Barbarian
Base Class: Barbarian

Your body is now a temple of the arcane. You decorate it with the magics of all ways, Devine and Demonic,  the awakened and the learned, all magic comes back to one place. Runes are the formulas of science for magic and you have found a way to use them for your own gain. 

Spell Casting

You use Constitution as your spell cast modifier. You learn the Prestidigitation spell and have new properties along with it.

You can use Prestidigitation as a bonus action to give an object from tiny to medium size with a rune of a spell. You can only pull a rune of a level spell a third of your Barbarian level (minimum of 1st). The effect now lasts for 5 hours instead of 2 hours. You may have 2 of the runes out at one time (3 at 8th, 4 at 13th, 5 at 17th).

You prepare our Runes after every long rest. If you are able to see a spell successfully be cast three times you can use the magic after learning its runes. You make a constitution saving throw at disadvantage, DC 8 + that spell's level, you write that runes on your body. The rune itself counts as the verbal and somatic components of the spell   

Runes of the Gods

When you cast spell of Divination and Necromancy, you may add your spell casting modifier to damage and healing and can be used as a bonus action. 

Rune Adaptation

You can use one of runes to combine two spells of the same level and write a rune that uses both spells at the same time as an action.

Runes of the Giant

You can permanently tattoo one rune of your choice. The mark you make no longer has to be re-made after a long rest, will activate automatically when you rage without touching it, and can not be changed or swapped for another rune later. This runescar can continue to be used during a fit of rage even after it has been invoked and it never fades. However, it is still limited in the number of times it can be invoked between short rests. 

You can touch one other rune when entering rage and enable both runes effects but you can not have both invoked at the same time. 

Tattooing yourself with the runescar takes 3 hours and causes a one time 5d6 piercing damage that cannot be recovered by any means until you complete a long rest. At the end of your next long rest, roll 3d4. You grow a number of inches equal to the roll. 

Due to your nature being modified by the existence of the permanent rune, when you rage, you can alter this runes invocation at will. When you invoke it, you can choose to add 1d6 to your melee weapons damage dice for one minute or use the runes normal invocation effect. This only applies to the permanent runescar.

Runescar Tattoo Options 

Haug (Hill)

This rune’s magic bestows a resilience reminiscent of a hill giant. While raging with this rune active, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, as a bonus action you can touch the rune again to invoke it, giving you resistance to lightning, thunder, and force damage for one minute. You can reroll a failed saving throw but must use the new roll. You gain the benefits of the Haug Rune anytime you rage giving you advantage on saving throws against being poisoned, and resistance against poison damage. 

Ild (Fire)

This rune’s magic channels the masterful discipline of the fire giant warriors when carved into your skin. While raging with this runescar active, you have advantage on saving throws against psychic spells and effects and resistance to psychic damage. If you are already affected by such an effect and enter rage, you can make a saving throw upon entering rage before taking any other action. In addition, as a bonus action, you can invoke the rune by touching it again and make a dreadnought charge. Moving up to your speed in a straight line. if you move through the space of a creature hostile toward you, the creature must make a strength saving throw of be pushed to the end of your move and knocked prone. If it fails the save by 5 or more, it also takes 2d6 fire damage. You have advantage on intimidation checks for 1 minute. You gain the benefits of the Ild rune anytime you rage giving you advantage on saving throws against psychic effects and spells and resistance to psychic damage.

Ise (Frost)

 This rune’s magic evokes a frost giant’s respect for physical might. While raging after touching the scar inscribed with this rune, your critical range is doubled to 19-20. In addition, you can invoke the rune as a bonus action to regain 1d6 hit points at the end of each of your turns for 1 minute.  You gain the benefit of the Ise rune anytime you rage increasing your critical range to 19-20. You  count as one size larger in dealing with carrying capacity for 1 minute. 

Skye (Cloud)

 This rune’s magic emulates the cloud giants' hunger for high risks and high rewards. If you touch the scar inscribed with this rune when you enter rage, then if you take the attack action using reckless attack, you can make an  attack on each of your turns for the duration of rage. This attack leaves your defenses open and provokes attacks of opportunity. In addition, you can use a bonus action to invoke the rune. You have advantage on intelligence and charisma saving throws for 1 minute. You give yourself proficiency in deception and sleight of hand for 1 minute. You gain the benefit of the Skye rune anytime you rage. If you take the attack action using reckless attack, you can make an extra attack on each of your turns. This attack leaves your defenses open and provokes attacks of opportunity

Stein (Stone)

This rune’s magic channels the graceful athleticism and poise of a stone giant. While raging with this rune activated, you can add your proficiency bonus to Dexterity(acrobatics) checks and Dexterity saving throws. You have proficiency with one set of tools that you are not normally proficient with for 1 minute. In addition, when a creature that is hostile toward you ends its turn within 5 feet of you, you can use your reaction to invoke the rune and attempt to grapple the creature. You gain the benefits of Stein anytime you rage giving you proficiency with Dexterity(Acrobatics) checks and saving throws. 

Uvar (Storm) 

Using this rune, you can channel your fury into visions of the future to help your allies. While raging after touching this rune engraved on your skin, allies within 5' of you have advantage on saving throws. 

In addition, you can invoke the rune as a bonus action giving your allies within 5' of you advantage on attack rolls for 1 minute.

 

You gain the benefits of the Uvar rune anytime you rage giving you resistance to any damage you take if you succeed on the saving throw against the damage.

 

 This last ability is a shout out to VikingEric. 

 

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