Ikedashi
2020-12-11, 02:33 PM
Path of the Runescarred
Some barbarian lodges learned how to cast spells even while raging, those deadly barbarians who bear magical runes carved into their flesh cast them with tremendous fury and are among the most feared warriors.
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Runescar Spellcasting Table
Level
Cantrips Know
Spells Known
1st
2nd
3rd
4th
1
-
-
-
-
-
-
2
-
-
-
-
-
-
3
2
3
2
-
-
-
4
2
4
3
-
-
-
5
2
4
3
-
-
-
6
2
4
3
-
-
-
7
2
5
4
2
-
-
8
2
6
4
2
-
-
9
2
6
4
2
-
-
10
3
7
4
3
-
-
11
3
8
4
3
-
-
12
3
8
4
3
-
-
13
3
9
4
3
2
-
14
3
10
4
3
2
-
15
3
10
4
3
2
-
16
3
11
4
3
3
-
17
3
11
4
3
3
-
18
3
11
4
3
3
-
19
3
12
4
3
3
1
20
3
13
4
3
3
1
3 - Runescars
When you reach 3rd level, you learn how to carve their own skin with magical runes, empowering your own combat abilities with divine spell effects. A runescar is a means of storing a spell, much like a scroll and can target yourself or an item in your possession only, even if the spell scribed could normally be bestowed on another subject. Spells with a range of Self (Area) fills this prerequisite. You can’t use amor, but can use a shield and still gain this benefit.
Cantrips.
You learn two cantrips of your choice from cleric, druid, paladin or ranger spell lists that can target yourself or an item in your possession. You learn an additional cleric, druid, paladin or ranger cantrip yourself or an item in your possession at 10th level.
Spell Slots.
The Runescar Spellcasting table shows how many spell slots you have to cast your spell of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher.
You know three 1st-level spells of your choice, two of which you must choose from the abjuration and transmutation spells on cleric, druid, paladin or ranger spell lists.
The Spells Known column of the Runescar Spellcasting table shows when you learn more cleric, druid, paladin or ranger spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be able to target yourself or an item in your possession and of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from cleric, druid, paladin or ranger spell lists. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability.
Constitution is your spellcasting ability for your spells, since the runescars canalize the power of your vigorous fortitude. You use your constitution whenever a spell refers to your spellcasting ability. In addition, you use your constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your constitution modifier
Spell attack modifier = your proficiency bonus + your constitution modifier
3 - Furious Casting
Due to the nature of how runescar spells work, your lodge learned how to cast them even while raging. During a rage, to maintain concentration on a spell you need to make a constitution saving throw (DC 8 + Spell Level) at the end of each of your turns. Casting a runescar spell builds up your fury, counting as making an attack or taking damage from a hostile creature to maintain your rage. If you have another spellcasting class, you cannot cast spells from that class while raging, only the spells that you gains from runescars gains this benefit.
6 - Ritual Scarring
Through frequent disfiguration of your own body, your skin thickens granting additional protections. At 6th level you gain +1 of AC and 3 damage reduction against any damage you take.
10 - Fearsome Fury
At 10th level you can strike terror into the hearts of your foes while raging. Whenever you enters a rage, you can make each creature of your choice that is within 30 feet of you and aware of your presence froze in fear. They must succeed on a wisdom saving throw (DC 8 + your proficiency bonus + your constitution modifier) or become frightened of you for the duration of your rage and have their speed changed to 0 in the first round. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune against this effect for the next 24 hours.
14 - Warding Rune
At 14th level you are able to use the power of a rune know only by the elders of your tribe. Carved in your forehead, this rune protects you by bringing forth an instantaneous rage. Any time you’re targeted by a spell effect or an attack roll, you can enter a rage (if available) before it affects you. Additionally, you have advantage on any saving throw during the turn you entered in rage.
Some barbarian lodges learned how to cast spells even while raging, those deadly barbarians who bear magical runes carved into their flesh cast them with tremendous fury and are among the most feared warriors.
https://i.pinimg.com/originals/f1/ef/6c/f1ef6cd8fa397954e8254a0606d69c9c.jpg
Runescar Spellcasting Table
Level
Cantrips Know
Spells Known
1st
2nd
3rd
4th
1
-
-
-
-
-
-
2
-
-
-
-
-
-
3
2
3
2
-
-
-
4
2
4
3
-
-
-
5
2
4
3
-
-
-
6
2
4
3
-
-
-
7
2
5
4
2
-
-
8
2
6
4
2
-
-
9
2
6
4
2
-
-
10
3
7
4
3
-
-
11
3
8
4
3
-
-
12
3
8
4
3
-
-
13
3
9
4
3
2
-
14
3
10
4
3
2
-
15
3
10
4
3
2
-
16
3
11
4
3
3
-
17
3
11
4
3
3
-
18
3
11
4
3
3
-
19
3
12
4
3
3
1
20
3
13
4
3
3
1
3 - Runescars
When you reach 3rd level, you learn how to carve their own skin with magical runes, empowering your own combat abilities with divine spell effects. A runescar is a means of storing a spell, much like a scroll and can target yourself or an item in your possession only, even if the spell scribed could normally be bestowed on another subject. Spells with a range of Self (Area) fills this prerequisite. You can’t use amor, but can use a shield and still gain this benefit.
Cantrips.
You learn two cantrips of your choice from cleric, druid, paladin or ranger spell lists that can target yourself or an item in your possession. You learn an additional cleric, druid, paladin or ranger cantrip yourself or an item in your possession at 10th level.
Spell Slots.
The Runescar Spellcasting table shows how many spell slots you have to cast your spell of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher.
You know three 1st-level spells of your choice, two of which you must choose from the abjuration and transmutation spells on cleric, druid, paladin or ranger spell lists.
The Spells Known column of the Runescar Spellcasting table shows when you learn more cleric, druid, paladin or ranger spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be able to target yourself or an item in your possession and of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from cleric, druid, paladin or ranger spell lists. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability.
Constitution is your spellcasting ability for your spells, since the runescars canalize the power of your vigorous fortitude. You use your constitution whenever a spell refers to your spellcasting ability. In addition, you use your constitution modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your constitution modifier
Spell attack modifier = your proficiency bonus + your constitution modifier
3 - Furious Casting
Due to the nature of how runescar spells work, your lodge learned how to cast them even while raging. During a rage, to maintain concentration on a spell you need to make a constitution saving throw (DC 8 + Spell Level) at the end of each of your turns. Casting a runescar spell builds up your fury, counting as making an attack or taking damage from a hostile creature to maintain your rage. If you have another spellcasting class, you cannot cast spells from that class while raging, only the spells that you gains from runescars gains this benefit.
6 - Ritual Scarring
Through frequent disfiguration of your own body, your skin thickens granting additional protections. At 6th level you gain +1 of AC and 3 damage reduction against any damage you take.
10 - Fearsome Fury
At 10th level you can strike terror into the hearts of your foes while raging. Whenever you enters a rage, you can make each creature of your choice that is within 30 feet of you and aware of your presence froze in fear. They must succeed on a wisdom saving throw (DC 8 + your proficiency bonus + your constitution modifier) or become frightened of you for the duration of your rage and have their speed changed to 0 in the first round. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune against this effect for the next 24 hours.
14 - Warding Rune
At 14th level you are able to use the power of a rune know only by the elders of your tribe. Carved in your forehead, this rune protects you by bringing forth an instantaneous rage. Any time you’re targeted by a spell effect or an attack roll, you can enter a rage (if available) before it affects you. Additionally, you have advantage on any saving throw during the turn you entered in rage.