Below are just a few of the options available for runes. Many of these were taken from the RAW magic items. If a character wants to make a rune to do a specific thing, a new rune can be made! | **Rune** | **Rarity** | **Requirement** | **Attunement** | **Standard** | **Effect** | | ------------------------------ | ---------- | ------------------------------------------------- | -------------- | ------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | Rune of Arcane Tradition Focus | | Wizard | x | x | Increase the DC of the spells from the school of your chosen Arcane Tradition by 1. | | Rune of Berserk | Rare | | x | x | You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained. Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. | | Rune of Binding | Rare | Spellcaster | x | x | This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): Hold Monster (5 charges) or Hold Person (2 charges). Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being Paralyzed or Restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. | | Rune of Charming | Rare | Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard | x | x | While holding this staff, you can use an action to expend 1 of its 10 charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. | | Rune of Dancing | Very Rare | | x | x | You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword 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. While the sword 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 sword 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. | | Rune of Disruption | Rare | | x | x | When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes Frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. | | Rune of Dwarven Throwing | Rare | Dwarf | x | x | The weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. | | Rune of Enemy Detection | Rare | | x | x | This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, Invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | | Rune of Fear | Rare | | x | x | This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the Command spell (save DC 15). Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. | | Rune of Fire | Very Rare | Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard | x | x | You have resistance to fire damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Burning Hands (1 charge), Fireball (3 charges), or Wall of Fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. | | Rune of Fireballs | Rare | | x | x | This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | | Rune of Fish Command | Uncommon | | x | x | This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. | | Rune of Flame | Rare | | x | x | You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. | | Rune of Frost | Very Rare | | x | x | When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. | | Rune of Healing | Rare | Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard | x | x | This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: Cure Wounds (1 charge per spell level, up to 4th), Lesser Restoration (2 charges), or Mass Cure Wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. | | Rune of Ice | Very Rare | Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard | x | x | You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Cone of Cold (5 charges), Fog Cloud (1 charge), Ice Storm (4 charges), or Wall of Ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. | | Rune of Life Stealing | Rare | | x | x | When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt. | | Rune of Lighting Bolts | Rare | | x | x | This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning boltspell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | | Rune of Luck | Legendary | | x | x | While the sword is on your person, you also gain a +1 bonus to saving throws. Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn. Wish. The sword has 1d4-1 charges. While holding it, you can use an action to expend 1 charge and cast the Wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges. | | Rune of Oath | Very Rare | | x | x | When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. 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 a ranged 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 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. | | Rune of Paralysis | Rare | | x | x | This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | | Rune of Polymorph | Very Rare | | x | x | This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the Polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | | Rune of Power | Very Rare | Sorcerer, Warlock, Wizard | x | x | As per the Staff of Power in the DMG. | | Rune of Sharpness | Very Rare | Weapon that deals Slashing damage | x | x | When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10- foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. | | Rune of Slaying | Very Rare | Ammunition Only | x | x | An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. | | Rune of Speed | Very Rare | Light Weapon | x | x | You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. | | Rune of Striking | Rare | | x | x | The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. | | Rune of Swarming Insects | | Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard | x | x | This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges). Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. | | Rune of Terror | Rare | | x | x | This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. | | Rune of the Avenger | Legendary | Paladin | x | x | When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. | | Rune of the Defender | Legendary | | x | x | You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. | | Rune of the Life Stealer | Rare | | x | x | The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. | | Rune of the Magi | Legendary | Sorcerer, Warlock, Wizard | x | x | As per the Staff of the Magi in the DMG. | | Rune of the Python | Uncommon | Cleric, Druid, or Warlock | x | x | You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t Incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. | | Rune of the Sun | Rare | | x | x | This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. | | Rune of the Woodlands | Rare | Druid | x | x | As per Staff of the Woodlands in the DMG. | | Rune of Thunder and Lighting | Very Rare | | x | x | As per the Staff of Thunder and Lightning in the DMG. | | Rune of Thunderbolts | Legendary | | x | x | Giant’s Bane (Requires Attunement). You must be wearing a Belt of Giant Strength (any variety) and Gauntlets of Ogre Powerto attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be Stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. | | Rune of Vorpal | Legendary | Weapon that deals Slashing damage | x | x | In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. | | Rune of Web | Uncommon | | x | x | This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the Web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | | Rune of Withering | Rare | Cleric, Druid, or Warlock | x | x | This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. | | Rune of Wonder | Rare | Spellcaster | x | x | As per the Wand of Wonder in the DMG | | Rune of Wounding | Rare | | x | x | Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. | | Rune of Blessed Divine Smite | | Paladin | x | x | Your Divine Smite and Improved Divine Smite deals an additional radiant damage equal to your Charisma modifier | | Rune of Dragon Slaying | Rare | | | x | When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. | | Rune of Lightning | Uncommon | Javelin | | x | This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. | | Rune of Magic Detection | Uncommon | | | x | This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. | | Rune of Magic Missiles | Uncommon | | | x | This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missilespell from it. 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. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | | Rune of Secrets | Uncommon | | | x | The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. | | Rune of Smiting | Rare | | | x | You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. | | Rune of the Giant Slayer | Rare | | | x | When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall Prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. | | Rune of Venom | Rare | | | x | You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become Poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. | | Rune of Viciousness | Rare | | | x | When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type. | | Rune of \_____ \_ Slaying | | | | | A weapon with this sigil deals an additional 1d6 damage to the specified creature type. | | Rune of Celerity | | | x | | You gain a +5 bonus to your Intitiative modifier. | | Rune of Charisma | | | x | | +1 CHA | | Rune of Constitution | | | x | | +1 CON | | Rune of Dexterity | | | x | | +1 DEX | | Rune of Frailty | | | x | | Whenever you strike a target with a weapon bearing this sigil, that creature has disadvantage on Constitution saving throws to maintain concentration on a spell. | | Rune of Impact | | | x | | When you strike a creature when you have advantage on the attack roll, that creature is knocked prone if the lower of the two rolls would have also hit. | | Rune of Intelligence | | | x | | +1 INT | | Rune of Malice | | | x | | Whenever you strike a creature that is under the effects of your Hunter's Mark or Hex spell, that creature takes an additional 1d4 damage. | | Rune of Paralyzation | | Weapon that deals Bludgeoning damage. | x | | When you score a critical hit, the taret must make a DC 13 Constitution saving throw or be paralyzed for 1d4 rounds. The creature can repeat the saving throw at the end of each of its turns. | | Rune of Agony | | | | | When a creature fails a Constituion saving throw to maintain concentration on a spell due to an attack made with this weapon, you deal an additional 3d6 damage. | | Rune of Air | | | x | | Deal 1d6 lighting damage when your attack roll hits by +5 or more. | | Rune of Blight | | | | | You deal an additional +1 damage to plants and fungi. | | Rune of Blood | | | x | | When you strike a bloodied creature while you are also bloodied, you deal an additional 1d6 damage. | | Rune of Bloodlust | | | x | | When you reduce a creature to 0 hitpoints you gain a cumulative +1 bonus to damage. This bonus resets to +0 when you you are no longer in combat. No effect if the creature's CR is lower than your Proficiency Modifier/2. | | Rune of Bounty | | | x | | Whenever you kill a creature of CR 1 or higher, a number of gold pieces equal to the creature's CR appear in your pocket. | | Rune of Cleansing | | | x | | When you score a critical hit, you remove one condition from yourself. | | Rune of Concentration | | | x | | You deal an additional +1 damage while you maintain concentration on a spell. | | Rune of Corruption | | | x | | When you hit with an attack, you may choose to expend a number of