Master Runes Runes are powerful icons that you can use for a variety of effects. In order to use a rune, you must normally and keep a master rune. A master rune is a rare object—a gem or carved rock, a magical token, a shard of some special material, and so on—engraved with the rune and empowered with magic that allows you to unleash the rune’s effects. Those effects are divided into two categories. Simple properties are usable by anyone who attunes to a master rune. Complex properties are usable only by a character who attunes to a master rune and who possesses the Rune Lore class feature. Unless otherwise noted, you must have a master rune on your person in order to use its properties. Bangle of the Frega Rune Master Rune, Legendary (requires attunement) This small platinum bracelet is seemingly composed of many tiny knives welded together in such a way that there are no points or jagged pieces. The frega rune—the rune of slashing—appears as a distinct brand on all of the blades. Grasping the bangle causes your body to feel as though it were covered in tiny invisible cuts, but deals no damage. This sensation quickly fades, allowing the bracelet to be handled normally. Sword Burst (Simple Property) While you are attuned to the rune, you know the Sword Burst Cantrip. When you cast Sword Burst, it deals slashing damage instead of force damage. Sharp Edge (Simple Property) While attuned to this rune, your critical hits can apply the mark of a rune you know to an enemy (you can use this to apply the effects of any property of a rune you are attuned to that you could normally apply to an enemy) Master of Blades (Simple Property) While you are attuned to this rune, you have proficiency in all slashing weapons. In addition, you can deal an extra 1d4 slashing damage when you attack with a slashing weapon once per turn. Blade Storm (Complex Property) While you are attuned to this rune, you can cast Conjure Barrage as an action using a weapon that deals slashing damage (does not need to have the thrown property). The original weapon returns to you after this spell. Deep Cuts (Complex Property) Over the course of a short rest, you inscribe this rune onto one weapon that deals Slashing damage. The weapon glows faintly, and slashing damage dealt by the weapon ignores resistance and immunity. If you roll the maximum on the weapon’s damage die or dice, the target of your attack bleeds, taking 1d6 damage after one round. In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you use this property again. Keen Blade (Complex Property) While you are attuned to this rune, your slashing attacks deal critical hits on a 19. Sliver of the Delmek Rune Master Rune, Legendary (requires attunement) A shard of obsidian with a point that comes to a point so fine it is almost as though it never stops getting smaller, finer and sharper. The delmek rune—the rune of piercing—is carved into the side in a way that it aligns with the point of the shard. When grasped, your arm feels as though it has been stabbed through by a hundred swords, though it deals no damage, and the feeling quickly passes allowing you to handle the shard normally. Thorn Whip (Simple Property) While attuned to this rune, you know the Thorn Whip cantrip, but the range is doubled. Critical Weakness (Simple Property) As an action and as part of a melee attack, you scribe this rune onto a creature within your reach as you expend a spell slot. If the attack is successful, the rune takes effect, highlighting a vital area of the creature with the rune. Until the your next turn, the creature takes an additional 1d4 Piercing damage for each level of the expended spell slot every time it is hit with a piercing attack. Impaling Strike (Simple Property) While attuned to this rune, your critical strikes with piercing weapons impale your target (treat the target as restrained; it also gets moved to the end of your reach). While you have a target impaled, you must spend your turn maintaining a hold on them or they will escape; a successful Strength or Dexterity saving throw (DC 12) will also allow them to escape, though only on their next turn. You can use a bonus action to wrench your weapon out of the target, dealing 1d4 piercing damage and removing the impaled condition from them. Far Reach (Complex Property) Over the course of a short rest, you inscribe this rune onto one melee weapon that deals Piercing damage. The weapon glows faintly, and Piercing damage dealt by the weapon ignores resistance and immunity. While this effect is active, add 5 feet of reach to the weapon. If this weapon is a lance, you have no disadvantage for using it within 5 feet. In addition, you can expend a spell slot to grant the weapon a bonus to attack rolls and damage rolls equal to the spell slot’s level divided by three. These effects last for 24 hours or until you use this property again. Strike True (Complex Property) As an action, you scribe this rune onto a weapon that deals piercing damage while spending a spell slot. The rune lasts until used or this property is used again. The rune can be activated with a predetermined key word, and when it is activated it grants a +5 bonus to attack rolls until a successful hit is landed (though no damage needs to be done). If the target of the attack takes damage, it takes an additional 1d4 Piercing damage for each level of the expended spell slot as well. Cannot be applied to ammunition. 1

