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⛓️🏹🔮 As you traverse the rugged mountain terrain, you hear a distant rumble, like the beat of war drums. Raising your gaze, you see a figure atop a high peak, silhouetted against the backdrop of the setting sun. It's a dwarf, clad in the distinctive Runekeeper's set. With a confident step, the dwarf starts sliding down the mountain's steep face, each movement smooth as if he's riding on air. With the Runekeeper's Bow in hand, he draws and releases arrow after arrow, each transforming into a streak of lightning, striking down at the orcs that are now scattering in panic below. The mountain echoes with their yells, but the dwarf's descent is relentless, each shot lit by the glow of the runes on his gear. ⛓️🏹🔮

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Runekeeper’s Chain

Armor (chain shirt), very rare (requires attunement)

Forged within the heart of the most ancient forges, this chain shirt gleams with radiant runes. Every link carries the signature of its master blacksmith, resonating with legends of bygone heroes' valor.

The deep runes embedded in the chain offer the wearer a +1 bonus to AC.

When you enter combat wearing this armor and roll initiative, consult the unmodified d20 result to determine one of the following effects. This effect begins on your first turn and lasts either until its specified duration concludes or combat ends, whichever comes first:

1-4: Stoneguard Stance - The runes radiate a golden warmth. Any enemy that attempts to physically harm you within melee range must make a Strength saving throw (DC 13) or have their weapon momentarily petrified, missing the attack.

5-8: Ancestor's Wrath - The armor vibrates with ancestral voices. Your next melee attack channels their fury, dealing an additional 2d8 force damage, and if the target is a creature, they must succeed on a Wisdom saving throw (DC 15) or be frightened of you until the end of their next turn.

9-12: Mountain's Embrace - The chain becomes as solid and immovable as a mountain. You gain resistance to bludgeoning, piercing, and slashing damage from all attacks for 1 minute.

13-16: Runic Shot - The next piece of ammunition or throwing weapon you use is infused with the power of the runes. On a hit, it explodes in an array of ancient symbols, dealing an additional 3d6 force damage and marking the target. The marked target has disadvantage on attack rolls against you until the end of your next turn.

17-20: Keeper of Ancient Runes - Ancient runes flare to life across the chain. When you are hit by an attack, roll a d6 to manifest one of the powerful ancient runes:

  • 1 - Rune of Warding: The attacking creature takes 1d6 radiant damage.
  • 2 - Rune of Binding: The attacking creature's speed is reduced by half until the end of their next turn.
  • 3 - Rune of Reflection: The damage of the attack is reflected back onto the attacker.
  • 4 - Rune of Absorption: You gain temporary hit points equal to half the damage you would have taken.
  • 5 - Rune of Silence: The attacker is unable to speak or cast spells with verbal components until the end of their next turn.
  • 6 - Rune of Time: The attacker's next turn is delayed, and they act last in the initiative order.

Runekeeper's Visage

Wondrous item, uncommon (requires attunement)

Fashioned from the heart of the ancient mountains, this helmet is adorned with intricate runes that constantly shimmer and shift, depicting the stories of forgotten realms and the wisdom of ages past.

While wearing this helmet, you can comprehend any written language as if under the effect of the comprehend languages spell. Additionally, you gain an advantage on Intelligence (Investigation) checks to discern illusions and on saving throws against illusion effects.

Runekeeper's Bow

Weapon (any bow), legendary (requires attunement)

This majestic bow, carved from ancient yew trees that once stood guard at the gates of forgotten dwarven cities, is etched with glowing runes that seem to channel the very essence of storms. Each arrow loosed is guided by the wisdom of the ancients and the fury of the skies.

Once on each of your turns, when you make an attack with this bow, after hitting your target, roll a d6 to invoke the power of the runes and determine the additional lightning effect:

1 - Rune of Thundering Boom: The target and all creatures within 10 feet of it must make a Constitution saving throw (DC 17) or be deafened for 1 minute.

2 - Rune of Static Charge: The target cannot take reactions until the end of its next turn as electric energy courses through its body.

3 - Rune of Chain Lightning: Bolts of electricity leap from the target to as many as three other targets, each of which takes 2d8 lightning damage.

4 - Rune of Paralyzing Jolt: The target must make a Constitution saving throw (DC 17) or be paralyzed until the end of its next turn.

5 - Rune of Storm's Guidance: The skies answer your call, and a bolt of lightning strikes down from above, dealing an additional 4d8 lightning damage to the target.

6 - Rune of Thunderstrike: Your arrow strikes with deadly precision, causing your attack to be a critical hit and the damage dealt is converted to lightning damage.

3 Set Bonus

Upon attuning to all three items, the deep connection to ancient rune magic allows you to cast the explosive runes effect (save DC 15) as per the glyph of warding spell once per day, without requiring any material components. You can have up to three of these glyphs active at any given time.

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