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Runes

The document details various celestial and arcane runes, each providing unique magical abilities when transferred to armor, weapons, or arcane focuses. These runes offer benefits such as healing, protection, enhanced attacks, and even the ability to manipulate fate or teleport. Each rune has specific activation conditions, limitations, and refresh rates, making them valuable tools for adventurers in a fantasy setting.

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0% found this document useful (1 vote)
619 views27 pages

Runes

The document details various celestial and arcane runes, each providing unique magical abilities when transferred to armor, weapons, or arcane focuses. These runes offer benefits such as healing, protection, enhanced attacks, and even the ability to manipulate fate or teleport. Each rune has specific activation conditions, limitations, and refresh rates, making them valuable tools for adventurers in a fantasy setting.

Uploaded by

offir9090
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Rune of Sustenance

Rune (Celestial), uncommon (Transfers to any armor or arcane


focus)

This rune bears the blessing of a divine agent, transforming ordinary


meals into sacred nourishment for the soul and body.

While attuned to and carrying the object that bears this rune, you can
benefit from its magic once per day by eating a normal, nonmagical
meal. When you do so, you:

 Regain hit points equal to your level.


 Reduce one level of exhaustion affecting you.

You cannot benefit from this rune’s effects if you are unconscious or
otherwise unable to eat. The rune’s magic refreshes after a long rest.

The rune can be used once per long rest.

Rune of Resolve
Rune (Celestial), uncommon (Transfers to any arcane focus)

This rune pulses with divine determination, a symbol of the strength


to remain true to oneself in the face of mental manipulation.

While attuned to and wearing the object bearing this rune, you have
advantage on saving throws against being charmed.

The blessing of this rune is constant, always reinforcing your will


against those who would seek to control or deceive you.

Rune of Bolt
Rune (Celestial), uncommon (Transfers to any arcane focus or
weapon)

This rune has 3 charges. While holding the object that bears this
rune, you can use an action to expend 1 or more of its charges to cast
the Guiding Bolt spell from it, using a spell attack bonus of +5.

 For 1 charge, you cast the 1st-level version of the spell.


 You can increase the spell slot level by one for each
additional charge you expend.

On a hit, the mystical light glittering on the target takes the form of
shimmering Celestial runes. If the target is a fiend or an undead, it
takes an extra 1d6 radiant damage from the spell.

This rune regains 1d3 expended charges daily at dawn.


Rune of Brightness
Rune (Celestial), common (Transfers to any armor or arcane focus
or weapon)

This rune is etched with lines resembling rays of the sun, glowing
faintly even in total darkness. It channels divine light into the object
it adorns, allowing its bearer to illuminate the world at will.

While holding or wearing the object that bears this rune, you can
activate or deactivate it at will (no action required). When activated,
the rune causes the object to emit bright light in a 20-foot radius
and dim light for an additional 20 feet.

This light is considered magical and can be seen even through


magical darkness created by spells of 2nd level or lower.

Rune of Guidance
Rune (Celestial), common (Transfers to any armor or arcane focus)

This rune glows softly with divine insight, offering clarity to those under its
blessing.

Once per day, while carrying or wearing the object that bears this rune,
you can use an action to invoke its power. When you do, you cast the
Guidance cantrip with the following changes:

 The range of the spell becomes 10 feet instead of touch.

 You can target up to five creatures within range.

 Each creature can benefit from the spell once, and the spell does
not end until each creature has used the bonus or 1 minute has
passed.

The rune’s magic refreshes when you finish a long rest.

Rune of Healing
Rune (Celestial), uncommon (Transfers to any armor or arcane focus)

This rune glows with gentle, golden light and pulses with divine
restorative energy.

While wearing the item that bears this rune, you can touch a creature and
activate the rune as an action to restore hit points. The rune holds a pool
of 15 hit points that replenishes daily at dawn.

You choose how many hit points to restore with each use, up to the
amount remaining in the pool.

This magic has no effect on undead or constructs.


Rune of Censure
Rune (Celestial), rare (Transfers to any armor or arcane focus)

This rune burns with righteous fury, flaring to life when you are
harmed by the wicked.

Once per day, when you take damage from a creature you can see
within 60 feet of you, you can activate the rune as a reaction to call
down a searing pillar of divine flame upon your attacker.

The creature that dealt the damage must make a DC 15 Constitution


saving throw. On a failed save, the target takes 3d10 radiant damage
and is blinded until the start of its next turn. On a successful save,
the creature takes half damage and is not blinded.

The rune’s magic refreshes at dawn.

.
Rune of Protection
Rune (Celestial), rare (Transfers to any armor)

This rune glows with divine symbols of guardianship and warding,


constantly ready to project protective magic onto others.

While wielding the shield that bears this rune, you can cast the
following spells at will, using the rune as your spellcasting focus:

 Protection from Evil and Good

 Protection from Poison

 Protection from Energy

 Shield of Faith

You can only cast these spells on creatures other than yourself, and
any spell cast through this rune requires concentration as normal.

Rune of Sanctuary
Rune (Celestial), rare (Transfers to any arcane focus)

This rune has 6 charges. When you cast a spell that has an area of
effect while holding the spellcasting focus that bears this rune, you
can expend 1 or more of its charges. For each charge you expend,
you can create a pocket of relative safety around one creature within
the spell’s area. Each creature in one of these pockets automatically
succeeds on its saving throws against the spell, and it takes no
damage if it would normally take half damage on a successful save.

This rune regains 1d6 expended charges daily at dawn.


Rune of Bind
Rune (Celestial), very rare (Transfers to any armor or arcane focus or
weapon)

once per day as an action, you can expend the rune’s charge and choose
one creature you can see that is standing on the ground within 30 feet of
you. The target must make a DC 17 Dexterity saving throw, as several
chains crackling with divine energy leap out of the ground toward its
limbs.

