Runesmith As the horde of orcs approaches the dwarfhold, a wizened old dwarf carefully finishes affixing various protective runes into the towering doors. When the orcs reach the great gates they find their weapons unable to damage the doors, frustrated, they leave. The hold is safe, for now. Outnumbered and surrounded by undead, a mail clad dragonborn casts a rune on herself and her companions, bolstering their defences for the fight to come. Imbuing a bolt with runic energy, a gnome hurriedly shoots his crossbow at a charging golem. Debris scatters about him as his shot finds its mark. Runesmithing is the ancient art of trapping latent magic from the universe into inanimate objects, releasing the energy to augment damage and items, or to bolster the resilience of creatures and objects. Runesmiths are the masters of this craft, and by studying this weave of energy can become formidable fighters and legendary craftsmen. Proud and Unbending Runesmiths know that the work they do is difficult and will almost always refuse to haggle on the price for their works, not for the sake of the gold itself, but for the recognition that their unique works could not be produced by anyone else. For this reason runesmiths are often labeled as arrogant. In societies that put particular emphasis upon craftsmanship, such as the dwarfs and gnomes, runesmiths are often held in incredibly high regard, being treated in a manner akin to nobility and are often asked to give advice regarding important decisions. Jealous and Secretive The few who learn the arcane art of runesmithing are often reluctant to teach others, worried that their own secrets and runes may be stolen by a rival or upstart apprentice, but at the same time don't want those same runes to be lost upon their death. Due to this there is a trend of nepotism among runesmiths as they try and find apprentices worthy of continuing their legacy, but not so ambitious as to steal their work. Runesmiths will often develop rivalries with their contempories, and will near-continuously work on greater and greater enchantments in an effort to outdo them, refusing to make any enchantment lesser than one they have already produced, much to the irritation of their less well-off customers. Creating a Runesmith Creating a runesmith will usually involve a focus upon the years of training that are required to learn the art. Why did your character become a runesmith? Were they apprenticed by an established runesmith? What was their teacher like? Were there any other students? Or maybe you found ancient tomes and managed to teach yourself how to craft runes. Why are you leaving your normal place of work? Are you seeking a hero worthy of your masterworks? Or perhaps you are on a quest to an ancient ruin to discover long lost runes, forgotten by even the oldest of smiths. Maybe you just want to build a reputation for yourself by showing the world how effective your runes can be. Quick Build You can make a runesmith quickly by following these suggestions. First, Strength should be your highest ability score, following by intelligence and then constitution. Then choose the guild artisan background. <img src='https://imgur.com/v6tBK3W.png' style='position:absolute; bottom:200px; right:30px; width:500px' /> <img src='https://i.imgur.com/TmJfBeP.png' style='position:absolute; bottom:300px; right:100px; width:500px' /> <img src='https://i.imgur.com/QsfphOu.png' style='position:absolute; top:550px; right:150px; width:700px; transform:rotate(90deg)scaleX(1)scaleY(1)' /> <img src='https://i.imgur.com/TmJfBeP.png' style='position:absolute; bottom:100px; right:220px; width:500px; transform:rotate(280deg)scaleX(1)scaleY(1)' /> <img src='https://i.imgur.com/TmJfBeP.png' style='position:absolute; bottom:100px; right:220px; width:500px; transform:rotate(280deg)scaleX(1)scaleY(1)' /> <img src='https://i.imgur.com/TmJfBeP.png' style='position:absolute; bottom:100px; right:220px; width:500px; transform:rotate(280deg)scaleX(1)scaleY(1)' /> <img src='https://i.imgur.com/nzPYZyD.png' style='position:absolute; top:-78px; right:-300px; width:1000px; transform:rotate(0deg)scaleX(1)scaleY(1)' />

The Runesmith Level Proficiency Bonus Features Rune Capacity 1st +2 Runic Initiate, Rune Scribe 0 2nd +2 Rune Crafting, Rune Casting, Runic Recovery, Basic Runes 2 3rd +2 Enchanter, Fighting Style, Runic Tradition Feature 3 4th +2 Ability Score Improvement 4 5th +3 Extra Attack 5 6th +3 Advanced Runes 6 7th +3 Runic Tradition Feature 7 8th +3 Ability Score Improvement 8 9th +4 Projected Runes 9 10th +4 Experienced Crafter 10 11th +4 Greater Runes 11 12th +4 Ability Score Improvement 12 13th +5 Runic Tradition Feature 13 14th +5 Arcane Flurry 14 15th +5 Legendary Craftsman 15 16th +5 Ability Score Improvement 16 17th +6 Master Runes 17 18th +6 Runic Tradition Feature 18 19th +6 Ability Score Improvement 19 20th +6 Runelord 20 Class Features As a Runesmith, you gain the following class features Hit Points Hit Dice: 1d10 per Runesmith level

