Below are the runes a Rune Smith artificer is able to learn. Some runes specify a minimum level, and the maximum number of runes you can know from that section. You cannot lean those rune unless you are at least that level in this class. Additionally, some runes can only be applied to certain kinds of objects.

Level 3 Runes

Haug (Hill Rune). This rune bestows the resilience of a hill giant. Passive: While you are conscious, you gain temporary HP equal to your proficiency bonus at the start of each of your turns. Active: as a reaction to taking nonmagical bludgeoning, piercing, or slashing damage, you can reduce that damage by half. At level 10, this affects all bludgeoning, piercing, or slashing damage.

Ild (Fire Rune) - weapon only. This rune's magic channels the craftsmanship of fire giant smiths. Passive: You make any ability check made for using a tool or kit. Active: when you hit a creature or object with a weapon attack, you can add 1d6 fire damage to the attack and the creature lights ablaze, taking 1d4 fire damage at the start of each of its turns until a creature uses an action to put out the flames. At level 10, this becomes 2d6 and 2d4 damage respectively.

Stein (Stone Rune). This rune bestows the insight and athleticism of a stone giant. Passive: you have advantage on saving throws made to resist being charmed, and on athletics checks made to climb difficult surfaces. Active: As a reaction, you can automatically succeed on a roll that would exclusively prevent you from being moved against your will or knocked prone. At level 10, this includes rolls that may have affects beyond moving you or knocking you prone.

Stig (Light Rune). This rune channels the powers of purifying light. Passive: you can cast the light cantrip, using intelligence as a spellcasting ability. Active: as a bonus action, you can radiate bright light in a 15 foot radius around you and dim light 15 feet beyond that for the next hour, or until you choose to end this effect as a bonus action. At level 10, this light is considered sunlight.

Vind (Wind Rune). This rune imbues you with the the power of the racing winds. Passive: you can cast the gust cantrip, using your intelligence as a spellcasting ability. Active: as a bonus action, you can increase your speed by 10 feet for the next minute. At level 10, this becomes 30 feet.

Venn (Friend Rune). This rune fills you with a likable presence. Passive: you can cast the friends cantrip, using your intelligence as a spellcasting ability. Active: when an ally you can see within 30 feet of you misses an attack roll, or fails an ability check or saving throw, you can use your reaction to give them a bonus to the roll equal to your half your proficiency bonus (rounded up). At level 10, this bonus equals your proficiency bonus instead.