Barbarian
Base Class: Barbarian

You're a Warrior of Fierce renown, Covered head to toe in Runepaint. Your ancestors have imbued ancient knowledge, power and techniques of heroes past  into your skin. Each battle a saga, each defeat a lesson. What will your story read when you finally meet the grave. The life of the Painted one is moving from glory to glory, spreading your fame and infamy. To you this world is only a transition place, and your actions and skin are your ticket to the afterlife, and your legacy for those who come after.

Pictures are not mine, Credit goes to original artist, who is unknown to me at this time.

 

Runepainted Rituals

Starting at level 3 you gain proficiency in Alchemist Supplies. Once a day you can apply your Runepaint for that day. Your Runepaint lasts 5 days, or until washed off. If Rune paint is removed you immediately lose all positive, as well as negative effects if any. But the tattoos and the stories of the battle remain etched on your body as a tapestry of your deeds, victories, and defeats. At the end of a Painted ones life, his story is read to all as a measuring stick of what his afterlife will look like. 

To create the Runepaint, you need a 1/4 vial of acid Acid, 1g worth of charcoal, wildflowers or berries, and Mistletoe for burning. As well as a component specific to each ritual. This mixture takes 30 min to mix with a Alchemist supplies check (d20+prof+int) of DC10, on a failed check all supplies are lost. Warpaint takes 30 min to apply during a ritual you perform. Applied war paint lasts One week before needing to be reapplied. Once applied wearer takes 1d6 acid damage due to the acidity of the Runepaint. 

Runepaint Styles.

Ritual of the Wild Hunt - (Special Component - 1d8 worth of blood for ritual needed This amount is taken from your hit point maximum for the duration of the ritual. As well as 10g pieces, 25g at 10th level as a offering - Consumed.)

- Applying this Dark Red paint up your main hand weapon arm allows the wearer upon taking the attack action to add an extra 1d8 Necrotic Damage when you hit with a melee attack, this extra damage can only be added once per round. Damage die changes to d10 at 10th level.

- Additionally you gain a +1 to rage damage.  

Ritual of the Shieldbiter - (Special Component - 1d4 of blood taken from hit point maximum for the duration of the ritual, 5gp worth of hard alcohol - consumed when used Make a DC14 CON save or you become intoxicated from the spirits for 8 minus CON mod number of hours giving disadvantage on all Attack rolls, and Ability checks until sober.)

- Applying this Pale White paint down your shoulder across your shield arm, and over your shield. You gain +1AC while wielding a shield, and if you're not wearing any armor.

- You can add your shield’s AC bonus (max +3) to any Dexterity saving throw you make against a spell or other harmful effect that targets you. As well If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. 

Ritual of the Night Raider - (Special component - 1d4 of blood, taken from hit point maximum for the duration of the ritual, as well as a live raven needed for sacrifice. - Consumed when used.)

- Applying this solid Black Paint on your arms (wrist to elbow) and legs (ankle - knees) and around your neck and across your eyes, allows for the wearer to gain advantage on stealth, and perception checks. 

- You gain Darkvison up to 60’. If you already have Darkvision, it's range increases to 90'

Ritual of the Totem - (Special Component - 1d4 worth of blood taken from hit point maximum, as well as a Gem corresponding to resistance type worth at least 100g - Not Consumed)

- Applying this Dark Blue paint across your shoulders down across your upper chest, and a line from chin to sternum, Allows for resistance to one damage type of your choice from the list below while raging: Fire (Ruby), Cold (Sapphire), Thunder (Quartz), Lightning (Pearl), Radiant (Diamond), Necrotic (Onyx), Poison(Amethyst), or Force (Topaz) damage.

Ritual of the Open Wound - (Special Component - 1d4 of blood, taken from hit point max. A Opal worth at least 250g, As well as a heirloom from a dead family member, child, or a lover - Not consumed. Make a DC12  Wisdom save or all ability checks have disadvantage until the following dawn from reliving bad memories and all failures) 

 - Applying this a Indigo war paint around, eyes and ears, down the neck and to the tips of the shoulders allows the wearer Resistance to Psychic (Opal) damage while raging.

- Additionally, you can Re-roll a Saving throw but must declare this before DM says if it was a success or failure, and must use new roll. You regain all uses of this feature between long rests. You gain 1 extra roll at Barbarian levels 6,10 and 14. 

Warriors Sagas

Starting at Level 6 You learn the Clairvoyance spell and can cast it as a ritual without components, to communicate with the long passed Heroes of your ancestors. Hours of study and reveling of passed glories, as well as physical instruction allows you to Learn one Fighting Style from the list available for the Fighter class, as well as absorbing the lessons of the past granting you +1 to Intelligence, as well as Proficiency in your choice of either History, Religion, or Arcana. 

