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The Magic of Runes

Magic
of
Runes
A New Magical Tradition
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T HE M AGIC OF R UNES
A Magical Tradition for 5 th Edition Campaigns & Settings

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The Magic of Runes

Introduction

R unic magic offers another option for magical traditions in your campaign world or
setting. By their very nature, runes hold a different feel from traditional spells and magic
items. Although runes share similarities with spells and one-shot items, they follow a few
special rules. This gives runic magic its own unique flavor. You can introduce runes as part of a
race, a specific culture, as part of a religious order, or as part of a secret cult. Not only can runes
provide an incentive for characters to go adventuring and exploring, they also give the DM,
another way to reveal bits and pieces of her world’s history and flavor. Not surprisingly, runes
are especially appropriate to dwarves and giants (as demonstrated in the Storm Giant’s
Thunder adventure). Indeed, the Dethek script from the Forgotten Realms, used by dwarves in
that setting, is reminiscent of the Scandinavian runic language known as Futhark.
How do runes work in 5th edition? How can DMs and players introduce them into the
campaign? What can runes do, and how do characters gain access to them? Answers to these
questions and more are provided in this sourcebook.
What Are Runes? Once inscribed, an individual rune holds
Historically, runes were letters of the a small but potent magical charge for an
alphabet used in numerous Germanic indefinite period. The rune remains in place,
written languages, at least until the Romans dormant, until activated by either the
brought Latin script to conquered regions. person carrying the inscribed object, or until
Runes were usually simple, blocky symbols triggered by a set of circumstances
that were carved into surfaces such as wood, established by the runecaster. Once
slate, and ivory. activated, a rune discharges its magic and
For purposes of this book, a rune is an thereafter becomes inert. Most runes last
empowered symbol. The shape and design but a moment or two; a few runes continue
of the rune serve to represent the power functioning for several minutes, or for a brief
contained within. For a rune to work, a runic duration requiring concentration.
practitioner must first inscribe it on a solid, Many different types of runes exist. Each
semi-permanent surface, such as a rune performs a specific purpose and has a
breastplate, a shield, a sword, or a door. He unique effect. One rune may infuse a
uses a special chisel or similar tool to etch warrior’s limbs with the strength of the bear,
the symbol into a surface, following which while another rune might turn aside a sword
he traces the rune with silvered ink. The ink blow at the last second.
binds magic into the crevices of the etching. Five rune types exist: armor rune, shield
Those who use runes are known by a rune, tool rune, warding rune, and weapon
variety of names, including runic mage, rune. You can only inscribe a rune on the
runecaster, or rune-master. Through appropriate object—an armor rune on a set
training, apprenticeship, insight, and of armor, shield rune on a shield or buckler,
experience, a runic mage learns one rune at tool rune on a tool, and weapon rune on a
a time. He must spend enormous amounts weapon. A warding rune, on the other hand,
of effort in not only learning an individual must be inscribed on a somewhat stationary
rune, but also in learning how to flawlessly hard surface, such as on a door, a wall, or a
carve it. The smallest imperfection renders a tabletop. The DM must approve the surface
rune useless. to which any inscribed rune is applied.

2
The Magic of Runes

In game terms, a rune is slightly less How Do Runes Work?
effective than a 1st-level spell, but slightly A runecaster knows a limited number of
more powerful than a cantrip. Activating runes. He acquires these from a master,
most runes requires an action of some sort, learns them from a supernatural source (an
thereby balancing their effectiveness. oracle, an ancient druid, an ancestral spirit, a
dragon, etc.), or discovers them in ancient
What Do Runes Look Like? tomes and forgotten workshops. A
You have several options in deciding what runecaster’s collection of runes is usually
runes look like on your world. The easiest small, and even that takes years to
method involves borrowing the straight- accumulate. A runecaster jealously guards
forward Futhark runes from Earth’s history. his secrets and rarely shares them.
As another option, you can use the To create a charged rune, the runecaster
Forgotten Realms’ Dethek script as a starting inscribes a rune on an appropriate surface as
place (see the Sword Coast Adventurer’s part of a ritual that takes 10 minutes (some
Guide for an illustration of Dethek). Also, runes take longer). Once inscribed, the rune
check out the 1st edition AD&D Dungeon remains dormant but charged. A rune
Masters Guide (p 41) for the runes used for retains its charge until activated, typically by
glyph of warding. Likewise, the 1980 version the person wielding the inscribed object.
of The World of Greyhawk Fantasy Setting The runecaster can dissipate one of his
folio provides a wealth of “portentous runes inscribed runes as a bonus action, regardless
and glyphs” (p 29-32). More recently, the of distance separating him from the rune.
Storm King’s Thunder adventure illustrates For runed objects, the person holding
several runes used by giants. the item must speak a command word
Another possibility involves checking out (established by the runecaster upon
the weirder fonts available for computers. A inscription) to activate the rune. Thus, the
large number of science fiction and fantasy- wielder decides when to use the rune. For a
related fonts exist, ranging from those for warding rune, the runecaster establishes the
the Cthulhu mythos to those for popular TV triggering conditions; until those conditions
shows and movies. This way you can create exist, the rune remains dormant.
handouts to show your players how the When triggered, a rune discharges its
runes look. magic in the manner provided in its
Ultimately, how any given rune appears description. Some runes protect or ward the
is up to you. Take into consideration the object wielder, while others inflict damage
culture most closely associated with runes; or otherwise cause harm to other creatures.
dwarvish runes might appear blocky and A few runes serve to ward or trap an area,
straightforward to make them easier to such as a doorway or a locked chest.
carve into stone, whereas elven runes might
be more elaborate and fanciful. Some Inscribing Runes
creatures may use bold, straight lines, while The process of using rune magic begins
others may favor intricate patterns. Also, either with an individual with the Runecaster
take into account the way the runes are feat, or a spellcaster casting the inscribe
used. If a runecaster wishes to etch a rune rune spell. Regardless of how the
on a metal or stone surface, the rune practitioner accesses runes, the act of using
shouldn’t be too complex or elaborate. runes includes two steps.

