Base Class: Artificer
Passed down generation to generation the runemaster's are legendary smiths that imbue their equipment with ancient symbols fueled by ancestral rituals and traditions. Although typically a runemaster is of giant or dwarven kin, elves, dragonborn, and other races can develop runic magic as well or those found worthy can even have it passed to them from an elder without an heir.
Tool Proficiency
3rd-level Runemaster feature
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.
Runemaster Spells
3rd-level Runemaster feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Runemaster Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Runemaster Spells
| Runemaster Level | Spell |
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3rd |
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5th |
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9th |
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13th |
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17th |
Ancestral Runes
3rd-level Runemaster feature
You gain access to a tome, scroll, spirit board, or other suitable ability to imbue magical runes on your weapons and armor. starting at 3rd level you gain 4 runes from the options listed in the table below. to activate a rune follows the same rules for performing somatic and verbal components (Example: you must have a hand free, wielding a focus, or benefit from the War Caster feature. You gain 2 more runes at 5th (6 runes), 9th (8 runes), and 15th level (10 runes). During a long rest you can spend 1 hour to replace one imbued rune with one that you currently do not have imbued. The number of weapon runes that can be imbued on a single weapon cannot exceed your maximum arificer spell slot level. Example: if you have access to 2nd level spells you can only imbue 2 runes on a single weapon.
Any runes that require an activation can be used a number of times equal to twice your proficiency bonus. You regain all expended uses after a short or long rest.
More runes may be awarded or created during your adventure (DM discression) but a general list of runes is provided here.
Ancestral Runes
| Rune type | Effect |
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Blinding. While you are wearing the gloves or gauntlets imbued with this rune, whenever you hit a creature with a weapon attack, you can use your bonus action to attempt to blind it. the target must pass a constitution saving throw or be blinded for 1d4 turns. Creatures that lack eyes or rely on other means for perception are immune to this effect. Determination. While you are wielding a weapon imbued with this rune, when a creature within 30 feet of you that you can see makes a saving throw, you can use your reaction to grant that creature advantage on that save. |
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Fear. While you are wearing the armor imbued with this rune, you can use a bonus action to force any creatures of your choice up to your intelligence modifier within 60ft to make a wisdom saving throw or be frightened of you until the end of their next turn. A creature that succeeds the saving throw becomes immune to the effect for the next 24 hours. Grudge. While you are wearing the gloves or gauntlets imbued with this rune, you can use a bonus action to mark one creature that has dealt damage or cast a hostile spell on you within the last minute. during the same turn this rune is active and for the next minute you can use your bonus action to make a weapon attack against that target. if the creature is not reduced to 0 hit points after 1 minute you take 1d8+ half your level psychic damage. You can only mark one creature with this feature at one time. |
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Resistance. While you are wearing the armor imbued with this rune, you gain resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can choose this rune multiple times selecting a different option for each. Secrets. While wearing a helmet or circlet imbued with this rune, as a bonus action you can have one creature you can see within 60ft to succeed on a wisdom saving throw. on a failure you magically learn one of the following:
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Slaying. While you are wielding a weapon imbued with this rune, you can use a bonus action to gain advantage on weapon attack rolls you make with that weapon against a creature for the rest of your turn. In addition, when you imbue this rune, choose one non humanoid creature type. creatures of the chosen type take an additional 1d6 damage for every 4 levels you have in this class. Slow. While you are wearing the gloves or gauntlets imbued with this rune, you can use a bonus action to have one creature within 30ft of you make on a wisdom saving throw. On a failure the target makes one less attack this turn per action. If it only make one attack as part of that action it does so at disadvantage. |
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Speed. While you are wearing the boots imbued with this rune, you gain 10 feet of movement. Additionally you gain the benefits of half cover if you use all of your movement on your turn. Protection. While you are wielding a shield imbued with this rune, when a creature within 20ft of you is critically hit you can use your reaction to make that attack a normal hit. when you do, the shield remains hovering around them until the end of your next turn, after which it returns to your free hand. if your hands are full it is unequipped but appears on your person. |
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Warding. While you are wielding a shield imbued with this rune, when you or a creature you can see within 10ft of you fails a saving throw vs a spell or effect that inflicts damage in an area, you can use your reaction to reduce that damage by an amount equal to your artificer level plus your proficiency modifier for you and each creature of your choice within 10 ft. Elemental. While you are wielding a weapon imbued with this rune, when you hit a target with that weapon, the target takes additional damage equal to your intelligence modifier. the damage can be fire, cold, lightning, poison, acid, or thunder damage (your choice). you can only deal one type of damage each turn. |
Blinding
While you are wearing the gloves or gauntlets imbued with this rune, whenever you hit a creature with a weapon attack, you can use your bonus action to attempt to blind it. the target must pass a constitution saving throw or be blinded for 1d4 turns. Creatures that lack eyes or rely on other means for perception are immune to this effect.
Determination
While you are wielding a weapon imbued with this rune, when a creature within 30 feet of you that you can see makes a saving throw, you can use your reaction to grant that creature advantage on that save.
Elemental
While you are wielding a weapon imbued with this rune, when you hit a target with that weapon, the target takes additional damage equal to your intelligence modifier. the damage can be fire, cold, lightning, poison, acid, or thunder damage (your choice). you can only deal one type of damage each turn.
