Runic Weapons
Runic Weapons
A long lost craft, Runes (Ø) and their Runic Weapons (ØW) Rune, Rare | 2,000 gp
were crafted with the intent of customization and always Your weapon oozes poison and deals 1d4 poison damage on
being ready for what is to come. These rune inscriptions are every hit. On a critical hit, the target is poisoned until the end
slowly being discovered across the Planes and the valuable of your next turn.
ore, Runestone, that makes the Ø is slowly being mined out of Aura of Water
the Elemental Chaos, but it is a dangerous endeavor that ends
in failure more often than success. Despite the complications Rune, Uncommon | 350 gp
of mining Runestone, it is a highly sought after ore and is Your weapon no longer suffers penalties when underwater.
growing in popularity every year.
Forgeblood Industries, formerly known as Wuvroth's Ore Bane
& Stone Company, is leading the way in mining and obtaining Rune, Uncommon | 2,500 gp
of this precious resource and its CEO has promised to obtain Your weapon takes on a wicked nature. When you
more of the precious material to feed the demands of the successfully hit a creature with your weapon, you can expend
growing interest. a charge to cast Bane on the target, no action required. The
Runic Weapons (ØW) harness the power of the Runes (Ø) DC for the saving throw is 8 + Proficiency + the number of
by channels of Runestone sunk throughout the weapon, this is rune slots in the weapon. (Minimum of 11, Maximum of 17)
an extremely difficult process but provides an unequal This rune has three charges and you must concentrate on
weapon in terms of quality and ability. By itself, a Runic the effect as if you are concentrating on a spell. You can only
Weapon is not considered magical for overcoming Resistance have one creature under this effect at a time.
and Immunities. Runic Weapons, depending on the quality,
can have up to 3 Rune Slots (Ø) that a rune can be inserted Concentrate
into. This takes an short rest to bind the Rune but only an
action to remove the Rune. Rune, Rare | 8,500 gp
Determining how many slots a Runic Weapon has is based While wielding this weapon, you have advantage on all
off of Ø1, Ø2, or Ø3 with each number representing the Constitution Saving Throws to maintain Concentration on
number of available rune slots. Some Runes need more than your spells.
one Ø and will list how many Ø it needs as a Prerequisite.
The same Runes do not stack when attuned in a single Consumer
weapon except for pure damage runes like Corrosive Acid or Rune, Very Rare | (requires Ø3) | 35,000 gp
Flaming, but not runes like Frost or Dark Touch that have While wielding this weapon, you can use your reaction to
extra abilities. absorb a spell that is targeting only you and not with an area
Runic Weapon of effect. The absorbed spell’s effect is canceled, and the
spell’s energy—not the spell itself—is stored in the rune. The
The cost of a Runic Weapon (ØW) is the weapon cost plus energy has the same level as the spell when it was cast. The
750gp for the first Ø slot. You can add a second Ø slot for an rune can absorb and store up to 25 levels of energy over the
additional 1,000 gp and a third Ø slot for an additional 2,000 course of its existence. Once the rune absorbs 25 levels of
gp. This means that if you wanted to purchase a 3 Ø slot energy, it can’t absorb more. If you are targeted by a spell that
shortsword, it would cost a total of 3,760 gp (10 + 750 + 1,000 the rune can’t store, the rune has no effect on that spell.
+ 2,000 gp). After a weapon has been crafted, you can not The stored energy can be released when you hit a creature
increase its Ø slots. A ØW can not be enchanted with magic, dealing 1d6 per charge of energy expended (max 6 charges).
instead you must use an appropriate Ø to make it overcome The expelled energy still counts to the total amount of energy
non-magical Resistance and Immunities. the rune can absorb.
Weapon Runes Corrosive Acid
Rune, Uncommon | 1,000 gp
Arrow-Slasher The deadly surfaces of this weapon sizzle with acid. When
Rune, Uncommon | 750 gp you hit a creature, add 1d6 acid damage.
You gain a +1 AC bonus against ranged attacks against you,
so long as you can see the attacker.
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Dancing Empowered Strike
Rune, Rare | (requires Ø2) | 2,500 gp Rune, Uncommon | 1,200 gp
You can use a bonus action to toss this weapon into the air You can feel power swirling through your blade, when you
and speak the command word. When you do so, the weapon make an attack, you deal 1d4 force damage on a hit. On a
begins to hover, flies up to 30 feet, and attacks one creature of critical hit, the opponent is knocked prone so long as they are
your choice within 5 feet of it. The sword uses your attack roll at most one size larger than you or smaller.
