Artificer
Base Class: Artificer

An artificer that specializes as a Runecrafter bends their spell casting into physical algorithmns, etched onto the sides of buildings and objects. These enhance the magic's capabilities, developing from minor spell storage devices to complex arcane code to distort the world around the user.

REMINDER FOR 1.0 VERSION: because dnd doesn't have book codes yet, the following changes must be made to the spell list of a character in order for me not to have to shell out money to several books I already own.

Circle of death -> negative energy flood

Reverse gravity -> gravity sinkhole

time stop -> temporal shunt)

Rune Writing


The crafter can imbue a rune with a spell by spending 10 minutes and using a slot of the spell's level, this spell can then be trigged with an action at any time. The crafter can have a number of runes equal to their proficiency modifier. The rune will last until the crafter takes damage equal to the rune's health.

A rune's health is equal to 3 x spell level.

Should the crafter have more than one rune active the runes are destroyed from oldest onwards. Runes can be placed both on objects and on surfaces.

Circle of death -> negative energy flood

Reverse gravity -> gravity sink hole

time stop -> temporal shunt

Secondary functionality

The crafter must select a secondary function for their runic creations. These can be applied to a rune at the cost of a spell slot above that necessary for creating the spell normally (In the case of runes with two spells, a slot above the highest spell slot within the rune is used).  These range from the options below: 

Dark Runes

These runes can be triggered as a reaction at the cost of health. Upon use as a reaction, the crafter takes 1d10 damage per spell level.

Light Runes

Upon use, these runes restore damage dealt to a target selected by the crafter. The health restored is equal to 1d4 per artificer level.

Wild Rune

The effect of wild runes is often completely unpredictable. Upon creating a wild rune, the crafter selects a second and a third spell to also be incorporated within it. Upon triggering, the crafter rolls a 1d4, with the outcomes listed below:

1 : Roll a wild magic surge on the sorcerer table

2 : Third spell

3 : Second spell

4 : Original spell

Rune Carver

A crafter can spend time during a long rest to create a permanent rune. This rune must be of a spell level available to the crafter, including the excess level necessary should the rune include secondary functionality. Only one permanent rune can exist at any one time, but this rune does not count towards the crafter's rune total, dictated by their proficiency modifier. The permanent rune can only be destroyed should the item it is attached to be destroyed, for example, a weapon with the rune carved into it or a wall with a permanent rune etched into it. 

Chain Runes

Crafters can create a single rune, bore into which a sequence of spells can be cast. Once per long rest, the crafter can select a number of spells up to their proficiency bonus, place them in a set order, before spending 10 minutes per rune created and the highest necessary spell slot. Upon activation, this rune will cast each spell given to it in the order provided, activating each of the crafter's turns until all spells have been cast. The rune is then destroyed. These runes cannot be made permanent, or be given secondary functionality, due to a high malfunction rate.

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