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### Rune Mason Rune masons are strange and exotic inventors (even for Artificers standards). They draw the ancient energy from giant runes, but instead of use them to imbue mechanical constructions, they use their knowledge of masonry to animate golems, and their artisan knowledge grants them magic focused on stone and protection. #### Master Stonemason You learn the mending cantrip, and it doesn't count against the maximum number of cantrips that you know. You also gain proficiency with mason's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. #### Rune Mason Spells You always have certain spells prepared after you reach particular levels in this class, as shown in the Rune Mason Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. | Artificer Level | Spell | |:----------------:|:-------------------------------------------:| | 3rd | protection from evil and good, shield | | 5th | magic mouth, maximilian's earthen grasp | | 9th | Leomund's tiny hut, glyph of warding | | 13th | Mordenkainen's private sanctum, stone shape | | 17th | passwall, wall of stone | #### Runic Golem Starting at 3rd level, using your mason tool's you can spend 1 hour working in a medium golem that has a basic humanoid frame, with specific characteristics decided by you, and which is made of construction materials (clay, stone, concrete, marble, granite, sandstone, etc). For it to become alive, you have learned to carve runes on it, which empowers your golem and grants special abilities. You can work over a short rest on your golem to replace a rune. The golem is loyal to you and your companions, and is considered an independent creature that acts immediately after you on the initiative table. You can have only one Runic Golem at any time, and carving a new one makes the first to crumble to dust. The golem regenerates hit points naturally using hit dice, and you can use the mending cantrip to restore 2d6 + intelligence modifier hit points to your golem (and only to your golem). This amount is increased by 1d6 when you reach the 13th level in this class. Once the golem is destroyed you must create a new one, but can recycle most of the components (if any is left behind). If you die, your golem crumbles to dust. The golem acts on it's own turn, but can only take the dodge, help and dash actions by itself, unless you use a bonus action on your turn to command it to act if you are within 60 feet from it and can see it. The golem uses your bonus proficiency to calculate it's hit points, saving throws and skill checks. Use the following stat block to determine it's stats. \columnbreak ___ > ## Runic Golem >*Medium Construct, Unaligned* > ___ > - **Armor Class** 16 + Bonus proficiency AC (natural armor) > - **Hit Points** 5 times your artificer level. The golem has a number of Hit dice (d8) equal to your artificer level. > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|8 (-1)|16 (+3)|6 (-2)|10 (0)|3 (-4)| >___ > - **Saving Throws** Strength + BP, Constitution + BP. > - **Skills** Athletics +3 + BP. > - **Damage Resistances** Varies > - **Damage Immunities** Poison, Psychic > - **Condition Immunities** charmed, exhaustion, poisoned, frightened. > - **Senses** tremor sense 30ft. > - **Languages** understands it's creator languages, but cannot speak. > ___ > > ### Actions > ***Slam.*** Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft ., one target you can see. Hit: 1d6 + your Intelligence modifier (special) damage. > ___ > ### Reactions > ***Defensive Protocol.*** When an adjacent ally is targeted by an attack, the golem can use it's reaction to become the target of the attack instead. It must do so before the attack roll is made. ##### Basic Runic Infusions As part of your specialization, you know how to imbue your golem with powerful runes. You decide which rune to use on a given golem. Each rune grants your golem elemental damage to it's slam attack, grants a damage resistance and grants a unique ability. - ***Dod.*** (Death) This feared rune empowers the golem with necrotic energy, adding resistance to necrotic damage and dealing necrotic damage with its attacks. While imbued with this rune, the golem's attacks can apply the ***Curse of Dread***. The target should succeed on a Constitution saving throw against your spell DC. On a failure, the target is cursed by 1 minute. While cursed, it receives necrotic damage equal to your intelligence modifier when hitted by your spells and weapon attacks, and receives disadvantage on its next saving throw. Only one enemy can be cursed at a time, and if the golem attacks another enemy, you can decide not to apply the curse to that target. \pagebreak - ***Ild.*** (Fire) This volatile rune imbues the golem with fiery energy, granting resistance to fire damage and fire damage to its attacks. While imbued with this rune, your golem has the ***Fiery Stone*** ability. Enemies that deal damage to your golem with unarmed attacks are burned by it's hot surface, and must succeed on a constitution saving throw or receive fire damage equal to your bonus proficiency, and receive disadvantage on their next attack roll. On a success, they receive half damage. - ***Ise.