Artificer
Base Class: Artificer

Runes, magical markings of symbols and sigils able to improve one's strength by channelling the weave through the markings into the user of the runes.

Originally an art created and guarded by giants their secrets have been taught to some and mastered by few, you strive to be one of the latter, combining the ancient power of rules with the advancements of technology to make you not only a master artisan but also a skilled warrior.

Tool Proficiency

3rd-level Rune Smith feature

You gain proficiency in your choice of either smith’s tools, calligrapher's supplies, mason's tools or painter's supplies. If you already have all these proficiencies, you gain proficiency with one other type of artisan’s tools of your choice.

Rune Smith Spells

3rd-level Rune Smith feature

You always have certain spells prepared after you reach particular levels in this class, as shown in the Rune Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Rune Smith Spells

Artificer Level Spell

3rd

shield, mage armor

5th

arcane lock, magic weapon

9th

elemental weapon, glyph of warding

13th

death ward, fire shield

17th

holy weapon, skill empowerment

Runic Training

3rd-level Rune Smith feature

When learning how to create runes and infuse objects with them you learned how to use and manipulate those objects.

  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Runic Tattoos

3rd-level Rune Smith feature

Starting at 3rd through your study of rune crafting you have learned how to inscribe runes into yourself or another living creature. You learn how to create two tattoos of your choice from among the tattoos described below, and each time you gain a level in this class, you can replace one tattoo you know with a different one from this feature. When you reach certain levels in this class, you learn additional tattoos, as shown in the Tattoos Known table.

Tattoos Known
Artificer  Level Number of Tattoos
3rd 2
9th 3
15th 4

During a short or long rest, you can choose to tattoo a creature with one or more of the tattoos you know up to a number equal to the number of tattoos you know. The magic of the tattoo remains on a creature until you make the same tattoo on a different creature, at which point the tattoo loses its magic instantly and fades from that creature over a 24 hour period.

The following tattoos are available to you when you learn a tattoo:

Arcane Channeling

While a creature has this tattoo it can channel its own magical power to heal and bolster itself. As a bonus action, the creature can spend a spell slot to regain hit points equal to your Intelligence modifier per level of the spell slot used.

Once you reach 15th level in this class the creature is now able to absorb the weave to improve its healing, whenever it regains hit points it is healed for an additional 1d4.

Arcane Eyesight

While a creature has this tattoo it can use a bonus action to be able to see invisible creatures and objects as if they were visible and can see into the Ethereal Plane out to a distance of 120 feet. Ethereal creatures and objects appear ghostly and translucent.

Once you reach 15th level in this class when the creature uses their bonus action to activate the tattoo they can also see through magical and non-magical darkness out to a distance of 120 feet and are able to see magic as per the detect magic spell out to a distance of 120 feet.

This feature lasts for 1 minute and can be used a number of times equal to your Intelligence modifier (minimum 1), the creature regains all expended uses when it finishes a long rest.

Runic Agility

While a creature has this tattoo its speed increases by 5 feet and opportunity attacks against it are made at disadvantage.

Once you reach 15th level in this class the creature gains an additional 5 feet increase in its speed and it becomes immune to the grappled condition.

Runic Armor

When this creature is affected by the mage armor this tattoo amplifies the spell's potency increasing its power. While the spell remains on the creature, the creature's base AC becomes 14 + half your Intelligence modifier (rounded up), if the spell ends the effect ends until the spell is cast again.

Once you reach 15th level in this class the creature's base AC becomes 14 + your Intelligence modifier.

Runic Communication

A creature that gains this tattoo is able to speak and understand a number of languages of their choice equal to your Intelligence modifier (minimum 1). These languages can be changed at the end of a long rest and remain with the creature while they have the tattoo.

Once you reach 15th level in this class the creature can understand any language and learns to speak it if they hear someone speak it for more than 1 minute. The language proficiencies only remain while the tattoo remains on the creature.

Runic Senses

While a creature has this tattoo their senses become heightened, they have advantage in wisdom (perception) checks that rely on hearing or smell.

Once you reach 15th level in this class the creature can use an action to improve the senses granted by the tattoo, giving them 30 feet of blindsight and for 1 minute.

This feature can be used a number of times equal to your Intelligence modifier (minimum 1), the creature regains all expended uses when it finishes a long rest.

Runic Speed

While a creature has this tattoo it gains a bonus to its initiative rolls equal to half (rounded down) of your Intelligence modifier.

Once you reach 15th level in this class the bonus given by this tattoo becomes equal to your Intelligence modifier and they have advantage on initiative checks when not surprised.

Extra Attack

5th-level Rune Smith feature

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Runic Weapons

9th-level Rune Smith feature

You've learned ways to transcribe certain spells into runes to empower your weapons beyond what many consider possible. You gain the following improvements and abilities:

  • When you cast a spell that targets a weapon the spell is treated as if it was cast at two levels higher than the spell slot used (to a maximum of 7th level).
  • You can change the damage type from any spell that targets a weapon to force damage.

Additionally, you learn how to transform spells into long-lasting runes for weapons. During a long rest, you can carve runes into a non-magical weapon that remains in your range throughout the duration of the rest, once the rest ends you can place a spell that targets a weapon on the runes, imbuing them with an inert version of the spell. If the imbued spell’s base level is 3rd level or higher the weapon also requires attunement, which only you can attune to and you attune to the weapon immediately after the end of the rest. When you cast the spell which is imbued on your weapon on said weapon, you do not need to maintain concentration on the spell, as the runes carved through the weapon help you stabilize it.

Runic Scribing

15th-level Rune Smith feature

You have now mastered the art of rune making and can make complex runes with minimal effort or cost.

  • You can cast the explosive rune version of the glyph of warding spell as action without spending a spell slot, without preparing the spell, and without material components. 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. You can have a maximum of 3 glyphs created by this feature at a time, if you try to create another the oldest one is dispelled.
  • You can cast symbol requiring no material components. Once you do so, you can’t do it again until you finish a long rest.

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