Rune Magic Options

Additional Options

This section presents some additional options to further enhance the rune magic system in your campaign.

Tool Feats

The runesmithing system presented in this chapter assumes that double proficiency can be obtained by characters wishing to become an accomplished artisan. As such, it is advised to allow the following new feat (or similar) in games that allow feats:

Runesmithing Adept
Prerequisite: Artisan of the Runesmith's Guild (if using the guild system)

You have excelled in your study of runesmithing and are regarded as a prodigy by your peers, gaining the following benefits:

Artificer Infusions

The following new infusions are available to artificers. The description of each infusion details the type of item that can receive it, and follow the normal rules for artificer infusions found in chapter 1 of Eberron: Rising from the Last War.

Enhanced Runic Defense
Prerequisite: Proficiency with runesmith's tools
Item: A suit of armor or a shield with the runic tag

The maximum number of runestones that can be affixed to this suit of armor or shield is increased by 1. If this infusion ends, a number of affixed runestones exceeding one are immediately destroyed (your choice).

Enhanced Runic Weapon
Prerequisite: Proficiency with runesmith's tools
Item: A simple or martial weapon with the runic tag

The maximum number of runestones that can be affixed to this weapon is increased by 1. If this infusion ends, a number of affixed runestones exceeding one are immediately destroyed (your choice).


Tags

References