Wondrous Item, varies

Socketable Rune looks like a small stone or piece of bone carved with a magical rune. They are functionally similar to Socketable Gems, and Socketable Jewels. Runes can not be removed without destroying them, unless a Hel rune is used and consumed in the ritual to do so.

When a Socketable Rune is placed in a socket item it grants additional bonuses. The most well known Socketable Runes are listed below. Runes at lower grades normally don't require attunement, however some Runes require attunement. Runes that require attunement share their Attunement slot with other attunement items they are socketed into. If a Rune requiring attunement is socketed into an item that does not require attunement, you must still attune to the Rune. At DM's discretion any Rune can require or not require attunement. A general rule of thumb is that all runes above Uncommon should require attunement.

Runes can also be used to form a "Runeword" in an item. Which combine the runes powers, and add a bit more. Runewords are described in a separate Homebrew item page.

Socketed Item Rules (brief:) 

  • A socket is akin to a crown used for setting a gem in jewelry, but larger and more robust, typically allowing for only minimal protrusion of the socketed item above the base material's level.
  • Non-Magic Items can have up to three sockets. Sockets can be added to a non-magic item either during creation, or after with relative ease. Bows and crossbows can have up to two sockets. Smaller items rarely have more than 1 socket (daggers.) Consumables (arrows, bolts,) can not have sockets.  Rings, Amulets, and Charms can not be socketed under most conditions (there may be an artifact or two around with a socket.)
  • Placing magic Socketable items into a non-magic Socketed Item does not turn that item Magical.  Just the effects from the Gems are magical.
  • Armor means a suit of armor, and the socket(s) is typically placed on the breast, thigh, shoulder, even the collar. A helm can be a helmet, circlet, or cap that is part of an armor set or stand-alone. 
  • A freshly made Magic Item, while in process, can have up to two sockets made into it. Adding sockets to a magical item is not an cheap or easy process.
  • A magic item that was crafted without sockets, can be modified to have 1 socket with process/ritual of the DM's choice. Again, it is not a cheap or easy process.


