You have disadvantage to make weapon attacks with your arms. You also know how to run on four legs like a beast (Your speeds increases by 10 ft. You can now use your mouth as an 'arm' to hold this weapon - even if it requires two hands. Rune of the Worg: This weapon seems easy to hold in your mouth, you don't know why. Rune of the Cliff: Allows the casting of Featherfall on command. If it fails, the target starts screaming uncontrollably for 1d10 minutes and is terrified of the attacker. Rune of Screaming: When the weapon this rune is inscribed upon strikes an enemy, the target must make a Wisdom saving throw with a 13 DC. The colors return to normal once poisoned is removed from the weapon. Rune of Poison Detection: If the weapon is dipped into poisoned food, the hilt changes color. Rune of Invisibility: Makes the weapon appear invisible to all, except for those designated by the rune-maker. Rune of Green Thumbs: If the weapon to be planted in soil, a 30 foot tall tree will out of it in 1d4 days. Rune of Safety: Renders the edges/points of the weapon dull when children touch the weapon. Rune of Returning: Once etched on the weapon, it allows the user to call the weapon into their hand if it's within 10 ft. Rune of Vaporization: Once a day you can submerge the weapon into water and vaporize 1d20 cubic feet of water. Rune of Leaden Steps: adds 10 pounds to the target's weight on each attack. Rune of Swordbreaker: If the wielder is attacked with melee weapon and the attack is a critical failure, the player can break the attacker's weapon. Rune of Ehwaz (Trust, faith and companionship): the bearer of this rune can cast Bless once per day. Rune of Pertho (Protection from enemies): The bearer of this rune can cast Protection from Evil one per day. Rune of Hagalaz (Chaos and Destruction): The bearer of this rune can cast Thunderwave once per day. Rune of Unjo (Joy and Wellness): The bearer of this rune is able to stave off one level of exhaustion. This rune may not bring a creatures armor class below 10 + their dexterity modifier. On a failed save, the creatures armor class is lowered by 1. Rune of Defense Crushing: each time a creature is hit by this weapon, it must make a strength saving throw against a DC equal to 8 + wielders prof bonus + wielders strength modifier (or dex if it’s a finesse weapon). Once a creature succeeds against this saving throw, this rune no longer affects it until its next long rest. On a failed save, the creature has disadvantage on its next attack against the wielder. Rune of Confusion: every time a creature is hit by this weapon, it must make a charisma saving throw against a DC equal to 8 + wielders prof bonus + wielders strength modifier (or dex if it’s a finesse weapon). After 20 minutes, the zombie collapses and turns back into a corpse. Rune of Orcus: any humanoid creature of size large or smaller killed by this weapon rises as a zombie under your control for 20 minutes. Rune of the Cockroach: Grants advantage to the survival skill. Rune of the Chameleon: Grants advantage to the stealth skill. Rune of the Spider: Grants advantage to the sleight of hand skill. Rune of the Mantis: Grants advantage to the religion skill. Rune of the Feline: Grants advantage to the persuasion skill. Rune of the Peacock: Grants advantage to the performance skill. Rune of the Eagle: Grants advantage to the perception skill. Rune of the Elk: Grants advantage to the nature skill. Rune of the Lobster: Grants advantage to the medicine skill. Rune of the Crow: Grants advantage to the investigation skill. Rune of the Lion: Grants advantage to the intimidation skill. Rune of the Owl: Grants advantage to the insight skill. Rune of the Elephant: Grants advantage to the history skill. Rune of the Snake: Grants advantage to the deception skill. Rune of the Bear: Grants advantage to the athletics skill. Rune of the Raven: Grants advantage to the arcana skill. Rune of the Dog: Grants advantage to the animal handling skill. Rune of the Squirrel: Grants advantage to the acrobatics skill. Rune of the Wind: When an enemy is struck with this weapon, the must make a DEX saving throw or be blown back 5 ft. One hundred magic runes that can enhance a melee weapon.
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