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Customary Runeshifting

creating custom magic items

This document modifies how magical items can be used. It is meant for use in existing games of Dungeons and Dragons 5th edition using the 2014 or 2024 standard ruleset, and is backwards-compatible with all magical items listed in the core rulebooks. Any items from supplementary sourcebooks *should* work, but have not been considered thoroughly in the design of these mechanics.

Magically enchanted items are part and parcel of the world. They can be used by all people at all levels of society, from the salt-of-the-earth laborer to the royal scribe. It was once believed that all magical enchantments and abilities were inextricably linked to the item that bore them; in recent times, this theory has been proven to be false.

With very few exceptions, any magic bound to an item can be removed, stored, and bound to another at a later time, transferring all powers and abilities along with it. Performing this transfer and combining effects to produce even more powerful objects is described as the act of runeshifting.

Objects and Runes

Any item that exists in the world can be an object. From a sword or a shield to a pot lid or a wagon wheel. In most cases, objects contain no inherent magic within themselves, but have the ability to accept runes and grow their power.

Magical properties come from runes, which are small symbols that are drawn (or “inscribed”) onto an object and are imbued with dense arcane energy. This energy is channelled into the object itself - or to any creature that wields it - as long as it remains inscribed.

The properties of a rune is determined by its unique sequence, which also determines what sort of objects it can be inscribed onto. These properties must align with the properties of a given object in order for the rune to actually grant its abilities and effects, otherwise, it becomes “inert” and has all of its magical abilities suppressed.

While not inscribed onto an object, a rune conjures a bead of arcane energy - called a runestone - which holds the rune until it is inscribed upon an object. A runestone is a tiny object that weighs 1 pound and is immune to all damage. A runestone vanishes into nothing when its rune is inscribed onto an object.

Name

A rune’s first property is its name. A name is a unique signifier of the rune’s other properties and magical abilities; two runes with the same name have the same general properties and abilities.

Two runes of the same name may have marginally different specific properties or effects, while still being mostly the same. These are considered different “grades” or “variants” of the same rune.

Two runes are considered “grades” of one another if one one is objectively superior to the other, such as higher damage, further distance, or a longer duration. In these cases, the stronger rune will always have a higher rarity. A rune’s description will list the available rarity levels of a given general rune. Runes with the same name and different grades are considered to have the same name.

Two runes are considered “variants” of one another if the only distinction between the two is with relatively similar effects, such as damage types, creature types, or school of magic. In most cases, the two runes will be equal in all other properties (size, affinities, attunement), but some may differ in their rarity. A rune’s description will list the rarity of each variant under the rune’s general name. Runes with the same name and different variants are considered to have different names. Runes with the same name and the same variant are considered to have the same name.

While a rune with a given name is inscribed onto an object, all other runes of the same name become inert when inscribed upon it.

Size and Potential

A rune’s second property is its size, which is a whole number representation of the amount and density of arcane energy that exists within it. When a rune is inscribed onto an object, it fills a number of “potential” slots equal to its size.

An object’s potential is a measure of how many runes it can accept and is measured in “slots” which range from 0 and 6. Potential is exclusively determined by an object’s rarity. Mundane objects have 0 potential slots, common items have 1 slot, uncommon have 2, rare have 3, very rare have 4, legendary have 5, and artifacts have 6. A potential slot can only hold up to one rune at a time, and becomes unavailable to use until that rune is removed from the object.

six figures of a hexagon, each with one more edge than the last

When a rune is inscribed onto an object, if the object does not have enough potential for the rune to fill, the rune remains inert until enough potential is made available.

Rarity

A rune’s third property is its rarity. Like objects, some runes are rarer than others; a rune can have a rarity of common, uncommon, rare, very rare, or legendary. While mundane-tier and artifact-tier objects exist, those tiers of rune do not.

A rune of a given rarity can apply its effect to objects whose rarity is equal to or higher than its own. While a rune is inscribed onto a lower-tier object (for example, scribing a rare rune onto a common item), it remains inert.

A rune’s rarity can be increased through the process of Merging.

An object’s rarity can be increased through the process of Advancing.

Affinity and Type

A rune’s fourth property is its affinity, which describes what type of objects it is able to apply its effects to.

An object’s type describes how it is typically used. Most objects in an adventurer’s inventory can be categorized into one of six types: defense, focus, garment, tool, trinket, and weapon.

  • Defense objects are any objects that offer some measure of protection against attacks, such as armor sets and shields.
  • Focus objects are any objects that can act as a spellcasting focus.
  • Garment objects are any “clothing-like” objects that are worn on the body such as hats, cloaks, and boots.
  • Tool objects are any objects that can be used to make an ability check. The most obvious are sets of artisan’s tools, along with other items such as rope, ladders, and portable rams.
  • Trinket objects are small objects that can be worn or carried, such as amulets, rings, and broaches.
  • Weapon objects are any objects that can make attack and damage rolls, such as swords and bows.

While a rune is inscribed onto an object type that does not match its affinity, it remains inert.

Runeshifting Activities

A creature can interact with runes and objects through four runeshifting activities: shifting, duplication, merging, and advancing.

Each activity will require one or more runes and/or objects to act upon. Any creature can perform the activity as long as there are no creatures attuned to any of the runes or objects. If a creature is attuned to one or more of the articles, only that creature can perform the activity.

A creature can perform one of the four activities over the course of 1 hour - which can coincide with a short or long rest - during which the required runes and/or objects must be within their reach throughout the duration. This process requires concentration (as though concentrating on a spell). If the process is interrupted - by losing concentration, by one of the articles leaving their reach, or if they perform any action other than the required activity - then the process is aborted and must be restarted from the beginning. The process is also aborted if it is subject to an anti-magic effect such as the dispel magic spell or the beholder’s antimagic cone.

Shifting Runes

The runeshifting activity is the most common of the four, and causes a rune to be transferred from one object to another. This activity requires two objects - the host object and the receiving object - and one rune.

Once the activity is complete, the host object loses the transferred rune and all its associated abilities. The receiving object then gains the transferred rune and all its associated abilities.

If a creature chooses, they can shift the rune without a receiving object. Doing so causes the rune to emerge onto a rune stone instead of being inscribed.

