The Runes
How They Work
In the campaign that I am using them in, they can only be inserted into special items with "rune slots". They can just as easily be put onto any item, I just thought it might be a little better to limit their usage.
When the world was created, these things called "runes" popped up, and gave the world many things it wouldn't have otherwise had. These runes, though all powerful, are scattered around the world, and whoever wields their power gains strength they never thought imaginable. When you spend enough time with these runes, they can even change your appearance and abilities.
Runes
How They Are Used
They can be equipped to many things, but they only have abilities when worn as a necklace, or is equipped to a piece of armor, shield or weapon. Each item is limited to a single rune. When the runes are attuned to, and have been for more than 24 hours, you can use an action to change into the rune-specific form. On top of this, there are 4 types of runes, one of the categories I have not done as I write this: Utility, Damage, Summoning, and Racial.
Table Of Contents
Page 1 Intro
Page 2-3 Utility Runes
Page 3-4 Damage Runes
Page 4-5 Summoning Runes
Page 6-7 Racial Runes
Utility Runes
These runes are the second most diverse runes, right behind the racial runes, and can do anything from healing, to prevention, to just tanking. These runes aren't too versatile by themselves, but as a group, it is definitely second.
Angelic Rune
Angelic Form: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Humanoid for 1 minute. This form nets you resistances to damage from nonmagical weapons, and immunity to radiant damage. While in this form, you can only have a maximum of two attacks, even if your class says you have less or more, you instantly get your healing pool back, at twice what it would be normally, and reviving takes an action, instead of a full turn. You can use these attacks to do the following:
Double Radiance: 2 20ft cones protruding from the eyes. These cones start in the tiles that are up 1 to the left and right depending on whichever direction the user is facing. Any creature that is in range of both cones, takes both of the damages but does only one save. Each cone does 4d6 radiant damage on a failed DC 16 Dex save, or half as much on a success.
Purification Blade: recharge 5 or 6. You summon an angelic blade from an alternate plane that spews light for 10 ft. You make a melee attack with this blade, and on a hit, it does 2d6 slashing damage + 6d6 radiant damage.
Weapon Infused: When equipped to a weapon, you deal an additional 2d6 radiant damage.
Armor Infused: When equipped to a piece of armor or a shield, you have resistance to radiant damage.
Jewelry Infused: When worn as a necklace, you can tap into your healing pool. Using a bonus action you can heal an ally up to however many points you have left. Alternatively, you can use a full turn to revive a fallen creature/ally for 50 points from your pool.
Healing Pool: This pool is restored every day at dawn. You have Healing Points equal to (your level + proficiency bonus) x 5
Disease Rune
Pestilence: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Humanoid for 1 minute. This form nets you resistances to damage from nonmagical weapons, and immunity to poison and disease. While in this form, you can only have a maximum of two attacks, even if your class says you have less or more, and you can use any disease from the disease pool more than once. You can use these attacks to do the following:
Disease Spray: 20ft cone. Anyone in this cone is instantly hit for 2d6 poison damage, but anyone caught in the blast can make a DC 16 Con save to see if they contract a disease from the disease pool.
Contagion Blast: a target within 40ft. Make a ranged attack roll with proficiency, and if it hits, it does 8d6 poison damage to the main target, and half as much damage to any creature within 10ft. All creatures caught up in this blast makes a DC 18 Con save, and on a failure, they contract a disease from the disease pool. You can also use a bonus action to coat up to 3 allies with a substance that will cause them to have resistance to poison damage, and immunity to catching disease until you are taken out of this form.
Weapon Infused: Whenever it is equipped to a weapon, that weapon does an additional 2d6 poison damage and lets you roll a d20. If you roll less than half your level(rounded down) you can force an enemy to have one of the diseases in the disease pool below.
Armor Infused: Whenever it is equipped to a piece of armor or a shield, you gain resistance to poison and immunity to contracting any disease.
Jewelry Infused: Whenever this rune is worn as a necklace, you can use an action to have a creature you can see roll a DC 16 Con save, and on a failure, they contract one of the diseases in the disease pool below.
