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Runic Warrior

hit dice:
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
subclass options:

Path of the Runic Warrior

Runic Protection

At 3rd level, while you are raging, you take half damage from spells and your fists are considered magical weapons. Your dice scale as if they were monk fists, based on your barbarian level instead.  

Magical Absorbtion

Beginning at 6th level, if you are raging and are hit by a cantrip, you gain half a point of magical energy. For every additional level of the spell you were hit by, gain an additional half a point of magical energy. Spells that affect an area only give half the magical energy, rounded up to the nearest half. You can expend points of magical energy to gain the following affects for one turn:
  • You can expend one point of magical energy to gain an additional 5ft of movement.
  • You can expend one point of magical energy to increase the damage of Strength Weapons by +3.
  • You can expend two points of magical energy to gain temporary hp equal to your barbarian level.
  • You can expend two points of magical energy to increase your AC by 1 until the start of your next turn.
  • You can expend two points of magical energy to increase your Strength Checks by 1, should you increase your strength by more than 5, take a point of exhaustion. You may use this ability before your roll for a Strength Check.
  • You can expend magical energy up to a spells level to negate the effect of a spell that would only target you.
Magical energy disipates after one minute.

Magical Protection

At 10th level, while raging, you gain advantage on all spell saves.  

Magical Reflection

At 14th level, when targeted by a magical spell, you may use magical energy equal to the spells level, to reflect the spell back at the caster. You use your Strength modifier as your spellcasting modifier.

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