Runescarred Berserker
These defenders of Rashemen carve magic enhanced runes into their flesh.
Code: [Select]
Known Spells Known 1st 2nd 3rd 4th
3. 2 2 - - -
4. 2 3 - - -
5. 2 3 - - -
6. 2 3 - - -
7. 2 4 2 - -
8. 2 4 2 - -
9. 2 4 2 - -
10. 3 4 3 - -
11. 3 4 3 - -
12. 3 4 3 - -
13. 3 4 3 2 -
14. 3 4 3 2 -
15. 3 4 3 2 -
16. 3 4 3 3 -
17. 3 4 3 3 -
18. 3 4 3 3 -
19. 3 4 3 3 1
20. 3 4 3 3 1
Spellcasting
You may cast spells beginning at 3rd Level (see Chapter 10 of Player's Handbook for rules on spellcasting, and see below for the Champion spell list).
Spell Slots. The table above shows your spell slots of 1st Level or 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. For example, if you know the 1st-level Searing Smite and have a 1st-level and a 2nd-level spell slot available, you can cast Searing Smite using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level Runescar spells of your choice. The Spells Known column of the Runescar Spellcasting table shows when you learn more Runescar spells of 1st level or higher. Each of these spells must be 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. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Runescar spell list. The new spell must be of a level for which you have spell
slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your Runescar spells, since your spells rely upon devotion. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Champion spell you cast and when making an attack roll with one. Unlike normal, you cannot cast spells in the normal way. Instead, you carve them into your skin, saving them for later use. It takes a Minute to carve one Runescar, and you may have up to 7 at any one time. Once carved into your skin you may activate one Runescar per round as a Bonus Action, even while Raging. Once activated the spell takes place as if it had just been cast, and cannot be used again until the Runescar has been recarved into your skin.
Spell save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Spell List: 1st Level: Absorb Elements, Bless, Cure Wounds, Divine Favor, False Life, Healing Word, Protection from Evil and Good, Thunderous Smite, Wrathful Smite. 2nd Level: Darkvision, Enhance Ability, Enlarge/Reduce, Invisibility, Lesser Restoration, Magic Weapon, Prayer of Healing, Protection from Poison, See Invisibility. 3rd Level: Divine Power*, Fly, Haste, Keen Edge*, Nondetection, Protection from Energy, Spell Resistance. 4th Level: Death Ward, Dimension Door, Freedom of Movement, Greater Invisibility, Polymorph, Staggering Smite.
A * indicates new spells.
Berserker Lodge
At 3rd Level you have been initiated into one of Rashemen's berserker lodges. Choose one of the following benefits to gain during Rage:
Ettercap: You gain damage resistance to poison, and advantage on Constitution Saving Throws.
Great Stag: You do not take movement penalties for difficult terrain, and add +1d6 to attack and damage rolls if you move at least 10 ft. before attacking on your turn.
Ice Troll: Gain advantage on Constitution Saving Throws, and a +2 Natural Armor Bonus to AC. This stacks with Protective Runes.
Owl Bear: If you successfully attack an opponent in melee, they are considered Grappled.
Snow Tiger: You can Frenzy, as per the ability listed in Path of the Berserker.
Wolf: You gain advantage on Dexterity Checks and Saving Throws, and if you successfully make a critical hit on an opponent they are Prone.
Cold Resistance
At 6th Level you gain Resistance to Cold damage.
Scarred Flesh
At 10th Level the damage resistance you get during Rage is now permanent (i.e. it can be used when not Raging).
Protective Runes
At 14th Level you gain a +4 Natural Armor Bonus to AC when you have active Runescars.
(Much thanks to Tenacious J, who provided the following spell translations).
KEEN EDGE
3rd Level Transmutation
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 Hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon that critically hits on a roll of 19 or 20.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the weapon critically hits on a roll of 18 to 20.
DIVINE POWER
3rd Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute
Calling upon your divine patron, you imbue yourself with strength and skill in combat. Until the spell ends, your weapon attacks deal an extra 1d4 damage. When you take the attack action, you may make one extra attack. You gain temporary hit points at the start of each of your turns equal to your spellcasting ability modifier. When the spell ends, you lose any remaining temporary hit points from the spell.
SPELL RESISTANCE
3rd Level Abjuration
Casting Time: 1 Action
Range: Self
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 1 minute
Until the spell ends, you have advantage on saving throws against spells and other magical effects.