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RUNES

SIGIL OF THE WHITE LADY


Rune, legendary (requires attunement)
This Eberron dragonshard has veins of light blue
and purple, running out from a psicrystal
center, that form the complex swirling sigil of
the White Lady. 67 pinpoints of silver light float
within. When held, the dragonshard hums with
an otherworldly energy that only the wielder
can hear. It sooths your sleep when on your
person. Once attuned to this rune, you cannot
end your attunement until you finish a long
rest. When you attune to the sigil, a portion of
the White Ladys personality bleeds into yours
and you gain an appropriate flaw as chosen by
the DM.
Enhanced Vision. While attuned to this rune,
you have advantage on Perception checks.
Dreamwalk. You can cast the dream spell
once without expending a spell slot and without
requiring any components. Once you have done
so, you cannot do so again until you finish a
long rest. If you make the messenger appear
monstrous and terrifying, the target always
makes its saving throw with disadvantage and
the damage increases to 6d6.
Far Sight. As an action, you can cast the
arcane eye spell without expending a spell slot
and without requiring any components. Once
you have done so, you cannot do so again until
you finish a short or long rest. The duration of
the spell is limited to 10 minutes.
Terrifying Visions. As an action, you hastily
trace the sigil in the air between you and a
creature you can see within 60 feet of you. The
targets mind is bombarded with nightmarish
images and it must succeed on an Intelligence
saving throw or take 1d4 psychic damage and
have disadvantage on the next attack roll it
makes before the end of its next turn.
This damage increases by 1d4 when you reach
5th level (2d4), 11th level (3d4), and 17th level
(4d4).
Dreamspace Sanctuary. You can transfer the
sigils magic to a point in space by tracing it
onto the ground with 100 gp worth of silver

powder, then setting it ablaze. The point where


you trace it becomes the center of a spherical
area of magic that has a 500-foot radius and
that is fixed to the place. The transfer takes 8
hours of work that requires the dragonshard to
be within 5 feet of you and during which you
choose up to 67 creatures that will benefit from
the magic. At the end, the silver is destroyed,
you end attunement to the rune, and the area
gains the following property:
While in the 500-foot-radius sphere, the
creatures you chose during the transfer process
are immune to the dream spell, the Possession
trait of the ghost, and any other similar spells or
effects. Additionally, if they sleep, they find
their nights dreamless.
You cannot attune to the rune until it is
transferred back to the dragonshard. Doing so
requires the same cost and time, but the sigil
must now be traced onto the dragonshard in
molten silver.

DISCIPLINES
A discipline is a ritual, both physical and
spiritual, that can be performed to focus your ki
and attain a measure of spiritual power. Many
techniques exist and each one takes dedication
and practice to master. Each discipline provides
you with a set of abilities.
Additionally, you can focus your ki on one
discipline to draw ongoing benefits from it. As a
bonus action, you can choose one of your
disciplines and gain the focus benefit, which is
detailed in that disciplines description. The
benefit lasts until you are incapacitated or until
you use another bonus action to choose a focus
benefit. You can have only one focus benefit at
a time.
You attune to a discipline as though it were a
magic item. When you attune to a discipline,
you can choose to share the benefits of its focus
with a number of creatures up to your Wisdom
modifier that practiced the discipline with you.
If you do so, you cannot use any abilities of the
discipline except its focus.
Each discipline also has one or more taboos,
which are actions that run contrary to the
philosophies of a given discipline. Breaking a
taboo affects the discipline in a way detailed in
its description. All disciplines automatically end
attunement and lose their focuses after a long
rest.

make the save when it includes you in an area


effect, such as the explosion of fireball). On a
failed save, the creature must choose a new
target or forfeit targeting someone instead of
you, potentially wasting the attack or spell. On a
successful save, the creature is immune to this
effect for 24 hours. An undead is also immune
to this effect for 24 hours if you target it with an
attack or a harmful spell.
Breath of Life. You can use a bonus action to
touch a creature at 0 hit points and stabilize it.
Return to Rest. As an action, you can send a
surge of life-giving ki out from your body. Each
undead that can see or hear you within 30 feet
of you must make a Wisdom saving throw. If
the creature fails its saving throw, it is turned
for 1 minute or until it takes any damage.
A turned creature must spend its turns trying
to move as far away from you as it can, and it
cant willingly move to a space within 30 feet of
you. It also cant 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
theres nowhere to move, the creature can use
the Dodge action.
You can spend ki points to focus on specific
targets. Choose an undead creature that failed
its saving throw against this ability. It is instantly
destroyed if its challenge rating is at or below a
certain threshold, as shown in the table below.
Ki Points Spent

Destroys Undead of CR

MANTRA OF MORTALITY
Discipline, legendary (requires attunement by a
monk)

This mantra, repeated during a quiet hour of


meditation, reminds the speaker of his place in
the circle of life. Nature will claim his body and
soul when the time comes, but that time is not
now, and until then, it is his charge to return
the dead to their rest.
Spurn Deaths Touch (Focus). While focused
on this discipline, you have advantage on the
next death saving throw you make.
Among the Dead. If an undead targets you
directly with an attack or a harmful spell, that
creature must make a Wisdom saving throw
against your ki save DC (an undead needn't

Once you have used this ability, you cannot


do so again until you have finished a short or
long rest.
Taboo. You cannot willingly touch an undead
creature except in an attempt to destroy it.
Breaking this taboo ends the focus on you and
also immediately ends your attunement to the
mantra.

FORM OF FLOWING LIFE


Discipline, rare (requires attunement by a monk)
These exercises, practiced over an hour, are
meant to increase the flow of ki through the
body and grant awareness of the natural ki
connecting life around the practitioner.
Adaptive Body (Focus). While focused on this
discipline, you dont need to eat, sleep, or
breathe.
Pressure Point. You can use the Stunning
Strike feature of the monk once without
needing to spend a ki point to use it. Once you
have done so, you cannot do so again until you
finish a long rest.
Ring the Golden Bell. You gain a ranged spell
attack that you can use with the Attack action.
The attack has a range of 30 feet. You are
proficient with it, and you add your Dexterity
modifier to its attack and damage rolls. Its
damage is force, and it uses the damage die
listed in the Martial Arts column of the Monk
table.
When you use the Attack action on your turn
to use this special attack, you can spend 1 ki
point as a bonus action to increase the range to
60 feet or to make two additional attacks with it
as a bonus action.
Taboo. You cannot willingly attack a creature
that has not used violence against you or one of
your allies. Breaking the taboo ends the focus
on you and you are unable to spend ki points on
Ring the Golden Bell.

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