Runesmith (Tales from Thedas)

"Lyrium sings because it is alive."

— the last words of Hirran Caridin

*Restriction:* This class is only available to dwarves and Tranquil.

Dwarves have no connection to the Fade, and thus cannot cast magic normally. However, they are able to create runes through the process of enchantment. Working with lyrium is an honor in the Smith Caste, from whom you also draw descent. You are able to shape lyrium into potent runes—a talent that served you well in Qarinus, and will only continue to serve you in Tantervale.

As a runesmith, you are able to craft runes capable of blasts of elemental magic, protective charms, and glyphs capable of warding against demons, undead, or darkspawn, alongside a host of other powerful and useful effects. However, the cost in raw materials is high, and you may find yourself needing to sell your crafts as much as using them.

Adapted from the base D&D 5E Artificer, Forge Adept subclass.

(back to Character Creation)

* Hit Dice: 1d8
* Saving Throws: Constitution, Intelligence
* Proficiencies: Simple weapons, light and medium armor, shields, thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
* Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, or Sleight of Hand

### Equipment

You start with the following equipment, in addition to the equipment granted by your Origin:

* any two simple weapons
* a light crossbow and 20 bolts
* (a) studded leather armor or (b) scale mail
* thieves’ tools and a dungeoneer’s pack

## Runecrafting

You have studied the workings of lyrium, how to channel it through runes, and how to enchant their effects. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re invoking runes that either embedded in stones or specific objects.

### Runic Materials

You produce your runesmith spell effects through your runes. You must have a supply of both lyrium and blank runestones in order to produce these effects. You start with six blank runestones, with each new runestone costing 1 guilder, and each crafted rune requiring an amount of lyrium that costs 1gp x spell slot level.

### Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the rune list. These cantrips are embedded in reusable runes that are not consumed after being used (hence why they do not consume spell slots). At higher levels, you learn additional runesmith cantrips of your choice, as shown in the Cantrips Known column of the Runesmith table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the rune list.

### Enchanting and Invoking Runes

The Artificer table shows how many rune slots you have to invoke your runes. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the rune’s level or higher. You regain all expended rune slots when you finish a long rest.

You prepare the list of runes that are available for you to enchant, choosing from the rune list. When you do so, choose a number of runes equal to your Intelligence modifier + half your runesmith level, rounded down (minimum of one rune). The runes must be of a level for which you have rune slots.

For example, if you are a 5th-level runesmith, you have four 1st-level and two 2nd-level rune slots. With an Intelligence of 14, your list of enchanted runes can include four runes of 1st or 2nd level, in any combination. If you prepare a 1st-level Rune of Healing you can invoke it using a 1st-level or a 2nd-level slot. Invoking the rune doesn’t remove it from your list of enchanted runes.

You can change your list of enchanted runes when you finish a long rest. Preparing a new list of runes requires time spent in carving and enchanting: at least 1 minute per rune level for each rune on your list.

### Spellcasting Ability

Intelligence is your spellcasting ability for your runes; your experience in the working of lyrium and the techniques required are what grant you your powers. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an rune you invoke and when making an attack roll with one.

Runic save DC = 8 + your proficiency bonus + your Intelligence modifier

Runic attack modifier = your proficiency bonus + your Intelligence modifier

## Enchantment

At 2nd level, you gain the ability to enchant mundane items by inscribing them with certain runes.

### Enchantments Known

When you gain this feature, pick four runic enchantments to learn. You learn additional enchantments of your choice when you reach certain levels in this class, as shown in the Enchantments Known column of the Runesmith table.

Whenever you gain a level in this class, you can replace one of the enchantments you learned with a new one.

### Enchanting an Item

Whenever you finish a long rest, you can touch spend time to inscribe a rune into an object and imbue it with one of your enchantments, turning it into a magic item. An enchantment works on only certain kinds of objects, as specified in the enchantment’s description. If the item requires attunement, you can attune yourself to it the instant you enchant the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.

Your enchantment remains in an item indefinitely. You can enchant more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Enchanted Items column of the Runesmith table. You must touch each of the objects, and each of your enchantments can be in only one object at a time. Moreover, no object can bear more than one of your enchantments at a time.

## Features

### The Right Tool for the Job

At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can craft one set of artisan's tools. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest.

### Battle Ready

Beginning at 3rd level, you’re skilled in fighting side-by-side with your companions on the field of battle. You gain proficiency with martial weapons. Additionally, when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.

### Ability Score Improvement

When you reach 4th level, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

### Extra Attack

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

### Tool Expertise

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

### Flash of Genius

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

### Runes of War

At 9th level, you gain the ability to enhance the weapons of your squad, targeting the damage to the weakness of your enemies. As an action, you can activate an aura that extends from you in a 30-foot radius. The aura moves with you, centered on you, and lasts for 1 minute or until your concentration ends (as if you were casting a spell).

When you activate this aura, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Each creature of your choice in the aura deals an extra 1d4 damage of the chosen type when it hits with a weapon attack.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses after a long rest.

### Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

* You can attune to up to four magic items at once.
* If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

### Invokable Item

At 11th level, you learn how to bind a reusable rune to an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item and enchant an invokable rune to it, choosing one 1st- or 2nd-level rune that requires 1 action to cast (you don't need to have it prepared).

While holding the object, a creature can take an action to produce the rune's effect from it using your spellcasting ability modifier. If the rune requires concentration, that creature must concentrate.

The rune stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.

### Magic Item Savant

At 14th level, your skill with magic items deepens more:

* You can attune to up to five magic items at once.
* You ignore all class, race, spell and level requirements on attuning to or using a magic item.

### Magic Item Master

Starting at 18th level, you can attune up to six magic items at once.

### Lyrium Soul

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

* You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
* If you're reduced to 0 hit points but not killed out-right, you can use your reaction to consume a Steadfast Rune causing you to drop to 1 hit point instead of 0.