Duplicating Runes

The duplication activity causes a rune to be copied onto a second object, while the host object retains the rune as well. This activity requires two objects - the host object and the receiving object - and one rune.

When the duplication activity begins, the creature performing it must spend a number of gold pieces worth of rare ink as well as a spell slot (both are lost even if the process is aborted). The value of ink and level of spell slot expended must be equal to or greater than the rarity of the rune, according to the table below.

Rune Rarity Cost (Slot) Cost (gp)
Common 1st 50
Uncommon 2nd 100
Rare 3rd 300
Very Rare 6th 900
Legendary 9th 1200

Once the activity is complete, the host object retains the original rune as though it were never transferred, while the receiving object contains the same rune with the addition of a “duplicate” tag. If the host rune has one or more cursed rune sequences, all of them are duplicated alongside the rune itself.

A duplicate rune is intrinsically tied to the receiving object and cannot be shifted without losing its power. A rune with a duplicate tag contains all the same properties and abilities of the host rune. However, a duplicate rune cannot be duplicated again, cannot be merged or upgraded, and if a duplicate rune is ever shifted, it fades into nothing instead of being transferred.

A duplicate rune is always created with zero charges, even if the host rune had one or more. Any effects that occur when a rune reaches zero charges happen immediately upon the activity’s completion: runes that must roll a die to determine if they are destroyed do so, and runes which cannot regain their charges fade away into nothing.

A duplicate rune is noted in an item’s description with a “d” after its size: (1d) instead of (1).

Merging Runes

The merging activity causes a rune to be upgraded to the next rarity tier by combining the energy of multiple runes. This activity requires several runes, all of which have the same name and grade. The number of runes required depends on the rarity of the target rune, according to the table below.

Target Grade Cost
1 Uncommon 9 Common
1 Rare 7 Uncommon
1 Very Rare 5 Rare
1 Legendary 3 Very Rare

Once the activity is complete, all but one of the runes are destroyed and their magic is transferred to the remaining rune, which increases its grade by 1 level.

If the new rune has charges, it emerges with a number of charges equal to the median number of charges of all runes used in the merging process.

Developer Note: maybe you can also “re-variant” a rune by merging two runes, as long as the new variant has equal or lower rarity than the lower of the two

Advancing Objects

The advancing activity causes an object to be upgraded to the next rarity tier (also increasing its potential) by imbuing it with arcane energy. This activity requires one object.

When the advancing activity begins, the creature performing it must spend a number of gold pieces worth of rare ink as well as a spell slot. Both are lost even if the process fails or is aborted. The value of ink and level of spell slot expended must be equal to or greater than the target rarity of the rune, according to the table below.

Advance To: Cost (Slot) Cost (gp) Skill DC
Mundane - - -
Common 1st 50 18
Uncommon 2nd 100 21
Rare 3rd 300 24
Very Rare 6th 900 27
Legendary 9th 1200 30
Artifact 9th ×3 1200 ×3 33 ×3

Once the activity is complete (at the end of the hour), the creature performing it must succeed a skill check using their spellcasting modifier against the DC listed above. On a success, the item increases its base rarity by one level.

An object can only be advanced one rarity level at a time. Once it has been successfully advanced, it cannot be advanced again until 24 hours have passed.

Advancing an object to an artifact requires significantly more time and effort, and requires 3 consecutive advancement activities to succeed over the course of 3 or more days. If any of the advancement checks fail, the process must be started over from the first attempt. Once three consecutive advancement checks are successful, the object is advanced to artifact tier.

Additional Rune Properties

Attunement

Some runes require a creature to be attuned to it to access its properties, following the rules laid out in the Player’s Handbook. When a rune that requires attunement is scribed onto an object, its abilities cannot be accessed or activated by a creature unless that creature is attuned to the object. When attuned to an object, a creature is considered to be attuned to all runes inscribed upon it, and can access and activate all non-inert runes.

Charges

The abilities of some runes can only be accessed a limited number of times, represented by charges.

If a rune has charges, its description will say so, along with a list of abilities and their associated charge cost. A creature must spend the listed number of charges to activate the associated ability, which are lost upon use and cannot be spent again. If a rune can regain charges, its description will list when it regains them and how many it regains at a time.

By default, charges are non-transferrable between runes. If an object is inscribed with multiple runes which each have charges, each rune’s abilities can only be activated by spending that specific rune’s charges.

If a rune cannot regain its charges, it ceases to be magical when its last charge is expended (or if it somehow ends up with fewer than 0 charges), and fades away into nothing.

All runes with charges carry the number of remaining charges over when inscribed to a new object. Runes with refreshable charges can refresh even when inert.

Additional Object Properties

Inherent Properties

Some items have properties that are inherent to their being, such as sentient magic items, objects made out of specific materials (such as silver or adamantine), and consumables like potions. Such properties do not come from runes and cannot be removed or transferred to another object.

Some - but not all - inherent properties are potent enough to fill one or more of an object’s potential slots, causing the object to have a lower maximum potential than its rarity would usually afford. In these cases, an object’s description will contain the following text: ”inherent properties (X).” where X is the number of potential slots filled with its inherent properties.

Optimization

Some objects are able to enhance, maximize, or otherwise modify the properties and effects of certain runes. For example, a specific rune (and all that share its name) might no longer require attunement, might apply its effects as though the object were a different type, or have a single value in its description be increased from 1 to 2. These changes are listed in the object’s description, and remain as long as the rune is inscribed upon it.

An optimized rune can still be transferred to another item like normal, whereupon it behaves like its usual self without the optimization. If that rune (or another of the same name) is inscribed upon the specific object again, it becomes optimized once more.

Cursed Rune Sequences

Like a virus, a cursed rune sequence is a microscopic structure that cannot exist without a host, and instead multiplies by burying itself inside the form of another. A rune that contains a cursed sequence retains all of its properties, and grants all its benefits as normal, but also applies additional properties to the object from the cursed sequence.

A rune with a cursed sequence looks identical to a rune without one; the cursed sequence can only be revealed by casting the Identify spell on the object it is inscribed upon, or by attuning to said object. Cursed rune sequences persist through the activities of shifting, duplication, and merging.

Unless otherwise stated, a creature attuning to an object inscribed with a cursed sequence is similarly cursed - the sequence finding its way onto their person and remaining even after attunement to the cursed object ends.

