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# Weapon Crafting and Runes ## Overview of the system Each weapon is comprised of two elements: The Hilt and the Material. The hilt is where runes will be placed, and each weapon will have a set number of rune slots, which is determined by their rarity (1 for common, 2 for uncommon, 3 for rare...). The material is what the blade of a sword is made of, or the limbs of a bow. This is typically more expensive to change, but will have stronger effects, which are notably not affected by magical dispelling (such as by an anti-magic field). ## Runes ### How to make runes *"In the guildhalls of Ambermill, the term rune is used to describe a broad category of enchantments that can be inscribed onto weapons, armour, and other items to grant them magical properties. Although called “runes,” these are not strictly limited to carved symbols or arcane inscriptions—they represent a variety of enchantment methods drawn from many disciplines, including alchemical processes, divine blessings, arcane rituals, and druidic rites."* Excerpt from "A diary of a hero" by Lovelace Emonhill. In order to craft a rune, one will need 3 things * A set of tools, typically the Runecrafters Tools, which can be purchased in most cities. * A recipe to follow. This will usually be easy to find, searching libraries or craftsmens stores. For rarer or more powerful enchantments, you may have to look in darker places, such as monster lairs, abandoned dungeons, or forbidden towers. * Materials, which will be determined by the recipe. Most will require a monetary value in rare resources, but some could require more specific reagents. ### Attaching Runes If you have an item which has only empty rune sockets, you can attach a rune to it as part of a short or long rest. Doing so requires your concentration, and you will attune to the item at the end of the rest. Attaching or removing any runes from an attuned item can be done with 10 minutes of concentration, or as part of a short rest. If you remove the final rune from an item, you are no longer attuned to it. You can remove a rune from an item you are not attuned to only as part of a long rest, or a full work day. \columnbreak ### Cursed Runes Some runes may be cursed, and have negative effects. These runes will often also have strong benefits to try and tempt any potential victims. In these cases, these runes cannot be removed by usual means, and you cannot unattune from them without first breaking the curse. The remove curse spell will unattune you from the item, and be needed to remove the cursed rune from the weapon. ### Crafting Runes The actual time required to make a rune is relatively short, as most of their value comes from the resources required to make them. Here’s a table that outlines the crafting times for runes based on their rarity: | **Rune Rarity** | **Crafting Time** | |-----------------|---------------------| | Common | 10 minutes | | Uncommon | 1 hour | | Rare* | 1 day | | Very Rare* | 3 days | | Legendary* | 7 days | *Note that for Rare and above runes, special crafting stations will need to be used. These can be found in most cities, as well as in mages towers and guildhalls. You may have to pay for their use, usually 100g per day.
\pagebreakNum ## Materials In addition to the runes placed within a weapon’s hilt, the material used to craft the weapon’s core plays a vital role in its power and properties. The material makes up the body of the weapon—the blade of a sword, the string of a bow, or the head of a hammer. These materials are far more than simple metals or woods; they are infused with special qualities that make the weapon more durable, powerful, or even grant special resistances. Materials differ from runes in one important way: their effects cannot be dispelled or nullified by anti-magic fields or similar spells. Changing a weapon’s material is a more costly and intensive process than altering runes, but the rewards are significant, as materials often determine the weapon’s inherent power. ### How to Source Materials Materials can be difficult to obtain, and many are either highly sought after or locked away in dangerous locations. For common weapons, materials like iron, steel, or wood may suffice, but for more powerful weapons, crafters will need to find rare materials such as Mithral, Dragonscale, or even magical substances like Fire Platinum. To craft a weapon or alter its material, you’ll need three components: * Craftsman’s Tools: a set of tools for the weapon you are crafting, which are needed to work the material into the desired weapon. These can be found in most major cities or guildhalls. * A Recipe or Knowledge: Most smiths or enchanters will need a specific recipe to work with advanced materials. Recipes for common materials can be easily found, but more powerful or rare materials may require adventurers to find the necessary knowledge in dangerous places like ancient ruins or from powerful beings like