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Barbarian Path of the Rune Carver

The Path of the Rune Carver allows barbarians to tap into the ancient and mystical powers of runic magic, a practice often shrouded in secrecy and reverence. These barbarians learn to inscribe archaic runes onto their weapons and armor, each symbol carrying a potent spell locked within. These inscriptions lie dormant until the Runecarver enters a state of rage; it is then that the runes come to life, glowing with ethereal fire and unleashing their enchanted abilities.

Ranger Conclave Fenrir's Legacy

Rangers who follow this path form a mystical bond with a wolf companion, imbuing it with the ferocious spirit of Fenrir himself. During battle, the wolf gains icy or shadowy abilities reflective of the cold and dark realms of Norse cosmology. As the ranger advances in skill and power, so too does their wolf companion.

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Anonymous

Who is the artist? Also I'm not sure if you want feedback or where the right place to put it would be but I'm going to leave it here for this post and then see if someone tells me to knock it off/go elsewhere. Path of the Rune Carver: Rune Magic: The various options don't seem particularly balanced. It seems like most of the time you'd want to pick Thor’s Rune at low levels and then either Heimdallr’s Rune or Nidhogg’s Rune between 5th and 10th level when you get Frigg’s Rune. Heimdallr’s Rune: This is very strong, +3 AC is great at all levels. Barbs also don't have any other reactions they'd want to use so you'll probably do this almost every round while you're raging. Nidhogg’s Rune: This is also quite strong arguably stronger than Heimdallr’s Rune since it targets both attacks and saves. It's an interesting choice between this rune which works on multiple enemies vs. Heimdallr’s which helps a single ally. Sleipnir’s Rune: This is just incredibly situational. In combat it's not that common that there's additional long distance movement that needs to happen after closing with an enemy. This is useful in more niche non-combat/pseudo-combat situations where you need to race or chase down a creature and would want to action dash and also use your bonus action to dash. Thor’s Rune: The wording on this one could be made more clear. I assume the interpretation "when a creature within 5 feet of you deals damage with a melee weapon attack" is correct. If so then this is nice at low levels but at higher levels the 1d10 damage once per round is just not impressive. This not scaling at all on enemies that get multi-attack while both Heimdallr's and Nidhogg’s runes do makes it pretty unlikely that you'd want to use at higher tiers of play. Which isn't strictly a problem, just something I figure I'd mention. Tyr’s Rune: The description only states what happens when a creature attempts to move to a space that is more than 30 feet away and succeeds the save. Nothing is stated about what happens if a creature fails this save, it's implied that it can't complete the movement but it's unclear if this just forces the creature to choose different movement, sets it's speed to 0, or something else entirely. Apart from that this has so many restrictions that it seems highly situational. It's effectively forcing the party to split damage if you want it to have any effect which is a bad strategy *or* hope that you're right before the target in initiative so that you can use this on your turn, they suffer all the negative effects and then all your allies can attack the target with no drawbacks. In most cases another rune will be more effective. The Norn’s Weave: This is kinda odd and maybe a little weak? Now you as a barb don't need short rests but the rest of the party is probably still going to want to take them. There's also something about "You regain some spent Hit Dice upon finishing a long rest, as explained below." It's not clear if this is just supposed to be the standard hit dice regen on long rest or if there's supposed to be some bonus to it? Frigg's Rune: This is just way too powerful. If the barb has a good wisdom modifier then this just becomes so insane, paralysis is an incredibly strong condition. Being able to apply it as part of an attack, with no concentration, and on multiple targets is just crazy. The save DC being wisdom based feels out of place for a barbarian, it seems like that stat was chosen as a way to prevent this from being completely broken. Fenrir’s Legacy: I don't see where the promised shadowy abilities of the wolf avatar come in. I'll admit I wasn't enthusiastic about this subclass as a concept as it seems extremely close to the existing Beast Master subclass and it appears to be just that, a slightly re-flavored TCE Beast Master Ranger. Fenrir’s Avatar: Basically a buffed Beast of the Land from TCE version of Beast Master. That seems fair since you're locked into this as a companion instead of being able to pick between land, sea, or sky. This description could also just use another editing pass. Fenrir’s Whisper: Neat flavor feature, unlikely to be that useful but that's fine. Superior Discipline: This is literally just a weaker version of the default Beast Master feature Exceptional Training. It should probably make the avatar's attacks magical like the original feature does. Fenrir’s Fury: I assume this is supposed to be the 11th level feature? If so again it's literally just copy pasted from the regular Beast Master Bestial Fury feature. If not it's very strong for a 7th level feature on top of Superior Discipline and the subclass needs an 11th level feature. Fenrir’s Spirit: And again, this is just copied from the Beast Master Share Spells feature.