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Runes

meopari by meopari
07/12/2022
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Overview

 

Runes are herculean icons that you can use for a variety of effects. In order to use a rune, you must normally find and keep a maestro rune. A passkey rune is a rare object – a gem or carved rock ‘n’ roll, a charming token, a shard of some limited material, and so on – engraved with the rune and empowered with charming that allows you to unleash the rune ’ s effects. Those effects are divided into two categories.

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• Simple properties are functional by anyone who attunes to a master rune.

 

Reading: Runes

• Complex properties are useable only by a character who attunes to a overlord rune and who possesses the Rune Mastery feat.

 

Unless otherwise noted, you must have a victor rune on your person in ordain to use its properties.

 

 

Lore The Dwarfs of this world while not having as many mages at the grandiloquent foke of the populace, so they looked for a way to use their sturdiness. Over the years they were able to find ways to bind themselves to glyphs of power which allowed them to use said office outside of themselves to impression the earth, over 100s of years they have perfected the craft into the runes of today.

 

 

Finding Runes

 

A rune found as gem is a master rune, carefully scribed into a rare object and available for consumption as a trail tool to allow manque rune scribes to unlock its power. Each rune discussed below is detailed as separate of a chief rune.

 

Master runes and the runes they contain are treated much like magic trick items. They are categorized in rarity from rare to legendary, and can be placed in a campaign whenever the DM opts to place prize. There are no common or rare runes.

 

 

Buying and Selling Runes

 

Treat a master rune as a charming item of its equivalent rarity for the purpose of buying and selling in the campaign. Just as with other charming items, the DM will determine whether such items are available to purchase in the campaign and under what conditions.

 

 

Identifying Runes

 

Runes are identified in a manner like to magic items. Simply handling a master rune causes a potent sense of its rune ’ second identity to echo in a character ’ second mind. For case, touching a master rune item containing the kalt rune ( the rune of cold ) might cause you to experience a sudden chill as visions of snow and frosting flash through your mind.

 

The Identify spell immediately reveals a dominate rune ’ sulfur childlike properties. You can besides learn its dim-witted properties over the class of a short rest while maintaining physical reach with the rune.

 

 

Runes and Attunement

 

A rune constantly requires attunement to use its simple properties. Attuning to a master rune requires you to spend a brusque rest focused on lone that detail while being in physical contact with it. This can ’ triiodothyronine be the like short rest used to learn the rune ’ south properties. This focus takes the shape of carefully and repeatedly copying the rune, whether with ink and parchment or just scribing it into the crap. If the inadequate rest is interrupted, the attunement try fails. otherwise, at the end of the curtly rest, you gain an intuitive understand of how to activate the rune ’ s charming properties.

 

A maestro rune can be attuned to only one creature at a meter, and all runes count toward your specify of magic trick items you can attune to. Any undertake to attune to a fourth charming token or rune fails ( though a rune scribe ’ mho Rune Mastery feature allows attunement to one extra rune ). You can not attune to more than one imitate of a rune.

 

You can end attunement to a rune in the same manner as with any other magic detail.

 

 

 

Master Runes

 

Rune DCs are 8 + Prof + Con mod.

 

You can only expend up to your profiencey in hit dice for any given rune interaction.

 

Presented here are four runes ( in the shape of overlord runes ) for use in your political campaign – fair adequate to in full outfit a rune scribe who reaches 5th degree.

 

 

Opal of the Ild Rune

 

Master rune, identical rare ( requires attunement )

 

This triangular fire opal measures about three inches on each slope and is half an inch dense. The ild rune – the rune of fuel – shimmers within its core. Grasping this object causes a burst second base of parch, fiery pain to pass through you. That pain quickly fades, giving way to a warming gleam.

 

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Ignite ( Simple Property ). As an action, you scribe the ild rune using ash onto a flammable object. That object immediately bursts into flame. While it burns, the ardor extends 1 animal foot out from the rune you scribed.

 

Fire Tamer ( Simple Property ). As an action, you touch an loose fire and scribe the ild rune within it with a handwriting motion. This causes the fire to immediately extinguish. For a large blaze, the fire is extinguished in a 10-foot radius around you. You can extend this distance by expending a strike die when using the ild rune in this manner. The radius extends by 20 feet per hit die the expended.

 

Fire ’ second Friend ( Simple Property ). While you are attuned to this rune, you have resistance to cold damage.

 

Combustion ( Complex Property ). As an action, you scribe this rune using ash onto a creature within your reach as you expend a hit die, they must make a Constitution save throw. On a failed save the creature takes 3d10 fire damage plus 1d10 fire damage per extra hit cube expended, besides the target is set on fire taking 1d10 fire damage cashbox they or another animal take an action to put out the flames. On a successful deliver they take haft damage and are not set on fire.

 

Flame Brand ( Complex Property ). Over the path of a shortstop rest, you inscribe this rune using ash onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a apparitional aura of yellow flame making the detail magic trick and on reach is you choose if it deals fire damage alternatively of piercing, slashing, or bludgeoning damage. In addition, you can expend a hit die while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the count of reach dice divided by 2 ( round up ). These effects end for 24 hours or until you use this property again.

 

flare Stoker ( Complex Property ). While you are attuned to this rune, your fire attacks are deadly. Whenever you roll fire damage from an approach or a spell you cast, you can reroll that price and use the higher consequence.

 

Orb of the Stein Rune

 

Master rune, identical rare ( requires attunement )

 

This ball-shaped lump of granite is about the size of a human fist. The beer mug rune – the rune of stone – appears on the eyeball as crystalline veins that play across its surface. When first grasped, the rock feels impossibly heavy, as if flush a titan could not lift it. That feeling passes after a consequence, allowing you to carry the stone with ease.