dragons or elementals. * The Material Itself: The most crucial part of crafting a weapon is obtaining the right material. This could be something as simple as iron ore, or as complex as capturing the essence of a lightning storm for an enchanted bowstring. ### Working with Materials Once the necessary material has been gathered, the process of crafting or upgrading a weapon begins. This can take anywhere from a few hours to several weeks, depending on the rarity and complexity of the material. Similar to runes, materials must be worked at specialised forges or crafting stations, especially for rare or legendary items. \columnbreak | **Material Rarity** | **Crafting Time** | |---------------------|---------------------| | Common | 1 hour | | Uncommon* | 1 day | | Rare* | 3 days | | Very Rare* | 1 week | | Legendary* | 2 weeks | *Note that for uncommon materials and above, specialised crafting stations are required. These can be found in guildhalls, mages’ towers, or hidden forges. The use of these facilities often comes at a cost, usually 200g per day, though access may be granted for free as part of a guild membership or special agreement.* ### Material Effects The effects granted by a weapon's material vary widely depending on the type and rarity of the substance used. Some materials may grant bonus damage, while others might imbue the weapon with elemental resistances or increase its durability. These effects are considered permanent and are not susceptible to magical dispelling. \pagebreakNum ### Hilts The hilt is the foundation upon which the magical potential of a weapon is built. While a weapon's blade or core determines its raw power and durability, the hilt is where runes are placed, infusing the weapon with magical abilities. Most mundane weapons are considered to have a single rune socket by default, allowing for only basic enchantments. However, more advanced hilts can have multiple rune sockets, providing greater capacity for powerful enchantments and combinations of runes. Most spellcasting focuses, such as wands or holy symbols, can also be affected by runes, and thus are counted as having a hilt. If a rune has a "once per" effect, such as the rune of lightning strike, that both the rune and the hilt slot go on that cooldown, to avoid swapping multiple runes out each day. #### Upgrading the Hilt To upgrade a hilt beyond its single rune socket, the hilt must be replaced with one capable of holding more runes. In order to craft a hilt, you will need 3 things: * A set of tools, typically the leatherworkers Tools, which can be purchased in most cities and towns. * A hilt you wish to upgrade. All standard weapons start with a common hilt. * Materials, usually in the form of a monetary value, although certain high priced materials may be harder to come by. #### Costs and Rarities of Hilts The cost and difficulty of acquiring a hilt increase with the number of rune sockets it supports. Below is a table outlining the typical costs and crafting times based on the rarity of the hilt: | **Hilt Rarity** | **Rune Slots** | **Cost** | **Crafting Time** | |-----------------|----------------|-------------------|--------------------| | Common | 1 | N/A | N/A | | Uncommon | 2 | 500 gp | 3 days | | Rare* | 3 | 5,000 gp | 1 week | | Very Rare* | 4 | 50,000 gp | 2 weeks | | Legendary* | 5 | 100,000+ gp | 1 month or more | *Note that hilts classified as rare and above require the use of specialised crafting stations, such as those found in guildhalls or arcane forges. Additionally, some legendary hilts may have prerequisites, like quest completion or defeating a powerful foe to obtain rare components. In addition to this, they will also need a special material, such as the bone of a dragon, or eye of a beholder to craft such a hilt. The value of this item should be taken off the cost.* \columnbreak ## Runes *Note: for all rune descriptions, replace the word "hilt" with either "weapon" or "focus".* #### Rune of Moonlight *Common* ___ - **Cost:** 100 gp - **Materials:** N/A In darkness, this unsheathed *hilt* sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. #### Lesser Rune of Viciousness *Common* ___ - **Cost:** 100 gp - **Materials:** N/A When you roll a 20 with this magic *hilt*, the target takes an extra 1d6 damage of any of the *hilt*'s types. #### Lesser Rune of Elements *Common* ___ - **Cost:** 300 gp - **Materials:** N/A Adds 1d4 elemental damage to all attacks. When you attach this rune, you may pick a new element. This lasts until the rune is removed. #### Lesser Rune of Power *Uncommon* ___ - **Cost:** 500 gp - **Materials:** N/A You have a +1 bonus to attack and damage rolls made with this magic *hilt*. In addition while you are holding this *hilt*, you gain a +1 bonus to spell attack rolls if this *hilt* is your focus. #### Rune of Fish Command *Uncommon* ___ - **Cost:** 500 gp - **Materials:** N/A This magic *hilt* has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The *hilt* regains 1d3 expended