Barbarian
Base Class: Barbarian

An ancient technique of arcane inscription has been pass down through the years in some tribes. Though it's true origins are unknown, the runes you craft have been proven to be particularly effective against the forces of magic. The legends say that the art was originally honed during an ancient war, which displayed magics far more wild and destructive than those used today. With runes there to protect your ancestors and even cast down their foes, they were able to survive through those inhospitable times. Now it's your time to continue on their legacy, inscribing your own mark on history.

Runic Armor

Starting when you choose this path at 3rd level, the ancient techniques of your people allow you to inscribe protective glyphs on the body to ward against the arcane forces in the world. After a long rest, you can inscribe a new glyph on your body or the body of a willing creature. You can inscribe up to three glyphs in total. Only you can have more than one, but you can choose each one only once. Each runic glyph can give one of the following effects while you are raging:

  • The bearer has a +2 AC against spell attacks
  • The bearer is immune to being displaced by spell effects unless they willingly accept to be. (if you and the spell effect cannot occupy the same space you decide where you move)
  • The bearer gains resistance to one damage type. If bludgeoning piercing or slashing is chosen, the resistance also includes the magical versions. (This option can be used more than once if different types are chosen)
  • The bearer deals an extra 2 force damage when they hit with a weapon attack.

When you gain this feature you automatically gain 3 glyphs on your body. Additionally, you gain a bonus to saving throws made to against spells equal to the number of glyphs you bear, even while not raging. Whenever you etch a new glyph while already at max, the oldest glyph will disappear. At higher levels, you can etch more glyphs. You can etch up to 4 glyphs at 6th level, and up to 5 at 14th. 

Spell Shatter

Beginning at 6th level, your runic glyphs become strong enough to disrupt spells if all their power is released. Any creature that bears one of your glyphs can activate this ability to shatter their glyph in order to disrupt a spell. A glyph can be shattered with as an action to cast dispel magic, or as a reaction to cast counterspell. The glyph is destroyed in the processes. You can activate this ability yourself even while you are raging. If a spell check is required use your Wisdom modifier, even if someone else shatters a glyph.

Runic Sense

Your runic glyphs are extremely sensitive to changes in the Weave and starting at 10th level, you've learned how to read those changes through the glyphs. While you are raging, you also gain the effects of the spell detect magic. Additionally, the spell effect originates from all of your runic glyphs. If magic is detected, the glyph that detected it will softly glow and vibrate, alerting its bearer to the presence. You are the only one that can actually see the spell effect, however.

Curse of the Rune Bearer

At 14th level, your runes can now be used to hamper your enemy directly. During your rage, you can use an action to attempt to transfer a rune inscribed on your own body to the body of another creature within 5 ft of you, cursing it in the process. The creature must succeed on a Constitution saving throw, or be cursed by your rune until your rage ends. If the creature succeeds on the saving throw, the rune remains on your body. If the rune in transferred successfully you lose the ability it was giving you. The DC for this ability is equal to 8 + your proficiency bonus + your Strength modifier.

While cursed, the creature's proficiency bonus is reduced by 2 (minimum of 0). Additionally, when to cursed creature starts its turn within 10 ft of any of your other runic glyphs it takes 1d10 force damage. Finally, if the cursed creature attempts to cast a spell the rune automatically shatters, but rather than canceling the spell, it is instead targeted at the caster. If the spell has a direction, it will be directed opposite of when it was intended to go, including the caster in its area. If the spell would benefit the caster,  or if it would be illogical for the caster to be affected, the spell is instead canceled. The curse ends if the rune is shattered.

If the curse effect ends before the rune is shattered, the runic glyph will immediately reappear on your body. You can only transfer a rune to another creature once per rage.

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