1d10 per Runesmith level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Runesmith level after 1st Proficiencies Armor: All armour, Shields

All armour, Shields Weapons: Simple Weapons, Martial Weapons

Simple Weapons, Martial Weapons Tools: Smith's Tools Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, Athletics, History, Investigation, Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Two martial Weapons or (b) A Martial Weapon and a shield

(a) two light hammers or (b) any simple melee weapon

(a) chainmail or (b) chain shirt, a light crossbow and 20 bolts

A Runic Anvil and Smith's Tools Runic Initiate At 1st level, you gain the ability to imbue magic into a weapon or armour. At the end of a long rest, you can touch one nonmagical object that is a suit of armour, a shield or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armour or a shield, or a +1 bonus to attack and damage rolls if it's a weapon. Once you use this feature, you can't use it again until you finish a long rest. Additionally, you can cast identify as a ritual without requiring material components, provided you have access to your Runic Anvil. Rune Scribe At 1st level, you gain an understanding of the language in which your runes are inscribed. You gain the knowledge to read, write and speak one language of your choice. Rune Crafting At 2nd level, you are skilled enough at manipulating the weave that you are now able to craft runes. Crafting runes is considered to be light work for the purpose of long and short rests (note that for most races you can only do two hours of light work per long rest). Each rune must be carved into a stone, gem or piece of metal, and an hour must be put into the creation of each rune. If you want to be able to cast a rune multiple times, you must craft it multiple times and track each of their individual charges. You must have access to a Runic Anvil and Smith's Tools in order to craft runes. Rune Casting At 2nd level, you are able to unleash the energy contained within runes to create magical effects. When a rune is cast it loses its charge and cannot be used again until it is recharged. You can recharge runes when you take a long rest. You can only charge runes such that the cumulative required rune capacity of all your charged runes is equal to or less than your rune capacity, as given in the runesmith class progression table. Casting any rune requires a somatic component. Regardless of the rune cast (action or bonus action) only one rune may be cast in a single turn. This does not include reaction runes. Any Rune that requires a creature to make a saving throw, unless otherwise specified, uses a DC equal to your Rune Casting DC. Rune Save DC = 8 + your proficiency bonus + your Intelligence modifier

Runic Recovery At 2nd level, once per day when you finish a short rest, you can choose discharged runes to recharge. The runes can have a combined rune capacity requirement that is equal to or less than your proficiency modifier, and none of the runes can be master runes. Basic Runes At 2nd level, you gain the ability to craft the following runes, as well as the basic runes listed in the enchantment section. Rune of Might Rune Capacity Required: 1

Casting Time: Bonus Action

Cast Range: Touch

Duration: 1 Round Empower a weapon with the latent power of the weave. Touch a weapon within range, next time that weapon deals damage before the start of your next turn, it deals an additional 1d4 force damage. This runes damage increases by 1d4 when you reach 5th level(2d4), 11th level (3d4), and 17th level (4d4) in this class. Rune of Steel Rune Capacity Required: 1

Casting Time: Bonus Action

Cast Range: Touch

Duration: 1 Round Protect a creature with a simple runic shield. The next time they recieve damage, before the start of your next turn, it is reduced by 1d4. This runes damage reduction increases by 1d4 when your reach 5th level(2d4), 11th level (3d4), and 17th level (4d4) in this class. Rune of Fury Rune Capacity Required: 1

Casting Time: Bonus Action

Cast Range: Touch

Duration: 1 Round Imbue a creature with furious purpose. The first attack roll the target makes before the start of your next turn is made with advantage. At 5th level in this class, the target's movement speed is doubled until the start of your next turn. At 11th level in this class, the target's first strength check or strength saving throw made before the start of your next turn, is made with advantage. At 17th level in this class, if the target's first attack roll hits, the target of that attack must make a constitution saving throw against your Rune Save DC, on a failure they fall prone. Rune of Light Rune Capacity Required: 1