and ability score modifier to damage rolls and you must be
proficient in the weapon type. Empowered Strike - Powered
While the weapon hovers, you can use a bonus action to Rune, Uncommon | 2,500 gp
cause it to fly up to 30 feet to another spot within 30 feet of You can feel power swirling through your blade, when you
you. As part of the same bonus action, you can cause the make an attack, you deal 1d8 force damage on a hit. On a
weapon to attack one creature within 5 feet of it. critical hit, the opponent is knocked prone so long as they are
After the hovering sword attacks for the fourth time, it flies at most two sizes larger than you or smaller.
up to 30 feet and tries to return to your hand. If you have no
hand free, it falls to the ground at your feet. If the sword has Enchanted, +1
no unobstructed path to you, it moves as close to you as it can
and then falls to the ground. It also ceases to hover if you Rune, Uncommon | (requires Ø2) | 1,000 gp
grasp it or move more than 30 feet away from it. This weapon gains a +1 bonus to Attack and Damage rolls
and is considered magical for the purpose of overcoming
Dark Touch resistances and immunities.
Rune, Rare | 1,200 gp Enchanted, +2
Dark energies suck at the life of others each time this
weapon deals damage. Each hit deals an additional 1d4 Rune, Rare | (requires Ø3) | 3,500 gp
necrotic damage. On a Critical Hit, the wielder of the weapon This weapon gains a +2 bonus to Attack and Damage rolls
gains a number of Temporary Hit Points equal to the necrotic and is considered magical for the purpose of overcoming
damage dealt. resistances and immunities.
Dark Touch - Powered Feather Fall
Rune, Rare | (requires Ø2) | 2,500 gp Rune, Uncommon | 750 gp
Dark energies suck at the life of others each time this While wielding this weapon, you can use your reaction to
weapon deals damage. Each hit deals an additional 1d8 cast the spell Feather Fall. You can use this property once per
necrotic damage. On a Critical Hit, the wielder of the weapon day.
gains a number of Temporary Hit Points equal to the necrotic
damage dealt. Fire Breath
Displacement Rune, Uncommon | 800 gp
As a bonus action, your weapon exhales fire in a 15 foot
Rune, Very Rare | (requires Ø2) | 32,000 gp cone. All creatures must make a Dexterity Saving Throw, the
As a bonus action, you can cause yourself to blur for 1 DC equals 8 + your Proficiency Bonus + the number of rune
minute. All attacks against you have disadvantage and you slots in your weapon. On a fail, the creatures take a number of
have advantage on any saving throws against spells that target d6s equal to your proficiency bonus of fire damage (minimum
only you. This does not count against Area of Effect spells. 2d6, maximum 6d6), or half as much on a successful one. This
You can use this feature once per day. effect can be used once per day.
Disrupting Flaming
Rune, Uncommon | 800 gp Rune, Uncommon | 1,000 gp
This weapon deals an extra 1d4 weapon damage to undead This weapon is empowered by flickering flame. The weapon
creatures on a hit. If your weapon deals Radiant damage, this deals 1d6 fire damage on a hit.
increases to 2d4 weapon damage to undead creatures.
Frost
Distant Rune, Rare | 1,300 gp
Rune, Uncommon | 1,000 gp This weapon is empowered with freezing ice. The weapon
As a reaction when you take the Attack action, your weapon deals 1d4 cold damage on a hit. On a critical hit, the target is
extends out and gains 5 feet of range. If you have multiple also under the effects of a Slow spell until the end of your next
attacks in a turn, this effects lasts for all of them but ends at turn.
the end of your current turn. After you use this effect, at the
start of each of your turns, roll a d6. On a 6, this effect
recharges.
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Frost - Powered Mage Killer
Rune, Rare | 3,000 gp Rune, Rare | 14,000 gp
This weapon is empowered with freezing ice. The weapon When you attack with this weapon and land a successful hit,
deals 1d8 cold damage on a hit. On a critical hit, the target is the targeted creature has disadvantage on their Constitution
also under the effects of a Slow spell until the end of your next Saving Throw to maintain Concentration on their spells. If the
turn. targeted creature used their Action or Bonus Action to cast a
spell on their last turn, they take 2d6 psychic damage on your
Ghost Touched first attack with this weapon against them.
Rune, Uncommon | 300 gp On a critical hit, the targeted creature automatically fails
This rune carries the essence of a ghost that allows you to their Constitution Saving Throw if they are currently
hit them easier. Not only is this weapon considered magical concentrating on a spell.
for overcoming resistances and immunities to ghost like Magical
creatures (per DMs discretion), you also have advantage on
your first attack roll once per turn against a ghost like Rune, Rare | 900 gp
creature. This weapon is considered magical for overcoming
resistances and immunities.
Holy Light
Rune, Uncommon | 1,000 gp Magic Missile
Power from the gods swirls in the blade of your weapon. On Rune, Uncommon | 400 gp
a hit, you deal 1d6 radiant damage as holy energy pulses from Once per day, you can use an action to cast the Magic
the blade. Missile spell from your weapon.