Piercing Defense (Complex Property) While you are attuned to this rune, you can take an action on your turn to defend a set area. You specify a cone with a range equal to the reach of your weapon (e.g. a 10 foot reach would allow you to cover a 10 foot cone). After you take this action, you are able to make an attack of opportunity against any creature that enters, leaves, moves, or attacks within this range. These opportunity attacks do not use your reaction, but if you are attacking more than one creature, all attacks have disadvantage. Aegis of the Tsaro Rune Master Rune, Very Rare (Requires Attunement) A small electrum shield that always seems to be facing you, no matter how you hold it or look at it. The Tsaro rune—the rune of defense—glows on the face of the shield. Grasping this shield gives you an immediate feeling of safety so strong you lose all will to do anything but embrace the comfort and become extremely fearful of leaving the shield. This feeling passes after a moment with no lingering effects. Sturdy Composition (Simple Property) While you are attuned to this rune, you gain proficiency in shields. If you already have proficiency in sheilds, you gain a +1 bonus to AC instead. Superior Cover (Simple Property) While you are attuned to this rune and are using a shield, you can take an action to enter into a defensive stance. While in this stance, you cannot attack or move, but you gain the benefits of being behind half cover. You can end this stance as a bonus action. Projectile Defense (Simple Property) As an action, you scribe the tsaro rune onto any shield. The rune glows on the face of the shield. As an action, you can use the shield to make a ranged attack (range 40 feet). For this attack, the shield has the thrown property and you are considered proficient in it. On a successful hit, the shield deals 1d4 bludgeoning damage. Whether you hit or miss, the shield returns to your hand by the end of your turn. If you do not have a free hand any more, the shield comes to rest at your feet. You may expend a spell slot while you do this. If you do, the shield will bounce off the original target, dealing 1d4 bludgeoning damage to every additional target it hits. You can target 1 additional creature for each level of the expended slot. The extra targeted creatures much be within 10 feet of your original target. The shield still returns to you at the end of your turn. Preemptive Protection (Complex Property) You scribe the rune onto one unmovable object while spending a spell slot. When activated by a keyword, it produces a magical field in a 20 foot sphere preventing one type of creature from entering in a manner similar to Protection from Evil. While within the area, you gain a +2 to AC, Saves, and other effects against the specified creatures. This effect also protects those inside from any supernatural abilities of the creatures should they posses any. If you spend a higher level spell slot, the area of effect increases by 20 feet per additional spell slot level. Runic Aegis (Complex Property) Over the course of a short rest, you inscribe this rune onto a shield. The shield glows faintly, grants advantage against spells to the wielder. In addition, the bonus AC from the shield applies to any ally standing directly behind the shield-bearer. These effects last for 24 hours or until you use this property again. Lend a Hand (Complex Property) As a reaction, you can cast Shield on any ally within five feet while expending a spell slot. The range increases by 10 feet for each level above first of the expended slot. Badge of the Tezlik Rune Master Rune, Rare (Requires Attunement) A clay badge of a lasso that seems to be constantly shifting and moving. The tezlik rune—the rune of speed—seems to glow in the space inside the lasso. Grasping the badge makes you feel as though you have been tied up by extremely tight ropes all over your body, but the feeling passes quickly and allows you to handle the badge as normal. Spider Acrobatics (Simple Property) While attuned to this rune, you gain a climbing speed equal to your walking speed, but you need to always have at least 3 limbs touching the surface you are climbing. You can end your turn while climbing in this way and stay in place as long as you have at least 3 limbs touching the surface you are climbing. Hardly There (Simple Property) While you are attuned to this rune, you have advantage on stealth checks Sure Footed (Simple Property) As an action, you touch an area of difficult terrain and scribe the tezlik rune within it with a hand motion. This causes the difficult terrain