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The Magic of Runes

First, the runecaster must inscribe or Triggering a Warding Rune


etch the rune on the intended object (i.e., Warding runes, on the other hand, trigger
armor, shield, tool, or weapon), or on a when a circumstance occurs within 10 feet
surface (for warding runes). This ritual, of the rune’s physical location. The
either through the feat or through casting runecaster decides the exact nature of the
the spell, takes 10 minutes and requires circumstance as part of inscribing the rune.
relative quiet and concentration on the There are a few requirements and several
runecaster’s part. If anything interrupts the restrictions on how complicated or
process, the attempt automatically fails and elaborate the triggering parameters can be.
the runecaster must start over. A rune magically senses creatures that
Regardless of whether the runecaster approach within 10 feet of it, even if the
uses the Runecaster feat or the inscribe rune creature does so stealthily. Unless the rune
spell, he must have the use of runecasting description states otherwise, a rune cannot
tools in order to craft a rune. detect—or be triggered by—invisible, out of
A rune must be inscribed on a phase, incorporeal, ethereal, or illusionary
permanent or semi-permanent surface; a creatures. You cannot set a triggering
rune cannot hold magical power if inscribed condition that involves a creature or other
on paper or clay (for example). A warding event farther than 10 feet away from the
rune must be inscribed on a relatively rune’s location, since it can’t detect anything
stationary surface. If inscribed on a surface beyond 10 feet.
that gets moved—an iron chest, for Most runes cannot differentiate friend
example—the rune dissipates to no effect if from foe, sentient from non-sentient. Most
the object is moved. runes cannot differentiate race, sex, size,
As the runecaster inscribes the rune, he cultural origin, or any similar physical trait. A
incants mystical words to imbue it with select few runes can, however, tell the living
magic. Once he completes this step, he then from the undead (for example); these runes
establishes any command words or trigger only react to an undead presence. As part of
situations necessary to activate the rune. a rune’s trigger, you can include whether a
specific object must be carried (e.g., the
Activating a Rune correct key to a lock), or should not be
Runes activate through one of two means: carried (e.g., a specific piece of jewelry).
command word or triggering event. The As part of inscribing a warding rune, you
form this activation takes depends on the must set a deactivation command word. Any
type of rune. For an armor, shield, tool, or creature that speaks this command word out
weapon rune, the activation requires a loud, out to a distance of 15 feet, de-
command word spoken by the creature activates the rune, rendering it inert (but see
carrying or wielding the object—they cannot Options & Suggestions, below).
activate the rune from a distance, nor can In general, you can establish up to two
the runecaster. If the creature doesn’t know conditions as part of a rune’s trigger, as long
the command word or can’t speak it, it as those conditions don’t contradict each
cannot activate the rune. As mentioned, the other. If you do this, you must specify if the
runecaster sets the command word after rune requires one or both conditions to be
inscribing the rune. met in order to trigger.

4
The Magic of Runes

Here are a few examples of rune triggers. bar their entry, increase the difficulty of
The rune triggers when: picking a lock, or otherwise slow an enemy’s

progress. These runes are most often placed
• Any creature approaches within 10 feet.
on doors, on floor stones leading into an
• A creature touches the surface upon
area, or on an archway’s keystone, to name
which the rune is inscribed. a few examples.
• A creature passes beneath the archway A warding rune designed to stymie
upon which the rune is inscribed. intruders or slow them can “watch” or ward
• A creature enters through a doorway an area up to a 10-foot-cube in size, with the
and then passes out again (i.e., the rune rune immediately adjacent to that area.
won’t trigger if the creature only enters Thus, a warding rune placed on a doorway
the room). triggers if a creature passes through that
• A creature attempts to damage a door or entrance, whether they break down the
attempts to open the door lock without door or simply open it and walk through. If,
the proper key. on the other hand, the intruder smashes,
• A creature attempts to leave the room phases, uses passwall, or otherwise
while carrying the Eye of Orcus diamond. bypasses the door and goes through a
• With the appropriate rune: when an nearby wall, then those intruders don’t
undead creature attempts to pass trigger the rune.
through a doorway. The wise runecaster carefully plans

As a guideline, a warding rune’s trigger(s) where to place his warding runes, trying to
should be simple and straightforward, and anticipate the route an enemy might take.
shouldn’t require the rune to discern Thus, in most cases, placing a warding rune
anything specific about a nearby creature. on a wall makes little sense, unless the wall
The DM has final say as to if a trigger works, conceals a secret door or similar feature.
and how it works in any given situation.
Once a warding rune is triggered and Introducing Runes to a Setting
once its duration expires, it loses its magic If your setting doesn’t already feature runes
and become inert. in some form or another, you can integrate
them into your world in a number of ways,
Warding an Area as described below.
Some warding runes serve to protect an They’ve always been available. Even if
object, such as a chest, from thieves or you haven’t included runes in your setting
spies. These wards are, in essence, traps for previously, you can simply hand-wave their
the unwary. In most cases, such runes introduction. Assume that runes have always
trigger when someone touches the runed been part of your world’s history and one of
object, attempts to take said object, or if its well known magical traditions. If you
they try to open a lock without first choose this route, your players will want to
possessing the proper key. know some background information about
Some warding runes, however, protect runes and their functions, especially if one of
an area by denying access to intruders. A their characters plans on using runes in
warding rune might trigger an audible alarm, some capacity.
inflict damage (like a trap) on the intruders, Forgotten Secrets. Runes have long
existed in the setting, but their secrets have

