Artificer
Base Class: Artificer

The giant language was the first to be created in all of Faerûn, but before the language there were the runes given by Annam to his descendants. The Runesmiths are Artificers who seek power in this first form of writing in all existence, unlocking their secrets to empower their creations. With every rune they inscribe, they echo the strength of the giants, standing tall as a beacon of power and protection on the battlefield.

Tools of the Giants

3rd-level Runesmith feature

You gain proficiency with heavy armor and can speak Giant. You also 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.

Runesmith Spells

3rd-level Runesmith feature

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

Runesmith Spells

RUNEsmith Level Spell

3rd

Absorb Elements, Shield

5th

Enhance Ability, Enlarge/Reduce

9th

Glyph of Warding, Protection from Energy

13th

Banishment, Stoneskin

17th

Passwall, Wall of Force

Infused Runes

3rd-level Runesmith feature

You have learned the power of Annam's runes and can use part of their power to enhance your infused items. When you infuse an item, you also enhance it with a giant’s rune. Each infused item can bear only one rune at a time, you can only infuse one of each rune, and to use the rune the bearer must attune with the item. Choose from the following runes:

  • Hill Rune: When the bearer rolls for initiative, gains temporary hit points equal to 1d6 + your Intelligence modifier.
  • Stone Rune: The bearer can use a reaction to reduce the damage from an attack by 3d4, once per long rest.
  • Frost Rune: The first time each turn the bearer deals damage to a creature, reduces his movement speed by 10 feet until the end of the creature's next turn.
  • Fire Rune: The bearer’s weapon attacks or spells deal an additional 1d4 fire damage.
  • Cloud Rune: The bearer can cast Feather Fall once per short rest.
  • Storm Rune: The bearer can reroll one d20 roll, once per day.

You can change one of the runes on infused items after a short rest, or all of them after a long rest.

Runic Adaptation: The power of your infusions comes from your runes granting you the possibility to infuse all items, including non-artifact magic items.

Runic Reflection

5th-level Runesmith feature

Your mastery of runic magic allows you to disrupt and reflect spells. When you or an ally within 30 feet of you, who is holding or wearing one of your infused items, is damaged by a spell or magical effect, you can use your reaction to unleash a burst of runic energy.

The caster of the spell or magical effect must succeed on an Intelligence Saving Throw against your spell save DC, taking 2d12 force damage or half damage on a succesful save. This damage increases as you gain levels in this class: 3d12 at 6th level, 4d12 at 10th level, 5d12 at 14th level, and 6d12 at 18th level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all the uses on a long rest.

Giant’s Craft

9th-level Runesmith feature

Your runic knowledge deepens, granting you the ability to channel the primal essence of the giants into your creations. The benefits of your infused runes are enhanced:

  • Hill Rune: When the bearer rolls for initiative, gains temporary hit points equal to 2d6 + your Intelligence modifier.
  • Stone Rune: The bearer can use a reaction to reduce the damage from an attack by 5d4, once per short rest.
  • Frost Rune: The first time each turn the bearer deals damage to a single creature, reduces his movement speed by 20 feet until the end of the creature's next turn.
  • Fire Rune: The bearer’s weapon attacks or spells deal an additional 3d4 fire damage.
  • Cloud Rune: The bearer can cast Feather Fall and Misty Step, once per short rest each.
  • Storm Rune: The bearer can reroll one dice roll once per short rest.

Runic Empowerment

9th-level Runesmith feature

You can invoke and imbue yourself with the power of your runes. Using a bonus action, you gain the following effects for 1 minute:

  • You gain resistance to the damage types of the active runes have: poison (Hill Rune), acid (Stone Rune), cold (Frost Rune), fire (Fire Rune), thunder (Cloud Rune), lightning (Storm Rune).
  • You increase one size (to a maximum of Huge size).
  • When you enter this form and with a bonus action, you unleash the power of the giant runes. Each hostile creature within 10 feet of you must succeed on a Strength saving throw (DC equal to your spell save DC), taking 3d10 force damage and be knocked Prone in a failed save, or only receiving half damage in a success.

You can use this feature once per long rest.

Annam’s Legacy

15th-Level Runesmith feature

You have reached the pinnacle of runic forging, allowing you to share the might of Annam’s progeny with others.

Any bearer of one of your runes gains the benefits of all your active runes. Additionally, your Runic Empowerment recharges in a short rest, and when you use it, you and all the bearers of a rune increases one size without limitation, and the damage increases to 6d10 force damage.

Runesmith Image

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