 On a failed save, the target becomes restrained by the chains and


magically bound to its current space. The chains remain for 1
minute, or until the target or a creature within 5 feet of it uses its
action to make a DC 17 Strength check, freeing the target on a
success.
 While restrained in this way, the target takes 1d8 radiant damage
at the start of each of its turns. Additionally, the target cannot use
its hands to perform any task, such as making a weapon attack or
performing the somatic components of a spell. The chains also
prevent the target from using any form of extradimensional
movement, including teleportation or travel to a different plane of
existence.

This rune regains its charge at dawn.

Rune of Valiance
Rune (Celestial), very rare (Transfers to any armor)

This rune grants the following benefits:

 You gain a +1 bonus to your AC.


 Your hit point maximum increases by 15.

Additionally, when an ally within 15 feet of you takes damage, you


can use your reaction to take that damage instead of them. Any other
effects that might accompany the damage are applied to their
original target, and the damage cannot be reduced in any way.

You can use this ability twice per long rest.

.
Rune of Lazarus
Rune (Celestial), very rare (Transfers to any armor or arcane focus)

This radiant rune holds a spark of divine mercy, flaring to life at death’s edge.

 When you would die from failing your third death saving throw, you
instead regain hit points equal to 3 × your level.

 If you fail a saving throw against an effect that would instantly kill you,
you can reroll the save with advantage.

Once either effect is used, it can’t be used again until you finish a long rest.
Rune of Divinity
Rune (Celestial), legendary (Transfers to any armor or arcane focus or weapon)

This rune hums with immense celestial power, awaiting a worthy soul to call upon its
blessing.

The rune holds 50 charges and regains 1d10 + 5 charges daily at dawn, up to a maximum
of 50.

While kneeling within 5 feet of the object bearing this rune, you can use an action to
expend any number of charges and activate it. Roll percentile dice and add the number of
charges expended. On a result of 100 or higher, divine energy floods your body, granting
the following benefits for 24 hours:
• Your hit point maximum increases by 100, and you gain the same number of hit points.
• You gain a flying speed of 60 feet.
• Your attacks deal an additional 2d8 radiant damage on a hit.
• You have advantage on saving throws against spells and magical effects.

Once activated (regardless of the result), the rune can’t be used again until the next dawn.

Rune of Triumph
Rune (Celestial), legendary (Transfers to any arcane focus or weapon)

This rune pulses with the power of fallen titans and slain paragons. It draws
strength from legendary victories and weaves them into your very being.

When you defeat a creature that meets all of the following criteria:

 Its Challenge Rating is equal to or higher than your character level,

 And it dies within 1 minute of you dealing damage to it,

you may choose one of the following ability scores: Strength, Dexterity, or
Constitution. That score increases by 1, up to a maximum of 30.

You can benefit from this rune in this way up to ten times.

Once an ability score has been increased by the rune, the improvement is
permanent and remains even if the rune is removed or destroyed.

Rune of Eternity
Rune (Celestial), legendary (Transfers to any armor or arcane focus or weapon)

This radiant rune contain a fragment of divine eternity

While attuned to this rune, you gain the following benefits:

 You cease aging and are immune to the effects of aging.

 You gain truesight out to 120 feet.

 You can’t be blinded.

 As a bonus action, you can choose to deal radiant damage instead of your
normal damage type until the end of your turn.
Rune of Teleportation
Rune (Arcane), common (Transfers to any armor or arcane focus or weapon)

This rune is favored by mages and warriors alike who prefer to keep their tools
close, even across distance.

While wearing the object that bears this rune, you can use a bonus action to
teleport the runed item into your empty hand, as long as it is not being worn or
carried by another creature.

If you have no free hand, the item appears at your feet instead.

Rune of Chance
Rune (Arcane), common (Transfers to any armor or arcane focus or weapon)

Etched with the sigil of fate’s whim, this rune lets you tempt destiny. When
making an ability check while touching the object that bears this rune, you can
activate it to flip fate itself—roll a d2 instead of a d20. On a 1, it’s a critical
failure. On a 2, a natural 20.

Once activated, this rune can’t be used again until you finish a long rest.

Rune of Manifestation

Rune (Arcane), common (Transfers to any arcane focus)

This rune hums with unstable arcane potential. As an action, you can activate it
by touching the focus. Matter manifests in your hand and must be released
immediately. Roll a d20 to determine the result. On a 13–20, the effect is
centered on you instead.

1 – Mayonnaise (1 pint) 12 – Fresh humanoid blood (1 pint)

2–3 – Salt water (1 pint) 13–15 – Aether erupts, soaking you

4–5 – Fresh water (1 pint) 16–17 – Aether vapors (as Aether Fog)

6–8 – Aether (1 pint) 18–19 – Stinking Cloud (DC 14)

9–11 – Wine (1 pint) 20 – Mass Healing Word (5th level)

Once used, this rune can’t be activated again until the next dusk.
Rune of Recoil
Rune (Arcane), uncommon (Transfers to any armor)

This rune pulses with reactive arcane energy, built to punish close attackers.

While wearing the armor that bears this rune, you can use a reaction when a
creature within 5 feet damages you. The rune releases a shockwave of force—
the creature can’t take reactions until the start of its next turn. Roll a d4 to
determine an additional effect:

d4 Effect

1 DC 13 Strength save or knocked prone

2 DC 13 Wisdom save or speed reduced to 0 until end of next turn

3 DC 13 Intelligence save or stunned until end of next turn

4 DC 13 Constitution save or paralyzed until end of next turn

Once activated, the rune can’t be used again until the next dawn.

Rune of Barrage
Rune (Arcane), uncommon (Transfers to any armor or arcane focus
or weapon)

This rune hums with unstable arcane energy, ready to erupt in a burst
of force.

