# The Runesmith

Blessed by the Gods of the Deep people, the Runesmiths are born with the Dwarven rune for magic inscribed upon their forehead at birth
Whilst not impossible for it to be otherwise this blessing nearly always occurs to Dwarves and is part of their ancient Traditions.
By this blessing these Dwarves gain the ability to cast magic as an innate baility. By age 5 they have been inducted into the Thunderhammer Clan and in the ancestral halls of the Thunderhammer freehold learn the Sorcerous arts. Over thwe long years the Dwarve shave learned to harness this magical energy and Inscribe it into ancient runes before unleashing their power with great strength when the time comes to release it.

it is not uncommon to hear the ringing of a hammer on an anvil as Dwarven armies march into batle as their Runelords begin using ancient and empowered foci known as Rune Forges to unleash their powers at greatly amplified effect annd casting power or for a party of warriors to have the Dwarven Rune of shield inscribed on their armour as a last resort if things end up failing.

### Dwarven Honour##

Dwarves recognise the sanctity of a Runesmith and as such you gain double proficiency bonus when talking to Dwarves or you gain proficency / 2 if not proficient in that conversational skill

### Dwarven Spell Runes

You gain access to the Dwarven Rune Language an ancient variation of Dwarvish that was imbued with magical energy. Every time you learn a spell you also learn it's runic combination

### Rune Bearer 

At 1st you may choose a trinket or similar low value and small object as your rune bearer. This object is permanently magically attuned to you on a much deeper level than any other object and appears in your vicinity if lost.

### Runic Casting 

At 1st level during a short or long rest you may forge a cantrip rune on the rune bearer and then as a bonus action cast that cantrip once per minute provided you have the ability to complete all components of the spell and have physical contact with the object. at every level above 1st you may expend 1 spell slot and 1 sorcerry point at the start of the day to increase the level of the spell. 

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```<img 
  src='https://vignette.wikia.nocookie.net/warhammerfb/images/4/46/Runelord.jpg/revision/latest?cb=20161121024837' 
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Credit: Warhammer Fantasy Wikia

### Improvised Forging

At 6th level during a long rest you can expend 1 spell slot and sorcerer point to inscribe a Rune onto a particular object and then anybody holding said object within 30 feet of you can cast the spell as their action and bypass any somatic or verbal components using your Spell modifier or they may use their own if outside that range.If forged onto a surface then you may spend an extra sorcerer point per spell level to include a trigger for the spell else you may cast it at the point of Origin if within 30 feet.
					 
### Empowered Runes

At 14th level every time you take a short rest you may spend a sorcery point to recharge all Runes below (Charisma modifier)th level and 1 for every spell above that in increasing order you must expend at least (Cha mod + (spell level - cha mod)) sorcery points to regain a higher level spell.

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### Rune Forge 

At 18th level your character may procure a Rune forge, a large anvil shaped spell focus mad of Solid steel about 5ftx2ftx2ft and infused during the forging with magical energies. The player may attempt to forge it themselves (see blacksmithing rules) or they can procure one from a master Dwarven Blacksmith/Artificer.

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The forge may have 1 Rune forged upon it at the start of the Day using a spell slot and the player must Expend 1 sorcery point per minute. You may apply 1 of these magical effects on a spell cast with the forge:


##### Farreaching Flames
Instead of applying the usal range (inclusive of touch spells but not self spells) you may cast the spell anywhere or on any creature in visual range

##### Shockwave Rune 
You may apply a an area of effect of a 10 ft sphere to a single target spell or double the area or size of an existing spell up to 500ft

##### Binding Forge 
You may cast a self spell on a friendly NPC within 30 ft 

##### Twin Hammers 
You can Dual cast a spell using standard rules

##### The Forge Mind 
If the spell is a concantration spell the forge maintains it's own concentration seperate from yours

##### Eternal Enchantment
You can cast any spell as concantration and it will remain as long as concantration is maintained

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<img 
  src='https://vignette.wikia.nocookie.net/warhammerfb/images/e/e9/Runelord_Anvil_of_Doom_Dwarf_B%26W_Illustration_6th_Edition.jpg/revision/latest?cb=20151220145539' 
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Credit: Warhammer Fantasy 6th edition