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### Cursemith A Cursesmith's power is invariably marked by the dark decisions they've made; some ignore this lingering darkness, pursuing the heights of power their reckless creation allows. Others leverage the twisted side effects themselves, believing there are no mistakes, only opportunities. Darker still are those that truly embrace the darkness of their twisted creations, becoming twisted creations themselves. A Cursesmith is not always evil, but they walk a path that dangles precariously over evil, making it an easy thing to fall into. They may be Lawful, but the laws they respect are rarely those of normal mortal society that might get in the way of their dark delving. #### Cursesmith's Proficiency When you choose this specialization at 1st level, you gain proficiency with one crafting tool of your choice, and learn one language of your choice from Infernal, Abyssal, Deepspeech, or Primordial. #### Forbidden Artifact At 1st level, you set yourself apart from other Artificers by seizing power that others dare not wield. You partake a dark ritual investing enormous power into an melee weapon and intertwining it with your very soul, bestowing it with great power, but twisting and corrupting it. The weapon becomes permenantly bound to you. You have proficiency with the weapon. When you perform the rite, you instill one of the following awakening powers into the artifact: Empowered, Living, Necrotic, or Eldritch (listed below). As a bonus action, you can awaken the weapon, invoking the awakened power and the cursed property until you suppress it again. You can suppress it as a bonus action, but if it has been awakened for more than 1 minute, you must pass a DC 10 Charisma save to return its dormant state. ##### Empowered When awakened, the weapon hums with great power, dealing additional 1d4 damage of the weapons damage type. The extra d4 is maximized when attacking objects or structures. ##### Living When awakened, your weapon morphes into a writhing living form. Select two of Abhorrent Life, Grip, Reach, or Split. It gains these properties while awakened. ##### Necrotic When awakened, the weapon is enshrouded in dark energy. Each time you hit a creature with it, it inflicts a stack of necrotic rot on the creature. At the end of a creature's turn it takes a 1d4 damage per stack of necrotic rot on it and makes a Constitution saving throw against your spell save DC. On a success, the stacks on removed. On a failure, they remain. You can have a maximum number of stacks on a creature equal to your proficiency modifier. > ##### Tracking Necrotic Rot > My favorite way to track this is just place the d4 next to the creature each time it gets a stack as it gives a great feeling of impending doom, but if you have a less absurd collection of d4s on hand, simple tic marks can suffice. ##### Eldritch When awakened, it glows with magical power. When awakened, you can release magical blasts of power from the weapon. Select from cold, fight, lightning or necrotic for its damage type. In place of making an attack with this weapon, you can release this energy as a melee or ranged spell attack. The ranged spell attack has a range of 120 feet. You can apply your Intelligence modifier to damage done with this attack.
\pagebreakNum #### Cursed Path Starting at 3rd level, the path you've chosen begins to claim your body and soul - some could call it a curse, some could call further opportunity. Select a path from the following: ##### Curse Bearer You can draw deeply on the dark energy, attempting to master its power. When you awaken your forbidden artifact, you can afflict yourself with *bane*. When you do so, you deal an additional 1d6 necrotic damage on attacks with your Forbidden Artifact. When you suffer the effects of *bane* or any curse effect of one of the items granted by this class, you can suppress the effect ignore the negative consequence of the effect. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest. ##### Curse Bringer When you deal damage with your Forbidden Artifact in its Awakened Form, you can leave a lingering malignity on that target. The target must make a Charisma saving throw or suffer the effect of *bane* until the start of your next turn. When you suffer the effect of any curse effect of one of the upgrades granted by this class, as a reaction, you can force another creature within 30 feet to make a Charisma saving throw or suffer the same effect. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest. ##### Curse Eater You consume the darkness of your Forbidden Artifact, destroying it. You gain a natural melee weapon. On hit, this weapon deals 1d8 damage of your choice of bludgeoning, piercing, or slashing damage (selected when you gain this feature), and 1d4 necrotic damage. You can awaken the power gained from the weapon to your natural weapon as well as the effect of the Forbidden Artifact curse. You can additionally absorb any item you create with this subclass, innately gaining its effect and curse. At the start of your turn you regain temporary hit points equal to 1 + the number of curses you are currently afflicted by. When you gain temporary hit points, you can instead regain hit points. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest. #### Damned Affinity Additionally at 3rd level, magical items granted by this subclass that require attunement do not count against your attunement total if that item is cursed. #### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Unlimited Power Starting at 14th level, you can select a second Awakening Property for your Forbidden Artifact. When you awaken it, you can awaken either property, or awaken both properties at the same time. When you awaken both properties at the same time, the weapons power rages out of control and begins to eat your soul, dealing 1d8 necrotic damage to you at the end of each turn it is awakened. This damage cannot be resisted. > ##### Consumed Unlimited Power > The Unlimited Power upgrade applies the same for a Curse Eater. They can awaken either power, or both, with the same consequences. \pagebreakNum #### Unrestricted Upgrades **Eldritch Magic** *Prerequisite: Artifact with the Eldritch Property* Select a spell with an attack roll from the Wizard spell list that deals the same damage type as your weapon (when awakened). You can apply any secondary effect of that cantrip to your weapon's attack roll (for example, applying *chill touch's* secondary effect to a weapon that deals necrotic damage). ##### Unrestricted Upgrades **Abhorrent Life** When awakened, your Forbidden Artifact takes a life of its own, writhing and lashing on its own at your mental direction. You can apply your Intelligence modifier to the to attack and damage roll of the weapon where you usually apply your Strength or Dexterity modifier. ___ **Abhorrent Grip:** When awakeened, your Forbidden Artifact can twist around binding targets. When you hit an attack with it, you can attempt to grapple the target as a bonus action. If you have the Abhorrent Life mutation from this upgrade, you can make an Intelligence (Athletics) check to initiate or contest the grapple. You cannot attack other creatures while grappling a creature with this weapon. ___ **Abhorrent Reach:** When awakened, your Forbidden Artifact stretches and flexes unnaturally in seeking its targets. It gains the reach property. ____ **Abhorrent Split:** *Prerequisite: Forbidden Artifact with damage die of d8 or higher* When awakened, your Forbidden Artifact splits into multiple writhing branches. The weapons damage dice convert to smaller increments based on the table below: | Damage Dice | Awakened Damage Dice | |:-----------:|:--------------------:| | 1d12 or 2d6 | 3d4 | | 1d10 | 1d6 + 1d4 | | 1d8 | 2d4 | It can attack other creatures even while grappling or restraining a creature with the Abhorrent Grip mutation from this upgrade, but loses one damage die (starting with its smallest) for each creature it is grappling or restraining. > ##### Curse Eater + Abohrrent Split > Curse Eater would split only the d8 damage die. ___ **Blood Rites** Delving your dark path, you formulate a way to form temporary containers of magical power using blood. Select three ritual spells from the Wizard spell list; you gain the ability to cast these spells as Ritual Spells. You can only take spells of a level you could normally cast at the level you take this talent. To cast these spells as rituals, you require fresh blood; this can be provided by an creature that has been slain in the last hour, or by a creature (including yourself) providing it at a cost of 1d4 slashing damage. ____ **Eldritch Lore** Your pursuits teach you a language of Infernal, Abyssal, Deepspeech, or Primordial, and you gain advantage on History or Arcana checks concerning curses, dark or evil magic, undead, and creatures that speak the language you selected. Your knowledge of these things makes you innured to disturbing sights and revelations. You have advantage on saving throws against creature effects that seek to frighten, stun, confuse, incapacity or inflict insanity or madness if the creature is an aberration. ___ **Helm of Invulnerability** *You can only wear 1 Helm at a time* *Attunement, Cursed*. You forge a helmet, making yourself invulnerable... almost. As reaction to taking to bludgeoning piercing or slashing damage, you can become immune to bludgeoning piercing and slashing damage until the start of your turn. Once you use this upgrade, you cannot use it again until you complete a short or long rest. **Curse:** Whenever this helm prevents damage, you take necrotic damage equal half the damage you would have taken. This damage cannot resisted. ___ **Helm of Madness** *You can only wear 1 Helm at a time* *Attunement, Cursed*. With great madness comes great power. As a bonus action, you can allow the madness to take your mind. You can immediately move up to your movement speed and make a single weapon attack. Once you use this upgrade, you cannot use it again until you complete a short or long rest. **Curse:** Your AC and bonus to saving throws is reduced by 5 until the start of your next turn. ___ **Helm of Fangs** *You can only wear 1 Helm at a time* *Attunement, Cursed* You make an imposing helming with large stylized metal fangs. While wearing this helm, you can bite a bite a creature as a bonus action. This is a natural weapon the deals 1d4 piercing damage. You can use this upgrade a number of times equal to your Proficiency bonus after which you cannot use it again until you complete a short or long rest. **Curse:** When you make an attack roll with the weapon, roll 1d4 and subtract it from the result unless the target is grappled, restrained, charmed or frightened. ___ **Dark Magic** You record some of the foulest effects your experiments have had, codifying them into magical spells. You learn the following spells: | Spell Level | Spells Learned | |:---:|:-----------:| | 1st | *crippling agony^K^*, *cause fear* | | 2nd | *blindness/deafness, ray of enfeeblement* | | 3rd | *rain of spiders, hungar of hadar* | \pagebreakNum ___ **Ring of Gilded Lies** *Attunement, Cursed*. You create a ring that magical enhances your social abilities. Some of them. When your roll Deception or Performance, you gain the effects of *guidance* for the roll. **Curse**: When you roll for Persuasion, roll a d4 and subtract it from the result. ##### 5th Level Upgrades **Ghostgrasp Gloves** *You can only wear 1 set of Gauntlets at a time* *Cursed, Attunement* When you pull on these pale white gloves, your hands become ethereal, ghostlike appendages that drift and float from your wrists. You can interact with objects with you hands with a range of 10 feet, including picking up objects, opening doors, or grappling foes; you can attack with these hands at range only if wielding light weapons. **Curse**: You have disadvantage on grappling checks and the amount you can lift or drag with your hands is halved as things slip through them. ___ **Mantle of the Beast** *Attunement, Cursed* You forge magical mantle by seeping it in the blood beasts. By dripping it in the blood of a beast slain within the past week, you can gain on trait of that beast for an hour while wearing the mantle (such as Keen Senses or Spiderclimb). **Curse:** When you activate it's power by dipping it in the blood of a beast, the languages you can speak become the languages the beast could speak (you still can understand any language you could previously understand) until the effect ends. ___ **Skeletal Gauntlets** *You can only wear 1 set of Gauntlets at a time* You forge pair of gauntlets that cause your hands to appear as skeletal appendages of dark metal. While wearing these gauntlets, if you grapple a creature, at the start of its turn it takes 1d6 necrotic damage, and cannot regain hit points until the start of the of its next turn. Additionally, you have advantage against any check or save that would disarm you. While wearing these gauntlets, you can cast *grip of the dead* spell. ___ **Soul Tranfer Token** You creature a dark magic object that allows you cast *possess corpse*. Once you use this upgrade, you cannot do so again until you complete a long rest. ___ **Vicious Effigy** You learn the *cruel puppetry* spell and can cast it once without expending a spell slot. Once you use this upgrade, you cannot do so again until you complete a long rest. ___ **Whispers of the Night** After tinkering with the properties of your Artifact, you can hear it... whisper. You can hear that too, right? You gain the ability to cast *guidance* and *message*, but the message is always delivered in a haunting, unearthly, or creepy voice. ##### 9th Level Upgrades **Aspect of the Damned** *Prerequisite: Curse Eater, 2 upgrades consumed* The powers you have pilfered for your soul have tainted it... naturally this gives you great power. In addition to the powers you have gained from your upgrades, selected two of the following powers to permanently gain: * **Aberrant Life:** You no longer count as a humanoid creature, your creature type becomes aberration. * **Creature of Darkness**: Your eyes become inky black pools. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. * **Hungering Soul**: Once per turn on your turn when you turn while you are grappling or grappled by another creature, you can inflict 1d8 necrotic damage on them as you sap their life force through the contact. Any healing they receive that turn is reduced by half. * **Physical Mutation**: The darkness within warps your body, you can choose an unrestricted Fleshsmith upgrade (it must be one that effects your body). * **Unlife**: You have found yourself in an odd half living state. You gain resistance to necrotic damage, and you no longer need to consume food. ___ **Spell Eating Ring** You make a magical item that consumes magic around you. You can activate the item, casting *counterspell* or *dispel magic* against a target within 15 feet of you. Any spell you that is stopped or ended by the effect, you can choose to consume, restoring 1d4 hit points to you per level of the spell, or gain the effect of the spell stopped or ended yourself until the end of your next turn if it could effect a creature and had a duration other than instantaneous. A spell stolen in this way does not require concentration to maintain, but lasts only a number of turns equal to your Intelligence modifier or the spells duration, whichever is shorter. Once you use this ability, you cannot use it again until you complete long rest. ____ **Ring of Nightmares** *Attunement, Cursed* You forge a ring of, well, pure evil. It can bring the horrifying nightmares to life in reality in a way that you don't quite understand, but is very effective. When you invoke a nightmare, you can cast *hungar of hadar*, *rain of spiders*, *summon lesser demons*, or *enemies abound* without expending a spell slot. Once you use the ring to invoke a nightmare, you cannot use it until you complete a long rest. **Curse:** You cannot choose the nightmare invoked. When you invoke a nightmare, roll 1d4 (1: *hungar of hadar*, *rain of spiders*, 3 *summoner lesser demons*, 4 *enemies abound*) \pagebreakNum ___ **Shadow Vessel** You create a container filled with an inky shadow. You can open the container to cast *summon shadowspawn* without expending a spell slot. You can expend a spell slot of a higher level to cast the spell at the level of the expended spell slot plus one level. Once you use this ability, you cannot use it again until you complete long rest. ##### 11 Level Upgrades ___ **Consuming Power** *Attunement, Cursed* You create a worn magical item - such as a set of bracers, bands or a ring - that leverages a dark bargain. Souls for power... starting with bits of your own. As a bonus action, you allow it feed its consumption from your own soul. You can decrease your Charisma ability score by up to your Proficiency modifier, increasing your Strength ability score by an amount equal to your decreased Charisma. You cannot increase your Strength beyond its normal maximum in this way. This lasts until you use an action to reclaim your Charisma from the item. Whenever you slay a creature of CR 1/4 or higher, you gain +1 current and maximum Strength ability score. Both of these effects fade after 1 minute without killing a creature. **Curse:** At the end of each turn your strength is increased by weapon, you take 1 + the amount of additional maximum Strength you have gained Necrotic damage. This damage cannot resisted. ___ **Weapon Apotheosis** When you awaken your weapon, it deals an additional 1d6 necrotic damage and it gains an additional benefit based on its nature. ___ **Ghost Cloak** *You can only wear 1 cloak at a time*. *Attunement, Cursed* You forge an item and that chips away at your