This rune requires attunement and provides benefits against aberration effects and madness. It allows the user to make a powerful melee attack called "Mutilate" that does piercing and necrotic damage. On a critical hit, it rips off one of the target's appendages like an arm or leg. The injured target takes ongoing necrotic damage until healed. Using Mutilate causes the user to gain a short-term or long-term madness. The rune reacts each time it is used to attack others.
This rune requires attunement and provides benefits against aberration effects and madness. It allows the user to make a powerful melee attack called "Mutilate" that does piercing and necrotic damage. On a critical hit, it rips off one of the target's appendages like an arm or leg. The injured target takes ongoing necrotic damage until healed. Using Mutilate causes the user to gain a short-term or long-term madness. The rune reacts each time it is used to attack others.
This rune requires attunement and provides benefits against aberration effects and madness. It allows the user to make a powerful melee attack called "Mutilate" that does piercing and necrotic damage. On a critical hit, it rips off one of the target's appendages like an arm or leg. The injured target takes ongoing necrotic damage until healed. Using Mutilate causes the user to gain a short-term or long-term madness. The rune reacts each time it is used to attack others.
Eldritch Carving (drawn: rare, tattooed: very rare, carved:
legendary), requires attunement Shrouded by night, but with steady stride. Colored by blood, but always clear of mind. Scarified: You have advantage in madness saving throws against aberrations or effects made by an aberration but you only require 4 short-term madness to gain a long-term madness. While you are attuned to this rune you gain the following effects and abilities: Mutilate: Melee Attack: +9 to hit, reach 5 ft., one target. Hit: 2d8 + 8 piercing damage. You lunge forward against your enemy, dropping your weapons and trying to kill the creature with your bare hands. This attack scores a critical hit on a roll of 19 or 20 on the d20. On a critical hit, you rip off one of the target’s appendages. Roll a d12 on the following table for the result: 1-2: Right forearm 3-4: Left forearm 5-6: Right hand 7-8: Left hand 9: Left leg 10: Right leg 11: Gut 12: Head A creature that has an appendage ripped off takes 1d10 necrotic damage at the start of each of its turns as it bleeds out (considered to be under the bleed effect), until it receives magical healing. If its gut is ripped off, it takes 2d10 necrotic damage instead. A creature that loses its head dies if it can't live without it. The rune seems to react each time a creature is attacked using this skill. After using this ability, gain a short-term madness, if it managed to crit, gain a long-term madness.