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## Runes and Runic Weapons A long lost craft, Runes (**Ø**) and their Runic Weapons (**ØW**) were crafted with the intent of customization and always being ready for what is to come. These rune inscriptions are slowly being discovered across the Planes and the valuable ore, Runestone, that makes the **Ø** is slowly being mined out of the Elemental Chaos, but it is a dangerous endeavor that ends in failure more often than success. Despite the complications of mining Runestone, it is a highly sought after ore and is growing in popularity every year. ***Forgeblood Industries***, formerly known as _Wuvroth's Ore & Stone Company_, is leading the way in mining and obtaining of this precious resource and its CEO has promised to obtain more of the precious material to feed the demands of the growing interest. Runic Weapons (**ØW**) harness the power of the Runes (**Ø**) by channels of Runestone sunk throughout the weapon, this is an extremely difficult process but provides an unequal weapon in terms of quality and ability. _By itself, a Runic Weapon is not considered magical for overcoming Resistance and Immunities._ Runic Weapons, depending on the quality, can have up to 3 Rune Slots (**Ø**) that a rune can be inserted into. This takes an short rest to bind the Rune but only an action to remove the Rune. Determining how many slots a Runic Weapon has is based off of **Ø1**, **Ø2**, or **Ø3** with each number representing the number of available rune slots. Some Runes need more than one **Ø** and will list how many **Ø** it needs as a Prerequisite. The same Runes do not stack when attuned in a single weapon except for pure damage runes like Corrosive Acid or Flaming, but not runes like Frost or Dark Touch that have extra abilities. ### Runic Weapon The cost of a Runic Weapon (**ØW**) is the weapon cost plus 750gp for the first **Ø** slot. You can add a second **Ø** slot for an additional 1,000 gp and a third **Ø** slot for an additional 2,000 gp. This means that if you wanted to purchase a 3 **Ø** slot shortsword, it would cost a total of 3,760 gp (10 + 750 + 1,000 + 2,000 gp). After a weapon has been crafted, you can not increase its **Ø** slots. A **ØW** can not be enchanted with magic, instead you must use an appropriate **Ø** to make it overcome non-magical Resistance and Immunities. ## Weapon Runes ### Arrow-Slasher *Rune, Uncommon* | **750 gp** You gain a +1 AC bonus against ranged attacks against you, so long as you can see the attacker. \columnbreak ### Assassin's Friend *Rune, Rare* | **2,000 gp** Your weapon oozes poison and deals 1d4 poison damage on every hit. On a critical hit, the target is poisoned until the end of your next turn. ### Aura of Water *Rune, Uncommon* | **350 gp** Your weapon no longer suffers penalties when underwater. ### Bane *Rune, Uncommon* | **2,500 gp** Your weapon takes on a wicked nature. When you successfully hit a creature with your weapon, you can expend a charge to cast _Bane_ on the target, no action required. The DC for the saving throw is 8 + Proficiency + the number of rune slots in the weapon. (Minimum of 11, Maximum of 17) This rune has three charges and you must concentrate on the effect as if you are concentrating on a spell. You can only have one creature under this effect at a time. ### Concentrate *Rune, Rare* | **8,500 gp** While wielding this weapon, you have advantage on all Constitution Saving Throws to maintain Concentration on your spells. ### Consumer *Rune, Very Rare* | (requires **Ø3**) | **35,000 gp** While wielding this weapon, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rune. The energy has the same level as the spell when it was cast. The rune can absorb and store up to 25 levels of energy over the course of its existence. Once the rune absorbs 25 levels of energy, it can’t absorb more. If you are targeted by a spell that the rune can’t store, the rune has no effect on that spell. The stored energy can be released when you hit a creature dealing 1d6 per charge of energy expended (max 6 charges). The expelled energy still counts to the total amount of energy the rune can absorb. ### Corrosive Acid *Rune, Uncommon* | **1,000 gp** The deadly surfaces of this weapon sizzle with acid. When you hit a creature, add 1d6 acid damage. \pagebreakNum ### Dancing *Rune, Rare* | (requires **Ø2**) | **2,500 gp** You can use a bonus action to toss this weapon into the air and speak the command word. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls and you must be proficient in the weapon type. While the weapon hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the weapon to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. ### Dark Touch *Rune, Rare* | **1,200 gp** Dark energies suck at the life of others each time this weapon deals damage. Each hit deals an additional 1d4 necrotic damage. On a Critical Hit, the wielder of the weapon gains a number of Temporary Hit Points equal to the necrotic damage dealt. ### Dark Touch - Powered *Rune, Rare* | (requires **Ø2**) | **2,500 gp** Dark energies suck at the life of others each time this weapon deals damage. Each hit deals an additional 1d8 necrotic damage. On a Critical Hit, the wielder of the weapon gains a number of Temporary Hit Points equal to the necrotic damage dealt. ### Displacement *Rune, Very Rare* | (requires **Ø2**) | **32,000 gp** As a bonus action, you can cause yourself to blur for 1 minute. All attacks against you have disadvantage and you have advantage on any saving throws against spells that target only you. This does not count against Area of Effect spells. You can use this feature once per day. ### Disrupting *Rune, Uncommon* | **800 gp** This weapon deals an extra 1d4 weapon damage to undead creatures on a hit. If your weapon deals Radiant damage, this increases to 2d4 weapon damage to undead creatures. ### Distant *Rune, Uncommon* | **1,000 gp** As a reaction when you take the Attack action, your weapon extends out and gains 5 feet of range. If you have multiple attacks in a turn, this effects lasts for all of them but ends at the end of your current turn. After you use this effect, at the start of each of your turns, roll a d6. On a 6, this effect recharges. \columnbreak ### Empowered Strike *Rune, Uncommon* | **1,200 gp** You can feel power swirling through your blade, when you make an attack, you deal 1d4 force damage on a hit. On a critical hit, the opponent is knocked prone so long as they are at most one size larger than you or smaller. ### Empowered Strike - Powered *Rune, Uncommon* | **2,500 gp** You can feel power swirling through your blade, when you make an attack, you deal 1d8 force damage on a hit. On a critical hit, the opponent is knocked prone so long as they are at most two sizes larger than you or smaller. ### Enchanted, +1 *Rune, Uncommon* | (requires **Ø2**) | **1,000 gp** This weapon gains a +1 bonus to Attack and Damage rolls and is considered magical for the purpose of overcoming resistances and immunities. ### Enchanted, +2 *Rune, Rare* | (requires **Ø3**) | **3,500 gp** This weapon gains a +2 bonus to Attack and Damage rolls and is considered magical for the purpose of overcoming resistances and immunities. ### Feather Fall *Rune, Uncommon* | **750 gp** While wielding this weapon, you can use your reaction to cast the spell _Feather Fall_. You can use this property once per day. ### Fire Breath *Rune, Uncommon* | **800 gp** As a bonus action, your weapon exhales fire in a 15 foot cone. All creatures must make a Dexterity Saving Throw, the DC equals 8 + your Proficiency Bonus + the number of rune slots in your weapon. On a fail, the creatures take a number of d6s equal to your proficiency bonus of fire damage (minimum 2d6, maximum 6d6), or half as much on a successful one. This effect can be used once per day. ### Flaming *Rune, Uncommon* | **1,000 gp** This weapon is empowered by flickering flame. The weapon deals 1d6 fire damage on a hit. ### Frost *Rune, Rare* | **1,300 gp** This weapon is empowered with freezing ice. The weapon deals 1d4 cold damage on a hit. On a critical hit, the target is also under the effects of a *Slow* spell until the end of your next turn. \pagebreakNum ### Frost - Powered *Rune, Rare* | **3,000 gp** This weapon is empowered with freezing ice. The weapon deals 1d8 cold damage on a hit. On a critical hit, the target is also under the effects of a *Slow* spell until the end of your next turn. ### Ghost Touched *Rune, Uncommon* | **300 gp** This rune carries the essence of a ghost that allows you to hit them easier. Not only is this weapon considered magical for overcoming resistances and immunities to ghost like creatures (per DMs discretion), you also have advantage on your first attack roll once per turn against a ghost like creature. ### Holy Light *Rune, Uncommon* | **1,000 gp** Power from the gods swirls in the blade of your weapon. On a hit, you deal 1d6 radiant damage as holy energy pulses from the blade. ### Jump *Rune, Uncommon* | **800 gp** You can use an action to cast _Jump_ only on yourself. This effect can be used once per day. ### Keen *Rune, Rare* | **4,500 gp** Attacks with this weapon are a critical hit on a 19 or 20 on the die as long as that result would otherwise be a success. This property does not make a 19 on the die an automatic hit. ### Light *Rune, Uncommon* | **700 gp** Your weapon emits constant and persistent light as if using the Light cantrip. This can only be turned off by removing the rune. ### Longstrider *Rune, Uncommon* | **800 gp** You can use an action to cast _Longstrider_ only on yourself. This effect can be used once per day. ### Lucky *Rune, Very Rare* | (requires **Ø2**) | **20,000 gp** When you take the attack action, you can call on the runes luck (no action required) to reroll one attack roll you dislike. You must use the second roll. This property can be used two times per day. \columnbreak ### Mage Killer *Rune, Rare* | **14,000 gp** When you attack with this weapon and land a successful hit, the targeted creature has disadvantage on their Constitution Saving Throw to maintain Concentration on their spells. If the targeted creature used their Action or Bonus Action to cast a spell on their last turn, they take 2d6 psychic damage on your first attack with this weapon against them. On a critical hit, the targeted creature automatically fails their Constitution Saving Throw if they are currently concentrating on a spell. ### Magical *Rune, Rare* | **900 gp** This weapon is considered magical for overcoming resistances and immunities. ### Magic Missile *Rune, Uncommon* | **400 gp** Once per day, you can use an action to cast the _Magic Missile_ spell from your weapon. ### Oath *Rune, Rare* | (requires **Ø2**) | **15,000 gp** When you use this weapon to make an attack, you can use your command phrase, no action required. The target of your attack becomes your sworn enemy until it dies or until the dawn of the next day. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make an attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 weapon damage. ### Parry *Rune, Rare* | **1,200 gp** When you see someone make a weapon attack against you, you can use your reaction to twist their attack away from you by adding +2 to your AC against that one attack. ### Quiver *Rune, Rare* | **800 gp** When your weapon requires ammo, you can create a piece of non-magical ammo created from the air to fire instead of relying on regular ammo. This effect is seemingly endless and deals the same damage that your weapon normally would. This does not remove any special properties on the weapon like Loading. ### Resistant *Rune, Very Rare* | **27,000 gp** As a reaction, you can choose to succeed a Saving Throw when you fail it. You can use this feature once per day. \pagebreakNum ### Returning *Rune, Common* | **350 gp** When you attempt a thrown Range attack with this weapon, it flies back to your hand after the weapon impacts an object or creature. If there is no impact, it does not return to your hands. If your hands are full when the weapon returns, it falls to the ground at your feet. The weapon has a max Return range of 1,000 feet. ### Riposte *Rune, Rare* | *requires **Parry** rune | **2,500 gp** When you use your reaction to use your **Parry** Rune, and stop the attack from hitting, you can roll an attack roll contested by your opponents attack roll. If yours is higher a result, and you beat their AC, you make a regular attack against them. You can use this a number of times equal to your Dexterity Ability Modifier per day. ### Sharpness *Rune, Very Rare* | (requires **Ø3**) | **23,000 gp** As a bonus action, you can sharpen your weapon so that it has +3 to attack and damage rolls for 1 minute. If your weapon already has a magical bonus (like *Oil of Sharpness*), it can not exceed +3 to attack and damage rolls. You can use this ability once per day. ### Shock *Rune, Rare* | **1,300 gp** Electric arcs crisscross this weapon each time it hits, dealing 1d4 additional Lightning damage on a successful hit. On a critical hit, electricity arcs out to deal lightning damage to up to two other creatures of your choice within 10 feet of the initial target. ### Shock - Powered *Rune, Rare* | **2,500 gp** Electric arcs crisscross this weapon each time it hits, dealing 1d6 additional Lightning damage on a successful hit. On a critical hit, electricity arcs out to deal lightning damage to up to two other creatures of your choice within 10 feet of the initial target. ### Siege *Rune, Rare* | **12,000 gp** Your weapon becomes empowered when it comes to bringing down buildings and constructs. All damage you deal is doubled against buildings and constructs. \columnbreak ### Snare *Rune, Uncommon* | **1,400 gp** When you take the attack action and hit on your weapon attack, you can spring forth a magical rope that tries to wrap up your target. They must succeed on a Dexterity saving throw or find themselves grappled by the rope. The DC equals 8 + your Proficiency Bonus + number of rune slots on the weapon. The grappled creature can use an action to make an Athletics check to break out of the rope, the DC is the same as the Dexterity Saving Throw. You can use this ability once per day. ### Speed *Rune, Very Rare* | **5,000 gp** By using your bonus action to activate this rune, you feel yourself moving faster. You can make an additional attack on your bonus action, including the turn you activate this rune, so long as you took the Attack action and this effect lasts for 1 minute. You can use this rune once per day. ### Spell Storing, 1 *Rune, Uncommon* | **4,500 gp** This rune stores Spells cast into it, holding them until the wearer uses them. The rune can store up to 1 level worth of Spells at a time. It uses the same DC and To Hit of the original caster at the time of casting. ### Spell Storing, 2 *Rune, Rare* | **10,000 gp** This rune stores Spells cast into it, holding them until the wearer uses them. The rune can store up to 2 levels worth of Spells at a time. It uses the same DC and To Hit of the original caster at the time of casting. ### Spell Storing, 3 *Rune, Rare* | (requires **Ø2**) | **16,500 gp** This rune stores Spells cast into it, holding them until the wearer uses them. The rune can store up to 3 levels worth of Spells at a time. It uses the same DC and To