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Artificer Subclass: Runesmith

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Runesmith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Runesmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level Runesmith Spells
3rd Absorb Elements, Shield of Faith
5th Arcane Lock, Warding Bond
9th Beacon of Hope, Glyph of Warding
13th Death Ward, Fire Shield
17th Antilife Shell, Circle of Power
 

Rune Carver

Starting at 3rd level, you can use magic runes to enhance items and equipment. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table.
Artificer Level Number of Runes
3rd 2
5th 3
9th 4
15th 5
Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals your spell save DC.

Cloud Rune. 

  • Passive: This rune emulates the deceptive magic used by some cloud giants. While a creature is wearing or carrying an object inscribed with this rune, they have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
  • Active: In addition, when a creature wielding this rune is hit by an attack roll within 30 feet of the rune, you can use your reaction to invoke the rune and choose a different creature within 30 feet of the wielder, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Fire Rune. 

  • Passive: This rune's magic channels the masterful craftsmanship of great smiths. While a creature is wearing or carrying an object inscribed with this rune, their proficiency bonus is doubled for any ability check they make that uses their proficiency with a tool.
  • Active: In addition, when the wielder hits a creature with an attack using a weapon, you can use your reaction to invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Frost Rune. 

  • Passive: This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While a creature is wearing or carrying an object inscribed with this rune, they have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
  • Active: In addition, you can use your bonus action to increase their sturdiness. For 10 minutes, they gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Stone Rune. 

  • Passive: This rune's magic channels the judiciousness associated with stone giants. While a creature is wearing or carrying an object inscribed with this rune, they have advantage on Wisdom (Insight) checks, and they have darkvision out to a range of 120 feet.
  • Active: In addition, when a creature you can see ends its turn within 30 feet of you of the wielder, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by the wielder for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, and each time it takes damage, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Hill Rune (9th Level or Higher). 

 
  • Passive: This rune's magic bestows a resilience reminiscent of a hill giant. While a creature is wearing or carrying an object that bears this rune, they have advantage on saving throws against being poisoned, and they have resistance against poison damage.
  • Active: In addition, you can invoke the rune as a bonus action, giving the wearer resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Storm Rune (9th Level or Higher). 

  • Passive: Using this rune, one can glimpse the future like a storm giant seer. While a creature is wearing or carrying an object inscribed with this rune, they have advantage on Intelligence (Arcana) checks, and they can't be surprised as long as you aren't incapacitated.
  • Active: In addition, you can invoke the rune as a bonus action to have the wearer enter a prophetic state for 1 minute or until they're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, the wearer can use their reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Armor of the Ancient Ways

Beginning at 3rd level, your understanding of Norn Innate Armor has led to you making your natural armor a conduit for your magic. You gain the following benefits:
  • Magical Armor. You can use the natural armor as a spellcasting focus for your artificer spells.
  • Giant's Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder, fire, cold, poison, acid or lightning damage on a hit. You choose the damage type by attuning to a damage type at the end of a long rest. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor imposes a binding rune that hampers the creature when they attack someone else.
  • Giant's Metamorphosis. When you use your Gift of the All Mother Racial Feature, if you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.

Rune Savant

Starting at 5th level, you may cast Glyph of Warding once for free each day. Additionally, Glyphs of Warding have no material cost for you.

Runic Infusions

At 9th level, you learn to invoke your rune magic to empower your Artificer Infusions. The maximum number of items you can infuse at once increases by 2, but those extra items must be vessels for your Rune Carver Feature.

Master of Runes

At 15th level, you can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

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