5
The Magic of Runes

been lost to history for centuries or how and why that character has access to
millennia. Only a handful of practitioners runes, and what campaign repercussions
understand how to inscribe runes, and most such knowledge may incur. For example,
sages and scholars know nothing of runic what if runic magic belongs solely to
magic. If a character seeks to learn new dwarves or giants? They keep control over
runes, he can only do so by undertaking a their runes, and never share their lore—
quest for lost knowledge or by seeking out except with a rare individual who has done a
one of the few runecasters known to exist. great service to their people. If a character is
Perhaps the culture that once practiced rune less altruistic, then perhaps they stole the
magic went extinct, vanished, or abandoned secrets of runic magic and the owners want
this art. It is also possible that modern day to forever silence him. What if, instead of
magic-users consider runic magic crude, giving fire to mortals, Prometheus taught
primitive, and unworthy of study. them the secrets of runes?
Alien Magic. Runic magic has never
existed on your world, and only recently Characters Gaining Runic Magic
have practitioners introduced it from other The introduction of runes into a campaign
worlds, dimensions, or planes of existence. gives characters a minor boost in their
Anyone seeking to learn runecasting must capabilities and versatility, and thus the DM
find one of these alien practitioners and should monitor their use and abuse.
convince him to teach the art. Runes would The DM has a variety of ways she might
be rare, and almost no one would allow player characters to learn and use
understand how they work or what they do. runes. The two described in this sourcebook
Forbidden Lore. Once widely accepted, include the inscribe rune spell, and the
the practice of runic magic has become one Runecaster feat. The DM can allow only one
of the forbidden arts. Many possible reasons method of accessing runes, or she can allow
exist for such forbiddance. For example, the both if you choose. Obviously, the inscribe
dominant culture may consider runes to be a rune spell limits runic magic to certain
sign of barbarism. Perhaps they hold classes, whereas the feat grants access to
religious reasons for their beliefs. If runes any character who selects it.
originated as a gift from demons or other In terms of raw character power and
monsters, then many people would view what characters of a given level can achieve,
runic magic as unholy or cursed. Regardless runic magic offers them more choices and
of reasons, any character practicing runic can give them slightly greater power. In
magic may find it challenging to learn new general, the game’s action economy
runes or practice their craft in plain sight. provides a built-in limit to how often a
They may need to hide their knowledge and character can use runic magic. No matter
watch out for witch hunters, inquisitors, and how many runes a character knows, he can
the like. still only create, activate, or use so many in a
It is equally possible that runic magic given round. Likewise, a character only has a
remains the purview of a race, culture, or limited number of spell slots available per
cult. They jealously guard their secrets and day with which to cast inscribe rune, unless
almost never teach runes to outsiders. If a he casts the spell as a ritual. The Runecaster
character knows runes and yet is not part of feat includes limits to how often it can be
this closed society, the player should decide used per day.

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The Magic of Runes

New Feat: Runecaster also be added to other spell lists (most likely
those for bard, sorcerer, and wizard).
You learn the secrets to inscribing and
The cost for the material component—
empowering magical runes. You gain the
silvered ink—could range from essentially
following benefits:
free to 10 gp, depending on the DM’s
• You learn three runes, chosen from the preference and the campaign setting.
list below. Without doubt, a character will seek to
• You gain proficiency in runecaster’s tools inscribe one type of rune on another
(similar to artisan’s tools). surface, such as seeking to place a weapon
• You may inscribe each rune once rune on a shield, or a shield rune on a book,
between long rests. their clothing, or other surface. The DM has
• If you take this feat again at 4th, 8th, 12th, final say as to whether such alternate uses
16th, or 20th level, you gain another two of these spells function, but in general, each
runes to add to your list of known runes. rune spell should only work on the
appropriate type of item or surface.
Inscribing a rune requires 10 minutes You can maintain multiple active runes
and the use of a runecaster’s toolset. Once at the same time on different objects, to a
you inscribe one of your runes, you cannot maximum equal to your spellcasting ability
inscribe it again until after completing a long modifier (minimum of 1). You can, as a
rest. bonus action, dissipate any or all your active
If a rune requires a target creature to runes, regardless of distance separating you
make a save, the save DC equals 8 + your from the runed item.
proficiency bonus + your choice of If a rune calls for a target to roll a saving
Intelligence, Wisdom, or Charisma ability throw, use your spell save DC: 8 +
modifier. Once you choose your ability proficiency bonus + spellcasting ability
modifier, it cannot be changed. modifier. If a rune involves an attack roll for
Optional: Instead of the benefits listed some reason, determine the runecaster’s
above, this feat might give the character the spell attack modifier: proficiency bonus +
ability to cast the inscribe rune spell as if it your spellcasting ability modifier.
were on his spell list.
Inscribe Rune
Inscribe Rune Spell 1st-level enchantment (ritual)
When you learn this spell, select a number Casting Time: 10 minutes
of runes from those described below, equal Range: Touch
to your spellcasting ability modifier Components: V, S, M (silvered ink)
(minimum of 1). These represent the runes Duration: Permanent until rune is activated

you know and can inscribe. You gain an
As part of casting this spell, you trace a rune
additional rune at 4th, 8th, 12th, 16th, and 20th
on an object or appropriate surface (which
level. When you gain a new experience level,
varies with the type of rune) and imbue it
you may swap out one of your known runes
with magical power. After placement, the
for a new one from the list.
rune remains visible, but provides no
The inscribe rune spell is most
obvious clues to its magic without benefit of
appropriate for the cleric and paladin spell
detect magic. After the rune releases its
lists. With DM permission, this spell could

7
The Magic of Runes

charge, it becomes nonmagical, although the The DM will decide how difficult,
etching remains carved into its surface. Once challenging, or dangerous the process of
discharged, a rune cannot be enchanted learning new runes will be.
again; the runecaster must inscribe another On one end of the possible spectrum,
of that rune elsewhere on the object’s the DM can allow runecaster characters to
surface if he wishes to enchant that object. learn a new rune when they gain the
Upon casting this spell, assign a specific requisite experience level (4th, 8th, 12th, 16th,
rune from those you know. Once you and 20th), similar in principle to how wizards
inscribe a rune, it cannot be changed. The gain new spells. In this, the runecaster might
rune remains dormant until the object need to meet with his mentor or master in
wielder activates it. In the case of warding order to learn the new rune, or you can
runes, the rune triggers when an event you assume he learns the new rune through
specify occurs. trial-and-error, or from a book he studies (a
Only one rune can affect an item or gift—or stolen—from his master, perhaps).
surface at a time; if you cast a second rune On the other end of the spectrum, if a
on an object or discrete surface, it replaces runecaster wishes to learn or acquire a new
the first one. rune, he must first seek out a teacher or
As long as the rune remains dormant, other source first. This source could be any
the creature wielding the inscribed item can number of mystical, supernatural, or
activate the rune by speaking the command mundane creatures, locales, or objects. For
word you establish. The action required on inspiration, roll on the table below for
the part of the runed object’s wielder to suggestions and ideas.
activate a rune depends on the rune chosen Regardless of the challenges the
(see below). When a rune lists runecaster must overcome, he should only
“concentration” for the duration, the object gain access to new runes upon achieving the
wielder must maintain this concentration, requisite experience level. On rare occasion,
not the runecaster. the DM can also grant new runes as a form
of reward, much like the blessings and
Learning New Runes charms described in the DMG can be
Runes are similar to spells in that the granted as non-monetary rewards. It also
runecaster must learn each individual rune makes sense to grant a new rune as a “story
in order to “cast” (i.e., inscribe) it. A bonus” of sorts if that rune is necessary for
runecaster can only inscribe runes he knows. completing the adventure.