to immediately become normal terrain for the purpose of navigating and speed. This affects a 50-foot radius around you. You can extend this distance by expending a spell slot when using the tezlik rune in this manner. The radius extends by 50 feet per level of the expended spell slot. Shadow Step (Complex Property) While you are attuned to this rune, you can cast Pass Without a Trace as a bonus action. You regain this ability after a short or long rest. Evasive Maneuvers (Complex Property) While you are attuned to this rune, you gain the Evasion trait from the rogue class, except you still take full damage from a failed save. If you already have the Evasion trait, you instead gain advantage on dexterity saving throws affected by this trait. Hasted Movement (Complex Property) Over the course of a short rest, you inscribe this rune onto the soles of a pair of shoes or onto the soles of your feet. An affected creature gains a +10 bonus to their movement speed. In addition, you can expend a spell slot to grant the shoes an additional movement speed bonus equal to the spell slot's level divided by two times 5 (e.g. a level nine spell slot would be 4*5 = 20 bonus to speed). This effect lasts for 24 hours or until you use this property again. Bowl of the Asam Rune Master Rune, Very Rare (Requires Attunement) A small glass bowl that always sounds like it contains a liquid, but no sign of one can be found. It gives off a faint sizzling sound as though something were being dissolved inside it. The asam rune—the rune of acid—can be found on the bottom of the bowl as though it had been dissolved into the bowl with acid. Upon grasping the rune, you feel a wave of acid wash over your body and feel as though you are being dissolved, but this causes no damage and the sensation quickly fades, allowing you to handle the bowl as normal. 2

Metal's Bane (Simple Property) As an action, you scribe the asam rune using acid onto unprotected and nonmagical metal. The metal immediately dissolves. Dissolving the object in question makes them fall to pieces and rust, becoming useless and worthless. You can dissolve up to 10 square feet of metal with this effect. You can extend this distance by expending a spell slot when using the asam rune in this manner. For each level of the expended spell slot, the distance increases by 20 square feet. If this metal is being worn or wielded by a creature that creature makes a Dexterity saving throw [DC 12 + the level of any expended spell slots]. If the metal being dissolved is being worn, the effect takes place over 1d4 rounds, with the equipment providing a smaller bonus every turn. Incorruptible Body (Simple Body) While you are attuned to this rune, you have resistance to acid damage and your equipment cannot be eroded by acid. Souse (Simple Property) As an action, you scribe the asam rune using action onto any rusted or corroded surface. The material becomes pristine and is restored to its uncorroded state. You can affect up to 10 square feet of material with this effect. You can extend this distance by expending a spell slot when using the asam rune in this manner. For each level of the expended spell slot, the distance increases by 20 square feet. This restoration does not restore any magical properties the object lost as a result of rusting or corroding. The metal you are restoring has to be in a mostly whole state, so anything that is unrecognizable (like metal affected by the metal's bane property of this rune) cannot be restored. Corrosive Armor (Complex Property) As an action, you can scribe the asam rune using acid onto any piece of armor while expending a spellslot. Whoever wears this armor has the effect of the Absorb Elements spell. This effect lasts for one hour. The creature wearing the armor can only use this effect on acid damage, but doesn't need to use a reaction to gain any benefits. This spell starts as being cast at second level, and increases by one level for each spell slot you spend (e.g. if you spend a 3rd level spell slot to use this property, the spell takes effect as though it were cast at 5th level). You regain this ability after a short or long rest. Acid Brand (Complex Property) Over the course of a short rest, you inscribe this rune using acid onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly green aura and deals acid damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. These effects last for 24 hours or until you use this property again. Disintegration Glyph (Complex Property) You etch the asam rune into an unmovable surface such as a boulder in the ground, the wall of a building, or some other inanimate object as you spend a spellslot. The rune is programmed with a predetermined word or on touch and lasts for 8 hours or until you use this property again. Upon being activated it shoots a thin green ray in a straight line to the nearest target. Any creature struck by the ray takes 2d10 damage, plus 1d10 for each level of the expended slot. Any creature reduced to 0 or fewer