Avara Wasanthi's Tome

## Synopsis

Avara Wasanthi was the creator of Rune Magic. She was killed at the end of the Age of Arcana, and her life's work destroyed. However, one of her tomes survived, and is now lost in the ruins of Volus.

## Physical Description

Avara Wasanthi's Tome is an thick, leatherbound tome, which appears in immaculate condition despite its ancient age, clearly having been protected by magic. The front cover is emblazoned with silver filigree that reads simply, "The Runic Magic of Avara Wasanthi".

## Contents

The text of the tome is written in elvish, but its text magically becomes readable to anyone who looks at it. Though much of the language is necessarily academic and esoteric in nature, the technical language is interspersed with plain language explanations. It describes the foundations of rune magic - its philosophy and structure - as well as the in-depth arcane science used to produce the magic runes. At the end of the tome is a collection of runes, and a description of their powers.

## Power

The only inherent magic of Avara Wasanthi's Tome is basic abjuration magic to preserve it from decay and the elements, and an *illusory script* effect to make the text readable to anyone who looks at it. The true power of the tome is not a magical effect, but rather its contents. Though dense and technical, the tome is relatively accessible to anyone with a foundation of arcane knowledge, and can be used to replicate Rune Magic.

For a talented rune mage, the tome provides a vast library of runes, in addition to techniques that allow a user to switch between runes more fluidly and quickly. A rune mage who spends 24 hours reading the book gains the following abilities:

***Expansive Knowledge.*** The number of runes that you know increases by a number equal to your proficiency bonus. The number of objects that you can inscribe with runes is not changed by this feature. When you finish a long rest, you can replace any number of runes that you know with other runes that are available to you from this book, or from your *rune carver* feature.

***Dynamic Runes.*** When you finish a short rest, you can touch an object that is inscribed with one of your runes, and replace the rune with a different one that you know. The new rune remains on the object until you finish a long rest, or until you use this feature to replace it.

***Advanced Scribing.*** When you make an Intelligence (Arcana) check to develop a new rune while the tome is in your possession, you gain a +10 bonus to the roll.

## Runes

Each of the runes contains holy symbols of a particular deity, with its effects corresponding to the nature of the deity it represents. All of the following runes can be found within the tome.

### Rune of Bahamut

This rune's magic bestows a resilience reminiscent of the Platinum Dragon. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest.

### Rune of Moradin

This rune's magic channels the masterful craftsmanship of the All-Hammer. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrainedby the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

### Rune of Kord

This rune's magic evokes the Storm Lord's fearsome presence. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest.

### Rune of Avandra

This rune's magic emulates the deceptiveness of the Change Bringer. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest.

### Rune of Sehanine

This rune's magic channels the insightfulness of the Moon Weaver. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

### Rune of Ioun

Using this rune, you can glimpse into the hidden knowledge of the Knowing Mentor. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest.

### Rune of Aedra

This rune's magic channels the balance of the Arbiter of Equilibrium. While wearing or carrying an object inscribed with this rune, when a friendly creature within 10 feet of you takes damage, you can choose to take the damage in their place, provided that your current hit points are higher than theirs. Damage you take from this feature cannot be resisted or reduced in any way.

In addition, you can invoke the rune as an action to channel the dual forces of life and death to heal your allies and wound your foes. One creature of your choice within 60 feet of you gains temporary hit points equal to your fighter level + your Intelligence modifier. Another creature of your choice within 60 feet of you must make a Constitution saving throw, taking the same amount of force damage on a failure, or half as much damage on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of Corellon

This rune's magic channels the charm and beauty of the Arch Heart. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Persuasion) checks, and saving throws against being charmed.

In addition, you can invoke the rune as a bonus action to assume otherworldly beauty for 1 minute. Until the state ends, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of Erathis

This rune's magic invokes the leadership and order of the Law Bearer. While wearing or carrying an object inscribed with this rune, you have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks.

In addition, you can invoke the rune as an action to issue a resonating command of authority. Each creature you choose within 60 feet must make a Wisdom saving throw. A creature that fails this saving throw falls prone as they kneel toward you, and their speed is reduced to zero until the end of their next turn. Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of Melora

This rune's magic attunes you to the Wild Mother's connection to nature. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Nature) and Wisdom (Survival) checks.

In addition, you can invoke the rune as an action, causing the earth around you to burgeon with plant life for 1 minute. Until the state ends, grasping vines and plants surround you in a 20 foot radius, moving with you and entangling your enemies. The area is difficult terrain, but you can choose to allow a creature to move through it normally (no action required). Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of Pelor

This rune's magic radiates the light of the Dawn Father. While wearing or carrying an object inscribed with this rune, you have resistance to radiant damage, and you can cast the *light* cantrip on the object inscribed with the rune at will, requiring no components.

In addition, when you hit a creature with a weapon attack, you can invoke the rune to emit a burst of radiance. The target must succeed on a Constitution saving throw. On a failure, the target takes 3d8 radiant damage, and is blinded for 1 minute. On a success, the creature takes half as much damage, and is not blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of Sarenrae

This rune's magic suffuses you with the healing energy of the Everlight. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Medicine) checks and death saving throws.

In addition, as an action, you can invoke the rune's healing magic for 1 minute. When you invoke the rune, and as an action on subsequent turns while the rune is invoked, you can use your *Second Wind* feature without expending it, even if it has already been expended. When you use your *Second Wind* feature in this way, you can cause a creature that you touch to regain the hit points instead of regaining them yourself. If you use the rune to heal another creature in this way, the rune's effect ends. Once you invoke the rune, you can't do so again until you finish a short or long rest.

### Rune of the Raven Queen

This rune's magic emanates the darkness and dread of the Mother of Fate. While wearing or carrying an object inscribed with this rune, you have advantage on death saving throws, and you have resistance to necrotic damage.

In addition, you can invoke the rune as a bonus action. When you do, you disappear, releasing up to three ravens from your space under your control that scatter into the air. Each raven has AC 12, 1 hit point, and can fly up to 40 feet as part of this bonus action without provoking opportunity attacks. At the start of your next turn, the ravens vanish, and you reappear in the space of one of the ravens (your choice). If all the ravens are reduced to 0 hit points, you reappear early in the same space as the last one that died. When you do, any excess damage dealt to the raven carries over to your normal form.

### Rune of the Star Road

Using this rune, you can access the planar pathways of the Star Road. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks to recall information about the planes, and you can use an action to detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this action, you can't use it again until you finish a short or long rest.

In addition, you can invoke the rune as a bonus action to enter a plane-shifting state for 1 minute or until you're incapacitated. Until the state ends, when you take the attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. Once you invoke the rune, you can't do so again until you finish a short or long rest.