A cursed rune sequence can be removed from a rune or from a creature by being targeted with a Remove Curse spell or similar magic.

Developer Note: maybe to disincentivize using identify all the time, allow any creature to identify runes. a creature can identify the number of runes on an object as an action. a single rune can be identified with an Arcana check, without using a spell slot, over the course of 1 minute. this identification confirms the rune itself, but does not identify any cursed rune sequences.


Lists and Tables

Developer Note: these lists are incomplete. check back later for more entries.

Rune grades and variants are noted by one or more highlighted {variables} in its description, and - if necessary - an enumeration of said variables listed in a table.

A rune with multiple grades is noted by the “graded” tag in place of the rune’s rarity, along with an enumeration of said grades listed in a table. The grade’s rarity is listed in the first column, and its associated variable is listed in the second.

A rune with multiple variants may have (but is not required to have) the “variant” tag in place of the rune’s rarity, along with an enumeration of variants in the table. The variant’s variable is listed in the first column, and its associated rarity - if necessary - is in the second.

List of Standard Runes

Absorbing. (1) very rare (defense, garment). requires attunement. While attuned to and wearing the inscribed defense or garment object, if a creature would be subject to an effect that deals {type} damage, they may roll 1d10 + half their level and reduce the damage received by that amount. This reduction is made after resistance or immunity is calculated, and if this reduces the damage below 0, the creature heals a number of hit points equal to the remainder.

Adaptive Breath. (1) graded (any). requires attunement. While attuned to the inscribed object, a creature can breathe normally in {environment} environments. This rune’s grade is determined by the associated environment, according to the table below.

Grade (Rarity) Environment
common underwater
uncommon any

Found on: Cloak of the Manta Ray, Necklace of Adaptation

Adept. (1) uncommon (any). requires attunement. A creature attuned to the inscribed object gains a +5 bonus to {skill} ability checks.

Found on: Gloves of Swimming and Climbing, Gloves of Thievery

Aegis. (2) graded (defense). While wearing the inscribed defense object, if a creature that is subject to an effect that would move them against their will along the ground, they can take a reaction to reduce the distance moved by up to {distance} feet. This rune’s grade is determined by the associated distance, according to the table below.

Grade (Rarity) Distance
rare 5 feet
very rare 10 feet
legendary 15 feet

Found on: Dwarven Plate

Aero. (2) graded (any). requires attunement. While attuned to and either wearing or holding the inscribed object, a creature has a flying speed of {speed} feet. This rune’s grade is determined by its associated speed, according to the table below.

Grade (Rarity) Fly Speed
rare 30 feet
very rare 40 feet
legendary 50 feet

Animated. (2) uncommon (any). requires attunement. As a Magic action, a creature holding and attuned to the inscribed object can cause it to spring to life. The object uses the Animated Object stat block, or another stat block determined by the DM, as appropriate (a broom could use the Animated Broom stat block, for example). The object takes its turn immediately after the attuned creature on their initiative count and remains animate until the creature takes a Bonus action to render it inanimate.

While the object is animate, the attuned creature can mentally command it on their turn (no action required) if they are not incapacitated and the two are within 30 feet of one another. They can decide where it moves and what actions it takes, or can issue a general command, such as to attack their enemies or guard a location.

By default, if the object is reduced to 0 hit points while animate, it shatters and is destroyed. If the object has been advanced to rare, it instead reverts to its inanimate form and cannot be animated again for 1d10 days. The time is reduced to 1d8 days for a very rare object, 1d6 days for a legendary object, and 1d4 days for an artifact. If the object reverts to its inanimate form before losing all its hit points, it regains all of them.

Found on: Baba Yaga’s Dancing Broom

Applicator. (2) rare (any). This rune was crafted to mimic the effects of {consumable} (such as acid or poison), which can be applied to an object to provide additional effects. This rune becomes inert if it is scribed onto an object that the associated consumable normally would not be able to be applied to (basic poison, for example, can only coat weapons and ammunition).

While a creature is wearing, holding, or carrying the inscribed object, they can take a Utilize action or a Bonus action to magically coat the object with the associated consumable, which lasts the duration the consumable would normally last or for 1 minute, whichever comes first. If taking certain actions would cause the consumable to lose its potency, such as by dealing damage, the magical application also fades which such actions are taken.

If an object is inscribed with multiple Applicator runes, it can be coated with any number of the associated consumables using only a single Utilize action or Bonus action.

Found on: Dagger of Venom

Aptitude. (1) uncommon (defense, garment). requires attunement. While attuned to and wearing the inscribed defense or garment object, a creature is proficient with {weapon} and gains a +2 bonus to damage rolls made with such weapon.

Found on: Bracers of Archery

Arachnida. (1) graded (defense, garment). A creature that wears the inscribed defense or garment object gains a bonus to their climbing abilities. This rune’s grade is determined by the associated bonus, according to the table below. A rune of a given grade grants all abilities listed on its own row as well as all grades below it.

Grade (Rarity) Bonus
common the creature gains a climb speed equal to their speed.
uncommon the creature can move up, down, and across vertical surfaces and along ceilings, while leaving their hands free. this property offers no benefit on slippery surfaces, such as one covered by ice or oil.
rare the creature can climb on slippery surfaces as easily as normal surfaces.

Found on: Cloak of the Arachnida, Gloves of Swimming and Climbing

Arcane Ward. (2) variant (garment, trinket). requires attunement. While attuned to the inscribed trinket, a creature cannot be affected by certain aspects of {school} spells unless they allow it. This rune’s variant is determined by the associated school, according to the table below.

School Rune Rarity Proof
no type rare No specific protection against any specific school, but grants advantage on saving throws against spells.
Abjuration common Cannot be targeted by abjuration spells.
Conjuration uncommon Cannot be targeted by conjuration spells or otherwise teleported against their will.
Divination uncommon Cannot be targeted by divination spells or perceived through magical scrying sensors.
Enchantment rare Cannot be targeted by enchantment spells. Cannot be compelled or put to sleep by magical means.
Evocation legendary Has advantage on saving throws to resist the effects of evocation spells, and evocation spells have disadvantage on attack rolls against them.
Illusion rare Cannot be targeted by illusion spells and have advantage on saving throws to see through them.
Necromancy legendary Has advantage on saving throws to resist the effects of necromancy spells, and necromancy spells have disadvantage on attack rolls against them.
Transmutation very rare Cannot be targeted by transmutation spells and is immune to any effect that would alter their form.

