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5ed Class – The Norden

This article is a homebrew creation of a new playable class and several archetypes that can be added to
and used with any new or pre-existing 5th Edition Dungeons and Dragons role-playing games. I have
created this brand new class from the ground up to be used in conjunction with a 5th Edition campaign
of my own design that is based within the boundaries of Norse Mythology.

Worthy of Valhalla ......................................... 7


Table of Contents Descendent Features ......................................... 7
Norden ............................................................... 3
Forseti ............................................................ 7
Creating a Norden .............................................. 3
Insightful .................................................... 7
Quick Build ................................................. 3
The Judge ................................................... 7
The Norden .................................................... 4
The Jury ...................................................... 7
Class Features .................................................... 4
The Executioner ......................................... 8
Hit Points .................................................... 4
Frigga ............................................................. 8
Proficiencies ............................................... 4
Sustainable ................................................. 8
Equipment .................................................. 4
Caring Grace............................................... 8
Descendent .................................................... 5
Gentle Hands ............................................. 8
Frostbitten ..................................................... 5
Rebirth ....................................................... 8
Unbreakable Will............................................ 5
Heimdall ......................................................... 8
Berserker ........................................................ 5
Perceptive .................................................. 8
Runic Enchantment ........................................ 6
Sharpened Senses ...................................... 8
Extra Attack .................................................... 6
Third Eye .................................................... 8
Savage Critical ................................................ 6
Timeless Eyes ............................................. 8
Blessing of the Norns ..................................... 6
Hermod .......................................................... 8

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Just Lucky ................................................... 9 Runic Power Level 3 ..................................... 13
Improved Odds........................................... 9 Runic Power Level 4 ..................................... 13
Lucky Break ................................................ 9 Runic Power Level 5 ..................................... 13
Not Lucky ................................................... 9 Runic Power Level 6 ..................................... 14
Loki ................................................................. 9
Sneaky ........................................................ 9
Mischief ...................................................... 9
Trickster ..................................................... 9
Oldest Trick ................................................ 9
Njord .............................................................. 9
Sea Dweller ................................................ 9
Water for Life ............................................. 9
Gulp of Air ................................................ 10
Water Weaver .......................................... 10
Odin .............................................................. 10
Inspired .................................................... 10
Art of War ................................................ 10
Last Hope ................................................. 10
Just and Wise ........................................... 10
Sif ................................................................. 10
Born Warrior ............................................ 10
Itching to Fight ......................................... 10
Empowered .............................................. 10
Last Meal .................................................. 10
Thor .............................................................. 11
Hot Headed .............................................. 11
Static ........................................................ 11
Channelled ............................................... 11
The Storm ................................................. 11
Runestones ...................................................... 12
Runic Power Level 1 ..................................... 12
Runic Power Level 2 ..................................... 12

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Norden chariot to the halls of the fallen. This is the way
A howling wind echoes through the the Norden live and the way the Norden die.
frost ridden mountaintops. The ancient birch
“You haven’t seen the fury of warriors on a
trees creak and groan as they bend to its will. It
battle field until you have seen a Norden raiding
whistles through the cracks in the stone
party decimate a garrison or fell a giant. They
mountains of this harsh land. The frozen
know no fear and welcome death as an old
glaciers of the Nordlands are not an inviting
friend. They is something to be feared when
place for regular man. But deep in this
looking upon those who fight with the hopes of
mountain ranges facing each day as a battle to
dying in glory.” – H. Harleton
be won live the clans of the Norden.