Potent Rituals

Starting at level 10, your ancestors grant you the knowledge of imbuing magical ingredients into your rituals. Unlocking heightened potentials of each ritual. You are shown how to cast "Goodberry" once per day. When mixing ingredients for your Runepaint all the regular components are needed minus that of the wild berries, your Goodberries now replace them. 5 of your Goodberries are consumed when making your Runepaint.

As well, your long hours spent covering yourself with toxic warpaints grant you resistance to Acid damage, and you no longer take acid damage from your rituals. Your Runepaints are so potent they now last 2 weeks before needing to be reapplied.

Potent Ritual Options gain all the former buff and debuffs of the "Runepainted Rituals:" in addition to the following:

Ritual of the Wild Hunt - When you are raging and a creature within 60’ of you makes a weapon attack against one of your allies, you can use your reaction to taunt the creature. The target must make a WIS save against a DC 10 + your intimidation skill. On a failed save the creature has disadvantage on all weapon attacks that aren't against you, you also have disadvantage on all weapon attacks against anyone other than the target of your taunt, until the end of your next turn. Additionally you deal +4 rage damage when attacking the taunted creature. At the end of your turn, as a bonus action you can attempt to taunt the creature again. You can use this feature 2+ your CHA mod number of times. Recharge on a L/S rest.

Ritual of the Shieldbiter - When you move 20’ towards a target, and take the attack action while raging, you can first use a bonus action to charge your shield into a target knocking them to the ground. Target takes 1d10 + STR mod, bludgeoning damage, and must make a STR saving throw, of 10 + STR + Prof or be knocked prone Target can only be one size larger than you. At a cost of -1 to AC on a failed knockdown. You can use this feature a number of times equal to your STR mod. Recharge on L/S rest.

Ritual of the Night Raider - When you move 20' in a straight line towards a target and use the attack action while raging, you can first let out a terrifying warcry as a bonus action, The target must make a WIS saving throw with a DC of 10 + your Intimidation skill, or become frightened of you until the end of your next turn. When you hit a creature frightened by you in this way, you deal and additional +4 rage damage on hit. At a cost of -5 from all attack rolls you make for this round only if the target saves against your fear. You can use this feature 2+ CHA mod number of times, recharge on L/S rest.

Ritual of the Totem - You can select a second damage type to become resistant to while raging. At a Cost of -1 to your AC.

Ritual of the Open Wound -  When you Succeed a WIS or INT Save against a hostile enemy while raging, your temporary clarity allows you to redirect some of the spells energies and cast Confusion on the attacker as a reaction. Spell Save DC is 16. At a Cost of 1d4 Psychic Damage not resisted on yourself, for each failed save the target makes. You can use this feature 2+ CHA mod number of times per day. Recharge on a long rest.

Sacrificial Focus

By level 14 your ancestors have been watching, they have seen your potential, and deem you worthy. The time has come to align yourself with one of your peoples warrior factions and ready your final steps towards the after life. The red riders of the Wildhunt, The pale legion of the Shieldbiters, The long night of Night Raiders, or the bestial fury of the Totemic Berserkers. Or will you choose yourself. Cling to this life, your grief, and mistakes. And focus on your festering, Opened Wound.

Rather than applying Runepaint yourself, you preform a ritual at night taking 8 hours to complete, that only you are present for. This ritual in tandem with your clairvoyance spell summons a group of sage warrior spirits belonging to the faction of your choosing, to come and permanently tattoo one of the Rituals to your body, and exact the rituals high cost. The former Negative effects of this ritual no longer apply to you, as you become a newly adorned harbinger of your faction.

To Complete the Ritual you must use all the regular components, needed for "runepainted rituals, and potent rituals" with exception of their blood cost. In addition to their new components listed below. After completing the ritual you gain 1 point of exhaustion for the day.

Once the ritual is completed, you may still perform rituals to don a second warpaint at the "potent rituals level" but all the negative effects of it still apply, as this ritual isn't permanent.

Choose ONE of these Amplifications, to add to the ritual of your choice, This choice doesn't have to be made right at the time of the level up. But when made, cant be undone.

Ritual of the Wild Hunt - (Special Component - Your most prized possession be it Gold, Weapons, Armor, Magic item, etc - Consumed.) As well as 1d20 + 5 worth of blood, taken from max hit points permanently.)

- When you take the attack action, you can make an additional melee weapon attack as a bonus action. Alternatively if you already have a bonus action attack via two weapon fighting you can choose to take a -5 to hit, in exchange of +10 to the damage roll of the bonus action strike. Must make this declaration before the attack is rolled.

- You now score a Critical on 19's and 20's.