Casting Time: Bonus Action

Cast Range: Touch

Duration: Until deactivated When activated, the rune starts glowing, shedding bright light for 15 feet and dim light for an additional 30 feet. This light can be blocked by putting the rune into a pocket or covering it in some other manner. The runesmith can deactivate the rune as a free action. Any of your active Runes of Light deactivate automatically when you finish a long rest. Enchanter At 3rd level, you learn how to make powerful magical weapons. You gain the ability to install sockets onto nonmagical weapons and armour into which you can fit certain runes. See the Enchanter options at the end of the class description for the full explanation. Fighting Style At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armour, you gain a +1 to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Runic Tradition At 3rd level, you dedicate yourself to one of the ancient runesmith traditions, specialising your rune crafting and fighting style to adhere to either the Tradition of the Runewarden, or the Tradition of the Runic Vanguard, both of which are detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th and 15th level. Ability Score Improvement When you reach 4th level, and again at 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Advanced Runes At 6th level, you gain the ability to craft the following runes: Advanced Rune of Ruin Rune Capacity Required: 2

Casting Time: Bonus Action

Cast Range: Self(15ft line)

Duration: Instantaneous Shatter your enemies with a concentrated wave of power. A blast of energy moves in a 15ft long and 5ft wide line out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw against your Rune Save DC or take 2d6 force damage on a failed save, or half as much damage on successful one. This runes damage increases by 1d6 at 11th level (3d6) and 17th level (4d6) in this class. Advanced Rune of Warding Rune Capacity Required: 2

Casting Time: 1 Minute

Cast Range: Touch (20ft radius sphere)

Duration: 8 Hours Channel the weave to mask your presence, warding off unwanted attention. Designate any number of creatures and objects within 20ft of where the rune is cast. An invisible, intangible 20ft radius sphere appears about the point at which the rune was cast. The designated creatures and objects are invisible to any creatures outside the sphere that would rely on sight to detect them. Additionally, sound within the sphere is muffled to creatures outside, perceivable only as whispers within 10ft of the sphere's walls. The first time a creature outside of the sphere starts its turn, or enters, within 50ft of the point of casting it must make a wisdom saving throw against your Rune Save DC. On a failure they are charmed and subconsciously compelled to avoid the area which the sphere covers, on a success they are not compelled. Regardless of if the creature passes or fails they are unaware of this effect. If a creature enters the area covered by the sphere then they can see the creatures and objects inside the sphere normally, until such time as they leave the sphere. If a designated creature or object leaves the sphere then the rune's effects end. Advanced Rune of Conveyance Rune Capacity Required: 2x(Stored Spell level)

Casting Time: Same as stored spell

Cast Range: Same as stored spell

Duration: Same as stored spell Contain raw magic inside a rune so that it can be unleashed at a later point. If both the runesmith and a spellcaster are willing, they can charge an Advanced Rune of Conveyance. The spellcaster casts the spell (uses a spell slot, expends components, etc.) then the runesmith contains the spell within the rune (none of the effects of casting the spell occur). By using the rune, the spell can then be cast by the runesmith. Alternatively, a cantrip can be stored, the required rune capacity for a cantrip is 1, and it can be cast a number of times equal to your Intelligence modifier before the rune discharges. The statistics of the spellcaster are used for the spell for any modifiers or DCs, etc. You cannot store a spell of higher level than your intelligence modifier. Advanced Rune of Grounding Rune Capacity Required: 2

Casting Time: Action

Cast Range: 60ft

Duration: 1 Minute (Requires Concentration) Focus the latent energies of the mutiverse into a heavy force. Target a creature within range, that creature must succeed on a Strength saving throw against your Rune save DC or have its move speed reduced to zero. If the creature was flying this will cause them to plummet 500 feet per round. If failed, the creature may repeat this save at the end of each turn, ending the effect on themselves on a success. Projected Runes At 9th level you can channel your runes through magical stones to increase their effective range. You create, over the course of an hour, a channeling stone, if you try and craft another channeling stone, the first stone turns to sand. When you cast a rune, provided the channeling stone is within 60ft of you, you can cause the origin of the rune to be from the location of the channeling stone. If the rune cast has a range of touch or self then it becomes 5ft when using this ability. You can throw the stone to try and hit a certain point, treating it as an improvised, thrown weapon with range 20/60. Throwing it to a certain point requires an attack roll with DC 10. Failing this roll will cause the item to land elsewhere. You can also give it to another creature to carry. You can use this ability two times, and regain all uses on a long rest. Experienced Crafter At 10th level, you can cast Fabricate once per day without using a spell slot, but when you do so it has a range of touch and can only be used to produce a weapon, a shield, or a suit of armour. You can only use this ability if you have access to a Runic Anvil. Additionally, you can add twice your proficiency modifier to checks you make using your smith's tools. Greater Runes At 11th level, you gain the ability to craft the following runes: Greater Rune of Retribution Rune Capacity Required: 3

