Barbarian
Base Class: Barbarian

The barbarian Rune Rager learns to draw/paint runes.  

Starting at 3rd level, the Rune Rager selects 3 runes they have the ability to create/cast and use.  

Rune Rager initiate

At 3rd level and beyond, the Rune Rager has as many runes they can use as they have levels, chosen from the list below.  However, he cannot have more runes drawn than 2 x his # of rages allowed per long rest.  Time and media must be made available to draw the runes after a long rest.  (Residual runes that were not used from the previous day be removed and replaced or left active so they count toward the max allowed.  

One drawn rune can become powered and ready to use with each injury the barbarian receives or gives that gets blood on the rune.  Drawn, powered Runes can be activated when the rage begins or at any time during a rage as a reaction, at the discretion of the Rune Rager (limit one rune activation per turn).  Activated runes are single use (except for permanently inked runes allowed at later levels), erased after their duration or the rage ends, whichever comes first.  

The Rune Rager cannot activate more runes during one rage than their proficiency bonus.  Effects from multiple runes can stack during a rage, however, the effectiveness of each subsequent rune activation in one rage reduces its effectiveness by 1.  (For example, if the first three runes listed below are activated, in that order, The Cross would heal as normal, The Bear would increas AC by one less than what is stated, and The Blade would reduce the calculated double rage damage by 2.  

  1. The Cross - Heal 3hp x the number of rages remaining before a rest, as a reaction - this may be used on self or other within 3’/level. 
  2. The Bear - Improve AC by rage damage bonus on self or another within 3’/level during this rage. 
  3. The Blade - doubles the rage damage during this rage. 
  4. The Foot - add 4’ x proficiency bonus to movement this round, reducing by one proficiency bonus each turn, until reaching 0.
  5. The Wolf - Rune Rager and one ally have pack ability to gain advantage on attacks if they are within 5’ of one another for the duration of this rage.  
  6. Three Wolves - Rune Rager and as many allies as their number of rages/day have pack ability for one round if they are within 5’ x proficiency bonus.  
  7. The Blast - a wave of force energy explodes from the barbarian, doing d4/odd numbered level to all within 5’/rages remaining today.  
  8. The Element - Rune Rager chooses one element at the time they choose this rune, so #8 may be chosen multiple times (fire is a flame, ice is a snowflake, water is waves, earth is a stone, air is a cloud, necrotic is a skull, radiant is a star, poison is a snake.  Rage damage is doubled for the duration of this rage, and all rage damage is of the elemental type specified.  
  9. Crossed axes - Rune Rager gets an additional free attack (including all bonuses) as many turns this rage as their proficiency bonus.  
  10. The Shield - Rager or an ally within 3’/level have resistance to one damage type for the duration of this rage.  
  11. The Outstretched Shield - prevent damage which has just been rolled from being done to one companion within 5’/rages remaining before a rest.  1/2 the damage is taken by the barbarian (and 1/2 of that if they have resistance to the damage type).  
  12. The Hourglass - the rage can last 1 more turn per proficiency bonus.
  13. The Hand - summon a weapon to your hand that is within 3’/level.  If the weapon is held by another, it will require a Strength struggle before you can remove it from their grip.
  14. The Head - releases a cone of psychic energy 3’long/proficiency bonus and 8 feet wide at the terminus, causing d6/daily rage.  

 

Rune Rager Brother or Sister

At 6th level the Rune Rager gains the ability to make 2 of their runes permanent.  They do not need to be drawn again.  When going up a level, any permanent runes may be changed out for other runes to become permanent.  

They can make one of their runes on an ally, however, the ally must stay within 5’/rages of the barbarian, who is raging, in order to power up, activate and use the rune.  This rune counts in the number of runes being used in this rage for limitations on the barbarian.  

Rune Rager Master

At level 14, the Rune Rager can make 6 of their runes permanent, so they do not have to be redrawn every time they have been used.  When going up a level, any permanent runes may be changed out for other runes to become permanent.  

They can make 3 of their runes on allies (limit one rune per ally), however, the ally must stay within 10’/rages of the barbarian, who is raging, in order to power up, activate and use the rune.  These runes count in the number of runes being used in this rage for limitations on the barbarian.  

They can give one unused rune (even a “permanent” one) to an ally (within 5’/proficiency bonus) during a rage, making it disappear from themself and appear on the ally as a free action, while raging and the ally can trigger the rune as a free action.  When the rage ends or the rune is otherwise used up, it disappears.  

Rune Rager Champion

At level 10, the Rune Rager gains the ability to make 3 of their runes permanent.  They do not need to be drawn again.  When going up a level, any permanent runes may be changed out for other runes to become permanent.  

They can make 2 of their runes on allies (limit one rune per ally), however, the ally must stay within 5’/rages of the barbarian, who is raging, in order to power up, activate and use the rune.  This rune counts in the number of runes being used in this rage for limitations on the barbarian.  

Rune Rager Image

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