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Runesmithing is a delicate craft, to imbue a weapon 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 objects, adding damage or effects specific to each rune. Each weapon may only have one rune etched upon it, and the weapon must be attuned to its wielder to gane this benefit.

Weapon Runes and their components -

Fulgur - lightning damage - 150gp worth of topaz dust

Ignis - fire damage - 150gp worth of ruby dust

Acidum - acid damage - 150gp worth of emerald dust

Frigus - cold damage - 150gp worth of sapphire dust

Ilustris - radiant damage - holy water and 150gp worth of diamond dust

Mortalatis - necrotic damage - a dead man's ashes and 150gp worth of amethyst dust

Ammunition costs 5gp worth of dust of the corresponding gem.

The damage for these runes is:

1d4 at 1st level

1d6 at 5th level

1d8 at 11th level

1d10 at 16th level

 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

Other runes that can be carved on the ground or different objects:

Lammet - Ligtning (1d6), When triggered must make a constitution saving throw (dc: 10 + wisdom modifier), or be stunned for 1 turn.  Scales with levels 5/11/16: 2d6/3d6/4d6

Ildfir - Fire (1d6), When triggered must make a dexterity saving throw (dc: 10 + wisdom modifier), or be ignited taking (1d4) fire damage each round until put out.  Scales with levels 5/11/16: 2d6/3d6/4d6

Syre - Acid (1d8), When triggered will leave a pool of acid on the ground in a ft. 10 radius, dealing (1d8) acid damage to creatures standing in the pool every turn. Scales with levels 5/11/16: 2d8/3d8/4d8 plus at 11 area increased to 20 ft.

Fryse - Cold (1d6) When triggered must make a dexterity saving throw (dc: 10 + wisdom modifier) or be knocked prone, also leaves behind an icy surface in a 5 ft. area, giving disadvantage when trying to stand up. Scales with levels 5/11/16: 2d6/3d6/4d6 plus at 11 area increased to 10 ft.

Sol - When triggered everyone in a 15 ft. radius must make a constitution saving throw (dc: 10 + wisdom modifier) or be blinded for 1 turn. Scales to 30 ft. at level 11

These runes can be modified to be triggered under different circumstances, like when thrown, or stepped on or what you might come up with, adding conditions to the runes will extent the required time to craft them. DM decides how long.

The player can come up with their own runes, and add them to this list after approval from the DM.  

 

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