sandmote
2020-07-02, 08:28 PM
This page on the Homebrewery (https://homebrewery.naturalcrit.com/share/VAivRSvFm)
I rather like the 2e runecaster, so I've written some additional runes in the style used in Sky King's Thunder. Several of these were chosen because I expect them to have been used commonly during the height of giant power, and others I figure are the runes that would have been adopted as their equivalent to the Ild, Ise, and other runes used for the main giant races. I actually rather like the rune transfer aspect they have, as if makes them feel distinct from not only spell scrolls but also other items.
Wondrous item, rare (requires attunement)
This bowl bears the syn (sight) rune across the inside, inlaid in bronze. Giants, particularly cyclopes, used this item to check the weather in the vicinity and to watch intruders or those they do not trust.
Farsight You can cast the scrying spell (save DC 17) once using the bowl. Once you use this property, you can't use it again until you finish a short or long rest.
Sight Ward You are immune to the gaze of any creature, and have advantage on saving throws against illusions.
Glimpse Future Skies When you cast scrying using the bowl, you can choose to instead glipse changes in the weather in your curent location for each of the next three days. Once you use this property, you can't use it again until you finish a long rest.
Gift of Sight You can transfer the bowl's magic to a nonmagical item—a piece of headgear or a ranged weapon—by tracing the syn rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the bowl is destroyed, and the rune appears on the chosen item, which gains a benefit based on its form:
Headgear The headgear is now an uncommon magic item that requires attunement. A creature attuned to the rune receives visual information, as if from a working eye, from the location of the Rune. The rune's sight has no special properties, but continues to function as long as the wearer remains attuned. The creature can close and open this eye as a bonus action.
Ranged Weapon The ranged weapon is now an uncommon magic item that requires attunement. A creature attuned to the weapon can treat it as a +1 weapon and can use a bonus action to ignore the effects of light obscurement on its next ranged attack.
Wondrous item, rare (requires attunement)
The wick of this clear candle is arranged in the lys (light) rune. The candle can be lit by anyone, but never shrinks or seems to burn up, and produces bright light for 10 feet and dim light for another 10 feet. The candle has the following properties, which work only while it's on your person.
Truelight As an action, you can cause the candle to shine with invisible light for 1 minute. Creatures and objects cannot benefit from the invisible condition if they are within 30 feet of the candle and would be in its light, and creatures can attempt to discern illusions as a bonus action if the illusions are within the same range. Once you use this property, you can't use it again until you finish a short or long rest.
End Darkness As an action, you can cause the candle's light to extend three times as far for 10 minutes, and the light dispels darkness created by a spell of 2nd level or lower for the duration. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Light You can transfer the candle's magic to an object by tracing the lys rune on there with your finger. The transfer takes 8 hours of work that requires the candle and object to be within 5 feet of each other. At the end, the candle is destroyed, and the object is subject to the continual flame spell.
Wondrous item, rare (requires attunement)
This cloak is enchanted, able to change its size to neatly hide whatever creature is attuned to it. The tomt (plot) rune is embroidered across the cloak's surface in silver wire. The cloak has the following properties, which work only while you wear it.
Disregarded When you wear this cloak with a hood up, you have advantage on stealth checks and creatures around you must make a DC 15 Investigation (Intelligence) check as an action to discern your identity. Pulling the hood up or down requires an action.
Emergency Escape As an action, you can swirl the cloak around yourself to escape a dangerous situation. When you do so, you turn invisible and teleport up to 30 feet to a point within your line of sight, leaving behind an illusory duplicate of your self in your space. The duplicate and invisibility last until the end of your next turn, or until you attack or cast a spell. Once you use this property, you can't use it again until you finish a short or long rest.
Throw Voice When you speak, you can cause your voice to sound as if it is coming from a location up to 20 feet away from you.
Plotter's Gift You can transfer the cloaks's magic to a nonmagical item—a set of light armor or a melee piercing weapon-by tracing the tomt rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the cloak is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Light Armor The armor is now an uncommon magic armor. You can wear regular clothing over the armor, which adjusts to hide itself. Another creature must make a DC 15 Investigation (Intelligence) check to realize you are wearing armor at all.
