Runekeeper

The blood of the ancient Runekeepers runs through your veins. Your ancestors have given you the innate ability to harness the old runes of magic. The bloodline of the Runekeepers began at the birth of magic itself and those with the ability to harness this new power had to keep it from tainting the world and limited the access to this ancient magic but some still have it in them to harness the runes.

Runes

At 1st level, you can choose 2 Runes to harness and gain 2 more to use at 6th level and 1 more at 14th and 18th level. These Runes will emerge as magical drawings from your body whenever you cast a spell of 1st level or higher of the corresponding magic school, for example, if you cast a spell of the transmutation school a Transmutation Rune will emerge. Runes can be activated for up to a minute after they emerge, disappearing after that time. You can only have one Rune emerged at one time and can only have one Rune active at one time. You can only use each Rune once per short rest.

Abjuration Rune. As an action you can activate this rune target creature within 30ft gains +1 AC for 1 minute. At 6th level this increases to +2, and at 14th level it becomes +3.

Conjuration Rune. As a bonus action you can activate this rune to teleport up to 20ft. At 6th level it become 40ft, and at 14th level it become 60ft.

Divination Rune. As an action you can give target creature +1 to all attack rolls, saving throws and ability checks for the next minute. At 6th level it becomes +2, and at 14th level the bonus becomes +3.

Enchantment Rune. As an action you can cast charm person without expending a spell slot. At 6th level you also have the option of casting dominate beast without expending a spell slot, and at 14th level you can also cast dominate person without expending a spell slot.

Evocation Rune. The next time you cast a damaging spell or cantrip you add an extra 2d6 force damage to the attack. At 6th level this becomes 4d6, and at 14th level the extra damage becomes 6d6.

Illusion Rune. As an action you can blind a target until the beginning of your next turn with confusing images. At 6th level the target is blinded and deafened, and at 14th level the target is stunned, deafened and blinded.

Necromancy Rune. The next time you cast a damaging spell you heal half of the damage you do. At 6th level you deal an extra 1d8 necrotic damage, and at 14th level you deal and extra 2d8 necrotic damage.

Transmutation Rune. As an action you can disintegrate a target's weapon as long as it is not magical. At 6th level you can disintegrate 2 target's weapons, and at 14th level you can disintegrate non magical armor.

Elemental Runes

At 6th level you can now harness the runes associated with the elements. Choose 2 now at 6th level and gain 1 more at 14th level. An Elemental Rune can be emerged at the same time as a regular Rune and like regular Runes they only stay emerged for 1 minute. An elemental rune will emerge after you cast a damaging spell of 1st level or above that deals damage of the corresponding element, and can be activated with the next damaging spell you cast. You can only use each Elemental Rune once per short rest. If multiple creatures are hit in a spell's radius, choose one creature as the target for the Elemental Rune.

Acid Rune. A target hit by an activated Acid Rune take a -2 penalty to it's AC for the next minute.

Cold Rune. A target hit by a Cold Rune has their speed reduced to 15ft for the next minute.

Fire Rune. A target hit by a Fire Rune takes fire damage equal to your Charisma modifier on each of it turns for 1 minute.

Lightning Rune. When a Lightning Rune is activated you can target any other creature within 60ft of you, unaffected by the intial spell's damage and they take half of the damage from the spell.

Thunder Rune. A target hit by an activated Thunder Rune is knocked back 30ft and is knocked prone.

Runekeeper's Concentration

At 14th level you have learned to concentrate on great runic rituals like your ancestors before you. You can double your proficiency bonus to any concentration saving throws you make.

Runic Knowledge

at 18th level you gain proficiency in History and Arcana, if you are already proficient you gain double proficiency. Along with that you have advantage on History and Arcana checks. You can also spend 4 sorcery points to regain the use of a Rune or Elemental Rune. This effect can only replenish the use of a Rune or Elemental Rune once before you take a short or long rest.