Jump Oath
Rune, Uncommon | 800 gp Rune, Rare | (requires Ø2) | 15,000 gp
You can use an action to cast Jump only on yourself. This When you use this weapon to make an attack, you can use
effect can be used once per day. your command phrase, no action required. The target of your
attack becomes your sworn enemy until it dies or until the
Keen dawn of the next day. You can have only one such sworn
Rune, Rare | 4,500 gp enemy at a time. When your sworn enemy dies, you can
Attacks with this weapon are a critical hit on a 19 or 20 on choose a new one after the next dawn.
the die as long as that result would otherwise be a success. When you make an attack roll with this weapon against
This property does not make a 19 on the die an automatic hit. your sworn enemy, you have advantage on the roll. In addition,
your target gains no benefit from cover, other than total cover,
Light and you suffer no disadvantage due to long range. If the attack
hits, your sworn enemy takes an extra 3d6 weapon damage.
Rune, Uncommon | 700 gp
Your weapon emits constant and persistent light as if using Parry
the Light cantrip. This can only be turned off by removing the Rune, Rare | 1,200 gp
rune. When you see someone make a weapon attack against you,
Longstrider you can use your reaction to twist their attack away from you
by adding +2 to your AC against that one attack.
Rune, Uncommon | 800 gp
You can use an action to cast Longstrider only on yourself. Quiver
This effect can be used once per day. Rune, Rare | 800 gp
Lucky When your weapon requires ammo, you can create a piece
of non-magical ammo created from the air to fire instead of
Rune, Very Rare | (requires Ø2) | 20,000 gp relying on regular ammo. This effect is seemingly endless and
When you take the attack action, you can call on the runes deals the same damage that your weapon normally would.
luck (no action required) to reroll one attack roll you dislike. This does not remove any special properties on the weapon
You must use the second roll. This property can be used two like Loading.
times per day.
Resistant
Rune, Very Rare | 27,000 gp
As a reaction, you can choose to succeed a Saving Throw
when you fail it. You can use this feature once per day.
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Returning Snare
Rune, Common | 350 gp Rune, Uncommon | 1,400 gp
When you attempt a thrown Range attack with this weapon, When you take the attack action and hit on your weapon
it flies back to your hand after the weapon impacts an object attack, you can spring forth a magical rope that tries to wrap
or creature. If there is no impact, it does not return to your up your target. They must succeed on a Dexterity saving
hands. If your hands are full when the weapon returns, it falls throw or find themselves grappled by the rope. The DC equals
to the ground at your feet. The weapon has a max Return 8 + your Proficiency Bonus + number of rune slots on the
range of 1,000 feet. weapon.
The grappled creature can use an action to make an
Riposte Athletics check to break out of the rope, the DC is the same as
Rune, Rare | *requires Parry rune | 2,500 gp the Dexterity Saving Throw. You can use this ability once per
When you use your reaction to use your Parry Rune, and day.
stop the attack from hitting, you can roll an attack roll Speed
contested by your opponents attack roll. If yours is higher a
result, and you beat their AC, you make a regular attack Rune, Very Rare | 5,000 gp
against them. You can use this a number of times equal to By using your bonus action to activate this rune, you feel
your Dexterity Ability Modifier per day. yourself moving faster. You can make an additional attack on
your bonus action, including the turn you activate this rune, so
Sharpness long as you took the Attack action and this effect lasts for 1
Rune, Very Rare | (requires Ø3) | 23,000 gp minute. You can use this rune once per day.
As a bonus action, you can sharpen your weapon so that it Spell Storing, 1
has +3 to attack and damage rolls for 1 minute. If your
weapon already has a magical bonus (like Oil of Sharpness), it Rune, Uncommon | 4,500 gp
can not exceed +3 to attack and damage rolls. You can use this This rune stores Spells cast into it, holding them until the
ability once per day. wearer uses them. The rune can store up to 1 level worth of
Spells at a time. It uses the same DC and To Hit of the original
Shock caster at the time of casting.
Rune, Rare | 1,300 gp Spell Storing, 2
Electric arcs crisscross this weapon each time it hits,
dealing 1d4 additional Lightning damage on a successful hit. Rune, Rare | 10,000 gp
On a critical hit, electricity arcs out to deal lightning damage This rune stores Spells cast into it, holding them until the
to up to two other creatures of your choice within 10 feet of wearer uses them. The rune can store up to 2 levels worth of
the initial target. Spells at a time. It uses the same DC and To Hit of the original
caster at the time of casting.
Shock - Powered
Rune, Rare | 2,500 gp Spell Storing, 3
Electric arcs crisscross this weapon each time it hits, Rune, Rare | (requires Ø2) | 16,500 gp
dealing 1d6 additional Lightning damage on a successful hit. This rune stores Spells cast into it, holding them until the
On a critical hit, electricity arcs out to deal lightning damage wearer uses them. The rune can store up to 3 levels worth of
to up to two other creatures of your choice within 10 feet of Spells at a time. It uses the same DC and To Hit of the original
the initial target. caster at the time of casting.