Melee Piercing Weapon The weapon is now an uncommon magic item that requires attunement. You have a +1 bonus to attack and damage rolls made with this magic weapon, you have advantage on Sleight of Hand checks made to hide the weapon, and while the weapon is on your person you can cause it to teleport to either hand as a bonus action.
Wondrous item, rare (requires attunement)
This giant sized compass is large enough for a medium creature to rest its head on. The drom (dream) rune glows lightly from across the top face. The compass has the following properties, which work only while it is on your person or beneath your head.
Dreamscaper When you go to sleep, you can choose to cast the Dream spell, without needing to interrupt your own rest. If another creature casts the dream spell targeting either you or your target, they simply join the same dream. If more than two creatures are present, each creature can each modify the shared dream equally. Once you have used this feature, you cannot use it again until the next dusk.
Dreamguard You have resistance to psychic damage and creatures can only read your mind if you allow it.
Dreamfinder While focusing on the compass (as if concentrating on a spell) it turns to point toward the nearest illusion within 100 feet. If no illusions are in this distance it spins lazily instead.
Gift of Dreams You can transfer the compasses's magic to a nonmagical item—a belt or a pair of boots-by tracing the drom rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:
Belt The belt is now an uncommon magic item. While wearing the belt you have resistance to psychic damage.
Goggles The goggles are now an uncommon magic item. While looking through the goggles, you can all illusions within 30 feet appear faint, but you cannot see further than 30 feet. Pulling the goggles on or off requires an action.
Wondrous item, rare (requires attunement)
This bone die is the size of a human head, has seven sides of equal size, a mithril veddle (betting) rune in place of the seven. When rolled by a creature that isn't attuned to the die, the side with the rune comes twice as often as any of other sides.
Forced Roll Unless you are using another feature of the die, you can choose what result comes up on the die when you roll it.
Luck Boon You roll the die, and are effected by the spell listed on the roll for 1 minute. Once you use this feature, you can't use it again you finish a short or long rest.
Die Results
Roll Result Spell
1 Faerie Fire
2 Bane
3 Aid
4 Enhance Ability
5 Heroism
6 Bless
7-8 Haste
Lasting Luck As a bonus action, you can invoke the veddle rune to grant yourself expertise in any one skill. This benefit lasts for 1 minute. Once you use this feature, you can't use it again you finish a long rest.
Gift of Luck You can transfer the die's magic to a nonmagical item—an instrument or a cloak-by tracing the veddle rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the die is destroyed, and the rune appears in adamantine on the chosen item, which gains a benefit based on its form:
Instrument The instrument is now a rare magic item which requires attunement by a spellcaster. While you are holding this instrument, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Cloak The cloak is now a cloak of protection.
Weapon (maul), very rare (requires attunement)
This steel hammer is small by giant reckoning but the size of a maul in human hands. The smi (forge) rune is inscribed in adamantine on the striking end. Giant smiths use these hammers for their highest quality work. The hammer has the following properties.
Blocking Head While you wield the hammer, you gain a +1 bonus to your AC. You cannot benefit from a shield at the same time you gain this bonus.
Ideal Strike You have a +2 bonus to attack and damage rolls made with this magic weapon.
Heating Strike As a bonus action, you can heat the hammer's head. When you hit a creature or object with the hammer before the end of your next turn, it takes an additional 1d10 fire damage.
Gift of Smithing You can transfer the hammer's magic to a nonmagical item—a shield or armor made of metal-by tracing the smi rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the hammer is destroyed, and the rune appears as cold molten metal on the chosen item, which gains a benefit based on its form:
Shield The shield is now a rare magic item. The shield can be used as an anvil, and you can make shove attacks using the shield, without needing an open hand. You gain a +3 bonus on shove attempts made using the shield.
Armor The armor is now a rare magic item which requires attunement. You have a +1 bonus to AC while wearing this armor. As a bonus action, you gain the effects of the Heroism spell for 1 minute. Once you have used this property, you can't use it again until you finish a short or long rest.
Wondrous item, rare (requires attunement)
This bulk of kelp is tied into the shape of the tang (seaweed) rune, the adopted symbol of scrags.
Control Winds If you spend the casting duration whirling the knot over your head , you can cast the Control Weather spell with the following restrictions.
The radius of the spell is 1 mile.
