Base Class: Artificer
Runecarvers enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Such artisans can be found among any family of giants, and you likely learned your methods first- or secondhand from them or another such mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply ancient runes to bolster your equipment.
Runecarver Magic
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Runecarver Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Runecarver Spells
| SPELL LEVEL | SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Runic Infusion
At 3rd level, you can choose the rune options from among those available to the Rune Knight archetype in the fighter class as infusions. Runes follow the same rules as other infusions, except that they can be applied to already magical or infused items; you use your artificer level for of the runes' level requirements. If the rune allows a saving throw to resist or evade its effect, it uses your spell save DC.
When you gain this feature, you learn two runes; they don't count against the number of infusions you know. When you gain a level in this class and exchange one of these two runes for another infusion, you can only choose other runes. At 5th, 9th, and 15th level, you can choose another rune to not count against your infusions known, with the same restrictions.
You can use an item with a runic infusion as a spellcasting focus for your artificer spells instead of a set of tools.
Finally, the first rune you imbue as an infusion at the end of a long rest doesn't count against your Infused Items limit.
Cloud Rune
This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Fire Rune
This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Frost Rune
This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Hill Rune
This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Stone Rune
This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Storm Rune
Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
Mystic Etchings
Also at 3rd level, containing magic in items is second nature to you. When you use your Magical Tinkering, you can produce the Spell Glyph effect of the glyph of warding spell as one of its properties. When you do so, the effect changes in the following ways:
- You cast the spell to contain in the glyph as part of the action used for Magical Tinkering if it has a casting time of 1 action or faster. If the spell has a casting time of 1 minute or longer, you must cast the spell normally before creating the glyph.
- A spell of 1st level or higher still requires your concentration when the glyph activates. If you can't concentrate on a spell that requires it when the glyph is triggered, the spell is lost.
- If the glyph was placed on an item bearing one of your Infusions, it doesn't end early after moving 10 feet from where it was cast. You can only have one glyph on each Infused Item at a time.
Sigillic Fighting
When you reach 5th level, you can seal your basic magics into any weapon you pick up. When you take the Attack action on your turn, you can cast an artificer cantrip you know as part of the same action. If you have the Extra Attack feature, this cantrip replaces one of the attacks you make, and you can't cast more than one cantrip as part of the Attack action.
Runic Defender
At 9th level, your rune magic allows you to to shield your allies. When another creature you can see within 30 feet of you is hit by an attack, you can expend one use of your Flash of Genius as a reaction to give that creature a bonus to its AC (including against the triggering attack) equal to 1 + your Intelligence modifier until the start of its next turn.
You also become more versatile in creating the most basic protective magics. The maximum number of active properties you can apply with your Magical Tinkering increases by 2.
Jotun Prodigy
Starting at 15th level, your craftsmanship rivals that of the giant smiths themselves. An infused rune from your Runic Infusion feature can be invoked twice, rather than once. You regain all expended uses when you finish a short or long rest.
Additionally, when you create a Spell Glyph using your Mystic Etchings, you don't need to concentrate on a spell of 2nd level or lower, as normal for glyph of warding.
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