hitpoints by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected. A creature can make a Constitution saving throw [DC 12 + level of expended slot]; on a successful save, the damage they take is halved. This doesn't stop the creature from being disintegrated if reduced to 0 or fewer hitpoints. Only the first creature struck can be affected; that is, the ray affects only one target per casting. Vial of the Velenu Rune Master Rune, Rare (Requires Attunement) A thin vial made of glass; it has no cork, but any liquid placed inside it stays in as though there were some sort of invisible lid on it. When found, it is filled with a sickly black-green liquid that cannot be removed. The velenu rune—the rune of poison— can be seen if you look directly into the opening of the vial, formed by a foam that coats the top of the liquid. Grasping the vial causes all strength to leave you, and you feel as though you will collapse and never be able to move again. This feeling quickly fades and you are able to handle the vial without issue. Purifying Touch (Simple Property) Over the course of ten minutes, you scribe the velenu rune using poison onto any container of food or drink. The poison you used flashes bright, and then disappears. When it does, the container of food or drink is subject to the spell Purify Food and Drink, centered on the place you scribed the rune. Mithridatism (Simple Property) While you are attuned to this rune, you have resistance against poison damage, and have advantage on saving throws against being poisoned or diseased. Corrupting Touch (Simple Property) As an action, you scribe the velenu rune using poison onto any container of food or drink. The poison you used flashes bright, and then disappears. When it does, all food and drink inside the container become tainted with an invisible, odorless and tasteless poison. If a creature consumes it, they much make a DC 10 Constitution saving throw. If they fail, they become poisoned for 24 hours. Every 24 hours they repeat this save, staying poisoned on a failure or becoming cured on a success. Poison Brand (Complex Property) Over the course of a short rest, you scribe this rune using poison onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon or ammunition gains a ghostly green aura and deals poison damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. 3

These effects last for 24 hours or until you use this property again. Poison Strike (Complex Property) As an action, you scribe this rune using poison onto a creature within your reach as you expend a spell slot. The creature must make a Constitution saving throw (DC 12 + the level of the expended spell slot). On a failure, the creature takes 2d8 poison damage plus 1d8 poison damage per level of the expended spell slot, and becomes poisoned for 1d4 rounds. On a successful saving throw, the creature takes half as much damage and is not poisoned. Sucker Punch (Complex Property) While you are attuned to this rune, you have advantage on all attack rolls made against creatures who are poisoned. You also have advantage on saving throws you make against creatures who are poisoned. Effigy of the Mort Rune Master Rune, Rare (Requires Attunement) A small doll that appears different to all who view it; it seems to bear the likeness of the one looking upon it. Close examination will reveal the mort rune—the rune of death— faintly outlined on the doll's chest. Upon grasping the doll, the mort rune instantly and vividly appears on the doll's chest, seemingly carved and bloody. You feel the rune being carved into your own chest at the same time, so deep you can feel the carving on your back as well, though it causes no damage. For as long as you hold or are attuned to the effigy, it has your likeness for all that view it, and you have a faint scar on your chest and back of the mort rune. Death's Embrace (Simple Property) While you are attuned to this rune, you have resistance to necrotic damage and advantage on death saving throws. Death's Echoes (Simple Property) As an action, you carve this rune into a corpse that has been dead for less than a week. You immediately know the cause of death, but your knowledge is limited (e.g. natural, unnatural, accidental, etc). Circle of Life (Simple Property) As an action, you carve this rune into a corpse that has been dead for at least a month. Immediately, the corpse deteriorates; if it is on dirt or around plant life, it fertilizes the area and the plants immediately seem more vibrant and full of life. If there is nothing around to absorb the nutrients from the corpse, then the corpse simple turns to dust. The Dead Talk (Complex Property) While you are attuned to this rune, you can cast Speak with Dead as an action. You regain this ability after a short or long rest. Death's Brand (Complex Property) Over the course of a short rest, you scribe this rune using blood onto a melee or ranged weapon, or onto up to 20 piece of ammunition. The weapon or ammunition gains a ghostly black aura and deals