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# Arcane Tradition: Runesmith

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##### An Ancient Tradition from Greyhammer Homebrews
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## Arcane Tradition


At 2nd level, a wizard gains the Arcane Tradition feature. The following Tratition is a home brew **Runesmith.** This traditions is an additional option for wizard player characters looking for that old school runic style wizardry with crafty flavor.  

### Runesmith
Before the days of written word on parchment and the advances of magical scholarship, the practitioners of the arcane arts used *symbols* and *runes* to attune their minds and understand the mysteries of the Weave. This ancient tradition lives on in the maker cultures of the multiverse. 

Giantkind were pehaps the first to use **runes** to manipulate the Weave, other scholars maintain, Azer lore traces the use of rune magic back to primordial days, sges prior to the first cornerstone being set in the mighty City of Brass. Infact many of these arcane runes can be found amongst the architeture there. 

Of the prime material races, naturally dwarves took to the tradition, and many a clan still venerate this tradition over "them unnatural bookish wagglers." Runesmiths are also common amonge fire giants, and even a handful of elven or gnomish smiths have saught the power of rune magic to elevate their prodigious manual and magical skills. 

Dragons seem to shun the tradition almost universally, prefereing their innate magics. It is also extremely uncommon among the shorter lived races like humans and halflings.
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##### Runesmith
| Level | Features | 
|:---:|:---:|
| 1st | Attune Focus, Rune Casting,</br> Bonus Proficiencies  |
| 2nd | Recall Master Rune |
| 6th | Gift Rune |
| 10th | Rune Enhanced Crafting |
| 14th | Living Rune |


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#### Rune Casting
Runesmiths cast spells a bit differently than their book learned conterparts. Spells learned must be carved, engraved or etched into **Spell Runes.** These are often held or worn by the Runesmith and to activate these runes the Runesmith must draw or speak the corresponding **Master Rune** to activate or complete the spell. 

Master Runes must be spoken for somatic components and drawn for verbal components. Material components can either be held, often used to draw the Master Rune. Often the Runesmith's weapon, can be used as a spellcasting focus, if it has been attuned. (See 'Attune Focus' below.) 

Master Runes must be commited to memory, just like prepared spells for other traditions. 

Cantrips represent Master Runes that the have been practiced so often that it takes neither significant effort nor materials for a Runesmith to draw them.

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#### Attune Focus
Wizards can escew mundane components by using an arcane focus. For runesmiths, any hand held item can be thus imbued given 10 minutes of concentration and 10gp. At the end of the 10 min. the Runesmith makes a crafting (Int) check, DC 15 (access to smith's tools grants proficiency). Only one weapon at a time can act as a focus, creating a new focus removes the feature from the previous focus. 

#### Bonus Proficiencies
The Runesmith gains proficiency with heavy armor, shields, hammers and smith's tools.


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>##### A different tradition from day one
> The fundamentals of runesmithing are significantly different to the traditions offered in the Player's Handbook. To reflect this this tradition starts with bonus proficiencies. Spell books are carved into personal like gems or items like armor or weapons rather than bound in a tome, but rules for time and cost for recording them are the same.


 
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#### Recall Master Rune
At 2nd level a Runesmith gains the ability to access a spell that has been carved but is not currently prepared with a Master Rune. A Runesmith can use this ability once increasing to twice at 8th and three times at 16th. Uses are recovered after a short or long rest. Caster must still have the required spell slot to power the spell.  


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#### Imbue Rune
At 8th level the Runesmith may craft a rune complete with a **master rune.** This one-use magical item can be activated by anyone who knows the activation or has attuned to the magic item. Activation can be verbal or somatic, and is chosen by the Runesmith at the time of creation. Activating an Imbued Rune is a simple action 

To imbue a rune the Runesmith must cast the spell as normal. Spells imbued can not be higher than 5th level. Any material components must be expended at the time of creation. The Runesmith must have the available rune on hand (inscribed as a spellbook page). 

Imbued Runes lose their charge when the Runesmith takes a long rest and recovers spell slots, the spell rune remains and can be imbued again, provided the caster has slots available. For spells that require concentration, the character activating the rune is responsible for maintaining concentration. 



#### Rune Enhanced Crafting

Runesmithing and crafting of magical items go hand in hand. At 10th level the Runesmith has advanced his rune magic so far that enchanting their crafting works become almost second nature. 

The cost for enchanting magic items is halved.
This new total is also used to calculate time needed to finish the item.  
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>##### Low Magic Settings 
> * For campaigns where magic items are particularly rare, time can be reduced by 30% instead of 50%. 
> * If your campaign does not allow crafting of magic items, replace this ability with Extra Attack. 



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#### Living Rune
As a Runesmith advances they become ever more attuned to the runes that surround them. Veteran Runesmiths often describe their runes as having mortal traits like moods, preferences or even complete personalities. At 14th level this 'personality' can be kindled to create a *Living Rune*. When activated *Living Rune* can maintain concentration for that spell. 

To create a *Living Rune* the Runesmith must first prepare a special type of *spell rune*, the *Living Rune*. *Living Runes* can only be made from spells 5th level or lower and the cost and time for crafting them is triple that of scribing a new spell. 6 hours and 150 GP per spell level. 

A Runesmith can create one living rune at 14th level, 2 at 17th and 3 at 19t. Even if the Runesmith has created more than one living rune, only one can be active at a time. 

Activating a living rune requires a Master Rune as normal. If a second living rune is activated the concentration ends on the  previous rune. As a bonus action a Runesmith can take over concentration from an active living rune. If the Runesmith is already concentrating on a spell that spell ends as normal. 

The Runesmith must still make concentration checks as normal even for the Living Rune. If they fail all spells being maintained are lost. 




### Credits
This page was created with the help of The Homebrewery and significant elements were used from https://www.deviantart.com/shurita/art/Dwarf-Crusader-623872968 to create the Runesmith dwarf bellow. 


  

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<div class='footnote'> GREYHAMMER | RUNESMITH</div>