While wielding the object that bears this rune, you can use an action
to activate it and cast Eldritch Blast, using a spell attack bonus of +5.
When you do, roll a d4 to determine the number of beams fired.

Once activated, the rune can’t be used again until the next dawn.

Rune of Wallop
Rune (Arcane), uncommon (Transfers to any weapon)

This rune crackles with explosive force, ready to turn a single blow into
a thunderous arcane blast.

When you hit a creature with a weapon that bears this rune, you can
activate it to unleash a burst of power. The target must succeed on a
DC 14 Strength saving throw. On a failed save, roll a d6. The target is
pushed a number of feet equal to 5 × the number rolled and is knocked
prone. If the target strikes a solid object, it takes additional bludgeoning
damage equal to three times the number rolled. On a successful save,
the target is pushed 5 feet and remains standing.

Once activated, this rune can’t be used again until the next dusk.
Rune of Barricade
Rune (Arcane), rare (transfers to any shield)

While wielding the shield that bears this rune, the shield gains a +1
bonus to AC. As a bonus action, you can activate the rune, causing the
shield to reinforce itself with thick iron bands and magically enlarge by
1d4 feet for 1 minute. you choose whether it becomes taller or wider.
Despite the increased size, the shield remains easy to wield. While the
effect lasts, you gain an additional bonus to AC equal to the number of
feet the shield grew, and any ally standing directly behind you gains the
benefits of half cover. This is in addition to the shield’s normal AC
bonus. Once activated, this rune can’t be used again until the next dusk.

Rune of Debilitation
Rune (Arcane), rare (transfers to any melee weapon)

Whenever you roll a 20 on an attack roll with the weapon that bears
this rune, arcane energy flares and debilitates the target. Roll a d4 to
determine the additional effect:

 1 – The target must succeed on a DC 15 Strength saving throw


or be knocked prone.

 2 – The target must succeed on a DC 15 Wisdom saving throw


or have its speed reduced to 0 until the end of its next turn.

 3 – The target must succeed on a DC 15 Intelligence saving


throw or become stunned until the end of its next turn.

 4 – The target must succeed on a DC 15 Constitution saving


throw or become paralyzed until the end of its next turn.

The effects are in addition to the normal critical hit damage.

Rune of Morph
Rune (Arcane), rare (Transfers to any arcane focus or weapon)

While wearing the object that bears this rune, you can activate it as an
action to cast the polymorph spell (save DC 15). If the target fails the
saving throw, roll a d8 to determine what beast it transforms into:

1 — Cat 5 — Triceratops

2 — Frog 6 — Mammoth

3 — Giant Rat 7 — Giant Ape

4 — Giant Centipede 8 — Tyrannosaurus Rex

the transformation still occurs regardless of target’s CR. Once


activated, this rune can’t be used again until the next dusk.
Rune of Carnage
Rune (Arcane), very rare (transfers to any melee weapon)

While wielding the weapon that bears this rune, you can activate it as a
bonus action to become a conduit of destruction for 1 minute.

During this time, once on each of your turns when you hit a creature
with the weapon, you may roll a d4 to trigger one of the following
effects:

 1 – The target and all creatures within 10 feet of it take 1d10


fire damage.

 2 – The target takes 2d8 necrotic damage, and you gain that
many temporary hit points.

 3 – The target takes 4d6 lightning damage. Another creature of


your choice within 30 feet must succeed on a DC 16 Dexterity
saving throw or take the same lightning damage (half on
success).

 4 – You take the full damage dealt by the triggering attack.

Once activated, this rune can’t be used again until the next dusk.

Rune of Summoning
Rune (Arcane), very rare ((Transfers to any arcane focus or weapon)

As an action, you can activate this rune and roll a d6 to summon a


creature. You take necrotic damage equal to 5 × the number rolled,
ignoring resistance and immunity.

The summoned creature appears in an unoccupied space within 5 feet


of the object, remaining for 1 hour, until it drops to 0 HP, or until your
concentration ends (as if concentrating on a spell).

• 1 — Annis hag • 4 — Aboleth


• 2 — Invisible Stalker • 5 — Planetar
• 3 — Tyrannosaurus Rex • 6 — Balor

The creature rolls its own initiative and is friendly to you and your
companions. It obeys your verbal commands (no action required). If
you give no commands, it defends itself but takes no other actions.

If concentration ends early, the creature remains but becomes hostile


toward you and your allies for the rest of the hour.

Once used, this rune can’t be activated again until you finish a long
rest.
Rune of Entrapment
Rune (Arcane), legendary (Transfers to any armor or arcane focus or weapon)

While holding the object bearing this rune, you can activate it as an action to cast
maze on a creature within 60 feet. When cast this way, the spell doesn’t require
concentration, and the labyrinthine demiplane exists within the object.

The maze is shifting and three-dimensional. Roll a d4—the target must succeed on 1
+ the result DC 20 Intelligence checks to escape before accruing 5 failures. If it
fails, it becomes trapped indefinitely.

If the rune is activated again, removed, disabled, or if the object is destroyed, the
trapped creature reappears in a random unoccupied space within 30 feet of the
object.

Once used, this rune can’t be activated again for a number of days equal to the d4
roll.

Rune of Replenishment
Rune (Arcane), legendary (transfers to any spellcasting focus)

While holding the focus bearing this rune, you can activate it as an action to draw
on its energy and replenish a creature you can see within 10 feet. Roll a d10 and
choose a target to receive the effect—you can choose the target before or after the
roll.

 1–3: The target regains 1d100 + 30 hit points.


 4–5: The target regains one use of a feature it normally recovers on a short
or long rest.
 6–7: A magic item the target is wearing or carrying regains charges as if a
day has passed.
 8: The target regains its highest expended spell slot (up to 9th level).
 9: The target gains the benefits of a short rest, including the ability to
spend Hit Dice.
 10: The target gains the benefits of a long rest.