necrotic damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. These effects last for 24 hours or until you use this property again. Marked for Death (Complex Property) As an action, you scribe this rune onto a creature using blood as you expend a spell slot. The creature must succeed on a Constitution saving throw [DC 12 + the level of the expended spell slot]. The creature has disadvantage on this saving throw if you scribed it in their blood. On a failure, the creature becomes marked for death for 24 hours. A creature that is marked for death has the mort rune appear on its forhead, though the rune is visible only to you. Whenever a creature that is marked for death takes damage, it takes an additional 1d6 necrotic damage. In addition, whenever a creature that is marked for death takes damage from any source, you gain temporary hitpoints equal to the extra 1d6 necrotic damage it took plus half your character level. You can choose to consume the mark as a bonus action, which deals 1d10 necrotic damage + 1d10 necrotic damage for per level of the expended spell slot. You can consume the mark as long as the creature bearing it is on the same plane of existence as you, and when you do you know the exact location of the creature (at the time you consumed the mark). You do not gain temporary hitpoints from the damage you deal from consuming the mark or from the extra damage a creature takes while marked. You can use this feature once per long rest, and using it removes all previous marks. Ring of the Cura Rune Master Rune, Rare (Requires Attunement) A ring that seems to glow in the dark, made of a strange stone that bears no resemblance to any others found in the natural world, but that possesses and unearthly beauty. The cura rune— the rune of life— is visible only in the dark, as it glows far brighter than the rest of the ring. Grasping the ring causes you to feel filled with vitality, and any ailments or pains that you have seem to immediately fade away. This effect quickly fades away though and leaves you feeling as before. Heaven's Favor (Simple Property) While you are attuned to this rune, you are resistant to radiant damage, and any time you receive healing you are healed for an additional amount equal to your proficiency bonus. In addition, all water on your person is considered holy water for the sake of this rune's properties. Healing Touch (Simple Property) As an action, you scribe the cura rune using holy water onto a creature that has 0 hitpoints but is still alive. If the creature is not of an evil alignment, it is immediately stabilized and are healed for 1d4 + your Intelligence modifier. Divine Purpose (Simple Property) While you are attuned to this rune, allied creatures within 10 feet of you need to fail 4 death saving throws instead of three to die. Heaven's Brand (Complex Property) Over the course of a short rest, you scribe this rune using holy water onto a melee or ranged weapon, or onto up to 20 piece of ammunition. The weapon or ammunition gains a ghostly white aura and deals radiant damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. 4

These effects last for 24 hours or until you use this property again. Aura of Vitality (Complex Property) While you are attuned to this rune, you can cast Aura of Vitality as an action. You cannot attack while maintaining concentration on this spell. You regain this ability after a short or long rest. Stasis (Complex Property) As an action and while expending a spell slot, you scribe this rune onto a creature using holy water. Any effects harming or impeding this creature (e.g. poison, disease, ability score reductions, addiction, etc.) are put on hold for 24 hours, plus an additional 24 hours for every level of the expended spell slot above one. During this time, the creature is still affected by whatever ails them, but suffers no consequences from it. If the effect is time based it is treated as though no time has passed once this Stasis ends. A creature cannot be affected by any sort of permanent cure during this time, but can as soon as the Stasis wears off. You cannot use this ability on a creature who has been under its effects in the past month. Rod of the Valk Rune Master Rune, Rare (Requires Attunement) A slender rod of glass that has electricity coursing through it. The valk rune—the rune of lightning— can be seen as it is periodically formed by the bolts of electricity in the rod. Grasping the rod causes your body to feel as if it is being electrocuted, and your hair stands on end as it feels like you are being friend where you're standing. This feeling passes quickly though, allowing you to handle the rod without issue. Lightning Rod (Simple Property) While you are attuned to this rune, you have resistance to lightning damage. Shocking Attack (Simple Property) While you are attuned to this rune, you know the Shocking Grasp cantrip. You can cast this as part of a weapon attack, using the weapon to deliver the spell. If a weapon is affected by the Lightning Brand