a0ee53a8-fda4-4820-903c-d9aa26d704cb.pngYou have discovered how to enhance one's abilities through the supernatural power pf runes.  The ancient practice of rune magic originated with the dragons and the giants, and you have learned the craft of carving and applying runes to items to invoke their magic.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you're deeply familiar with employing its tools.

Proficiencies. You gain proficiency with smith's tools and woodcarver's tools. You also gain those tools for free—the result of the tinkering you've done as you've prepared for this specialization.

Crafting. If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Rune Smith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Rune Smith spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

RUNE SMITH SPELLS

Artificer Level Spells
3rd armor of Agathys, mage armor
5th silence, warding bond
9th counterspell, magic circle
13th death ward, Otiluke's resilient sphere
17th circle of power, hollow

Rune Magic

At 3rd level, you learn how to inscribe runes into items, infusing them with magical properties.

Whenever you finish a long rest, you can apply a number of runes equal to your intelligence modifier (minimum of one) to items that you touch. Your rune remains on the object until you finish a long rest. An object can bear only one of your runes at a time, and a creature cannot benefit from two of the same rune. A creature benefits from a rune's magic if the item it is inscribed on is in its possession. Your runes have two charges, which can be used to activate its active effect; additionally, while a rune has at least one charge, it provides a passive effect.

If a rune requires a saving throw, your Rune Magic save DC is the same as your artificer spell save DC.

Additionally, when you infuse magic items with your Infuse Items feature, you can choose to inscribe one additional item with a rune instead of creating one of your known infusions.

Mark Maker

At 5th level, you always have the glyph of warding spell prepared and it doesn't count against the number of spells you can prepare. You can cast this spell once without using a spell slot or material components. After you cast this spell in this way, you cannot do so again until after you finish a long rest.

Permanent Glyph

By 9th level, you have learned to create a permanent glyph of warding effect that automatically recharges and replenishes its own energy after a short period of inactivity after it is triggered.  Inscribing the glyph takes a full day per spell level used, and the components must be expended each day.  A permanent glyph reforms 1 minute after discharged or dispelled, and can only be destroyed in the same manner as a magic item.

Rune Magic Mastery

At 15th level, your runes now have a maximum of five charges, instead of two. Additionally, select one rune with a level 3 requirement. This becomes your masterwork rune. When you activate the active effect of your masterwork rune, it does not consume charges. Charges are still used normally when another creature uses your masterwork rune.