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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 20 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 an Investigation (Intelligence) check with a DC equal to 8 + your Dexterity modifier 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 that requires attunement. 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.

Heating Strike As a bonus action, you can heat the hammer's head. The next time you hit a creature or object with the hammer before the end of your next turn, it takes an additional 1d6 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 as the armor. 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 gavel 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 creatures, 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 hs 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 set of barding or a whip—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)

With 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.

Twelvetrees
2020-07-04, 11:52 PM
Bowl of the Syn Rune

Fluff comment: I would have expected the weather prediction effect of the Druidcraft cantrip from the description.

Mechanical comment: The Headgear option requiring attunement is quite a high cost for something you won’t necessarily get the most use out of. But it does give a really cool ability.

Cloak of the Tomt Rune

The Melee Piercing Weapon doesn’t seem like it gives enough benefits for something that requires attunment. Would it make sense to remove that requirement?

Die of the Veddle Rune

Uh, where is the Tastiness Cookie Type coming from and what does it mean?

Hammer of the Ski Rune

Is this supposed to by Hammer of the Smi Rune? Also, I really like the shield option’s note about it being able to be used as an anvil. That’s delightful.

Knot of the Tang Rune

Why does the armor option require attunement? The direct comparison to it would be Mariner’s armor, which also gives you the option to rise to the surface when you go unconscious, and it doesn’t require attunement.

Oar of the Ro Rune

Heh. Ro.

Seed of the Hosting Rune

The references are great.

Vekst Bandage

For Restoration, is that supposed to be Lesser Restoration?

Waterskin of the Bronn Rune

It might be good to get clarification on how much water you can pour into the waterskin. A gallon of water is already more than a waterskin can normally hold, so it’s a little unclear at the moment.



These are all awesome, by the way. You’ve done a good job of making it tempting to transfer the runes onto other items, which is the coolest part of these sorts of items. I may have to see if I can put these into one of my games.

sandmote
2020-07-05, 12:55 AM
Fluff comment: I would have expected the weather prediction effect of the Druidcraft cantrip from the description.

Mechanical comment: The Headgear option requiring attunement is quite a high cost for something you won’t necessarily get the most use out of. But it does give a really cool ability. I was thinking of the scrying effect when I wrote that. Which is too short to be of any use for this, now that I look at it. Yeah, I'll add a version of the druidcraft effect.


The Melee Piercing Weapon doesn’t seem like it gives enough benefits for something that requires attunment. Would it make sense to remove that requirement? Attunement in this case is to determine who the weapon teleports to. I'll bump it to +1 to balance the effect. On the other hand I had missed the cloak itself only has one property.


Uh, where is the Tastiness Cookie Type coming from and what does it mean? It comes from the homebrewery's function for inserting a table into the page, and it means I need to do more proofreading. Thanks for also catching the "minor restoration" and "ski" rune.


Why does the armor option require attunement? The direct comparison to it would be Mariner’s armor, which also gives you the option to rise to the surface when you go unconscious, and it doesn’t require attunement. Because I forgot that item existed. Thanks.


Heh. Ro. As far as I can tell, the giant language in Giantcraft and Volo's Guise to Monsters is straight up Norwegian.


It might be good to get clarification on how much water you can pour into the waterskin. A gallon of water is already more than a waterskin can normally hold, so it’s a little unclear at the moment. Should be a giant sized 30 gallons; will clarify.


These are all awesome, by the way. You’ve done a good job of making it tempting to transfer the runes onto other items, which is the coolest part of these sorts of items. I may have to see if I can put these into one of my games. :smallredface: If you do I'd love the hear how it goes. Thank you for replying so I can fix the errors I have.

sandmote
2020-07-08, 02:23 PM
Okay, the items for the Syn, Tomt, and Bronn runes have been updated.

Twelvetrees
2020-07-09, 12:19 AM
A couple of comments on the additions and some new ones as well.

Bowl of the Syn Rune
I like the addition of Glimpse Future Skies. It really gives players new capabilities, even if circumstantial ones, which allows for creativity in making use of it.