bounds to the material world around you. At the start of your turn while carrying the item, you can choose to slip those bonds entirely, stepping in the etheral plane. Moving through creatures does not impose a movement penalty, and you can move through objects up to 5 feet thick as difficult terrain. If you end your turn in another creature or objects space, you are moved to the nearest available space taking 1d10 force damage per five feet moved. Once you activate this item, you cannot activate it again until you complete a short or long rest. **Curse:** After leaving the Ethereal plane, until the start of your next turn you appear vaguely translucent, all damage you deal is reduced by half and you have resistance to non-magical bludgeoning, piercing and slashing damage. ___ **Blood Cloak** *You can only wear 1 cloak at a time*. *Attunement, Cursed* You forge a blood red cloak that drinks blood to empower you. Unfortunately mostly your blood. When you take damage from bludgeoning or piercing damage while below half of your maximum hit points, you gain temporary hit points equal to half the damage taken. If you hit a creature while you have these temporary hit points, you can reduce them to 0 to add them to you damage roll. **Curse:** If you are a healed while you have this temporary hit points, the temporary points are lost and the healing is reduced by the amount of temporary hit points lost. ##### 15th Level Upgrade **Amulet of Exiling** You forge a magical amulet that causes creatures to phase from reality to varying degrees of permanency. You can use this amulet to cast *banish* or *blink* without expending a spell slot. Once you use the amulet to cast a spell, you cannot use it to cast a spell against until you complete a short or long rest. When you cast *banish* with this amulet, you can choose to target yourself, automatically failing the saving throw and sending yourself to a plane of dark energy. Each time you start your turn in this plane of dark energy, you can absorb some of it, regaining 2d8 hit points. You can end the effect at anytime reappearing in the material world. You can regain hit points up to twice your Artificer level in this way before spending time in the plane of dark energy provides no additional recover. ___ **Exude Darkness** You allow the power of your artifact to leak out. Whenever you cast a spell of 1st level or higher, you gain the effect of *shadow of moil* for a number of turns equal to the level of the spell cast. This effect does not require concentration to maintain. ___ **True Artifact** So long ago you forged great power. Now you realize its full potential. Your cursed weapon becomes a true artifact, any bonus to attack and damage rolls lower than +3 it has is replaced by a bonus of +3, it gains two additional properties from the following list: * While attuned to this artifact, you are immune to disease. * While attuned to this artifact, you can't be charmed or frightened. * While attuned to this artifact, you can cast a 1st or 2nd level spell of your choice once per short rest without expended a spell slot (spell chosen when this upgrade is selected). * While attuned to this artifact, you can treat a 1 on a Death Saving throw as a 20. * While attuned to this artifact, one of your ability scores (chosen when this upgrade is selected) increases by 1, to a maximum of 24. When you select this upgrade, you can a select the condition in which your weapon can be destroyed. Your weapon can no longer be permanently destroyed by any other means. This means can be absurd or implausible, but must be something potentially possible. \pagebreakNum ### Runesmith A Runesmith is an Artificer that has narrowed their focus to working a specific language of magic - powerful Runes that can channel long lasting power. These Runes come in many shapes and forms, the lore behind from many sources. A Runesmith can be a knight, his runes splashed with gleaming power across his armor, or a scholar lending their power to the companions, marking potent runes on their weapons before standing back, or even a strange tatooed mystic, their runes tattooed across their very body. Runesmiths are not inherently good or evil, though their rigorous attention to detail and patience tend to make them more inclined to a Lawful perspective. #### Runesmith Proficiency When you choose this specialization at 1st level, you gain proficiency with martial weapons as well as smith's tools or calligrapher's supplies (based on your preferred method of marking runes. You learn one additional exotic language of your choice. #### Runic Marks Starting at 1st level, you can mark magical runes, imbuing the things they are marked onto with magic. A rune can be marked on a weapon, piece of armor, or directly onto yourself, as a type of runic tattoo. Each rune grants a passive ability based on what is marked on that enhances the ability of what it is marked on, and has an active ability that can be activated as an action or in place of an attack as part of the Attack action while it is marked. The affected creature of a rune is the creature wielding the weapon or armor it is marked on, or you if the rune is directly marked on you. You can mark up to two runes on a weapon or armor, but there is no limit to the number of runes that can be marked on a creature. When using a rune on yourself, you gain both the weapon effect (applied to your unarmed strikes and natural weapons) and the armor effect (as if you were wearing armor marked with that rune). If a rune is marked on a creature other than you, select if they gain the weapon or armor effect of the rune. You know the following runes, and can learn more from upgrades. You can mark your runes during a long rest, and can have two runes marked at a time, gaining the ability to have an additional rune marked at 3rd level (to three runes), 5th level (to four runes), and 14th level (to five runes). These last until you mark a new rune, with