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Runes

Blood Rune (7th Level or Higher)

This rune commands the dark power of blood and the life force within creatures. While wearing or carrying an object inscribed with this rune, you gain a +2 bonus to hit points you restore to yourself when rolling hit dice or when using your Second Wind feature.
  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to draw the life energy from it: the target takes an additional 2d6 necrotic damage, and you regain a number of hit points equal to the necrotic damage dealt. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
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    Cloud Rune

    This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
  • In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.
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    Death Rune (7th Level or Higher)

    This otherwise innocuous rune holds the heavy weight of the inevitability of death. While wearing or carrying an object inscribed with this rune, you have resistance to necrotic damage.
  • In addition, you can invoke the rune as a bonus action, channeling the specter of death itself for 1 minute: you gain a +1 bonus to attack and damage rolls using weapons, and your weapon attacks gain an additional 5 feet of Reach. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
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    Dragon Rune

    This rune emulates the majesty of the giants’ ancient enemies: dragons. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being charmed or frightened.
  • In addition, you can invoke the rune as an action, bellowing with the aspect of a dragon. A number of creatures of your choice (equal to your proficiency bonus) within 30 feet of you must make a Charisma saving throw. Unless the save succeeds, the creatures are frightened of you for 1 minute; if they fail by 5 or more, they are stunned while frightened of you. They may repeat the saving throw at the end of each of their turns, ending the effect on a success. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
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    Enemy Rune (7th Level or Higher)

    This rune marks you, taunting your foes with the presence of their most hated enemy. While wearing or carrying an object inscribed with this rune, you have advantage on weapon attack rolls against any creature that dealt damage to you in the last turn.
  • In addition, you can invoke the rune as a bonus action to raise a creature’s ire. A creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature has disadvantage on weapon attack rolls against all creatures other than you for 1 minute, or until you attack a creature other than it. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
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    Fire Rune

    This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
  • In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
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    Friend Rune

    This rune evokes friendship, putting all around you at ease. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Performance) checks and Charisma (Persuasion) checks.
  • In addition, when a creature targets you with an attack, you may invoke this rune as a reaction to make yourself seem nonthreatening. The creature loses the attack and will not target you again until you deal damage to it or its companions. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
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    Frost Rune

    This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
  • In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.
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    Hill Rune (7th Level or Higher)

    This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
  • In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.
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    Journey Rune

    This rune readies you for travel. While you are wearing or carrying an object inscribed with this rune, your walking speed increases by 10 feet, and you cannot become lost except by magical means.
  • In addition, you may invoke this rune as an action. For the next 10 minutes, your jumping distances are doubled, and you gain a climbing speed and a swimming speed of 20 feet each. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
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    King Rune

    This rune holds the authority of one destined to rule. While you are wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (History) checks, and you may double your proficiency bonus for checks made to recall information about a location’s rulers and systems of government.
  • In addition, you may invoke this rune as a reaction to taking damage. The creature that damaged you must succeed on a Wisdom saving throw or fall prone, groveling at your feet, and it cannot willingly stand up until the end of its next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
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    Light Rune

    This rune channels light, revealing secrets and banishing darkness. While you are wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Investigation) checks, and you may cast the light cantrip targeting that object only.
  • In addition, you may invoke the rune as an action, conjuring a flash of bright light: each creature within 15 feet of you must succeed on a Constitution saving throw or become blinded until the end of your next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
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    Life Rune

    This rune echoes with the knowledge of healers of ages past. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Nature) checks and Wisdom (Medicine) checks.
  • In addition, you may invoke this rune as an action to restore life to a creature you touch. You roll a number of d4s, equal to your proficiency bonus, and the creature regains hit points equal to the total rolled. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
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    Mountain Rune

    This rune holds the strength of the bones of the earth itself. While wearing or carrying an object inscribed with this rune, you have advantage on ability checks and saving throws to resist being knocked prone or moved against your will, and you gain tremorsense out to 10 feet.
  • In addition, you may invoke this rune as a reaction to taking damage, reducing the damage by 1d10 + your fighter level. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
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    Sacred Rune (7th Level or Higher)

    This rune holds the world-shaking presence of the giant gods. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Religion) checks and you can speak, read, and write Celestial.
  • In addition, you may invoke this rune as an action to infuse yourself with heavenly might for 1 minute. You gain a flying speed of 30 feet, but you must end your movement each turn on solid ground or fall, and your weapon attacks deal an additional 1d4 radiant damage. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
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    Shield Rune (7th Level or Higher)

    This rune protects its wielder from harm. While wearing or carrying an object inscribed with this rune, your armor class increases by 1 and you gain a +1 bonus to all your saving throws.
  • In addition, when you are targeted with an attack, you may invoke the rune as a reaction, gaining a +5 bonus to your armor class against that attack, and all further attacks until the start of your next turn. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.
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    Stone Rune

    This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
  • In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.
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    Storm Rune (7th Level or Higher)

    Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.
  • In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.
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    Titan Rune (15th Level or Higher)

    Using this rune, you can transform into the mighty Giants. While wearing or caring an object inscribed with this rune, you have resistance against magical and non-magical bludgeoning, piercing, and slashing damage.
  • In addition, you may invoke the rune as an action, transforming into a Giant. For 1 minute, you are able to transform into any of the Giants besides a Titan. You gain all the stats of that Giant besides it's Intelligence, Wisdom and Charisma.
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    War Rune

    This rune evokes the vigilance of the practiced warrior. While wearing or carrying an object inscribed with this rune, you have advantage on initiative rolls, and on Wisdom (Perception) checks.
  • In addition, you may invoke the rune as an action, unleashing a mighty war cry. Until the start of your next turn, all friendly creatures that could hear your cry may roll 1d6 and add the result to each of their attack rolls and ability checks that use Strength or Dexterity. Once you have invoked this rune, you may not do so again until you have finished a short or long rest.

  • Created by

    Lord Mcberry.

    Statblock Type

    Feat

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