From masons of ancient monoliths to legendary enchanters, there have been Runecarvers all throughout history. Runecarving is one of the most ancient magic practices, stemming from the giants and adapted by the dwarves, who later taught it to humans. Runecarvers are often sought after for their architectural and spiritual guidance.
Level 3: Tools of the Trade
Tool Proficiency: You gain proficiency in masons' tools and jewelers’ tools.
Stonecrafting: When you craft any magic item that is a stone, gem, or ring, the time to make it for you is halved.
Level 3: Runecarver Spells
Runespeaker: You learn Giant. If you already know Giant, you learn another language of your choice instead. Additionally, you learn the Guidance cantrip and can add it to any d20 check.
You gain the following spells added to your spell list. They are always prepared and do not count against the number of spells you know.
Spells:
3: Bless, Shield
5: Scrying, Spike Growth
9: Clairvoyance, Erupting Earth
13: Divination, Greater Invisibility
17: Commune, Teleportation Circle
Level 3: Enchanted Runes
You learn how to create runes that are a failsafe in certain circumstances. At the end of a long rest and while holding Mason’s Tools or Jeweler’s Tools, you gain the ability to create a number of small runes equal to your Intelligence modifier (minimum of 1) + 2 as part of a long rest, or after expending a spell slot as an action. If you use a spell slot to create them as an action, you may create a number of runes equal to the spell level, up to the maximum number of runes you are able to create. These runes have a number of charges equal to your Intelligence Modifier and require a reaction to activate, and they last until the start of your next turn. The runes may only be activated if the user does not have advantage or any other additional modifier such as Bless or Guidance added to the check.
If you create an additional one past the number you can make, the first one vanishes. The runes may expire if you dismiss the rune as a bonus action, or you die. This number increases later to +3, +4, and +5 at levels 5, 9, and 15, respectively. These runes must be on a piece of equipment that is worn or carried for them to benefit from the rune, and each creature may only carry one at a time. Alternatively, the rune must be placed on a stone that can be worn or carried. Each creature may only benefit from one type of rune at a time.
Rune of Accuracy: Add 1d4 to attack and spell attack rolls.
Rune of Death: Add 1d4 to death saving throws to an ally or self (may still be activated if unconscious).
Rune of Defense: Add 1d4 to your AC.
Rune of Life: Add 1d4 temporary hit points at the end of your turn. Additionally, gain an additional 1d4 from all healing sources.
Rune of Maleficence: Add 1d4 to the DC whenever the creature benefiting from the rune forces a save.
Rune of Offense: Add 1d4 to damage rolls for attacks and spells. The damage is equal to the type of damage being dealt.
Rune of Resistance: Subtract 1d4 damage from all sources, rerolling the number each instance.
Rune of Skill: Add 1d4 to all skill checks.
Rune of Warding: Add 1d4 to all saves.
Runic Potency
Your runes gain an additional bonus to their rolls of +1, +2, and +3 at artificer levels 5, 9, and 15, respectively.
Level 5:
Runewarrior
You use your runes to bolster your spells and increase their potency further.
Whenever you cast an artificer spell from your spell list, you may add your Intelligence Modifier to one damage roll made for the spell.
Level 9:
Resonant Runes
Your runes become more potent, and their magic recognizes each other, causing the following benefits:
Creatures who are benefiting from a rune can share the benefit with another creature who is also benefiting from a rune within 30 feet of them. They cannot benefit from the same type of rune that they already have.
Creatures benefiting from runes may communicate telepathically as long as they are within 120 feet of each other, regardless of language.
Level 15: Rune Scriber
You learn how to imbue magic into runes quickly. You gain the following benefits:
You gain the ability to cast Glyph of Warding without expending a spell slot and without preparing the spell, provided you use Masons’ Tools as the Spellcasting Focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Creatures may now carry and benefit from multiple runes at the same time, including runes of the same type. This benefit extends to the ability granted by the Resonant Runes feature; however, they cannot benefit from a number of the same runes greater than their number of attunement slots at a time. Whenever a creature is benefiting from multiple of the same rune, they may choose how many of those runes to expend at a time.
Your Resonant Runes feature increases in range to 60 feet and 250 feet for telepathy.
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Runecarver
Create enchantments to bolster your allies
From masons of ancient monoliths to legendary enchanters, there have been Runecarvers all throughout history. Runecarving is one of the most ancient magic practices, stemming from the giants and adapted by the dwarves, who later taught it to humans. Runecarvers are often sought after for their architectural and spiritual guidance.
Level 3: Tools of the Trade
Tool Proficiency: You gain proficiency in masons' tools and jewelers’ tools.
Stonecrafting: When you craft any magic item that is a stone, gem, or ring, the time to make it for you is halved.
Level 3: Runecarver Spells
Runespeaker: You learn Giant. If you already know Giant, you learn another language of your choice instead. Additionally, you learn the Guidance cantrip and can add it to any d20 check.
You gain the following spells added to your spell list. They are always prepared and do not count against the number of spells you know.
Spells:
3: Bless, Shield
5: Scrying, Spike Growth
9: Clairvoyance, Erupting Earth
13: Divination, Greater Invisibility
17: Commune, Teleportation Circle
Level 3: Enchanted Runes
You learn how to create runes that are a failsafe in certain circumstances. At the end of a long rest and while holding Mason’s Tools or Jeweler’s Tools, you gain the ability to create a number of small runes equal to your Intelligence modifier (minimum of 1) + 2 as part of a long rest, or after expending a spell slot as an action. If you use a spell slot to create them as an action, you may create a number of runes equal to the spell level, up to the maximum number of runes you are able to create. These runes have a number of charges equal to your Intelligence Modifier and require a reaction to activate, and they last until the start of your next turn. The runes may only be activated if the user does not have advantage or any other additional modifier such as Bless or Guidance added to the check.
If you create an additional one past the number you can make, the first one vanishes. The runes may expire if you dismiss the rune as a bonus action, or you die. This number increases later to +3, +4, and +5 at levels 5, 9, and 15, respectively. These runes must be on a piece of equipment that is worn or carried for them to benefit from the rune, and each creature may only carry one at a time. Alternatively, the rune must be placed on a stone that can be worn or carried. Each creature may only benefit from one type of rune at a time.
Runic Potency
Your runes gain an additional bonus to their rolls of +1, +2, and +3 at artificer levels 5, 9, and 15, respectively.
Level 5:
Runewarrior
You use your runes to bolster your spells and increase their potency further.
Level 9:
Resonant Runes
Your runes become more potent, and their magic recognizes each other, causing the following benefits:
Level 15: Rune Scriber
You learn how to imbue magic into runes quickly. You gain the following benefits: