Artificer
Base Class: Artificer

The runes of the giants grant unique magical power to flow through talismans and enhance the strength of the soldiers. The apex of the forge, Rune Smiths can harness the power of runes, an ancient practice originated with giants, in a new and enhanced way in their talismans, armour, and weapons.

In the land of Tarvelia, Rune Smiths play a key role in the strength of the Ironholde armies. While their strength in numbers is outmatched by the other kingdoms, the technologies granted by Rune Smiths definitely outgun anyone who dares oppose them. 

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways: 

  • 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. 

Arcane Hammer

When you reach 3rd level, using The Right Tool for the Job class feature, you can create an Arcane Hammer in place of a set of artisan’s tools. Your Arcane Hammer is a magical set of smith’s tools.

Rune Branding

At 3rd level, as an action you can brand runes to weapons to grant them special abilities which ends after 1 minute, or if you brand another rune, or unless stated otherwise. Whenever you create an Arcane Hammer, you can prepare two runes, from among the runes described below, that are shaped on each end of the hammer head. You can brand a rune a number of times equal to your intelligence modifier, you regain all uses after finishing a long rest. 

You learn 3 runes at 3rd level and learn more as you gain levels in this class as shown Runes Known table. Every time you level up in this class, you can replace a rune you know with another one. The Runes Known table also shows your Rune Die which is applied to certain runes and increases as you gain levels in this class. 

Artificer Level 

Number of Runes Known 

Rune Die 

3rd 

3 

d4 

5th 

4 

d6 

9th 

5 

d8 

15th 

6 

d10 

Blod (Blood)

The weapon deals additional necrotic damage using your rune die, and you regain hit points equal to half the necrotic damage dealt this way (rounded down).

Dod (Death)

The weapon deals additional poison damage using your rune die. When you hit a target creature, they must succeed a Constitution saving throw or become poisoned until the end of your next turn.

Hellig (Sacred)

The weapon deals radiant damage using your rune damage die. The radiant damage is doubled against undead.

Ild (Fire)

The weapon ignites in flames and thick smoke. When you hit a target creature, the weapon deals additional fire damage using your rune die, and you do not provoke opportunity attacks from the target for the rest of your turn.

Ise (Ice/Frost)

The weapon deals additional cold damage using your rune die. When you hit a target creature, they must succeed a Constitution saving throw against your spell save DC, or their speed becomes 0 until the end of your next turn.

Skold (Shield)

A magical shield on the weapons handle sprouts out and gives you a bonus to your armour class equal to your Intelligence modifier.

Skye (Cloud)

The weapon becomes animated and takes its turn immediately after yours. It obeys your commands, if you issue it no commands it takes the Dodge action. It uses the flying sword stat block, except its weapon attack uses that of the weapon you brand. If branded onto a ranged weapon, it creates and shoots magical ammunition when it attacks.

Stein (Stone)

The weapon bolsters you with protective energy. At the start of your turn, roll your rune die, you gain temporary hit points equal to the number rolled. When you hit a target creature with the weapon you can attempt to turn them to stone. The target must succeed a Constitution saving throw against your spell save DC, or become petrified until the end of your next turn. When you use the rune this way, the rune ends.

Stig (Light)

The weapon shines bright light in a 20-foot radius and dim light for an additional 20-foot radius. When you hit a creature with this weapon, you can attempt to blind them. They must succeed a Constitution saving throw against your spell save DC or become blinded until the end of their next turn. If you use the rune this way, the rune ends.

Uvar (Storm)

The weapon deals addition thunder damage using your rune die. When you hit the target with a weapon attack, it must succeed a Strength saving throw against your spell save DC or be pushed back 15 feet. You can choose to instead make a ranged spell attack with the weapon and shoot lightning at a target within 120 feet. When you hit a target creature this way, the weapon deals lightning damage using your rune die plus your Intelligence modifier.

Uven (Enemy)

The weapon deals additional psychic damage using your rune die. The creature must succeed a Wisdom saving throw using your spell save DC, or have disadvantage on attacks on all creatures other than you.

Vind (Wind)

If branded onto a melee weapon, it gains the thrown property with a range of 20 feet, and a long range of 60 feet. When you throw the weapon, it instantly returns to your hand. If branded onto a ranged weapon, it deals addition force damage using your rune die.

Wyrm (Dragon)

The weapon deals an additional acid, cold, fire, lightning, or poison damage using your rune die. You choose the damage type when you brand the rune on your weapon.

Extra Attack

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

Improved Arcane Hammer

Starting at 9th level, you learn how to use your artificer infusions to specially modify your Arcane Hammer. Your Arcane Hammer now also counts as a light hammer weapon. In addition, the maximum number of items you can infuse at once increases by 1, but that extra infusion must be used on your Arcane Hammer. Instead of branding another weapon as an action, you can choose to activate a rune on your Arcane Hammer as a bonus action.

Extra Rune

Starting at 15th level, you can have two runes active at the same time. 

Bonus Proficiencies

When you adopt this specialization at 3rd level, 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. You also learn to speak, read, and write Giant. 

Rune Smith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Arcansmith 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 

Rune Smith Spells 

3rd 

Witch Bolt, Shield 

5th 

Branding Smite, Cloud of Daggers 

9th 

Conjure Barrage, Lightning Bolt 

13th 

Fire Shield, Ice Storm 

17th 

Steel Wind Strike, Wall of Force 

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