Artificer
Base Class: Artificer

Runesmiths are most often dwarf that have learn the ancient crafts of working metal and magic into Runes of power. But other races have be known to taught the secrets of runemaking. 

Mastery of the runes has made the Dwarfs the pre-eminent creators of magical items and many famous magical weapons were crafted by Runesmiths. It is no wonder then that the Runesmiths do not share the power of the runes, and only guild members are allowed to practice the art. Rune magic takes a fundamentally different approach than the art of wizardry. They believe wizardry is inherently unsafe, they craft runes to bind the magic inside it and hold it. When so confined, the magic can be used safely. Runesmiths treat magic like any other Dwarf craft. Mastery takes patience, hard work, and dedication.

Runesmiths constantly search for lost runes. Any Dwarf-made artifact of antiquity is examined, not only to marvel at its expert craftwork, but also to seek for hidden signs. In some cases, runes fade over thousands of years as their magic gradually leaks away, although this does not happen with master-forged items.

During battle, they will be in to front, dealing damage to foes and calling upon they runes of power to aid their allies. 

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 Runemith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Runesmith Spells

Artificer Level Spell

3rd

heroism, divine favor

5th

heat metal, silence

9th

dispel magic, Erupting Earth

13th

banishment, guardian of faith

17th

 Contagion, dominate person

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in three ways:

  • You gain proficiency with martial weapons and heavy armour.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Runes

At 3th level you have learned though your studies to craft rune. You know 4 runes. After a long rest, you can change one rune to another from the list of runes.

Rune magic takes a fundamentally different approach than the art of wizardry. Runesmiths believe wizardry is inherently unsafe, they therefor craft runes to bind the magic inside it and hold it. When so confined, the magic can be used safely. 

You must have one free hand to activate a rune or the Warcaster feat.

Rune of Blinding

Upon hitting a enemy, you call upon the rune to emit a blinding light, that dazzles your foe.

When hitting a enemy, you can use your bonus action to blind it. The creature must make a Constitution saving throw. If it fails, the target is blinded for id6 turns. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. The rune must be on your weapon.

Rune of Determination

Calling upon the Rune of Determination, you fortify the determination of one creature and aid them to withstand incoming threats. 

Using your reaction, you can choose one creature within 30 feet and give them advanced on their next saving throw. The rune must be upon your armour.

Rune of Fear

When activated the Rune of Fear,  a creature within 30 feet see's the ghosts of death Runesmiths coming to attack it.

The creature must make a wisdom saving throw or frighten until the start on your next turn. The rune must be upon your armour.

Rune of Grudge

You call a Grudge upon an enemy. Only when his foe is slain will the rune grow dim and you are filled with new surge of energy to continue to fight. 

Use your bonus action to cast a Grudge opon one creature. as long as the Grudge last, you can use your bonus action to make a melee or range attack upon the creature. The Grudges last for 1 min or if the creature dies rest. If the enemy still alive when the grudges ends, you take 1d8 + half your level in damage. The Grudge can only be one creature at time. 

Rune of Resistance - acid

The rune grants you resistance choice one of the following types - acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder. You can change the resistance type after a long rest. The rune must be upon your armour. The rune must be upon your armour.

Rune of Resistance - cold

The rune grants you resistance choice one of the following types - acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder. You can change the resistance type after a long rest. The rune must be upon your armour.

Rune of Resistance - fire

The rune grants you resistance choice one of the following types - acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder. You can change the resistance type after a long rest. The rune must be upon your armour.

Rune of Resistance - force

The rune grants you resistance choice one of the following types - acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder. You can change the resistance type after a long rest. The rune must be upon your armour.

Rune of Resistance - lightning

The rune grants you resistance choice one of the following types - acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder. You can change the resistance type after a long rest. The rune must be upon your armour.

Rune of Resistance - necrotic

The rune grants you resistance choice one of the following types - acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder. You can change the resistance type after a long rest. The rune must be upon your armour.

Rune of Resistance - poison

The rune grants you resistance choice one of the following types - acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder. You can change the resistance type after a long rest. The rune must be upon your armour.

Rune of Resistance - psychic

The rune grants you resistance choice one of the following types - acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder. You can change the resistance type after a long rest. The rune must be upon your armour.

Rune of Resistance - radiant

The rune grants you resistance choice one of the following types - acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder. You can change the resistance type after a long rest. The rune must be upon your armour.

Rune of Resistance - thunder

The rune grants you resistance choice one of the following types - acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder. You can change the resistance type after a long rest. The rune must be upon your armour.

Rune of Secrets

Rune of Secrets gains you inside of a creatures weakness. Use a bonus action to reveals one weakness of a creatures.

Use a bonus action to reveals one weakness of a creatures. The creature must make a wisdom saving throw or you may choose to know one of the following - restrictions, hit points or a saving throw of your choice. The rune must be upon your armour.

Rune of Slaying

The Rune of Slaying guides your weapon to strike the foe’s most vulnerable area with an uncanny precision. 

Use a bonus action, to gain advanced on all melee and ranged attacks for the rest of your turn. The rune must be upon your weapon.

Rune of Slowness

By activating the Rune of Slowness, you call upon your ancestor to slow creatures of your choice. Making them slow like they are moving through water.

Use your bonus action and choice creatures up to your proficiency bonus within 30 feet. They have to make a intelligence save or have dexterity on dex saving throw and Initiative rolls, for 1d4 turns. Can only be use one time a short rest. The rune must be upon your armour.

Rune of Speed

While equipped with the Rune of Speed, you are lighter on your feet and move with a greater speed.  

Your walking speed increase by 10. The rune must be upon your booths.

Rune of Swiftness

Rune of Swiftness enhances its bearer’s awareness and quickness so that he moves more fluidly, taking faster opponents by surprise.

You grain advanced on dex saving throw and Initiative rolls. The rune must be upon your armour.

Rune of Warding

When hit by a attack, there is a chance that the Rune of Warding comes to life and absorbs the damage meant for you.

When hit roll a d20, on a 20 you take no damage. This do not work on a already failed spell saving throw, like Fireball. The rune must be upon your armour.

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
In addition, you learn two new rune of your choice from the Rune (to a total of 6)

Energy of the Runesmiths

At 9th level, you learn new ways to channel the energy of the Runesmiths to harm or heal. When either you hit a target with a magic weapon attack hits a target, you can channel power through the strike to create one of the following effects:

  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

In addition, you learn one new rune of your choice from the Rune (to a total of 7)

Improved Runes

At 15th level, you learn how to share your rune magic with your allies. But the same rune can not be share on multiple allies.
In addition, you learn one new rune of your choice from the Rune (to total of 8)

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