Once used, this rune can’t be activated again until the next dusk.

Rune of Limitless

Rune (Arcane), legendary (transfers to any weapon, armor, or


spellcasting focus)

This rune pulses with arcane force that bends time and will, allowing
you to break through your body's natural constraints.

Once per day, when you take your Action on your turn, you can activate
this rune (no action required) to take two additional actions on that same
turn. This feature is treated as if you had used the Fighter’s Action
Surge feature twice, for interactions that reference it.

Once activated, the rune can't be used again until the next dawn.
Rune of Greed
Rune (Infernal), common (Transfers to any arcane focus or weapon)

While wearing the item that bears this rune, whenever you see a creature
within 60 feet gain gold, treasure, or a magic item, you can activate the
rune (no action required) to magically mark that object. For the next
minute, you know the direction and distance to the marked item, as long
as it's within 1 mile.

Curse. You become obsessed with marked items. While a marked item
is within 60 feet of you, you have disadvantage on attack rolls and
ability checks unless your action is focused on retrieving it.

Rune of Lust

(Infernal), common (transfers to any arcane focus)

While wearing the item that bears this rune, creatures with a CR less
than or equal to your level who are not undead or constructs lose
immunity to the charmed condition—but only when targeted by you.
This effect doesn’t override other protections, but bypasses innate
immunity.

Curse. When a creature you charm is harmed by you or your allies, you
take 1d6 psychic damage as your bond painfully frays.

Rune of Spite
Rune (Infernal), common (transfers to any armor or weapon)

When you would drop to 0 hit points, you can use your reaction to
unleash a curse of fiery vengeance. Choose a creature within 30 feet that
damaged you since your last turn. That creature takes 3d6 fire damage
for each death saving throw you willingly mark as failed (up to 3). You
mark these failures immediately.

Once activated, this rune can’t be used again until the next dawn.

Curse. If you die while bearing failed death saves from this rune, your
body is scorched beyond recognition, leaving only ash and bone.
Resurrection spells require a wish or true resurrection to succeed.
Rune of Acuity
Rune (Infernal), uncommon (transfers to any weapon)

This rune hums with forbidden insight. When transferred to a weapon,


the wielder chooses Intelligence, Wisdom, or Charisma. Attacks made
with the weapon may use the chosen ability for both attack and damage
rolls instead of Strength or Dexterity. The weapon also gains a +1 bonus
to attack and damage rolls.

Curse. Each time you score a critical hit with the weapon, your mind
reels with the strain of otherworldly precision—you take psychic
damage equal to the modifier of the chosen ability.

Rune of Sight
Rune (Infernal), uncommon (transfers to any arcane focus)

While wearing the arcane focus that bears this rune, your eyes adjust to
infernal shadow. You gain darkvision out to 60 feet. If you already have
darkvision, its range increases by 30 feet. You can also see normally in
magical and nonmagical darkness to the full range of your darkvision.
Additionally, you can cast the Darkness spell once per day without
expending a spell slot.

Curse. Once attuned to the focus, you are cursed. While cursed, you
have disadvantage on saving throws against being blinded, and on
Wisdom (Perception) checks relying on sight in bright light. The curse
lingers even after removing the focus and ends only after you complete
a short or long rest without wearing it.

Rune of Gibber
Rune (Infernal), uncommon (transfers to any arcane focus)

While wearing the object that bears this rune, you can activate it as an
action to cast Dissonant Whispers at 3rd level. The spell deals thunder
damage instead of psychic, the target automatically fails its saving
throw, takes maximum damage, and moves away even if it can’t use its
reaction.

Once activated, this rune can’t be used again until the next dawn.

Curse. Each time you activate this rune, you erupt into incoherent
babble for 1 minute. During this time, you can’t speak clearly or cast
spells with a verbal component.
Rune of Wrath
Rune (Infernal), rare (transfers to any armor or weapon)

While wielding the weapon that bears this rune, you can activate it as a
bonus action to cast Haste on yourself. When you do, mark a creature
you can see within 60 feet as the target of your fury. For the duration of
the spell, you have advantage on attack rolls against that creature. If the
target dies before the spell ends, the spell immediately ends as well—
but you don’t suffer the lethargy usually caused by Haste ending.

Once activated, this rune can’t be used again until the next dawn.

Curse. While Haste is active, you have disadvantage on attack rolls


made against creatures other than your marked target. If the target
survives until Haste ends, you suffer two levels of exhaustion in
addition to the normal consequences.

Rune of Gluttony
Rune (Infernal), rare (Transfers to any armor or arcane focus)

While wearing the object that bears this rune, when you regain hit points
or gain temporary hit points, you can activate the rune as a reaction.
When you do, treat all dice rolled to determine the hit points gained as
though they rolled their maximum value, then triple the total for
yourself.

Once activated, this rune can’t be used again until the next dawn.

Curse. Once activated, you develop a ravenous craving for humanoid


flesh. Each day you go without consuming it, you gain one level of
exhaustion.

Rune of Sloth
Rune (Infernal), rare ((Transfers to any armor or arcane focus)

While wearing the object that bears this rune, you can activate it as an
action to enter a state of perfect inertia for up to 10 minutes. During this
time, you require no effort to maintain concentration on spells, don’t
trigger pressure plates or similar traps, and any attempts to move you
(magical or physical) have disadvantage. You remain fully aware but
move and speak with unnatural calm. Once activated, this rune can’t be
used again until the next dawn.

Curse. While the rune is active, your movement speed is halved,


speaking takes a full action, and casting any spell with a verbal
component requires both an action and a bonus action.
Rune of Curses
Rune (Infernal), very rare (transfers to any arcane focus)

While wearing the arcane focus that bears this rune, you can activate it
once per day as an action to cast bestow curse (save DC 17) on a
creature you touch. If the creature fails its saving throw, you may
choose any number of the spell’s curse options to apply—including all
of them simultaneously, or none at all.