Found on: Amulet of Proof against Detection and Location, Mantle of Spell Resistance

Armsheath. (1) common (tool, weapon). requires attunement. While attuned to the inscribed object, a creature attuned to it becomes inseparable from it. As a Bonus action, the attuned creature can retract the object into their forearm or extend it from there. While it is extended, the creature can use it as though they were holding it, but cannot use that hand for any other purposes.

Arrow-Catching. (2) rare (defense). requires attunement. Whenever an attacker makes a ranged attack roll against a target within 5 feet of a creature attuned to the inscribed defense object, the attuned creature can choose to become the target of the attack instead, using their reaction to do so.

Found on: Arrow-Catching Shield

Assembling. (2) rare (defense). A creature holding the inscribed defense object can take a Magic action to throw it towards a creature within 60 feet (they can choose themselves) by making a ranged attack roll with an attack bonus equal to their Dexterity modifier plus their Proficiency Bonus. On a hit, the inscribed object assembles itself around the target creature, causing them to don it. The object remains donned by them until they spend the required amount of time to doff it.

Found on: Iron Bands of Bilarro

Balancing. (1) graded (any). This rune has 1 charge and regains 1 charge daily at dawn. While holding, wearing, or carrying the inscribed object and making a {roll}, a creature may spend a charge to forgo rolling the d20 to get a 10 on the die. This rune’s grade is determined by the types of rolls it can forgo, according to the table below.

Grade (Rarity) Roll
common attack roll
uncommon attack roll or ability check
rare any D20 Test

Found on: Clockwork Amulet

Blindsight. (1) rare (any). requires attunement. A creature attuned to the inscribed object has Blindsight to a range of 30 feet. If the creature already has a feature that grants blindsight, its range is instead increased by 10 feet.

Found on: Blackrazor

Boomerang. (1) uncommon (any). A creature holding the inscribed object can tap this rune before throwing it (no action required). If they do, the object is thrown as normal, but once it has struck a target or settled to the ground, it flies back to the creature that threw it and attempts to return to their hand. If they have no hand free, it falls to the ground in their space. If there is no unobstructed path to them, the object moves as close to them as it can and then falls to the ground.

Found on: Dwarven Thrower, Hammer of Thunderbolts, Quarterstaff of the Acrobat

Bottomless. (1) common (trinket). This rune only functions while inscribed upon an object with an obvious “inside” that can hold a liquid (such as a jug, cup, or bottle) and remains inert otherwise. As a Utilize action, a creature holding the inscribed object can pour out an amount of {liquid} from it at a rate of 2 gallons per minute, as long as there is no other liquid already inside the object. The associated liquid is continuously generated inside the object while being poured, and can continue until it has produced a maximum amount, based on the table below. Once the maximum amount of the liquid has been produced, it cannot produce any more until the next dawn.

Alternatively, as a Magic action, a creature holding the inscribed object can cause it to gush the liquid out in a line 1 foot wide whose length is equal to the number of remaining gallons it can produce (rounded up to the nearest multiple of 5). This action uses up the remaining liquid for the day. The creature may choose up to one target caught in the line. A targeted creature must succeed a DC 13 strength saving throw or take 1d4 bludgeoning damage and have the prone condition. A targeted object not being worn or carried and weighs no more than 200 pounds is knocked over by the geyser.

This rune’s variant is determined by the associated liquid, according to the table below.

Liquid Max Amount
Acid 8 oz
Basic Poison 4 oz
Beer 4 gal
Coffee 1 qt
Honey 1 gal
Mayonnaise 2 gal
Milk 1 gal
Oil 1 qt
Soy Sauce 1 gal
Tea, hot 1 qt
Vinegar 2 gal
Water, Fresh 8 gal
Water, Salt 12 gal
Wine 1 gal

Found on: Alchemy Jug, Decanter of Endless Water

Boundless. (2) graded / variant (defense, focus, weapon). requires attunement. A creature attuned to the inscribed object increases their {ability score} score by 2, to a maximum of {maximum}. This rune’s variant is determined by the associated ability score; this rune’s grade is determined by the associated maximum, according to the table below.

Grade (rarity) Maximum
rare 20
very rare 22
legendary 24

Found on: Axe of the Dwarvish Lords, Belt of Dwarvenkind, Ioun Stone (agility, fortitude, insight, intellect, leadership, strength)

Bountiful. (3) variant (trinket). requires attunement. A creature’s {ability score} score is set to {value} while they are attuned to the inscribed trinket object, unless it is already equal to or higher than that value without it. This rune’s variant is determined both by the associated ability score and the associated value; the associated value determines this rune’s rarity, according to the table below.

This rune is not graded, despite some values being higher than others.

Value Rune Rarity
19 rare
21 rare
23 very rare
25 very rare
27 legendary
29 legendary

Found on: Amulet of Health, Belt of Giant Strength, Gauntlets of Ogre Power, Headband of Intellect

Charlatan. (1) common (any). After tossing the inscribed object into the air, a creature can control how it lands. A sword could land tip-down in the earth, or a die could be influenced to land on a 6. This property can not, however, control where the object lands, such as landing in a basket or hitting a bullseye.

Found on: Charlatan’s Die

Common Tidings. (0) common (any). requires attunement. While attuned to the inscribed object, a creature knows {language}.

Found on: Belt of Dwarvenkind, Efreeti Chain

Competence. (1) very rare (weapon). A creature wielding the inscribed weapon object can use their {ability} modifier in place of strength or dexterity when making the attack roll, provided that the associated modifier is one of their class’ Primary Abilities.

Found on: Lute of Thunderous Thumping

Confidant. (1) uncommon (trinket). requires attunement. A creature attuned to the inscribed object has advantage on Charisma (Persuasion) checks made to interact with {species}.

Found on: Belt of Dwarvenkind

Container. (1) uncommon (any). This rune is connected to a minor demiplane which can only accept, contain, and withdraw an {amount} of {item type} items. A creature within reach of the inscribed object can touch this rune (no action required) to either place an item inside the demiplane or withdraw an item from within it.