Hit of the original caster at the time of casting. ### Spell Storing, 4 *Rune, Very Rare* | (requires **Ø2**) | **21,000 gp** This rune stores Spells cast into it, holding them until the wearer uses them. The rune can store up to 4 levels worth of Spells at a time. It uses the same DC and To Hit of the original caster at the time of casting. ### Spell Storing, 5 *Rune, Very Rare* | (requires **Ø3**) | **28,500 gp** This rune stores Spells cast into it, holding them until the wearer uses them. The rune can store up to 5 levels worth of Spells at a time. It uses the same DC and To Hit of the original caster at the time of casting. \pagebreakNum ### Undead Servant *Rune, Rare* | **4,500 gp** This rune seems to draw in nearby life. When you kill a medium humanoid with this weapon, you can use your reaction to turn them into a zombie. This creature will follow you to the best of their ability and so long as this rune resides in your weapon. If you use this effect again, the old zombie falls dead and the new one takes its place. ### Vampiric Siphon *Rune, Very Rare* | **26,000 gp** This rune seems to grow strange teeth like barbs along the blade of your weapon. On a critical hit, you can choose to not double your damage die but instead roll normal damage and you then roll a 1d4. The target loses a number of points equal to the 1d4 to either their Strength or Dexterity Score (your choice) and you gain the same number of points to your Strength or Dexterity Score (must be the same as the one you choose) as you suck away their power. This can not increase your stat beyond 24, and only lasts until you take a short or long rest. If you land multiple critical hits, you can do this effect multiple times but you can not stack the increase to your score. You must take the latest result. ### Vicious *Rune, Uncommon* | **750 gp** When you roll a critical hit with your weapon, you deal an additional 2d6 damage die, do not double these die. ### Vorpal *Rune, Very Rare* | (requires **Ø2**) | **26,000 gp** _This rune can only be used on slashing weapons._ The rune creates a wickedly sharp blade that deals an additional 1d6 slashing damage on a hit. On a critical hit, the blade deals an extra 6d8 slashing damage, do not double these die. If you kill a creature on a critical hit, their head is sliced off and you gain a number of temporary hit points equal to the 6d8 slashing damage you dealt to them. ### Warning *Rune, Rare* | **8,000 gp** This rune warns you of danger. So long as you have it attached to your weapon, you can not be surprised. ### Water Wall *Rune, Rare* | **9,000 gp** As an action, you can slam your blade into the ground and spring forth a wall of water centered on the blade. The wall of water functions the same as if you had cast the _Wall of Water_ spell. You can use this feature once per day. \columnbreak ### Waterfall *Rune, Rare* | **5,000 gp** As an action, you slam your blade into the ground and spring forth a geyser of water up to 30 feet away from you. A 5 ft radius geyser of water shoots up from the ground and all large or smaller creatures effected by it must make a Dexterity saving throw or be thrown up 20' in the air. Upon landing, they fall prone and take 2d6 bludgeoning damage. The DC equals 8 + your Proficiency Bonus + # of rune slots. You can use this feature once per day. ### Wound *Rune, Rare* | **8,000 gp** Wicked barbs cover the blade of this weapon and on each hit the target takes 1d4 bleed damage. This bleed damage stacks once a turn and the target takes this damage at the start of your turn every round until they take an action to make a DC 10 Medicine check, are healed with magic or you use a Bonus Action to end the effect. ## Variant Rules #### Swapping Runes - Runes take an action to remove and a bonus action to add in your weapon. This allows runes to be swapped in and out during combat, which creates a higher magic feel. This can cause some rune abuse, but makes for more powerful heroes. - Runes take a full long rest to ‘charge’ up in your weapon. This means that players have to decide the night before what runes to choose for their weapons, and puts greater emphasis on strategy. - Runes become permanent once you apply to your weapon. This means that players get to craft their own magic items, and allows them to customize it for themselves and puts greater emphasis on choosing the best runes for the most types of jobs. #### Attuning to Runic Weapons - Make it so that the runic weapon requires attunement, this stops players from just having a huge arsenal of rune weapons. #### Scarcity - Don’t allow players to buy the weapons or runes. Make these hidden treasures throughout your world, the knowledge lost to craft them thousands of years ago. - Drop the price (or make them very easy to find) and have the runes have a certain amount of charges per day or per life of the rune. #### Keeping Rune Power in Check - Runes have different shapes to them. When a runic weapon is crafted, there are two different rune slots you can create for each weapon. Damage runes have a circular shape whereas Utility runes have a triangular shape.