You can only change the temperature, wind, and precipitation by one step each.
the effects last for 1 hour after they set in.
Once you use this property, you can't use it again until you finish a long rest.
Live Cloak As an action while underwater, you can cause the knot to expand around yourself, granting you light obscurement. Unless natural seaweed is present, this grants you no additional ability to hide your location. This property lasts 10 minute or until you leave the water, at which point the knot returns to normal. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of the Depths You can transfer the knot's magic to a nonmagical item—a cap or a set or armor-by tracing the tang rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the knot is destroyed, and the rune appears in the form of seaweed woven into the chosen item, which gains a benefit based on its form:
Cap The cap is now a cap of water breathing.
Armor The armor is now a set of mariner's armor.
Wondrous item, uncommon (requires attunement)
This lantern is small enough for a humanoid to carry in two hands, and for a giant to carry with ease. The opening for light to escape is shaped into the vaken (Wakeful) Rune, a symbol adopted by ettins. Any creature can use the item as a regular lantern, in addition to its other properties.
Clearsight You have advantage on saving throws against being blinded or frightened.
Night's Guard You no longer need to sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.
Gift of Sight. You can transfer the lantern's magic to a place by tracing the vaken rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the lantern to be within 5 feet of you. At the end, the lantern is destroyed, and the area is permanently under the effect of a daylight spell. This effect is suppressed when the area is subject to darkness created by a spell of 3rd level or higher.
Weapon (greatclub), uncommon (requires attunement)
The end of this massive oar is emblazoned with the ro (row) rune. The oar has the following properties while you hold it.
Push the Waters As an action, you can propel a vessel as if you were 20 creatures of medium size rowing. If a vessel can be rowed by only a single creature, you can instead row the vessel up to 80 feet per round.
Rowing Blow When you strike a creature with the oar, it must make a DC 12 saving throw or be pushed 5 feet away from you.
Gift of Swiftness You can transfer the oar's magic to a nonmagical sail by tracing the ro rune over the cloth with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the oar is destroyed, and the rune appears in black on the cloth. When the sail to attached to a vessel, it allows the vessel to sail ten feet faster per round.
Wondrous item, very rare (requires attunement)
This colossal saddle is built to be attached to a roc, and the ferd (journey) rune is laid out on the seat in dragonhide. When you attune to it, it shrinks to an exotic saddle sized for you.
Grant Swiftness While you sit in the saddle, the movement speeds of the creature you ride are increased by 20 feet each.
Surviving Mount When your mount is reduced to 0 hit points and isn't killed outright, it regains hit points equal to half its hit point maximum. If the mount would be killed outright, it instead drops to zero hit points and falls unconscious. Once you use this property, you can't use it again until you finish a short or long rest.
Enduring Mount Your mount has advantage on Strength and Constitution saving throws.
Gift of Foresight You can transfer the saddle's magic to a nonmagical item—a helmet or a belt—by tracing the ferd rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the saddle is destroyed, and the rune appears as a set of shallow cracks on the item, which gains a benefit based on its form:
Barding The barding is now a rare magic item. An animal wearing the armor has resistance to ranged attacks.
Whip The whip is now an uncommon magic item. You have a +1 bonus to attack and damage rolls made with this magic weapon, and while holding it you gain an equal bonus on Animal Handling checks and Intimidation checks made against beasts.
Wondrous item, uncommon
This seed is of massive size, and the hosting (harvest) rune pulses across its surface in the color of new growth. The seed normally has no effects, but grows rapidly, producing fruit based on the type of seed it is. Once a suitable hole is dug the seed can be planted as an action and grows to full size within 8 hours. Irrelevant of the type of seed, it produces enough food to provide for 50 medium creatures for one day. The seeds of the plant are the same size as the original seed but only grow in the normal amount of time.
Pumpkin A pumpkin seed affixed with the hosting rune grows ten pumpkins, each the size of a carriage. They are spread up to 50 feet from the base of the plant.
Bean A bean affixed with the hosting rune grows into a mighty tower reaching 300 feet high into the air. The pods are evenly spaced every 30 feet up the stalk, with each group of pods feeding 5 five humanoids for a day. The twisting vines make the stalk easier to climb, and a creature need no additional movement to make its way up or down the stalk.