Curse. If the target succeeds on its saving throw, you must also make a
saving throw against the spell, though you have advantage. On a failed
save, you are subjected to the same curse effects you chose for the
target, as if it had cast the spell on you. You cannot use this rune again
while affected.

Rune of Envy
Rune (Infernal), very rare (transfers to any arcane focus or weapon)

While wearing the item that bears this rune, you can activate it as a
reaction when a creature within 60 feet of you uses a feature, spell, or item
that grants it a benefit (such as healing, a bonus to rolls, resistance, or a
transformation). When you do, you gain the same benefit as if you had
used the feature yourself. The original creature still gains its benefit
normally. If the benefit is a spell effect, it must be of 5th level or lower.
You must meet any prerequisites to gain the effect (such as being a valid
target or being able to concentrate).

Once activated, this rune can’t be used again until the next dusk.

Curse. Each time an ally within 60 feet of you uses a spell or feature that
could have granted you a beneficial effect but chooses not to, you take 2d8
psychic damage as envy twists painfully within your mind.

Rune of Wards
Rune (Infernal), very rare (transfers to any armor)

While wearing the item that bears this rune, you have advantage on
saving throws against spells and magical effects. If you succeed on a
saving throw against a magical effect that would deal damage, you take
no damage instead of half, as the rune absorbs the energy entirely.

Curse. If you make a saving throw with advantage and roll a 1 on either
die, you automatically fail the save as the rune backfires with a surge of
unstable warding magic
Rune of Pride
Rune (Infernal), legendary (transfers to any arcane focus, armor, or weapon)

While wearing the item bearing this rune, you can use an action to activate it,
causing your skin to redden and horns to sprout. For 8 hours, you gain:

Resistance to cold, fire, and poison; immunity to exhaustion, charmed,


frightened, and poisoned.

Advantage on saving throws vs. spells and magical effects.

Telepathy with any creature you can see within 120 ft.

Fluency in Infernal and the ability to instantly comprehend any written contract.

Devils without legendary actions believe you to be an archdevil. As a bonus


action, you can cast command (DC 20) on such a devil.

These effects end early if the item is removed. Usable once every 7 days.

Curse. For the duration, you can’t accept help from others (healing, buffs, etc.).
If help is offered, you must make a DC 18 Charisma save or reject it and take
4d6 psychic damage.

Rune of Luck
Rune (Infernal), legendary (transfers to any arcane focus, armor, or weapon)

While wearing the item bearing this rune:

When you roll with advantage, roll 3d20 and use the highest.

As a reaction, you can activate the rune to roll 3d20 on any attack, check, or save (choose one).
Usable once per dawn.

Once per turn, when you roll a natural 1 or 20, regain a 5th-level spell slot or gain temp HP equal
to your proficiency bonus + Charisma mod.

You’re immune to effects that alter your dice rolls against your will.

Curse. If you fail any save or ability check made with advantage, the rune goes dormant until the
next dawn. During that time, any natural 20s you roll count as natural 1s.

Rune of Invulnerability
Rune (Infernal), legendary (transfers to any armor)

While wearing the armor bearing this rune, you are immune to
bludgeoning, piercing, and slashing damage.

Curse: Its all fun and games until you're hit by a critical hit, the rune’s
power inverts. That attack bypasses the rune’s immunities, and you
instead have vulnerability to all damage from it.
Rune of Prosthesis
Rune (Deep Speech), common (transfers to any armor)

While wearing the armor that bears this rune, you can activate it as an
action to manifest a fully functional replacement for a missing body part
—such as an eye, ear, hand, arm, leg, or tail. The replacement is a
semitransparent, tangible construct of magical force, colored as you
choose, and functions identically to the part it replaces.

The manifested limb or organ remains until you dismiss it as an action,


activate the rune again, or die.

Rune of Whispers
Rune (Deep Speech), common (transfers to any arcane focus, armor, or
weapon)

While wearing or holding the item that bears this rune, you can
communicate telepathically with any creature you can see within 30
feet. The creature must speak at least one language, but you don’t need
to share one. It can respond telepathically to you, though it can’t initiate
contact unless it has a separate ability that allows it.

Rune of Disruption
Rune (Deep Speech), common (transfers to any melee weapon)

When you hit a creature concentrating on a spell with the weapon that
bears this rune, you can activate the rune to unweave the edges of their
magic. The creature has disadvantage on its Constitution saving throw
to maintain concentration.

If the creature fails the save and the spell ends, it also takes 1d6 psychic
damage as the fractured arcane energy lashes back at them.

Once activated, the rune can’t be used again until the next short or long
rest.
Rune of shell
Rune (Deep Speech), uncommon (transfers to any armor)

While bearing\
this rune, you can activate it as an action to conjure a
psionic barrier that coats your body for 8 hours. While the barrier is
active, your base AC becomes 12 + your Intelligence modifier. You can
choose to use this AC if it’s higher than the AC granted by your armor.
A shield applies its bonus as normal.

Once activated, this rune can’t be used again until the next dawn.

Rune of Overwhelming
Rune (Deep Speech), uncommon (transfers to any arcane focus or
armor)
As an action, you can activate this rune to flood the mind of a creature
you can see within 30 feet with disorienting sensory overload—blinding
flashes, echoing noise, and sickening scents. The target must succeed on
a DC 13 Wisdom saving throw or fall prone, becoming incapacitated
and unable to stand for 1 minute or until your concentration ends (as if
concentrating on a spell). The target may repeat the saving throw at the
end of each of its turns, and whenever it takes damage, ending the effect
on a success.
Once activated, this rune can’t be used again until you finish a short or
long rest.