Fear
While you are wearing the armor imbued with this rune, you can use a bonus action to force any creatures of your choice up to your intelligence modifier within 60ft to make a wisdom saving throw or be frightened of you until the end of their next turn. A creature that succeeds the saving throw becomes immune to the effect for the next 24 hours.
Grudge
While you are wearing the gloves or gauntlets imbued with this rune, you can use a bonus action to mark one creature that has dealt damage or cast a hostile spell on you within the last minute. during the same turn this rune is active and for the next minute you can use your bonus action to make a weapon attack against that target. if the creature is not reduced to 0 hit points after 1 minute you take 1d8+ half your level psychic damage. You can only mark one creature with this feature at one time.
Protection
While you are wielding a shield imbued with this rune, when a creature within 20ft of you is critically hit you can use your reaction to make that attack a normal hit. when you do, the shield remains hovering around them until the end of your next turn, after which it returns to your free hand. if your hands are full it is unequipped but appears on your person.
Resistance - acid
While you are wearing the armor imbued with this rune, you gain resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can choose this rune multiple times selecting a different option for each.
Resistance - cold
While you are wearing the armor imbued with this rune, you gain resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can choose this rune multiple times selecting a different option for each.
Resistance - fire
While you are wearing the armor imbued with this rune, you gain resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can choose this rune multiple times selecting a different option for each.
Resistance - force
While you are wearing the armor imbued with this rune, you gain resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can choose this rune multiple times selecting a different option for each.
Resistance - lightning
While you are wearing the armor imbued with this rune, you gain resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can choose this rune multiple times selecting a different option for each.
Resistance - necrotic
While you are wearing the armor imbued with this rune, you gain resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can choose this rune multiple times selecting a different option for each.
Resistance - poison
While you are wearing the armor imbued with this rune, you gain resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can choose this rune multiple times selecting a different option for each.
Resistance - psychic
While you are wearing the armor imbued with this rune, you gain resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can choose this rune multiple times selecting a different option for each.
Resistance - radiant
While you are wearing the armor imbued with this rune, you gain resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can choose this rune multiple times selecting a different option for each.
Resistance - thunder
While you are wearing the armor imbued with this rune, you gain resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You can choose this rune multiple times selecting a different option for each.
Secrets
While wearing a helmet or circlet imbued with this rune, as a bonus action you can have one creature you can see within 60ft to succeed on a wisdom saving throw. on a failure you magically learn one of the following:
- Any resistances, immunities, or vulnerabilities to include special weaknesses and beneficial traits
- HP status, AC, and ability scores, magic currently effecting the target
- One secret or knowledge the target knows (GM discretion)
Slaying
While you are wielding a weapon imbued with this rune, you can use a bonus action to gain advantage on weapon attack rolls you make with that weapon against a creature for the rest of your turn. In addition, when you imbue this rune, choose one non humanoid creature type. creatures of the chosen type take an additional 1d6 damage for every 4 levels you have in this class.
Slow
While you are wearing the gloves or gauntlets imbued with this rune, you can use a bonus action to have one creature within 30ft of you make on a wisdom saving throw. On a failure the target makes one less attack this turn per action. If it only makes one attack as part of that action it does so at disadvantage.
Speed
While you are wearing the boots imbued with this rune, you gain 10 feet of movement. Additionally you gain the benefits of half cover if you use all of your movement on your turn.
Warding
While you are wielding a shield imbued with this rune, when you or a creature you can see within 10ft of you fails a saving throw vs a spell or effect that inflicts damage in an area, you can use your reaction to reduce that damage by an amount equal to your artificer level plus your proficiency modifier for you and each creature of your choice within 10 ft.
Battle Runes
3rd-level Runemaster feature
At 3rd level, you gain ancient battle runes that you can weave into your arms and armor. These runes effectively grant you proficiency with martial weapons and heavy armor.
Battle link
5th-level Runemaster feature
Whenever you take the Attack action on your turn with an imbued weapon, you can make an additional attack for each rune imbued on it.
Glyph Expert
9th-level Runemaster feature
You become an expert on glyphs and abjuration seals.
You can cast the Glyph of Warding spell using only 20gp instead of 200gp and you can cast it as an action once per long rest. Additionally when you cast Glyph of Warding you can have one glyph placed on a weapon or piece of equipment not be dispelled if it moves beyond 10ft. You can only have one glyph with this feature active at one time and you cannot activate a new glyph with this feature until that glyph is dispelled or it is triggered. When you reach 13th level you can place a hallow spell into your Glyph of Warding.
When you make an investigation check or perception check to find magical traps you can double your proficiency bonus for that check, and gain advantage on any check to identify or disable them.
Codex of the Ancients
15th-level Runemaster feature
You choose one to master
- Arms
- Armor and Apparel
- Wonderous items
You can now create any rarity of magic item in that category for a quarter of its cost and time. You still need to have the knowledge of that item or its desired properties in order to create it.
Armor
You can now create any rarity of armor or shield for a quarter of its cost and time. You still need to have the knowledge of that item or its desired properties in order to create it.
Arms
You can now create any rarity of weapon for a quarter of its cost and time. You still need to have the knowledge of that item or its desired properties in order to create it.
Wonderous Items
You can now create any rarity of wonderous item for a quarter of its cost and time. You still need to have the knowledge of that item or its desired properties in order to create it.
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