Siege Spell Storing, 4
Rune, Rare | 12,000 gp Rune, Very Rare | (requires Ø2) | 21,000 gp
Your weapon becomes empowered when it comes to This rune stores Spells cast into it, holding them until the
bringing down buildings and constructs. All damage you deal wearer uses them. The rune can store up to 4 levels worth of
is doubled against buildings and constructs. Spells at a time. It uses the same DC and To Hit of the original
caster at the time of casting.
Spell Storing, 5
Rune, Very Rare | (requires Ø3) | 28,500 gp
This rune stores Spells cast into it, holding them until the
wearer uses them. The rune can store up to 5 levels worth of
Spells at a time. It uses the same DC and To Hit of the original
caster at the time of casting.
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Undead Servant Waterfall
Rune, Rare | 4,500 gp Rune, Rare | 5,000 gp
This rune seems to draw in nearby life. When you kill a As an action, you slam your blade into the ground and
medium humanoid with this weapon, you can use your spring forth a geyser of water up to 30 feet away from you. A 5
reaction to turn them into a zombie. This creature will follow ft radius geyser of water shoots up from the ground and all
you to the best of their ability and so long as this rune resides large or smaller creatures effected by it must make a Dexterity
in your weapon. If you use this effect again, the old zombie saving throw or be thrown up 20' in the air. Upon landing, they
falls dead and the new one takes its place. fall prone and take 2d6 bludgeoning damage. The DC equals
8 + your Proficiency Bonus + # of rune slots. You can use this
Vampiric Siphon feature once per day.
Rune, Very Rare | 26,000 gp Wound
This rune seems to grow strange teeth like barbs along the
blade of your weapon. On a critical hit, you can choose to not Rune, Rare | 8,000 gp
double your damage die but instead roll normal damage and Wicked barbs cover the blade of this weapon and on each
you then roll a 1d4. The target loses a number of points equal hit the target takes 1d4 bleed damage. This bleed damage
to the 1d4 to either their Strength or Dexterity Score (your stacks once a turn and the target takes this damage at the
choice) and you gain the same number of points to your start of your turn every round until they take an action to make
Strength or Dexterity Score (must be the same as the one you a DC 10 Medicine check, are healed with magic or you use a
choose) as you suck away their power. Bonus Action to end the effect.
This can not increase your stat beyond 24, and only lasts
until you take a short or long rest. If you land multiple critical Variant Rules
hits, you can do this effect multiple times but you can not
stack the increase to your score. You must take the latest Swapping Runes
result. Runes take an action to remove and a bonus action to add
in your weapon. This allows runes to be swapped in and
Vicious out during combat, which creates a higher magic feel. This
Rune, Uncommon | 750 gp can cause some rune abuse, but makes for more powerful
When you roll a critical hit with your weapon, you deal an heroes.
additional 2d6 damage die, do not double these die. Runes take a full long rest to ‘charge’ up in your weapon.
This means that players have to decide the night before
Vorpal what runes to choose for their weapons, and puts greater
Rune, Very Rare | (requires Ø2) | 26,000 gp emphasis on strategy.
This rune can only be used on slashing weapons. The rune Runes become permanent once you apply to your weapon.
creates a wickedly sharp blade that deals an additional 1d6 This means that players get to craft their own magic items,
slashing damage on a hit. On a critical hit, the blade deals an and allows them to customize it for themselves and puts
extra 6d8 slashing damage, do not double these die. If you kill greater emphasis on choosing the best runes for the most
a creature on a critical hit, their head is sliced off and you gain types of jobs.
a number of temporary hit points equal to the 6d8 slashing
damage you dealt to them. Attuning to Runic Weapons
Make it so that the runic weapon requires attunement, this
Warning stops players from just having a huge arsenal of rune
Rune, Rare | 8,000 gp weapons.
This rune warns you of danger. So long as you have it Scarcity
attached to your weapon, you can not be surprised. Don’t allow players to buy the weapons or runes. Make
Water Wall these hidden treasures throughout your world, the
knowledge lost to craft them thousands of years ago.
Rune, Rare | 9,000 gp
As an action, you can slam your blade into the ground and Drop the price (or make them very easy to find) and have
spring forth a wall of water centered on the blade. The wall of the runes have a certain amount of charges per day or per
water functions the same as if you had cast the Wall of Water life of the rune.
spell. You can use this feature once per day. Keeping Rune Power in Check
Runes have different shapes to them. When a runic
weapon is crafted, there are two different rune slots you
can create for each weapon. Damage runes have a circular
shape whereas Utility runes have a triangular shape.
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