the oldest rune fading when you mark a new one after reaching your maximum number of runes. Upgrades that grant a new Runes does not increase this number, just expands the range of Runes you can mark. \columnbreak ____ ##### Rune of Power An imposing rune that speaks to raw power. It has the following effects: | Target | Effect | |:------:|:------:| | **Weapon**| The base damage of the weapon becomes 1d6 (if it was lower), and the weapon adds +1 to damage rolls. | | **Armor** | The base AC of the armor becomes 12 (if it was lower), and the armor's AC bonus is increased by +1. | * *Active* **(Empower)**: The next attack of the affected creature before the start of your next turn deals an additional 1d8 + Intelligence modifier force damage. ##### Rune of Fire An swirling rune that represents fire and burning. It has the following effects: | Target | Effect | |:------:|:------:| | **Weapon**| The first time per turn the weapon deals damage, that damage deals an additional 1d4 fire damage. | | **Armor** | When the affected creature is by a melee weapon attack, they can use their reaction to deal 1d4 fire damage to the attacker. | * *Active* **(Explode)**: Creatures within a 5-foot radius of the affected creature must pass a Dexterity saving throw, or take 1d8 fire damage.
\pagebreakNum ##### Rune of Lightning A jagged rune that manipulates energy and controls lightning. It has the following effects: | Target | Effect | |:------:|:------:| | **Weapon**| The first time per turn the weapon deals damage, that damage deals an additional 1d4 lightning damage. | | **Armor** | The effected creature gains 5 feet of movement speed. | * *Active:* **(Hasten):** During the affected creature's turn, they gain an additional action that can be used to attack (one weapon attack with a light weapon or unarmed strike only), dash, disengage, hide, or use an object. ##### Rune of Proficiency A mark that imbues competency and manipulates ability. It has the following effects: | Target | Effect | |:------:|:------:| | **Weapon:** | Any creature wielding this weapon gains proficiency with it, and the affected creature can add +1 to attack rolls made with it. | | **Armor** | Any creature wearing this armor (or holding in the case of a shield) gains proficiency with it. If the armor has a strength requirement, it is reduced to 10. | * *Active* **(Master):** In a surge of skill, the next time the affected creature would add their proficiency bonus to an attack roll, they can add your intelligence modifier as well. > ##### Tattoo of Proficiency > As the effects of a Rune of Proficiency only impact the property of the weapon or armor it is marked on, and those do not apply to the Runesmith, only the active effect would do anything when used marking it on themselves. ##### Rune of Warding A stalwart rune that wards off harm. It has the following effects: | Target | Effect | |:------:|:------:| | **Weapon** | If the affected deals damage with this weapon on their turn, they gain 1d4 temporary hit points. | | **Armor** | Damage taken by the affected creature is reduced by 1. | * *Active* **(Master):** The affected creature gains 1d4 + your intelligence modifier temporary hit points; the creature already has temporary hit points greater than this, the amount increases by your intelligence modifier. \columnbreak #### Runic Flare Starting at 3rd level, you can activate a rune as a bonus action. You can do this a number of times equal to your proficiency bonus, and regain all uses when complete a short or long rest. #### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can use Runic Flare in place of either or both attacks. #### Twin Flares Starting at 14th level, the first time during your turn you use your Rune Flare feature, you can cause the Active effect of any two Runes or Glyphs #### Runesmith Upgrades ##### Unrestricted Upgrades ____ **Animate Inscription** You mark special inscription on yourself or an item in your position to represent a familiar. You can spend a hit die to give it life and cast *find familiar* using this rune. When you cast *find familiar* in this way it does not require a spell slot or require material components, and the casting time is one action. ___ **Arcane Glyph** Learn how to translate a spell you know with a target of self into a glyph that can marked on a creature or piece of armor. As a special 1 minute ritual your can expend a spell slot of the spells level and mark this glyph on a creature. This glyph has no passive effect, but when activated with an action, it casts the stored spell as if the creature the glyph was marked on cast the spell. Alternatively, the a creature marked with this glyph or wearing armor marked with this glyph that is aware of it's presence can use this glyph to cast the spell marked within as if they cast the spell stored using a magical item. The glyph immediately fades after the spell has been cast (the spell lasts as normal). The glyph fades when the Runesmith that marked it completes a long rest. ___ **Channel Magic** You can cast a spell of range Touch on a creature marked by one of your Runes, wearing armor marked by one of your Runes, or wielding a weapon marked by one of your Runes, regardless of the distance between you. \pagebreakNum ___ **Glyph Magic** You learn the ability to cast a glyph. You learn the following spells. These spells are Inventor spells for you, but do not count against your spells known. | Type | Effect | Level Requirement | |:-----:|:-----------------:|:------:| | Absorption | You learn the *glyph of absorption* spell. | -- | | Fire | You learn the *glyph of fire* spell. | -- | | Frost | You learn the *glyph of frost* spell. | -- | | Translocation | You learn the *glyph of translocation* spell. | 5 | | Nullification | You learn the *glyph of nullication* spell. | 9 | | Gravity | You learn the *glyph of gravity* spell. | 13 | ___ **Perfected Form** The number of runes you can mark at the same time