Rune-Crafter

Artificers far and wide look for ways to protect their creations from thieves and rivals. Some go as far as binding their creations to their bodies in the form of runic tattooes. These esoteric symbols allow for the channeling of powerful magic that an artificer may use to further his research. These strange practitioners are known as Rune-Cafters.

Rune Magic

You derive your abilities from the study and appliction of ancient scripts. Any time you would learn an Artificer spell, a new tattoo featuring arcane runes appears on your body representing your deepening understanding of magic. You may use these tattooes as an acane focus when you would cast an artificer spell.

Maker's Mark

You more than anyone understand the importance of leaving your mark on the world. At 1st level, as an action, you may leave an arcane sigil of your own design on a non-magical item or structure. This mark may be visible or hidden(DC 8+prof+Int Arcana check to notice it), this must be decided before placing the mark. This mark cannot be removed by nonmagical means and remains until you dismiss it as a free action or place another mark. An item marked in this way can be observed at any time through concentration as if through a Scrying spell, treating the marked item as familiar for the purposes of the spell.

At 3rd level, you may mark any willing creature.

At 5th level, you may mark any magical item or structure.

At 14th level, you may mark a non-willing creature (the creature may make a DC 8+prof+Int Wisdom saving throw to resist being marked)

Studied Linguist

Rune Crafters by necessity are polyglottal and pick up on foreign languages rather quickly. This breadth of knowledge often comes in handy when identifying artifacts with ancient script. When you choose this specialization at 1st level, you may choose to learn an additional language of your choice. Additionally, you may cast the spell Identify without preparing itit once per day. This increases by one for every 3 Artificer levels you possess above 1st level.

Trusted Confidantes

Even paranoid mages need people to help them gather knowledge. Beginning at 3rd level, you can mark a number of willing creatures equal to your Intelligence modifier with a sigil of your design. This sigil can be of any size or shape, or invisible to non-magical viewing. You and the creatures you designate may communicate freely as if standing near each other at a distance of up to one mile. This ability is intuitive and requires no concentration, only a thought to activate. Any creature marked in this way may choose to sever the connection as a free action and can be marked again later. This feature ceases to function in areas where magic or sound do not, or if the communicators are on seperate planes.

Runic Discovery

The study of the arcane deepens your understanding of the underpinnings of runic script. At 9th level, choose one of the following runes to be inscribed on your body as a magical tattoo and gain the associated effect:

Mercury- You gain a Fly speed equal to you base walking speed for an hour. Once used, this ability may not be used again until you complete a long rest.

Salt- For one minute, you can gain resistance to piercing, bludgeoning, and slashing damage. Once used, this ability may not be used again until you complete a long rest.

Sulfur- For one minute, you may become ethereal as the spell Etherealness. Once used, this ability may not be used again until you complete a long rest.

Runic Brand

Practitioners of runic magic often discover harmful runes in their persuit of knowledge. More often than not these runes are used to create malicious brands that burn and distract the artificer's enemies. Beginning at 14th level, you may expend a spell slot to make a ranged spell attack in an attempt to brand an enemy with a harmful rune. If the attack hits, it deals a number of d10's of fire damage equal to the spell level expended plus your intelligence modifier. Additionally, the target must make a Constitution saving throw (DC 8 + Spell Level + Prof). On a failed save, the target creature is branded and takes disadvange on attack rolls and saving throws for the next minute at which point the brand disappears.