Grape A grape seed affixed with the hosting rune grows a vine reaching up over houses or trees in the surrounding area. It is fixed with 50 grapes, arranged in bunches. Wine produced from these grapes is always of high quality.
Staff, rare (requires attunement)
This giant sized staff is carved from fine heartwood and adorned with the skog (forest) rune on the head. When you attune to the staff, it is magically resized to allow you to wield it better.
Forest's Command As an action, you can magically cause a 20 foot cube of plant growth to twist and turn, creating passages through thick growth, flattening rough terrain, or otherwise making them twist and bend. You cannot cause plants to grow faster or to move fast enough to harm creatures and unless you restrain the plants in some manner they return to their previous position over the course of 1 hour.
Rootstrength This staff has 7 charges and regains 1d6+1 expended charges when you finish a short or long rest. When you hit a creature that is standing on the ground with the staff, you can expend a charge, causing roots to erupt from the ground. The creature must made a DC 15 Dexterity saving throw or be restrained by the roots until the start of your next turn.
Gift of The Forest You can transfer the staff's magic to a nonmagical item—boots or a wand—by tracing the skog rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the staff is destroyed, and the rune appears as if burned into the object, which gains a benefit based on its form:
Boots The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you can ignore difficult terrain created by plants or other growth.
Wand The wand is now a wand of entangle.
Wondrous item, rare (requires attunement)
This teacup is sized to a giant's hand, and the bottom was laid with the prognose (forcast) rune before being put into the kiln. When you pour tea into the cup, you can create the following effects.
Track the Heavens As an action, you cause the tea in the cup to form a mirrored map of the heavens as they currently appear overhead.
Warning of the Wilds After you swirl the tea as an action, it settles into the image of an animal, as chosen by your DM. The animal reflects upcoming threats in your future, and grants you advantage on saving throws based of the associated ability score for 10 minutes. Once you have used this feature, you cannot use it again until you finish a short or long rest.
Warning Types
Animal Saving Throw
Bear Constitution
Bull Strength
Cat Dexterity
Eagle Charisma
Fox Intelligence
Owl Wisdom
Gift of Precognition You can transfer the teacup's magic to a nonmagical item—a helmet or belt—by tracing the prognose rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the teacup is destroyed, and the rune appears in pure white, which gains a benefit based on its form:
Helmet The helmet is a rare magic item that requires attunement. While wearing the helmet, you have resistance to psychic damage, advantage on initiative rolls, and creature can only read your mind if you allow it.
Belt The belt is now a rare magic item. You are immune to being forcibly moved or knocked prone while wearing the belt.
Wondrous item, rare (requires attunement)
This tightly knit piece of cloth has the vekst (growth) rune pained on using medicinal herbs and healing magics. To the chagrin of many giant healers, trolls have adopted the vekst rune as their symbol.
Applied Growth As a bonus action, you start to regain 5 hit points at the start of your turn if you have more than one hit point for 1 minute. If you take acid or fire damage, this trait doesn't function at the start of you next turn. Once you have used this feature, you cannot use it again until you finish a long rest.
Restoration As an action, you can cast lesser restoration on yourself. Once you have used this feature, you cannot use it again until you finish a short or long rest.
Gift of Regeneration You can transfer the bandage's magic to a creature missing a limb by tracing the vekst rune on the stump of the limb with your finger. The transfer takes 8 hours of work that requires the two creature and item to be within 5 feet of each other. At the end, the bandage is destroyed, and creature's limb instantly regrows.
Wondrous item, rare (requires attunement)
This pack sized waterskin is embossed with the bronn (well) rune, and can hold up to 30 gallons.
Refreshing Source When you pour at least a gallon of liquid into the waterskin as an action, the waterskin begins to slosh around as if full. When poured out again, the waterskin instead contains 30 gallons of the liquid. Once the waterskin is empty, you can't use this property again until you finish a long rest.
Track Water While focusing on the waterskin you can sense the direction of the nearest source of surface water within 1 mile.
Gift of the Well You can transfer the waterskin's magic to a place by tracing the bronn rune on the ground with your finger. The point where you trace it becomes the center of a spring of water and that is fixed to the point on the ground. The transfer takes 8 hours of work that requires the waterskin to be within 5 feet of you. At the end, the waterskin is destroyed, and fresh water flows out of the ground at a rate of 2 gallons a round.