- Your "Wild Hunt" damage die changes from a d10 to a d12.

- Your rage damage from "Runepainted Rituals" is increased to +2 when below 100%health, +4 when you drop below 50% health, and +8 when you drop below 25% health. Once combat is over, after using this feature to its full capacity (+8 damage) you gain 1 level of exhaustion.

Ritual of the Shieldbiter - (Special Component - Your Left or Right hand, Whichever is used to hold your shield is removed. You can never wield a weapon in your off hand, use a Two handed weapon, or the like. Your shield is strapped to your arm, thus cant be disarmed.)

- As a bonus action you can beat your weapon against your shield, and rally your allies to keep fighting. An ally within 60’ of you gains 1d10 + CHA mod temporary hitpoints. You can use this feature equal to 2 + CHA modifier (Max 4 uses). Recharges on L/S rest.

- You regenerate your CON mod number of hitpoints at the start of each of your turns while raging. 

- In addition you gain 1d20 + 5 Max hit points permanently, and your shield can never be disarmed in combat.

Ritual of the Night Raider - (Special Component - One of your eyes Left or Right. Perception skill Permanently reduced by 3 when relying on sight. As well as permanent a 1d10 + 5 reduction to your max hit points)

- You gain a +3 bonus to initiative rolls, and have the ability to see through magical darkness.

- You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

- You learn, to cast find familiar as a ritual with no components needed, but only in the form of a Raven to come aid you. When your familiar uses the "Help" action to aid you in combat, you deal an additional +2 rage damage on hit to the target. If the Raven dies, a new one appears to you at the following dawn.

Ritual of the Totem - (Special Component - Live bear Black, Grizzly, Owl or the like in nature. - For sacrifice. As well as one of your Ears, giving a permanent -3 to perception checks made by hearing.)

- You Physical Appearance has aspects that resemble a Bear (Hairy, Claws, Sharp Teeth, players choice). And Your unarmed strikes now deal 1d6 + STR slashing damage. Consequently after every killing blow dealt by the barbarian, the bears feral instinct takes over since you are one in the same. You must roll a DC16 WIS save, or immediately move your full movement speed and make one weapon attack, and one bite attack (+8 to hit and 1d8 + STR) on the nearest person, Ally or Enemy. If multiple people are in an equal range, DM will assign each a number on a dice and roll to see the target. If the extra attack is also a killing blow, the barbarian auto fails the save and again and moves onto a 3rd target, and so on. If there is no target within your full movement, your rage ends immediately.

- You gain the ability to resist two more types of damage, (4 total) the two chosen with this ritual are permanent and are also active outside of rage, The additional 2 can be changed with a short rest, and the proper gem to focus on, but they are only active while raging.

- When you enter your rage you and your allies within 30' of you gain the benefits of Bears endurance via the Enhance Ability spell. (Advantage on CON saves, 2d6 temp hit points.) Allies can only gain temporary hitpoints once using this feature per encounter. Bears Endurance lasts only as long as the rage it was triggered with.

Ritual of the Open Wound - (Special Component - Important heirloom of dead family member, child, lover etc - which is consumed. As well as all your memories are erased. You awaken from the ritual completely empty, having complete amnesia that cannot be restored shy of a wish spell. All your tattoos are removed minus the ones from this ritual. The spirits saw you clinging onto these memories as weakness and forcibly removed them from you, giving you a fresh start to achieve glory.)

- You gain advantage on WIS saving throws. 

- In addition when reduced to 50% of your Hit points or lower, flashes of your former life come through, sending your brain into chaos. You can immediately Cast Phantasmal Killer at 6th level, only while raging. Your spell DC for this is 18,  and you have advantage on constitution saves to maintain the spell while raging. Your rage cannot end early while concentrating on this spell. If an enemy Dies while under the effect of this spell before its duration is over, you can move the spell over as a bonus action to a next closest enemy within range, if the enemy makes its save the spell ends, otherwise it resumes until its saved against. You can only cast a spell this way once per day. 

- At 20th level you gain the ability to use "Sacrificial Focus" again. A final choice to align yourself to a faction, and a final chance to reserve yourself a spot in the eternal battle grounds alongside your ancestors. If you choose 'The Ritual of the Open Wound" again, you take 20d12 + 100 Psychic damage not resisted. If this kills you outright, you die, a Craven to your people, and your name is stripped from their histories and you cannot be resurrected as your body is reduced to ash, and scattered over multiple planes. But if you survive, you regain your memory and your keepsakes that were taken from you. As well as a final boon from your ancestors. Seeing that your fortitude was unbreakable, a simple glass sphere, that when broken allows for the user to cast "Wish" once.

Previous Versions

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