Disease Pool: cackle fever, sewer plague, sight rot. You can only use each disease once per day, and they do not stack with each other. Other diseases are up to the DM to allow.
Psychic Rune
World's Psychic: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Humanoid for 1 minute. This form nets you resistance to damage from nonmagical weapons and immunity to psychic damage, being charmed, and being frightened. While in this form, you can only have a maximum of one attack, even if your class says you get more. You can use your attacks to do one of the following:
Psychic Blast:50ft line. Anyone in this range must make a DC 16 Dex save, and take 4d8 psychic damage(or half as much on a success).
Mind Control: recharge of 5 or 6, 45ft range. You can force a creature in the range to make a DC 18 Cha save, and on a failure, they are charmed/frightened (your choice) by you until 10 minutes have elapsed, or they succeed the save at the end of their turn.
Weapon Infused: When equipped to a weapon, you deal an additional 2d6 psychic damage.
Armor Infused: When equipped to a piece of armor or a shield, you gain resistance to psychic damage and immunity to being frightened or charmed.
Jewelry Infused: When worn as a necklace, you can use an action to force a creature you can see within 20ft to make a DC 15 Cha save. On a failed save, they are charmed until 10 minutes have elapsed, or they make the save at the end of one of their turns. On a success, they are immune to this effect for 24 hours.
Shield Rune
Shield Form: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Humanoid for 1 minute. This form nets you an AC of 23 no matter what modifiers you have outside of the shielding rune, and immunity to piercing, slashing, and bludgeoning damage from nonmagical weapons. In this form, you can only make 1 attack per round, even if your class says you have more. Whenever an ally within 10ft of you is targeted by an attack, you can instead be the target of that attack and move over there with a reaction. Whenever an ally is within 5 ft of you, they gain +2 to their AC. You can use your attack to do one of the following:
Shield Bash: You can target 1 enemy and make a melee attack in which you are proficient. On a hit, you deal 4d6 bludgeoning damage. This weapon is considered magical for the purposes of going through resistances. On a successful hit, it also stuns the target until the end of its next turn.
Shield Throw: You can target 1 enemy within 50ft of you and chuck your shield at them, Captain America style. You make a ranged attack to see if you hit. On a hit, it does 4d6 bludgeoning damage, and the shield returns to you magically. Whenever you do hit, you can make it ricochet into another enemy within 100ft minus however far the first enemy was from you. This effect can stack for however long it takes for the range to hit 0, and does 1 damage die less for each enemy it hits after the first.
Weapon Infused: When equipped to a weapon, you get a +2 to hit when the opponent has a shield.
Armor Infused: When equipped to a piece of armor or a shield, you gain resistance to piercing, slashing, and bludgeoning damage from nonmagical weapons.
Jewelry Infused: When worn as a necklace, you gain +2 to your armor class.
Damage Runes
These runes aren't very diverse in what they do, but they do have one of, if not the, best damage outputs of all the tiers of runes.
Rune Of Storm
Lightning Form: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Humanoid for 1 minute. This form nets you resistances to damage from nonmagical weapons, and immunity to lightning damage. Whenever you are hit with a metal weapon, roll a d20 and if you roll less than your level you can knock it away from an opponent, or if you rolled 5 or less than your level, you can instead destroy it. On top of this, you can only attack twice, even if your class says you can attack more or less. You can use your attack action to do one of the following:
Lightning Blast: 40ft line, DC 15 Dex save. You deal 4d8 lightning damage to anyone in range on a failure, or half as much on a success
Lightning Terrain: Point you can see, 50ft area. This area is classified as difficult terrain, and every tile you move in this area causes you to take 2d6 lightning damage.
Weapon Infused: When equipped to a weapon, it does an additional 2d6 lightning damage.
Armor Infused: When equipped to a piece of armor or a shield, you become resistant to lightning damage.
Jewelry Infused: When worn as a necklace, you can imbue a metal object or weapon with electricity as an action, it becomes magical in terms of overcoming resistances, and does 2d6 to anyone who comes into contact with it, if it is used in a trap, this instead does 4d6. You can choose who activates the damage, and who does not. It lasts 8 hours or until it is triggered if put in a trap, or 10 minutes if used on a weapon.