Rune of Spike
Rune (Deep Speech), uncommon (transfers to any melee weapon)
When you hit a creature with a melee weapon that bears this rune, you
can activate the rune to drive a jagged psychic spike into their thoughts.
The target takes an additional 2d6 psychic damage and must succeed on
a DC 13 Intelligence saving throw or lose the ability to cast spells or
concentrate on spells until the end of its next turn.

Once activated, this rune can’t be used again until you finish a short or
long rest.
Rune of Truth
Rune (Deep Speech), rare (transfers to any arcane focus)

While bearing this rune, you can use an action to cast zone of truth (save
DC 15). When cast this way, the zone’s radius increases to 60 feet.

While the zone is active, you can use an action to compel a creature you
suspect of being evasive to fully speak the truth. That creature must
succeed on a DC 15 Intelligence saving throw or be forced to answer the
next question posed to it truthfully and in full. On a success, the spell
immediately ends.

Once activated, this rune can’t be used again until the next dawn.

Rune of Mind
Rune (Deep Speech), uncommon (transfers to any melee weapon)
When you hit a creature with a melee weapon that bears this rune, you
can activate the rune to drive a jagged psychic spike into their thoughts.
The target takes an additional 2d6 psychic damage and must succeed on
a DC 13 Intelligence saving throw or lose the ability to cast spells or
concentrate on spells until the end of its next turn.

Once activated, this rune can’t be used again until you finish a short or
long rest.

Rune of Bane
Rune (Deep Speech), rare (transfers to any arcane focus, armor, or
weapon)

As an action, you can activate this rune to cast bane as a 3rd-level spell
(save DC 15). When cast this way, the range increases to 60 feet. Each
creature affected is linked to you by a psionic thread, visible only to you
and creatures with truesight.

While linked, a creature can’t be hidden from you, and if it becomes


invisible, it gains no benefit from that condition against you.

Once activated, this rune can’t be used again until the next dawn.
Rune of Hivemind
Rune (Deep Speech), very rare (transfers to any arcane focus or armor)

As an action, you can activate this rune to cast Rary’s telepathic bond. When
cast this way, the spell lasts for a number of hours equal to your Intelligence
modifier (minimum of 1 hour).

While the bond is active, each creature linked by it can telepathically share
images and sensations. Additionally, all participants can speak and read every
language known by at least one bonded creature. Targets are immune to
effects that sense emotions or detect alignment. Any attempt to read a bonded
creature’s thoughts instead results in incomprehensible, overlapping mental
static.

Once activated, this rune can’t be used again until you finish a long rest.

Rune of Sphere
Rune (Deep Speech), very rare (transfers to any arcane focus or armor,)
As an action, you can activate this rune to cast Otiluke’s resilient sphere (save
DC 16). While the sphere persists, you can use a bonus action on each of your
turns to move it up to 30 feet in any direction (15 feet if it encloses a Large
creature or object), including vertically. The sphere can hover in midair, and
enclosed creatures cannot move it from the inside.

While a creature is trapped inside the sphere, you can choose to make the
sphere opaque or transparent as a free action on your turn, and the enclosed
creature cannot hear or be heard from outside.

When the spell ends, the sphere floats gently to the ground before vanishing.

Once activated, this rune can’t be used again until you finish a long rest.

Rune of Discombobulate
Rune (Deep Speech), very rare (transfers to any arcane focus or weapon)

As an action, you can activate this rune to target one creature you can see
within 60 feet. The target must make a DC 16 Intelligence saving throw.
On a failed save, it takes 6d8 psychic damage and becomes stunned for 1
minute. While stunned in this way, the creature also forgets how to speak
or cast spells with verbal components, as its cognitive functions unravel.
The target may repeat the saving throw at the end of each of its turns,
ending the effect on a success.

On a successful save, the target takes half damage and suffers no


additional effects.

This rune cannot be used again until you finish a long rest.
Rune of Eye
Rune (Deep Speech), legendary (transfers to any arcane focus, armor, or weapon)

While attuned to and wielding this item, you can activate the rune as an action. For 8
hours, your eyes vanish, your mind expands, and you gain:

Immunity to psychic and force; immunity to charmed, frightened, and stunned.

Truesight (60 ft.) and telepathy (120 ft.) with all creatures.

Creatures with INT 3 or lower are frightened of you (30 ft. radius).

As a bonus action, you can cast dissonant whispers at 5th level (DC 20) without
components.

Aberrations without legendary actions believe you are a lesser elder being. You can
target one with a command spell (DC 20) as a bonus action.

These effects end early if the item is removed. Once used, this rune can’t be activated
again for 7 days.

Rune of Maze
Rune (Deep Speech), legendary (transfers to any arcane focus and weapon)

As an action, you can activate this rune and target one creature you can see
within 60 feet. The creature must make an Intelligence saving throw (base
DC 15, modified as per the scrying spell based on your knowledge of the
target).

On a failed save, the creature's consciousness is locked in an


extradimensional maze, as with the maze spell. Its body is paralyzed in place
for 1 minute. It can use its action to attempt to escape by making an
Intelligence check against the same DC.

On a successful save, the creature takes 6d10 psychic damage and is knocked
prone by the mental backlash.

Once activated, this rune can’t be used again until the next dawn.

Rune of Dominion
Rune (Deep Speech), legendary (transfers to any arcane focus, armor, or weapon)

As an action, you can activate this rune to target one creature you can see within 60
feet. The target must make a DC 18 Intelligence saving throw or fall under your
control for up to 1 hour, as if affected by the dominate monster spell.

