Rune Carver

 

Arcanist: Arcanist Vocation: Rune Carver

This arcanist understands the ancient magic of runes, a practice that originated with the ancient giants.

Rune Carver Features

Signature infusion

Runic Staff

 

Rune smith

At 1st or 3rd level, you are not limited to quarterstaffs when infusing an item with your runic staff infusion. You can instead infuse any weapon, armour, shield, or creature with that infusion. When placed on a creature, that creature can use the infusion as if it wielded an item infused with the runic staff infusion. The creature must still attune to the infusion.

When you finish a long rest, you can also inscribe two ancient runes (from the list below) on a weapon, armour, shield, or creature you touch. The target creature or a creature wielding an object imbued with the rune is empowered by the rune.

Each rune bestows the following benefits onto the creature wielding or wearing the ancient rune:

          You gain the passive ability until the rune disappears.

          You can invoke the rune as a bonus action. After the rune has been invoked, it cannot be invoked again, and the rune disappears once the invoked effect ends. If the effect requires a saving throw or an attack, it uses your spell attack or saving throw.

If you have more than two ancient runes in effect, the oldest rune disappears.

Rune Carver Proficiencies

You are proficient with either Smith’s tools or the Woodcarver’s tools.

 

Student of Runes

Beginning at 7th or 9th level, your understanding of runes deepens, granting you the following abilities:

          You can inscribe one additional rune (for a total of three different runes) with your ‘rune smith’ feature when you finish a long rest. The runes must be inscribed on different targets.

          You can touch one rune that you have inscribed as an action and expend a spell slot. That rune can be invoked an additional number of times equal to the level of the spell slot expended. These extra uses last until you finish a long rest or until they have been spent. A rune does not disappear if it still has additional uses remaining.

 

Rune Master

Beginning at 13th or 15th level, you master ancient runes giving you the following abilities:

          When you finish a short rest, you can inscribe a rune on an object or a creature if you have less than three active runes.

          You always know the location of any object or creature that you have inscribed with a rune.

          You know the symbol spell and can cast it once between long rests without expending material components. When you cast symbol with this feature, the spell’s duration changes to ‘24 hours or until triggered’.

 

Ancient Rune Options:

Ancient Rune

Passive ability

Invoked ability

Ash

You can clearly see obscured creatures within 5 feet of you.

Cinder Cloud. A smouldering cloud spreads in a 10-foot radius from you. The area is heavily obscured until the beginning of your next turn. Each other creature in the cloud must make a Constitution saving throw or take 1d6 fire damage.

Cloud

You have advantage on Intelligence saving throws against illusion spells.

Cloud Step. You vanish from your current plane of existence and appear in the ethereal plane. At the start of your next turn,  you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from.

Dune

You have advantage on saving throws against the effects of warm weather.

Whirling Sand. You transform into whirling sand for a moment teleporting you up to 20 feet. Each creature in the path between the point you left and the point you appear in must make a Dexterity saving throw or take 2d6 fire damage.

Flame

Fire damage you take is reduced by 2

Fiery Leash. You manifest a tendril of fire from your free hand. You can immediately make a spell attack with the tendril against a target within 15 feet of you. On a hit, the target takes 2d6 fire damage and is pulled adjacent to you. On a critical hit, the target also starts burning.

Frost

When you touch a slippery surface, your speed is not reduced, and you automatically succeed any saving throw cause by the slippery surface.

Chilling Gaze. You gaze upon a creature you can see within 30 feet of you. If the creature can see you, it must make a Constitution saving throw or become fatigued until the beginning of your next turn.

Gale

Your speed is not reduced by strong winds, and wind cannot deafen you.

Rush of Wind. You can immediately jump up to 15 feet without provoking opportunity attack. Until the end of your turn, you speed is also increased by 10 feet.

Hill

When you are moved against your will, you can reduce the distance moved by 5 feet while touching the ground.

Crushing Step. Each creature touching the ground within 10 feet of you must make a Dexterity saving throw or take 1d8 bludgeoning damage and be knocked prone.

Mountain

You cannot be knocked prone while you are touching the ground.

Earthen Grasp. You target a creature that is touching the ground within 30 feet. The target must make a Strength saving throw or take 1d10 bludgeoning damage and become restrained by the ground until the beginning of your next turn.

Rime

You have advantage on saving throws against the effects of cold weather.

Rime Breath. Creatures in a 15-foot cone must succeed on a Constitution saving throw or take 2d8 cold damage and have their speed reduced by 10 feet until the beginning of your next turn. A creature takes half damage on a successful saving throw, and its speed is not reduced.

Stone

Acid damage you take is reduced by 2

Rock Hide. Until the beginning of your next turn, damage you take is reduced by an amount equal to your proficiency bonus.

Storm

Lightning damage you take is reduced by 2

Lighting Strike. You can send a lightning strike at a creature within 60 feet of you. The target must make a Dexterity saving throw or take 2d12 lightning damage. Alternatively, If you are outdoors in stormy conditions, you can choose a point you can see within 60 feet of you. A bolt of lightning flashes down in a 5-foot-radius cylinder. Each creature within the cylinder must succeed on a Dexterity saving throw or take 3d12 lightning damage.

Tide

You ignore difficult terrain caused by deep water.

Surging Wave. You transform into a surging wave of water that surge forward in a 20-foot line to a point where you transform back. All creatures in the line must make a Strength saving throw or be pushed 10 feet in the direction you surge.