Barbarian
Base Class: Barbarian

The Path of the Rune Warden follows the trail to arcane strength through technological means, as the barbarian dons carvings connected through the Weave that grant unimaginable prowess. When in battle, these runic carvings shimmer brightly against the skin and add magical fuel to your barbarian overdrive that sends fear into those who dare act against a feat of ingenuity.

Rune Warden's Boon

At 3rd level, your body has begun to express the runes that outline your body into manifested markings of arcane power, ready to be released. You begin with 2 runes and gain an additional rune when you gain a level in this path. The runes appear on the forearms or on the shoulder depending on what creature is being infused with the runes. They remain invisible while not in use, and glow brightly when raging.

At the end of a turn when you have invoked rage and dealt a melee attack to a creature, one of these runes glows with potential energy, becoming a stored rune. For every attack made that lands on a creature after while raging, the amount of runes glowing on the body increases.

If you have 4 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes that were not expended lose their arcane potential after you complete a long rest.

Overcharged Runes

Beginning at 3rd level, you can release the stored arcane power within your runes to enhance your ferocity in battle. Whenever you land an attack on a creature while in overdrive, you may expend a stored rune to deal an additional 1d4 force damage. This damage increases by 1d4 per stored rune expended and can stack on a singular attack or be spread out during a turn.

Arcane Overdrive

Starting at 6th level, as a bonus action, you can supercharge the amount of runes stored on your body to deal a destructive blow against your opponents for the remainder of your turn. For every rune overcharged, an additional 1d4 force damage is applied. The creature must also make a Constitution saving throw equal to 8 plus your Strength modifier and Proficiency Bonus or become stunned until the end of their next turn. You begin with 3 charges and once expended, you must complete a short or long rest to regain those charges.

Runic Rally

Beginning at 10th level, you can make an additional attack as a bonus action while raging. If the attack hits, you and an allied creature within 10 ft. gains an additional 5 temporary HP. You also recharge 2 inert runes that may be expended on your next turn.

Stored to Capacity

Starting at 14th level, when a creature within 5 feet of you hits you or an allied creature with an attack, you can charge yourself or your ally with defensive runic magic. Before the hit is made, you can spend a reaction to roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you or your ally.

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