Casting Time: Bonus Action

Cast Range: Touch

Duration: 1 Minute (Requires Concentration) Protect a creature by weaving latent magical energy into a protective sphere. Any damage dealt to the target creature is first dealt to the sphere. If the sphere is reduced to 0 hit points then it is destroyed and the protected creature takes any excess damage. The sphere has 4d10 hit points. When destroyed by a melee attack, the creature that destroyed the sphere takes 3d8 force damage. These dice are increased to 5d10 and 4d8, respectively, when you reach 17th level in this class.

Greater Rune of Spite Rune Capacity Required: 3

Casting Time: 10 Minutes

Cast Range: Touch

Duration: 25 Hours Coat an item in protective energies. Cast this rune on an inanimate object, such as a door or table, for the duration, that object has the following effects: If a creature attempts to attack the item, they must first make a Wisdom Saving Throw against your Rune DC. On a failure the attack misses.

The item gains temporary hit points equal to 5x(Your Runesmith level).

Whenever the item takes damage, that damage is reduced by your Intelligence Modifier. Casting this rune on an item that already has its effect active refreshes the duration and will replace the intelligence used for the effect with that of the new caster. If you cast this rune on the same item every day for a year, without letting its effect go down at any point, the effect becomes permanent, and the item gains the following additional effects. The temporary hitpoints granted by this rune return to full each day, at dawn.

The DC for dispelling this rune becomes 30, and it is unaffected by antimagic fields and similar effects. If an item under the effect of a Greater Rune of Spite is being carried or worn, the rune's effects are considered to be inactive. Greater Rune of Spell Breaking Rune Capacity Required: 3

Casting Time: Action

Cast Range: 60ft

Duration: 3 Rounds Draw the latent energy of the multiverse away from a small area. Target a point within 60 feet of you. A 10 foot radius sphere appears on that point. Spells cannot be cast while the caster is standing within the designated sphere. If a creature that is concentrating on a spell starts their turn inside the sphere, or enters it for the first time on their turn, they must make a concentration save against your Rune Save DC, or lose concentration on the spell. Greater Rune of Wrath Rune Capacity Required: 3

Casting Time: Bonus Action

Cast Range: 30ft

Duration: 3 Rounds (Requires Concentration) Siphon the lifeforce of a creature directly into the weave. Target a creature that you can see within range, it must make a constitution saving throw, on a success the creature is unaffected. On a failure the creature takes 1d6 necrotic damage at the beginning of its turn. A creature that is affected by this rune can make a Constitution save at the end of its turn, ending the effect of the rune on itself on a success. On each subsequent turn that a creature takes damage from this rune the damage is increased by an additional 1d6. When a creature takes damage from this rune, they gain 1 level of exhaustion, up a maximum of 3rd level exhaustion. Any levels of exhaustion caused by this rune are removed when the rune ends or a creature passes its save to no longer be affected by it. The initial damage increases to 2d6 at 17th level in this class. Arcane Flurry At 14th level, when you cast a rune as an action, you can make one weapon attack as a bonus action. Legendary Craftsman At 15th level, your experience with crafting magical items has honed your technique. When crafting magical items (See Xanathar's Guide: Crafting an item, page 128), the cost and time to craft a magical item are both halved. Also, when you fit slots into a weapon or armour using the enchanter ability, each option on the upgrade table provides 1 additional socket. Additionally, you can now use and decipher any Manual of Golems that you aquire, but only to build clay, stone or iron golems. Master Runes At 17th level, you gain the ability to craft the following runes: Master Rune of Negation Rune Capacity Required: 4

Casting Time: Reaction

Cast Range: Self (10ft)

Duration: Up to 1 Round By folding the weave upon itself you can negate incoming energy, rendering it harmless. When charging this rune select a damage type: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant or Thunder. You can cast this rune when a creature within 10ft of you would take damage from the selected damage type, that creature becomes immune to that damage type until the start of your next turn.

