Prerequisite: Wisdom 13 or higher, must have learned the art of rune carving from a master runesmith (story-based prerequisite)
- Rune Mastery: You learn how to inscribe one rune of your choice from a runic magic table (such as those used by Rune Knights or other rune-based classes/subclasses). The rune grants you a special ability that can be used once per short or long rest.
- Runic Empowerment: You can inscribe a rune onto a weapon, piece of armor, or an object. When inscribed, the item gains a minor magical effect related to the rune. You can change the inscribed rune once per long rest. Choose one of the following effects based on the rune inscribed:
- Rune of Fire: The weapon deals an additional 1d4 fire damage, or the armor grants resistance to fire damage.
- Rune of Frost: The weapon deals an additional 1d4 cold damage, or the armor grants resistance to cold damage.
- Rune of Protection: The armor grants a +1 bonus to AC, or the weapon grants a +1 bonus to attack rolls.
- Rune of Swiftness: The weapon allows the wielder to use the Dash action as a bonus action once per short rest, or the armor grants a +10 feet bonus to movement speed.
- Runic Knowledge: You gain proficiency in the Arcana skill. If you are already proficient, you gain expertise, allowing you to double your proficiency bonus with this skill.
- Runic Infusion: As an action, you can inscribe a temporary rune on a surface or object, causing it to glow faintly. The rune remains for 1 hour and emits dim light in a 10-foot radius. You can use this ability a number of times equal to your Intelligence modifier (minimum of once) per long rest.
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