Runesmithing is a delicate craft, to imbue an item with magical energy takes both skill and knowledge most do not possess.
Taking this Feat allows you to etch magic runes into a weapon or other item, adding extra damage specific to each rune (This does not make a weapon magical for the sake of overcoming resistance or immunities). Each item may only have one rune etched upon it.
It takes 2 hours of work to etch the runes, and 2 more hours to line the etchings with the components. This work is not considered light and will interfere with a long/short rest. It must be completed in 2 hour blocks
To activate the runes, simply speak their names. this takes a bonus action, and can only be done once per long rest, and lasts up to 1 minute, before needing to recharge.
Runes and their components -
Fulgur - 1d6 lightning damage - 200gp worth of sapphire dust
Tempestum - 1d6 Thunder damage - 200gp worth of diamond dust
Ignis - 1d6 fire damage - 200gp worth of ruby dust
Acidum - 1d6 acid damage - 200gp worth of emerald dust
Frigus - 1d6 cold damage - 200gp worth of aquamarine dust
Plageus - 1d6 poison damage - 200gp worth of powdered potent venom
Mentis - 1d6 psychic damage - 500gp worth of Opal dust
Vigorum - 1d6 Force damage - A piece of a broken Teleportation Circle
Ilustris - 1d6 radiant damage - The bone of a high ranking Cleric of a good or neutral deity, ground into dust.
Mortalatis - 1d6 necrotic damage - Soil from the grounds of a desecrated Temple.
At your DM's discretion, you can begin upgrading these runes, but the material components will be more specific, and the new improvements will require you to attune to the item.. A creative Runesmith can find many new functions to add both utility and damage to these basic runes. Talk to your DM about how far they'll let you take your enchanting career, see what you need, and get crazy.
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