Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

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

Artificer LevelSpells
3rdDetect Magic, Identify
5thArcane Lock, Magic Weapon
9thGlyph of Warding, Intellect Fortress
13thStoneshape, Fabricate
17thCreation, Transmute Rock

Engraving
Beginning at 3rd level, you can engrave magical runes onto items, imbuing them with powerful effects. You know 2 runes from the Rune Engraving table, and you learn additional runes as you gain levels in this class.

Whenever you gain a level in this class, you can replace one of the runes you know with a different rune from the Rune Engraving table.

To engrave a rune, you must spend 1 hour carefully carving the rune into the surface of a nonmagical, unattended item. The item must be made of wood, metal, stone, or another durable material. Once a rune is engraved, the item can only have one rune on it at a time.

You can use this Engraving feature a number of times equal to your class level, and you regain all expended uses after you finish a long rest.

The effects of an engraved rune last until the item is destroyed or the rune is deliberately removed, which takes 1 hour of work. A creature attempting to remove the rune must succeed on a Dexterity (Sleight of Hand) check against your spell save DC.

Artificer LevelRunes Known
3rd2
5th3
9th4
13th5
17th6
RuneDescription
Fire RuneDeal 1d4 Fire damage on hit
Aegis RuneThe item gains a +1 bonus to AC when equipped or worn.
Burst RuneAs a bonus action, the item can emit a burst of magical energy, dealing 1d6 force damage to all creatures within a 10-foot radius.
Fortitude RuneThe item grants the wearer advantage on saving throws against being poisoned or diseased.
Glow RuneThe item emits a soft glowing light, providing bright light in a 10-foot radius and dim light for an additional 10 feet.
Haste RuneOnce per long rest, the wearer can use the Haste spell on themselves as an action.
Precision RuneThe item grants a +1 bonus to attack rolls made with it.
Protection RuneThe item grants resistance to a chosen damage type (e.g., fire, cold, acid) while equipped or worn.
Shadow RuneOnce per short rest, the wearer can use the Darkness spell on themselves as an action.
Teleportation RuneOnce per long rest, the wearer can cast the Misty Step spell as a bonus action.
Vigor RuneThe item grants the wearer 1d6 temporary hit points at the start of each of their turns.
Explosive RuneWhen a creature touches or interacts with the item, it explodes, dealing 3d6 fire damage in a 10-foot radius.
Paralysis RuneWhen a creature touches or interacts with the item, they must make a Constitution saving throw or be paralyzed for 1 minute. They can repeat the saving throw at the end of each of their turns to end the effect.
Alarm RuneWhen a creature crosses a designated threshold or area, an audible alarm is triggered, alerting nearby creatures.
Spellbane RuneWhen a creature casts a spell within 10 feet of the item, they must make an Intelligence saving throw or have the spell fail and consume the spell slot.
Confusion RuneWhen a creature touches or interacts with the item, they must make a Wisdom saving throw or be affected by the Confusion spell for 1 minute. They can repeat the saving throw at the end of each of their turns to end the effect.
Weakening RuneWhen a creature touches or interacts with the item, they must make a Strength saving throw or have their Strength score reduced by 1d4 for 1 hour.
Frost Nova RuneWhen a creature touches or interacts with the item, it releases a burst of cold energy, dealing 2d6 cold damage to all creatures within a 15-foot radius and reducing their speed by 10 feet until the end of their next turn.
Shadowbind RuneWhen a creature touches or interacts with the item, they must make a Dexterity saving throw or become restrained by shadowy tendrils for 1 minute. They can repeat the saving throw at the end of each of their turns to end the effect.
Silence RuneWhen a creature touches or interacts with the item, they must make a Wisdom saving throw or be affected by the Silence spell for 1 minute. They can repeat the saving throw at the end of each of their turns to end the effect.
Disintegration RuneWhen a creature touches or interacts with the item, they must make a Dexterity saving throw. On a failed save, they are instantly disintegrated, leaving behind only a pile of fine gray dust.
Translation RuneWhen the item is touched or held, the wearer can understand and speak any language they hear for the next hour.
Levitation RuneOnce per long rest, the wearer can activate the rune to gain the ability to levitate up to 20 feet off the ground for 10 minutes.
Companion RuneWhen the item is touched or held, the wearer can summon a friendly creature (such as a small elemental or animal) to aid them for 1 hour.
Locking RuneWhen the item is touched or held, it can be used to magically lock or unlock any nonmagical door, chest, or container within 30 feet.
Illusionary Disguise RuneOnce per long rest, the wearer can activate the rune to gain the ability to cast the Disguise Self spell for 1 hour without needing components.
Tracking RuneThe item can be used to track the location of a specific creature or object. By spending 10 minutes focusing on the rune, the wearer gains a general sense of the target’s direction and distance.
Telepathic Bond RuneWhen the item is touched or held, the wearer can establish a telepathic bond with a willing creature they can see within 30 feet, allowing them to communicate mentally for up to 1 hour.
Storage RuneThe item gains an extradimensional storage space, allowing the wearer to store objects of up to 100 pounds in weight. Retrieving stored items requires a bonus action.
Disguise RuneWhen the item is touched or held, it can be used to cast the Alter Self spell, allowing the wearer to change their appearance for up to 1 hour without needing components.
Lightfoot RuneOnce per long rest, the wearer can activate the rune to gain advantage on Dexterity (Stealth) checks for 1 hour.
Healing RuneWhen the item is touched or held, it restores 1d6 hit points to the wearer at the start of their turn for the next minute.
Shielding RuneOnce per long rest, the wearer can activate the rune to gain temporary hit points equal to their level plus their Intelligence modifier for 1 minute.
Invisibility RuneWhen the item is touched or held, the wearer can become invisible for up to 1 hour. The invisibility ends if the wearer attacks or casts a spell.
Ethereal RuneOnce per long rest, the wearer can activate the rune to enter the Ethereal Plane for 1 minute, gaining all benefits and limitations of being in that plane.
Telekinesis RuneWhen the item is touched or held, the wearer can use their action to cast the Telekinesis spell once per long rest.
Warding RuneThe item becomes magically protected, granting the wearer resistance to a chosen damage type (e.g., fire, cold, acid) for 1 minute when activated.
Water Breathing RuneWhen the item is touched or held, the wearer can breathe underwater for up to 1 hour.
Quickening RuneOnce per long rest, the wearer can activate the rune to double their movement speed for 1 minute.
Mirror Image RuneWhen the item is touched or held, the wearer gains the benefits of the Mirror Image spell for up to 1 minute.
Clairvoyance RuneOnce per long rest, the wearer can activate the rune to gain the ability to see and hear through a chosen location within 1 mile for 10 minutes.

Engraving Savant
Starting at 5th level, you have become a true master of rune engraving. You can now engrave up to 2 runes onto a single item.

Chaotic Runes
Starting at 9th level, you have learned to harness the volatile energies of your engraved runes in a dramatic fashion. As an action, you can cause an item with one or more engraved runes to violently explode, dealing force damage and destroying the object.

When you use this feature, choose an item you have engraved with one or more runes. The item explodes, dealing 1d6 force damage per rune engraved on it to all creatures within 10 feet of the item. This instantly destroys the item and removes all engraved runes.

Creatures can attempt a Dexterity saving throw against your spell save DC to take half damage from the explosion.

Rune Stores
Starting at 15th level, your mastery of rune engraving has reached new heights. You can now use your Spell-Storing Item feature to store spells cast by other creatures, in addition to your own spells.

Furthermore, you can now store spells in any object, as long as it has at least one of your engraved runes on it. The object does not need to be a specially crafted Spell-Storing Item.