Rune-Smith (5e Subclass)

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Rune Smith[edit]

Wizard Subclass

Have you ever wondered how magical weapons and items come into existence? They are crafted by someone—or something. Sometimes it’s a god, other times it’s a mortal, but always through magic. This subclass answers the question, “Why would a god create such a weak magic item when they are so powerful? Why even bother?” A Rune Smith uses ancient runes to infuse weapons and armor with magic, enhancing both their power and their purpose. Not only does this allow Rune Smiths to provide buffs to their allies, but it also offers a more front-line-oriented playstyle for wizards. Their expertise in weapon and armor enchantment enables them to push an item’s potential beyond its natural limits. This subclass is inspired by the TV series Merlin, specifically the scenes where magical weapons are forged, such as the moment when Morgana enchants a sword to protect Queen Guinevere.

Stitched Runes

At 2nd level, you have learned to stitch runes into ordinary clothing, providing a form of magical protection. As a result, you gain an unarmored defense, with an AC of 10 + your Intelligence modifier + your Dexterity modifier.

The intricate patterns and materials required for this clothing are specialized, meaning only you and other Rune Smiths are proficient with this form of defense. (You cannot enchant others' clothing.)

In addition, you gain proficiency with the Smith's Tools, which you can use as an Arcane Focus for your wizard's spells.

Carved Runes

Also at 2nd level, while wielding your Smith's Tools, you can now carve runes into weapons and armor, imbuing them with magical properties to benefit you and your allies. During a short or long rest, you can spend 1 hour carving runes into a weapon or piece of armor (including shields), transforming it into a magical item.

For weapons, this rune grants a +1 bonus to attack and damage rolls. For armor, it provides a +1 bonus to AC. You must spend a 1st-level spell slot to enchant the carved rune, and this enchantment lasts until you finish a long rest.

Old Faithful

At 6th level, you can now carve an advanced rune into a single weapon. As an action or bonus action, you can control this weapon, making it move 20 feet and attack a target. The weapon must be one-handed or versatile. If the weapon is versatile and wielded by you, it can be used with two hands.

Additionally, you now add your Intelligence modifier to attack and damage rolls instead of Strength or Dexterity. This ability functions similarly to the spiritual weapon spell but is permanently available to you through your enchantments. Weapon attack spells (e.g., green-flame blade) can also be cast through this weapon. You are proficient with this weapon.

Item Enchantment

At 10th level, your research and craftsmanship have deepened, allowing you to craft your own magic items. You can now create magic items of common and uncommon rarity. To enchant an item, you must first research that item. Make an Intelligence (Arcana) or Investigation check against a DC equal to the shown on the table below.

Caption text
Rarity Research DC Slot Required
Common (one use) 10 1st-level
Uncommon (one use), Common 13 2nd-level
Uncommon (limited use, no attunement) 15 3rd-level
Uncommon (no attunement) 18 4th-level
Uncommon (attunement) 20 5th-level

Enchanting a magic item in this way consumes a spell slot, that can't be recovered as long as the item still exists. The level of the spell slot consumed is shown on the table below. The slot is recovered on the Long Rest following the disenchantment.

Crafting an item requires 8 hours (one long rest) per item, and you can craft a number of items equal to your Intelligence modifier (minimum of 1). You also must provide the object to be enchanted. For potions, you must provide the vial.

Additionally, your rune-carving abilities improve. You can spend a 2nd-level spell slot to enhance weapons with a +2 bonus to attack and damage rolls and armor with a +2 bonus to AC.

Rune Mastery

Your mastery of runes allows you to apply elemental effects to weapons. Choose a damage type (acid, cold, fire, lightning or thunder). The weapon deals an additional 1d8 fire damage from the chosen type, and this effect can be activated or deactivated at will by both you and the weapon’s wielder with an Action.

For armor, the elemental rune deals 1d4 damage when an enemy attacks you with a melee weapon attack (whether the attack hits or misses), and the wearer gains resistance to the chosen element.

You can create a single Elemental Rune when you enchant a Carved Rune. When you do so, the effect lasts for the duration of the enchantment in that rune. Once you create an Elemental Rune, you can't do it again until you finish a long rest.

In addition, you can now spend a 3rd-level spell slot to grant Enhanced Weapons a +3 bonus to attack and damage rolls, and armor gains a +3 bonus to AC.

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