*** (Ice) Using the icy power from this rune, you empower your golem with resistance to cold damage, and grant it's attacks cold damage. While imbued with this rune, the golem can use a bonus action to activate ***Aura of Winter***. The aura of winter has a 10 feet radius centered on the golem, and the area is considered difficult terrain. Creatures that begin their turns or that enter the area must make a constitution saving throw or take cold damage equal to half your bonus proficiency (rounded up) and lose their ability to take reactions. On a success, they receive only half damage. The golem can deactivate this aure as a bonus action. - ***Hellig.*** (Sacred) Channeling divine energy, this rune grants your golem resistance to radiant damage, granting radiant damage to its attacks. While imbued with this rune, the golem gains the ***Aura of Regeneration.*** On it's turn, the golem can take a bonus action to heal a number of creatures up to your intelligence modifier that are within 30 feet from it. The amount of healing equals to your intelligence modifier, and can be used a number of times equal to your proficiency bonus between long rests. The aura cannot pass over full cover. - ***Uvar.*** (Storm) This mighty rune imbues your golem with electric energy, granting resistance to lightning damage and adding lightning damage to its attacks. While imbued with this rune, your golem gets the ***Arcing Lightning*** ability. Your golem creates a static aura within 10 feet radius centered on itself, creating electric arcs that also damage up to 2 additional creatures. Creatures targeted by the arcs must make a dexterity saving throw or take lightning damage equal to half your proficiency bonus (rounded up). On a success, they only take half damage. A single creature can only be damaged by one arc per turn, and the arcs cannot affect creatures on full or 3/4 cover. #### Empowering Runes Starting 5th level, your golem can now make an extra attack when commanded to take the attack action. #### Arcane Carving Starting 9th level, your golem becomes an extension of your magic. When you cast an artificer spell within 60 feet of your golem, you can instead have the spell originate from it. If you do so with a spell of 1st or higher level, the next attack made by your golem adds 1d8 force damage. Also, as your ability to carve runes increases, your runic infusions now add additional effects to your golem. - ***Dod.*** When a cursed enemy dies, you or your golem (your choice) gain temporary hit points equal to your intelligence modifier. - ***Ild.*** Your golem's Fiery Stone now realeases heat when damaged, and affects all creatures within 5 feet from it. Your allies have advantage on their saving throws against it. - ***Ise.*** Your golem's Aura of Winter is no longer harmful to your allies. - ***Hellig.*** Allies that have benefited this turn from your golem's aura of regeneration, can add your intelligence modifier as a bonus to a single saving throw before the ending of your next turn. - ***Uvar.*** Your golem's static aura is increased to 30 feet, and can now affect a number of creatures up to your intelligence modifier. #### Ancient Runes Starting 15th level, you have mastered new runes to empower your golem, and can have one basic and one advanced runic infusions at the same time on your golem. Also, the runes within your golem get even more power when you cast an artificer spell of 1st or higher level from your golem, it now adds a total of 2d8 force damage to its next attack roll. Also, if your golem dies, you can use a spell slot to reanimate it with a number of hit points equal to five times the spell slot used. ##### Advanced Runic Infusions - ***Blod.*** (Blood) Using the profane Blod rune, you can imbue your golem with a mild regenerative magic. Your golem regenerates half your artificier level (rounded up) on hit points at the beginning of it's turn when it starts it below half it's hit points. - ***Wyrm.*** (Dragon) One of the most dangerous and feared runes, Wyrm grants your golem with a power beyond most's comprehension. Your Golem gains a breath weapon, that deals damage in a 15ft cone, and deals 3d8 damage of the current basic infusion's damage type. The saving throw equals your spell DC, and must be done with the basic saving throw for each ability. This attacks doesn't inflict the special conditions of slam attacks. - ***Ferd.*** (Journey) Carving the ancient rune of traveling and journeys, you grant your golem with swift movement. It's speed is increased to 40 feet, and can take now the dash and disengage actions as a bonus action. - ***Stein.*** (Stone) This rune is one of the most commonly found, but few can actually tap into its primal powers. Carving this runes into your golem grants it additional resistance, and receives a +2 bonus to its AC and saving throws. - ***Krig.*** (War) A rune used only to wage war and offense against others, this rune grants your golem with immense power. When carved on your golem, it can make an extra attack when commanded to take the attack action on it's turn. \pagebreak