Rune-Smith (5e Subclass)
Rune Smith
Wizard Subclass
Have you ever wondered how all the magical weapons and items you find came into existence? Someone or something made them: sometimes a god, sometimes a mortal, always magic. This subclass answers the question "why would a god make such a weak magic item if they're so powerful, why would they even bother?". A Rune Smith uses runes to imbue weapons and armour with their own magic. They can provide a buff to their party while also providing the wizard class with a more front-lines based subclass. Their skills with weapon and armour enchantment have allowed them to enhance the natural abilities of things they find far beyond their natural potential. This subclass is inspired by the tv series Merlin, with the forging of magical weapons and that one scene when Morgana enchanted a sword to defend Queen Guinevere from the Knights.
Level 2
- Stitched Runes
You can now stitch runes into regular clothing, allowing you to protect yourself more efficiently. You gain an unarmoured defence of AC 10 + Intelligence + Dexterity. The patterns and material needed for this clothing means only you and other Rune Smiths are proficient with this form of protection (so you can't enchant other people's clothes).
- Carved Runes
You can now carve runes into weapons and armour, providing a buff to you and your allies. You can spend 1 hour (during a short or long rest) carving runes into a weapon or piece of armour (including shields). This item then becomes magic. In the case of weapons, they now have a +1 to attack and damage rolls. For armour it provides a +1 to AC. You can only enhance up to your intelligence modifier in equipment. If you want enhance another item, you must remove an enhancement from another first. It takes 10 minutes to remove an enhancement from a weapon.
Level 6
- Old Faithful
You can carve an advanced rune into one weapon. You can control this weapon as a bonus action, causing it to move 20ft and attack. This weapon can only be a one handed (or versatile) weapon, however in the case of versatile weapons if wielded in the Rune Smith's hands it can be used with two hands. Additionally you now add your intelligence modifier to attack and damage rolls in place of strength or dexterity. This acts similarly to the Cleric spell spiritual weapon, however is permanently available to the wizard due to their enchantments. It also allows the wizard to make a total of two weapon attacks if they use both action and bonus action to use it. Weapon attack spells can be cast through the weapon (eg Green-Flame Blade). You are proficient with this weapon.
Level 10
- Item Enchantment
Your studies of magical items have taught you all you need to start crafting your own magic items. You can now create magic items of common and uncommon rarity. This takes 8 hours(one long rest) per item and you can only craft up to your intelligence modifier in items. Your ability to carve runes increases, allowing you to enhance weapons with a +2 to attack and damage rolls and armour with a AC +2.
Level 14
- Rune Mastery
You can now enhance weapons like never before. You can apply elemental effects to weapons you work on, like creating a fire sword for example. These weapons deal an additional 1D8 damage of whatever element you choose. They can be turned on or off at will (of both the Rune Smith and wielder) and have additional benefits (eg fire sword creates light, ice sword freezes water etc at DM's discretion). In the case of armour this damage is 1D4 and is dealt when an enemy attacks you (whether hit or miss). The wearer has resistance to the element you have chosen. Enhanced weapons now have a +3 to attack and damage rolls and armour has a AC +3.
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