Barbarian
Base Class: Barbarian

The woad is your power. Embellishing your body with runes provides you different skills and powers. These runes are learned over time by connecting yourself to the natural world, just as the druids of the great Celtic lands teach and practise. 

As you evolve and grow in your own personal legend, the access to these runes improves, being able to adorn more and more of your body with the woad. Being able to paint several parts of your form. These paints become almost like a tattoo, not weathered by rain and storm. 

The Path of the Painted One arises from the demi-god, Cu Chulainn. The greatest warrior to have ever blessed the isles of the Celts. Through his exploits and martial drive, he is seen as the patron of the Painted Ones. Only the warriors to face Cu Chulainn in combat, and deemed worthy, are given the unique Woad rune in his name. Said to give some of the divine power he wields. 

Woad Rune's

The Painted One abilities are enhanced by what runes and magic they choose to adorn their body with. This makes them adaptable, terrifying and a warrior that is unique amongst it's bretherin. These runes are produced using a druidic text and symbolism-combined with arcane knowledge. The Woad is merely the medium in which these powers are combined.

When a Painted One increases in renown and they strengthen their bond to nature and the woad, they can access more runes, and put more of them on their body. Over time, they may also gain access to more permenant abilities that improve their rage and ways they can call upon the woad. 

Barbarian LEVEL NUMBER OF RUNES
3rd 2
7th 3
10th 4
15th 5
Rune of the Crann Bethadh

The Tree of Life speaks to the links between the heavens and the earth. The Druids teach that the ancestors of the Celt people rest within the Oaks. As a result, this symbol is often seen as being associated with wisdom and strength. And often, in a Celtic community, a great Oak lies at it's centre as the common hub and religious centre.

You gain advantage on Wisdom (survival and medicine) checks. And also gain advantage to being made prone. Also, while raging, on one of your melee attacks on your turn, you can roll one more damage die of the melee weapon you are using to attack. Also, the target must alo make a strength saving throw or be made prone.

Rune of the Doire

The symbol of inner strength, and is often used in teachings by druids to explain family, the natural world and also the interwoven nature of the world. But also, due to the symbols aesthetic, also used as decoration.

You gain advantage on Wisdom (insight) and Charisma (intimidation) checks. And also are able to cast the spell guidance as an action. Also, while raging, you gain advantage against being [Tooltip Not Found]. 

Rune of the Triskelion

One of the most revered runes from design to philsophy. It represents progress, as well as the natural beleif that anything significant always comes in threes.As well as representing the strength and zeal to overcome adversary.

You gain advantage on Intelligence (arcana) and Charisma (persuasion). You also gain 10 feet walking speed. While raging, you can charge an enemy, provided you not difficult terrian and approach the target in a striaght line. If you charge, you gain advantage on the intial attack. If it is a critical hit, the target and all hostile creatures within 15 feet of you must make a Wisdom saving throw or become frightened for 1 minute. They repeat the saving throw at the end of their turn.

Druidic Warrior

For a Painted One, you fight for the Druids. Your teachers and preists of society. You have learned from then in your time as you in order to paint the runes upon yourself and gain their power, you need to know the sacred language.

You gain proficiency in Nature skill, and know the language Druidic.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

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