Base Class: Barbarian
The Path of the Runeborn is walked by barbarians whose rage awakens forgotten arcane traditions older than kingdoms and gods. These warriors do not study magic—they endure it. Their bodies become the medium through which runes burn, etched into skin, armor, and weapons, channeling power through pain, breath, and unyielding will.
Unlike traditional spellcasters, a Runeborn barbarian fuels magic with Constitution, converting raw vitality into spell points that can only be unleashed while raging. Each spell cast feeds the fury, allowing rage and sorcery to exist as one relentless force. To face a Runeborn is to face a storm that cannot be exhausted by steel or spell alone.
As they grow in power, Runeborn barbarians learn to inscribe runes from every school of magic. These runes grant resistances, summon animated weapons, twist fate, corrupt enemies, and reshape bodies in battle. Through reckless assault, a Runeborn can trigger rune effects with each strike, bending magic directly into their attacks.
At the height of their path, Runeborn barbarians manifest primal sigils—overwhelming surges of defense, speed, or destructive force that turn the tide of entire battles. Even death struggles to claim them, as their runes can drag them back from the brink at terrible personal cost.
To walk the Path of the Runeborn is to become a living inscription of war—magic carved into muscle, rage bound by ancient symbols, and power that endures as long as the heart still beats.
Level 3: Spellcasting: Runeborn Focus
While raging, you can cast spells from the sorcerer spell list using spell points instead of spell slots. You can cast spells only while raging, and casting a spell maintains your rage as though you had attacked or taken damage.
Your spellcasting ability for these spells is Constitution.
Spell Save DC = 8 + your proficiency bonus + your Constitution modifier
Spell Attack Modifier = your proficiency bonus + your Constitution modifier
You regain all expended spell points when you finish a long rest.
Runeborn Spell Points
| Barbarian Level | Spell Points | Max Spell Level | Cantrips Known |
|---|---|---|---|
| 3 | 2 | 1st | 2 |
| 4 | 4 | 1st | 2 |
| 5 | 8 | 2nd | 3 |
| 6 | 14 | 2nd | 3 |
| 7 | 14 | 2nd | 3 |
| 8 | 17 | 2nd | 3 |
| 9 | 17 | 3rd | 4 |
| 10 | 24 | 3rd | 4 |
| 11 | 24 | 3rd | 4 |
| 12 | 32 | 3rd | 4 |
| 13 | 32 | 3rd | 4 |
| 14 | 38 | 4th | 5 |
| 15 | 38 | 4th | 5 |
| 16 | 40 | 4th | 5 |
| 17 | 40 | 5th | 6 |
| 18 | 49 | 5th | 6 |
| 19 | 49 | 5th | 6 |
| 20 | 59 | 5th | 6 |
Spell Point Cost
Casting a spell costs a number of spell points equal to the spell’s level, as shown below:
-
1st-level spell: 2 spell points
-
2nd-level spell: 4 spell points
-
3rd-level spell: 7 spell points
-
4th-level spell: 17 spell points
-
5th-level spell: 24 spell points
You cannot cast a spell of a level higher than your maximum spell level shown in the Runeborn Spell Points table.
Spellcasting Focus
You can use any simple or martial melee weapon, or a sorcerer’s spellcasting focus, as a spellcasting focus for your Runeborn spells.