Rune Of Frost
Glacial Form: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Humanoid for 1 minute. This form nets you resistances to damage from nonmagical weapons, and immunity to cold damage. On top of this, you can attack up to twice, even if your class does not allow it, or has more. With these attacks, you can do one of the following:
Frost Blade: You can make an attack roll with your weapon that has an added 4d6 cold damage
Frosted Breath: You can make a cold breath attack with a 40ft line that does 4d8 cold damage on a failed DC 15 Dex save, or half of it on success
Glacier Creation: You can make a 30ft diameter circle centered on a point you can see within 60 ft, with a recharge of 5 or 6, that does 8d8 cold damage on a failed DC 15 Dex save, or half as much on a success. On top of that damage, anyone who fails the Dex save is also counted as petrified for 1 minute, or until 20 points of damage have been done to them in this state, they are hit with a fire attack or make a DC 18 Str save (this is not an automatic fail). Every turn they stay in this state, they take an additional 2d4 cold damage unless they have resistance or immunity to cold damage. You can only use this once per transformation, and it ends whenever you are knocked out of this form.
Weapon Infused: When equipped to a weapon, that weapon deals an additional 2d6 cold damage each hit.
Armor Infused: When equipped to a piece of armor or shield, you gain a resistance to frost when that piece of equipment is equipped.
Jewelry Infused: When worn as a necklace, you can use an action to cause a creature within 30ft to make a DC 15 Wis save or be under the effects of petrification for 1 minute(1 round in very hot locations, or 1 month in very cold locations), or until they can succeed a DC 18 Str save (this is not an automatic failure). They are frozen in crystals of ice.
Rune Of Magma
Volcanic Form: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Humanoid for 1 minute. This form nets you resistances to damage from nonmagical weapons, and immunity to fire damage. Whenever you are hit with a wooden object or weapon, roll a d20, and if it lands on a number below your current level, it is set on fire, or if it was 5 or more below your level, it instantly destroys the item. On top of this, you can make up to two attacks even if your class says you have more or less. You can use your attacks to do the following:
Magma Blade: You can make an attack roll with your weapon that has an added 4d6 fire damage.
Magma Spray: You can make a breath with a 40ft line that deals 4d8 fire damage on a failed DC 15 Dex save, or half as much on a success.
Magma Creation: You can choose a 50ft area you can see and cause it to become harsh terrain, and every tile someone moves in it forces them to take 2d6 fire damage. Whenever the form ends, so does this ability. You can only use this once per transformation.
Weapon Infused: When equipped to a weapon, you deal an additional 2d6 fire damage.
Armor Infused: When equipped to a piece of armor or a shield, you gain resistance to fire damage.
Jewelry Infused: When worn as a necklace, as an action, you can destroy any non-living and not equipped item up to three times a day. (Ex. Metal doors, wooden chest, etc.)
Rune Of Corrosion
Caustic Form: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Humanoid for 1 minute. This form nets you resistances to damage from nonmagical weapons, and immunity to acid damage. On top of this, you can attack up to twice, even if your class does not allow it, or has more. With these attacks, you can do the following:
Corrosive Blade: You can make an attack roll with your weapon that has an added 4d6 acid damage
Corrosive Breath: You can make an acidic breath attack, with 40ft line, that does 4d8 acid damage on a failed DC 15 Dex save, or half of it on a success.
Corrosive Swing: You can make a 15 ft range melee attack (that has a recharge of 5 or 6), adding either your dex or str modifiers, that can hit multiple targets in that range and does 7d6 acid damage and 2d6 bludgeoning damage; on a successful hit, it will do 1d6 acid damage to whoever was hit each turn until they take an action to remove it.
Weapon Infused: Whenever this rune is attached to a weapon of any sort, that weapon now does an additional 2d6 Acid damage.
Armor Infused: Whenever this rune is attached to a piece of armor or a shield, you gain resistance to acid damage.
Jewelry Infused: Whenever this rune is used as a necklace, you can use an action to destroy a metal item to a maximum of 2 a day.