property of this rune, it cannot be use this property. Conduit (Simple Property) As an action, you trace the valk rune onto an inanimate object that conducts electricity. You instantly know the location of every part of that object that is within one mile, and you know whether it is in open air or inside a conductive or nonconductive substance. You do not remember the exact shape, size, or location of the object when you are not using this property. Lightning Brand (Complex Property) Over the course of a short rest, you scribe this rune onto a melee or ranged weapon, or onto up to 20 piece of ammunition. The weapon or ammunition gains a ghostly yellow aura and deals lightning damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. These effects last for 24 hours or until you use this property again. Stunning Shock (Complex Property) As an action, you scribe this rune onto a creature within your reach as you expend a spell slot. The creature must make a Constitution saving throw [DC 12 + the level of the expended spell slot]. On a failure, the creature takes 4d4 lightning damage and is stunned for one round per level of the expended spell slot. On a successful saving throw, the creature takes half as much damage and is not stunned. Lightning Ball (Complex Property) As an action, you scribe this rune onto any nonliving surface while expending a spell slot. The valk rune appears on the surface for one hour, plus one hour for each level of the expended spell slot. You can activate the rune with a command word that you choose. When activated, the rune shoots out a ball of lightning in a 120 foot line. The ball travels slowly, with a speed of 30 (it moves at the same initiative count as you do). Any creature that is within a 20 foot radius of the ball must make a Dexterity saving throw [DC 12 + the level of the expended spell slot] or take 2d6 lightning damage + 1d6 lightning damage per level of the expended slot. On a successful save, the creature takes half damage. You regain this ability after a long rest. Pendent of the Opolo Rune Master Rune, Rare (Requires Attunement) A pendant made of bronze and obsidian that seems to have curves and edges in places that it shouldn't and in ways that don't make sense within the bounds of the natural world. The opolo rune—the mental rune—is carved onto the face of the pendant, but it is impossible to tell whether the rune is a depression or impression on the pendant; it seems to always be switching. Grasping the pendant causes you to experience a feeling you never have before, as your mind is suddenly able to comprehend more dimension than those most mortals can. As you begin to grasp countless realities and understand the mysteries of the multiverse, your brain feels as though it will split open from the influx of knowledge that it isn't able to handle. This sensation fades quickly though, leaving none of the knowledge you gained. Shielded Mind (Simple Property) While you are attuned to this rune, you gain resistance against psychic damage, and have advantage on any saving throws against mind-altering or mind-reading effects. Grand Intuition (Simple Property) As an action, you trace this rune into the air between you and a non-hostile creature that you can see within 60 feet. You immediately gain a vague sense of the creatures emotional state and any strong desires the creature wishes to communicate. Visions of the Past (Simple Property) As an action, you trace this rune onto an object. You immediately gain some form of insight. The specifics are up to your DM, but you can learn simple properties about an item such as how old it is, who created it or owns it, or if the item contains magical properties. Psychic Brand (Complex Property) Over the course of a short rest, you scribe this rune onto a melee or ranged weapon, or onto up to 20 pieces of ammunition. The weapon gains a ghostly purple aura and deals psychic damage instead of piercing, slashing, or bludgeoning damage. This effect lasts for 24 hours or until you use this property again. 5

If you use this property on a weapon, you can spend a spell slot at any time to activate the following features of this property: You can expend a 2nd level spell slot or higher to grant the weapon a unique ethereal property. If you do, you no longer make attack rolls with this weapon. Instead, the weapon becomes almost incorporeal, and when you attack a creature with it that creature must make an intelligence saving throw or take damage equal to the weapon's base damage + 1d4 psychic damage for each level of the expended spell slot above 2nd level. This lasts for a number of rounds equal to the level of the expended spell slot. Psychic Horrors (Complex Property) As an action, you scribe this rune in the air between you and a creature you can see within 60 feet while expending a spell slot. The creature must make an Intelligence saving throw [DC 15 + the level of the expended spell slot]. On a failed save, the target takes 2d4 psychic damage plus 1d4 psychic damage