Master Rune of Crushing Rune Capacity Required: 4

Casting Time: Action

Cast Range: Self (20ft)

Duration: 1 Minute (Requires Concentration) This rune creates a field of energy around you that pulls your enemies to the ground under a crushing magical weight. When cast, target up to 4 creatures within 20 feet of you. They must succeed on a Constitution saving throw against your Rune save DC or suffer 4d12 bludgeoning damage, be knocked prone, and restrained. On a successful save they take half damage and resist the other effects. A creature may spend its turn to attempt to push itself upright, requiring a strength (athletics) check with a DC of your Rune save DC Master Rune of Destruction Rune Capacity Required: 4

Casting Time: Action

Cast Range: Self (5ft Radius)

Duration: Instantaneous Draw the weave around you and then release the energy in a mighty explosion. All other creatures within 5 feet of you must succeed on a Dexterity saving throw against your Rune save DC or suffer 8d10 force damage and be knocked back 30 feet away from you in a straight line. If this knockback causes them to collide with an object or creature both the knocked back creature and the collided object or creature recieve 3d6 bludgeoning damage. On a success the creature only takes half damage and is not knocked back. Master Rune of Sundering Rune Capacity Required: 4

Casting Time: Bonus Action

Cast Range: Touch

Duration: 1 Round Empower a weapon with the power to shatter even the strongest of armour. Touch a weapon within range, the next time that weapon damages a creature while the rune is active, that creature must make a constitution saving throw, on a failure, the creature takes an additional 6d12 Force damage and their AC is reduced by 1d4 for the next minute, if the creature passes the save then the additional damage is halved and their AC is not reduced. If used on a creature multiple times only the highest 1d4 applies as AC reduction. Runelord At 20th level, you have mastered all there is to know about the art of runesmithing. At the end of a long rest you can choose one basic rune, until the end of your next long rest you can cast the chosen rune at will, without discharging the rune, provided you have at least one charged version of the rune. Also, you can attune to a total of 5 magical items, and gain a bonus to saving throws equal to the number of magical items to which you are attuned.

Additionally, you now only age one year for every three. Tradition of the Runic Vanguard Runic Vanguards dedicate themselves to the use of runes for offensive purposes. By buffing themselves and their allies even the strongest of defences can be breached, and even the mightiest foes can be slain. Runic Crusade At 3rd level, you learn how to empower multiple creatures with your offensive runes. When you cast a Rune of Might on a creature other than yourself, you can also gain the power of the Rune of Might. The effect is resolved independently for both of you, as if they were cast as separate runes. Arcane Predator At 7th level, you have become adept at focusing the weave into dealing damage. Your weapon attacks score a critical hit on a roll of 19 or 20. Rune Strike At 13th level, whenever you hit a creature with a weapon attack, you can deal an additional 1d6 Force damage. Alternatively, when you take the attack action, but before making any attacks, you can choose up to two other creatures within 10ft of you, before the start of your next turn, they can deal an additional 1d6 force damage each time they roll damage for a weapon attack. If you use the second option then you do not get to add 1d6 force damage to your own attacks for that turn. Arcane Feint At 18th level, you have outfitted yourself with runes that help guide your strikes. If you would have disadvantage to hit on an attack, you can attack normally instead. Additionally, you gain the ability to craft the following rune: Master Rune of Wrath Rune Capacity Required: 4

Casting Time: Action

Cast Range: 60ft

Duration: 1 minute (Requires Concentration) Siphon the lifeforce of creatures directly into the weave. Target up to 3 creatures that you can see within range, each must make a constitution saving throw, on a success a creature is unaffected. On a failure the creature takes 2d6+(Your Intelligence Modifier) necrotic damage at the beginning of its turn. A creature that is affected by this rune can make a Constitution save at the end of its turn, ending the effect of the rune on itself on a success. On each subsequent turn that a creature takes damage from this rune the damage is increased by an additional 1d6. When a creature takes damage from this rune, they gain 1 level of exhaustion, up a maximum of 5th level exhaustion. Any levels of exhaustion caused by this rune are removed when the rune ends or a creature passes its save to no longer be affected by it.

