Artificer
Base Class: Artificer

A runic scribe masters the secrets of the runes of power—ancient sigils that embody the fundamental magic of creation. The giants were the first to master rune magic, though many other races eventually stole away or traded for that power. Rune magic is exceedingly rare. Some of its secrets have been lost, and what lore remains is jealously guarded. Few rune scribes share their lore with others. Indeed, most rune scribes take on new students only if doing so allows them to gain access to a forgotten or missing rune. 

Runic scribes believe wizardry is inherently unsafe, and so they craft runes to bind the magic inside it and hold it. When so confined, the magic can be used safely. Runic Scribes treat magic like any other Dwarf craft. Mastery takes patience, hard work, and dedication.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency and expertise with Calligrapher's supplies.

Additionally, all Intelligence (Investigation, Arcana, History, Religion) checks you make regarding runes or runic magic you make are made with advantage.

Runic Scribe spells

Starting at 3rd level, your knowledge regarding magic knows no boundaries. Your spell list is extended, granting you access to all wizard spells.

Runemagic

At 3rd level, you learn to create small runic stones which hold your power. At the end of a long or short rest you prepare runes equal to half your Intelligence modifier rounded up (minimum of one). You can prepare multiple stones of different kinds or all can be the same sort. Once you expend a rune, you can not use that rune again until you finish a short or long rest.

You learn 2 minor runes from the following list. At level 11 you learn 2 additional minor runes and 1 major rune. Each time you level up you can freely swap one of the runes you know, to one you don't know.

Minor Runes

  •  Algiz. As a reaction, you give a +3 to a creatures AC against an incoming attack. You must be able to see the creature and they must be within 30 feet of you.
  • Dagaz. As an action you grant 3 creatures of your choice within 30 feet of you temporary hitpoints equal to your Intelligence modifier (minimum of one).
  • Hagalaz. As an action, you throw this stone up to 60 feet to a point you can see. Creatures in a 15-feet radius around the stone must make a Constitution Saving throw or become stunned until the end of their next turn.
  • Ehwaz. As a bonus action, you teleport up to 30 feet to an unoccupied space you can see.
  • Berkano. As a reaction, you grant either advantage or disadvantage against a creature making an attack roll, ability check or saving throw. You must be able to see the creature and they must be within 30 feet of you.

Major Runes

  • Ansuz. As an action, you grant either you or a creature within 5 feet of you Truesight for 1 hour.
  • Jera. As a reaction to an incoming spell attack that targets only you, you can try to store the spell into the runic stone. Make an Intelligence ability check against the spell with the DC being 10 + The spells level. On a success, the spell is stored and you can cast it as an action, with Intelligence as the ability modifier. The spell safely fades from the stone at the end of your long rest if you haven't used it.
  • Perthro. As an action, choose up to 3 creatures within 60 feet of you. They must succeed on a Constitution saving throw or be paralyzed for 1 minute. At the end of each of its turns, a target can make another Constitution saving throw. On a success, the effect ends on the target.
Algiz

As a reaction, you give a +3 to a creatures AC against an incoming attack. You must be able to see the creature and they must be within 30 feet of you.

Ansuz

As an action, you grant either you or a creature within 5 feet of you Truesight for 1 hour.

Berkano

As a reaction, you grant either advantage or disadvantage against a creature making an attack roll, ability check or saving throw. You must be able to see the creature and they must be within 30 feet of you.

Dagaz

As an action you grant 3 of your choice within 30 feet of you temporary hitpoints equal to your Intelligence modifier (minimum of one).

Ehwaz

As a bonus action, you teleport up to 30 feet to an unoccupied space you can see.

Hagalaz

As an action, you throw this stone up to 60 feet to a point you can see. Creatures in a 15-feet radius around the stone must make a Constitution Saving throw or become stunned until the end of their next turn.

Jera

As a reaction to an incoming spell attack that targets only you, you can try to store the spell into the runic stone. Make an Intelligence ability check against the spell with the DC being 10 + The spells level. On a success, the spell is stored and you can cast it as an action, with Intelligence as the ability modifier. The spell safely fades from the stone at the end of your long rest if you haven't used it.

Perthro

As an action, choose up to 3 creatures within 60 feet of you. They must succeed on a Constitution saving throw or be paralyzed for 1 minute. At the end of each of its turns, a target can make another Constitution saving throw. On a success, the effect ends on the target.

Protective Runes

At 5th level, your runic stones gain additional powers.

Whenever you expend a runestone made with your Runemagic feature, a creature of your choice within 30 feet of you that you can see either takes force damage equal to your class level, or gains that amount of temporary hitpoints.

Expert Runecrafting

At 9th level your understanding of runes is expanded, allowing you to carve runes more quickly.

You learn the spell Glyph of Warding and can cast it with a casting time of 1 minute requiring no material components. After casting the spell in this fashion, you can not do so until you finish a long rest.

 

Runic Mastery

At 15th level your thirst for knowledge can't be satiated. 

You learn two wizard spells, one spell of 6th level, and one spell of 7th level. During the process of learning these spells you must craft 2 runestones both worth at least 1000 gp. The stones hold the spells and any creature you allow can cast these spells from the stones using your spellcasting modifiers.

After the spells have been cast, you must spend 8 hours of downtime to recharge the stones once again.

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