I looked at the Crystal Ball from the DMG for point of comparison and came across a couple of points I thought I should mention:

You’ve got the Bowl listed as a rare item, while the base Crystal Ball is very rare (and has fewer granted abilities). Something to be aware of. Rarities of magic items are hardly well defined categories, but this stuck out to me.

Farsight should have a save DC listed.


Cloak of the Tomt Rune
Emergency Escape feels like a lesser version of Mislead. It’s cool, but is lackluster in comparison.

If I can make a suggestion, a fluffier ability that could be added in addition to these two: Something that allows the wearer to throw their voice. It fits in with the plotting and trickster aspects of this item and gives a character a more active ability from the item, to contrast with the other, more reactive abilities it provides.

I still think the Melee Piercing Weapon option could use a boost by not requiring attunement or by making it a +1 weapon as you suggested earlier. Attunement is a high cost for two circumstantial abilities.


Waterskin of the Bronn Rune
Refreshing Source
To be blunt, my concern with this comes from enterprising players reading it and then making the argument that because it doesn’t say how much liquid it can hold, they could use it to empty a pond.

I’m also terrified that it says liquid and not water. I’ve encountered enough players with a predilection towards arson as their go-to option for problem solving to know that oil or alchemist’s fire would immediately be dumped into the waterskin if I introduced it in one of my games. If your intention was for that to be possible, you should absolutely leave it as is – exploits like that are usually fun for the players.

Suggestion for wording that removes the ambiguity of what sort of liquid can be produced:

Refreshing Source This waterskin can hold up to a gallon of liquid. When full of water, you can use an action to pour 30 gallons of water out of the waterskin. The water stops pouring out at the start of your next turn. Once the waterskin is empty, you can't use this property again until you finish a long rest.

sandmote
2020-07-09, 05:36 PM
I looked at the Crystal Ball from the DMG for point of comparison and came across a couple of points I thought I should mention:

You’ve got the Bowl listed as a rare item, while the base Crystal Ball is very rare (and has fewer granted abilities). Something to be aware of. Rarities of magic items are hardly well defined categories, but this stuck out to me.

Farsight should have a save DC listed. Dangit. Thanks for pointing this out; I've cut it to once/rest.


Emergency Escape feels like a lesser version of Mislead. It’s cool, but is lackluster in comparison. Mislead is 5th level and requires concentration, which Emergency Escape doesn't.


If I can make a suggestion, a fluffier ability that could be added in addition to these two: Something that allows the wearer to throw their voice. It fits in with the plotting and trickster aspects of this item and gives a character a more active ability from the item, to contrast with the other, more reactive abilities it provides. I'll just add this on top, frankly. Not like either of the other features are very strong.


I still think the Melee Piercing Weapon option could use a boost by not requiring attunement or by making it a +1 weapon as you suggested earlier. Attunement is a high cost for two circumstantial abilities. I had written it on the other page, and failed to transfer it over. Thanks for the catch.


To be blunt, my concern with this comes from enterprising players reading it and then making the argument that because it doesn’t say how much liquid it can hold, they could use it to empty a pond.

I’m also terrified that it says liquid and not water. I’ve encountered enough players with a predilection towards arson as their go-to option for problem solving to know that oil or alchemist’s fire would immediately be dumped into the waterskin if I introduced it in one of my games. If your intention was for that to be possible, you should absolutely leave it as is – exploits like that are usually fun for the players. Ah Rules lawyers, bane of interpreting sensibly. Also, that second use is intentional, although I mainly expect player too buy a gallon of alcohol and drink from the item the rest of the night.

Twelvetrees
2020-07-10, 02:03 AM
Mislead is 5th level and requires concentration, which Emergency Escape doesn't.


Fair points, all around. I'm good with it, but I wanted to draw the comparison.



Ah Rules lawyers, bane of interpreting sensibly. Also, that second use is intentional, although I mainly expect player too buy a gallon of alcohol and drink from the item the rest of the night.