Summoner Runes
These runes aren't very diverse themselves, but if you count the beasts and baddies they can summon, that diversity shoots up to the top slot in a heart beat. These runes don't focus on attacking themselves, as much as they have minions do the attacking for them.
Rune Of The Demon Summoner
Demonic Form: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Fiend for 1 minute. This form nets you resistance to damage from fiends, and cannot be targeted by fiends unless you are the only enemy they can see that is conscious or it is an area of effect. While in this form, you cannot attack. Instead, you can spend your action doing one of the following:
Fiendish Summoning: You can summon 2d4-2 (minimum of 1) fiends with a CR equal to a third of your level divided by 3 rounded up. These creatures can only use their turns if you use your bonus action to command them. At the start of each of your turns, if this ability was used previously and has not recharged, you can roll a d6, and on a 6, this ability is recharged. When your form goes away, any fiends summoned this way are taken back to their respective planes.
Fiendish Buff: You can use your action to cause all friendly fiends within 20ft to either gain a +2 to hit or +2 AC until the end of their turn. Whichever you choose goes for all creatures affected.
Fiendish Healing: An aura surrounds you out to 10ft away, and any fiend in it heals for 2d8 hp. Any non-fiend that is in the aura takes 2d8 damage. The aura goes away directly after.
Weapon Infused: When equipped to a weapon, you automatically hit fiends.
Armor Infused: When equipped to a piece of armor or a shield, you cannot be targeted by fiends unless you are the only enemy they can see that is conscious or it is an area of effect.
Jewelry Infused: When worn as a necklace, you can attempt to charm a fiend within 30ft of you as an action. They must roll a Wis save against your Spell Save DC, and on a failure, they are charmed by you until either 10 minutes have elapsed, or they succeed the Wis save at the end of any of their turns(a failure of 5 or more does not allow for them to resist at the end of their turns). On a success, they are immune to this effect for 24 hours.
Rune Of The Necromancer
Necrotic Form: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Undead for 1 minute. This form nets you resistances to damage from undead enemies, and cannot be targeted by undead unless you are the only enemy they can see that is conscious or is an area of effect. While in this form, you cannot attack, instead, you can spend your action to do one of the following:
Undead Construction: You can summon 2d4-2 (minimum of 1) undead creatures with a CR equal to a third of your level, rounded up. These creatures can only use their turns if you use your bonus action to command them. At the start of each of your turns, if this ability was used previously and has not recharged, you can roll a d6, and on a 6, this ability is recharged. These undead creatures disintegrate after your form ends.
Undead Boost: You can use your action to cause all friendly undead within 20ft to either gain a +2 to hit or +2 AC until the end of their turn. Whichever you choose goes for all creatures affected.
Undead Healing: An aura of necrotic energy surrounds you out to 10ft, and every undead caught in this aura heals 2d8 hp. Every non-undead caught in the aura takes 2d8 damage. This aura goes away directly after.
Weapon Infused: When equipped to a weapon, you automatically hit undead creatures.
Armor Infused: When equipped to a piece of armor or a shield, you cannot be targeted by undead unless you are the only enemy they can see that is conscious or is an area of effect.
Jewelry Infused: When worn as a necklace, you can attempt to charm an undead creature within 30ft of you as an action. They must roll a Wis save against your Spell Save DC, and on a failure, they are charmed by you until either 10 minutes have elapsed, or they succeed the Wis save at the end of any of their turns(a failure of 5 or more does not allow for them to resist at the end of their turns). On a success, they are immune to this effect for 24 hours.
Rune Of The Beast Tamer
Beastial Form: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Beast for 1 minute. This form nets you resistance to damage from beasts, and cannot be targeted by a beast unless you are the only enemy they can see that is conscious or is an area of effect. In this form, you cannot attack. You can instead use your action to do one of the following:
Beastial Summon: You can summon a single beast-type monster that has a CR equal to half your level or lower, and cannot be a swarm; this beast is also treated as fey for the fact that it will disappear when it is defeated. This beast can only take their turn if you use your bonus action to command them. At the start of each of your turns, if this ability was used previously and has not recharged, you can roll a d6, and on a 6, this ability is recharged, but it cannot be used until the previous beast summoned this way dies. Once your form ends, this beast is taken away.