Tradition of the Runewarden Runewardens dedicate themselves to the protection of their allies, using their runes to negate even the strongest of blows. A well placed Runewarden amongst a regiment can turn a harrowing march through a hail of arrows into a minor inconvenience, or allow even lightly armoured troops to engage heavily armoured infantry. Runesworn Defender At 3rd level, you learn how to spread the effect of your defensive runes. When you cast a Rune of Steel on a creature other than yourself, you can also gain the protection of the Rune of Steel. The effect is resolved independently for both of you, as if they were cast as separate runes. Runic Resilience At 7th level, you become so attuned to the weave that your own body begins to absorb it. Your hit point maximum increases by 7, and increases by 1 whenever you gain a level in this class. Runic Shielding At 13th level, the runes you carve into your armour form a reactive layer of energy to negate attacks against you. When you take damage, roll 1d6. You gain temporary hitpoints equal to the roll. At the start of your next turn after runic shielding activates, as a free action, you can choose to lose all temporary hitpoints you currently have, and up to four creatures of your choice within 10ft gain temporary hitpoints equal to the number of temporary hitpoints you lost. The number of temporary hitpoints creatures gain from this cannot exceed 6. Runic Deflection At 18th level, the runes about your person interfere with magical effects. You have resistance to damage from spells. Additionally, you gain the ability to craft the following rune: Master Rune of Retribution Rune Capacity Required: 4

Casting Time: Action

Cast Range: Touch

Duration: 10 Minutes (Requires Concentration) Protect a creature by weaving latent magical energy into a protective sphere. Any damage dealt to the target creature is first dealt to the sphere. If the sphere is reduced to 0 hit points then it is destroyed and any excess damage is dealt to the target. The sphere has 5d10+(Your Intelligence Modifier) hit points. When destroyed by a melee attack, the creature that destroyed the sphere takes 4d8+(Your Intelligence Modifer) force damage. When you cast this rune, you can choose up to 4 creatures other than the initial target within 15ft of the initial target; for each creature selected the sphere gains an additional 1d10 hitpoints. While a chosen creature is within 15ft of the initial target they are also protected by the sphere. The same sphere is shared by all targets and damage against them affects the same pool of hitpoints. If simultaneous damage to multiple targets occurs, such as from the fireball spell, then resolve the damage against each protected target in an order of the runecaster's choice.

Enchanter Options At 3rd level you gain the ability to install rune sockets into nonmagical weapons and armour. You gain more rune options as you level up. Crafting these sockets require a significant investment of time and wealth. The given time and gold requirements are affected by Legendary Craftsman. The number of sockets you can install, and the time and gold costs required to fit these sockets are as follows: Upgrade Table Upgrade Tier Number of sockets Time Required Gold Required Basic 1 80 hours 200gp Advanced 3 400 hours 2000gp Greater 5 1000 hours 20,000gp Masterwork 7 2000 hours 100,000gp Unlike runes that you cast, enchanting runes do not count towards your Rune Capacity. Crafting sockets counts as light work for the purpose of short and long rests. You do not need to continuously work on an item from start to finish; you can work 'odd hours' during rests. You cannot equip more than 1 of the same rune, regardless of tier, on the same item (eg. you cannot equip the Rune of Striking alongside another Rune of Striking, or a Greater Rune of Striking). All items enchanted in this manner require attunement, regardless of the runes installed. The runes you install must be of equal or lower quality to the upgrade applied, i.e. you can install basic runes regardless of the upgrade you apply, but you can only apply greater runes to items that have been given the greater or masterwork upgrades. When you finish crafting the sockets, you immediately choose which runes to install into it, choosing from the runes that are of a level you can craft and available for the upgrade you have applied. Basic Weapon Runes At 3rd level you gain access to the following weapon runes, all of which take up 1 empty socket to install them into a weapon. Rune Effect Rune of Striking The weapon gives a bonus of +1 to attack and damage rolls made with it. Rune of Warning When you craft this rune, choose one out of the following: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select a race of humanoid (such as gnolls or goblins). This item glows faintly when such creatures are within 120 feet of it. Rune of Illumination The wielder can use a bonus action to cause bright light to be emitted from the weapon for 20ft, and dim light to be emitted for an additional 20ft. This effect can be ended with another bonus action. Rune of Smiting When you hit a creature with this weapon, it deals an additional 1d4 force damage. Rune of Draining When you hit a creature with this weapon and reduce the target to 0 hit points, you gain 2d6 temporary hit points. Advanced Weapon Runes At 6th level you gain access to the following runes, all of which take up 2 empty slots to install them into a weapon. Rune Effect Advanced Rune of Striking This weapon gives a +2 to attack and damage rolls made with it Advanced Rune of Smiting When you hit a creature with this weapon, it deals an additional 2d4 force damage Advanced Rune of Savagery Once per turn, when you hit a creature with an attack using this weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d10 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. Advanced Rune of Flight This weapon gains the thrown property with range 20/60, and, after an attack made by the weapon in which it was thrown, instantly returns to the hand of the wielder. Advanced Rune of Blindness Once, as a reaction immediately after being hit by a melee attack, the wielder can cause all other creatures within 5ft to be blinded until the end of the creatures' next turn, unless the creature succeeds on a DC 15 Constitution saving throw. You can use this ability again after completing a long or short rest. Greater Weapon Runes At 11th level you gain access to the following runes, all of which take up 3 empty slots to install them into a weapon. Rune Effect Greater Rune of Striking This weapon gives a +3 to attack and damage rolls made with it Greater Rune of Smiting When you hit a creature with this weapon, it deals an additional 2d6 force damage Greater Rune of Swiftness You can make one attack with this weapon as a bonus action on each of your turns Greater Rune of Fortune If the weapon is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike, you can do so after rolling the dice but before knowing the outcome. You must use the second roll. This property can't be used again until the next dawn. Greater Rune of Casting When crafting this weapon you can include a charged rune of conveyance in the materials used. The rune of conveyance is destroyed in the process and the produced weapon can cast the spell that was held in the rune once per day, refreshing each dawn. You still need to provide any components for the spell that have a given cost. Alternatively, if the contained spell was a cantrip, it can be cast at will while attuned to this weapon.