8
The Magic of Runes

Source of New Runes
d12 Source
1 Hermit. A wizened, cantankerous hermit who hates visitors, hates needy students, and
enjoys nothing more than sharing his misery. You may need to bribe him to share.
2 Legendary Oracle. Located at a remote, difficult-to-reach site of power. The oracle may
decide what rune the supplicant receives, based on its reading of the future.
3 Ancient Wyrm. One of the world’s last surviving ancient dragons. The wyrm has its own
reasons for teaching runes to a select few pupils, and it has on occasion devoured the
more petulant of these supplicants.
4 Sacred Grove. Although druids, dryads, or similar creatures care for the grove, the grove
itself possesses sentience and teaches the secrets of rune magic.
5 Banished Demon or Devil. A powerful demon, devil, or similar outsider remains trapped
in this world, banished from the Abyss or the Nine Hells for some offense. It shares runic
magic with a chosen few pupils, often in exchange for future favors.
6 Fallen Celestial. Once a servant of the gods, this celestial being now shares the secrets of
runes with a few students.
7 Elder Runemaster. A powerful and influential runecaster teaches a handful of
apprentices how to use runes.
8 Primal Spirit. This entity was here before the gods, a part of the world’s natural order.
The spirit taught runic magic to creatures, such as dwarves, and sometimes it can be
convinced to teach other people, too.
9 Divine Inspiration. A hidden power speaks in the runecaster’s dreams, teaching new
runes when “the time is right.” The pupil may have no choice as to which runes it
receives.
10 Lich or Mummy Lord. This dangerous undead monster usually kills any creature foolish
enough to enter its lair, but on rare occasions, it instead chooses to share its magical
knowledge with an exceptional intruder.
11 Mystical Tome. The runecaster possesses a unique magical book or scroll. This source
teaches new runes only when it feels the pupil is ready to learn them.
12 Religious Order. A secretive cult or religious group imparts knowledge of new runes to a
handful of special supplicants. They may teach to anyone they deem worthy, or they
may reserve their wisdom only for those who join their ranks.
Almost as important to the source of the the table, below. The supplicant seeking to
runes is a reason for why that source learn more rune magic may or may not
teaches runes and shares its knowledge— know this motivation to start with, and only
why does the source teach students. Work learns about this over time. Depending on
with the player to determine both the the source’s reasons for sharing runes, the
source of the runes, as well as the source’s character may eventually need to choose
motives for sharing. Those reasons can serve between his morals and his desire for more
as impetus for future adventures, while at knowledge. This could also set up a situation
the same time providing depth and flavor to where the character may need to stop his
the campaign world. If you want a little teacher’s plans, thereby threatening his
inspiration or some potential ideas, roll on
source for future rune magic.

9
The Magic of Runes

Motivations for Teaching Runes


d12 Motivation
1 Altruism. The source believes it has a sacred or moral duty to share its knowledge with
worthy pupils.
2 The Next Generation. The teacher wants to continue the runic magic tradition and keep
its lore from fading into history.
3 Quid Pro Quo. The teacher expects a favor in return for sharing its wisdom. The source
may require payment in advance, or it may hold the favor as a “marker” for some future,
to-be-named promise, oath, or debt.
4 Transactional. The teacher only teaches after he’s been paid. Payment must be in coin,
gems, jewels, magic items, or similar concrete currency—no favors, please.
5 Prophecy. The source has seen the future and believes it must teach this particular
student, regardless of its own desires. The outcome of this prophecy may be good or ill,
and the outcome won’t necessarily benefit the student.
6 Command. The teacher may loathe sharing its secrets, but it does so out of duty to a
higher (or lower) power. The teacher’s superior has its own reasons for such a command.
7 Friendship. The source holds a fondness for the pupil. Perhaps the teacher sees a
brother, sister, or child when they gaze upon their student. Perhaps the teacher holds
romantic feelings towards the student and seeks to earn reciprocation for their feelings.
8 Hatred. The teacher despises the pupil and would love nothing more than to see the
student die horribly. For whatever reason, the teacher believes it can inflict more harm
on the student by teaching rune magic than killing it outright. The more the student
knows, the more damned or cursed he becomes.
9 Relational. The source is connected to the student by some bond. This bond may be
familial, a bond of friendship, or because the pupil belongs to the same order as the
teacher—such education is one of the benefits of membership.
10 Manipulative. The teacher wants something long-term from its pupil, and is using the
power differential of its knowledge to subtly guide the student along a set course. The
teacher’s underlying goal may take months, years, or decades before being revealed.
11 Whimsical. The source’s reasons for sharing rune magic change almost daily. The source
might ask for favors, a bag of gold, a perfect rose, a drop of blood, the heart of a treant,
or the Eye of Orcus diamond without apparent logic. Its demands change and are forever
unpredictable.
12 Spite. A higher power commanded the teacher to not share its knowledge, but the
source disobeys as an act of rebellion or out of hatred for the higher power. The pupil—a
pawn caught between entities—serves no purpose but to beard the higher power.

