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# Path of the Flesh Carver ### Fury and Magic The rage that fills a barbarian's mind makes the arcane arts near impossible. However their are those that wish to wield this power must resort to the inscribing of runes into their own skin, weather it with ink, scars, or iron hammered into their flesh. Runes are ancient and powerful magic, that turns a mere word into a force of nature. Incorporating them into ones own flesh granting you the ability to wield it in combat. #### Rune Carving When you choose this path at 3rd level, you learn to carve runes into your flesh to empower yourself. **Runes.** You carve three runes of your choice, which are detailed under "Runes" below. Some rune must be invoked. If they are, they cannot be invoked again until you finish a long rest. You carve two additional runes of your choice at 6th and 10th level. **Saving Throws.** Some of your runes require your target to make a saving throw to resist the rune's effects. The saving throw DC is calculated as follows: **Rune save DC** = 8 + your proficiency bonus + your Strength modifier #### Runic Sense At 6th level, you can cast the *detect magic* spell but only as a ritual. #### Protection Against Magic Starting at 10th level, your runes abjure incoming magic, insulating you from the worst of it. While raging, you can add your rage damage bonus to saving throws against spells and other magical effects you make. #### Runic Seal At 14th level, you finish the carving of a final rune of immense power into your flesh. Select one of the following runes. The DC for the saving throw is the rune save DC. **Seal of Negation.** While raging, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells. Additionally, to cast a spell within 10 feet of you, they must first pass an int (Arcana) check to cast the spell. **Seal of Unfettered Fury.** While raging, double your rage damage bonus. Additionally, when you roll a 1 or 2 on a damage die for an attack you make with a melee weapon, you can reroll the die and must use the new roll. **Seal of Unyielding Bulwark.** While raging, you can reduce any damage you take by your constitution modifier. Additionally, you cannot be moved against your will and have advantage on saving throws to resist being knocked prone.
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> ##### Credits > - Created by u/DriverX9. > - Artwork created by [Sara Badday](https://www.artstation.com/saraart). > - Made using [GMBinder](https://www.gmbinder.com/). > > This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. #### Runes List of the runes a barbarian can carve into themselves in alphabetical order. **Brand of Burning Heart.** While you are raging, you have resistance to fire damage. **Brand of Corrosive Mist.** While you are raging, you have resistance to acid damage **Brand of Creeping Death.** While you are raging, you have resistance to poison damage **Brand of Deathless.** While you are raging, you have resistance to necrotic damage **Brand of Frost Wyrm.** While you are raging, you have resistance to cold damage **Brand of Gilded Light.** While you are raging, you have resistance to radiant damage **Brand of Steely Mind.** While you are raging, you have resistance to psychic damage **Brand of Storm Tide.** While you are raging, you have resistance to lightning damage **Rune of Arrow Shield.** You may invoke this rune as a bonus action. After doing so, for the next minute you have resistance piercing damage. If you are raging, you have immunity instead. **Rune of Biting Iron.** You can invoke this rune as a bonus action. After doing so, for the next minute your weapons deal an additional 1d6 damage. **Rune of Blade Immunity.** You may invoke this rune as a bonus action. After doing so, for the next minute you have resistance slashing damage. If you are raging, you have immunity instead. **Rune of Fury.** You may invoke this rune as a bonus action. After doing so, you enter a rage until the start of your next turn. **Rune of Mind Shatter.** While you are raging, creatures you hit have disadvantage on concentration checks to maintain their spells . **Rune of Thunderous Blast.** You can invoke this rune as an action. After doing so, each creature of your choice within 15ft of you must make a strength saving throw. On a failed save, a creature takes 2d6 + your barbarian level thunder damage and be pushed 10ft away. If they pass they take half as much damage and are not pushed away. **Rune of Rejuvenating Blessing.** You can invoke this rune as a bonus action. When you do so, regain 4d8 hit points. If you have 20 hit points or less, regain 32 hit points instead. **Rune of Searing Light.** You can invoke this rune as a bonus action. When you so, target creature within 30ft must make a constitution saving throw or become blinded until the end of your next turn. **Rune of Seeking Wind.** You can invoke this rune as a bonus action. You have a flying speed equal to twice walk speed until the end of your turn. **Rune of Steel Skin.** While you are raging, you have +1 AC. **Rune of Stone Armour.** You may invoke this rune as a bonus action. After doing so, for the next minute you have resistance bludgeoning damage. If you are raging, you have immunity instead. **Rune of Swiftness.** Your base movement speed is increased by 5ft. **Rune of Rending.** When you make a strength check, you may invoke this rune. If you do you have advantage on the check.