Master Weapon Runes At 17th level you gain access to the following runes, all of which take up 4 empty slots to install them into a weapon. Rune Effect Master Rune of Smiting When you hit a creature with this weapon, it deals an additional 2d8 force damage Master Rune of Staggering When you damage a creature with an attack from this weapon, they must make a DC 12 Constitution saving throw, on a failure they are stunned until the end of their next turn, on a success they are immune to this effect until the start of your next turn. Master Rune of Command Once on each of your turns, you can use one of the following properties if you're holding the weapon: • Immediately after you use the Attack action to attack with the weapon, you can enable one creature within 60 feet of you to use its reaction to make one weapon attack. • Immediately after you take the Dash action, you can enable one creature within 60 feet of you to use its reaction to move up to its speed. • Immediately after you take the Dodge action, you can enable one creature within 60 feet of you to use its reaction to gain the benefits of the Dodge action. Master Rune of Absorption You can use your reaction when another creature that you can see casts a spell that targets only you; make an arcana check with DC 15+(Spell level), on a success the effect of the spell is negated, and the next time you hit a creature with the weapon you can deal additional force damage equal to the level of the absorbed spell. The weapon cannot absorb additional spells until the additional force damage is expended. Master Rune of Vengeance While you hold this weapon, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on this attack roll. Basic Armour Runes At 3rd level you gain access to the following runes, all of which take up 1 empty slot to install them into a suit of armour. Rune Effect Rune of Adamant Any critical hit against the wearer becomes a normal hit. Rune of Balance If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, equipping it with this rune removes those effects. Rune of Iron Any nonmagical damage you take is reduced by 2. Rune of Swiftstride Your walking speed increases by 10ft when wearing this armour. Rune of Water Walking While wearing this armour, you can stand on and move across any liquid surface as if it were solid ground. Advanced Armour Runes At 6th level you gain access to the following runes, all of which take up 2 empty slot to install them into a suit of armour. Rune Effect Advanced Rune of Stone This armour gives a +1 bonus to AC when equipped. Advanced Rune of Resistance When you craft armour containing this rune, choose a damage type out of acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. While attuned to this item, you have resistance to damage of the chosen type. Advanced Rune of Iron Any nonmagical damage you take is reduced by 3. Advanced Rune of Endurance When you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. Advanced Rune of Resilience When wearing this armour, you have a +1 to all saving throws. Greater Armour Runes At 11th level you gain access to the following runes, all of which take up 3 empty slots to install them into a suit of armour. Rune Effect Greater Rune of Stone This armour gives a +2 bonus to AC when equipped. Greater Rune of Iron Any nonmagical damage you take is reduced by 4 Greater Rune of Resilience When wearing this armour, you have a +2 to all saving throws. Greater Rune of Fortitude You have advantage on saving throws against spells and other magical effects when you are wearing this armour. Greater Rune of Grudges When a creature within 5 feet of you hits you with a melee attack, the attacker takes 5 force damage.