10
The Magic of Runes

Rune Descriptions When a barbarian invokes this rune, he
The specific information for each rune is immediately enters into a rage as part of the
provided below. Each description follows the reaction required to activate the rune. Thus,
same format: the barbarian does not need to spend a
bonus action on his turn to enter a rage.
Rune Name Alternatively, if the barbarian has
Type: Lists in which of the five rune types expended all his rages for the day, he may
the rune functions (i.e., armor, shield, activate this rune to gain one more rage. If
tool, warding, or weapon) he does so, entering the rage requires a
Activation: The action required on the part bonus action on his part. For each round the
of the object wielder to activate the rune barbarian rages, he accumulates one level of
(i.e., 1 reaction, 1 bonus action, or exhaustion. He does not, however, suffer
1 action) the effects until his rage ends. Once the rage
Trigger: Only used for warding runes. The ends, he suffers all effects of his
trigger describes the general conditions accumulated exhaustion.
that cause the rune to activate. The rune
remains dormant until these conditions Blessings of the Sea
are met. Type: Warding (inscribed on a ship’s prow or
Duration: How long the rune remains active figurehead)
once activated/triggered. This applies Activation: 1 action
only to the rune, not to its effects, which Duration: 24 hours

may well last longer (e.g., damage or a The ship’s pilot gains advantage on all skill
condition imposed on a target). checks pertaining to piloting and navigating

Description. An overview of how the rune the ship blessed by the active rune.
works and its effects.
Breath of the Tempest
Armor of the Hero Type: Armor, shield, tool, weapon
Type: Armor Activation: 1 action
Activation: 1 bonus action Duration: Instantaneous
Duration: 1 minute
The wielder exhales a powerful gust of air in
When activated, the rune grants enhanced a line 20 feet long and 5 feet wide. Each
protective ability to a suit of armor. The creature caught in this line of effect must
armor wearer gains 1d6 temporary hit succeed at a Strength saving throw or be
points. pushed 5 feet away from the wielder in a
direction following the line.
Baresark’s Wrath The burst of wind disperses fog, mist, or
Type: Armor, shield, weapon vapor in its line of effect for 1 round. It also
Activation: 1 reaction, triggered if the extinguishes candles, torches, and other
wielder suffers damage or must roll a small, exposed flames.
save against a harmful magical effect
Duration: Special

11
The Magic of Runes

Camouflage from vivid nightmares for the next three


Type: Armor or shield nights. They suffer a palpable dread of
Activation: 1 action having angered death itself.
Duration: Concentration, up to 10 minutes

Deflection
The wielder blends in with his surroundings
Type: Armor or shield
as long as he maintains concentration on the
Activation: 1 reaction, triggered by an
rune. The wielder is assumed to have
incoming magical attack that inflicts
proficiency in Dexterity (Stealth) as long as
damage
the rune remains active.
Duration: 1 round

Castigate The item wielder gains advantage on their


Type: Armor, shield, weapon next saving throw against one spell or
Activation: 1 action magical effect that inflicts damage. The rune
Duration: 1 round dissipates after the wielder receives this

benefit or after the end of his next turn,
Upon activating the rune, the item wielder whichever comes first.
calls out a challenge against one enemy
creature he can see. The target creature
Demon Ward
must be able to hear the challenge or else
Type: Warding
the rune has no effect. The target must
Trigger: Infernal or abyssal outsider
make a Charisma saving throw or, as a
approaches within 10 feet of rune
reaction, it moves its speed in the direction
Duration: 10 minutes
of the challenger with the intention of

attacking. This movement provokes This rune inflicts pain on a demonic or


opportunity attacks. Creatures immune to devilish outsider who passes within 10 feet
charm effects are immune to this rune. of its location. The triggering creature must
make a Charisma save or suffer 1d12 points
Death’s Gate of radiant damage each round it remains
Type: Warding within 10 feet of the rune.
Trigger: When placed on a creature
deceased within the last minute Demonic Visage
Duration: 24 hours Type: Shield

Activation: 1 bonus action
This special rune is inscribed on a silver
Duration: 1 round
pendant prepared ahead of time. When the

runed pendant is activated and placed on a A grotesque, leering demon face appears on
corpse of a creature deceased within the the shield face in bas-relief. The wielder
past minute, it prevents that creature from gains advantage on the next Charisma
truly dying. In essence, the rune binds the (Intimidate) check he makes before the end
departed’s soul to its mortal remains for up of his next turn. The creature he wishes to
to 24 hours. During that time, the creature intimidate must be able to see the shield’s
can be restored to life with the revivify spell. face to be affected by this rune.
Creatures who return to life after
undergoing this rune’s effects often suffer

12
The Magic of Runes

Devil’s Bargain Entrapment
Type: Armor, shield, tool, weapon Type: Warding
Activation: 1 reaction Trigger: A creature attempts to enter a
Duration: Instantaneous warded area

Duration: 1 minute
When the item wielder invokes this rune, he

gains advantage on the next ability check, When a creature triggers this rune, the floor
attack roll, skill check, or saving throw he becomes viscous and soft in a 10-foot by 10-
rolls. foot square. Each creature in the area of
This is, however, borrowed luck. The effect must roll a Dexterity saving throw or
item wielder suffers disadvantage on the become restrained. Creatures can attempt a
next two d20 rolls thereafter. If 24 hours new saving throw at the end of each of their
pass and he makes no other d20 rolls, the turns to escape the restraint and move
bad luck dissipates. (It is whispered that through the warded area normally.
those who take advantage of this loophole
are asking for the worst possible misfortune Exquisite Craft
sometime when they can least afford it.) Type: Tool
Activation: 1 action
Dragon’s Maw Duration: Up to 24 hours

Type: Shield
The tool wielder invokes the rune before
Activation: 1 action
using tools to craft or repair an item as
Duration: Instantaneous
appropriate (e.g., forging a document with
A red dragon appears on your shield face. Its the forgery kit, concocting remedies with an
toothed maw opens wide and disgorges a herbalism kit, etc.). The wielder doubles his
geyser of flame. Each creature in a 15-foot proficiency bonus with the tools for one skill
cone must make a Dexterity saving throw. A check.
creature takes 3d6 damage on a failed save,
or half as much on a successful one. Fanged Disarm
Type: Shield
Dread Ward Activation: 1 reaction, triggered when an
Type: Warding opponent you can see attacks you in
Trigger: A creature attempts to enter the melee
warded area Duration: Instantaneous