 

indomitable Stand ( Simple Property ). As an action, you scribe the beer mug rune onto the ground at your feet. Until you move, you have advantage on all ability checks and saving throws to resist effects that would force you to move. In summation, any creature that moves within 10 feet of you must succeed on Strength saving throw or have its drift immediately end. Can use up to your profience bonus until you finishing a long rest.

 

Stone Soul ( Simple Property ). While you are attuned to this rune, you can not be petrified.

 

Stone ‘s Secrets ( Simple Property ). As an carry through, you scribe this rune onto a pit wall or floor. You learn the location and size of all creatures standing on or touching that airfoil within 30 feet of you, though only for the moment when the property is used. Can use up to your profience bonus until you finishing a long rest.

 

Crushing Brand ( Complex Property ). Over the course of a curtly rest, you inscribe this rune using dirt or crushed gem onto one weapon that deals bludgeoning damage. The weapon gains a apparitional brown air making the item magic trick, and bludgeoning price manage by the weapon ignores resistance and immunity. If you roll the utmost on the weapon ’ sulfur damage die or die, the prey of your attack is knocked prone if it is a creature. In addition, you can expend a hit die while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the number of hit dice divided by 2 ( round up ). These effects last for 24 hours or until you use this place again.

 

Earthen Step ( Complex Property ). While you are attuned to this rune, you can cast Meld into Stone as a bonus action. You regain this ability after a short-circuit or long rest.

 

Overwhelming Bolt ( Complex Property ). As an legal action, you scribe this rune using crap or crushed rock onto a creature within your reach as you expend a hit die. The creature must succeed on a Strength saving throw. On a failure, the creature takes 3d8 club damage plus 1d8 club damage per supernumerary expended hit die and is knocked prone. On a successful write throw, the creature takes half as much damage and is not knocked prone.

 

pennant of the Vind Rune

 

Master rune, very rare ( requires attunement )

 

This five-foot-long amobarbital sodium pennant is crafted from silk and whips about as if buffeted by a firm cinch. The vind rune – the rune of weave – flickers across its surface like a shimmer cloud. Grasping the pennant causes you to feel a herculean gust of fart wash over you, tearing at your clothes and gear. Anyone watching you sees nothing out of the ordinary, and the sensation passes after a here and now.

 

Comforting Wind ( Simple Property ). While you are attuned to this rune, you can not suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhale poisons, and like effects.

 

Wind Step ( Simple Property ). As an action, you scribe the vind rune in the air around you and immediately fly 20 feet. If you do not land at the end of this flight, you fall.

 

Wind ’ randomness Grasp ( Simple Property ). As a reaction when you fall, you can scribe this rune in the breeze around you to take no damage from the fall.

 

Howling Brand ( Complex Property ). Over the path of a shortstop rest, you inscribe this rune in the breeze above one ranged weapon. The weapon gains a apparitional gloomy aura making it charming and has its convention and maximum scope doubled. The weapon ’ second attacks do not suffer disadvantage due to range. In addition, you can expend a murder cube while using this place to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the number of hit dice divided by 2 ( round up ). These effects last for 24 hours or until you use this property again.

 

Shrieking Bolt ( Complex Property ). As an action, you scribe this rune in the breeze between you and a creature you can see within scope while you expend a hit die. The creature must make a Strength spare throw. On a failure, it takes 3d8 club damage plus 1d8 club damage per supernumerary expended hit cube, and is pushed in a square line directly aside from you for 10 feet per level of the spend hit cube. On a successful keep open throw, the creature takes half as much damage and is not pushed away from you.

 

Wind Walker ( Complex Property ). While you are attuned to this rune, you can cast levitate as a bonus action. You regain this ability after a short or long rest.

 

 

Shard of the Kalt Rune

 

Master rune, very rare ( requires attunement )

 

This long, lissome shard of ice is roughly the size of a dagger. The kalt rune – the rune of ice rink – glows within the shard. When first grasped, the shard emits a irritating cold that leaves your hand and branch dead. That feeling passes after a consequence, allowing the shard to be handled normally.

 

Frigid Touch ( Simple Property ). As an carry through, you scribe the kalt rune on the come on of any volume of water. The water freezes in a 10-foot radius around the blemish where you scribed the rune.

 

Frost Friend ( Simple Property ). While you are attuned to this rune, you have resistance to fire damage.

 

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Icy Mantle ( Simple Property ). As an action, you scribe the kalt rune using water onto yourself or another creature. The water immediately freezes into a mantle of protective ice that does not hinder bowel movement or action. The adjacent prison term the creature takes club, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed. You regain this ability after a brusque or retentive rest.

 

Freezing Bolt ( Complex Property ). As an carry through, you scribe this rune using body of water onto a creature within your reach as you expend a hit cube. The rune freezes in place, and the creature must make a Constitution write throw. On a failure, the animal takes 3d8 cold damage plus 1d8 cold damage per excess expended reach die, and its speed is reduced to 0 until the conclusion of your adjacent turn. On a successful redemptive shed, the animal takes half as much wrong and its accelerate is not affected.

 

Ice Brand ( Complex Property ). Over the course of a short lie, you inscribe this rune using water onto a melee or ranged weapon, or onto astir to 20 pieces of ammunition. The weapon or ammunition gains a apparitional white air making the item charming and on hit is you choose if it deals cold damage rather of piercing, slashing, or bludgeoning price. In addition, you can expend a hit cube while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the number of hit dice divided by 2 ( round up ). These effects concluding for 24 hours or until you use this property again.

 

Winter ’ s Howl ( Complex Property ). While you are attuned to this rune, you can cast Sleet Storm as an action. You regain this ability after a short-circuit or long lie .

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