest.

If your GM allows a tool proficiency to apply to tattooing, it is recommended that Runic Intuition grant proficiency in such a tool.

Runemarks

Also at 1st level, your magic derives from, and is enhanced by, the runes inscribed upon your body. Select two of the runemarks listed below — you begin with these inscribed upon your body. You can add an additional runemark at 5th level (3), 9th level (4), 13th level (5), and 17th level (6). You can inscribe the same runemark more than once.

When you cast a sorcerer spell, you can choose to expend one of your runemarks, adding an effect according to the rune's description. If a runemark applies a negative effect, it only occurs after you hit the target with a spell attack roll or the target fails a saving throw against your spell.

Each runemark can be expended once, and recharges after you finish a long rest. You can replace one runemark with a different one when you finish a long rest, or change all your runemarks when you gain a level in this class. You can reuse an expended runemark by spending 1 sorcery point, once you have access to sorcery points.

Rune of Fire

One target of the spell takes 1d6 fire damage.

Rune of Ice

One target of the spell has its speed reduced by half until the end of its next turn.

Rune of Lightning

One target of the spell can't take reactions until the end of its next turn.

Rune of Stone

One target of the spell can reduce the next instance of damage it suffers within 1 minute by 5 points.

Runic Transference

At 6th level, you can copy your runemarks over to others, enhancing their abilities. As an action, you can select one of your runemarks and copy onto a weapon or a suit of armor. If you copy it onto a weapon, its effect triggers the next time that weapon deals damage, against the attack's target. If you copy it onto armor, its effect triggers the next time the armor's wearer takes damage from a melee attack, against the attacker.

You can only have one transferred runemark at a time, and transferring a runemark counts as expending it per your Runemarks feature. As with that feature, you can spend 1 sorcery point to transfer a runemark that has already been expended.

Intricate Runemarks

Also at 6th level, you master additional runes which you can inscribe upon yourself.

Rune of Life

One target of the spell regains 1d8 hit points.

Rune of Power

All damage dealt by the spell becomes force damage, and one target takes bonus damage equal to your proficiency modifier.

Rune of Blood

One target of the spell takes 1d4 necrotic damage and you gain 1d4 temporary hit points.

Rune of Terror

One target of the spell becomes frightened of you until the end of its next turn.

Enhanced Inscription

At 14th level, you can select a single runemark and inscribe it in a particularly complicated design, amplifying its power. You can select one runemark to enhance this way, changing your selection after you finish a long rest. It does not count against your maximum runemarks from your Runemarks feature.

When you trigger this advanced runemark, it applies to all targets of the triggering spell, and any dice rolled for the runemark's effect are doubled. You can trigger it once.

Runic Surge

At 18th level, your runes surge with excess power, which you can capture and reuse. When you trigger a runemark, you can also activate one of the following abilities. You can trigger each one once, regaining the use of all of them after finishing a long rest.

  • You can immediately fly up to your movement speed without provoking attacks of opportunity.
  • You can deal 1d8 force damage to all creatures of your choice within 30 feet of you.
  • You can cast the spell as if you were located in the space of a creature bearing one of your transferred runes.

Runemarked Origin quirks

The following are some optional quirks for a player of this subclass to choose from.

d6 Quirk
1 The marks upon your body glow a different color based on the spell you are casting.
2 You enjoy applying temporary inks and dyes to your skin, and routinely offer to tattoo others in this way.
3 You believe your runemarks give you a connection to the lost people who first devised them.
4 You have fake runemarks tattooed on your body just to confuse people.
5 Your runemarks are the only writing you can read.
6 When you cast spells, the writing on nearby objects glows.

Change Log

v0.3

  • Swapped Intricate Runemarks and Runic Transference, levelwise

v0.2

  • Renamed 1st-level features

v0.1

  • Rough Draft
Credits & References:

Runemarked Origin created by somanyrobots
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Art

Inga Rune-Eyes, by Bram Sels © Wizards of the Coast LLC


Background Image Stains

Jared Ondricek


License

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


5E SRD Content
  • This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.

  • The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.