# Path of the Runesage
Far out in the lost wilderness of the world in places untouched by man there still exists the link to the forces that created the world. Few have dared to tread far enough to find these places and even less have the connection with nature to actually understand these powers. Those that do are able to understand the fabric of reality and learn the ancient language of creation.

### Runesage
A lifetime of learning and dedication towards your chosen art have rewarded you with an affinity for knowledge and the runes give you an innate link to magic.

Starting when you choose this path at 3rd level, you gain proficiency in calligrapher's tools and the Arcana skill.

### Rune Magic
As a your studies of the runes have progressed you have learned to use the to ccontrol the weave, you can cast druid spells. See spell rules for the general rules of spellcasting and the spells listing from the druid spell lists.

**Cantrips. **You know the cantrips *Control Flames, Druidcraft, Frostbite, Produce Flame, Shape Water, Lightning Lure,* and 3 other cantrips of your choice from the druid spell list.

**Spell Tattoos. **When you pursue this path at level 3, you begin to tattoo magical incantations onto your chest and arms to record the spells you know. You learn three 1st level druid spells when you start down this path. To cast a spell you must not be wearing any clothing which covers your tattoos such as armor or robes.

**Spell Slots. **The Runesage table shows how many spell slots you have to cast your druid spells of 1st through 4th level. The table also shows the maximum level of those slots; all of your spell slots are the same level. 

**Casting Spells. **To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest. If you are not raging when you cast the spell it is cast at your maximum slot level.

For example, when you are 6th level, you have four 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.

**Casting Spells while Raging. **As a runesage you may cast and concentrate on spells while raging but you must stoke your anger to cast spells above 1st level. When you enter a rage you start at the 1st anger level. At the end of your turn you may use your bonus action to increase the level of your anger by one. When you cast a spell while raging it consumes one of your spell slots and is cast at the same level as your current anger level.

For example, when you are 6th level if you cast the 1st-level spell thunderwave while your anger level is at 1 the spell is cast at 1st level. Alternatively, you can use your bonus action to increase your anger level to 2nd level, then on any subsequent turn if you cast the spell thunderwave it is cast at 2nd level.

**Spellcasting Ability.  **The power of your magic relies on the deep well of anger within. Strength is your spellcasting ability for the spells from this class. If you have spells from another class they are cast according to the rules of that class.
You use your Strength whenever a spell from this class refers to your spellcasting ability. In addition, you use your Strength modifier when setting the saving throw DC for a runesage spell you cast and when making an attack roll with one.

<div align='center'>**Spell save DC** = 8 + your proficiency bonus + <br/>your Strength modifier

**Spell attack modifier** = your proficiency bonus + <br/>your Strength modifier</div>

**Ritual Casting.  **You can cast a spell as a ritual if that spell has the ritual tag and you have the spell tattooed on your skin.

**Learning Spells of 1st Level and Higher.  **Each time you gain a barbarian level, you can tattoo one additional druid spell of your choice onto your skin for free. This spell must be of a level for which you have spell slots, as shown on the runesage table. On your adventures, you might find other spells from the druid spell list. You can add these spells to your tattoos following the same rules as a wizard adding spells to their spellbook.

##### Runesage Spellcasting
| Level | Spell Slots | Maximum Slot Level|
|:--------------------|:---:|:---:|
| 3rd | 2 | 1st |
| 4th | 3 | 1st |
| 5th | 3 | 1st |
| 6th | 4 | 2nd |
| 7th | 4 | 2nd |
| 8th | 4 | 2nd |
| 9th | 4 | 2nd |
| 10th | 5 | 2nd |
| 11th | 5 | 2nd |
| 12th | 5 | 2nd |
| 13th | 5 | 3rd |
| 14th | 5 | 3rd |
| 15th | 5 | 3rd |
| 16th | 6 | 3rd |
| 17th | 6 | 3rd |
| 18th | 6 | 3rd |
| 19th | 6 | 4th |
| 20th | 6 | 4th |

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<div class='footnote'>Barbarian | RUNESAGE</div>

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### Runescibed Weapons
Starting when yu choose this path at level 3, your understanding of the language of the runes is deep enough to enable you to imbue your weapons with a glimmer of the magic you know. You may spend 10 minutes drawing a series of magical runes on any weapon you possess. You select a cantrip you know and imbue some of its effects into the weapon.

While raging and wielding any of these weapons they are magically transformed, becoming ethereal and flaring with the element of the chosen cantrip. The damage type of the weapon changes to that of the cantrip and any additional effects such as slowing or disadvantage are inflicted upon a successful hit. If the attack hits, each creature within 5 feet of the target of your attack takes damage of the cantrip element equal to your rage damage. 

Finally, if the weapon does not have the two-handed property it gains the thrown property (range 20/60) and returns to your hand after being thrown.

### Rune Trap
At 6th level, your experience with complex magic runes allows you to cast the spell Glyph of Warding in 1 minute and without components. When cast at 2nd level the explosive glyph does 3d8 damage and the spell glyph can store a 2nd level spell.

### Keystone Rune
Starting at 10th level, you can spend 1 hour during a long rest drawing a special pattern of runes on your body. Select one spell from the list below, you will be under its effect until you change the rune. This effect cannot be dispelled or removed by any means.

| Keystone Runes |
|:----:|
| Absorb Elements | (Choose 1 element to resist)
| Alter Self  |
| Detect Magic |
| Heroism |

### Rune Warrior
Starting at 14th level, when you enter a rage your anger level starts at 2 instead of 1.

### Credits
Made using The Homebrewery.

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<div class='footnote'>Barbarian | RUNESAGE</div>