charges daily at dawn. #### Lesser Rune of Life Stealing *Uncommon* ___ - **Cost:** 600 gp - **Materials:** N/A Whenever you hit a creature with this magic *hilt*, if they are alive and have blood, you regain 1d4 hp. \pagebreakNum #### Rune of Lightning Strike *Uncommon* ___ - **Cost:** 800 gp - **Materials:** N/A Before you make an attack role with this *hilt*, you may speak a command word. Each creature within 15ft of the target excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The *hilt* then strikes the target. On a hit, the target takes an extra 4d6 lightning damage. The *hilt*'s property can't be used again until the next dawn. #### Rune of Corpse Slaying *Uncommon* ___ - **Cost:** 800 gp - **Materials:** N/A When you hit an undead creature with any attack, the attack deals an extra 1d8 damage of the *hilt*'s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. #### Rune of the Spellblade *Uncommon* ___ - **Cost:** 1000 gp - **Materials:** N/A Whilst holding this *hilt* whenever you cast a spell, gain 1d6 force damage per level of that spell added to the damage of your next weapon attack. #### Lesser Rune of Warding *Uncommon* ___ - **Cost:** 1000 gp - **Materials:** N/A Whilst holding this *hilt* and concentrating on a spell, you gain +1AC. #### Rune of Elements *Uncommon* ___ - **Cost:** 1200 gp - **Materials:** N/A Adds 1d6 elemental damage to all attacks. When you attach this rune, you may pick a new element. This lasts until the rune is removed. #### Rune of Venom *Uncommon* ___ - **Cost:** 1250 gp - **Materials:** N/A You can use an action to cause thick, black poison to coat the *hilt*. The poison remains for 1 minute or until an attack using this *hilt* hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The *hilt* can't be used this way again until the next dawn. \columnbreak #### Rune of Certain Death *Uncommon* ___ - **Cost:** 1400 gp - **Materials:** N/A When you damage a creature with an attack, the target can't regain hit points until the start of your next turn. #### Rune of Resistance *Rare* ___ - **Cost:** 2800 gp - **Materials:** A pearl worth at least 200gp Whilst you hold this *hilt*, you have resistance to a damage type of your choice. When you attach this rune, you may pick a new damage type. This lasts until the rune is removed. #### Rune of Healing Light *Rare* ___ - **Cost:** 2800 gp - **Materials:** N/A As a bonus action, you can speak the command word to cause the *hilt* to emanate a healing light out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn. #### Rune of Power *Rare* ___ - **Cost:** 3000 gp - **Materials:** N/A You have a +2 bonus to attack and damage rolls made with this magic *hilt*. In addition while you are holding this weapon, you gain a +2 bonus to spell attack rolls if this *hilt* is your focus. #### Rune of Giant Slaying *Rare* ___ - **Cost:** 3000 gp - **Materials:** The Toe of any Giant - **Melee Weapon Only** When you hit a giant with this weapon, the giant takes an extra 2d6 damage of any of the weapon's types and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. #### Greater Rune of Elements *Rare* ___ - **Cost:** 3500 gp - **Materials:** A star ruby worth at least 1000gp This *hilt* deals an extra 2d6 fire damage to any target it hits. When you attach this rune, you may pick a new element. This lasts until the rune is removed. \pagebreakNum #### Lesser Rune of the Pact *Rare* ___ - **Cost:** 3600 gp - **Materials:** The heart of a Hag While holding this *hilt*, you gain a +1 bonus to the saving throw DCs of your spells. #### Rune of Dragon Slaying *Rare* ___ - **Cost:** 4500 gp - **Materials:** The blood of a dragon, willingly given When you hit a dragon with this *hilt*, the dragon takes an extra 3d6 damage of any of the *hilt*'s types. #### Rune of Weapon Dancing *Rare* ___ - **Cost:** 5000 gp - **Materials:** 3 Feathers from a harpy - **Melee Weapon Only** You can use a bonus action to toss this magic weapon into the air and speak the command word. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The weapon uses your attack roll and ability score modifier to damage rolls. While the weapon hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the weapon to attack one creature within 5 feet of it. After the hovering weapon attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. #### Rune of Warning *Rare* ___ - **Cost:** 5000 gp - **Materials:** A Beholder Eyestalk This magic *hilt* warns you of danger. While the *hilt* is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The *hilt* magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. \columnbreak #### Rune of Defending *Very Rare* ___ - **Cost:** 8000 gp - **Materials:** A Metallic Dragonsacle The first time you attack with the *hilt* on each of your turns, you can transfer some or all of the *hilt*'s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the *hilt* to gain a bonus to AC from it. #### Rune of Oaths *Very Rare* ___ - **Cost:** 12500 gp - **Materials:** A strand