Weapon (longsword), very rare (requires attunement)

A Rune-Blade forged for great warriors across the land, be it paladins, knights or a worthy fighter. The blade is forged by a master rune-smith, with the finest metals found across the realm. Each Rune-Blade is custom made for its wielder, allowing some level of customization for the wielder.

The Rune-Blade gives a +2 to both attack and damage rolls and counts as silvered.

On the blade is a set of runes, when attuned the wielder can activate, the blade only allows a limited amount of runes due to the power of the runes. This is typically limited to 3 however in rare cases their can be more.

  • Rune of Blindness: Using an action; the user can activate the rune, designating up to three targets within 60 feet of them, they will need to pass a constitution saving throw or suffer the blind condition. On a pass nothing happens.
  • Rune of Fright: Using an action; the user can activate the rune; causing designated entites within 30 feet to have to pass a wisdom saving throw, or be frightened of you. On a pass nothing happens.
  • Rune of Silence: Using an action; the user can activate the rune, no sound can be made in an area of twenty feet around the wielder. Any creatures or objects inside this area is immune to thunder damage, deafened and, any spells that require a verbal component can’t be casted.
  • Rune of Confusion: Using an action; the user can activate the rune, choosing two entities and they have to pass a wisdom saving throw or, they regard each other as their worst enemies and must spend their turns attack each other. Each time they take damage they may reroll the save.
  • Rune of Breaking: Using a bonus action; the user can activate the rune, the blade begins to glow with a yellow light. The next time the user hits an enemy with an attack they deal an extra 4d10 thunder damage. 
  • Rune of Disabling: Using an action; the user can activate the rune, designate up to five targets who all must pass a strength saving throw as stone begins to entrap their feet with them suffering the restrained condition. On a pass nothing happens.
  • Rune of Shadows: Using an action the user can meld into shadow, they turn invisible for up to 10 minutes.
  • Rune of Drain: Using an action the user can designate one target and must make a weapon attack roll against them, if they hit the target takes 6d10 necrotic damage and the user gets back half the damage in HP.
  • Rune of Faith: Using an action the user can designate up to five targets and by activating the rune they can give 4d10 temporary health points to the targets.
  • Rune of Wrath: Using an action the user can activate the rune, the blade begins to exude bolts of red lightning in a 10 foot radius around the user. Everything in that radius makes a dexterity saving throw, on a fail they take 4d10 lightning damage, on a pas they take half as much.

(These are just some I’ve thought up, you can come up with others if you and the DM agree 👍)

Using a rune uses a charge, these charges are reset on a long rest. 

The DC of these saves are dependent on your class. If you are a caster it goes off your spell save DC, if you are a martial it goes off 8+Dexterity/Strength+PB (whichever is higher).

 

Proficiency with a Longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Bonus: Magic, Versatile, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
2/9/2025 7:45:02 AM
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2/11/2025 2:25:21 AM
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CapAugur

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