Base Class: Barbarian
There exist tribes that study the runes left behind on stone tablets by their supposed ancestors. These people are just as mysterious and strange as the magic they possess and have learned to enhance their natural abilities using the supernatural power of these runes. They are seen as recluses and hermits dedicating their lives to unlocking this power as primal and volatile as it maybe. Sometimes such a tribe is blessed with the birth of a child capable of harnessing such runic power, such a child is known as Runic Bound, someone who uses raw arcane power to amplify their rage.
Ancient Magic
You gain a fundamental understanding of the arcane and its connections that spread throughout the natural world. You gain proficiency in the Arcana, and History skill, in addition to proficiency in Mason's Tools. Additionally, you have advantage on any Intelligence (Arcana) or Intelligence (History) checks you make to understand runes.
Runic Binding
Starting at 3rd level, you learn to unleash special magical effects with some of your attacks. When you gain this feature, you carve two Rune options into your weapon. You gain an additional Rune option of your choice when you reach certain levels in this class: 6th, 10th, and 14th. Each option also improves when you become a 10th-level barbarian.
If one of your Rune options requires a saving throw, the DC for the saving throw equals 8 + your proficiency bonus + your Wisdom modifier.
Once per turn, when you hit with an attack using a melee weapon you're proficient with, you can apply one of your Rune options to that attack. You decide to use the option when the attack hits a creature unless the option specifies otherwise.
Rune Charges. The energy stored in your weapon is represented by a number of Rune Charges. Your maximum number of rune charges is equal to your Barbarian level. You have a number of ways of gaining rune charges, and your rune charges last until you finish a long rest.
- When you finish a long rest, you gain a number of rune charges equal to your Wisdom modifier.
- Whenever you hit a hostile creature with a weapon attack for the first time each turn, or you take damage from a hostile creature for the first time each turn, you gain one rune charge.
Aether Rune
You imbue a rune of etherealness into your weapon. Instead of making an attack roll for your attack, each creature within your reach makes a Dexterity saving throw. Each creature that fails its saving throw takes your weapon's damage + 1d6 extra force damage. All force damage dealt by this rune increases to 2d6 when you reach 10th level in this class.
Celeris Rune
You imbue a rune of speed into your weapon. You can instantly make an extra weapon attack and your speed increases by 10 feet until the beginning of your next turn. Your speed instead increases by 20 feet when you reach 10th level in this class.
Fragor Rune
You imbue a rune of thunderous power into your weapon. Your attack deals 1d6 extra thunder damage, then the target and each creature other than you within 5 feet of the target must make a Strength saving throw. Each creature that fails takes 1d6 thunder damage and is knocked prone. All thunder damage dealt by this rune increases to 2d6 when you reach 10th level in this class.
Fulgur Rune
You imbue a rune of storms into your weapon. Your attack deals an extra 1d6 lightning damage, and up to one creature you can see within 30 feet of the target also takes 1d6 lightning damage. All lightning damage dealt by this rune increases to 2d6 when you reach 10th level in this class.
Ignis Rune
You imbue a rune of flame into your weapon. Your attack deals an extra 1d6 fire damage, and the target ignites. At the start of each of the target's turns, it takes 1d6 fire damage. At the end of each of the target's turns, it makes a Dexterity saving throw. If it succeeds, it stops taking the fire damage. All fire damage dealt by this rune increases to 2d6 when you reach 10th level in this class.
Lenire Rune
You imbue a rune of peace into your weapon. If you hit, the target must make a Wisdom saving throw. On a failed save, the target's speed is reduced to 0, and it is incapacitated, until the end of its next turn. The target also takes 2d6 psychic damage whether or not it succeeds on the saving throw when you reach 10th level in this class.
Sana Rune
You imbue a rune of healing into your weapon. Whether your attack hits or misses, up to two of your allies you can see within 30 feet of you each regain 2d6 hit points. Each ally instead regains 4d6 HP when you reach 10th level in this class.
Tutela Rune
You imbue a rune of protection into your weapon. Upon hitting the target, you may choose a type of damage from acid, cold, fire, poison, lightning, or thunder. You gain resistance to this damage type until the beginning of your next turn. You gain immunity to the damage type when you reach 10 level in this class.
Umbra Rune
You imbue a rune of darkness into your weapon. Your attack deals an extra 1d6 necrotic damage, and the target must make a Constitution saving throw. If it fails, the target is blinded until the end of its next turn. The necrotic damage dealt by this rune increases to 2d6 when you reach 10th level in this class.
Vi Rune
You imbue a rune of forceful kinetic energy into your weapon. Your attack deals an extra 1d6 force damage, and the target is pushed 10 feet away from you. The damage dealt by this rune increases to 3d6 when you reach 10th level in this class.
Primal Understanding
At 6th level, through studying a vast number of runes, you have discovered that all other languages have roots in this single ancient script. You understand all written language in a literal sense.
Aura of Protection
At 10th level, you have learned to use your runes to defend yourself and your allies from harmful spells. You may spend a bonus action to create a protective runic circle around yourself and your allies. You and friendly creatures within 20 feet of you gain the following benefits for the purposes of overcoming or resisting spells and magic effects: advantage on saving throws, three quarters cover, and resistance to all damage types. This aura lasts for a number of rounds equal to your wisdom modifier. After using this ability, you must wait a long rest before using it again.
Rune Mastery
By the time you reach 14th level in this class, you have mastered the act of charging your runes. Whenever you start your turn with half of your maximum number of rune charges or fewer, you gain 1 rune charge.
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