Barbarian
Base Class: Barbarian

Unable to innately cast spells on their own, Barbarians have searched for ways to channel their rage into other abilities. Some have found that the inherent magical qualities of certain runes can be powered in such a way, fueling elements of these Pre-Calamity symbols with their rage.

Runewalkers have the ability to adorn themselves with these Runic Symbols, which are fueled by the elemental fury of their Rage. Channeling their Rage powers these Runes and adds unique abilities to can alter the field of Combat at the Runewalkers whim.

 

(Inspired by the "Rune Rager" subclass by lordmarquesar)

Runewalker Initiate

At 3rd level and beyond, the Runewalker gains access to Powerful Ancient Runes, which grant them abilities while raging. The Barbarian can learn a number of Runes equal to their Barbarian Level + Strength Modifier (Up to 12, chosen from the list below), but can only prepare a number of Runes equal to their Rage Charges. The Runewalker takes the time after a Long Rest to draw these ancient, ornamental runes on their body in the medium of their choice (inks, mud, blood, etc), effectively preparing these effects for the day. Unused Runes persist for the duration the medium does.

In combat, a Rune is Activated when a Barbarian receives or deals damage from an enemy when Raging. The Runewalker can choose which Rune becomes Activated as a reaction on that same turn. The Runewalker can expend the effect of the Rune at any subsequent turn during the Rage using a Bonus Action. The Rune Glows brightly on their body when Activated, and flares out when the charge has been expended, or if the rage ends and it has not been used. The Barbarian loses the charge and the Rune fades when knocked unconscious. The Runewalker can activate multiple runes during one rage, however effects from multiple runes cannot stack during the Rage.

  1. The Anvil: The Anvil Rune fills you with the knowledge of warriors’ past. For the duration of your rage, you become proficient in any melee weapon you wield.
  2. The Axe: As a Dwarf’s axe cleaves in both directions, so do you. For the Duration of your rage, if you miss on a Melee attack you can repeat the attack immediately after. This action can only be taken once per turn.
  3. The Bear: You Channel the Strength of a Mighty Bear. For the duration of your Rage, you may add your STR Modifier to damage dealt with a STR Melee attack.
  4. The Comet: The Rune of the Comet glows white hot and you use your Rage to fuel elemental fire. You can cast Bonfire on a Creature you can see within range, while raging.
  5. The Hand: You reach your hand out and Channel your rage to summon a weapon you can see within 25 Feet. For the duration of your rage, you can spend an Attack action to make a contested STR check against an enemy. On a success, the weapon flies from their hand into your own. If you would be unable to wield that weapon, it will fall at the ground next to you.
  6. The Ram: You Imbue your Rage with the Horns of the Ram. For the duration of the Rage, you can double your STR Modifier when adding to your Attack roll for a Melee attack using STR.
  7. The Shield: When Active, this Rune gladly accepts the damage of an ally as your own. For the duration of your Rage, when an ally within 10 Feet of you takes damage, that damage is halved (rounded up). You take the remaining damage from that attack as your own. The ally still suffers any status effects or conditions of that attack. Damage values are based off your Allies’ immunities, resistances and vulnerabilities, not your own.
  8. The Stag: When active, channels the speed of the Stag, and adds 20 Feet of Movement to your base movement when Raging.
  9. The Storm: You Channel your Rage with the elemental fury of the storm. For the duration of your rage, lightning crackles from your eyes and your mouth. Every time you strike an opponent with a Melee attack, it must make a CON saving throw. On a fail, you deal an equal amount of lightning damage as the original attack. On a success, the target suffers half damage.
  10. The Tide: You Imbue your attacks with the Fury of the Seas. For the duration of your rage, when you make a successful Melee attack against an Enemy, you deal an additional 1d6+Proficiency in Force Damage.
  11. The Thief: You Channel your Rage inward and Fuel the Rune of the Thief. For the duration of the Rage, when you cause Damage to an enemy in combat, you earn half that damage amount (rounded down) in Hit Points
  12. The Wolf: Igniting this Rune Channels the Strength of the Pack, and for the duration of your Rage you (and up to Two Allies within 5 Feet) have advantage on Attack Rolls for Melee attacks. The Allies lose this boon if your Rage ends, you fall unconscious, or they are no longer within 5 Feet of you.

Runewalker Adept

At 6th level, the Runewalker gains the ability to make 2 of their runes permanent, subtracting them from the count of “prepared” runes for the day. runes permanent, subtracting them from the count of “prepared” runes for the day. These Runes do not need to be redrawn before use. Any permanent runes may be replaced for other runes to become permanent when you gain a new Barbarian level.


The Runewalker may also choose to draw one of their Runes on an ally. That Rune still needs to be activated when the Barbarian deals or receives Damage to/from an enemy, and the Ally needs to be within 5 Feet when that happens for activation to occur. If the Ally leaves a 5-Foot Radius of the Runewalker, the Rune flares out and is expended. Once Activated, the Ally can expend the Rune as a Bonus Action on their turn, as long as they are within 5-Feet of the Barbarian.

Runewalker Sage

At level 10, the Runewalker gains 1 additional permanent Rune, subtracting it from the total count of “prepared” runes for that day. This Rune does not need to be redrawn before use. Any permanent runes may be replaced for other runes to become permanent when you gain a new Barbarian level.

The Runewalker may also choose to draw two of their Runes on an ally. That Rune still needs to be activated when the Barbarian deals or receives Damage to/from an enemy, and the Ally needs to be within 10 Feet when that happens for activation to occur. If the Ally leaves a 10-Foot Radius of the Runewalker, the Rune flares out and is expended. Once Activated, the Ally can expend the Rune as a Bonus Action on their turn, as long as they are within 10-Feet of the Barbarian.

Runewalker Master

At level 14, the Runewalker can make 6 of their runes permanent, so they do not have to be redrawn every time they have been used. When going up a level, any permanent runes may be changed out for other runes to become permanent.


The Runewalker may also choose to draw two of their Runes on an ally. That Rune still needs to be activated when the Barbarian deals or receives Damage to/from an enemy, and the Ally needs to be within 10 Feet when that happens for activation to occur. Once activated, the Ally can move freely on their turn, and the Rune will remain activated for the Duration of the Rage. The Ally can expend the Rune as a Bonus action on their turn. If the Rage ends, the Activation ends, but the Rune is not Expended.

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