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View Full Version : D&D 5e/Next Runescarred Avenger - a Barbarian Archetype



Man on Fire
2019-11-15, 08:21 AM
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Artwork Copyright: Wizards of the Coast

"Every symbol on my body expresses my love for Mother Nature. All over the world, she is being wounded. Her beautiful forests burn or are cut down, her mighty beasts are being hunted down to extinction, her live-giving rivers are being polluted. They're killing her, piece by piece each day! It is an act of war against the very earth we walk on. Thankfully, war is something I know very well."
-- Wildman Gorrak, Rune scarred Avenger

While both Barbarians and Druids are said to live in harmony with nature, there was always a gap between them. Barbarians focus on their bodies and emotions, trying to chase strength they find in the animal world. While Druids study the ways of nature to gain enlightenment. Runescarred Avenger bridges the gap between the two and often find themselves serving as unifying force as well as a military arm of more extremist Druid Circles or spiritual leaders of Barbarian tribes.

Using mystic magic revealed to them, they learn to craft spells directly onto their bodies, making them a force through which they channel power of nature, a bond that allows them to maintain their magical abilities even in the middle of a battle. Their body and mind work in tandem and their rage becomes just another outlet for nature's vengeance.


Nature's Lessons

You become more attuned with the ways of nature. When you enter this Primal Path at 3rd Level, you can choose to replace your Dexterity modifier with your Wisdom modifier for your Unarmored Defense class feature.

You also gain proficiency in one of the following skills: Medicine and Nature. If you already have a proficiency in both, you can gain expertise in one of them instead. You also learn Druidic as a bonus language.

Runescar Magic

At 3rd level, you learn to harness the power of Druidic Magic and embed it in runes in Druidic that you craft onto your body. As you gain levels in this class, you learn more spells and cantrips from Druid Spell List. To cast a spell you need to expend a spell slot of that spell's level or higher. You regain all expended spell slots when you finish a long rest.

The number of Spells and Cantrips you know and the number of Spells Slots you have from this class is equal to that of Eldritch Knight of the same level. Whenever you would gain a new Spell Known, Cantrip Known or a new Spell Slot, you can, in addition, alter one of your runes, replacing a spell you already know with a different one of the same or lower level.

Runescars are composed of special ink you can make from various materials found in nature. You are always assumed to have components necessary to make base form of the ink but to craft a Runescar for a specific spell, you must mix it with crushed pieces of its material components. In exchange, you no longer need material components when casting that spell. If a spell consumes its material component upon casting, you need to reapply the ink with it to the Runescar on your next long rest.

You can cast spells from this class while using Rage but if any spell asks for a spell attack roll or a saving throw to avoid damage, you can only cast it while you rage. For example, you can only cast Earth Tremor while you Rage, but you can cast Absorb Elements at any time.

In addition, Rage no longer breaks your concentration on any spell that has the potential to deal damage as written in the spell description. For example, Call Lightning lists a possibility of using it to deal damage, while Confusion does not, so entering Rage breaks your concentration on the latter, but not the former.

Finally, if you can cast any spell that would restore hit points or grant beneficial effects to you or another target, you can only cast it on yourself or a creature mentally bonded with you, like a Familiar or Animal Companion.

Wisdom is your Spellcasting Ability for these spells. Your Spell Save DC equals 8 + Your Proficiency Bonus + Your Wisdom modifier and your Spell Attack modifier equals Your Proficiency Bonus + Your Wisdom modifier.

Weapon of Nature

At 6th Level, you can make your weapon an instrument of nature's fury. At the end of every long rest, you can choose one weapon you own. As long as you hold that weapon in your hand, you can use it as a druidic focus for your spells and you can perform somatic components of spells even if you have weapons or shield in both hands.

In addition, whenever you take acid, cold, fire, lightning, necrotic, poison, radiant or thunder damage, you can have your weapon deal 1d6 extra damage of that type on first successful next attack roll until the end of your next turn.

Circle's Secrets

Having proven yourself a trustworthy and reliable ally, you gain access to higher secrets of the Druids. When you enter 10th level Choose one Druidic Circle that grant bonus spells, like Circle of Spores or any of the Circles of the Land. Chose one of its bonus spells from each of the levels it grants a spell for - 3rd, 5th, 7th, and 9th. You know these spells, and they do not count against the maximum number of spells you know. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Rage Magic

At 14th Level, you can channel your bloodlust into your spellcasting powers. Whenever you score a critical hit or drop a creature to 0 hit points with a melee attack, you can regain expended Spell Slots for spells of a combined level equal or lower than a number of hit die rolled to deal damage on that attack.

Composer99
2019-11-15, 02:16 PM
You are missing a feature at 10th level. Is that intentional?

Man on Fire
2019-11-15, 04:09 PM
You are missing a feature at 10th level. Is that intentional?

No and thanks, I'll add it. Forgot there is one at 10th level somehow.

EDIT: Added.