Artificer
Base Class: Artificer

You are an artificer that has been researching methods that can lead you to furthering your artificing cause - runes. Having many varying effects and usages, you have arrived at runes to be the next natural step towards your goal, and your study of runes has given you many abilities to use on a day to day basis.

Expanded spell list

You can add 2 wizard spells to your known spells. These spells can only be cast through runes.

The amount of wizard spells you know increases to 4 at 5th level, 8 at 9th level and 12 at 17th level.

Runic Expansion

On a long rest you can convert a number of spell slots(maximum 2 per spell level) into runes - these runes must hold a specific spell. 

Rune rules 

  • Spell must be single target or AOE.
  • Unless a spell has a specific benefit when upcasted, the spell in the rune cannot be an upcasted spell
  • All runes always start on the caster
  • You can move a rune by using a bonus action to have the next target you hit with an attack take one of your runes
  • If the target is willing and within 5 feet of you, the rune can be passed on as a bonus action without an attack.
  • You can activate the rune as a bonus action
  • If the spell within the rune has a casting time of a reaction, you activate it as a reaction as per spell description instead, in this case you cannot cast the rune as an action or bonus action
  • The target of the rune is always the creature that currently has the rune
  • The rune is cast with you as the caster
  • Runes on the activator can only be cast with the casting time said in the spell description
  • A rune will disappear if it goes 120 feet away from you

 

By releasing your runes as an action instead of a bonus action, you can get an added benefit from your rune in the shape of specialised runes, when you gain this ability choose 2 specialised runes from the specialised rune list.

At level 5, you can use specialised runes on reaction runes as well.

You’re specialised runes known increases to 4 at level 5, 6 at level 10, 8 at level 15, and 9 at level 20

Runic Adept

You have also learned how to utilise the power of runes to increase the power of your infusions. The proficiency bonus used is the proficiency bonus of the caster.

  • Rune of aura - the user of the infusion can pick two other items for two different people within 15  feet of them to have the same effect as the infusion that this rune is on for 1 minute. The user can activate this rune as a bonus action proficiency bonus times per long rest.
  • Rune of sturdy feet- The user of the infusion ignores difficult terrain
  • Rune of opportunity -The user of the infusion can gain an extra attack with the item this infusion is on. You can activate this rune proficiency bonus times per long rest
  • Rune of charging - if the infusion this is used on has a certain number of charges, on a short rest you can roll a d4 and the item regains that many charges. You can only use this ability once per long rest.
  • Rune of distance - add 5 feet to any measurement in the description of this infusion
  • Rune of oiling - if this infusion is used on armour which gives disadvantage on stealth, the armour no longer has that property for one minute you can activate this rune once per short/long rest. 
  • Rune of spell retention - if the user of the infusion casts a spell, they can roll a d4, on a 4 the spell slot is not used. They can use this ability three times per long rest
  • Rune of inspiration - If the user of this infusion makes an attack roll and it misses, they can reroll the attack dice. They can use this infusion three times  per long rest

Runic Sustainability 

At this level, when someone other than you has one of your runes, they can activate the rune as if they were the caster if you are willing. You can also activate the rune as if the person the rune is on is the caster. If the creature who was made to activate the rune is unwilling, they can make a constitution saving throw against your spell DC - on a success the rune is wasted. You can also put your runes on inanimate objects - you are counted as the caster for these runes, and the target is chosen as per spell description. The range you have to be within your runes for them to not disappear is increased to 1 mile.

Runic Enchantments

By spending a long rest with an item, you can permanently give it the effect of one of your Runic Adept runes without it needing an infusion. You also choose one of your specialized runes. This weapon now has 6 charges of that specialized rune without it using a spell. The runes are still transferred the same way (Attacking after a bonus action), but they are now activated as a bonus action. A creature can only use 1 item like this between long rests. You can also disenchant an item like this during a long rest. You can only have 5 items enchanted like this at any given time.

Specialised Runes List

  • Space rune - you can teleport to a free space within 15 feet of the rune  when the rune is released
  • Time rune - gives any creature of your choosing within 10 feet of the rune or 10 feet of you temp hp. Temp hp gained = number of d4’s equal to the spell level + proficiency bonus
  • Magic rune - The creature this rune is targeting does a wisdom saving throw against your spell DC, on a failed save you choose verbal, somatic or material components, and the target cannot cast spells with that component for one round, on a success nothing happens
  • Cortex rune - On activation, telepathically links a number of creatures up to the spells level for 1 minute
  • Focus rune - creature the rune is on has disadvantage on attacks on anyone apart from the caster of the rune for one turn
  • Gravity rune - Every creature within 20 feet of the creature the rune is on has to make a strength saving throw, on a failed save they are pulled  5 feet towards the creature the rune was on
  • Defence rune - When this rune is activated, increase or decrease the AC or saving throws of the target by 1d4
  • Speed rune - roll a d20, the creature with the rune has their speed increased or decreased by a number of feet equal to the number you rolled.
  • Skill rune - When this rune is activated, increase or decrease one skill of your choosing of the target of the rune by a d8 for the next 10 minutes

Previous Versions

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