A cosmic power created by the creator of the multiverse. This rune recharges all expended charges on a long rest.
- Your Constitution score is set to 29.
- You are resistant to all damage and immune to the following conditions: Blinded, Deafened, Poisoned, Stunned, and Exhausted.
- During combat, if you are under your total hit point maximum, you regain 1d10 + your Constitution Modifier.
- You don't need to eat, drink, or breathe. You no longer age and cannot be aged magically. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a meditative state, during which you retain consciousness. If you rest for 8 hours instead, you gain a point of inspiration.
- When you enter into combat, you gain 50 temporary hit points. These temporary hit points last until your next short or long rest.
- At the start of your turn, you can target creatures other than yourself up to your proficiency bonus; these creatures become "Soul Linked." "Soul Linked" creatures gain 25 temporary hit points.
- As a bonus action, you can expend a charge, and when you hit a creature, a "Soul Linked" creature can use its reaction to make an unarmed, melee, ranged, or spell attack. If the "Soul Linked" attacks the same creature you attacked, the attack has advantage.
- As a reaction, when a "Soul Linked" creature takes damage, you can expend a change and reduce the damage by 1d10 + your Constitution Modifier (to a minimum of 1 point of damage).
Rekindle Soul. Once per long rest, you can will life into a non-living creature. If its soul is willing and able, you can call out the creature's name and summon its soul to you; the soul can be placed in an object, living, or non-living creature. The creature is restored to life with its full hit point total but gains 1d4 levels of exhaustion. This ability cannot create or restore missing limbs. This ability automatically fails if the soul is placed in a body that is missing limbs that would cause it to die naturally. This ability neutralize magical or non-magical poisons and or any harmful abilities affecting the creature. After using this ability, you must make a DC 20 Constitution Check. On a fail, you drop to zero hit points but are stable and cannot wake for 1d6 + 1 day. While unconscious, if you receive damage from any source, it is an automatic death-saving throw failure. Every two days, you must make a death-saving throw; if you die while unconscious due to this ability, the Great Rune Of Soul is destroyed and returned to the World Tree, and you cannot be restored to life.
Extinguish Soul. Once per long rest, you can will a living or non-living creature with a soul to die permanently as its soul is destroyed. As an action, you can force a creature within 30ft to make three DC 25 Charisma saving throws. If the creature achieves more fails than successes, then its soul is destroyed. If the creature succeeds, it gains a 1d4 level of exhaustion, but its soul is not destroyed. After using this ability, you must make a DC 20 Constitution Check. On a fail, you drop to zero hit points but are stable and cannot wake for 1d6 + 1 day. While unconscious, if you receive damage from any source, it is an automatic death-saving throw failure. Every two days, you must make a death-saving throw; if you die while unconscious due to this ability, the Great Rune Of Soul is destroyed and returned to the World Tree, and you cannot be restored to life.
Notes: Set: Constitution Score, Resistance: All, Immunity: Blinded, Immunity: Deafened, Immunity: Stunned, Immunity: Exhaustion, Immunity: Paralyzed, Immunity: Poisoned
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