for each level of the expended slot, and gains one long-term madness effect. It also becomes frightened of you for a number of rounds equal to the level of the expended spell slot. On a successful save, the target takes no damage and suffers no ill effects. Creatures with an intelligence score less than three are considered immune to this effect. Telepathic Communication (Complex Property) Over the course of a short rest, you scribe this rune onto a number of pieces of parchment while spending a spell slot of 3rd level or higher for each parchment created this way. The owners of a piece of parchment that you created in this way can cast the spell Sending targeting you once a day. You can cast Sending targeting all owners of these parchments, sending the same message to each of them, once per day, and can answer any of them as normal when they contact you. You can have a number of parchments created equal to your spell scribe level plus your intelligence modifier, to a max of 10. If you create another parchment after you have the maximum amount created, you choose one parchment to deactivate immediately. Chime of the Aradu Rune Master Rune, Rare (Requires Attunement) A small bell made out of brass marbled with bronze and steel. When it is rung, the aradu rune—the rune of thunder—appears on both faces of the chime. Grasping the chime causes you to immediately lose all hearing except for a loud ringing, as if there were an explosion right next to your ears. This quickly ends, though, and you regain your hearing. Hard Hearing (Simple Property) While you are attuned to this rune, you have resistance to thunder damage and cannot be deafened. Perfect Imitation (Simple Property) You trace this rune in the air and choose a sound; that sound originates from the place you drew the rune. When you draw this rune, you choose how long it will be until the sound is heard, up to one hour from the time that you drew it. Deadly Resonance (Simple Property) You scratch this rune into a piece of glass; the glass immediately shatters, as does any other glass within a 10 foot radius. You can extend this radius by expending a spell slot when using the aradu rune in this manner. For each level of the expended spell slot, the radius increases by 20 feet. Thunder Brand (Complex Property) Over the course of a short rest, you scribe this rune onto a melee or ranged weapon, or onto up to 20 piece of ammunition. The weapon or ammunition gains a ghostly brown aura and deals thunder damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. These effects last for 24 hours or until you use this property again. Concussive Sound (Complex Property) As an action, you scribe this rune on a creature within your reach while expending a spell slot. The creature must make a Constitution saving throw [DC 12 + the level of the expended spell slot] or take 2d8 thunder damage + 1d8 thunder damage per level of the expended spell slot and become deafened for 1d4 rounds. On a successful save, the creature takes half damage and is not deafened. Silence (Complex Property) While you are attuned to this rune, you can cast Silence as an action. You can use this ability twice, and regain its use after a long rest. Disc of the Gildi Rune Master Rune, Legendary (Requires Attunement) A small circle made of platinum and electrum, with the Gildi rune—the rune of force— decorating the front, the rune made from gold and silver. Grasping the disc causes your body to feel as though it is exploding from the inside, but this feeling quickly fades allowing you to handle the disc as normal. Legendary Resistance (Simple Property) While you are attuned to this rune, you have resistance to force damage. Crushing Impact (Simple Property) As an action, you scribe the rune onto a nonmagical, nonliving object. The object immediately shatters if it is less than one pound and made out of a material that could reasonable break due to extreme pressure. If the object is larger than one pound, it instead takes 1d6 force damage for every level of rune scribe you possess. If this is enough to break the object, it does so starting from the location you scribed the rune. The DM determines the exact effects of how it breaks and weather the impact would have any effect. Gravitational Resilience (Simple Property) While you are attuned to this rune, the effects of gravity are lessened on you. When jumping, add double the modifier to your spellcasting ability to the distance you can jump. Force Brand (Complex Property) Over the course of a short rest, you scribe this rune onto a melee or ranged weapon, or onto up to 20 piece of ammunition. The weapon or ammunition gains a ghostly green aura and deals force damage instead of piercing, slashing, or bludgeoning damage. In addition, you can expend a spell slot while using this property to grant the weapon or ammunition a bonus to attack rolls and damage rolls equal to the spell slot's level divided by three. These effects last for 24 hours or until you use this property again. 6