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Finkle & Einhorn's Quality Engraving

Runes Offered: Random Roll or Specific Purchases



Random: 2,000 GP
  • Common= 1-50%
  • Uncommon= 51-74%
  • Rare= 75-89%
  • Legendary= 90-95%
  • Artifact= 96-98%
  • *99 or 100= Artifact + roll again

Specific Purchases
Common: 1,250 GP
  • (1-10) Smoking (effect)
  • (11-20) Visually Irridescent
  • (21-30) A random blue ghostly creature from the "small beast" list follows the wearer around.
  • (31-40) Dripping effect
  • (41-50) Blurred Movement
  • (51-60) Transmute 1 cubic ft. of earth to water
  • (61-70) Glowing (10 ft dim light)
  • (71 -80) Destroyed upon Death
  • (81-90) Quick draw/don
  • (91-100) Skill check +2 (once per day)

Uncommon: 2,500 GP
  • () 10% discount on purchasing items, 10% higher price when sold
  • () Elemental dmg +1d4 (Random)
  • () +1 hit/damage
  • () Double Jump
  • () +5 movement speed
  • () Sole Ownership - Can't be used by others
  • () Swim Speed that is 1/2 walking speed
  • () +1 STR checks
  • () +1 CON checks
  • () +1 DEX checks
  • () +1 INT checks
  • () +1 WIS checks
  • () +1 CHA checks
  • () Indestructable
  • () Changeling (changes into a quill or book) Takes an Action
  • () Smoke screen (20 ft radius) lasts 1d4 turns - x1 daily
  • () Perceptive (+2 perception checks)
  • () Curious (+2 investigation checks)
  • () Talented (+2 acrobatics OR athletics) chosen at creation
  • () Motivational (+2 Deception, Persuassion, or intimidation) chosen at creation

Rare: 5,000 GP
  • () +1 AC
  • () + 2 hit/damage
  • () +1 spell save/ATK
  • () Add 1 extra dice on crit
  • () 1d6 elemental damage (Random)
  • () Returning - item reappears in users hand after being thrown or used (unless consummable)
  • () +3 to any specific skill check - chosen at creation
  • () +1 STR
  • () + 1 CON
  • () +1 WIS
  • () +1 DEX
  • () +1 INT
  • () +1 CHA
  • () +1 ?/? two random Abilities
  • () Resistance to a damage type (Random)
  • () +10 movement speed
  • () 30 feet of Dark Vision
  • () Forgetfullness - x2 per day the player may strike a creature and force a DC 15 INT save, fail causes the creature to forget the last 30 seconds
  • () Spiked - 1d6 piercing damage inflicted at will when contacted
  • () Spell Storing - Can store one spell up to level 3. An action releases the spell with the original caster's attack/spell save
  • () Resilient - Temporary 6 HP which are refilled after every short rest
  • () Compatriot - Can cast the Friends cantrip x2 daily without the target immediately becoming hostile. A DC 14 persuassion check calms the target and they don't notice they have been manipulated.
  • () Thick Skinned - Advantage on saves against being paralyzed, poisoned, and stunned.
  • () Distracting - Imposes disadvantage on enemy saves against being blinded, deafened or freightened.
  • () Slippery - Advantage against being grappled or restrained, imposes disadvantage on enemies.

Legendary: 10,000 GP
  • () +2 AC
  • () +3 hit/damage
  • () +2 spell save/ATK
  • () +1 weapon but base damage dice are doubled on hit, quadrupled on crit.
  • () 1d8 elemental damage, ignores resistances
  • () Dancing
  • () +6 to any specific skill check
  • () +2 STR
  • () + 2 CON
  • () +2 WIS
  • () +2 DEX
  • () +2 INT
  • () +2 CHA
  • () +2 ?/? two random Abilities
  • () Immune to a damage type (Random)
  • () Rested - Short rest or longer provides a +3 to spell save/ATK on any one spell of the player's choosing, cannot be stacked or saved to keep multiple charges. This effect is lost if not used by the next rest, as a new charge is provided.
  • () Noxious - A cloud of toxic gas is released in a 30 foot radius from the player. Every creature in the area of effect must make a DC 17 CON save or suffer 2d10 poison and fall unconscious on a fail, on a save they take half damage and remain conscious. The gas remains for 1d4 turns and anyone remaining in the cloud suffers an additional 1d10 poison damage at the start of their turn. They can make a CON save at the beginning of their turn to remain conscious/return to consciousness.
  • () Hydrophylic - The player can walk on water and their walking speed is doubled when walking on water. On a large enough body of water, they can cast Wall of Water x1 daily
  • () Trading Places - Upon receiving a critical hit, the player can chose not to take it and deflect it onto a nearby creature. This creature is chosen at random by a roll of the dice. The recipient of this attack can be another enemy, or even the attacker themselves. This can be used x1 daily.
  • () Friends With Benefits - The can inspire one of their allies within 30 ft. and provide the player with an additional action. This effect can be used x1 daily and only given to someone else, not the player. This gifted action can be reserved without penalty for up to 1 minute, at which point it would be lost if not used.

Artifact: 20,000 GP
  • () Vorpal - on a 19 or 20
  • () Inferno* - (8d10) fire circle exploding outwards from the player until it fills the surrounding space (max 300 feet) x1 daily, the user can identify up to six allies to not be affected by the fire. Burned enemies cannot heal.
  • () Vampiric - (4d8 magic piercing dmg) health automaticallytransfers to player x2 daily, no save. Enemy must make a DC 19 ChA save or be paralyzed for 2 turns.
  • () Crusader - Banishment x1 daily (DC 19 CHA). CR 3 and lower devil/demons are automatically banished on hit without using a charge
  • () Green Tip - Infinite +3 ammunition that ignores all immunities and resistances
  • () Prophetic - Automatically succeed on communicating with your god without any checks, 1x week
  • () Bulwark - Can choose to cast Shield spell after the wearer is struck x3 daily, no spell cost, no action cost
  • () Brutish- Player's STR and CON are raised to 28. Fighting without a shield allows the player to add an additional ability modifier to the damage such as their intelligence or wisdom modifiers.
  • () Arch Mage - Inc spell save/ATK+3. Player can trade any level 4 or lower spell with any other class spell list at the beginning of the day.
  • () Untouchable - +20 movement speed. Player can cast Blink at will, without using an action x2 daily
Applying "Found" Runes: 150 GP

Removing Runes: 50 GP, rune is destroyed

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