Sounds like fun. :smallsmile:
I'm still going to advocate for adding a line about how much liquid you can pour into the waterskin, but it's a minor detail overall.

sandmote
2022-09-20, 02:08 PM
Okay, I've written up nine additional runes to add to the previous set. I think I've scraped out everything I'm likely to make work, but I've got a few items tied to wealth and some for nonmilitary practical effects, which is the sort of thing I like to add.

Apparel (footwear), uncommon (requires attunement)

These fine boots are sized to a giant, and the Apen (Open) rune is tooled into each sole. When you attune to the boots, they are magically resized to fit your feet.

Enchanted Kick. While wearing these boots you have a +1 bonus to attack and damage rolls to unarmed attacks made using your legs or feet.

Opening Kick. When you make an Athletics (Strength) check to force an object open, you can roll a d4 and add the result to your check.

Clear the Path. The boots have 3 charges, and regain all expended charges at dawn. As a bonus action you can expend 1 charge, upon which the boots begin to thunder with each step. Until the end of your turn, difficult terrain made of stone, rubble, or plants is cleared as you pass over it.

Gift of Openness. You can transfer the boot's magic to a nonmagical item—a set of clothing or a key—by tracing the Apen 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 boots are destroyed, and the rune appears on the chosen item, which gains a benefit based on its form:

Clothing. The clothing becomes a common magic item. When you make an Acrobatics (Dexterity) check or Athletics (Strength) check to escape a grapple you can roll a d4 and add the result to your skill check.

Key. The key becomes a Mystery Key.

Apparel (bracer), rare (requires attunement)

The forfall (decay) rune is burned into the leathering of this giant sized bracer. The rune's meaning is traditionally associated with dragons and the long war with them in which the giants lost much power. When you attune to the bracers, they are magically resized to fit your arm. The bracers have 7 charges, and regain 1d6+1 charges at dawn.

Touch of Destruction. You gain a +1 bonus to attack and damage rolls with unarmed strikes. When you hit a creature with an unarmed strike, the target takes an additional 1d6 necrotic damage damage.

Security Breaker. As an action you can expend a charge from the bracers, creating a single break in an object of your choice within reach. The damage can affect an object of any size but the broken area must fit within a 1 foot cube. For each break you create in the object you can reduce the skill check DC to break the object by up to 5. If this would reduce the DC to break the object to 1 or less the object instantly breaks.

Fall of Time. An an action you can expend 1 charge from the bracers and touch one creature you can see within your reach, which must make a DC 15 Charisma saving throw. On a failed save the creature appears to 10 age years for 1 hour. For the duration the target has disadvantage on ability checks made using Strength, Constitution, and Charisma checks.

Curse of Decay. You can transfer the hammer's magic to a nonmagical melee weapon or magic item of rare rarity or lower by tracing the forfall 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 bracer is destroyed, and the rune appears burned on the chosen item, which gains an effect based on the item's form:

Weapon. The weapon is now an uncommon magic item. You have a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an additional 1d4 necrotic damage on a hit.

Magic Item. The rune burns into the object, and then begins to spread. After 1 hour, the item's magic is dispelled and it is reduced to ash or dust.

Wonderous item, very rare (requires attunement)

The core of this lustrous diamond blazons with the Rikdom (wealth) rune.

Efficient Casting. When you cast a spell that consumes material components you can reduce the required material by up to 500 gp worth of precious stones, gold, or silver required to cast the spell. Once you use this feature you cannot use it again until the next dawn.

Touch of Opulence. The diamond has 7 charges and regain 1d6+1 charges at dawn. As an action you can expend 1 of the charges to make one object that is large or smaller glisten and shine as if it were worth far more than it is. A creature must succeed on a DC 15 Investigation (Intelligence) check to determine the object's worth. On a failed check the item appears to be worth three times its genuine value.

Blinding Brilliance. You can cast the Sunbeam spell using the diamond as the material component. You can do so once and regain the ability to do so again at dawn.

