Wondrous Item, very rare (requires attunement by a (Short rest))

It’s a small bag with an image of a crow stitched on the side. If you put your hand in the bag you will feel a bunch of small rocks, but when you look inside it appears empty. 

Every day the bag will fill its self with three different runes that can be used as a bonus action. These three runes are determined by rolling 3d20s and using the chart below. If you get the same rune twice you must roll again for a different one. This process continues at the start of each day.

1 Rune of the Snake: Grants advantage to the deception skill.

2 Rune of the Eagle: Grants advantage to the perception skill.

3 Rune of the Peacock: Grants advantage to the performance skill.

4 Rune of the Spy: Grants invisibility for 1 hour and advantage on perception checks that rely on hearing.

5 Rune of Giants: You grow three times your size, for 1 minute grants advantage on strength and acrobatic checks and your strength modifier is doubled.

6 Rune of the Mighty: You shrink to one inch, for 10 minutes grants advantage on stealth checks and your moment speed is divided by 3.

7 Rune of the Fearless: You become immune to fear and intimidation checks for 10 mins.

8 Rune of the Quick: Grants double movement for 12 seconds.

9 Rune of the Sturdy: Grants resistance to physical damage for 1 minute.

10 Rune of Shifting Earth: Cast mold earth.

11 Rune of Searching: Find the location of any object you know the name of in the form of a vision.

12Rune of the Goose: Grants advantage on the intimidation skill.

13 Rune of the Cheater: Cast counter spell 5th level (this rune can be used as a reaction).

14 Rune of Planer Understanding: Teleport up to 60ft.

15 Rune of the Sane: Grants advantage on wisdom saves to you and your allies for a minute while they are within 30ft of you.

16 Rune of Melody: A soft quite song leaves the Rune, anyone who hear it hears something different that pertains to them. It can be heard within 30 ft but not through walls. This rune may bestow advice to who ever listens.

17 Rune of Demons: summon a demon with a CR equal to half of your level or less.

18 Rune of Darkness: The rune sucks all of the light out of the room your standing in. (does not work outside) The light returns within an hour.

19 Rune of Light: Fill a room with light. (does not work outside) light goes out after an hour.

20 Rune if the Prophets: You gleam a vision of what could be in the near future. Role a d100, the higher the farther into the future you see and the more detail you gain, lower you see what may happen in the near future, but be warned because the lower you role the father from the truth the vision will stray. The thresholds are to the dm’s discretion.

Notes: The runes act the same ways as spells, counter spell and dispel magic with both have an effect. Each rune can be used once a day and returns to the bag until drawn again. When a rune has a lasting effect concentration must be used the same way it does for spells., (Short rest)

Previous Versions

Name Date Modified Views Adds Version Actions
2/19/2022 10:00:43 PM
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Dier0328

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