Duration: 1 minute
A snarling dog’s maw bursts from the
When the rune triggers, up to three shield’s front. When an enemy launches a
creatures in the ward’s 10-foot-cube area of melee weapon attack against the shield
effect must roll a Wisdom saving throw or wielder, the defender rolls a Strength check
become frightened. An affected creature can opposed by the opponent’s Strength or
attempt another saving throw at the Dexterity check (their choice). If the shield
beginning of its turn, with success ending wielder wins the roll, the shield grabs the
the fear. This rune affects the weakest attacker’s weapon from their grasp and spits
creatures in its area of effect first. it onto the floor, out of immediate reach. If

13
The Magic of Runes

the attacker wielded the weapon with two to either drop the item or suffer 1d8 of fire
hands, it has advantage on its opposed roll. damage. If the wielder wears a suit of armor,
he must roll a successful Constitution saving
Flawed Crafter throw or suffer 1d8+2 of fire damage.
Type: Tool
Activation: 1 bonus action Gaze of the Watchman
Duration: 24 hours Type: Warding

Trigger: A creature enters a warded area
Once this rune becomes active, the crafter
Duration: 10 minutes
suffers disadvantage with all tool checks

involving the runed tool. Unless the crafter Once the rune is triggered, for the next
succeeds at a Wisdom saving throw, he 10 minutes any creature within 10 feet of
believes he is turning out excellent, high the rune’s location feels as if it is being
quality work. Once the rune expires or he watched and scrutinized. No matter what a
completes his work, however, the crafter creature does, it cannot shake this feeling.
realizes how poor his results truly were. Creatures immune to charm magic ignore
Creatures immune to charm are immune to this rune’s effects.
this effect.
Handsome Craft
Foe-Hammer Type: Tool
Type: Weapon Activation: 1 action
Activation: 1 bonus action Duration: Up to 24 hours

Duration: Instantaneous
The tool wielder invokes this rune in the
When the weapon wielder makes a melee process of crafting an item, such as sword or
attack against an opponent, he can also a suit of armor, etc. If his crafting check (i.e.,
attempt a shove attack as a free action to tool use) is successful, the final item
knock that opponent prone. The target produced can fetch a 10% higher standard
creature cannot be more than one size list price when sold. If the tool check is a
larger than the wielder. The shove attack is natural 20, the item can fetch up to a 15%
accompanied by a loud, thunderous crash. higher price.

Forge Burn Holy Sigil
Type: Armor, shield, weapon Type: Shield
Activation: 1 action Activation: 1 action
Duration: 1 round Duration: Instantaneous

This unusual rune can only be activated by Enemies in front of the shield wielder in a
the runecaster who inscribed it. The 30-foot cone are bathed in radiant light.
runecaster can activate the rune with a Undead, demons, and devils in the area of
command word as long as the inscribed effect must each roll a Wisdom saving throw
object is in sight. against the rune’s spell save DC. If a creature
Once triggered, the object glows white- fails its save, it becomes dazed until the end
hot with magical heat. If the object is a of the wielder’s next turn.
weapon or shield, the wielder must choose

14
The Magic of Runes

Howl of the North Upon activating the rune and for as long as
Type: Armor, shield, weapon he maintains concentration, the instrument
Activation: 1 action player gains advantage on all Charisma
Duration: Instantaneous (Performance) checks with the affected

instrument.
The object emits an ear-piercing, blood-
curdling howl. Creatures in a 15-foot cone
Linnorm’s Fury
emanating from the object must make
Type: Weapon
Wisdom saving throws or suffer
Activation: 1 bonus action
disadvantage on all saving throws against
Duration: Special
magical fear effects during the next minute.

The weapon wielder makes a melee attack


Iron Can’t Bite against an enemy. If the attack hits, the
Type: Armor or shield wielder inflicts an extra weapon die of
Activation: 1 action damage. This bonus only applies to one
Duration: Concentration, up to 1 minute attack each round.

Each round thereafter, the wielder can
This rune must be custom-made for a choose to maintain concentration on the
specific individual. As long as the rune rune as a bonus action, granting him an
remains active, the specified wielder gains extra weapon die of damage on one attack
resistance to his choice of bludgeoning, that round. If he does so, however, he gains
piercing, or slashing damage from a level of exhaustion. Every round he
nonmagical weapon attacks. He must choose maintains concentration, he accumulates
the type of damage resistance when he another level of exhaustion.
activates the rune and cannot change it
thereafter.
Luck of the Raven

Type: Armor or Shield
Jackal’s Scorn Activation: 1 reaction, triggered when the
Type: Weapon wielder needs to roll a saving throw
Activation: 1 bonus action Duration: Instantaneous
Duration: Concentration, up to 1 minute

You gain advantage on the saving throw that
The wielder gains advantage on his triggered the rune.
opportunity attacks as long as the rune
remains active. Even if a creature takes the
Night Mother’s Blessing
disengage action out of the wielder’s
Type: Warding
threatened area, the wielder may make an
Activation: 1 action
opportunity attack against that creature, but
Duration: 8 hours
with disadvantage.

The runecaster begs for the Night Mother’s


Kiss of the Nökk forbearance for the passage of one night.
Type: Tool (musical instrument) During the next 8 hours, all creatures within
Activation: 1 action a 20-foot radius of the rune are considered
Duration: Concentration, up to 10 minutes invisible to aberrations and monstrosities.

15
The Magic of Runes

Once the runecaster activates this rune, the attempting to grab the floating shield must
warded area remains stationary. make a grapple check opposed by the
This protection does not mask the scent runecaster’s spell attack modifier.
of creatures inside the zone, and it does not
obscure the noises they make. It provides no Quicksilver
protection from blindsight or any form of Type: Armor, shield, weapon
magical detection. Activation: 1 bonus action
If a creature moves outside the warded Duration: Instantaneous
radius, it thereafter loses the benefits of this

protection, even if it returns to the area of The item wielder gains advantage on his
effect. If any creature within the warded initiative roll at the start of an encounter. If
area attacks another creature, either inside the wielder activates this rune after combat
or outside the radius, then the rune’s magic begins, he may reroll his original initiative
ends. result, but not with advantage. He must
keep the new result.