I rather like the 2e runecaster, so I've written some additional runes in the style used in Sky King's Thunder. Several of these were chosen because I expect them to have been used commonly during the height of giant power, and others I figure are the runes that would have been adopted as their equivalent to the Ild, Ise, and other runes used for the main giant races. I actually rather like the rune transfer aspect they have, as if makes them feel distinct from not only spell scrolls but also other items.
Wondrous item, rare (requires attunement)
This bowl bears the syn (sight) rune across the inside, inlaid in bronze. Giants, particularly cyclopes, used this item to check the weather in the vicinity and to watch intruders or those they do not trust.
Farsight You can cast the scrying spell (save DC 17) once using the bowl. Once you use this property, you can't use it again until you finish a short or long rest.
Sight Ward You are immune to the gaze of any creature, and have advantage on saving throws against illusions.
Glimpse Future Skies When you cast scrying using the bowl, you can choose to instead glipse changes in the weather in your curent location for each of the next three days. Once you use this property, you can't use it again until you finish a long rest.
Gift of Sight You can transfer the bowl's magic to a nonmagical item—a piece of headgear or a ranged weapon—by tracing the syn rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the bowl is destroyed, and the rune appears on the chosen item, which gains a benefit based on its form:
Headgear The headgear is now an uncommon magic item that requires attunement. A creature attuned to the rune receives visual information, as if from a working eye, from the location of the Rune. The rune's sight has no special properties, but continues to function as long as the wearer remains attuned. The creature can close and open this eye as a bonus action.
Ranged Weapon The ranged weapon is now an uncommon magic item that requires attunement. A creature attuned to the weapon can treat it as a +1 weapon and can use a bonus action to ignore the effects of light obscurement on its next ranged attack.
Wondrous item, rare (requires attunement)
The wick of this clear candle is arranged in the lys (light) rune. The candle can be lit by anyone, but never shrinks or seems to burn up, and produces bright light for 10 feet and dim light for another 10 feet. The candle has the following properties, which work only while it's on your person.
Truelight As an action, you can cause the candle to shine with invisible light for 1 minute. Creatures and objects cannot benefit from the invisible condition if they are within 30 feet of the candle and would be in its light, and creatures can attempt to discern illusions as a bonus action if the illusions are within the same range. Once you use this property, you can't use it again until you finish a short or long rest.
End Darkness As an action, you can cause the candle's light to extend three times as far for 10 minutes, and the light dispels darkness created by a spell of 2nd level or lower for the duration. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Light You can transfer the candle's magic to an object by tracing the lys rune on there with your finger. The transfer takes 8 hours of work that requires the candle and object to be within 5 feet of each other. At the end, the candle is destroyed, and the object is subject to the continual flame spell.
Wondrous item, rare (requires attunement)
This cloak is enchanted, able to change its size to neatly hide whatever creature is attuned to it. The tomt (plot) rune is embroidered across the cloak's surface in silver wire. The cloak has the following properties, which work only while you wear it.
Disregarded When you wear this cloak with a hood up, you have advantage on stealth checks and creatures around you must make a DC 15 Investigation (Intelligence) check as an action to discern your identity. Pulling the hood up or down requires an action.
Emergency Escape As an action, you can swirl the cloak around yourself to escape a dangerous situation. When you do so, you turn invisible and teleport up to 30 feet to a point within your line of sight, leaving behind an illusory duplicate of your self in your space. The duplicate and invisibility last until the end of your next turn, or until you attack or cast a spell. Once you use this property, you can't use it again until you finish a short or long rest.
Throw Voice When you speak, you can cause your voice to sound as if it is coming from a location up to 20 feet away from you.
Plotter's Gift You can transfer the cloaks's magic to a nonmagical item—a set of light armor or a melee piercing weapon-by tracing the tomt rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the cloak is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
Light Armor The armor is now an uncommon magic armor. You can wear regular clothing over the armor, which adjusts to hide itself. Another creature must make a DC 15 Investigation (Intelligence) check to realize you are wearing armor at all.
Melee Piercing Weapon The weapon is now an uncommon magic item that requires attunement. You have a +1 bonus to attack and damage rolls made with this magic weapon, you have advantage on Sleight of Hand checks made to hide the weapon, and while the weapon is on your person you can cause it to teleport to either hand as a bonus action.
