Rune Master's Pole (5e Equipment)

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Weapon (glaive), uncommon with no runes, rare with one, very rare with two, legendary with three (requires attunement)

A glaive that was used by a grandmaster of runes for a lifetime. The glaive has 3 charges and there are 3 runes out in the world, if you have one you may use a bonus action to activate the rune's power within the glaive for the next minute. Activating any of your rune's abilities does not use up any of your own spell slots if you are a caster. Roll 1d4 at the start of every day and regain that many charges on the glaive, if you roll a 4 you gain no charges on the glaive for the day. The three runes you need to power this weapon are called fiery runic, nature runic, windy runic. You have a bonus to attack and damage rolls made using this magic weapon. The bonus is equal to the number of runes the weapon has.

Overcharged. (you can only use this if you have all the runes) As an action you can put each rune in their selected socket and use a bonus action to charge all three runes, putting it in overdrive and the staff glows with one thirds of the glaive being crimson red another green and another marble white and also one thirds of each being burn marks, vines, branches, leaves, and cracks. This form of the weapon will stay this way for one hour and you cannot use the runes again till the next 3 days, gaining the following effects:

Fire Storm. As an action you create a small firestorm in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failed save, the creature takes 6d8 fire damage and takes 2d4 fire damage at the start of each of its turns. On a success, the creature takes half as much of the initial damage and does not take any damage at the start of its turn. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Terrible Winds. As an action you can command a windstorm to form in a 45-foot radius sphere, centered around yourself. Each other creature that starts its turn in that area must succeed on a DC 19 Strength saving throw or be pushed 25 feet away from you. The windstorm lasts for 2 minutes or until you use a bonus action to dismiss it. Once you use this property of the rune, you can't use it again until the next 3 minutes.

Nature's Bleeding Grasp. As an action you can command the roots of the earth to latch onto a creature within 45 feet of you. The target must make a DC 19 Dexterity saving throw. On a failed save, the target is restrained for 1 minute and takes 1d8 piercing damage at the start of each of its turns. A creature restrained by the roots can use its action to make a DC 19 Strength or Dexterity check (its choice). On a success, it frees itself.

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