Base Class: Barbarian
Barbarians who walk the Path of the Runebound form a special bond to the primordial forces of nature. That bond is represented by ancient runes that etch onto their skin like tattoos. Their Rage grants them control over these forces, allowing them to unleash controlled bursts of magical power.
Level 3: Spellcasting
You’ve learned to cast spells.
Cantrips. You know two cantrips of your choice from the Druid spell list. Whenever you gain a Barbarian level, you can replace one of these cantrips with another cantrip of your choice from the Druid spell list.
When you reach Barbarian level 10, you learn another Druid cantrip of your choice.
Spell Slots. The Runebound Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
| —SPELL SLOTS PER SPELL LEVEL— | |||||
|---|---|---|---|---|---|
| Barbarian LEVEL | SPELLS PREPARED | 1 | 2 | 3 | 4 |
| 3 | 3 | 2 | — | — | — |
| 4 | 4 | 3 | — | — | — |
| 5 | 4 | 3 | — | — | — |
| 6 | 4 | 3 | — | — | — |
| 7 | 5 | 4 | 2 | — | — |
| 8 | 6 | 4 | 2 | — | — |
| 9 | 6 | 4 | 2 | — | — |
| 10 | 7 | 4 | 3 | — | — |
| 11 | 8 | 4 | 3 | — | — |
| 12 | 8 | 4 | 3 | — | — |
| 13 | 9 | 4 | 3 | 2 | — |
| 14 | 10 | 4 | 3 | 2 | — |
| 15 | 10 | 4 | 3 | 2 | — |
| 16 | 11 | 4 | 3 | 3 | — |
| 17 | 11 | 4 | 3 | 3 | — |
| 18 | 11 | 4 | 3 | 3 | — |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Druid spell list.
The number of spells on your list increases as you gain Barbarian levels, as shown in the Prepared Spells column of the Runebound Spellcasting table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Barbarian, your list of prepared spells can include five Druid spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Barbarian level, you can replace one spell on your list with another Druid spell for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Druid spells.
Level 3: Bound Runes
The runes that mark you have meaning, and attune you to different aspects of nature.
Choose one of the sets of runes in the list below. It becomes a set of Bound Runes for you. Each set of runes represents a set of damage types, which interact with your subclass features:
|
Runes |
Types |
|
Land and Life |
Bludgeoning/Piercing/Slashing |
|
Moon and Tide |
Cold/Necrotic |
|
Rot and Decay |
Acid/Poison |
|
Sun and Sky |
Fire/Radiant |
|
Wind and Storm |
Lightning/Thunder |
Runes of Land and Life
These runes represent Bludgeoning, Piercing, and, Slashing damage.
Runes of Moon and Tide
These runes represent Cold and Necrotic damage.
Runes of Rot and Decay
These runes represent Acid and Poison damage.
Runes of Sun and Sky
These runes represent Fire and Radiant damage.
Runes of Wind and Storm
These runes represent Lightning and Thunder damage.
Level 3: Runic Rage
Your Rage awakens the latent power of your Bound Runes. While your Rage is active, you gain the following benefits:
Rage Magic. You can cast and concentrate on spells even though your Rage is active. This benefit only extends to Druid spells you learn from this subclass. You cannot cast your Druid spells with a spell slot unless your Rage is active. Any active effects from Druid spells you cast with a spell slot end when your Rage ends.
Runic Protection. You have Resistance to the damage types represented by your Bound Runes (for the Runes of Land and Life, the damage type is Force instead of Bludgeoning, Piercing, and Slashing).
Runic Wrath. Whenever you deal damage with a Druid spell whose damage type is the same as a type represented by your Bound Runes, you add your Rage Damage bonus to one damage roll of that spell.
Level 6: Runic Guidance
Your spells reveal weaknesses in those they harm. Whenever you damage a creature with one of your Druid spells, you gain a bonus to the next attack roll you make against that creature before the end of your next turn. The bonus is equal to your Rage damage bonus.
Level 10: Primordial Fury
You may choose another set of runes to become Bound Runes for you.
Moreover, your enhanced rune magic grants you the new Brutal Strike option detailed below:
Runic Blow. You choose one of the damage types represented by your Bound Runes and mark the target with a volatile version of that rune. Until the end of your next turn, the target looses Resistance to that damage type and any Immunities to it are treated as Resistance.
Level 14: Runelord’s Wrath
You’ve mastered your runes, becoming a walking force of nature. While your Rage is active, you gain the following benefits:
Might and Magic. When you take the Magic action to cast one of your Druid spells or activate their effects, you may make one melee attack with a weapon or Unarmed Strike as a Bonus Action on that turn.
Runic Revenge. Whenever another creature within 10 feet of you deals at least 30 points of damage to you with a single attack or spell, or scores a Critical Hit on you, you can use your Reaction to retaliate against the attacker. Each creature in a 10-foot Emanation must make a Strength saving throw (DC equals 8 plus your Strength modifier and Proficiency Bonus). On a failed save, a creature takes damage equal to your Barbarian level and is pushed 20 feet away from you. On a successful save, a creature takes half damage and is pushed only 10 feet away. The damage of this feature is one of the types represented by your Bound Runes, chosen when you take this Reaction.
Previous Versions
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5/15/2025 9:50:48 AM
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12/11/2025 8:29:52 PM
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