You are on page 1of 2

Runic Knight: Expanded Runes

New runes inspired by the Eldritch horrors from other planes or crafted in the Feywild

Aberrant Rune
Somehow this rune does not conform to the normal geometry of the world and draws on some
strange power to fuel its magic. While wearing or carrying an object inscribed with this rune, you
are able to speak, read, and write Deep Speech and have advantage on Charisma checks using
that language. When a creature attempts to cast a spell of 3rd level or lower within 60 feet of
you, you may invoke this rune. The spellcaster makes an Intelligence saving throw against your
Runic Magic DC. On a failed save, the spell fails but the spellcaster does not expend that spell
slot. Once you invoke this rune, you can’t do so again until you finish a short or long rest.

Temporal Rune:
7th level or Higher
This rune follows the natural swirl and shape of Dunamis, changing the way time and space
move around it. While wearing or carrying an object inscribed with this rune, your movement
speed increases by 10 feet to a maximum of 40 feet. You can choose to invoke this rune on
your turn and take an additional action except for the Attack Action for a second time. Once you
invoke this rune, you can’t do so again until you finish a short or long rest.

The Yellow Rune:


15th level or Higher
This rune evokes the power of being beyond the scope of the universe and reason. While
wearing or carrying an object inscribed with this rune, Wisdom (Insight) checks against you have
disadvantage. As an action, you can invoke this rune and cause yellow fog to pour forth from it
in a 15-foot radius sphere centered on you. Any creature in the mist must make a Wisdom
Saving throw against your Runic Magic DC. Those that fail roll on the Short Term Madness table
and gain that effect for 1 hour. Once you invoke this rune, you can’t do so again until you finish a
short or long rest.

Fey Rune
This magic evokes the primal magic of the Feywild and all the chaos and mischief that comes
with it. While wearing or carrying an object inscribed with this rune, you have advantage on
Charisma (Persuasion) checks. As an action, you can invoke this rune and cast Alter Self. Once
you invoke this rune, you can’t do so again until you finish a short or long rest.

Wild Rune:
7th level or Higher
After Cernunnos stole some of Orolam’s notes he decided to try his hand at Runic Magic. Did it
work out? While wearing or carrying an object inscribed with this rune, you ignore natural
difficult terrain. As an action, you can invoke this rune and cast Confusion at 4th level using your
Runic Magic DC. Once you invoke this rune, you can’t do so again until you finish a short or
long rest.

Rune of Orolam:
15th level or Higher
One of the greatest achievements of the Archfey of Order, this rune imposes reason onto chaos.
While wearing or carrying an object inscribed with this rune, whenever you make an ability
check that lets you add your Proficiency Bonus, you can treat a d20 roll of 6 or lower as a 7. In
addition, when you or a creature within 30 feet of you makes an ability check or attack you can
invoke the rune. Before the DM declares the outcome, but after the roll is calculated, you may
choose to add or subtract 10 to the roll. When a Natural 20 is decreased it no longer operates
as a Natural 20. Once you invoke this rune, you can’t do so again until you finish a short or long
rest.

You might also like