This control bypasses immunity to the charmed condition for creatures that aren’t
undead or constructs and have a CR less than or equal to half your level (rounded
up). While dominated, a faint psionic thread connects you to the creature, visible
only to those with truesight. You can issue commands telepathically and force it to
use its reaction to protect you.
Rune of Copy
Rune (Sylvan), common (transfers to any arcane focus, armor, or weapon)

As an action, you can activate this rune while touching a nonmagical object or piece
of writing no larger than 10 feet in any dimension. The rune creates an illusory
duplicate of the item that lasts for 10 minutes. The copy is intangible, visibly
shimmery, and can’t be used to interact with the world physically, but it can be
examined, read, or carried without weight.

This copy is perfect in visual and textual detail, including maps, scrolls, or
handwritten notes, but it does not replicate magical effects.

Once activated, this rune can’t be used again until you finish a short or long rest.

Rune of Share
Rune (Sylvan), common (transfers to any arcane focus, armor, or weapon)

As a bonus action, you can activate this rune to link senses with one willing creature
you can see within 30 feet. For 1 minute, you and the chosen creature can each see
and hear what the other does, as though sharing sight and hearing.

While linked, both of you have advantage on Perception checks relying on sight or
sound, but disadvantage on saving throws against being blinded or deafened.

The effect ends early if either of you falls unconscious or if you activate the rune
again.

Once activated, this rune can’t be used again until you finish a short or long rest.

Rune of Thorns
Rune (Sylvan), common (transfers to any melee weapon)

When you activate this rune as a bonus action, your weapon sprouts ethereal thorny
vines for 1 minute. While active, the first time each turn you hit a creature with a
melee weapon attack, it takes an additional 1d4 piercing damage as the thorns lash
out.

If the creature moves more than 10 feet before the start of your next turn, it takes an
additional 1d4 piercing damage from the lingering thorn.

Once activated, this rune can’t be used again until you finish a short or long rest.
Rune of Switch
Rune (Sylvan), uncommon (transfers to any arcane focus, armor, or weapon)

These runes are etched in twinned rings, pendants, or other matching adornments,
subtly pulsing in sync when attuned. As a bonus action, while wearing one of the
paired items, you may activate the rune and swap places with a willing creature you
can see within 60 feet that wears the matching piece. A swirl of petals or glimmering
dust marks the instant of your exchange.

If either of you is restrained, prone, or grappled, you can choose to leave those
effects behind when switching places, shedding them like leaves in the wind. This
swap doesn’t provoke opportunity attacks.

Once activated, the rune’s magic fades and can’t be used again until the next dawn.

Rune of Bloom
Rune (Sylvan), uncommon (transfers to any arcane focus, armor, or weapon)

Once per day, as an action, you can pluck a flower and cause it to fill with magical
nectar. For the next minute, a creature can drink this nectar as a bonus action to gain
2d8 + 2 temporary hit points. These temporary hit points last until the creature
finishes a long rest.

Once activated, this rune can’t be used again until the next dawn.

Rune of Foresight
Rune (Sylvan), uncommon (transfers to any arcane focus, armor, or weapon)

Each morning at dawn, the rune glimmers with dew-like motes of starlight as it
weaves a single thread of future possibility into your mind. Roll a d20 and record the
result—this is your vision of fate.

The first time you roll that number on an attack roll, saving throw, or ability check,
the rune activates with a shimmer in your eyes. You may either reroll the check and
use the new result, or gain advantage on your next attack roll, saving throw, or
ability check (your choice).

Once activated, the thread of fate vanishes, and the rune becomes dormant until the
next dawn.
Rune of Elongate
Rune (Sylvan), rare (transfers to any arcane focus, armor, or weapon)

Inscribed with curling script that twists like vines, this rune pulses with flexible
magic drawn from nature’s more peculiar spirits.

As an action, you can activate this rune to cause your limbs to stretch and sway with
impossible fluidity. For the next hour, your reach for melee attacks increases by 15
feet, and you can interact with objects and surfaces up to 15 feet farther away than
normal.

Your limbs maintain their normal strength and control despite their elasticity, though
your form takes on a slightly surreal appearance—limbs trailing and curling like
ribboned vines.

Once activated, this rune can’t be used again until the next dawn.

Rune of Grace
Rune (Sylvan), rare (transfers to any arcane focus, armor, or weapon)

You can activate this rune as an action to cast the revivify spell, targeting a creature
that has died within the last minute. When cast in this way, the spell's range becomes
"within sight" instead of touch, as ethereal petals drift toward the fallen creature and
restore its spark of life.

Once activated, this rune can’t be used again for 7 days.

Rune of Synchronize
Rune (Sylvan), rare (transfers to any arcane focus, armor, or weapon)

When you roll initiative, you can activate this rune and choose a willing creature you
can see within 120 feet. A shimmering thread of sylvan light briefly links you both,
synchronizing your momentum.

Upon activation, following effects apply for the duration of the encounter:

If either of you would be surprised, neither of you is.

Your initiative becomes equal to the higher of the two rolls.

You can immediately use your reaction to teleport to an unoccupied space within 10
feet of the target.

As long as you remain within 60 feet of each other, you both gain a +1 bonus to AC
and saving throws.

These effects end early if one of you is reduced to 0 hit points or becomes
incapacitated. Once activated, this rune can’t be used again until the next dawn.
Rune of Antipode
Rune (Sylvan), very rare (transfers to any arcane focus, armor, or weapon)

While wearing or wielding an item bearing this rune, you can activate it as an action
to cast the fire shield spell on yourself and one willing creature you can see within 30
feet. You choose either the warm shield or chill shield effect for yourself; the other
creature gains the opposite effect.

While both of you are under the effects of this spell and within 30 feet of each other,
you both have resistance to fire and cold damage, regardless of which version of the
shield you chose.

Once activated, this rune can’t be used again until the next dawn.

Rune of Dipole
Rune (Sylvan), very rare (transfers to any arcane focus, armor, or weapon)

Woven with the whimsical pull of opposing forces, this rune hums with the tension
of fey gravity. While wearing armor that bears this rune, you can activate it as an
action to cast reverse gravity (save DC 16), turning the world topsy-turvy in a
sudden rush of upward force.