To place an item into the demiplane, the creature must be holding an item which the demiplane can accept, and the demiplane must have enough space to contain it. If successful, the item disappears into the demiplane where it remains until it is withdrawn.

To withdraw an item from the demiplane, the creature must envision the item they wish to withdraw. If the item exists in the demiplane, it is withdrawn from it and appears in one of the creature’s free hands, or in their space at their feet.

This rune’s variant is determined by the associated item type, which also determines how many objects the demiplane can hold, according to the table below.

Item Type Examples Max Amount
Treasure coins, gems
{specific item} ”rations”, “studded leather armor"
Ammunition arrow, bolt 60
Thrown Weapons javelin, dagger, handaxe 18
Simple Weapons sling, hammer 12
Weapons quarterstaff, longbow, spear 6

Found on: Quiver of Ehlonna

Crusher. (1) rare (weapon). If the inscribed weapon object is attacking an object (not a creature) and hits, it maximizes the weapon damage dice against the target.

Damage Burst. (1) graded (any). requires attunement. If an effect originating from a creature attuned to the inscribed object would deal {type} damage, it deals {amount} extra damage of the same type. This rune’s variant is determined by the associated damage type; this rune’s grade is determined by the associated amount of extra damage, according to the table below.

Grade (rarity) Extra Damage
common 1d4
uncommon 1d6
rare 1d8
very rare 1d10
legendary 1d12

Dancing. (4) very rare (defense, tool, weapon). requires attunement. While attuned to the inscribed object, a creature attuned to it can take a Bonus action to cause it to animate, leaping into the air and hovering in the creature’s space.

While hovering, as long as the inscribed defense object does not need to be worn to grant its benefits (such as a shield), it protects the attuned creature as though they were wielding it, leaving their hands free.

When first animated and as a Bonus action while hovering, the inscribed tool object can be commanded to fly up to 30 feet and Devnote: I need to finish this...

When first animated and as a Bonus action while hovering, the inscribed weapon object can be commanded to fly up to 30 feet and/or make one attack against a creature within 5 feet of itself. The weapon uses the attuned creature’s attack roll and ability modifier for damage rolls.

In all cases, the inscribed object remains animated for 1 minute, upon which it flies back to the attuned creature (if it is not already in their space) and attempts to return to their hand. If they have no hand free, it falls to the ground in their space. If there is no unobstructed path to them, the object moves as close to them as it can and then falls to the ground. This effect also occurs after an inscribed weapon object makes its fourth hovering attack, if the attuned creature dies or has the incapacitated condition, if they are ever further than 30 feet away from the object, or if they take a Bonus action to end the hovering effect.

Found on: Animated Shield, Dancing Sword

Darkvision. (1) graded (any). requires attunement. A creature attuned to the inscribed object has Darkvision to a range of {distance} feet. If the creature already has a feature that grants darkvision, its range is instead increased by the listed amount. This rune’s grade is determined by the associated distance, according to the table below.

Grade (rarity) Distance
common 30
uncommon 60
rare 90
very rare 120

Found on: Axe of the Dwarvish Lords, Belt of Dwarvenkind, Goggles of Night

Deep. (1) common (trinket, weapon). A trinket object inscribed with this rune functions normally underwater. For example, a candle would not be extinguished and would give off light and heat as expected. A weapon object inscribed with this rune ignores the penalties of underwater combat with regards to attack rolls and damage.

Found on: Candle of the Deep

Defender. (4) legendary (weapon). requires attunement. The first time a creature attuned to the inscribed weapon object attacks with it on each of their turns, they can transfer some or all of the weapon’s magical attack bonus (if any) to their armor class. For example, if the inscribed weapon is also inscribed with a Greatened, very rare rune, they could reduce the bonus to attack and damage to +1 and gain a +2 bonus to their armor class. The adjusted bonus remains in effect until the start of the attuned creature’s next turn. The creature must hold the weapon to gain a bonus to AC from it.

Found on: Defender Weapon

Deflecting. (1) uncommon (weapon). requires attunement. This rune has 1 charge and regains 1 charge when a creature attuned to it finishes a Short or Long rest. When a creature attuned to and holding the inscribed weapon object is hit by an attack, they may spend 1 charge along with their Reaction. If they do, they gain a +5 bonus to their Armor Class against the triggering attack, potentially causing the attack to miss.

Found on: Quarterstaff of the Acrobat

Deliberate Spell. (1) variant (any). requires attunement. This rune has 1 charge and regains 1 charge daily at dawn. A creature attuned to the inscribed object can take the Magic action to expend a charge, casting the {spell} spell without spending a spell slot or material components. This rune’s variant is determined by the associated spell; this rune’s rarity, spell attack, and save DC is determined by the associated spell’s level, according to the table below.

Dev note: circlet of blasting (level 2) is uncommon. ring of animal influence (level 3) is rare, but only affects beasts. cape of the mountebank (level 4) is rare

Spell Level Rune Rarity Attack Bonus Save DC
Cantrip
1st 13 (maybe)
2nd uncommon 13
3rd rare (maybe) 13
4th rare
5th
6th
7th legendary
8th

Found on: Cape of the Mountebank, Circlet of Blasting, Cloak of the Arachnida, Driftglobe, Hag Eye, Helm of Telepathy, Instrument of the Bards, Plate Armor of Etherealness, Ring of Animal Influence

Destroying. (1) rare (weapon). requires attunement. After the inscribed weapon object deals damage to a {creature type} creature, if the creature has 25 hit points or fewer, it must succeed a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of the attuned creature’s next turn.

Found on: Mace of Disruption, Mace of Smithing

Drifting. (1) common (any). A creature within reach of the inscribed object can take a Magic action to tap this rune, causing it to rise into the air and float no more than 5 feet off the ground. The object remains hovering until a creature grasps it or taps the rune again. If the creature that last tapped the rune moves more than 60 feet from the hovering object, it follows them until it is within 60 feet of them. It takes the shortest route to do so. If prevented from moving, the object sinks gently to the ground and deactivates.

Found on: Driftglobe

Ejecting. (1) common (defense, weapon). A creature that wears the inscribed defense object can doff it as a Magic action. The inscribed weapon object can be thrown (20 / 60 ft) as though it had the “thrown” property. If the object already has the thrown property, its standard and maximum ranges increase by 30 feet.

