Level 2: Thunderwave, Word of Striking/Defense
Level 5: Scorching Ray, Shatter
Level 9: Fireball, Wind Wall
Level 13: Ice Storm, Wall of Fire
Level 17: Cone of Cold, Wall of Force
Your study of runes has yielded you the ability to infuse 1 additional item with your Infuse Items feature, as you channel Magic into a rune that you designed.
You have learned to carve or paint 3 Magic runes onto any equipment. Any creature of your choice carrying one of these runes can activate one of the rune’s effects with a Magic Action. The runes disappear from the object if you later carve them on a different item. The runes effects are as follows;
Rune of Fire Breath - As an Action, the creature carrying the rune exhales fire in a 15-foot. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. This damage increases by 1d8 when you reach 5th, 9th, 13th and 17th level.
Rune of Blasting - As an Action, make a ranged spell attack against a creature within 120ft of the creature carrying the rune. On a hit, the target takes 2d10 force damage, and if the target is a creature, it is pushed up to 5 feet away from the rune. This damage increases by 1d10 when you reach 5th, 9th, 13th and 17th level.
Rune of Fortification - As an Action, the creature carrying the rune emits a burst of positive energy that grants them and each creature of their choice within 10 feet of them a number of temporary hit points equal to your level. These temporary hit points last for one round.
Once a creature activates a rune, it cannot activate it again until the start of it’s next turn.
Overcharge. Whenever a Rune is activated, you can add one die to your Overcharge pool to boost the Rune’s power.
Rune of Fire Breath. Increase the area to a 30ft cone.
Rune of Blasting. Increase the distance pushed by up to 15ft and the damage by 1d10
Rune of Fortification. Increase the Temporary hit points by 1d10.
You know how to turn a wand, staff, or rod into a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special runes into a wand, staff, or rod and enhance its power. The runes disappear from the object if you later carve them on a different item. The runes otherwise last indefinitely.
You can use your enhanced focus as a spellcasting focus for your artificer spells. When you cast an artificer spell that deals damage using the focus, you add a d8 to one of the spell's damage rolls.
Your overcharge threshold increases by 15. When you roll on the Meltdown table, you add 20 to your roll. any roll Higher than a 100 counts as a 100.
Your mastery of runic magic has allowed you to infuse a second additional item with your Runic Infusion feature.
You have mastered the art of rune craft, granting you the following benefits;
When you activate a Rune of Power, you may activate 2 Runes at the same time, activating both effects with the same Action.
When you activate a Rune of Power, each friendly creature within 10ft of the rune gains the benefits of half cover until the end of your next turn.