Artificer
Base Class: Artificer

Some artificers work through a vastly different amalgamation of the arcane and the scientific, utilizing the runecrafting of giants. By applying the right rune for the right job, they can give the same equipment a variety of elemental effects.

Runecrafting Level Scale - Energy Absorption

Level scaling for Elemental Absorption damage.

Scale

Level scale coding.

Tool Proficiency

3rd-level Runesmith feature

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

Calligrapher's Supplies

You gain proficiency with calligrapher's supplies.

Mason's Tools

You gain proficiency with mason's tools.

Other Artisan's Tool

If you have proficiency with calligrapher's supplies, mason's tools, and smith's tools, you are proficient with another artisan's tool of your choice.

Smith's Tools

You gain proficiency with smith's tools.

Language

You learn one language, either Draconic, Dwarvish, or Giant. If none of those are applicable, you learn another rune-based language you and your DM deem appropriate.

Draconic

You learn to read, speak, and write in Draconic.

Dwarvish

You learn to read, speak, and write Dwarvish.

Giant

You learn to read, speak, and write Giant.

Other Runic Language

You learn to read, speak, and write a rune-based language of your choice, as decided between you and the DM.

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

Artificer Level Spell

3rd

protection from evil and good, shield of faith

5th

aid, magic weapon

9th

magic circle, remove curse

13th

death ward, resilient sphere

17th

antilife shell, teleportation circle

Runecrafting

3rd-level Runesmith feature

Through your study and practice of creating runes, you are able to channel magical energy through objects bearing specially crafted runes. Whenever you finish a short or long rest or as an action, you may use your calligrapher's supplies, mason’s tools, smith’s tools, or woodcarver’s tools as a focus to inscribe a runic pattern onto an object able to hold markings such as armor, a piece of paper, a weapon, a stone, jewelry, or another appropriate object. Your rune remains on an object until activated or you finish a long rest, and an object can bear only one of your runes at a time. 

The number of runes you can impart to objects equals 2 + your proficiency bonus per long rest. As a bonus action, you may expend a spell slot of 1st level or higher to regain uses of this feature equal to the spell slot level, but you cannot have more uses than your maximum would normally allow. Your runes impart a single magical effect of your choice from among the runes described below.

A rune can be dispelled by a dispel magic spell with each rune acting as 1st level spell. The rune’s equivalent spell level increases to a 2nd level spell when you reach 5th level, a 3rd level spell at 9th level, a 4th level spell at 13th level, and a 5th level spell at 17th level. Runes are also affected by antimagic effects such as an Antimagic Field spell.

Elemental Charge

Choose a damage type from acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder when this rune is applied. When a creature moves within 5 feet of this rune while applied to a stationary surface, the rune activates and releases a burst of energy corresponding to the selected damage type. The energy erupts in a 5 foot cube originating from the rune. A creature in the effects space must make a Dexterity saving throw against your spell save DC or take 1d8 of the associated damage. The rune can activate a number of times equal to your proficiency bonus. After the final activation, the rune’s magic fades and becomes nonmagical mark.

Alternatively, if the rune is placed on a weapon, you or a creature you designate that is holding that weapon may use a bonus action to touch the rune and activate its magic. Until the end of the creature’s next turn, attacks made with the rune inscribed weapon deal an additional 1d4 of the associated damage on a hit.  Once activated in this way, the rune’s magic fades and becomes a nonmagical mark.

When you reach certain levels in this class the rune’s damage increases. The damage of the stationary rune increases to 2d8 and the weapon’s damage increases to 1d6 at 9th level, 3d8 and 1d8 at 13th level, and 4d8 and 1d10 at 17th level.

Energy Absorption

When this rune is applied, choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. When a creature holding or wearing the item bearing this rune takes damage of the chosen type, the rune activates and grants them resistance to the specified damage type until the start of their next turn. Once activated, the rune’s magic fades and becomes a nonmagical mark. 

When you reach certain levels in this class the rune’s duration increases. It increases to 1 minute at 9th level, 10 minutes at 13th level, and 1 hour at 17th level.

Entrapment

When a tiny, small, medium, or large creature moves within 5 feet of the rune while applied to a stationary surface, the rune activates as magical restraints grasp at the creature. Alternatively, you or a creature you designate can use an action to touch the rune and activate its magic targeting a tiny, small, medium, or large creature no more than 10 feet away. The creature must make a Dexterity saving throw against your spell save DC or become restrained for 10 minutes. Once activated, the rune’s magic fades and becomes a nonmagical mark.  

A restrained creature can make a Dexterity saving throw at the end of its turn, ending the effect on itself on a success. Alternatively the creature or someone else who can reach it can use an action to make an intelligence (Arcana) or Strength (Athletics) check against your spell save DC. On a success, the restrained effect ends.

When you reach certain levels in this class, the duration of the rune’s restraint increases. It increases to 1 hour at 9th level, 8 hours at 13th level, and 24 hours at 17th level.

Honing

When a weapon with this rune hits with an attack roll, the rune activates causing the weapon to deal additional damage of the associated type equal to your proficiency bonus. Once the rune is activated, the rune’s magic fades and becomes a nonmagical mark. 

