Enchantment List

The following Enchantments are the results of Runes that are inscribed onto items by a Runesmith, granting permanent effects.

### Agility Rune

***Prerequisite: 6th-level runesmith***

***Item: A pair of boots (requires attunement)***

While wearing these boots, a creature can rush up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

### Ammunition Rune

***Prerequisite: 6th-level runesmith***

***Item: A simple or martial weapon (requires attunement)***

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

### Awareness Rune

***Prerequisite: 10th-level runesmith***

***Item: A helmet (requires attunement)***

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

### Craft Rune

***Item: A suit of armor***

As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.

### Damage Rune

***Item: A simple or martial weapon***

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

### Elemental Rune

***Item: A simple or martial weapon***

A weapon enchanted with this rune grants an additional 1d4 damage of one of the following elemental types: Fire, Frost, Lightning, or Spirit (Psychic).

The bonus increases to 1d6 when you reach 10th level in this class, to 1d8 when you reach 14th level, and to 1d10 when you reach 18th level.

### Focus Rune

***Item: A suit of armor or robes (requires attunement)***

The item inscribed with this rune can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.

### Fortune Rune

***Item: A belt, scarf, or any other piece of loose cloth or leather***

Any time you discover gold off of a looted container or body, you gain an extra 1d4 x 10 gold pieces. This also grants you advantage on investigation checks of treasure chests or other places were secret treasure might be hidden away. The DM will inform you when your Rune of Fortune glows, which hints at hidden wonders.

### Loyalty Rune

***Item: A simple or martial weapon with the thrown property***

Grants a +1 bonus to attack and damage rolls made with it, as well as the Returning property, meaning that any weapon inscribed with this rune it returns to the wielder’s hand immediately after it is used to make a ranged attack.

### Ownership Rune

***Prerequisite: 6th-level runesmith***

***Item: Any weapon, piece of armor, or consumable (requires attunement)***

When the Ownership Rune is inscribed onto an item, whosoever is attuned to it becomes aware of its location at all times. If anybody else besides the attuned owner attempts to wield, wear, or consume it, it burns them for 1d6 fire damage per turn (every six seconds). The item can otherwise be carried by non-owners.

### Protective Rune

***Item: A suit of armor or a shield***

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

### Purifying Rune

***Item: A flask or container for liquids***

The flask purifies most liquids placed within it, removing all diseases and neutralizing any poisons. Liquids are additionally presevered--juices, wines, and other such drinks will not spoil. If the rune is incapable of purifying the liquid placed within it, it will begin to emit a warning glow and start to overheat.

### Radiant Rune

***Item: A simple or martial weapon with the ammunition property (requires attunement)***

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by a melee attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

### Recovery Rune

***Prerequisite: 6th-level runesmith***

***Item: A ring (requires attunement)***

While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again until the next dawn.

### Repulsion Rune

***Prerequisite: 6th-level runesmith***

***Item: A shield (requires attunement)***

A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 5 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

### Resistance Rune

***Prerequisite: 6th-level runesmith***

***Item: A suit of armor (requires attunement)***

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

### Spellpower Rune

***Item: A rod, staff or wand (requires attunement)***

While holding this item, a creature gains +1 bonus to spell attack rolls. in addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level in this class.

### Stalwart Rune

***Prerequisite: 14th-level runesmith***

***Item: A necklace, torc, or ring (requires attunement)***

An item inscribed with this rune grants incredibly resilience to whoever wears it. Passively, the rune grants proficiency to CON saving throws. Additionally, whenever the wearer is knocked unconscious, the Stalwart Rune enables them to expend however many hit dice as they would like in order to heal them.

### Strength Rune

***Prerequisite: 10th-level runesmith***

***Item: A suit of armor (requires attunement)***

While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws. The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.