Barbarian
Base Class: Barbarian

Those who walk the Path of the Valkyries have made a deal with the gods. They will fight and earn glory so that those who can’t will be counted in the Valiant Halls of Ysgard. They are warriors chosen by the gods, given the gift of visions and dreams where they uncover secrets to aid them.

Bonus Proficiency

When you choose this path at 3rd level, you become proficient in arcana and with smiths tools if you aren’t already.

Runic Weapon

You finally learn how to apply the Runic Secrets you have been receiving in visions and dreams. Starting at 3rd level, if you have smith’s tools, you can inscribe runes on one weapon of your choice, making it your Runic Weapon. You can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can inscribe runes at the end of a long rest. You can spend 1 action to dispel runes that you inscribed as long as the weapon is on the same plane of existence as you. You can inscribe a maximum of 2 runes at 3rd level, 3 runes at 6th level, 4 runes at 10th level, and 5 runes at 14th level.

Active Runic Secrets

The gods have sent you runes through visions and dreams. These runes can aid you in various ways. Each rune has different effects that become active when you invoke the rune. You can’t invoke a rune if you have another rune currently invoked. You can end the effects of an invoked rune at any time. Once you invoke a rune on your Runic Weapon, you can’t invoke that same rune again in this way until you finish a long rest. Some Runic Secrets require a saving throw. You use your Constitution modifier when setting the saving throw DC for a Runic Secret you invoke.

Runic Secrets save DC = 8 + your proficiency bonus + your Constitution modifier

Death Rune

As an action, you can invoke this rune, gathering dark energy around you before violently discharging. One creature of your choice within 15 feet of you must make a constitution saving throw. On a failure, they take 2d6 necrotic damage or half as much on a success. If you invoke this rune while raging, a shadowy link forms between you and the targeted creature on a failed save. The creature takes half of any damage you receive as necrotic damage for the duration of your rage.

Earth Rune

As a bonus action, you make the area around you difficult to maneuver. The area within 15 feet of you acts as difficult terrain for enemies. If you invoke this rune while raging, any friendly creature within 5 feet of you can add your Constitution modifier (minimum of +1) to their AC for the duration of your rage.

Fire Rune

As a bonus action, you can invoke this rune to surround yourself in fire. For 1 minute, any creatures that start or end their turn within 5 feet of you must make a dexterity saving throw. On a failure, they take fire damage equal to your proficiency bonus, or half as much on a success. If you invoke this rune while raging, your rage renews itself without expending one of your uses of rage.

Ice Rune

As an action, you can invoke this rune, releasing the frozen tundra at your enemies. You point your Runic Weapon, shooting out frozen winds and ice in a 15 foot cone. Every creature caught in the cone must make a constitution saving throw. On a failure they take 2d6 cold damage, or half as much on a success. If you invoke this rune while raging, every creature caught in the cone has their movement halved for the duration of your rage.

Life Rune

As a reaction, you can invoke this rune to give your allies a second chance. When a creature within 30 feet of you drops to 0 hit points, you can use your reaction to make them drop to 1 hit point instead. If you invoke this rune while raging, you can choose to teleport the creature up to 30 feet away to a location you can see, or you can swap places with that creature. The creature must be willing for this teleportation to work.

Lightning Rune

You can invoke this rune turning your weapon into a conduit of crackling energy. When you hit a creature with your Runic Weapon, you can invoke this rune dealing an additional 2d6 lightning damage. If you invoke this rune while raging, any attacks made against that creature are rolled at advantage until the start of your next turn. 

Nature Rune

As a bonus action, you can invoke this rune causing vines to shoot up and grab your foes. One creature you can see within 30 feet of you must make a strength saving throw. On a failure, they are restrained for one minute, or until they take an action to free themselves. If you invoke this rune while raging, you cannot be knocked prone or forcibly moved for the duration of your rage.

Raven Rune

As a bonus action, you can invoke this rune to give your Runic Weapon an unnatural property. For 1 minute, your Runic Weapon gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, you teleport to the weapon at the end of your turn, appearing with your hand on the weapon. If you invoke this rune while raging, you don't trigger attacks of opportunity for the duration of your rage.

Sea Rune

As a bonus action, you can invoke this rune inviting the wrath of the sea. For 1 minute, once per turn when you hit a creature with your Runic Weapon, you can choose to push them back 10 feet. If you invoke this rune while raging, your movement speed increases by 10 feet for the duration of your rage.

Sky Rune

As an action, you can invoke this rune to channel the fury of the storm. Invoking this rune causes a whirlwind to erupt with you at the center. Any creatures within 15 feet of you must make a strength saving throw. On a failure, they are pulled towards you or pushed away from you by 5 feet. If you invoke this rune while raging, you can use your bonus action on subsequent turns to force any creatures within 15 feet of you to repeat the save for the duration of your rage.

Thunder Rune

You can invoke this rune to bring down the terror of the skies. When you hit a creature with your Runic Weapon, you can invoke this rune to deal an additional 2d6 thunder damage. If you invoke this rune while raging, the creature becomes frightened of you for the duration of your rage.

Trickster Rune

 As a bonus action, you can invoke this rune to confuse your enemies. When you activate this rune, you are under the effects of the Blur spell as if you had cast it. You must maintain concentration for it as if you were concentrating on a spell. If you invoke this rune while raging, you are instead under the effects of the Mirror Image spell for the duration of your rage, or until the duplicates have been destroyed.

Runic Resolve

The gods have shown you how you can gain more use from your Runic Secrets. Starting at 6th level, each rune now has a passive ability, detailed below. You are under the effects of the passive ability as long as you have that rune inscribed. Additionally, you can choose to take one level of exhaustion in exchange for recovering two expended runes on your Runic Weapon.

Passive Runic Secrets

The following are the passive abilities for each rune.

Death Rune

You have advantage on your death saving throws. 

Earth Rune

You gain a +2 to your AC if you are not wielding a shield.

Fire Rune

You gain dark vision out to 120 feet. 

Ice Rune

After a long rest, you gain temporary hit points equal to your Barbarian level + your constitution modifier. 

Life Rune

Whenever you receive healing, you receive the maximum amount possible.

Lightning Rune

Your Runic Weapon attacks score a critical hit on a roll of 19 or 20. 

Nature Rune

You can speak with nature and wildlife as if under the effect of Speak with Animals and Speak with Plants.

Raven Rune

You can take the Dash action as a bonus action.

Sea Rune

You can breathe underwater and gain a swim speed equal to your walking speed.

Sky Rune

You gain a fly speed equal to your walking speed feet while not wearing medium or heavy armor. Spectral wings appear on your back while you are flying.

Thunder Rune

You can add your Constitution modifier (minimum of +1) to your initiative rolls.

Trickster Rune

You can cast Disguise Self at will. Additionally, you have advantage on Charisma (deception) and Dexterity (stealth) checks.

Runic Fury

You’ve learned to channel the fury that lives within you into your Runic Weapon. Starting at 10th level, your Runic Weapon deals an additional 1d6 damage. The damage type is dependent on having one of the following runes inscribed: Death Rune (Necrotic damage), Fire Rune (Fire damage), Ice Rune (Cold Damage), Lightning Rune (Lightning damage), and Thunder Rune (Thunder damage). You can switch between the damage type as a bonus action if you have more than one of these runes inscribed. 

Additionally, at the end of a short or long rest, you can choose one of the damage types associated with the runes inscribed on your Runic Weapon, and gain resistance to that damage. 

Valkyrian Mastery

You have become a weapon for the gods, imbued with the arcane nature of the runes themselves. Starting at 14th level, you gain one additional rune of your choice. At the end of a long rest, you can magically inscribe one rune onto your body. This rune does not count toward your total of inscribed runes. The passive ability of this rune is always active (refer to Passive Runic Secrets). You can invoke this rune (refer to Active Runic Secrets) a number of times equal to your Constitution modifier. You regain all uses at the end of a long rest.

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