increases by one. ___ **Rune Magic** You can expend a spell slot to channel certain forms of magic through runes; the spell is cast as if by the affected creature of the rune, though it uses your spell casting modifiers and concentration (if applicable). The level of the spell slot expended is the level the spell is cast at. | Rune | Cantrip | |:----:|:-------:| | Rune of Power | *magic missile* | | Rune of Fire | *burning hands* | | Rune of Lightning | *lightning tendril^K^* | | Rune of Proficiency | *unlocked potential^K^* | | Rune of Warding | *armor of agathys* | | Rune of Gravity | *fall^K^* | | Rune of Blood | *cure wounds* | ___ **Runic Touch** You gain the ability channel the runic power of runes that are on armor or weapons you are wearing, or on yourself. You can cast the following cantrips if you are the affected creature of the following runes: | Rune | Cantrip | |:----:|:-------:| | Rune of Power | *light* | | Rune of Fire | *burn^K^* | | Rune of Lightning | *shocking grasp* | | Rune of Proficiency | *guidance* | | Rune of Warding | *blade ward* | ___ **Rune of Blood** An esoteric run that binds the essence of life. It has the following effects: | Target | Effect | |:------:|:------:| | **Weapon** |Each time the weapon deals damage to a creature, it stores one charge, up to a maximum number of charges equal to your Intelligence modifier. | | **Armor** | If the affected creature is hit by a critical hit or reduced to zero hit points, the rune stores one charge, up to a maximum number of charges equal to your Intelligence modifier. | * ***Active***: *Revitalize*, The affected creature can immediately expend 1 hit dice, rolling it and regain health as normal. All charges of the rune are consumed, restoring additional hit points to the affected creature for 1d4 per charge consumed. ___ **Rune of Gravity** A complex run that manipulates the interactions of objects to change gravity. It has the following effects: | Target | Effect | |:------:|:------:| | **Weapon** |Marking this one a weapon adds or removes the heavy property. If you remove the heavy property from a melee weapon with this rune, you can also remove the two-handed property. | | **Armor** | Any time the affected creature would be moved against their will, they can use their reaction to stay where they are, as long as the movement is not falling. | * ***Active***: *"Pull"*, All creatures within 20 feet of the affected creature are dragged 5 feet toward the affected creature. ##### 5th Level Upgrades **Duplicate Rune** For one of the runes you mark, you can mark it on two different items or creatures counting it as a single use of instance of marking that rune. This applies to a single application (not a single type of rune). \pagebreakNum ##### 11th Level Upgrade **Primal Emphasis** The size damage dice of runes that deal Lightning, Cold, or Fire damage increases by one step (for example from a d4 to a d6). This applies to both their passive and flared effect. ___ **Linguistic Structure** You can mark up 3 Runes on a single item. ##### 15th Level Upgrades **Reckless Flare** As an action, you flare all of your marked runes and glyphs, after the active effect, all of your Runes fade and must be marked once again. You cannot do this again until you complete a long rest. ___ **Glyph of Force** You learn the spell *wall of power*. It is an Inventor spell for you and does not count against your spells known. \pagebreak ##### List of Glyphs #### Glyph of Absorption *1st level abjuration(glyph)* ___ - **Casting Time:** 1 bonus action. - **Range:** 5 feet. - **Components:** S - **Duration:** 1 minute. ___ You draw an ethereal mark in the air at a point within range. Creatures within 10 feet of this glyph have resistance to all damage, but this glyphs damage equal to the damage those creature's take (after resistance). The Glyph has 10 hit points. If the glyph is destroyed, it fades without detonating and the spell ends. As an action, you can detonate the glyph. Any creature within 15 feet of this glyph must make a Dexterity saving through, or take Force damage equal to half the amount of damage the Glyph has absorbed. After using this action, the spell ends. The spell ends early if you until you deactivate it with a bonus action. **At Higher Levels** When you cast this spell using a spell slot of 2nd level or higher, the glyph absorbs 5 additional hit points for each slot level above 1st #### Glyph of Fire *1st level evocation(glyph)* ___ - **Casting Time:** 1 bonus action. - **Range:** 5 feet. - **Components:** S - **Duration:** 1 minute. ___ You draw an ethereal mark in the air at a point within range. Any creature that starts their turn within 5 feet of this glyph takes 1 fire damage. As an action, you can force all creatures within 15 feet of this glyph must make a Dexterity saving through, taking 3d6 fire damage on failure, or half as much on success. After using this action, the spell ends. The spell ends early if you until you deactivate it with a bonus action. #### Glyph of Frost *1st level evocation(glyph)* ___ - **Casting Time:** 1 bonus action. - **Range:** 5 feet. - **Components:** S - **Duration:** 1 minute. ___ You draw an ethereal mark in the air at a point within range. The area within 5 feet of this Rune becomes difficult terrain. As an action, you can force all creatures within 15 feet of this glyph must pass a Constitution saving through, or take 1d8 cold damage and become restrained, or half as much damage on success. After using this action, the spell ends. The spell ends early if you until you deactivate it with a bonus action. \columnbreak #### Glyph of Gravity *4th level transmutation(glyph)* ___ - **Casting Time:** 1 bonus action. - **Range:** 5 feet. - **Components:** S - **Duration:** 1 minute. ___ You draw an ethereal mark in the air at a point within range. Within 30 feet of this Glyph, moving away from it is requires twice as much movement, and any creature that ends its turn