Gift of Wealth. You can transfer the diamond's magic to a nonmagical item—a ring—or a corpse by tracing the rikdom 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 diamond is destroyed, and the rune appears on the chosen item or the creature's body:

Corpse. The creature gains the benefits of the Raise Dead or Resurrection spells (your choice). If the spell would fail because the target died of old age, the target's is returned to life as if they were 10 years younger.

Ring. The ring becomes a rare magic item that requires attunement. Each day at dawn the ring produces 8 nonmagical duplicates of itself, each with a value of 1 gp.

Armor (studded leather), rare (requires attunement)

This straps on the back of this giant sized girdle are tied into the shape of the Tilflukt (Protection) rune. When you attune to the girdle, it is magically resized to better fit you, tying your torso to reduce your gut and improve your posture.

Hidden Guard. You have a +1 bonus to AC while wearing this armor. You can easily fit clothing and other layers over the girdle. While wearing clothing covering the girdle, a creature must succeed on a DC 15 Investigation (Intelligence) check to discern you are wearing armor.

Structured Back. When you make a Constitution saving throw or Intimidation (Charisma) check while wearing the girdle, you can roll a d4 and add the result to the saving throw or ability check.

Gift of Protection. You can transfer the pestle's magic to a nonmagical item—a brooch or melee weapon—by tracing the tilflukt 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 pestle is destroyed, and the rune appears on the chosen item, which gains a benefit based on its form:

Brooch. The brooch becomes an uncommon magic item that requires attunement. Which wearing this brooch you gain a +1 bonus to AC.

Melee Weapon. The melee weapon becomes an uncommon magic item. You have a +1 bonus to attack and damage rolls made with this magic weapon. When you are wielding two weapons and a creature hits you with a melee attack, you can use your reaction to reduce the damage by the weapon's damage die plus your Strength modifier.

Wondrous item, rare (requires attunement)

This horn from a giant goat must be held with both hands or fixed in place to blow on properly. The Vakt (guard) rune is carved into the side. Any creature can blow into the horn as an action, which can be clearly heard for half a mile. While attuned to the horn, it has 7 charges and regains 1d6+1 charges at dawn.

Deafening Call. As an action while attuned to the horn, you can can expend one charge and blow on the horn. Each creature other than you in a 30 foot cone must make a DC 15 Constitution saving throw. On a failed save the target takes 12d4 thunder damage and is deafened for 1 minute. On a success the target takes half as much damage and isn't deafened. A creature deafened by this effect can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Distance Warning. When you blow on this horn as action, you can choose to alert one creature of your choice. If the creature is on the same plane and within 50 miles of your location, the creature can hear your horn call, repeated in the same manner and appearing to come from the same direction you are. If the creature is asleep, it is awakened by the call.

Gift of Guarding. You can transfer the horn's magic to a nonmagical item—a shield or tankard—by tracing the vakt 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 horn is destroyed, and the rune appears on the chosen item, which gains a benefit based on its form:

Tankard. The tankard becomes an uncommon magic item that requires attunement. When you take a drink from the tankard, you can reduce your level of exhaustion by one. Once your use this feature, you cannot use it again until the next dawn.

Shield. The shield becomes an uncommon magic item. While holding this shield, you have a +2 bonus to Dexterity saving throws.

Weapon (club), rare (requires attunement)

This herbalist's pestle for grinding herbs is the size of a human arm, and the renhet (purity) rune is inlaid in gold on the tip.

Stained With Potency. You gain a +2 bonus to attack and damage rolls made with the pestle.

Multiply Herbs. If you place a portion of healing or herbal medicine inside an appropriately sized mortar and grind it for 10 uninterrupted minutes, the volume of medicine inside is enough to be applied to 5 creatures. You can use this feature once, and regain the ability to do so at the end of a long rest.

Concentrate Poison. You have a +2 bonus to attack and damage rolls made with this magic weapon. When a poison is applied to the pestle, a creature subject to the poison has disadvantage on saving throws against the poison.