Beastial Boost: If your beast is within 40ft of you, you can either boost its attack by +2 or its AC +2 until the end of your next turn.
Beastial Healing: When the beast is within 50 ft of you, you can fire a line of healing at it that heals it and any other beast in the way for 4d6 hp, and deals 4d6 damage to any non-beast in the way no matter if they are friendly or not.
Weapon Infused: When equipped to a weapon, you automatically hit beast type monsters.
Armor Infused: When equipped to a piece of armor or a shield, you cannot be targeted by a beast unless you are the only enemy they can see that is conscious or is an area of effect.
Jewelry Infused: When worn as a necklace, you can attempt to charm a beast within 30ft of you as an action. They must roll a Wis save against your Spell Save DC, and on a failure, they are charmed by you until either 10 minutes have elapsed, or they succeed the Wis save at the end of any of their turns(a failure of 5 or more does not allow for them to resist at the end of their turns). On a success, they are immune to this effect for 24 hours.
Rune of The Monster Tamer
Monsterous Form: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Humanoid for 1 minute. This form nets you resistances to damage from monstrosities and cannot be targeted by a monstrosity unless you are the only enemy they can see that is conscious or is an area of effect. While in this form, you cannot attack. Instead, you can use your action to do one of the following:
Monsterous Summon: You can summon a single monstrosity that has a CR equal to half your level or lower, and cannot be a swarm; this monstrosity is also treated as fey for the fact that it will disappear when it is defeated. This monstrosity can only take their turn if you use your bonus action to command them. At the start of each of your turns, if this ability was used previously and has not recharged, you can roll a d6, and on a 6, this ability is recharged, but it cannot be used until the previous monstrosity summoned this way dies. Once your form ends, this creature is taken away.
Monsterous Boost: If your monstrosity is within 40ft of you, you can either boost its attack by +2 or its AC +2 until the end of your next turn.
Monsterous Healing: When the monstrosity is within 50 ft of you, you can fire a line of healing at it that heals it and any other monstrosity in the way for 4d6 hp, and deals 4d6 damage to any non-monstrosity in the way no matter if they are friendly or not.
Weapon Infused: When equipped to a weapon,
Armor Infused: When equipped to a piece of armor or a shield,
Jewelry Infused: When worn as a necklace, you can attempt to charm a monstrous creature within 30ft of you as an action. They must roll a Wis save against your Spell Save DC, and on a failure, they are charmed by you until either 10 minutes have elapsed, or they succeed the Wis save at the end of any of their turns(a failure of 5 or more does not allow for them to resist at the end of their turns). On a success, they are immune to this effect for 24 hours.
Racial Runes
I don't have any of these made if you are reading this, either that or I did a few and am just waiting to finish them all before I take out this notice. Currently, I only plan on doing the 9 main races, and have no clue if I'm going to do any others or not. All the ones I plan to do however, will mainly focus on buffing whatever abilities the races have, or giving them more thematic ones.
What will most likely replace this notice:
The most diverse of all rune categories, the Racial Runes buff the 9 core races. Unlike all other runes, these ones can only be attuned to by the specified race, as well as these runes do not limit the amount of attacks you can take, be it for better or worse.
Dragonborn
Draconic Form: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Humanoid for 1 minute. This form nets you resistance to damage from nonmagical weapons, and immunity to whatever type damage your type of dragonborn has resistance to. You can use these attacks to do the following:
Draconic Blast: This ability can only be used once per transformation. Depending on what type of dragonborn you are, this will do the corresponding damage, and counts as a temporary override of the breath attack. With this blast, you have a 40ft cone of whatever damage you'd do with your breath attack, the save staying the same. This blast does twice the damage your normal breath attack would do (Example: 6d6 at 6th level, instead of 3d6).
Dragon's Bane: Whenever you attack with your normal weapons, you can choose to enable either this or Elemental Infusion that round, they do not stack, and cannot be used in the same round. Whenever you successfully hit a Dragon or Dragonborn with this attack, you roll damage as you would a critical hit. If you were to crit before adding this effect, you triple the damage instead of doubling it (Ex. damage die is a d6, you'd do 3d6 instead of 2d6 on a crit).
