Barbarian
Base Class: Barbarian

In Ancient times, when a lone Dwarven stronghold stood against a horde of Demons set lose from the nine hells bent on the very destruction on the world. Runemasters devised a process of inscribing powerful magic runes on the flesh of their bravest warriors. Three runes and one master rune could be inscribed on warriors bodies but no more unless the warriors body would be sundered by the magics coursing through them. Originally discovered by Runemasters of Dwarfs, the secrets of the Runes have past to Ruemasters of other races over the millennia so that their people can benefit from have these warriors defending their lands.

At 3rd level, when you adopt this path you choose your first rune from one of two Runic pillars that are presented here, the Runes of Power or the Runes of Protection. At level 6,10,14 you will choose another rune. 

Barbarian Level Feature
3 Runic Magic
6 Runic Attunement
10 Runic scion
14 Runic Master

Runic Magic

At 3rd level you receive your first rune on your chest and feel the ancient power pulse through your body increasing your prowess and rage!

Rune of Fortitude / Protection

You can chose one damage type to become resistance too for that day. This feature resets on a long rest and then a new choice can be made. At higher levels if you have choose to take more Runes from the Protection pillar, you can gain resistance to extra damage types per rune taken.

Rune of Might / Power

You channel the Runes might into weapon strikes, While you are raging, the first creature you hit in an encounter with a weapon attack takes extra damage equal to 1D12 + half your Barbarian level. The extra damage type is Force.

Runic Attunement

At 6th level, you gain the power of a second Rune, placed on either shoulder. You can choose the from the same pillar you selected from at 3rd level or a different one.

Rune of Bravery/ Protection

You bellow a mighty challenge to all creatures before you. While you are raging, as an action, each creature within 30ft of you must make a intelligent saving throw, on a failed save they are compelled to attack you on their next go. On a successful save they resist your challenge. The DC save is 8+ your proficiency bonus+ your strength modifier.  

Rune of Force / Power

While you are raging, your attack kills a creature, you can make another melee weapon attack against an adjacent creature that is within 5 feet of you. You can continue to take the attack action until you fail to kill a creature.

Runic Scion

At 10th level, you gain the power of a third Rune on your other shoulder. You can choose the from the same pillar you selected from previously or a different one.

Rune of Savagery / Power

While you are raging, when you make a melee weapon attack you can activate this runes ability to heal yourself an amount equal to the damage taken by the creature you attack. You can choose to use this feature after you successfully roll to attack, but before the damage outcome is determined. This feature recharges on a short or long rest.

Rune of Shielding / Protection

As a reaction, when you or a creature you can see within 30ft of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a crucial hit are canceled. You can use this feature a number of times equal to your constitution modifier minimum of 1.

Rune Master

At 14th Level you gain your final rune on your back, one of the Master Runes of Power or Protection 

Master Rune of Aegis / Protection

The runic magic that flows through your body has made you a paragon of protection for your allies.

  • A creature you can see within 30ft of you is attacked. As a reaction you can move to unoccupied space next to the creature and take the damage from the incoming  attacxk.
  • The hostile creature is at disadvantage to attack any other creature than yourself.
  • The allied creature gains temporary hit points equal to 1d8 + half your Barbarian level.

Master Rune of Strength / Power

When  you take damage from an attack you gain a Rune die which is 1D6, this can be stacked up to ten times. All the  Rune die stored can be added to one attack on your turn, the Rune die reset when the encounter ends. This feature can used a number of times equal to your strength modifier (minimum of 1) and resets on a long rest.

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