I play a druid + water genasi, cos that's the most druidy race, and my DM asked for a magic item idea for the party members to get. I wanted to homebrew a staff that has runes on it that effectively cast a permanent Absorb Elements, however I do not understand how runes work.
Please help:
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Look at it! Beauty! A spoiler!
Look what you've done, spoiling it for you and everyone who can see this screen. You're a disgrace, you know that, right? You have nothing to be ashamed of but yourself, you moster!
But to be completely fair, every monster has a cute side, like have you seen people draw goblins? Goblins look so cool! You're fine, you may seem like a monster, but I bet you're cute on the inside!
What exactly is your question? Are you confused on how runes work in-game? There's not really a single answer to that. They're just magic stuff that does magic things.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I notice this now. I changed my idea so that it has HP and if it dies it loses its bonus and stuff, IDK.
Thx though!
Rollback Post to RevisionRollBack
Look at it! Beauty! A spoiler!
Look what you've done, spoiling it for you and everyone who can see this screen. You're a disgrace, you know that, right? You have nothing to be ashamed of but yourself, you moster!
But to be completely fair, every monster has a cute side, like have you seen people draw goblins? Goblins look so cool! You're fine, you may seem like a monster, but I bet you're cute on the inside!
A staff that lets you cast Absorb Elements a few times per day is a totally fine magic item. If you want it to be "always active", like The_Ace_of_Rogues said, then it's gonna be too strong.
Runes aren't mechanical in 5e - they're only either fluff or an abstraction of the spell slot/magic system of DND. If you want your staff to be powered by runes, then all you have to do is make a staff that lets you cast the chosen spell X times per day, then just describe it as if it's the runes powering it.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
My question is: is there respective a rune for each spell? ((This way I can have Absorb Elements be on my staff) Edit: Maybe I could have other spells on it too!)
P.S. How did you get the cool quote and spoiler thing on your reply?
Look what you've done, spoiling it for you and everyone who can see this screen. You're a disgrace, you know that, right? You have nothing to be ashamed of but yourself, you moster!
But to be completely fair, every monster has a cute side, like have you seen people draw goblins? Goblins look so cool! You're fine, you may seem like a monster, but I bet you're cute on the inside!
You could ask your DM for a staff that has been augmented with an Orb of Shielding.
The various orbs are found in Wayfinder's Guide to Eberron. When you are holding the orb and take damage you can use your reaction to reduce the damage by 1d4. The orbs vary by damage type.
What exactly is your question? Are you confused on how runes work in-game? There's not really a single answer to that. They're just magic stuff that does magic things.
Correction, they’re magic things that do magic stuff. Duhh
There's no official canon lexicon of runes for spells in D&D. If you wanted to flavor a staff as operating on rune magic, it would simply be described as having one or more runes that create the effect of various spells.
And, just to clarify a point that's come up earlier, designing a magic item- in or out of game- is a collaborative matter between you and your DM, with the DM having the final say on whether or not they're willing to allow any given item. Barring a narrow and specially curated selection Artificers can create in very limited quantities with a class feature, the introduction of magic items into a campaign is a wholly DM facing aspect of the game.
Alternatively, if you just like the rune-user aspect cosmetically, you can simply flavor your focus that way: maybe you've got a Wooden Staff that's scribe with various runes, and whenever you cast a spell the corresponding rune glows, or you use the Totem focus and describe it as a pouch of carved runes you draw from.
I play a druid + water genasi, cos that's the most druidy race, and my DM asked for a magic item idea for the party members to get. I wanted to homebrew a staff that has runes on it that effectively cast a permanent Absorb Elements, however I do not understand how runes work.
Please help:
Look at it! Beauty! A spoiler!
Look what you've done, spoiling it for you and everyone who can see this screen. You're a disgrace, you know that, right? You have nothing to be ashamed of but yourself, you moster!
But to be completely fair, every monster has a cute side, like have you seen people draw goblins? Goblins look so cool! You're fine, you may seem like a monster, but I bet you're cute on the inside!
Hope I've made your day!
What exactly is your question? Are you confused on how runes work in-game? There's not really a single answer to that. They're just magic stuff that does magic things.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
A permanent Absorb Elements sounds quite broken, if you mean you're constantly protected as if under the effect of the spell.
I notice this now. I changed my idea so that it has HP and if it dies it loses its bonus and stuff, IDK.
Thx though!
Look at it! Beauty! A spoiler!
Look what you've done, spoiling it for you and everyone who can see this screen. You're a disgrace, you know that, right? You have nothing to be ashamed of but yourself, you moster!
But to be completely fair, every monster has a cute side, like have you seen people draw goblins? Goblins look so cool! You're fine, you may seem like a monster, but I bet you're cute on the inside!
Hope I've made your day!
A staff that lets you cast Absorb Elements a few times per day is a totally fine magic item. If you want it to be "always active", like The_Ace_of_Rogues said, then it's gonna be too strong.
Runes aren't mechanical in 5e - they're only either fluff or an abstraction of the spell slot/magic system of DND. If you want your staff to be powered by runes, then all you have to do is make a staff that lets you cast the chosen spell X times per day, then just describe it as if it's the runes powering it.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
My question is: is there respective a rune for each spell? ((This way I can have Absorb Elements be on my staff) Edit: Maybe I could have other spells on it too!)
P.S. How did you get the cool quote and spoiler thing on your reply?
Look at it! Beauty! A spoiler!
Look what you've done, spoiling it for you and everyone who can see this screen. You're a disgrace, you know that, right? You have nothing to be ashamed of but yourself, you moster!
But to be completely fair, every monster has a cute side, like have you seen people draw goblins? Goblins look so cool! You're fine, you may seem like a monster, but I bet you're cute on the inside!
Hope I've made your day!
You could ask your DM for a staff that has been augmented with an Orb of Shielding.
The various orbs are found in Wayfinder's Guide to Eberron. When you are holding the orb and take damage you can use your reaction to reduce the damage by 1d4. The orbs vary by damage type.
Correction, they’re magic things that do magic stuff. Duhh
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There's no official canon lexicon of runes for spells in D&D. If you wanted to flavor a staff as operating on rune magic, it would simply be described as having one or more runes that create the effect of various spells.
And, just to clarify a point that's come up earlier, designing a magic item- in or out of game- is a collaborative matter between you and your DM, with the DM having the final say on whether or not they're willing to allow any given item. Barring a narrow and specially curated selection Artificers can create in very limited quantities with a class feature, the introduction of magic items into a campaign is a wholly DM facing aspect of the game.
Alternatively, if you just like the rune-user aspect cosmetically, you can simply flavor your focus that way: maybe you've got a Wooden Staff that's scribe with various runes, and whenever you cast a spell the corresponding rune glows, or you use the Totem focus and describe it as a pouch of carved runes you draw from.
shield with flames on it glyph(picture) to protect against fire and so on.
Just make them up as you go.
I am sure there is some kind of glyph image list on line someplace already.