Wondrous Item, artifact (requires attunement by a By sorcerer, warlock, or monk)

The Arcane Block is in the shape of a hexagon with it going 0.5 inches deep and sides being 2 inches each. The border of the Block is made of either a thick, dark wood with glowing dark blue veins within it or a polished, pale stone with golden veins running through it. The center of the block is filled with 10 dark-gray stone pieces with each piece having a rune on it. The runes will glow blue once the block is activated.

Rune of Binding. Shoots towards the intended target within 30 feet, and creates a web of blue and gray electricity-like magic that attaches itself to a creature and propels it in a continuous direction until making contact with a solid surface. It is possible to stack creatures with this rune; although, there is a maximum of up to 3 medium-sized creatures that can be stacked with this rune before the web falls apart and the rune returns to the Arcane Block

Rune of Madness. Shoots towards the intended target within 10 ft and will attach itself to the head of the target causing the target to attack the closest creature to it (duration: 30 seconds or 5 rounds) unless the creature is immune to being charmed. Every round, the creature can make a Wisdom saving throw to attempt the escape the effects of the rune. On a successful saving throw, the creature will become free from the rune and will fall prone; the rune will then return to the Arcane Block. On a failed throw, the creature will remain under the control of the rune and will attack the closest creature.

Rune of Combustion. Hits any object within 20 ft causing a small, but intensive blast that covers 50% of the terrain within a 5-foot radius with fire (creatures within the blast receive 1d10 fire damage and 1d10 force damage). Roll a d4 to decide wether or not a creature walking through the zone is lit on fire (1-2: on fire, 3-4: not on fire). The flames will last for 2 rounds

Rune of Warning. Dashes toward a hidden location near where it was specified to go and waits until any other creature comes within a 10-foot radius of it before shooting back to the Arcane Block

Rune of Locking. Hits a specified target within 40 feet, and locks it in place making the targeted creature unable to move; the rune travels in a straight line, so it is possible for the rune to accidentally hit a different creature if the creature is in the wat of the rune's path

Rune of Blinding. A thick smoke cloud, with a radius of 10 feet, will appear wherever the rune first hit; any creature within the smoke cloud will be blinded and will envision flashing lights that further impair them when they leave (duration: 2 rounds, or until rune is summoned)

Rune of Paving. The rune will break into 5 separate parts that will form a bridge of continuously flowing, but solid, magic; the bridge has a maximum length of 25 feet and will disappear once the pieces are summoned back together. The 5 pieces can be placed in any orientation and can hold a maximum of 300 lbs at any given moment.

Rune of Chance. The rune floats above the caster's head and begins to pull energy from the caster. The user will then roll a d4. Rolling a 1 will cause the user to pool their energy into a sphere that will shoot towards a target within 30 feet, causing the targeted creature to take 3d8+5 psychic damage, but it will cause you to become exhausted (level 2). If a 2 is rolled, then the caster will take 1d12 psychic damage, and the targeted creature will become exhausted (level 2). If a 3 is rolled, then both the targeted creature and the caster will become exhausted (level 2). If a 4 is rolled, then both the caster and the targeted creature will take 1d12+5 psychic damage

Rune of Resonance. The user can throw down the rune onto an object or area of emotional/physical/spiritual significance. As an action or bonus action, the user can open a rift in the sky of your current plane, as long as the user is within a 1000-foot radius of the runestone, or is within a corresponding, 100-foot radius of the runestone, if in a different plane. From the rift, a beam of pure white energy will fall down onto the user and will bring the user back to your runestone through another beam of energy. Both beams will last for 3 rounds. Any creature, other than you and your familiars/pets, that attempts to enter the beams will take 3d20 radiant damage. In the case of a creature having infinite health, the creature will be reduced to 100 hitpoints for the next 24 hours. After the third round, the runestone will return to the arcane block (if needed, by using the rift), and will be unusable for the next 24 hours

Rune of Ruination. The ruin will spiral around the user at the edge of a 3-foot radius, causing a runic circle to form out of glowing white, blue, and gold magic, in the air in front of the caster. After 1 round of charging, surrounding energy will be taken from creatures within a 25-foot radius and from other magic items within that radius; all creatures within the radius must make a charisma saving throw or fall to the ground and take 15 necrotic damage and become exhausted (level 2). To begin, the user will select a point within an 80-foot radius, then, the runic circle will then unleash a large beam of destructive energy, from the rune for 80 feet in a straight line. Creatures that get hit by the beam will take 3d20 (minimum of 20) radiant damage. Terrain that is hit will be engulfed in bright purple and white flames. The flames last for 2 rounds and will do 5 radiant damage and 5 fire damage to creatures within the flames. The beam will last for up to 3 rounds while the caster is concentrating and can be directed to a different point, up to 40 feet away from the original selected point, as the user's action. After the runic circle dissipates, the runestone will return to the Arcane Block, and won't be able to be used for the next 48 hours. The caster will also be prone and will become exhausted (level 3)

The Arcane Block can only be broken by the user and the combination of the powers of 3 celestials while in the ethereal plane.

Runes can be summoned back to the arcane block at any point, but once they have been taken out of the block, a charge is expended.

A second rune can be used in combination with the first rune as a bonus action.

Notes: Each rune stone is a charge, By sorcerer, warlock, or monk, Combat, Shapechanging, Handwear

Previous Versions

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Item Tags: Combat Shapechanging Handwear

Oceanpotion123

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