Rune Smithing Image
Prerequisite: Proficiency with Smith’s Tools
 

You have learnd the ancient dwarven art of Rune Smithing, allowing you to inscribe magical runes onto weapons, armor, or tools. These runes grant temporary but powerful effects.

But Learning Rune Smithing and learning your first Runes is only the Beginning.
There are 3 Levels of Rune Smithing


0 - 10 Runes:
You are an Aprentice and can add one Rune onto weapons, armor, or tools.

11 - 30 Runes:
You are beginning to Master the Art of Runecraft. With your high skill you are able to fit two Runes onto weapons, armor or lager tools.

> 31 Runes:
You have Masterd Runeforging and can add up to 3 Runes to Most Items.

Grants the Abilitys: Rune Crafting and Material Refining

Rune Crafting:

You gain the ability to craft magical runes. To create a rune, you must spend 2 hours working with a set of Smith’s Tools and create a empty rune and than fill it with refined Materials. The rune can be inscribed on one item (weapon, armor, or tool) and lasts for at least a week or until used completly, whichever comes first.

To create the Rune you must make a Dex + Proficency Modifyer check against the dificulty of the Rune.

Temporary: DC 15
Permanent: DC 20
Legendary: DC 30

Enhancing the Craftig Process:

  • Help Action: Another character proficient in the necessary tools may assist, granting advantage on the roll.
  • Magical Aids: Spells such as Guidance or Enhance Ability can improve the chance of success.
  • Specialized Tools: Superior or enchanted Smith’s Tools may lower the DC by 2–5 points.
  • Extra Time: You can lower the DC by up to 5 by spending the equivalent amount of hours more for refining.


You must know the Rune you are craftig first.

Refined components are not lost when creating the rune. But the space where you tryed to create the rune must recover its equilibrium for a day before you can try again.

Material Refining:

The art of Rune Smithing begins with the ability to refine raw magical materials into a state where they can hold the intricate energies required for a rune. This skill involves precision, knowledge of alchemical processes, and mastery of Smith's Tools.

Refining is de delicate process and takes two hours + one for each level of Rarity above common.

Make a Dex + Proficency Modifyer check against the Material Rarity to :

Material Rarity DC Examples
Common 10 Tempered iron, oak bark, lapis lazuli
Uncommon 15 Bloodstone, refined steel, fulgurite
Rare 20 Emberstone, dragonbone, star metal
Very Rare 25 Phoenix feather, unicorn blood, mithril
Legendary 30 Celestial steel, heart of a storm giant

 

Enhancing the Refinement Process:

  • Help Action: Another character proficient in the necessary tools may assist, granting advantage on the roll.
  • Magical Aids: Spells such as Guidance or Enhance Ability can improve the chance of success.
  • Specialized Tools: Superior or enchanted Smith’s Tools may lower the DC by 2–5 points.
  • Extra Time: You can lower the DC by up to 5 by spending the equivalent amount of hours more for refining.

 




Example Rune List:

Name Rarity Material Cost Effect
Ember Rune Temporary Lava rock, a drop of dragon’s blood Adds 1d4 fire damage to a weapon for 1 minute.
Wrath Rune Temporary Obsidian, powdered ragegrass Grants an additional attack during the Attack action for 1 round.
Storm Rune Temporary Fulgurite, core of a lesser air elemental Weapon deals 1d4 thunder damage to a 20-ft cone originating at the attacked target for 1 minute.
Guardian Rune Temporary Adamantite, the ashes of a burned wooden shield Grants +2 AC for 1 minute.
Iron Rune Temporary Tempered iron, powdered oak bark Triggers advantage on Constitution saving throws for 30 minutes.
Life Rune Temporary Water from a sacred spring, lapis lazuli Grants 2d8 temporary hit points when activated.
Rune of Recharge Temporary Vial of troll blood, core of a lesser lightning elemental Charges all other runes on this item by one over a day.
Burning Rune Permanent Emberstone, a red dragon scale Weapon deals 1d6 fire damage with every attack. 10 Charges.
Berserker Rune Permanent Bloodstone, a gallon of berserker’s blood Gain +2 to attack rolls when below half health for a day. 10 Charges.
Thundering Rune Permanent Crystalized lightning, dragonbone Weapon deals 1d6 thunder damage to a 20-ft cone originating at the attacked target. 10 Charges.
Aegis Rune Permanent Refined steel, an emerald shard Grants +1 AC to the item it’s inscribed on for 1 day. 10 Charges.
Stalwart Rune Permanent Star metal, heartwood shard Gain 25 temporary hit points whenever rolling initiative. 15 Charges.
Vital Rune Permanent Moonstone, vial of unicorn blood Heal 1d4 hit points at the start of each of your turns (max 10 rounds per charge). 15 Charges.
Infernal Rune Legendary Heart of a fire elemental, 10 drops of molten adamantite Weapon deals 1d8 fire damage and ignites enemies, dealing 1d6 fire damage at the start of their turns (1 minute).
Frenzied Rune Legendary Shard of a divine weapon, the heart of a berserker Grants an extra attack and critical hit range extends to 18-20 for 1 minute. 20 Charges.
Skybreaker Rune Legendary Heart of a storm giant, 10 drops of molten celestial ore Weapon deals 2d10 thunder damage and knocks enemies prone (DC 15). 20 Charges.
Divine Bulwark Rune Legendary Piece of celestial armor, 500 gold worth of diamond dust Grants +2 AC and immunity to critical hits.
Rune of Eternal Fortitude Legendary 1 pound of celestial steel, 1 pound of mithril, 5 pounds of dragon scales Grants resistance to nonmagical bludgeoning, piercing, and slashing damage.
Rune of Immortal Flesh Legendary Heart of a phoenix, stardust When reduced to 0 HP, heal up to 30 hit points instead. Usable once per long rest. 15 Charges.
Rune of Charging Legendary Heart of a storm giant, 2 pounds of phoenix feathers Charges all other runes on this item by one. 20 Charges (Max 1 per item).

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