Path of the Rune Scarred (5e Subclass)

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Path of the Rune Scarred[edit]

Barbarian Subclass

You have discovered how to enhance your rage using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr (“rune cutters”) can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant’s craft. In time, you learned how to carve runes into your skin and how to invoke their magic, ultimately becoming a Rune scarred Berserker. One of an elite group of deadly barbarians who bear magical runes carved into their flesh, rune scarred berserkers are among the most feared of Barbarian defenders. They are loyal guards over the land and stand ready to unleash a storm of martial fury at a single word. Many rune scarred berserkers bind themselves to a party and protect them with their very lives, but others become the chieftains of their tribes or take up a simple existence as a wandering defender of the people.

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Bonus Proficiencies

3rd-level Rune scarred feature.


You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

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Runic Flesh

3rd-level Rune Scarred feature.


You can carve magic runes into your skin to enhance yourself. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.


BARBARIAN LEVEL NUMBER OF RUNES KNOWN

3rd |3

6th |4

10th |6

14th |8

BARBARIAN LEVEL NUMBER OF RUNES ACTIVE

3rd |2

6th |3

10th |4

14th |5


Whenever you finish a long rest, you have to carve your known runes into your flesh and take 1d6 plus the number of runes you want inscribed (IE, 1d6+3 at level 6 if you wish to carve 3 runes that day). You must re-carve your runes into your skin in order to use them again, similar to how a wizard prepares its spells. These runes can be on your chest, back, arms, neck, and face. Any of these runes may be used while you are under the effects of Rage or Giants Rage.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Fog Rune. This run emulates the stealthy nature of its giants. While this rune is carved into your skin, you have advantage on Dexterity (Stealth) checks and can use Hide as a bonus action.

In Addition, you can activate this Rune as an Action to cast misty step. Once you invoke this rune, you can’t do so again until you finish a short or long rest.


Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While this rune is carved into your skin, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.


Fire Rune. This rune’s magic channels the masterful craftsmanship of great smiths. While this rune is carved into your skin, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.


Frost Rune. This rune’s magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While this rune is carved into your skin, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.


Stone Rune. This rune’s magic channels the judiciousness associated with stone giants. While this rune is carved into your skin, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.


Hill Rune (7th Level or Higher). This rune’s magic bestows a resilience reminiscent of a hill giant. While this rune is carved into your skin, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, when, enraged, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can’t do so again until you finish a short or long rest.


Mountain Rune (7th Level or Higher). This rune emulates the strength of its mountain giants. While this rune is carved into your skin, you get advantage on Charisma (Intimidation) checks and wisdom (Investigation) checks when tracking a target. You also gain advantage on saving throws against being frightened.

In addition, you can invoke the power of this rune as a bonus action when you hit a creature with an attack using a weapon. The creature must make a constitution saving throw or be stunned until the end of its next turn. Once you invoke this rune, you can’t do so again until you finish a short or long rest.


Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While this rune is carved into your skin, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

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Giant’s Rage

3rd-level Rune scarred feature


You have learned how to imbue yourself with the might of giants. When you use Rage, you may magically gain the following benefits:

If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.


You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

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Runic Mettle

6rd-level Rune Scarred feature


Your runes provide extra magical padding against physical attacks. You gain extra armor class equal to the amount of runes you have carved into your skin.

in addition, you learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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Master of Runes

10th-level Rune scarred feature


The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

You, also, can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Moreover, the extra damage you deal with your Giant’s Rage feature increases to 1d8.

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Runic Juggernaut

14th-level Rune Scarred feature


You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Rage feature increases to 1d10 and applies to all attacks. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.



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