Runes & Relics

This expansion for the 5th edition of dungeons and dragons allows the dungeon master and the player to add a touch of magic to a mundane place or person. Relics can be used by the dungeon master as a random encounter, in a dungeon, or to add flavor to a town, a building, or NPC. Runes can be applied to weapons and armor by players to not only look awesome but to add arcane benefits.

Relics

Relics are stationary magic items. A relic can be destroyed with a dispel magic spell or similar magic. Most relics are medium, but you can tinker with them as you like. Any DC’s for a relic is 10 + your proficiency bonus.

Curses and blessings

Some relics have curses or blessings. You attain a curse by failing 3 times on a relics saving throw and a blessing by succeeding 3 times. A curse or blessing can only be attained one time. A curse can only be removed by a greater restoration spell or a similar spell. Additionally, adding the effects of a blessing or curse to a monster that lives close to a relic can add flavor and interesting combat encounters.

Totem of the Mage

A light green stone forms the shape of a wizard holding a ball of flame.

You can make an Intelligence (Arcana) check at this totem. If you succeed, you regain your lowest expended spell slot or regain one charge in a magic item. If the check fails by 5 or more, you lose your lowest expended spell slot or a charge in a magic item.

Curse of the Mage

Whenever you finish a long rest, you must expend your lowest level spell slot or one charge from a magic item.

Obelisk of Fear

A black skull lies on top of dark stone.

Any creature who ends its turn within 20 ft. of the obelisk must make a Wisdom saving throw. If they fail they become frightened of the obelisk for 1 minute. On each of your turns, you must move your speed each turn away from the obelisk until your 100 ft. away or no longer in line of sight of the obelisk. When these conditions or met, the fear ends.

Blessing of Bravery

You gain a +1 bonus to any saving throws against being frightened.

Shrine of the Owl

A small bird's head rises above a white marble base.

If you succeed on an Intelligence (Religion) check at this shrine, you gain a +5 bonus to Wisdom (Perception) checks for 1d4+1 days. If fail by 5 or more, you become blind for 1 hour.

Curse of the Owl

You have a permanent -3 subtraction to your Wisdom (Perception) checks.

Hoard of a Fools Gold

A chest full of gold and jewels seems to be beckoning you towards it.

If a creature takes any gold from this chest, it burns a symbol on their hand. The brand lasts until dispelled. A branded creature has vulnerability to necrotic damage and has a DC 15 for death saves. The chest contains 100 gp.

Shrine of the Knight

A knight in shining armor crafted of bright white ivory stands proud and tall.

If a weapon is touched to the shrine, it gains an arcane improvement. The weapon becomes a +1 version of the weapon. If its a +1 weapon it becomes a +2 weapon, and if its a +2 weapon it becomes a +3 weapon. This feature cannot be used again for one year.

Sarcophagus of the Mummy

An old stone coffin is surrounded by wilting plants, its lid is shut tight.

When a creature opens the coffin, an undead spirit attempts to possess them. The creature must make a wisdom saving throw, if they fail, they become a mummy for 1 minute, or until they reach 0 hit points. They are forced to attack any creature until the curse ends. Inside the sarcophagus is one uncommon magic item of the DM’s choice.

Totem of Nature's Wrath

A wooden effigy of a raging dryad looms ominously over you.

If any creature touches the totem, vines come from underground to grab them. The creature must make a strength saving throw, if they fail, they become restrained. A creature can attack the vines, the vines have immunity to psychic, piercing, and bludgeoning damage. The vines also have AC 12 and 20 hit points. Whenever the vines takes damage, the creature in the vines takes half that damage. When a creature ends its turn in the vines, it may make another strength save, if they fail they take 2d6 piercing damage, but if they succeed they are released from the vines.

Curse of the Earth

Whenever you are touching the ground, you have disadvantage on initiative checks.

Blessing of the earth

You can cast entangle (DC 14) once before completing a long rest.