Wondrous item, rare (requires attunement)
This giant sized compass is large enough for a medium creature to rest its head on. The drom (dream) rune glows lightly from across the top face. The compass has the following properties, which work only while it is on your person or beneath your head.
Dreamscaper When you go to sleep, you can choose to cast the Dream spell, without needing to interrupt your own rest. If another creature casts the dream spell targeting either you or your target, they simply join the same dream. If more than two creatures are present, each creature can each modify the shared dream equally. Once you have used this feature, you cannot use it again until the next dusk.
Dreamguard You have resistance to psychic damage and creatures can only read your mind if you allow it.
Dreamfinder While focusing on the compass (as if concentrating on a spell) it turns to point toward the nearest illusion within 100 feet. If no illusions are in this distance it spins lazily instead.
Gift of Dreams You can transfer the compasses's magic to a nonmagical item—a belt or a pair of boots-by tracing the drom rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:
Belt The belt is now an uncommon magic item. While wearing the belt you have resistance to psychic damage.
Goggles The goggles are now an uncommon magic item. While looking through the goggles, you can all illusions within 30 feet appear faint, but you cannot see further than 30 feet. Pulling the goggles on or off requires an action.
Wondrous item, rare (requires attunement)
This bone die is the size of a human head, has seven sides of equal size, a mithril veddle (betting) rune in place of the seven. When rolled by a creature that isn't attuned to the die, the side with the rune comes twice as often as any of other sides.
Forced Roll Unless you are using another feature of the die, you can choose what result comes up on the die when you roll it.
Luck Boon You roll the die, and are effected by the spell listed on the roll for 1 minute. Once you use this feature, you can't use it again you finish a short or long rest.
Die Results
Roll Result Spell
1 Faerie Fire
2 Bane
3 Aid
4 Enhance Ability
5 Heroism
6 Bless
7-8 Haste
Lasting Luck As a bonus action, you can invoke the veddle rune to grant yourself expertise in any one skill. This benefit lasts for 1 minute. Once you use this feature, you can't use it again you finish a long rest.
Gift of Luck You can transfer the die's magic to a nonmagical item—an instrument or a cloak-by tracing the veddle rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the die is destroyed, and the rune appears in adamantine on the chosen item, which gains a benefit based on its form:
Instrument The instrument is now a rare magic item which requires attunement by a spellcaster. While you are holding this instrument, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Cloak The cloak is now a cloak of protection.
Weapon (maul), very rare (requires attunement)
This steel hammer is small by giant reckoning but the size of a maul in human hands. The smi (forge) rune is inscribed in adamantine on the striking end. Giant smiths use these hammers for their highest quality work. The hammer has the following properties.
Blocking Head While you wield the hammer, you gain a +1 bonus to your AC. You cannot benefit from a shield at the same time you gain this bonus.
Ideal Strike You have a +2 bonus to attack and damage rolls made with this magic weapon.
Heating Strike As a bonus action, you can heat the hammer's head. When you hit a creature or object with the hammer before the end of your next turn, it takes an additional 1d10 fire damage.
Gift of Smithing You can transfer the hammer's magic to a nonmagical item—a shield or armor made of metal-by tracing the smi rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the hammer is destroyed, and the rune appears as cold molten metal on the chosen item, which gains a benefit based on its form:
Shield The shield is now a rare magic item. The shield can be used as an anvil, and you can make shove attacks using the shield, without needing an open hand. You gain a +3 bonus on shove attempts made using the shield.
Armor The armor is now a rare magic item which requires attunement. You have a +1 bonus to AC while wearing this armor. As a bonus action, you gain the effects of the Heroism spell for 1 minute. Once you have used this property, you can't use it again until you finish a short or long rest.
Wondrous item, rare (requires attunement)
This bulk of kelp is tied into the shape of the tang (seaweed) rune, the adopted symbol of scrags.
Control Winds If you spend the casting duration whirling the knot over your head , you can cast the Control Weather spell with the following restrictions.
The radius of the spell is 1 mile.
You can only change the temperature, wind, and precipitation by one step each.
the effects last for 1 hour after they set in.
