Artificer: Runesmith

by Lucifer1389

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Artificer:

Runesmith

Stalwart smiths and practitioners of Ostorian magic, Runesmiths hammer their will into metal and into the weave itself. Runic magic is unfaltering and stubborn, and often wielded by the most resilient warriors of old clans amongst giants and dwarves. As a runesmith, your hammer is your quill and metal your canvas.

Artificer level Spells
3rd heroism, shield
5th enlarge/reduce, lesser restoration
9th intellect fortress, haste
13th fire shield, stoneskin
17th circle of power, skill empowerment

Runic armaments

Starting at 3rd level, your expertise with inscribing runes gives you the following benefits:

  • You gain proficiency with smith's tools, martial weapons and heavy armor.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • While wearing magic armor, you can use your Intelligence score in place of your Strength score for the purposes of armor requirements, and your ability to grapple creature, and to lift, drag, and carry objects.

Sigils of Annum

Starting at 3rd level, you learn to inscribe runes into your weapons and armor - arcane sigils that lets you channel certain spells with ease. When you cast one of your Runesmith spells targeting yourself, you do not require any components. If the spell requires concentration, it cannot be broken as a result of taking damage.

Extra attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Quartermaster

Starting at 9th level, you always know the distance and direction of any of your infused items from yourself, and you can telepathically communicate with any creature that carry them, given that the creature speaks at least one language.

In addition, when you cast an artificer spell, you can cast it as if you were in one of your infused items' space.

Words of power

Starting at 15th level, when you cast a spell using Sigils of Annum, all creatures of your choice within 10ft of you must make a strength saving throw. On a failed save, a creature takes force damage equal to your Artificer level, and is pushed 10ft away from you.

Runesmith by Lucifer

 

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