Runecaster

Trainees in the magic runes of giants, runecasters have a limited ability to recreate the runes of long lost Ostia, invoking a portion of the power of such runes in their craft. While the power to recreate the full runes of old has not been discovered, weaker powers of the runes are still created in cloistered studies and a number of the stronger giant strongholds throughout the planes.

Tool Proficiency

When you choose this specialization at 3rd level you gain proficiency with calligrapher's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Runecaster Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Runecaster Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Runecaster Spells
Level Spells
3rd Alarm, Illusatory Script
5th Heat Metal, Knock
9th Aura of Vitality, Elemental Weapon
13th Banishment, Stone Shape
17th Animate Objects, Wall of Stone

Runic Infusions

At 3rd level, you learn an additional two infusions, chosen from the runic infusions below. Whenever you would be able to learn an additional infusion, you can choose one from the following list as well. Unlike most of an artificer's infusions, you cannot infuse the rune as they were crafted in the days of Ostia's glory. Instead, you must immediately transfer the rune to a valid object or point, which counts as an infusion for you.

Your first rune transfer does not count against your total number of infusions. When you reach certain levels in this class, you can create more additional rune transfers in addition to your normal maximum number of infusions: two at 6th level and three at 15th level.

Replicable Rune Transfers (3rd-Level Runecaster)
Magic Item Transfers Attunement
Candle of the Lys Rune One No
Claw of the Wyrm Rune One No
Cloak of the Tomt Rune Two One
Gavel of the Venn Rune One No
Oar of the Ro Rune One No
Orb of the Stein Rune Two Yes
Saddle of the Ferd Rune Two No
Skog Heartwood Staff Two Yes
Vekst Bandage One No
Waterskin of the Bronn Rune Two No
Replicable Rune Transfers (6th-Level Runecaster)
Magic Item Transfers Attunement
Banner of the Krig Rune One No
Die of the Veddle Rune Two Yes
Compass of the Drom Rune Two One
Hammer of the Smi Rune Two One
Lantern of the Vaken Rune One No
Pennant of the Wind Rune Two Yes
Replicable Rune Transfers (10th-Level Runecaster)
Magic Item Transfers Attunement
Bowl of the Syn Rune Two Yes
Ingot of the Skold Rune Two One
Opal of the Ild Rune Two One
Shard of the Ise Rune Two Yes
Teacup of the Prognose Rune Two One

Wrathful Blows

At 5th level, you learn to create the rune of defiance to better repel hostile creatures. When a creature makes an attack against you, you can store the attack's power into the rune of defiance (no action required by you). When you hit the creature with an attack or spell before the end of your next turn, the damage you deal is increased by an amount equal to your Intelligence modifier. The stored power is lost once you have used this feature on an inidividual creature, but you can apply the damage to each creature to have made an attack against you.

Typically, this rune is drawn over your clothing or armor, but some runecasters instead tattoo it onto their bodies.

Runic Defiance

At 9th level, you learn to modify your rune of defiance to absorb attacks of those around you. When an attacker that you can see hits you with an attack, you use your reaction to halve the attack's damage against you.

Rune Shield

By 15th level, your rune of defiance constantly strengthens yourself and your allies. You and each creature of your choice within 10 feet gains a +2 bonus to AC and all saving throws.

Made by Sandmote from Giant in the Playground