Peace of the Dead
Type: Warding Radiant Burst
Trigger: Placing the runed pendant on a Type: Shield
corpse Activation: 1 action
Duration: 24 hours Duration: Instantaneous

Inscribing this rune requires an additional Activating this rune triggers a brilliant flash
100 gp worth of blessed ingredients and a of light that emanates from the shield face.
specially prepared ivory pendant. You One adjacent creature of the wielder’s
inscribe this rune on the pendant. When you choice must roll a Dexterity saving throw or
place this pendant on the corpse of a become blinded until the end of the
recently deceased creature, the rune wielder’s next turn.
prevents that creature from returning as an
undead for the next 24 hours. If the pendant Rallying Sign
is removed from the body, the magic Type: Armor, shield, weapon
dissipates. Activation: 1 bonus action
Duration: Concentration, up to 1 minute

Phantom Defender All friendly creatures in a 5-foot radius from
Type: Shield you may ignore the effect of one condition
Activation: 1 bonus action of their choice as long as the rune remains
Duration: Concentration, up to 1 minute active. If an affected creature moves more

The rune-marked shield hovers in mid-air than 30 feet from the shield wielder, the
next to its wielder, but continues to provide rune’s benefit ends for them. The item
protection as if that creature still wielded it. wielder gains no benefit from this rune.
This frees up the wielder’s off-hand, while Once the duration expires, any abrogated
still granting the shield’s armor class bonus. effects return.
At the duration’s end, the shield gently
returns to the wielder’s arm. Any creature

16
The Magic of Runes

Razor Rune another level of exhaustion. Once the
Type: Warding wielder allows himself to fall unconscious,
Trigger: A creature enters the warded area his death saving throws suffer a -1 penalty
Duration: Instantaneous for each level of exhaustion he has. If he

accumulates six degrees of exhaustion, he
The rune detonates in a 20-foot radius immediately falls dead.
explosion of metal shards and slivers, If the wielder’s hit points remain at 1 and
causing 2d4 slashing damage to all creatures he suffers any additional damage while
caught in the blast. Affected creatures can under the rune’s power, he immediately falls
attempt a Dexterity saving throw for half unconscious and begins making death saves.
damage. Any creature injured by this rune
will continue to leave behind a faint blood
Rusalka’s Touch
trail for the next 10 minutes, or until the
Rune Type: Weapon
damage inflicted is healed in some way (e.g.,
Activation: 1 action
expending recovery dice, taking a curative,
Duration: Concentration, up to 5 rounds
or receiving magical healing).

When the wielder activates the rune and


Retributive Strike successfully hits an enemy with a melee
Type: Armor, shield, weapon weapon attack, the target must make a
Activation: 1 action Charisma saving throw or its lungs fill with
Duration: Instantaneous water. The drowning creature cannot speak,

breathe, or cast any spell with a verbal
The rune detonates in a 20-foot radius component. If the creature held
explosion, causing 2d6 of the runecaster’s concentration on a spell, it must make a
choice of radiant or necrotic damage to all Constitution save against the runecaster’s
creatures caught in the blast—including the spell save DC to maintain concentration.
wielder. Affected creatures can attempt a The victim can attempt another
Dexterity saving throw for half damage. Charisma saving throw at the beginning of
each of its turns to end this effect and vomit
Revenant the water from its lungs.
Type: Armor, shield, weapon Consult the PHB for suffocations’ effects.
Activation: 1 reaction, triggered when the
wielder’s hit points drop to 0 Salt Line
Duration: Special Type: Warding

When an attack would reduce the wielder’s Trigger: A ghost or similar incorporeal
hit points to 0, he can activate this rune as a undead attempts to pass
reaction. Upon doing so, he ignores enough Duration: 1 minute

damage to keep him at 1 hit point and he If a ghost, phantom, or other incorporeal
gains a level of exhaustion. undead attempts to pass through the
Next round, he may choose to fall warded area, it must roll a Charisma saving
unconscious and begin making death saving throw or else it cannot move through. It can
throws. If he instead chooses to remain attempt another saving throw at the end of
standing, he gains a level of exhaustion. Each its next turns.
round he continues standing he gains

17
The Magic of Runes

Shatter Spirit of the Bear


Type: Shield, weapon Type: Armor, shield, weapon
Activation: 1 reaction, triggered by a melee Activation: 1 bonus action
attack against the item wielder Duration: 1 round

Duration: Instantaneous
You gain advantage on Strength ability and
If an opponent makes a melee attack against skill checks as long as the rune remains
you and you trigger the rune, the attacker active.
must roll Fortitude saving throw against the
rune’s spell save DC. If the saving throw fails, Spirit of the Bull
the weapon or item shatters. This rune does Type: Armor, shield, weapon
not harm magic items. Activation: 1 bonus action
Duration: 1 round
Shielded Vision

The wielder’s Strength modifier doubles, and


Type: Shield
he gains advantage on his next Strength skill
Activation: 1 bonus action
or ability check to damage, break, or
Duration: Concentration, up to 10 minutes
otherwise batter down an unattended
A pair of glowing eyes shines from the shield object, such as a door. This rune offers no
front. The wielder can see through these benefit in inflicting damage against
magical eyes, which match whatever vision creatures.
you (the runecaster) possess (e.g., if you
have darkvision, so do the eyes). The wielder Spirit of the Ram
can do this as long as he maintains Rune Type: Shield
concentration, and as long as the shield Activation: 1 bonus action
remains with 60 feet of him. If he ceases Duration: 1 round
concentration or moves out of this range,

the magic ends. He can use the shield to The shield wielder gains advantage on his
peer around corners, or to observe things Strength (Athletics) roll to make a shove
remotely through the shield. As long as he attack. As part of this attack, he can knock a
maintains concentration, he does not see creature prone or push it away. In addition,
through his own eyes. Under certain you can make the shove attempt even if the
circumstances, he suffers disadvantage on creature is up to two sizes larger than you.
Perception checks involving vision. For
example, if he leaves the shield on a nearby Spirit of the Wolf
table and uses this rune, he is less aware of Type: Weapon
his immediate surroundings. Activation: 1 bonus action
Duration: 1 round

Choose one enemy you can see. Until the


beginning of your next turn, you gain
advantage on melee attacks against that
opponent if one of your allies is also within
melee range of that enemy.

