Barbarian
Base Class: Barbarian

Barbarians who have magical runes inscribed into their skin augment their martial capabilities with their runic power. The Path of the Rune Warrior is for barbarians who understand the usefulness of magic in the world they live in and contain it in a wellspring of power they can draw on.

Rune Markings

Starting at 3rd level when you choose this path, you gain runic markings across your body that you can use to gain runic enhancements. These runic enhancements are fueled by special dice called rune dice.

Runic Enhancements. You learn once runic enhancement of your choice, which are detailed under "Runic Enhancements" below. There are a variety of enhancements that provide various benefits. You gain access to additional runic enhancements as your barbarian level increases.

You learn an additional runic enhancement of your choice at 6th, 10th, and 14th level. Each time you learn new runic enhancements, you can also replace one runic enhancement you know with a different one.

Rune Dice. You have 2 runic dice, which are d6s. A runic die is expended when you use it. You regain all of your expended runic dice when you finish a short or long rest.

You gain an additional rune die at 6th level and 10th level.

Saving Throws. Some of your enhancements require your target to make a saving throw to resist the enhancement's effects. The saving throw DC is calculated as follows:

Rune save DC = 8 + your proficiency bonus + your Strength modifier

Permanent Inscriptions

When you were given your runic markings, you gained a set of permanent inscriptions on your skin that give you permanent benefits.

At 3rd level, you gain two permanent inscriptions of your choice and an additional inscription at 6th level. Your permanent inscription options are presented in alphabetical order below.

Additionally, when you gain a level in this class you can choose one of your inscriptions and replace it with another inscription.

If a permanent inscription has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Arcane Sense

You can cast detect magic at will.

Brawler's Left Hook

When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Elemental Grip

While you are raging, creatures who do not have resistance or immunity to your elemental damage type have disadvantage on athletics checks made to grapple you. When a creature starts its turn while it is grappled or being grappled by you it takes 1d6 damage of your elemental damage type.

Guardian's Defense

You gain a +1 magical bonus to your Armor Class,

Hunter's Step

Your walking speed increases by 10 feet.

King's Will

You gain advantage on Wisdom saving throws to avoid being charmed or frightened.

Might of Giants

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Rune Write

You can cast [spell]illusory script[/spell at will.

Seafarer's Passage

You gain a swim speed equal to your walking speed.

Sentinel's Sight

You gain blindsight for 15 feet.

Thundering Fists

Your unarmed strikes can deal bludgeoning damage equal to 1d8 + your Strength modifier on a hit.

 

Runic Enhancements

The runic enhancements are presented in alphabetical order.

Elemental Strike

As a bonus action, you can expend one rune die to enhance your attacks with the elemental power of your runes. Until the start of your next turn when you make a melee weapon attack, you can add a rune die to the damage dealt.

Elemental Torrent

As a bonus action, you can expend rune dice to release the stored elemental energy within your runes. Every creature within 15 feet of you must make a Dexterity saving throw against your Rune save DC. On a failed save the creature takes one rune die of damage for every rune die spent and is pushed away from you 5 feet for every rune die spent. On a successful save the creature takes half damage and is not pushed back.

Forceful Strike

As part of a melee weapon attack, you can expend one rune die to channel your runic power into a forceful strike. On a hit you can add the rune die to the damage roll and the target must make a Strength saving throw against your Rune save DC or be pushed away from you for 5 feet for every point of damage dealt by the rune die.

Giant's Strength

As a bonus action, you can expend a rune die to enhance your strength. Your Strength score increases by 2 for 1 minute.

Heightened Awareness

You can expend one rune die and add it to your initiative. Additionally, if you are surprised you are instead not surprised.

Pull of the Wind

As a bonus action, you can expend a rune die to command the wind. You gain a flying speed equal to your walking speed until the start of your next turn. You do not provoke attacks of opportunity when you move this way.

Runic Sheild

When a creature targets you with a weapon or spell attack, you can use your reaction to expend one rune die and add it to your armor class until the start of your next turn.

Runic Vigilance

When you drop to 0 hit points you can use your reaction to expend a rune die and drop to 1 hit point instead.

Spell Shield

When you are forced to make a saving throw to avoid the effects of a spell you can use your reaction to expend a rune die and add it to your saving throw.

Elemental Runes

At 6th level, you infuse your runes with the power of an element of your choice. When you gain this feature, you pick an element and gain resistance to the corresponding damage type.

Additionally, when you deal damage with your rune dice the damage type is determined by your chosen element.

Element Damage Type
Earth Acid
Fire Fire
Holy Radiant
Ice Cold
Storm Lightning
Unholy Necrotic
Earth

You gain resistance to acid damage and your rune dice do acid damage.

Fire

You gain resistance to fire damage and your rune dice do fire damage.

Holy

You gain resistance to radiant damage and your rune dice do radiant damage.

Ice

You gain resistance to cold damage and your rune dice do cold damage.

Storm

You gain resistance to lightning damage and your rune dice do lightning damage.

Unholy

You gain resistance to necrotic damage and your rune dice do necrotic damage.

Accelerated Recovery

At 10th level, you can spend your rune dice to gain additional barbarian hit dice. You gain one additional barbarian hit die for every rune die spent this way.

Runic Rage

Starting at 14th level, when you start your rage and have no rune dice remaining, you regain one rune die.

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