When you reach certain levels in this class, the duration of the rune’s effect increases. The duration is 1 minute at 9th level. The duration is 10 minutes at 13th level. The duration at 17th level is 1 hour.

Slow Fall

When a creature holding or wearing an item with this rune falls more than 20 feet, the rune’s magic activates, granting the effects of the feather fall spell on only that creature. Once activated, the rune’s magic fades and becomes a nonmagical mark.

Torrent

When a creature moves within 5 feet of the rune while applied to a stationary surface, the rune activates, releasing a buffeting torrent of wind and force for 1 minute. Alternatively, you or a creature you designate can touch the rune as an action to activate its magic. If activated in this way, the torrent of force only lasts until the start of the creature’s next turn. 

The torrent of force is 5 feet wide and extends in a line, up to 10 feet from the rune, in a single direction. Each medium or smaller creature caught in the stream must make a Strength saving throw versus your spell save DC or be pushed to the end of the stream. Any medium or smaller creature in the line must spend 2 feet of movement for every 1 foot it moves towards the rune. Once activated, the rune’s magic fades and becomes a nonmagical mark. 

When you reach certain levels in this class, the force of the rune increases. At 5th level the line extends up to 15 feet. At 9th level the line extends up to 20 feet. At 13th level the rune affects large or smaller creatures. At 17th level the line extends up to 30 feet and affects Huge or smaller creatures.

Ward

When a creature would take bludgeoning, piercing, or slashing damage from an attack, effect, or spell while holding or wearing an item inscribed with this rune, the rune's magic activates. When activated, the rune creates a magical ward that grants the creature resistance to bludgeoning, piercing, and slashing damage until the end of their next turn. Once activated, the rune's magic fades and becomes a nonmagical mark.

When you reach certain levels in this class, the rune’s duration increases. It increases to 1 minute at 9th level, 10 minutes at 13th level, and 1 hour at 17th level.

Detailed Runes

5th-level Runesmith feature

Your mastery of runes has progressed to include intricate details in your rune crafting. When you create a rune, you can designate a specific condition under which the rune will or will not activate. This could include designating a rune to only trigger when a specific creature enters its activation range or excluding specific creatures from triggering a rune. Additional conditions can include, but are not limited to, a specified amount of time passes, or a type of creature.

Runic Energy

9th-level Runesmith feature

Your understanding of the magic inherent to runes has deepened, allowing you to tap into their raw power, enhancing your spell craft. When you cast a spell that deals damage or restores hit points, you may expend the magic of one of your runes to increase one roll of the spell. The bonus to the roll equals your proficiency bonus. The rune does not need to have been applied to an object or surface. A rune that has been applied must be within 60 feet to be used this way, though it does not need to be visible. This feature cannot use a rune that has already been activated.

Runic Aid

15th-level Runesmith feature

When a creature holding or wearing an object inscribed with one of your runes that you can see within 30 feet makes an ability check or saving throw, you can use your reaction to expend the magic of that rune to grant them the benefit of your Flash of Genius feature.

Spell-Infused Runes

9th level Runesmith feature

Your understanding of the nature of runic magic has deepened to the point that you have been able to meld spellcasting with runic inscription. You can infuse a rune with a spell you know and have prepared onto an object that can be worn or carried. Doing so expends the spell slot and follows normal rules of casting time and material components. Creating a spell infused rune counts against the number of runes you can have inscribed for as long that rune remains prepared. Runes inscribed with a spell in this way do not become inert after a long rest. You can only infuse a rune with a spell for which you have a spell slot level and you cannot have more than one spell infused rune for each level of spell slot (for example, one 1st level spell infused rune, one 2nd level spell infused rune, and so on). 

An item infused with one of your spells in this way can be used by a creature similar to a spell scroll. Creatures that you designate do not need to make an ability check in order to use one of your runes in this way. The spell uses your spell attack bonus and spell save DC. If a spell cast in this way requires concentration, the creature who activates the rune maintains concentration.

Runes of Power

15th-level Runesmith feature

You now understand how to express raw magic and aspects of the universe through your runic creations. Once per day, you can forge reality into a rune in one of the following ways:

Armor Class and Saving Throw Bonus

You can use an action to give one creature a +1 bonus to AC and saving throws for 8 hours.

Attack Roll and Damage Roll Bonus

You can use an action to give one creature a +1 bonus on weapon attack rolls and damage rolls for 8 hours. 

Extra Runecrafting

You may use a bonus action to gain five uses of your Runecrafting feature. Doing so allows you to temporarily exceed the maximum number of runes you may have inscribed by five for 8 hours.

Spell Attack and Spell Save DC Bonus

You can use an action to give one creature a +1 bonus to spell attacks and their spell save DC for 8 hours.

Symbol

You can cast Symbol once per day without expending a spell slot, without preparing the spell, and without material components onto an object or surface. If cast on an object in this way, you may use that object to place the symbol spell on a surface at a later time. When the symbol spell is cast in this way, the spell ends 24 hours after being cast.

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