within 30 feet of it is pulled 10 feet closer to it if there is space available. As an action, you can force all creatures within 30 feet of this Glyph to make a Strength saving throw or be flung 40 feet away from this Glyph, taking 4d6 damage and falling prone. After using this action, the spell ends. The spell ends early if you until you deactivate it with a bonus action. #### Glyph of Nullification *3rd level abjuration(glyph)* ___ - **Casting Time:** 1 bonus action. - **Range:** 5 feet. - **Components:** S - **Duration:** 1 minute. ___ You draw an ethereal mark in the air at a point within range. Creatures within 5 feet of this glyph have resistance to Force damage. As an action for the duration of the spell, you can cause the glypg to form a *globe of invulnerability* centered on the glyph, which lasts until the start of your next turn, at which point the spell ends. The spell ends early if you until you deactivate it with a bonus action. #### Glyph of Translocation *2nd level conjuration(glyph)* ___ - **Casting Time:** 1 bonus action. - **Range:** 5 feet. - **Components:** S - **Duration:** 1 minute. ___ You draw an ethereal mark in the air at a point within range. As an action for the duration of the spell, you instantly teleport a willing creature of your choice within 120 feet (of you) to the closest free space next to this Glyph (your choice if multiple free spaces are available). If you expend a higher level spell slot, the number of creatures you can teleport increased by 1 for each level above 2nd, at which point the spell ends. The spell ends early if you until you deactivate it with a bonus action. \pagebreakNum ### Relicsmith v0.8.4 A Relicsmith is a strange brand of Artificer, often viewed with spectism by their peers, they are bolstered by one simple fact: the inventions work. They harness holy power in ways that defines arcane logic, bringing a unique blend of methodology and faith. How their inventions work is a source of consternation to others, but in faith in their scriptures and inscriptions is rewarded... perhaps by the faith they have in them. Relicsmith's are inheritors of ancient traditions, sometimes passed down to them, sometimes ones they have uncovered in their research... sometimes, perhaps, ones that they *believe* they have uncovered in their research. Patterns, connections, scriptures, and rituals, their tools are many and varied. Of course, those that walk this path tend to have strong conviction with extends beyond just their invention. A Relicsmith is as prone as any Paladin to have a driven and righteous (in their eyes) cause. Divine power in those restrained only by their own conviction can be a dangerous thing indeed. #### Relicsmith's Proficiency When you choose this specialization at 1st level, you gain with the Religion skill and Calligrapher's supplies. #### Inscription of Conviction At 1st level, over the course of a short or long rest, you can inscribe a magical inscription on a weapon that focuses an aspect of divine conviction through that item. Subsequently, you can touch the weapon as a bonus action, activating the inscription for 1 minute. You have have one inscription marked at a time, and marking a new inscription causes any previous inscriptions to fade away. An item with an Inscription is considered silvered for the purposes of overcoming resistance to damage. Starting at 6th level, they are additionally considered magical for the purposes of overcoming resistance. You can mark a second Inscription at 5th level and a third at 15th level. You can mark the following inscriptions: ##### Inscription of Flame An inscription that channels righteous fury. When activated, the weapon ingites with fire giving of 10 feet of bright light an additional 10 feet of dim light. While ignited, it deals 1d4 fire damage on hit. ##### Inscription of Purity An inscription that cleanses the corrupt. When activated, the weapon deals radiant damage instead of its normal damage type. ##### Inscription of Faith An inscription of that guides the wielder. When activated, the weapon uses your spellcasting modifier to the to attack and damage roll of the weapon where you usually apply your Strength or Dexterity modifier. #### Divine Mandate Starting at 3rd level, you build a tool to exercise your the divine powers that flow through you into your creations, finding purpose in creating a tool that can further what your conviction tells you the world needs. ##### Judgment You gain proficiency with firearms, and over the course of a long rest can assemble a magical pistol. This weapon deals 1d10 piercing damage, and has the loading property. You can use this weapon to engage in Two Weapon Fighting, even though it would normally not qualify, and you can reload it without a free hand. > ##### Firearms & Faith > Not all settings have firearms, and like the Thundersmith, this may be a more magical device powered by faith and conviction weaponized than of mechanics and chemistry. ##### Penance You gain proficiency with whips, and over the course of a long rest can create a magical whip. This weapon can bear any Inscription of Conviction while not counting against the number you have marked. Uniquely, this whip can bear a duplicated Inscription, having two Inscriptions of Flame (for example). ##### Salvation You create a beacon of divine light in the form of a lantern. You can carry or wear this lantern. This lantern sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, you can grant one creature within the light of the Lantern temporary hit points equal to your Intelligence modifier. #### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. #### Relic of Power Starting at 14th level, you can construct a powerful divine relic, combining a mastery of inscription and the theories of faith to deliver upon your unique view to unleash great power. Select one of the following relics: ##### Relic of Fire You can use this relic to cast *flamestrike* without