Base Class: Barbarian
You have discovered how to enhance your rage using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr (“rune cutters”) can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant’s craft. In time, you learned how to carve runes into your skin and how to invoke their magic, ultimately becoming a Runescarred Berserker. One of an elite group of deadly barbarians who bear magical runes carved into their flesh, runescarred berserkers are among the most feared of Barbarian defenders. They are loyal guards over the land and stand ready to unleash a storm of martial fury at a single word. Many runescarred berserkers bind themselves to a party and protect them with their very lives, but others become the chieftains of their tribes or take up a simple existence as a wandering defender of the people.
A runescar is a means of storing a spell, much like a scroll. A runescarred berserker can only cast spells by crafting them as runescars; they have no other spellcasting capability and cannot use spell scrolls or magic items, even ones based on spells from this list. You give up the ability to use magic weapons. Due to the magic that your skin exudes, magical weapons become mundane in your hands. It's a small price you are willing to pay.
Runescars are magical, although not actively prepared or cast which is how a barbarian is able to utilize them even when raging.
Path of the Runescarred Berserker Features
| Barbarian Level | Feature |
|---|---|
| 3rd | Rune Scarring |
| 6th | Rune Attunement |
| 10th | Rune Adaptation |
| 14th | Rune Tattoo |
Rune Scarring
Bonus Proficiencies
3rd-level Runescarred Berserker feature
You gain proficiency in Wisdom(medicine) checks made to make and care for cuts or marks made by slashing damage, and you learn to speak, read, and write Giant.
Rune Scars
3rd-level Runescarred Berserker feature
You learn how to use runes to enhance your rage. When you gain this feature, you learn how to inscribe two runes of your choice on your skin as scars (see “Rune Options”). Carving a runescar is painful and each scar deals 1d6 slashing damage that cannot be healed by any means until you complete a long rest.
Whenever you finish a long rest, you can scar yourself with a number of runes equal to the number of runes you know. You can, for example, scar 3 runes you know or the same rune 3 times as long as you know at least 3 runes. Once you have made a runescar, you can activate its magic as you enter rage by touching the scar you made with any part of your body or a piece of equipment you're holding.
Each time you gain a level in this class, you can replace one rune you know with a different one.
Rune Options
Here are rune options for the Rune Scarring feature. They are all magical effects. A runescars effect is activated by touching it as you enter rage. You can only have 1 rune effect active while raging (until you reach level 14).
Each runescar also has a once per short rest special enhancement called an invocation. Once you invoke a rune, then the runescar fades. The scars' magic is spent and it can not be used or invoked again until you complete a short rest.
All a runescars magic fades when you complete a long rest although the mark remains. A Runescarred Berserkers skin is usually covered in old faded scars.
Haug (Hill)
This rune’s magic bestows a resilience reminiscent of a hill giant. While raging with this rune active, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, as a bonus action you can touch the rune again to invoke it, giving you resistance to lightning, thunder, and force damage for one minute.
Ild (Fire)
This rune’s magic channels the masterful discipline of the fire giant warriors when carved into your skin. While raging with this runescar active, you have advantage on saving throws against psychic spells and effects and resistance to psychic damage. If you are already affected by such an effect and enter rage, you can make a saving throw upon entering rage before taking any other action.
In addition, as a bonus action, you can invoke the rune by touching it again and make a dreadnought charge. Moving up to your speed in a straight line. if you move through the space of a creature hostile toward you, the creature must make a strength saving throw of be pushed to the end of your move and knocked prone. If it fails the save by 5 or more, it also takes 2d6 fire damage.
Ise (Frost)
This rune’s magic evokes a frost giant’s respect for physical might. While raging after touching the scar inscribed with this rune, your critical range is doubled to 19-20.
In addition, you can invoke the rune as a bonus action to regain 1d6 hit points at the end of each of your turns for 1 minute.
Skye (Cloud)
This rune’s magic emulates the cloud giants' hunger for high risks and high rewards. If you touch the scar inscribed with this rune when you enter rage, then if you take the attack action using reckless attack, you can make a 3rd attack on each of your turns for the duration of rage. This attack leaves your defenses open and provokes attacks of opportunity.
In addition, you can use a bonus action to invoke the rune. You have advantage on intelligence and charisma saving throws for 1 minute.
Stein (Stone)
This rune’s magic channels the graceful athleticism and poise of a stone giant. While raging with this rune activated, you can add your proficiency bonus to Dexterity(acrobatics) checks and Dexterity saving throws.
In addition, when a creature that is hostile toward you ends its turn within 5 feet of you, you can use your reaction to invoke the rune and attempt to grapple the creature.
Uvar (Storm)
Using this rune, you can channel your fury into visions of the future to help your allies. While raging after touching this rune engraved on your skin, allies within 5' of you have advantage on saving throws.
In addition, you can invoke the rune as a bonus action giving your allies within 5' of you advantage on attack rolls for 1 minute.
Rune Attunement
Haug-You can reroll a failed saving throw but must use the new roll.
Ild-You have advantage on intimidation checks for 1 minute.
Ise-You count as one size larger in dealing with carrying capacity for 1 minute.
Skye-You give yourself proficiency in deception and sleight of hand for 1 minute.
Stein-You have proficiency with one set of tools that you are not normally proficient with for 1 minute.
Uvar-You have advantage on insight checks for 1 minute.
You can use this feature once per long rest no matter how many runescars you have.
Additionally, you learn another rune from the Rune Scarring feature (for a total of 3)
Rune Adaptation
10th-level Runescarred Berserker feature
The magic of your runes permanently alters you. When you gain this feature, you are considered naturally adapted to heat and cold. Also, roll 2d4. You grow a number of inches in height equal to the roll.
In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).
Rune Tattoo
14th-level Runescarred Berserker feature
You can permanently tattoo one rune of your choice. The mark you make no longer has to be re-made after a long rest, will activate automatically when you rage without touching it, and can not be changed or swapped for another rune later. This runescar can continue to be used during a fit of rage even after it has been invoked and it never fades. However, it is still limited in the number of times it can be invoked between short rests.
You can touch one other runescar when entering rage and enable both runes effects but you can not have both invoked at the same time.
Tattooing yourself with the rune takes 3 hours and causes a one time 5d6 piercing damage that cannot be recovered by any means until you complete a long rest. At the end of your next long rest, roll 3d4. You grow a number of inches equal to the roll.
Due to your nature being modified by the existence of the permanent rune, when you rage, you can alter this runes invocation at will. When you invoke it, you can choose to add 1d6 to your melee weapons damage dice for one minute or use the runes normal invocation effect. This only applies to the permanent runescar.
In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).
Rune Tattoo Options
Haug
You gain the benefits of the Haug Rune anytime you rage giving you advantage on saving throws against being poisoned, and resistance against poison damage.
Ild
You gain the benefits of the Ild rune anytime you rage giving you advantage on saving throws against psychic effects and spells and resistance to psychic damage.
Ise
You gain the benefit of the Ise rune anytime you rage increasing your critical range to 19-20.
Skye
You gain the benefit of the Skye rune anytime you rage. If you take the attack action using reckless attack, you can make a 3rd attack on each of your turns. This attack leaves your defenses open and provokes attacks of opportunity
Stein
You gain the benefits of Stein anytime you rage giving you proficiency with Dexterity(Acrobatics) checks and saving throws.
Uvar
You gain the benefits of the Uvar rune anytime you rage giving you resistance to any damage you take if you succeed on the saving throw against the damage.
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