Found on: Cast-off Armor, Dwarven Thrower, Hammer of Thunderbolts, Quarterstaff of the Acrobat

Elemental. (1) rare (defense, focus, garment, weapon). requires attunement. The inscribed defense object or garment object grants resistance to {type} damage to a creature wearing and attuned to it.

Spell attacks made using the inscribed focus object and weapon attacks made using the inscribed weapon object deal an extra 1d6 {type} damage on a hit. Weapon and focus objects can have any number of Elemental runes inscribed upon them, and the runes’ damage bonuses are cumulative.

Found on: Armor of Resistance, Armor of Invulnerability, Armor of Vulnerability, Axe of the Dwarvish Lords, Belt of Dwarvenkind, Boots of the Winterlands, Brooch of Shielding, Cloak of the Arachnida, Flame Tongue Weapon, Frost Band Weapon, Lute of Thunderous Thumping, Oathbow

Elusive. (1) uncommon (defense, garment). requires attunement. While a creature is wearing and attuned to the inscribed defense or garment object, Wisdom (Perception) checks made to perceive them have disadvantage.

Found on: Cloak of Elvenkind

Empowerment. (1) uncommon (focus, weapon). requires attunement. This rune has 1 charge and regains 1 charge when a creature attuned to it finishes a Short or Long rest. While attuned to the inscribed object, a creature can take a Magic action to expend 1 charge and regain one or more uses of the {class}’s signature feature, as long as they have that feature. This rune’s variant is determined by the associated class, according to the table below.

Class Class Feature
Barbarian 1 rage
Bard 1 bardic inspiration
Cleric 1 channel divinity
Druid 1 wild shape
Fighter 1 second wind
Monk # focus points
Paladin 1 channel divinity
Ranger ???
Rogue ???
Sorcerer 5 sorcery points
Warlock 1 spell slot (#th level or lower)
Wizard 1 spell slot (#th level or lower)
"spellcaster" 1 spell slot (3rd level or lower)

Found on: Rod of the Pact Keeper, Pearl of Power

Enhanced. (1) rare (trinket). requires attunement. A creature attuned to the inscribed trinket object gains a +1 bonus to any {roll} rolls they make. This rune’s variant is determined by the type of associated rolls, according to the table below.

A creature can only gain the benefits of one Enhanced rune at a time, and causes any other Enhanced runes to become inert if they attune to the objects they are inscribed upon.

Roll Bonus to:
weapon weapon attacks and weapon damage
focus spell attacks and spell save DC
defense armor class

Enspelled. (2) variant (defense, garment, focus, trinket, weapon). requires attunement. This rune contains the {spell} spell encoded within it. This rune has 6 charges and regains 1d6 expended charges daily at dawn. While attuned to the inscribed object, a creature can expend 1 charge to cast the spell.

This rune can be inscribed onto a defense object or garment object if the spell belongs to the Abjuration or Illusion school of magic. It can be inscribed onto a weapon object if the spell belongs to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. It can be inscribed onto a focus object or trinket object if it belongs to any school of magic.

This rune’s variant is determined by the associated spell; this rune’s rarity, spell attack, and save DC is determined by the associated spell’s level, according to the table below.

Spell Level Rune Rarity Attack Bonus Save DC
Cantrip uncommon +5 13
1st uncommon +5 13
2nd rare +5 13
3rd rare +7 15
4th very rare +7 15
5th very rare +9 17
6th legendary +9 17
7th legendary +10 18
8th legendary +10 18

Found on: Cloak of Invisibility, Cube of Force, Enspelled Armor, Enspelled Staff, Enspelled Weapon, Eyes of Charming, Helm of Teleportation, Medallion of Thoughts

Eversmoking. (1) uncommon (trinket). A creature within reach of the inscribed trinket object can take a Magic action to tap this rune and cause it to billow smoke, or to tap it again to cause the smoke to stop billowing. The smoke first forms a cloud that fills a 60-foot emanation originating from the inscribed object. The area within the smoke is heavily obscured. Each minute that the rune continues to billow smoke, the size of the emanation increases by 10 feet until it reaches its maximum size of 120 feet. Once the rune stops billowing smoke, the cloud becomes fixed in place until it disperses after 10 minutes. A strong wind disperses the cloud after 1 minute.

Found on: Eversmoking Bottle

Exact. (1) very rare (weapon, defense). The inscribed weapon object scores a critical hit on a roll of 19 or 20 on the d20. If a creature that wears the inscribed defense object is hit with a critical attack, the attacker must roll 1d20. On a roll of 10 or less, the critical hit becomes a normal hit.

Executioner. (3) very rare (weapon). This rune has 1d8+1 charges and does not regain them. If the inscribed weapon object is attacking a creature with fewer than 100 hit points and rolls a 20 on the d20 for the attack roll, the creature must succeed a DC 15 Constitution saving throw or be slain instantly. Constructs and Undead succeed the save automatically. This rune loses 1 charge if the creature is slain.

Found on: Nine Lives Stealer

Expansive. (1) graded (trinket). This rune only functions while inscribed upon an object of size {size} or smaller with an obvious “inside” that can hold items and/or liquids (such as a backpack, pouch, or mug) and remains inert otherwise. The inscribed object’s opening connects to a minor demiplane whose size is considerably larger than the object’s outside dimensions. The size of the demiplane is dependent on the size of the inscribed object, according to the table below.

Retrieving an item from the demiplane requires a creature to reach inside the inscribed object’s opening, and takes a Utilize action to do so. When a creature reaches into the demiplane for a specific item, the item is always magically on top.

If the object is overloaded, pierced, or torn, then the object, the rune, and the demiplane are all destroyed and the contents of the demiplane are scattered into the Astral Plane. If the object is turned inside out, its contents spill forth unharmed, but the object must be put right before it can be used again. If the inscribed object is subject to an antimagic effect, the demiplane remains in place with all items safely inside, but the object is unable to access it until it is removed from the effect.

A creature can enter the demiplane if it can fit through the opening of the inscribed object and is no more than 1 size larger than it. The demiplane holds enough air for 1 minute of breathing per 6 cubic feet of space, divided by the number of breathing creatures inside.

