Soul Rune

## Deprecated

*This system was deprecated because there wasn't enough interest in it and its content complexity is difficult for DM taxonomy*

Runes are pseudo-enchantment effects that one can apply to their equipment to gain various boons. Runes are acquired by defeating specific types of creatures which yield a boon relative to that family of creature. This system enhances versatility and diversity with one’s equipment. The ultimate goal was to devise a system that is comprehensive and add more depth to player equipment without the need to carry around extra sets of equipment.

### Harvesting Souls

Players may harvest souls from a deceased creature that has died within 24 hours. As a full round action, you may harvest a soul from a dead creature within 5 ft of you by using an arcane device.

### Crafting Runes

Player performs a rune check with souls they have harvested in order to obtain a rune. The rite takes 1 minute to complete. Players must spend at least 1 soul in order to perform the rite to obtain a rune. Creature CR’s of less than 1 are rounded up to 1.

**Rune Check** 1d100 <= Creature CR + Extra Souls Mod + Rarity Mod

**Extra Souls Mod** Spending more than one soul during a rune check introduces a mod that increases the player’s chance of success. Each soul added is equal to the creature’s CR minus the amount of souls introduced into the check (aka factorial) to a minimum of 1. This means with each soul you add, the CR diminishes by 1.

**Rarity determined by DM**
 Uncommon
 Rare

### Managing Runes

Runes can only be applied to weapons, armor and shields.

Runes get slotted into generic slots on equipment. Shields and weapons have 1 slot, armor has 2.

Players can unslot runes at no cost, but requires performing a rite for at least 1 minute.

## Discovered Runes

* **Bodak** (Any Weapon) Whenever a hostile creature within 30 ft and line of sight of you becomes intimidated or frightened, you can use your reaction to deal 1d12 psychic damage to the target.
* **Dragonborn** (Any Weapon) Once per long rest, you may use an action to emit a 15 ft cone of Fire from the attuned weapon dealing 3d6 Fire damage.
* **Drake** (Any Armor) You can speak Draconic, but are not literate with it.
* **Drow** (Any Weapon) Automatically cast Hunter’s Mark on your target whenever you achieve a critical success during a weapon attack.
* **Dwarf** (Any 2-Handed Weapon) +1 to attack and damage rolls for 1 hour after having an alcoholic drink.
* **Elf** (Non-Heavy Armor) +1 to Dexterity skill checks and saving throws while in a forest or underdark biome.
* **Gnome** (Any Armor) Advantage on History checks to recall information learned up to 1 year ago.
* **Goblin** (Shield) Creatures can’t gain horde advantage against you.
* **Half-Elf** (Any Armor) +1 to Charisma skill checks while speaking in a calm and overly friendly manner to a non-hostile intelligent creature
* **Halfing** (Any Armor) You can use the Dodge action as a bonus action whenever you start your turn mobbed (there are more enemies adjacent to you than friendlies).
* **Half-Orc** (Handaxe, Battleaxe, Greataxe) Whenever you achieve a critical success during a weapon attack with the attuned weapon, your weapon damage becomes its maximum result.
* **Human** (Any Armor) Once per short rest, you can reroll your initiative roll, but you must keep the new result.
* **Ratkin** (Any Armor) You grow claws on your hands and feet the size of ratkin. As an action, you can perform a melee weapon attack dealing 1d6 + Dexterity mod slashing damage. You can also spend at least 1 minute burrowing up to 5 ft into soft ground.
* **Rust Monster** (Non-Light Armor) As an action, you can speak a command and touch a metal surface or object to corrode it. If the object is being worn or carried, the wielder must succeed on a Dex save 16 in order for you not to touch it. Upon touching metal this way, it suffers a “Rusted” condition which causes weapons to deal -2 damage or -1 AC to armor.

* **Tiefling** (Any Armor) You automatically cast the spell Darkness centered on you when you suffer a wound.