Elemental Infusion: Whenever you attack with your normal weapons, you can choose to enable either this or Dragon's Bane that round, they do not stack, and cannot be used in the same round. Whenever you hit, you deal an additional 4d6 damage of whatever type your dragonborn uses for their breath attack, and this can overcome resistances and treats invulnerabilities to that type of damage as resistances.
Weapon Infused: When equipped to a weapon, you can add your breath attack damage to it.
Armor Infused: When equipped to a piece of armor or shield, you take half damage from Dragons and Dragonborns.
Jewelry Infused: When worn as a necklace, your Strength score goes up by an additional 2, and your Charisma goes up by an additional 1. This effect is revoked whenever the rune or the item is unequipped.
Dwarf
Dwarven Fortitude: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Humanoid for 1 minute. This form nets you resistance to damage from nonmagical weapons, and +2 to hit with weapons that deal bludgeoning damage. You can use your attacks to do the following:
Hammer Swing: When you hit with a hammer, you deal an additional 3 damage dice on top of its original damage (1d6>4d6>7d6). This does not stack with Weapon Infused.
Bearded Restraint: You can target an enemy within 10ft of you, and send your beard to constrain them. They must make a contested grapple against you or be constrained until they can succeed the grapple check, or when the form ends. You can only have one enemy constrained this way at a time. You cannot leave 10ft range of this enemy, or they automatically succeed the grapple check.
Weak Point: Can only be used until you successfully destroy a weapon. Instead of targeting an enemy, you can instead target their weapon. You have to hit the weapon's AC and deal enough damage to it to destroy it. See https://roll20.net/compendium/dnd5e/Objects#content for more detailed rules.
Weapon Infused: When equipped to a weapon that does bludgeoning damage, it gains another damage die (Ex. 1d6>2d6>3d6).
Armor Infused: When equipped to a piece of medium or heavy armor, you take half the physical damage from creatures you do not trust. (Magic is not affected by this ability)
Jewelry Infused: When worn as a necklace, the power of the forge flows through you, even if you haven't had prior encounters with a forge, and lets you create magical weaponry at half the time and cost they would normally take. The level restrictions for crafting still apply.
Elf
Keen Hunter: This is the only ability that requires attunement. Can only be used once per day. When this ability is used, you turn into a Large Humanoid for 1 minute. This form nets you resistance to damage from nonmagical weapons, and +2 to a weapon that deals piercing damage. You can use your attacks to do the following:
Piercing Shot: Whenever you attack with your normal weapons, you can choose to enable either this or Penetrating Shot that round, they do not stack, and cannot be used in the same round. Draw a straight line to whoever you are going to shoot, and make it go as far as your bow allows, or however far the map allows. If you hit the shot, you deal 4d6 damage (does not stack with Weapon Infused) and that same roll to hit goes to the next closest person in that line, if it hits they take half the damage the previous took, and it keeps going until the damage hits 1, or it doesn't hit the next target's AC.
Net Arrow: If you hit a target with this attack, they are restrained until they can make a DC 18 grapple check at the end of one of their turns. While they are restrained in this manner, they take 1d8 piercing damage at the start of each of their turns.
Penetrating Shot: Whenever you attack with your normal weapons, you can choose to enable either this or Piercing Shot that round, they do not stack, and cannot be used in the same round. Target one enemy thats AC is affected by armor and shoot them. Instead of their normal AC, their AC for this attack is 10 + dex mod (for armor). On a successful hit, this does 1d10 damage.
Weapon Infused: When equipped to a weapon, it does an additional damage die of damage (Ex. 1d6>2d6>3d6).
Armor Infused: When equipped to a piece of armor or a shield, you cannot be charmed, and all arrows shot at an ally within 10ft of you is instead directed towards you.
Jewelry Infused: When worn as a necklace, you can see very long distances. Not only do you gain +2 to hit with a bow, but you can also go twice the maximum range of the bow without imposing disadvantage, though that is the farthest you can go. On top of this, you can also see up to a mile, and accurately describe what is happening there, as long as there is no hindering terrain in the way.