D&D 5E Runesmith subclass for Artificers?

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First Post
We all know that the Runesmith archetype is a popular form of "magical gadgetteer" kind of character, particularly for those players who like being "the tech guy" but don't want to be explicitly technology focused or even use alchemy. With the Artificer released in January 2017, we have a pretty solid Int-based 1/3rd arcanist, one already used to cover the Alchemist and Gunslinger archetypes. But, I was curious; who thinks a Runesmith subclass for Artificers would be viable? If you think it could work, how would you see it working, exactly?
 

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Lanliss

Explorer
I think it sounds like an excellent fit. As far as how I see it working, I have been a fan for a while of the idea of Rune style enchantments. Probably various 8 hour "Modes" you can set items to. An 8 hour "Shield of Fire resistance", or an 8 hour "Sword of Fire". Maybe some utility runes as well, and a way to spend considerable time and money to make a permanent version.

Just my 2 cp on the matter.
 


QuietBrowser

First Post
I'm trying to figure out what class features you'd actually give a Runesmith. We know an Artificer subclass gets 2 bonus features at 1st level, and then 1 more bonus feature at levels 3, 9, 14 and 17. But what is there that could actually define a Runesmith?

Well, the two 1st level features I can see are the ability to craft "Runic Talismans" as part of a short rest (long rest?), which would let you create a trinket that uses up one of your attuned item slots whilst it lasts but gives you the benefit of certain artificer spell as long as it lasts (say, 8 hours), and also the "Runic Weapons" feature, which adds certain magical weapons to your item choices from Wondrous Inventions.

But, higher level features totally escape me.
 

QuietBrowser

First Post
I'm trying to figure out what class features you'd actually give a Runesmith. We know an Artificer subclass gets 2 bonus features at 1st level, and then 1 more bonus feature at levels 3, 9, 14 and 17. But what is there that could actually define a Runesmith?

Well, the two 1st level features I can see are the ability to craft "Runic Talismans" as part of a short rest (long rest?), which would let you create a trinket that uses up one of your attuned item slots whilst it lasts but gives you the benefit of certain artificer spell as long as it lasts (say, 8 hours), and also the "Runic Weapons" feature, which adds certain magical weapons to your item choices from Wondrous Inventions.

But, higher level features totally escape me.
 

I think that you first need to think about what the runesmith does for the party. The other two archetypes provide sustained ranged damage for example. Is the Runesmith going to be the melee artificer? You need to be able to do something effective every round. This should be the ability that the subclass grants at level 1. (So perhaps Heavy Armour and Martial weapons if it is going the melee route.)

You might also think about the spell progression. If imbuing spells is something that the Runesmith has more of a focus on, you should consider upping the progression to 1/2 caster.

I'm trying to figure out what class features you'd actually give a Runesmith. We know an Artificer subclass gets 2 bonus features at 1st level, and then 1 more bonus feature at levels 3, 9, 14 and 17. But what is there that could actually define a Runesmith?

Well, the two 1st level features I can see are the ability to craft "Runic Talismans" as part of a short rest (long rest?), which would let you create a trinket that uses up one of your attuned item slots whilst it lasts but gives you the benefit of certain artificer spell as long as it lasts (say, 8 hours), and also the "Runic Weapons" feature, which adds certain magical weapons to your item choices from Wondrous Inventions.

But, higher level features totally escape me.

Those are both higher-level features. Runic weapons should not come at a level where you don't get any benefit of it, and should be at least level 6 or above since that is generally the level other archetypes start getting access to magical weapon damage. Or take a leaf from the previous artificer: spend a spell slot to enchant a weapon for the next 8 hours. (3rd level slot gives +1, higher level slots could give larger bonuses.)
Ability to turn the duration of a spell into a full 8 hours is also very powerful, even if it still requires concentration. I'd suggest level 14 perhaps.

I'd actually be tempted for the Runesmith to get a pool of runic energy that they can spend to enchant effects in place of getting a Mechanical Servant. That would allow them a sustained magical effect without spending spell slots.

3rd level ability might be to take one of their Wondrous inventions as being an item powered by having a specific rune struck on it. Over the course of a Long rest, the runesmith can erase that rune, and strike one onto a different item, essentially allowing them to swap around one of their inventions.

If you're using the Runesmith as the more melee- or weapon- focused artificer, 9th level could grant Extra attack.
 

AmerginLiath

Adventurer
I have two thoughts (agreeing with the Melee Artificer idea). Firstly, one of the 1st-level abilities should give Ritual Casting to the Runesmith; its a simple mechanical way to approximate things like circle magic. Secondly, I'd look at the examples of the Forge Cleric and the Arcane Archer Fighter as to how a character can temporarily imbue magic into weapons and armor.
 

QuietBrowser

First Post
Hmm... looking over this, which do folks think makes the most sense for the Runesmith?

The "versatile" artificer, with more variety in its magical gear?

The "abjurer" artificer, with a focus on using runes to negate enemy spells and magic?

The "melee combatant" artificer, using augmented arms and armor to be better in combat, much like how we have the ranged combat-focused Gunsmith?

Or maybe some combination of these traits? Abjurer and fighter seem like a natural mix for the "runesmith theme".
 

Artificers are already pretty versatile: too much so I would personally say.

I'd suggest making Runesmith the melee artificer, with a side of defence against magic: seems to fit well with the image of a Drawvern Runesmith or a warforged spellscribed warrior and such.

Since its homebrew we can swap out class features. Swap the Mechanical servant for a pool of points and a small selection of runes, with being able to choose more runes at higher levels. Abilities would include adding an elemental effect on a weapon, enchanting a weapon with a + bonus (and making it magical itself), imbuing armour with a bonus, or resistance to energy types etc.
Other (possibly higher level) capabilities could be runestones that boost saves and allow one-shot infusions of Counterspell.
I'd also suggest that the rune pool could be spent on infusing artificer spells 1 point per level of spell slot.
 

QuietBrowser

First Post
My one problem with your suggestions is, can a subclass really be allowed to modify a core class feature (in this case, Mechanical Servant, which does still make sense for Runesmiths as, say, a traditional style golem, but small and weak)? Because I'm not really seeing how that can work.
 

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