18
The Magic of Runes

Splintered Shields a Wisdom saving throw or it suffers
Type: Weapon disadvantage on all Dexterity ability and skill
Activation: 1 bonus action checks for the next minute.
Duration: Instantaneous

Wraith Ward
The weapon wielder activates the rune and
Type: Warding
launches a melee weapon attack against an
Trigger: Must involve incorporeal undead
enemy with a shield. If he hits, the wielder
Duration: Until triggered
and his target make opposed Strength

checks. If the defender loses the roll, then its If an incorporeal undead attempts to pass
shield splinters and becomes useless. through a warded wall, door, floor or other
area, it suffers 3d6 of radiant damage.
Sure-Hands
Type: Tool Options & Suggestions
Activation: 1 action As with any optional rule system, feel free to
Duration: Concentration, up to 1 hour change, ignore, or otherwise manipulate

The tool user gains advantage on one type of whatever elements you want to make it
tool skill check for as long as he maintains work for you. Here are a few suggestions
concentration, up to one hour. The user and ideas for areas you can modify, many of
must choose the tool skill upon activating which have to do with how often a character
the rune, and he cannot change thereafter. can acquire a new rune or use runes in a
given time frame.
Swift Shield Skill Check. Under this system, inscribing
Type: Shield a rune is an automatic process if the
Activation: 1 reaction, triggered by a runecaster has everything he needs on hand
successful melee attack against you or an (i.e., time, the tools, and the spell or the
adjacent creature feat). As an alternative, you can require a
Duration: Instantaneous successful skill check in order to inscribe a
rune correctly, either with the Runecaster
When triggered, this rune reduces weapon feat and/or with the inscribe rune spell.
damage from one attack made against the This skill check could be based on a
wielder or an adjacent ally by 1d8 points. number of skills and abilities, depending on
how difficult or easy you want the process to
Thief’s Lament be. Some examples include:
Type: Warding

Trigger: A creature attempts to pick a lock or • Dexterity ability check


steal the warded object • Ability check based on the character’s
Duration: Until triggered spellcasting ability (Intelligence, Wisdom,
or Charisma)
When the rune triggers, it unleashes an ear- • Intelligence (Arcana) skill check
piercing shriek of alarm that can be heard up • Intelligence (Religion) skill check
to 150 feet away, although this sound is • Wisdom (Insight) skill check
blocked by thick walls and similar barriers. In • Charisma (Performance) check
addition, the triggering creature must make

19
The Magic of Runes

• Charisma (Intimidation) or (Persuasion) accelerate the level milestones for gaining


check (represents intimidating or new runes. You can set these milestones
cajoling mystical spirits or similar entities anywhere you like, such as at every third
into cooperating with the runecaster) level. If you make rune acquisition faster

than this, however, you run the risk of
In terms of the DC of the check, you can
affecting game balance and making
set a flat DC for all runes of DC 10, 15, or 20,
characters overpowered.
depending on how difficult you want the
Slow Rune Acquisition. You can slow
process to be. Over time, of course, as the
how often a character gains runes, e.g.,
character improves the requisite skill, his
every 5th level. This preserves game balance,
runecasting will become more reliable.
but if this process becomes too slow,
If you wish, you can raise the DC for
characters might not want to use runes.
etching a rune onto harder surfaces, such as
Access to Runes. Decide who has access
hard stone (e.g., granite or marble) or hard
to runes overall. If you want runes rare and
metal (e.g., steel). If the creature uses
unusual, limit them to one or two spell-
masterwork tools to inscribe the rune, he
casting classes and disallow the Runecaster
could receive advantage on the skill check,
feat. If you want runes completely
whereas if the creature must use makeshift
disconnected from the spell system,
tools, he suffers disadvantage.
eliminate the inscribe rune spell and thus
If you really want to tinker with the
only the feat grants access to runic magic.
system, rank the various runes by
Inscribing Other Surfaces. You can
complexity or difficulty, with some runes
expand the versatility of runes if you allow
requiring a higher DC for success. You could,
other surfaces to accept an inscribed rune,
for example, raise the DC of runes that
such as paper or clay (before being fired in a
involve concentration by 2 on the
kiln, for example). At the same time, the
assumption these runes are more powerful
more options your players have available to
and thus more difficult to inscribe.
them, the more ingenious they become, so
With this system, a failed ability or skill
keep an eye on game balance and character
check means the time, materials, and effort
power if you expand how runes can be used.
were wasted, as was that spell slot or use of
If you really want to go dark and creepy,
the feat. This system makes runic magic less
you can allow a runecaster to carve a rune in
predictable and less reliable, which may in
flesh. This tactic is best reserved for villains.
turn dissuade players from using it. That
Expensive or Exotic Components. If you
being said, a chance of failure can help
raise the cost of material components
maintain game balance; it also differentiates
needed for inscribing a rune, or if you
rune magic from the standard spellcasting
require specific rare or exotic components,
system, giving its own feel and flavor.
then fewer characters will use runes, or else
Accelerated Rune Acquisition. Currently,
they’ll use runes less frequently.
both the inscribe rune spell and the
Expanded Warding Runes. You can grant
Runecaster feat allow access to three runes
warding runes improved versatility. One way
to begin with (and then an additional new
is to allow the runecaster (and perhaps
rune at 4th, 8th, 12th, 16th, and 20th level with
other creatures with whom he shares the
regards to the inscribe rune spell). If you
command word) to temporarily disarm and
want more runes in the hands of characters,
then “re-arm” a rune with a command word.

20

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