For the duration, you are gracefully immune to the effects of the spell, able to walk
among the upheaval as if gravity still obeyed your will.

Once activated, this rune cannot be used again until the next dawn.

Rune of Simultaneous
Rune (Sylvan), very rare (transfers to any arcane focus, armor, or weapon)

This rune binds your focus with fey-threaded possibility. While holding a focus that
bears this rune, when a creature within 60 feet of you casts a spell using its action or
bonus action, you can activate the rune to cast a spell at the exact same time, as if
your magic harmonized in the moment.

You must use your reaction to do so, and the spell you cast must have a casting time
of 1 action or 1 bonus action. Your spell does not interrupt or interfere with the other
creature’s spell, even if it normally would.

Once activated, the rune can’t be used again until the next dawn.
Rune of Majesty
Rune (Sylvan), legendary (transfers to any armor, arcane focus, or weapon)

While attuned to an item bearing this rune, you can activate it as an action. For the next 8 hours,
you are suffused with the regal, untamed essence of the Feywild. During this time, you gain the
following benefits:

Nature’s Favor: You regain 10 hit points at the start of each of your turns while in sunlight or
surrounded by living vegetation.

Fey Awe: You are immune to the charmed and frightened conditions. Creatures of CR 5 or
lower that attempt to target you with an attack or harmful spell must first succeed on a DC 18
Wisdom saving throw or choose a new target.

Flourishing Presence: You emit a faint aura of blooming vines and golden light in a 10-foot
radius. Allies in the aura gain advantage on saving throws against spells and magical effects.

You get resistance to elemental damage

Once used, this rune can’t be activated again for 7 days.

Rune of Shapes
Rune (Sylvan), legendary (transfers to any armor, arcane focus, or weapon)

This rune hums with ancient Feywild essence, its markings shifting like wind
through leaves. While attuned to an item bearing this rune, you can cast polymorph
on yourself at will, as an action, without using a spell slot or material components.

When cast this way, the spell lasts up to 1 hour, requires no concentration, and you
can only transform into a beast of CR 5 or lower. You retain your mental ability
scores, and you can end the transformation early as a bonus action. Only one
transformation can be active at a time.

Rune of Doorway
Rune (Sylvan), legendary (transfers to any armor, arcane focus, or weapon)

While bearing this rune, you can activate it as an action by touching a door handle or a
fixed point where a door could exist. The rune opens an invisible portal to a silent,
featureless demiplane containing up to ten floating door handles arranged in a circle.

Each handle links to a real-world location where you’ve previously activated the rune. You
can set a new link the first time you use the rune in a new place (max 10, replacing old
ones as needed).

Inside the demiplane, you can use a bonus action to open a portal from any handle to an
unoccupied space within 5 feet of its linked location, even across planes. If no space is
available or the handle is moving, the portal doesn't open, though you sense the blockage.

Each portal remains open for 1 minute or until closed with a bonus action. Once used, the
rune can’t be activated again until the next dawn.
INSCRIBING RUNES
To inscribe a rune is to channel ancient power into the bones of the world. The process
begins with a symbol—drawn not casually, but with absolute precision—etched onto a
surface chosen to suit the rune’s native tongue. Sylvan runes bloom best on living wood
or woven silk, Infernal brands thrive on obsidian or iron, and Deep Speech sigils are
often etched into strange crystal or whispering stone. Every stroke must be exact, every
curve a calling to forces older than time.

Once the symbol is made whole, the inscriber performs a series of esoteric rites—rituals
guarded jealously by archmages, fey courts, and beings who walk between stars.
Through incense, blood, memory, or song, the rune is awakened. It slumbers until bound
to a worthy vessel: a blade, a pendant, a helm, a spellbook—any object fit to carry
legacy and power.

Due to the very nature of runes, any item bearing even a single rune immediately
becomes magical and requires attunement to wield its effects. No item may bear more
than three runes at a time—any attempt to inscribe a fourth causes the magic to unravel,
rejecting the excess mark. Likewise, no creature may be attuned to more than three runes
total, whether all reside on one item or are spread across three different rune-bearing
objects.

Should an item be inscribed with three runes of the same kind—such as three Sylvan
runes or three Infernal runes—the attuned wielder unlocks a powerful Boon tied to the
essence of that rune language, a rare and wondrous reward for their dedication.

The art of rune inscription is not merely magical—it is sacred,

Rarity Price (Gold) Min. Level to Inscribe Time to Inscribe

Common 150 gp None 1 hour

Uncommon 500 gp 4th Level 2 hours

Rare 4,500 gp 7th Level 8 hours

Very Rare 35,000 gp 10th Level 7 days

Legendary 500,000 gp 13th Level 1 month


Infernal Boon

For those attuned to three Infernal runes on a single object


Your soul bears the mark of Hell, and in the flickering red glow of your aura, infernal
powers answer your call.

 Pact of the Chain. You gain the Pact of the Chain feature as a warlock, but may
only summon an imp as your familiar. This imp serves loyally and speaks
Infernal, though it bears a mischievous streak true to its nature. The familiar
does not count against your total number of summoned creatures.

stial runes on a single object


lls within you, illuminating your path with sacred

se one Channel Divinity option from any cleric subclass.


n once per long rest, treating your level as half your
ning its effectiveness. If you are already a cleric, you
onal use of Channel Divinity per long rest.

ledge meets

d roll a natural
Wild Magic
less otherwise

n runes on a single object


ce on your lips, and even your quietest magic carries

cast rituals even if you lack the Ritual Caster feature.


e 1st-level non-damaging spell you know that is not
may now cast it as a ritual spell.

mark, and

n 60 feet, so
tected by

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