Level 3: runeborn runes
Choose a number of runes equal to your proficiency bonus from the rune list below to know
Each one take a long rest to apply and change to a different rune and a short or long rest to remove any runes active, while a rune is on another creature then you can not use it but the wielder of the rune can if the rune was applied to armor or an item you or an allied creature must be holding it or wearing it to activate. you cannot apply the same rune without a copy of the rune within 5ft
Runes can be applied up to a number equal to your proficiency, and you can apply the same rune more than once
Abjuration rune-when when applied to an item,or skin no smaller than a 1ft by 1ft area and no bigger than a 10 by 10ft area, they gain one resistance of the following chose by you necrotic, psychic, fire, poison or cold and once per long rest as an action gain temp hp equal to twice your lvl it lasts an hour
Conjuration rune-when applied to an item,or skin no smaller than a 1ft by 1ft area and no bigger then a 10 by 10ft area as a bonus action a number of time equal to your constitution modifier rest summon an Animated Flying Sword and a Animated Flying shield they both use the Animated Flying Sword stats, but the shield can not attack but if the shield is within 5ft of an allied creature then it gains +2 to AC they both are the same Initiative as you and take actions on your command (no action required) you can only of one Animated Flying Sword and Animated Flying Shield at a time
Divination rune-when applied to any item no bigger than 10ft by 10ft square or on any skin no smaller than a 1ft by 1ft area, advantage on Initiative rolls, attack rolls and saving throws. And once per long rest establish a link with a number of creatures equal to your constitution modifier an unwilling creature mast make a Wisdom save against your DC to establish a link while linked you can see out of the link creatures eyes and hear what they hear you always know their location as long as you are on the same plane as them otherwise you lose the link between you and the creature
Enchantment rune –when applied to an item,or skin no smaller than a 1ft by 1ft area and no bigger than a 10 by 10ft area, as an action. once per long rest you have a 10 ft aura of charm for a minute; any creature attacking you has disadvantage on attack rolls; you can use a reaction when hit by any creature after they must save ageist your DC on a fail they are charmed and are under the command spell and can be commanded with any charmed creature by you as a bonus action once charmed they cannot be charmed this way again
Evocation rune-when applied to an item, space or skin no smaller than a 1ft by 1ft area and no bigger then a 10 by 10ft area, as an action. Store a 3rd or lower spell in the rune that you both have spell points for and a spell lvl that you can cast at and specify a trigger for it to go off. While the spell has been cast, it uses your spell DC and attack rolls; if the rune is on a creature's skin you can choose to have it succeed and take no damage or fail and take the damage normally. Alternatively have it be a destructive rune that deals 3d10 force damage in a 20ft area on a dexterity save agent your DC and none on success, you can make a number of them using 7 spell points or with an 8 hour ritual but you can't put this rune on the same item or space more than once
Illusion rune-when applied to an item,or skin no smaller than a 1ft by 1ft area and no bigger than a 10 by 10ft area, once per long rest as an action. a horrifying creature arises, taking the form creatures worse fear each creature that looks at it must make a wisdom save ageist your DC or take 2d6 psyche damage or be frightened you and allied creatures are unaffected by this
Necromancy rune-when applied to an item,or skin no smaller than a 1ft by 1ft area and no bigger then a 10 by 10ft area, as an action, when a creature is killed within 5ft of you or killed by you can gain 2d8 + con hp back this effect lasts a minute. Creature can not be undead or a construct
Transmutation rune--when applied to an item,or skin no smaller than a 1ft by 1ft area and no bigger then a 10 by 10ft area, as an action, you can modify a creature with 2 of the following and as a separate action you can change the modification to something else on the list this effect lasts a minute
The size of a creature to one size large or smaller
You can make creature have +10ft to there movement
Add one d4 to weapons damage or unarmed damage
+1 to ac
A 15ft cone breath weapon that deals 2d8 of one chosen damage type when the rune activated the option are acid, cold, lighting, fire or poison
A climbing and swimming speed equal to your base speed
Increase their reach by 5ft
Level 6: runic Onslaught
When you take the Attack action on your turn, you can replace one of your attacks with a casting of one of your sorcerer cantrips that has a casting time of one action.
Additionally, once per long rest, while raging for up to one minute, you regain 5 spell points at the start of each of your turns. When a creature casts a spell targeting you and it is a spell level you can cast, you can use your reaction and spend half your spell point max to make a Constitution saving throw against the caster’s spell DC. On a success, the spell fails and you regain spell points equal to the spell’s cost. On a failure, you take 2d12 + half your level in force damage, and creatures within 5 feet take the same damage.
Level 10: rune empowerment
You get an upgrade to your reckless attack to activate a rune based on one school of magic of your choice you cannot take more than one on one attack
Abjuration-gain a +2 to ac for one turn
Conjuration- you teleport either you, the creature or the both of you 30ft
Divination- the creature hit with this gets a -1d4 debuff to attack rolls
Enchantment- your weapon is now a magic weapon has an extra +3 to hit and damage
Evocation – you can add a different weapon mastery you know
Illusion- you become Invisibility for 2 turn
Necromancy– the target cannot heal for the next 1d4 turns and does an extra 1d6 necrotic
transmutation - creatures cannot benefit from a resistance iti has for the next 2 turns
Level 14: primal sigil
Once per long rest For 1 minute after you rage you gain the following
Sigil of defense: gain temp hp equal to 5 times your lvl
Sigil of speed: gain an extra attack and 15ft movement speed
Sigil of fury: deal half of your lvl in force damage
Additionally, you can spend a rage once per long rest to come back from 0 to twice your lvl, but you gain 4 exhaustion point when done so
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