Rune Smith (5e Subclass)
Rune Smith[edit]
Artificer Subclass
A Rune Smith is an artificer that has found their calling in not only reading ancient runes, but creating runes and glyphs of their own. These artificers find that they can imbue special properties into the things they create using these runes. They can also alter the world around themselves with them.
- Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with painter's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
- 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 Rune Smith 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 | Spells |
---|---|
3rd | illusory script, mage armor |
5th | skywrite, warding bond |
9th | bestow curse, glyph of warding |
13th | stoneskin, death ward |
17th | modify memory, teleportation circle |
- Arcane Rune
At 3rd level, you learn how to inscribe magical runes. Using painter's tools or woodcarver's tools, you can take an action to inscribe a magical rune onto a non-magical weapon, piece of armor or shield. These runes last for 1 hour before they can no longer be activated.
Once you inscribe a rune, you can't do so again until you finish a long rest. When you inscribe the rune, you determine its appearance. You also decide which type it is, based on what you inscribed it onto. On each of your turns, you can take a bonus action to cause the rune to activate if you are within 60 feet of it.
Arcane Runes
Rune | Item | Activation |
---|---|---|
Offensive Rune | Weapon | The rune disappears and any attacks made with this weapon count as magical. The weapon receives a bonus of +1 to attacks and damage rolls and cause additional 1d6 damage from one of the following types: acid, cold, fire, lightning or thunder. until the beginning of your next turn, at which point it reappears and can be reactivated. While the rune is active, the weapon is also considered magical, for the purposes of overcoming resistances and immunity to non-magical damage. |
Defensive Rune | Armor or Shield | The rune glows and this armor or shield becomes magical. It grants the wearer an additional +2 AC and is resistant to all non-magical attacks. This effect ends at the start of your next turn, at which point it can be reactivated. |
- Healing Runes
At 5th level, you develop masterful command of magical runes, enhancing the healing you create through them. Whenever you cast a spell using your painter's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points and the bonus equals your Intelligence modifier (minimum of +1).
- Infusion Inscriptions
At 9th level, you learn how to use your runes to create artificer infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be marked with runes. The process of marking them with runes takes a dedicated short rest at the end of which you can inscribe the infusion.
- Improved Inscriptions
At 15th level, your healing and defensive runes become more powerful:
- The extra healing of your healing runes increase to double your Intelligence modifier.
- The AC boost of your defensive runes increases to +4.
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