Arcanist Vocations
Rune Carver
This arcanist understands the ancient magic of runes, a practice that originated with the ancient giants.
Signature Infusion
Runic Staff
Rune smith
At 1st or 3rd level, you become proficient with either the smith’s tools or the woodcarver’s tools.
Further, you are not limited to quarterstaves 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 inscribe one special rune on a weapon, armour, shield, or creature you touch. Your rune remains on the target until the rune is invoked or until you use this feature to inscribe a rune on other items after another long rest.
The target creature or a creature wielding an object imbued with the rune is empowered by the rune. Choose from the following rune options when you use this ability. Each rune gains a special ability that can be invoked. Once a rune has been invoked, it disappears:
Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. This rune grants the empowered creature advantage on Dexterity (Sleight of Hand) checks. The empowered creature can invoke this rune as a reaction when it or another creature it can see within 30 feet of it is hit by an attack roll to choose a different creature within range of the attack, other than the attacker. The chosen creature becomes the target of the attack, using the same roll.
Fire Rune. This rune’s magic channels the masterful craftsmanship of great fire giant smiths. An empowered creature has advantage on any ability check it makes with a tool while working with metal. The empowered creature can invoke this rune as a bonus action when it hits another creature with an attack using a metal weapon to summon fiery shackles. The target of the shackles takes an extra 2d6 fire damage and must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target must repeat the saving throw at the end of each of its turns, taking 2d6 fire damage on a failed saving throw and destroying the shackles on a success.
Frost Rune. This rune’s magic evokes the might of the frost giants that reside the wintry wilderness. An empowered creature automatically succeeds on checks or saves to avoid exhaustion due to low temperatures and it has advantage on Wisdom (Survival) checks to find food. The impowered creature can invoke this rune as a bonus action to increase its sturdiness. For 10 minutes, the empowered creature gains advantage on all ability checks and saving throws that use Strength or Constitution.
Stone Rune. This Rune’s magic channels the judiciousness associated with stone giants. While wearing or holding an object inscribed with this rune, a creature has advantage on Wisdom (Insight) checks. The empowered creature can invoke this rune as a reaction when another creature it can see ends its turn within 30 feet of the empowered creature. The triggering creature must make a Wisdom saving throw or become charmed by the empowered creature for 1 minute or until it takes any damage. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success.
Hill Rune. This rune’s magic bestows a resilience and strength reminiscent of a hill giant. While wearing or holding an object that bears this rune, a creature has advantage on saving throws against being poisoned. The empowered creature can invoke the rune as an action and immediately move up to 40 feet in any direction. The creature can move into other creature’s spaces in this way. If the empowered creature moves through another creature’s space, that creature must make a Strength saving show. On a failed saving throw, the target is knocked prone and takes 3d6 bludgeoning damage. On a successful saving throw, the target is not knocked prone, and the empowered creature does not move any further with this ability. Any creature that is two or more sizes larger than the wielder automatically succeeds on this saving throw.
Storm Rune. Using this rune, the wielder can glimpse the future like a storm giant seer. While wearing or holding an object inscribed with this rune, a creature can’t be surprised as long as it isn’t incapacitated. The empowered creature can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until it becomes incapacitated. When invoked and as a bonus action on subsequent turns until the state ends, the empowered creature can grant itself or another creature within 60 feet of it advantage on the one attack roll, ability check, or saving throw (the empowered creature’s choice) before the beginning of the empowered creature’s next turn.
Student of Runes
Beginning at 7th or 9th level, you can inscribe one additional rune (for a total of two different runes) with your rune smith feature when you finish a long rest. The runes must be inscribed on different targets.
As an action, you can touch one rune that you have inscribed and expend a spell slot. That rune can be invoked an additional number of times equal to the spell slot expended on this feature
before it disappears. Regardless of how many uses a rune has, an empowered creature cannot invoke the effect of a rune that is currently invoked (e.g. an empowered creature cannot invoke the fiery shackles of the fire rune while it has another creature bound by fiery shackles). Any rune can only be infused with a spell slot once between long rests. These extra uses last until you finish a long rest or until they have been spent.
Rune Master
At 13th or 15th level, when you finish a short rest, you can inscribe one rune on an object or a creature if you have less than two 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’.