expending a spell slot. Once you do so, you cannot do so again until you complete a long rest. ##### Relic of Purity You can use this relic to cast *summon celestial* without expending a spell slot or material component. Once you do so, you cannot do so again until you complete a long rest. ##### Relic of Faith You can use this relic to cast *mass cure wounds* without expending a spell slot. Once you do so, you cannot do so again until you complete a long rest. \pagebreakNum #### Divine Smith Upgrades ##### Unrestricted Upgrades **Artificial Holy Symbol** You forge relic that can channel divine energy. You can use this relic your spellcasting focus for Inventor spells and gain the following spells added to your spell list. They do not count against your spells known. | Inventor Level | Spells Known | | :------------: | :----------: | | 3rd | *protection from good and evil* | | 5th | *prayer of healing* | | 9th | *spirit guardians* | ___ **Ceremonial Procedures** You develop a rapid way to produce Holy Water. Whenever you complete a short or long rest, you can produce one flask of holy water so long as you have a flask available. Flasks created this way become normal water at dawn the next day. ___ **Conferral of Penance** *Prerequisite: Mandate of Penance* You improve your magical whip. When you deal damage with the *whip* to a creature, you can attempt to inflict the effect of *bane* against the target, forcing the target to make a Charisma saving throw or suffer form the effect of *bane*. When inflicted in this way, the creature saves against the effect at the end of each of their turns, ending the effect on success. Once successfully afflict a creature with *bane*, you cannot use this again until you complete a short or long rest. ____ **Divine Light** *Prerequisite: Mandate of Salvation* When you grant temporary hit points with your lantern's light, you can instead restore hit points equal to 1d8 + your intelligence modifier. Once you do this, you cannot do so again until you complete a short or long rest. ___ **Magic of Zeal** You delve deep into the powers of conviction, unlocking the secrets of smiting your foes. | Inventor Level | Spells Known | | :------------: | :----------: | | 3rd | *thunderous smite* | | 5th | *branding smite* | | 9th | *blinding smite* | | 13th | *staggering smite* | | 17th | *banishing smite* | ___ **Radiant Blasts** You created a special inscription allowing you to channel divine fury into casting *guiding bolt*. You learn the spell *guiding bolt*, and can use the item granted by your Divine Mandate as a casting focus for the spell (granting you the ability to perform the somatic component of the spell with the hand carrying that item). ___ **Inquisitor's Medallion** A trinket that focuses righteous fervor. You can use this to cast *zone of truth* without expending a spell slot. Once you cast it in this way, you cannot do so again until completing a short or long rest. ___ **Radiant Shots** You can make a ranged weapon supply holy bolts of energy in place of ammunition. This weapon can fire these holy bolts up to 10 times before restoring its energy during a long rest. When firing these holy bolts, the weapon does radiant damage, does not consume ammunition, and does not need to be loaded to fire. ___ **Crusader's Tools** You imbue items with your powers, making wielding them natural. You gain proficiency in heavy armor and martial weapons. ___ **Salvation's Shield** *Prerequisite: Mandate of Salvation* While carrying the latern in your hand, you are under the effect of *shield of faith*. ___ **Zealous Combustion** When you take the attack action, you can cast *create bonfire* in place of making an attack with any weapon marked with an Inscription of Fire. ##### 5th level Upgrades **Conferral of Conflagration** When you hit a creature with a weapon marketed with Inscription of Flame, you can attempt to set the on fire. The creature must make a Constitution saving throw or begin to burn, taking 1d4 fire damage at the start of its turn until a creature spends an action to extinguish the flames. Once successfully setting a creature on fire, you cannot use this again until you complete a short or long rest. ___ **Beacon of Salvation** *Prerequisite: Mandate of Salvation* You improve your divine lantern, allowing you to confer the effect of *bless* to a target when you grant them temporary hit points. This effect lasts until the start of your next turn. ___ ___ **Hand of the Divine** You can call forth an aspect of divine fury, casting *spiritual weapon* without expending a spell slot. Once you do so, you cannot do so again until you complete a long rest. ___ **Herald of Judgment** *Prerequisite: Mandate of Judgment* You improve your pistol of judgment. You can add your ability modifier to damage dealt with your pistol when attack with it as a bonus action as part of Two Weapon Fighting. ___ **Multifaceted Mandated** You can select a second ability granted by Divine Mandate. \pagebreakNum ##### 11th level Upgrades **Completed Inscription** When you make an Inscription of Conviction on an item, you can can make all three Inscriptions. ___ **Bolts of Judgement** *prerequisite: Guided Fury* You can cast *guiding bolt* without expending a spell slot. ___ **Piercing Light** Any bright light you generate with a class feature is considered sunlight. ##### 17th level Upgrades **Perfected Relic** You upgrade your Relic of Power to be able to be used more frequently. You can use it after completing a short or long rest. ___ **Divine Resonance** You mark yourself with a complex divine scripture, that collects divine power within you. As an action, you can channel this power, assuming a radiant aspect. For 1 minute, you grow angelic wings, gaining a flying speed of 30 feet and shedding bright light for 60 feet and dim light for an additional 60 feet. Once you use this ability, you cannot use it again until you complete a short or long rest.