Placing the inscribed object inside an extradimensional space created by another similar item or rune instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind total cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

This rune’s grade is determined by the associated maximum size, according to the table below.

Grade (rarity) Max Object Size
common diminutive
uncommon tiny
rare small
very rare medium
legendary large
Demiplane Capacity Reference
Object Size Max Weight Max Volume Breathable Air
diminutive 200 lbs 25 ft3 4 minutes
tiny 500 lbs 64 ft3 10 minutes
small 1200 lbs 175 ft3 29 minutes
medium 3200 lbs 500 ft3 83 minutes
large 8000 lbs 1200 ft3 200 minutes
Examples: a pouch is diminutive, a backpack is tiny, a tent is small, a ___ is medium, and a modest covered wagon is large.

Found on: Bag of Holding, Heward's Handy Haversack

Expeditious. (1) rare (garment). requires attunement. This rune has 10 charges and regains all spent charges when a creature attuned to it finishes a long rest. A creature attuned to the inscribed garment object can take a Bonus action to tap this rune and spend 1 charge. If they do, their speed is doubled, and any creature that makes an opportunity attack against them has disadvantage on the attack roll. Every minute, if the effect is still ongoing, the rune loses an additional charge. The effect ends if there are no charges remaining or if the attuned creature taps the rune again (no charges are spent to turn off the effect).

Found on: Boots of Speed

Extinguishing. (1) common (any). This rune has 1 charge and regains 1 charge every hour. While holding the inscribed object, a creature can expend 1 charge to extinguish all nonmagical flames within 30 feet of themselves (no action required).

Found on: Frost Band Weapon

False Tracks. (1) common (garment). While wearing the inscribed garment object, a creature can cause the marks they leave behind to appear as those of any kind of humanoid of their choice. The specific mark the object can affect is determined by the kind of object inscribed. For example, inscribed boots can alter footprints and shoeprints, while inscribed gloves can alter fingerprints.

Found on: Boots of False Tracks

Featherstep. (1) uncommon (garment). If the inscribed defense object would normally impose disadvantage on Dexterity (stealth) checks, it no longer does so. While wearing the inscribed garment object or defense object, a creature’s steps make no sound, regardless of the surface they are moving across.

Found on: Boots of Elvenkind

Floating. (2) very rare (armor, garment). requires attunement. While wearing the inscribed defense object or garment object, as long as the object is worn on the feet or other load-bearing limb, a creature can move normally while floating 4 inches above a surface. This effect means the creature leaves no tracks and can cross or stand above nonsolid or unstable surfaces, such as water or lava.

Found on: Horseshoes of a Zephyr

Flying. (2) graded (trinket). attunement optional. This rune can be inscribed onto a trinket object of size {size} or smaller. A creature within 5 feet of the object can take a Magic action to tap the rune, causing it to hover and fly. While hovering, the object can be ridden in the air, and moves according to the directions of the creature who last tapped the rune, as long as they are within 30 feet of it.

The object’s flying speed and carrying capacity are determined by its size, according to the table below. For these purposes, each small or medium creature counts for 200 pounds of capacity, and each large creature counts for 800 pounds. The object can carry up to twice its capacity, but its fly speed is halved while doing so.

A creature may choose to attune to the inscribed object. If a creature is attuned to the inscribed object, the rune will not activate if tapped by a creature other than the attuned creature, and the object will only move according to their directions. In addition, a creature attuned to the inscribed object can take a Magic action to name a location they are familiar with that is within 1 mile of them, causing the object to fly there and then deactivate. The attuned creature can then recall the object by taking a Magic action to mentally command it to return. As long as the object is still within 1 mile, it activates and attempts to return by the shortest available path.

The maximum object size that the rune can be inscribed onto is determined by the rune’s rarity, according to the table below. In addition, higher-rarity runes cause the inscribed object’s base speed to be increased. This speed increase is calculated before any modifiers, such as being halved by being over capacity.

This rune’s grade is determined by the associated maximum size, according to the table below.

Grade (rarity) Max Object Size Speed Modifier
uncommon small +0 feet
rare medium +10 feet
very rare large +20 feet
legendary huge +30 feet
Object Capacity Reference
Object Size Base Speed Weight Capacity
tiny 80 feet 100 lbs
small 60 feet 200 lbs
medium 40 feet 400 lbs
large 20 feet 600 lbs
huge 10 feet 800 lbs

Found on: Broom of Flying, Carpet of Flying

Focusing. (1) common (any). The inscribed object can be used as a spellcasting focus for {class} spells. The item’s type is considered to be [focus] in addition to its other types while this rune is inscribed.

Found on: Cauldron of Rebirth, Hat of Many Spells, Hat of Wizardry, Nature's Mantle

Free Run. (1) rare (defense). requires attunement. While attuned to and wearing the inscribed defense object, a creature is able to move along vertical surfaces and across liquids on their turn without falling during the movement.

Fortuitous. (2) very rare (any). requires attunement. This rune has 1 charge and regains 1 expended charge daily at dawn. A creature attuned to the inscribed object who does not have the incapacitated condition can expend 1 charge (no action required) to reroll one failed D20 test. The second roll must be used.

Found on: Luck Blade

Gasp of Apollo. (1) uncommon (any). requires attunement. This rune has 1 charge and regains 1 charge daily at dawn. While attuned to and wearing or holding the inscribed object, a creature can take a Magic action to expend a charge and regain 2d4+2 hit points.

Found on: Periapt of Health

Gasp of Neptune. (1) uncommon (any). This rune has 1 charge and regains 1 charge daily at dawn. A creature that wears the inscribed defense object and starts their turn underwater with 0 hit points automatically expends 1 charge to regain 1d4 hit points.

Found on: Mariner's Armor

Glamored. (1) common (any). A creature within reach of the inscribed object can take a Magic action or Bonus action to tap this rune and change its appearance. The object’s new appearance must be an object of the same type (a hat, for example, can look like any other headgear, but cannot be made to look like a coat or a sword) and can appear in any style, color, and apparent quality. This illusion grants no bonus or advantage in combat, fails to hold up to physical inspection, and lasts until it is dispelled (no action required) or until this property is used again.

Found on: Cloak of Many Fashions, Glamored Studded Leather

Gleaming. (1) common (any). The inscribed object never gets dirty.