hit hice up to your Proficiency bonus. Roll these dice as part of your damage roll. | | Rune of Cruelty | | | | | You deal an additional +1 damage to creatures that are bloodied. | | Rune of Debility | | | x | | When you hit a creature with an attack that you have advantage on and the lower of the two rolls would also hit, the target must make a DC 13 Constitution saving throw or gain 1 level of exhaustion. | | Rune of Earth | | | x | | You deal an additional 1d4 force damage if your attack roll hits by +5 or more. | | Rune of Energy | | | x | | You deal +1 damage for each spell you have been the target of since the end of your last turn. | | Rune of Fire | | | x | | You deal an additional 1d4 fire damage if your attack roll hits by +5 or more. | | Rune of Forgetfullness | | | x | | When you hit a creature with an attack that you have advantage on and the lower of the two rolls would also hit, uou reduce target's INT score by 1. A creature whose INT is reduced to 0 dies. A creature whose INT is reduced to 0 dies. A creature regains any lost ability points after a long rest. | | Rune of Hobbling | | | | | Whenever you hit a creature with an attack, that creature's speed is reduced by 5ft until the end of its next turn. | | Rune of Ice | | | x | | You deal an additional 1d4 cold damage if your attack roll hits by +5 or more. | | Rune of Incapacitation | | | x | | When you hit a creature with an attack that you have advantage on and the lower of the two rolls would also hit, the creature cannot take reactions until the end of its next turn. | | Rune of Ineptitude | | | x | | When you hit a creature with an attack that you have advantage on and the lower of the two rolls would also hit, you reduce target's CHA score by 1. A creature whose CHA is reduced to 0 dies. A creature whose CHA is reduced to 0 dies. A creature regains any lost ability points after a long rest. | | Rune of Life | | | x | | When you roll a critical hit, you can choose to expend up to half your hit dice instead of dealing the extra critical damage. | | Rune of Luck | | | x | | You deal an additional 1d4 damage when you hit with disadvantage. | | Rune of Mindlessness | | | x | | When you hit a creature with an attack that you have advantage on and the lower of the two rolls would also hit, you reduce target's WIS score by 1. A creature whose WIS is reduced to 0 dies. A creature whose WIS is reduced to 0 dies. A creature regains any lost ability points after a long rest. | | Rune of Mischeif | | | x | | You deal an additional 1d4 damage if your target does not percieve you. | | Rune of Momentum | | | x | | You deal an additional 1d4 damage if you have moved at least 15ft during your turn. | | Rune of Nullification | | | x | | When you scorea a critical hit, you can choose to remove one magical effect on your target instead of dealing the additional damage. | | Rune of Peril | | | x | | You deal an additional 1d4 damage while you are bloodied. | | Rune of Purity | | | x | | You deal an additional +1 damage while not under the effects of a spell or magic item (excluding this weapon). | | Rune of Quickness | | | x | | You deal an additional 1d4 damage on the first round of combat. | | Rune of Rage | | | x | | You gain +1 to your Rage Damage bonus. | | Rune of Rending | | | x | | When you strike a creature with an attack you have advantage on, creatures adjacent to your target take damage equal to your damage modifier. | | Rune of Restoration | | | x | | When you reduce a creature to 0 hitpoints, you regain health equal to half the creature's CR. No effect unless the creature has a CR of 1 or more. | | Rune of Sickness | | | x | | When you hit a creature with an attack that you have advantage on and the lower of the two rolls would also hit, you reduce target's CON score by 1. A creature whose CON is reduced to 0 dies. A creature whose CON is reduced to 0 dies. A creature regains any lost ability points after a long rest. | | Rune of Crippling | | | x | | When you hit a creature with an attack that you have advantage on and the lower of the two rolls would also hit, you reduce target's DEX score by 1. A creature whose DEX is reduced to 0 dies. A creature whose DEX is reduced to 0 dies. A creature regains any lost ability points after a long rest. | | Rune of Speed | | | x | | Your speed increases by 5ft. | | Rune of Stamina | | | x | | While wielding this weapon, you have advantage on saving throws to avoid Exhaustion. | | Rune of Strength | | | x | | +1 STR | | Rune of Sunlight | | | | | When you strike a creature during the day, you deal an additional +1 damage. | | Rune of the Clean | | | x | | When you are at your hit point maximum, you deal an additional +1 damage. | | Rune of the Night | | | | | When you strike a creature at night, you deal an additional +1 damage. | | Rune of Torment | | | x | | When you hit with an Attack of Opportunity, you deal an additional 1d4 damage. | | Rune of Venom | | | | | When you strike a creature that is suffering from the poisoned condition, you deal an additional 1d6 damage. | | Rune of Weakness | | | x | | When you hit a creature with an attack that you have advantage on and the lower of the two rolls would also hit, you reduce target's STR score by 1. A creature whose STR is reduced to 0 dies. A creature whose STR is reduced to 0 dies. A creature regains any lost ability points after a long rest. | | Rune of Wisdom | | | x | | +1 WIS | | Rune of Wrath | | | | | When you strike a creature that is prone, stunned, or paralyzed, you deal an additional 1d4 damage. |