Runemaster's Toolkit

A set of magical tools in a beautifully decorated wooden box. The set contains tools and materials needed to make runes on any surface. The box weights 30 lbs and is 2 feet wide, 1 foot long and 8 inches deep. The box changes size over one minute relative to the holder.

During a long rest a creature with proficiency in relevant tools can use them to enchant an object, making a temporary rune on the item. Doing so requires the appropriate tools from the box which depend on the materials of the item being worked on, such as blacksmith's tools for steel armor. The effects of the rune last for 1 week. The rune can be remade within that time period to reset the duration.

A creature can carve up to their Proficiency bonus amount of runes at once. If they carve any more the oldest one fades. Only one rune can be applied to the same item and the same rune cannot be used multiple times. Runes that can be used once each day regain their magic daily at dawn.

### Journey rune

Boots: The creature's walking speed increases by 10 feet.

Weapon: After attacking using the attack action the wielder can use their bonus action to make one additional attack using this weapon.

### Fortress rune

Armor or shield: The item gives an additional +2 to the user's AC.

Boots: The wearer gains advantage on saving throws against being moved, knocked prone or teleported.

### Mist rune

Cloak: The wearer gains a +5 to their Stealth checks.

Boots: The wearer can cast Misty Step once each day without any components.

### Blood rune

Armor: The wearer gains a bonus to their maximum HP equal to twice their Constitution modifier.

Weapon: The weapon deals an extra die of weapon damage as necrotic damage.

### Fire rune

Armor: The wearer can use their bonus action to cause harmless flames to appear or disappear, flickering on the armor and shedding light equal to a torch.

Weapon: The weapon deals an extra die of weapon damage as fire damage.

### Spirit rune

Headwear: On their turn the wearer can choose to gain advantage on Intelligence, Wisdom and Charisma saving throws for 1 minute.

Weapon: When hit by the weapon the target creature has disadvantage on Intelligence, Wisdom and Charisma saving throws until the start of the wielder's next turn. Usable 3 times each day.

### Ruin rune

Armor: The wearer has advantage on saves against ability score lowering effects and effects that lower their maximum HP.

Weapon: The weapon deals an extra 2d6 damage against objects and constructs.

### Magic rune

Jewelry: Once per day the wearer can cast one of their spells without expending a spell slot at minimum level. The level of the spell must be equal to their proficiency bonus or less.

Shield: As a reaction to being targeted by a magical effect the wearer can gain advantage to saving throws against magical effects until the start of their next turn.

### Dream rune

Gauntlets or gloves: The wearer can cast Fabricate, Creation or Contact Other Plane once per day.

Headwear: The wearer is immune to magical sleep and and does not require sleep during a long rest.

### Dragon rune

Cloak: The wearer gains a +10 bonus to Stealth checks made to hide from dragons.

Armor: The wearer gains advantage on saving throws against dragons.