Found on: Armor of Gleaming

Greatened. (1) graded (defense, focus, tool, trinket, weapon). This rune is imbued with a magical {bonus} bonus, which it can confer to an object it is inscribed upon.

A defense object adds the bonus to its armor class. A focus object adds the bonus to its spell attack rolls and spell save DCs. A tool object adds the bonus to any ability checks it is used to make. A weapon object adds the bonus to its weapon attack and damage rolls.

While inscribed onto a trinket object, this rune requires attunement and has its value reduced by 1 (to a minimum of a +0 bonus). This rune adds the reduced bonus to either the armor class, ability checks, or saving throws of the creature attuned to the inscribed object (chosen when inscribed).

This rune’s grade is determined by the associated bonus, according to the table below.

Grade (rarity) Bonus
uncommon +1
rare +2
very rare +3

Found on: +1, +2, & +3 Ammunition, Armor, Rod of the Pact Keeper, Shield, Wand of the War Mage, & Weapon. Also Found on: Arrow-Catching Shield, Axe of the Dwarvish Lords, Berserker Axe, Blackrazor, Bracers of Defense, Cloak of Protection, Dagger of Venom, Defender Weapon, Demon Armor, Dwarven Plate, Dwarven Thrower, Efreeti Chain, Elven Chain, Energy Bow, Executioner’s Axe, Giant Slayer, Glamored Studded Leather, Hammer of Thunderbolts, Holy Avenger, Ioun Stone (Protection), Luck Blade, Mace of Smiting, Nine Lives Stealer, Quarterstaff of the Acrobat

Greedy. (1) variant (any). requires attunement. While attuned to the inscribed object, a creature can take a Magic action to mentally command it to detect {target}. They learn the kind and number of such objects within 60 feet of the object, but not their exact location.

This rune’s variant is determined by the associated target, according to the table below.

Target Examples Rune Rarity
gems gems, gemstones, jewels common

Hazy. (1) uncommon (defense, garment). requires attunement. While attuned to and wearing the inscribed object, a creature can take a bonus action to hide in an area that is lightly obscured, even if they are being directly observed.

Found on: Nature's Mantle

Iconic Aura. (2) variant (any). requires attunement. While a creature attuned to the inscribed object is holding it, this rune creates a 10-foot {effect} emanation originating from itself.

This rune’s variant is determined by the associated effect, which also determines the rune’s rarity, according to the table below.

Effect Rune Rarity Description
Blessing legendary All creatures friendly to the attuned creature (including themselves) have advantage on saving throws against spells and other magical effects.

Found on: Holy Avenger

Indomitable. (2) variant (defense, weapon). requires attunement. A creature attuned to the inscribed defense object has immunity to the {condition} condition. A creature that is dealt damage by the inscribed weapon object must succeed an {ability} saving throw (DC 17) or have the {condition} condition.

This rune’s variant is determined by the associated condition, according to the table below. Some variants can only be inscribed onto defense objects, and become inert otherwise.

Condition Rune Rarity Saving Throw Notes
Blinded Dexterity
Charmed legendary(?) Charisma
Deafened Constitution
Exhaustion Constitution
Forced Movement Strength weapon object shoves creature a distance equal to the wielder's strength modifier ×5
Frightened legendary(?) Wisdom
Grappled - defense object only.
Paralyzed Dexterity
Petrified - defense object only.
Poisoned rare Constitution
Prone Strength
Restrained Strength Instead of repeating the saving throw, the target must spend an action to make a DC 23 Strength (athletics) check to remove this condition.
Stunned Wisdom

Found on: Blackrazor, Periapt of Proof against Poison

Invigorating. (1) uncommon (garment, trinket). requires attunement. When a creature attuned to the inscribed object rolls Hit Dice to regain hit points, they double the number of hit points it restores.

Found on: Periapt of Wound Closure

Lifestealer. (2) very rare (weapon). requires attunement. If an attack from the inscribed weapon object deals any extra damage from one or more other rune abilities, the creature that made the attack gains Temporary Hit Points equal to the extra damage dealt.

Found on: Executioner’s Axe

Luminous. (1) common (any). By tapping this rune, a creature can cause the inscribed object to shed magical {light type} light, creating bright light in a {distance}-foot radius and dim light an additional {distance} feet. Tapping the rune again snuffs the light.

This rune’s variant is determined by the associated light distance and the associated type of light, some of which carry additional properties according to the table below.

Light Type Description
no type the light has no additional properties
{color} the light is {color}
Fire the light is firelight
Moon the light is moonlight
Sun the light is sunlight

Found on: Energy Bow, Flame Tongue Weapon, Frost Band Weapon, Mace of Disruption, Moon-Touched Sword, Quarterstaff of the Acrobat

Marching. (1) variant (defense, garment). requires attunement. A creature attuned to the inscribed object can ignore difficult terrain created by {terrain type}. This rune’s variant is determined by the associated terrain type, according to the table below.

Terrain Rune Rarity Additional Effects
Distance common can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel.
Ice and Snow uncommon
Webs uncommon
All very rare
Molten Rock legendary can stand on and move across molten rock as if it were solid ground.

Found on: Boots of the Winterlands, Cloak of the Arachnida, Efreeti Chain, Horseshoes of a Zephyr

Mariner. (1) uncommon (defense, garment). A creature that wears the inscribed defense object or garment object has a swim speed equal to their speed.

Found on: Gloves of Swimming and Climbing, Mariner's Armor

Mastery. (2) legendary (defense). requires attunement. While attuned to the inscribed defense object, a creature’s proficiency bonus increases by 1.

Found on: Ioun Stone (Mastery)

Measuring. (1) common (any). While holding the inscribed object, a creature can take a magic action to measure their surroundings and determine certain properties about it. This rune’s variant is determined by the properties it can measure, according to the table below.

Property Description
Direction determines which way is north
Time determines whether it is morning, afternoon, evening, or nighttime

Found on: Orb of Direction, Orb of Time

Found on: ITEM, ITEM

Found on: ITEM, ITEM

Found on: ITEM, ITEM

Found on: ITEM, ITEM

Grade (rarity)

List of Cursed Rune Sequences

List of Base Items

List of Official Magic Items