Gift of Purity. You can transfer the pestle's magic to a nonmagical item—a piece of silverware or set of artisan's tools—by tracing the rolig 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 pestle is destroyed, and the rune appears on the chosen item, which gains a benefit based on its form:

Silverware. The silverware is now a common magic item. The rune begins glowing a disturbing green color when it comes into contact with poison, producing dim light within 10 feet.

Set of Artisan's Tools. The tool is now an uncommon magic item. While using this tool as a spellcasting focus, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your spells. When making a skill check using the tools, you can roll a d4 and add it to the check. My herbalism rules (https://forums.giantitp.com/showthread.php?620281-Expanded-Gathering-rules-for-Herbalism-Poisons-and-Brewing) aren't necessary with this item, bit some version of such a thing is kind of needed.

Apparel (brooch), very rare (requires attunement)

The body of the two foot long pin is forged into the shape of the Skjult (Hidden) rune. When you first become attuned to the two foot long pin, it turns invisible to all creatures other than you.

Instant Disappearance. The pin has 7 charges. you can expend 1 charge to cast the invisibility spell, or 1 additional charge to cast the spell as a bonus action. The Pin regains 1d6+1 charges at dawn.

Hidden Catch. The Pin's head contains a small extradimensional space can hold up to 10 pounds, not exceeding a volume of 1 cubic foot. You can insert or remove objects from the pin as an action.

Gift of Hiddenness. You can transfer the pin's magic to a nonmagical item—a set of light armor or a set of thieves tools—by tracing the skjult 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 pestle is destroyed, and the rune appears on the chosen item, which gains a benefit based on its form:

Light Armor. The armor becomes a rare magic item. While wearing the armor under clothing, it turns invisible.

Set of Thieves Tools. The thieves tools become an uncommon magic item that requires attunement. When you make a check using these tools, you can roll a d4 and add the result to your check. Additionally, you can turn the tools invisible as an action.

Wondrous item, rare (requires attunement)

This shawl has the Himmel Rune sown into the cloth in deep blue thread, and is large enough for a human to use as a blanket.

Slowing Balloon. As an action, you can hold the shawl aloft with at least two hands, upon which it inflates and fills with air. As long as the shawl is held in this manner, you fall at a rate of no more than 60 feet per round and can move horizontally up to one foot for each foot you descend.

Sky Sail. The shawl has 3 charges, and you can expend 1 charge to cast the flight spell. The shawl regains all charges at dawn.

Billowed Rest. When you spend a long rest sleeping wrapped in the shawl, you do not get dirty or overheated, as light billows of wind regularly ripple around the shawl's surface. At the end of a long rest, you regain two additional hit dice, up to your regular maximum.

Gift of The Sky. You can transfer the shawl's magic to a nonmagical item—a pair of boots or a wand—by tracing the himmel 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 pestle is destroyed, and the rune appears on the chosen item, which gains a benefit based on its form:

Boots. The boots become a set of Winged Boots.

Wand. The and becomes an uncommon magic item that requires attunement. This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the levitate 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 to dust, floats away, and is destroyed.

Wonderous item, rare (requires attunement)

This giant sized parasol has the rolig (tranquil) rune sown inside the bottom and a peaceful landscape across the top. When you attune to the umbrella, it is magically resized to allow you to wield it better.

Protection From Fire. When you would be subject to an effect that would deal fire damage and no damage of any other type while wielding the umbrella, you can halve the fire damage as a reaction.

Protection from Sun. While carrying the umbrella open, you automatically succeed on saving throws against extreme heat created by sunlight.

Gift of Calm. You can transfer the umbrella's magic to a nonmagical item—a piece of headgear or a jacket—by tracing the rolig 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 umbrella 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. While wearing the headgear, you have advantage on Constitution saving throws made to maintain your concentration on a spell.

Jacket. The jacket is now an uncommon magic item. While wearing the jacket, you have advantage on Insight (Wisdom) checks and Wisdom saving throws made against Intimidation (Charisma) checks and on saving throws to resist being frightened.