of hair from a celestial being When you use this *hilt* to make an attack, you can utter a command phrase. The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make an attack roll with this *hilt* against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. #### Greater Rune of Power *Very Rare* ___ - **Cost:** 16000 gp - **Materials:** A diamond worth at least 5000gp You have a +3 bonus to attack and damage rolls made with this magic *hilt*. In addition while you are holding this *hilt*, you gain a +3 bonus to spell attack rolls if this weapon is your focus. \pagebreakNum ## Materials #### Base *Common* ___ - **Cost:** 0 gp - **Materials: N/A** The standard material for most weapons. This is generally steel for metallic weapons, and oak for wooden weapons. This confers no benefits, but also has no penalties. #### Poison bone/Sporecap root *Uncommon* ___ - **Cost:** 200 gp - **Materials: A suitably sized bone from a venomous creature** These brittle materials drip with toxins. All weapons made from this change their base damage type to poison and deal an additional 1d4 poison damage. Additionally a focus made from this material grants: Whenever you cast a cantrip through this focus, if you role to hit, you change the damage type to poison and add an additional 1d4 poison damage. If you roll a natural 1 to hit with this weapon or as a focus, a fragment breaks off and poisons you for 1 minute (DC 13 con save). #### Mithril/Featherwood *Uncommon* ___ - **Cost:** 200 gp - **Materials: N/A** These lightweight materials allow users to carry weapons larger than they normally could, and move them with surprising speed. Weapons with these materials have no strength requirement, and have the finesse property whilst they do not have the two handed property. If they are two handed, they loose the heavy property and the two handed property, but their damage is reduced by 2. Additionally a focus made from this material grants: Once per long rest, you may cast a spell which has a casting time of 1 action as a bonus action. You cannot cast two leveled spells per turn. #### Adamantine/Ironwood *Uncommon* ___ - **Cost:** 500 gp - **Materials: N/A** These strong and heavy materials are almost unbreakable, making them suitable for strong users and those who need to demolish buildings. These weapons always critically strike constructs and buildings, but weigh twice as much as their base counterparts. Additionally a focus made from these materials grants: The user has +2 to Concentration checks for maintain a spell, but if they fail, they take 1d6 psychic damage per spell level. \columnbreak #### Fire platinum/Livingwood *Rare* ___ - **Cost:** 2000 gp - **Materials:N/A** These materials are favored by elves of the southern forests for their reliability and accuracy. Weapons with these materials grant all attack roles a +1 to hit. Additionally a focus made from these materials grants: Once per day you may change the damage type of a spell you have cast to another damage type. #### Vampyrite/Bloodbark *Rare* ___ - **Cost:** 2000 gp - **Materials: A Soul Coin** These dark materials suck the life force from those they slay. Weapons with these materials gain an additional 1d4 necrotic damage. Additionally a focus made from these materials grants: Whenever you successfully cast a spell through this focus you gain the spells level in temporary hp. Once per day, when you kill a creature, you can choose to suck their life force into the material, healing yourself 2d6 hp. #### Soulsteel/spiritweave *Very Rare* ___ - **Cost:** 5000 gp - **Materials: The soul of a lawful good creature** This material is infused with good souls, empowering those who are good, and fueling those who are evil. Users can use their spellcasting ability modifier to make attack rolls with the weapon. Whilst you hold this weapon, you gain a cantrip of your choice, which has finesse (can use either strength or dex to hit and damage) #### Celestial Silver/Lightwood *Very Rare* ___ - **Cost:** 5000 gp - **Materials: A tear of an angel** These radiant materials are infused with holy light. Weapons made from them deal an additional 1d8 radiant damage to undead and fiends. Additionally a focus made from these materials grants: Undead and demons have disadvantage against saves made with this focus. Wielders gain advantage on saving throws against being frightened. \pagebreakNum #### Alchemical Silver *Very Rare* ___ - **Cost:** 5000 gp - **Materials: None** This weapon always counts as silvered, and will bypass all resistances. (Not immunities) When you slay a creature with this weapon, you may cause a burst of daylight from their corpse. #### Orichalcum *Very Rare* ___ - **Cost:** 5000 gp - **Materials: None** This weapon has +1 to cricial hit range. You can no longer concentrate whilst holding this weapon, you deal double elemental damage #### Far Metal *Very Rare* ___ - **Cost:** 5000 gp - **Materials: None** Whenever you crit with an attack, trigger a wild magic surge.