Once you use this property, you can't use it again until you finish a long rest.
Live Cloak As an action while underwater, you can cause the knot to expand around yourself, granting you light obscurement. Unless natural seaweed is present, this grants you no additional ability to hide your location. This property lasts 10 minute or until you leave the water, at which point the knot returns to normal. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of the Depths You can transfer the knot's magic to a nonmagical item—a cap or a set or armor-by tracing the tang rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the knot is destroyed, and the rune appears in the form of seaweed woven into the chosen item, which gains a benefit based on its form:
Cap The cap is now a cap of water breathing.
Armor The armor is now a set of mariner's armor.
Wondrous item, uncommon (requires attunement)
This lantern is small enough for a humanoid to carry in two hands, and for a giant to carry with ease. The opening for light to escape is shaped into the vaken (Wakeful) Rune, a symbol adopted by ettins. Any creature can use the item as a regular lantern, in addition to its other properties.
Clearsight You have advantage on saving throws against being blinded or frightened.
Night's Guard You no longer need to sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as keeping watch.
Gift of Sight. You can transfer the lantern's magic to a place by tracing the vaken rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the lantern to be within 5 feet of you. At the end, the lantern is destroyed, and the area is permanently under the effect of a daylight spell. This effect is suppressed when the area is subject to darkness created by a spell of 3rd level or higher.
Weapon (greatclub), uncommon (requires attunement)
The end of this massive oar is emblazoned with the ro (row) rune. The oar has the following properties while you hold it.
Push the Waters As an action, you can propel a vessel as if you were 20 creatures of medium size rowing. If a vessel can be rowed by only a single creature, you can instead row the vessel up to 80 feet per round.
Rowing Blow When you strike a creature with the oar, it must make a DC 12 saving throw or be pushed 5 feet away from you.
Gift of Swiftness You can transfer the oar's magic to a nonmagical sail by tracing the ro rune over the cloth with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the oar is destroyed, and the rune appears in black on the cloth. When the sail to attached to a vessel, it allows the vessel to sail ten feet faster per round.
Wondrous item, very rare (requires attunement)
This colossal saddle is built to be attached to a roc, and the ferd (journey) rune is laid out on the seat in dragonhide. When you attune to it, it shrinks to an exotic saddle sized for you.
Grant Swiftness While you sit in the saddle, the movement speeds of the creature you ride are increased by 20 feet each.
Surviving Mount When your mount is reduced to 0 hit points and isn't killed outright, it regains hit points equal to half its hit point maximum. If the mount would be killed outright, it instead drops to zero hit points and falls unconscious. Once you use this property, you can't use it again until you finish a short or long rest.
Enduring Mount Your mount has advantage on Strength and Constitution saving throws.
Gift of Foresight You can transfer the saddle's magic to a nonmagical item—a helmet or a belt—by tracing the ferd rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the saddle is destroyed, and the rune appears as a set of shallow cracks on the item, which gains a benefit based on its form:
Barding The barding is now a rare magic item. An animal wearing the armor has resistance to ranged attacks.
Whip The whip is now an uncommon magic item. You have a +1 bonus to attack and damage rolls made with this magic weapon, and while holding it you gain an equal bonus on Animal Handling checks and Intimidation checks made against beasts.
Wondrous item, uncommon
This seed is of massive size, and the hosting (harvest) rune pulses across its surface in the color of new growth. The seed normally has no effects, but grows rapidly, producing fruit based on the type of seed it is. Once a suitable hole is dug the seed can be planted as an action and grows to full size within 8 hours. Irrelevant of the type of seed, it produces enough food to provide for 50 medium creatures for one day. The seeds of the plant are the same size as the original seed but only grow in the normal amount of time.
Pumpkin A pumpkin seed affixed with the hosting rune grows ten pumpkins, each the size of a carriage. They are spread up to 50 feet from the base of the plant.
Bean A bean affixed with the hosting rune grows into a mighty tower reaching 300 feet high into the air. The pods are evenly spaced every 30 feet up the stalk, with each group of pods feeding 5 five humanoids for a day. The twisting vines make the stalk easier to climb, and a creature need no additional movement to make its way up or down the stalk.
Grape A grape seed affixed with the hosting rune grows a vine reaching up over houses or trees in the surrounding area. It is fixed with 50 grapes, arranged in bunches. Wine produced from these grapes is always of high quality.
Staff, rare (requires attunement)
This giant sized staff is carved from fine heartwood and adorned with the skog (forest) rune on the head. When you attune to the staff, it is magically resized to allow you to wield it better.
Forest's Command As an action, you can magically cause a 20 foot cube of plant growth to twist and turn, creating passages through thick growth, flattening rough terrain, or otherwise making them twist and bend. You cannot cause plants to grow faster or to move fast enough to harm creatures and unless you restrain the plants in some manner they return to their previous position over the course of 1 hour.
Rootstrength This staff has 7 charges and regains 1d6+1 expended charges when you finish a short or long rest. When you hit a creature that is standing on the ground with the staff, you can expend a charge, causing roots to erupt from the ground. The creature must made a DC 15 Dexterity saving throw or be restrained by the roots until the start of your next turn.
Gift of The Forest You can transfer the staff's magic to a nonmagical item—boots or a wand—by tracing the skog rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the staff is destroyed, and the rune appears as if burned into the object, which gains a benefit based on its form:
Boots The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you can ignore difficult terrain created by plants or other growth.
Wand The wand is now a wand of entangle.
Wondrous item, rare (requires attunement)
This teacup is sized to a giant's hand, and the bottom was laid with the prognose (forcast) rune before being put into the kiln. When you pour tea into the cup, you can create the following effects.
Track the Heavens As an action, you cause the tea in the cup to form a mirrored map of the heavens as they currently appear overhead.
Warning of the Wilds After you swirl the tea as an action, it settles into the image of an animal, as chosen by your DM. The animal reflects upcoming threats in your future, and grants you advantage on saving throws based of the associated ability score for 10 minutes. Once you have used this feature, you cannot use it again until you finish a short or long rest.
Warning Types
Animal Saving Throw
Bear Constitution
Bull Strength
Cat Dexterity
Eagle Charisma
Fox Intelligence
Owl Wisdom
Gift of Precognition You can transfer the teacup's magic to a nonmagical item—a helmet or belt—by tracing the prognose rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the teacup is destroyed, and the rune appears in pure white, which gains a benefit based on its form:
Helmet The helmet is a rare magic item that requires attunement. While wearing the helmet, you have resistance to psychic damage, advantage on initiative rolls, and creature can only read your mind if you allow it.
Belt The belt is now a rare magic item. You are immune to being forcibly moved or knocked prone while wearing the belt.
Wondrous item, rare (requires attunement)
This tightly knit piece of cloth has the vekst (growth) rune pained on using medicinal herbs and healing magics. To the chagrin of many giant healers, trolls have adopted the vekst rune as their symbol.
Applied Growth As a bonus action, you start to regain 5 hit points at the start of your turn if you have more than one hit point for 1 minute. If you take acid or fire damage, this trait doesn't function at the start of you next turn. Once you have used this feature, you cannot use it again until you finish a long rest.
Restoration As an action, you can cast lesser restoration on yourself. Once you have used this feature, you cannot use it again until you finish a short or long rest.
Gift of Regeneration You can transfer the bandage's magic to a creature missing a limb by tracing the vekst rune on the stump of the limb with your finger. The transfer takes 8 hours of work that requires the two creature and item to be within 5 feet of each other. At the end, the bandage is destroyed, and creature's limb instantly regrows.
Wondrous item, rare (requires attunement)
This pack sized waterskin is embossed with the bronn (well) rune, and can hold up to 30 gallons.
Refreshing Source When you pour at least a gallon of liquid into the waterskin as an action, the waterskin begins to slosh around as if full. When poured out again, the waterskin instead contains 30 gallons of the liquid. Once the waterskin is empty, you can't use this property again until you finish a long rest.
Track Water While focusing on the waterskin you can sense the direction of the nearest source of surface water within 1 mile.
Gift of the Well You can transfer the waterskin's magic to a place by tracing the bronn rune on the ground with your finger. The point where you trace it becomes the center of a spring of water and that is fixed to the point on the ground. The transfer takes 8 hours of work that requires the waterskin to be within 5 feet of you. At the end, the waterskin is destroyed, and fresh water flows out of the ground at a rate of 2 gallons a round.