Barbarian
Base Class: Barbarian

Rune Warriors have learned how to capture motes of the chaotic energy in the world into hand-carved runestones. Whenever you have a great success or failure in battle, you are able to empower your runestones, to be unleashed on your foes. 

Runestones

Runestones. By the time you choose this subclass at 3rd level you have learned how to capture motes of the chaotic energy of the world and bind them to runestones. You can expend the power stored in these runestones to unleash powerful effects to harm your enemies and aid your allies.

Some of these abilities require your target to make a saving throw. The DC for your runic power equals 8 + your proficiency bonus + your constitution modifier.

Rune Charges. The energy stored in your runestones 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 Constitution 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.

Runic Powers

Runestones. By the time you choose this subclass at 3rd level you have learned how to capture motes of the chaotic energy of the world and bind them to runestones. You can expend the power stored in these runestones to unleash powerful effects to harm your enemies and aid your allies.

Some of these abilities require your target to make a saving throw. The DC for your runic power equals 8 + your proficiency bonus + your constitution modifier.

Rune Charges. The energy stored in your runestones 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 Constitution 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. 

Runic Strike. While raging, when you take the attack action on your turn you may spend 3 rune charges to empower your melee weapon attacks to deal force damage, in addition to the weapon's damage. Until your next turn, your melee weapon attacks deal an additional 1d8 damage. 

When you activate this ability you can spend 2 more rune charges to increase the damage by 1d8, up to a total of 4d8 additional damage. 

Chilling Grasp. You reach out and summon a spectral hand that stretches from your and attempts to grab a creature within range. While raging, you can unleash your runic energy to draw your enemies closer to your fury. You can spend a rune charge and your bonus action to attempt to pull a medium or smaller creature into your grasp. Choose a creature within 30 feet of you. The target must succeed a strength saving throw or be pulled 15 feet toward you in a straight line. 

Armor of Runes. As a bonus action you can create an ethereal barrier around yourself. You can spend any number of rune charges. Roll a d8 for each rune charge spent. You gain temporary hit points equal to the total rolled, plus your constitution modifier. These temporary hit points last until the start of your next turn.

As long as you have these temporary hit points, whenever you take damage from a melee weapon attack for the first time on a turn, you can use your reaction to make a melee weapon attack against that creature with advantage. If the attack hits, the target takes 1d8 force damage, in addition to the weapon’s damage.

Runes of Warning

When you are not raging you gain the following benefits:

When you roll for initiative you can spend 1 rune charge to roll a D8 and add the number rolled to your initiative.

Whenever you make a Wisdom(Perception) or Intelligence (Investigation) check you can spend 1 rune charge to roll a D8 and add the number rolled to the skill check.

Anti Magic Bubble

You have learned to use your runes to defend yourself and your allies from harmful spells. You gain a reaction, which you can use when you see a creature within 60 feet of you casting a spell. You create an anti-magic barrier around yourself and your allies. Until your next turn, 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. 

You can one use of this ability, which you regain when you finish a long rest. You can regain a use of this ability as an action by spending 10 rune charges.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
6/9/2020 12:41:25 AM
180
7
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes