Runes and Runic Weapons Bane
A long lost craft, Runes (Ø) and their Runic Weapons (ØW) Rune, Uncommon | 1,500 gp
were crafted with the intent of customization and always Your weapon takes on a wicked nature. When you
being ready for what is to come. These rune inscriptions are successfully hit a creature with your weapon, you can expend
slowly being discovered across the Planes and the valuable a charge to cast Bane on the target, no action required. The
ore, Runestone, that makes the Ø is slowly being mined out of DC for the saving throw is 8 + Proficiency + the number of
the Elemental Chaos, but it is a dangerous endeavor that ends rune slots in the weapon. (Minimum of 11, Maximum of 17)
in failure more often than success. Despite the complications This rune has three charges and you must concentrate on
of mining Runestone, it is a highly sought after ore and is the effect as if you are concentrating on a spell. You can only
growing in popularity every year. have one creature under this effect at a time.
Forgeblood Industries, formerly known as Wuvroth's Ore Concentrate
& Stone Company, is leading the way in mining and obtaining
of this precious resource and its CEO has promised to obtain Rune, Rare | 7,500 gp
more of the precious material to feed the demands of the While wielding this weapon, you have advantage on all
growing interest. Constitution Saving Throws to maintain Concentration on
Runic Weapons (ØW) harness the power of the Runes (Ø) your spells.
by channels of Runestone sunk throughout the weapon, this is
an extremely difficult process but provides an unequal Consumer
weapon in terms of quality and ability. By itself, a Runic Rune, Very Rare | (requires Ø3) | 33,000 gp
Weapon is not considered magical for overcoming Resistance While wielding this weapon, you can use your reaction to
and Immunities. Runic Weapons, depending on the quality, absorb a spell that is targeting only you and not with an area
can have up to 3 Rune Slots (Ø) that a rune can be inserted of effect. The absorbed spell’s effect is canceled, and the
into. This takes an action to bind the Rune or to remove the spell’s energy—not the spell itself—is stored in the rune. The
Rune. energy has the same level as the spell when it was cast. The
Determining how many slots a Runic Weapon has is based rune can absorb and store up to 25 levels of energy over the
off of Ø1, Ø2, or Ø3 with each number representing the course of its existence. Once the rune absorbs 25 levels of
number of available rune slots. Some Runes need more than energy, it can’t absorb more. If you are targeted by a spell that
one Ø and will list how many Ø it needs as a Prerequisite. the rune can’t store, the rune has no effect on that spell.
Runic Weapon The stored energy can be released when you hit a creature
dealing 1d6 per charge of energy expended (max 6 charges).
The cost of a Runic Weapon (ØW) is the weapon cost plus The expelled energy still counts to the total amount of energy
750gp per Ø slot, up to Ø3. After a weapon has been crafted, the rune can absorb.
you can not increase its Ø slots. A ØW can not be enchanted
with magic, instead you must use an appropriate Ø to make it Corrosive Acid
overcome non-magical Resistance and Immunities. Rune, Uncommon | 500 gp
The deadly surfaces of this weapon sizzle with acid. When
Weapon Runes you hit a creature, add 1d6 acid damage.
Arrow-Slasher Dancing
Rune, Uncommon | 750 gp Rune, Rare | (requires Ø2) | 3,500 gp
You gain a +1 AC bonus against ranged attacks against you, You can use a bonus action to toss this weapon into the air
so long as you can see the attacker. and speak the command word. When you do so, the weapon
begins to hover, flies up to 30 feet, and attacks one creature of
Assassin's Friend your choice within 5 feet of it. The sword uses your attack roll
Rune, Rare | 9,000 gp and ability score modifier to damage rolls and you must be
Your weapon oozes poison and deals 1d4 poison damage on proficient in the weapon type.
every hit. On a critical hit, the target is poisoned until the end While the weapon hovers, you can use a bonus action to
of your next turn. cause it to fly up to 30 feet to another spot within 30 feet of
you. As part of the same bonus action, you can cause the
Aura of Water weapon to attack one creature within 5 feet of it.
Rune, Uncommon | 350 gp After the hovering sword attacks for the fourth time, it flies
up to 30 feet and tries to return to your hand. If you have no
Your weapon no longer suffers penalties when underwater. hand free, it falls to the ground at your feet. If the sword has
no unobstructed path to you, it moves as close to you as it can
and then falls to the ground. It also ceases to hover if you
grasp it or move more than 30 feet away from it.
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Dark Touch Fire Breath
Rune, Rare | 1,200 gp Rune, Uncommon | 800 gp
Dark energies suck at the life of others each time this As a bonus action, you can exhale fire in a 15 foot cone. All
weapon deals damage. Each hit deals an additional 1d6 creatures must make a Dexterity Saving Throw, the DC
necrotic damage. On a Critical Hit, the wielder of the weapon equals 8 + your Proficiency Bonus + # of rune slots in your
gains a number of Temporary Hit Points equal to the necrotic weapon. On a fail, the creatures take a number of d6s equal to
damage dealt. your proficiency bonus of fire damage (minimum 2d6,
maximum 6d6), or half as much on a successful one. This
Displacement effect can be used once per day.
Rune, Very Rare | (requires Ø2) | 32,000 gp Flaming
As a bonus action, you can cause yourself to blur for 1
minute. All attacks against you have disadvantage and you Rune, Uncommon | 650 gp
have advantage on any saving throws against spells that target This weapon is empowered by flickering flame. The weapon
only you. This does not count for Area of Effect spells. You can deals 1d6 fire damage on a hit.
use this feature once per day.
Frost
Disrupting Rune, Rare | 1,000 gp
Rune, Uncommon | 500 gp This weapon is empowered with freezing ice. The weapon
This weapon deals an extra 1d4 weapon damage to undead deals 1d6 cold damage on a hit. On a critical hit, the target is
creatures on a hit. If your weapon deals Radiant damage, this also under the effects of a Slow spell until the end of your next
increases to 2d4 weapon damage to undead creatures. turn.
Distant Ghost Touched
Rune, Uncommon | 800 gp Rune, Uncommon | 300 gp
As a reaction when you take the Attack action, your weapon This rune carries the essence of a ghost that allows you to
extends out and gains 5 feet of range. If you have multiple hit them easier. Not only is this weapon considered magical
attacks in a turn, this effects lasts for all of them but ends at for overcoming resistances and immunities to ghost like
the end of your current turn. After you use this effect, at the creatures (per DMs discretion), you also have advantage on
start of each of your turns, roll a d6. On a 6, this effect your first attack roll per turn against a ghost like creature (per
recharges. DMs discretion).
Empowered Strike Holy Light
Rune, Uncommon | 1,200 gp Rune, Uncommon | 1,000 gp
You can feel power swirling through your blade, when you Power from the gods swirls in the blade of your weapon. On
make an attack, you deal 1d6 force damage on a hit. On a a hit, you deal 1d6 radiant damage as holy energy pulses from
critical hit, the opponent is knocked prone so long as they are the blade.
at most one size larger than you or smaller.
Jump
Enchanted, +1 Rune, Uncommon | 800 gp
Rune, Uncommon | (requires Ø2) | 1,000 gp You can use an action to cast Jump only on yourself. This
This weapon gains a +1 bonus to Attack and Damage rolls effect can be used once per day.
and is considered magical for the purpose of overcoming
resistances and immunities. Keen
Enchanted, +2 Rune, Rare | 3,500 gp
Attacks with this weapon are a critical hit on a 19 or 20 on
Rune, Rare | (requires Ø3) | 3,500 gp the die as long as that result would otherwise be a success.
This weapon gains a +2 bonus to Attack and Damage rolls This property does not make a 19 on the die an automatic hit.
and is considered magical for the purpose of overcoming
resistances and immunities. Light
Feather Fall Rune, Uncommon | 500 gp
Your weapon emits constant and persistent light as if using
Rune, Uncommon | 750 gp the Light cantrip. This can only be turned off by removing the
While wielding this weapon, you can use your reaction to rune.
cast the spell Feather Fall. You can use this property once per
day. Longstrider
Rune, Uncommon | 800 gp
You can use an action to cast Longstrider only on yourself.
This effect can be used once per day.
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Lucky Resistant
Rune, Very Rare | (requires Ø2) | 18,000 gp Rune, Very Rare | 29,000 gp
When you take the attack action, you can call on the runes As a reaction, you can choose to succeed a Saving Throw
luck (no action required) to reroll one attack roll you dislike. when you fail it. You can use this feature once per day.
You must use the second roll. This property can be used two
times per day. Returning
Mage Killer Rune, Common | 350 gp
When you attempt a thrown Range attack with this weapon,
Rune, Rare | 10,000 gp it flies back to your hand after the weapon impacts an object
When you attack with this weapon and land a successful hit, or creature. If there is no impact, it does not return to your
the targeted creature has disadvantage on their next hands. If your hands are full when the weapon returns, it falls
Constitution Saving Throw to maintain Concentration on to the ground at your feet. The weapon has a max Return
their spells. If the targeted creature used their Action or range of 1,000 feet.
Bonus Action to cast a spell on their last turn, they take 2d6
psychic damage. Neither of these effects stack. Riposte
On a critical hit, the targeted creature automatically fails Rune, Rare | *requires Parry rune | 2,500 gp
their Constitution Saving Throw if they are currently When you use your reaction to use your Parry Rune, and
concentrating on a spell. stop the attack from hitting, you can roll an attack roll
Magical contested by your opponents attack roll. If yours is higher a
result, and you beat their AC, you make a regular attack
Rune, Rare | 800 gp against them. You can use this a number of times equal to
This weapon is considered magical for overcoming your Dexterity Ability Modifier per day.
resistances and immunities.
Sharpness
Magic Missile Rune, Very Rare | (requires Ø3) | 20,000 gp
Rune, Uncommon | 400 gp As a bonus action, you can sharpen your weapon so that it
Once per day, you can use an action to cast the Magic has +3 to attack and damage rolls for 1 minute. If your
Missile spell from your weapon. weapon already has a magical bonus (like Oil of Sharpness), it
can not exceed +3 to attack and damage rolls. You can use this
Oath ability once per day.
Rune, Rare | (requires Ø2) | 15,000 gp Shifting
When you use this weapon to make an attack, you can use
your command phrase, no action required. The target of your Rune, Uncommon | 600 gp
attack becomes your sworn enemy until it dies or until the With an action, you can shift this weapon into a different
dawn of the next day. You can have only one such sworn weapon with a similar form. When activated, it takes the
enemy at a time. When your sworn enemy dies, you can shape of another weapon that requires the same number of
choose a new one after the next dawn. hands to wield. The weapon’s potency, any special material,
When you make an attack roll with this weapon against and properties now apply to the weapon’s new shape. Any
your sworn enemy, you have advantage on the roll. In addition, property runes that can’t apply to the new form are
your target gains no benefit from cover, other than total cover, suppressed until the item takes a shape to which they can be
and you suffer no disadvantage due to long range. If the attack applied. You can not shift a melee weapon into a ranged
hits, your sworn enemy takes an extra 3d6 weapon damage. weapon, or vice versa. If you shift it from a bow to a crossbow,
you must have bolts to use with it, it does not shift the ammo.
Parry
Rune, Rare | 1,200 gp Shock
When you see someone make a weapon attack against you, Rune, Rare | 1,000 gp
you can use your reaction to twist their attack away from you Electric arcs crisscross this weapon each time it hits,
by adding +2 to your AC against that one attack. dealing 1d6 additional Lightning damage on a successful hit.
On a critical hit, electricity arcs out to deal lightning damage
Quiver to up to two other creatures of your choice within 10 feet of
Rune, Rare | 800 gp the initial target.
When your weapon requires ammo, you can create a piece Siege
of non-magical ammo to fire instead of relying on regular
ammo. This effect is seemingly endless and deals the same Rune, Rare | 12,000 gp
damage that your weapon normally would. This does not Your weapon becomes empowered when it comes to
remove any special properties on the weapon like Loading. bringing down buildings and constructs. All damage you deal
is doubled against buildings and constructs.
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Snare Undead Servant
Rune, Uncommon | 1,400 gp Rune, Rare | 2,200 gp
When you take the attack action and hit on your weapon This rune seems to draw in nearby life. When you kill a
attack, you can spring forth a magical rope that tries to wrap creature with this weapon, you can use your reaction to turn
up your target. They must succeed on a Dexterity saving them into a zombie (DM's Discretion if they are an
throw or find themselves grappled by the rope. The DC equals appropriate zombie). This creature will follow you to the best
8 + your Proficiency Bonus + # of rune slots on the weapon. of their ability so long as this rune resides in your weapon. If
The grappled creature can use an action to make an you use this effect again, the old zombie falls dead and the
Athletics check to break out of the rope, the DC is the same as new one takes its place.
the Dexterity Saving Throw.
Vampiric Siphon
Speed Rune, Very Rare | 23,000 gp
Rune, Very Rare | 5,000 gp This rune seems to grow strange teeth like barbs along the
By using your bonus action to activate this rune, you feel blade of your weapon. On a critical hit, you can choose to not
yourself moving faster. You can make an extra attack on your double your damage die but instead roll normal damage and
bonus action (including the turn you activate this rune) and you then roll a 1d4 (not damage). The target loses that many
this effect lasts for 1 minute. You can use this rune once per points (the 1d4) to their Strength or Dexterity Score (your
day. choice) and you gain the same number of points to your
Strength or Dexterity Score (must be the same as the one you
Spell Storing, 1 choose) as you suck away their power.
Rune, Uncommon | 4,500 gp This can not increase your stat beyond 24, and only lasts
This rune stores Spells cast into it, holding them until the until you take a short or long rest. If you land multiple critical
wearer uses them. The rune can store up to 1 level worth of hits, you can do this effect multiple times but you can not
Spells at a time. It uses the same DC and To Hit of the original stack the increase to your score. You must take the latest
caster at the time of casting. result.
Spell Storing, 2 Vicious
Rune, Rare | 10,000 gp Rune, Uncommon | 350 gp
This rune stores Spells cast into it, holding them until the When you roll a critical hit with your weapon, you deal an
wearer uses them. The rune can store up to 2 levels worth of additional 2d6 damage die, do not double these die.
Spells at a time. It uses the same DC and To Hit of the original Vorpal
caster at the time of casting.
Rune, Very Rare | (requires Ø2) | 26,000 gp
Spell Storing, 3 This rune can only be used on slashing weapons. The rune
Rune, Rare | (requires Ø2) | 16,500 gp creates a wickedly sharp blade that deals an additional 1d6
This rune stores Spells cast into it, holding them until the slashing damage on a hit. On a crtical hit, the blade deals an
wearer uses them. The rune can store up to 3 levels worth of extra 6d8 slashing damage, do not double these die. If you kill
Spells at a time. It uses the same DC and To Hit of the original a creature on a critical hit, their head is sliced off and you gain
caster at the time of casting. a point of Inspiration.
Spell Storing, 4 Warning
Rune, Very Rare | (requires Ø2) | 20,000 gp Rune, Rare | 8,000 gp
This rune stores Spells cast into it, holding them until the This rune warns you of danger. So long as you have it
wearer uses them. The rune can store up to 4 levels worth of attached to your weapon, you can not be surprised.
Spells at a time. It uses the same DC and To Hit of the original Water Wall
caster at the time of casting.
Rune, Rare | 8,000 gp
Spell Storing, 5 As an action, you can slam your blade into the ground and
Rune, Very Rare | (requires Ø3) | 27,500 gp spring forth a wall of water centered on the blade. The wall of
This rune stores Spells cast into it, holding them until the water functions the same as if you had cast the Wall of Water
wearer uses them. The rune can store up to 5 levels worth of spell. You can use this feature once per day.
Spells at a time. It uses the same DC and To Hit of the original
caster at the time of casting.
Runic Weapons - By Dump Stat Adventures | Find more content at [Link] | v. 1.08
Waterfall
Rune, Rare | 5,000 gp
As an action, you slam your blade into the ground and
spring forth a geyser of water up to 30 feet away from you. A 5
ft radius geyser of water shoots up from the ground and all
large or smaller creatures effected by it must make a Dexterity
saving throw or be thrown up 20' in the air. Upon landing, they
fall prone and take 2d6 bludgeoning damage. The DC equals
8 + your Proficiency Bonus + # of rune slots. You can use this
feature once per day.
Wound
Rune, Rare | 8,000 gp
Wicked barbs cover the blade of this weapon and on each
hit the target takes 1d4 bleed damage. This bleed damage
stacks once a turn and the target takes this damage at the
start of your turn every round until they take an action to do a
DC 10 Medicine check, are healed with magic or you use a
Bonus Action to end the effect.
Runic Weapons - By Dump Stat Adventures | Find more content at [Link] | v. 1.08
Variant Rules
Swapping Runes
Runes take a full short rest to ‘charge’ up in your weapon.
This means runes can only be swapped at the beginning of
a short rest. No switching out in the middle of combat.
This keeps shenanigans and potential rune abuse down.
Runes take a full long rest to ‘charge’ up in your weapon.
This means that players have to decide the night before
what runes to choose for their weapons, and puts greater
emphasis on strategy.
Runes become permanent once you apply to your weapon.
This means that players get to craft their own magic items,
and allows them to customize it for themselves and puts
greater emphasis on choosing the best runes for the most
types of jobs. This does mean that certain runes just won’t
be used.
Attuning to Runic Weapons
Make it so that the runic weapon requires attunement, this
stops players from just having a huge arsenal of rune
weapons that they can just swap whenever they want
during combat.
Scarcity
Don’t allow players to buy the weapons or runes. Make
these hidden treasures throughout your world, the
knowledge lost to craft them thousands of years ago. Plus,
these can be the items to stock the dungeons and secret
locations I mention in my Travel article!
Drop the price (or make them very easy to find) and have
the runes have a certain amount of charges per day or per
life of the rune. Players will think twice before burning a
rune charge on that one annoying peasant.
Keeping Rune Power in Check
Make it so that runes can’t stack. If you have 3 different
damage focused runes in your weapon, you must pick a
single rune when you hit a creature and are figuring out
damage. This will help your players from becoming too
powerful, though I would just only let them have 1 Rune
slot weapons before limiting them like that.
Runes have different shapes to them. When a runic
weapon is crafted, there are two different rune slots you
can create for each weapon. Damage runes have a circular
shape whereas Utility runes have a triangular shape.
Runic Weapons - By Dump Stat Adventures | Find more content at [Link] | v. 1.08