    Rune Grade Weapon Effect Armor/Shield/Helm Effect
    El Common +1 to hit with weapons and unarmed attacks, you gain 10 feet of darkvision. +1 AC against melee attacks, and you gain 10 feet of darkvision.
    Eld Common +1 to hit with weapons and unarmed attacks against undead and fiends, and +1d4 damage to undead and fiends. You can hold your breath for twice as long, and ignore the effects of the 1st level of exhaustion.
    Tir Common At the end of combat, if you killed an enemy, regain up to a level 1 spell slot. OR If you do not have the spellcasting ability, regain one usage of a consumable ability of the DM's choice. At the end of combat, if you killed an enemy, regain up to a level 1 spell slot. OR If you do not have the spellcasting ability, regain one usage of a consumable ability of the DM's choice.
    Nef Common Whenever you hit an enemy with a weapon or unarmed attack you may push them back 5 feet, DC 15 STR saving throw to prevent. +1 AC against ranged attacks.
    Eth Common Whenever you attack an enemy with a weapon or unarmed attack, ignore all AC bonuses they have from spells, or abilities with a duration. At the end of combat, if you killed an enemy, regain up to a level 2 spell slot.
    Ith Uncommon Add 1d4 damage to your weapon and unarmed attacks. Whenever you take damage there is a 5% chance you may regain up to a level 2 spell slot. OR If you do not have the spellcasting ability, regain one usage of a consumable ability of the DM's choice.
    Tal Uncommon Add 1d4 acid damage to your weapon and unarmed attacks. Reduce all acid damage you take by 1d4.
    Ral Uncommon Add 1d4 fire damage to all your weapon and unarmed attacks. Reduce all fire damage you take by 1d4.
    Ort Uncommon Add 1d4 lighting damage to all your weapon and unarmed attacks. Reduce all lighting damage you take by 1d4.
    Thul Uncommon Add 1d4 cold damage to all your weapon and unarmed attacks. Reduce all cold damage you take by 1d4.
    Amn Uncommon Whenever you hit an enemy with a weapon or unarmed attack you heal 1d4 HP. Whenever an enemy deals damage to you with a weapon or unarmed attack they take 1d4 force damage.
    Sol Uncommon Add 1d4 Force damage to all your weapon and unarmed attacks. Reduce all damage you take from non-magical sources by 1d4.
    Shael Rare You may make a bonus action attack with a weapon or unarmed attack a number of times per day equal to your proficiency bonus. Standing up from prone only costs 5 feet of movement and you have advantage on saving throws made to avoid being pushed or grappled.
    Dol Rare Whenever you hit an enemy with a weapon or unarmed attack, they must make a DC 15 WIS save or be Afraid of you for 2 turns. While in combat at the start of your turn you heal 1d6 HP.
    Hel Rare A Hel rune may be expended to remove a Socketable Gem, Jewel, or Rune from an item without destroying the Socketable Gem, Jewel, or Rune. A Hel rune may be expended to remove a Socketable Gem, Jewel, or Rune from an item without destroying the Socketable Gem, Jewel, or Rune.
    Io Rare Your maximum HP increases by 30. +1 to your Constitution or Intelligence score.
    Lum Rare You gain an additional spell slot equal to your proficiency bonus. If you do not have the spellcasting ability you gain it, and may pick one spell from the Wizard or Cleric list to know that is not a Concentration spell, and does not have a casting time of 1 Reaction. You gain an additional spell slot equal to your proficiency bonus. If you do not have the spellcasting ability you gain it, and may pick one spell from the Wizard or Cleric list to know that is not a Concentration spell, and does not have a casting time of 1 Reaction.
    Ko Rare +1 to your Dexterity Score +1 to your Dexterity or Charisma Score
    Fal Rare +1 to your Strength Score +1 to your Strength or Wisdom Score
    Lem Rare Whenever you find non-magical loot such as coins, gems, art, or other trade goods increase that amount by 15%. Whenever you find non-magical loot such as coins, gems, art, or other trade goods increase that amount by 15%.
    Pul Rare Your attacks and spells deal an additional 1d6 Radiant damage to undead and fiends. +1 AC.
    Um Rare Whenever you deal bludgeoning, piercing, slashing, or force damage to an enemy, they bleed for an additional 1d6 damage at the start of their next three turns. +1 to saving throws.
    Mal Rare Whenever you deal damage to an enemy, or successfully affect them with a spell or ability that enemy can not heal or gain temporary HP until the end of their next turn. Reduce all damage taken from magical sources by 1d6.
    Ist Very Rare Whenever you find magical loot, increase the amount of items found by 1d3, the DM chooses an item, or roll on the appropriate loot table. Whenever you find magical loot, increase the amount of items found by 1, the DM chooses an item, or roll on the appropriate loot table.
    Gul Very Rare You have a +1d4 bonus to hit with weapon and unarmed attacks. You have resistance to Poison and Acid.
    Vex Very Rare Whenever you deal damage to an enemy there is a 15% chance that you regain a spell slot equal to your proficiency level. OR If you do not have the spellcasting ability, regain one usage of a consumable ability of the DM's choice. You have resistance to Fire.
    Ohm Very Rare You deal an additional 1d4 force damage with all attack rolls. You have Resistance to Cold
    Lo Very Rare Your critical hit range with all weapons and unarmed attacks is increased by 1. You have Resistance to Lighting
    Sur Very Rare Whenever you hit an enemy with a weapon or unarmed attack they must make a DC15 CON save or be blind for 2 turns. You gain additional Spells Slots totaling your spellcasting modifier + half your proficiency bonus rounded down. If you do not have the spellcasting ability you gain it, and may pick one spell from the Wizard or Cleric list to know that is not a Concentration spell, and does not have a casting time of 1 Reaction. Your Spellcasting modifier is your choice of Intelligence, Wisdom, or Charisma.
    Ber Legendary Whenever you hit an enemy with a weapon or unarmed attack they must make a DC15 CON save or lose 25% of their current HP rounded down. Reduce all physical damage you take by 2d4.
    Jah Legendary Once per a day, if you miss an enemy with an attack you may choose to hit instead. Your maximum HP increases by 50.
    Cham Legendary Whenever you hit an enemy with a weapon or unarmed attack they must make a DC15 STR save or be restrained until the start of their next turn. A number of times per a day equal to half your proficiency bonus [rounded down] you may use your reaction on your turn if restrained, to end the restrained condition. If a spell or ability would cause you to become incapacitated, you may choose not to 1/day.
    Zod Artifact When socketed into an item, the item can not be destroyed without intervention from a Diety until the Zod rune is otherwise removed. When socketed into an item, the item can not be destroyed without intervention from a Diety until the Zod rune is otherwise removed.


    Runes and the Socketable Mechanic based on the Diablo 2 Gems, Jewels, Runes, and Socketable Mechanics.
aether_tech

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