“I encountered the barbaric tribes of the


Creating a Norden
northern frosts once, needless to say I would
Creating a Norden character is by no means a
rather not encounter them again.” – D. Carmon
difficult class. It wasn’t designed to be overly
The Norden clans while often seen as barbaric difficult or different. It borrows many aspects of
to outsiders who may not understand their some pre-existing classes that suited the type of
customs, are actually quite refined in their long characters that I felt were needed for one of my
traditions. They have a good relationship with campaigns. A Norden would make a great class
the harsh nature that surrounds them on all for those wishing to play a character that relies
sides and have a level of respect for one on its harsh survivability and combat prowess
another that goes beyond culture or familiarity. when facing its many trials. The Norden are also
Strength is the currency of this realm and by no firm believes in their dedication to the Norse
means are these clans lacking in any definition gods and will not hesitate to prove their worth
of the term. or lay down their lives. Although they may be
pious they are certainly not bound by the
“I am actually not sure what is more terrifying restrictions that other god impose on their
with these tribes. The berserker who fights on followers. Although you may focus on a
after a mortal wound like a demon or a shield particular god, the Norden will still pay their
maiden who can crush your skull with their non- respects to all the Norse gods throughout their
dominate hand.” – J. F. Dorrigo lives.
The Norden follow in the tradition of honouring Quick Build
their vast array of gods and mythical creatures. You can make a Norden quickly by following
Tales of great feats, harsh truths, impossible these suggestions. Firstly, Strength should be
odds, glorious battles and stories to warn the your highest ability score. Your second highest
children are shared by the fire side with the ability score should Constitution. Dexterity
elders of the clans. Every member of the clan is should also be considered as an important
a hardened warrior regardless of age or gender. score. Secondly, choose the outlander
When the call is sung then all will answer in the background.
name of their gods with high hopes that they
may one day be spirited away by a Valkyrie

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The Norden
Proficiency Runic Berserker
Level Bonus Power Rages Features
1st +2 - Descendent, Frostbitten
2nd +2 - Unbreakable Will
3rd +2 +1 1 Berserker, Runic Enchantment
4th +2 +1 1 Ability Score Improvement
5th +3 +1 2 Extra Attack
6th +3 +2 2 Ability Score Improvement
7th +3 +2 3 Descendent Feature
8th +3 +2 3 Ability Score Improvement
9th +4 +3 3 -
10th +4 +3 4 Savage Critical
11th +4 +3 4 -
12th +4 +4 4 Ability Score Improvement
13th +5 +4 4 Descendent Feature
14th +5 +4 5 Ability Score Improvement
15th +5 +5 5 -
16th +5 +5 5 Ability Score Improvement
17th +6 +5 5 Blessing of the Norns
18th +6 +6 5 Descendent Feature
19th +6 +6 6 Ability Score Improvement
20th +6 +6 6 Worthy of Valhalla

Saving Throws: Strength and Constitution.


Class Features Skills: Choose three from Athletics, Acrobatics,
As a Norden you gain the following class Nature, Perception, Survival, History or Religion.
features.
Equipment
Hit Points You start with the following equipment, in
Hit Dice: 1D10 per Norden Level addition to the equipment granted by your
Hit Points at 1st Level: 10 + your Constitution background:
modifier
 (a) A Greataxe or (b) a Greatsword or
Hit Points at Higher Levels: 1D10 (or 6) + your
(c) a Glaive
Constitution modifier per Norden level after the
 (a) A Shortbow and 20 Arrows or (b) 2
1st.
Handaxes.
Proficiencies  (a) Leather Armor or (b) Hide Armor
Armor: Light Armor, Medium Armor, Shields.  An Explorers Pack, a Shield and a
Weapons: Simple Weapons, Martial Weapons. Dagger
Tools: Leatherworker’s Tools.

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Descendent Berserker
It is common in history for the gods to mate The berserker sometimes spoken as bearserker
with mortals of many races. The Norseman are or even the wolf warriors were a depiction of a
no exception. Many powerful bloodlines have Norden warrior whom could enter a trance like
been passed down from the gods over centuries state that gave rise to powerful combat
of their culture. prowess and bloodthirsty rage beyond that of
Choose a Norse god from whom your ancestors normal mortals. Legends of Berserker warrior’s
descended from many generations ago. While impossible feats of strength and their powerful
you pray to all the gods in time of need this one battle prowess have been told in the stories of
pays special heed to your call as a descendant the Norden for generations. Often feared by
of their line. In time after proving your worth both the enemy and their allies on the
they may even bestow gifts upon your soul. battlefield.
Your choice grants you Descendant Features
and may influence the behaviour or personality Beginning at the 3rd level you gain the ability as
of your character. Each descendent god and a Bonus Action to enter a berserker rage like
their features are detailed at the end of the trance that fuels your devastating attacks.
class description.  You may enter this rage an amount of
times equal to the number of berserker
Frostbitten
rages listed on the Norden table for
The Norland’s of Midgard are cold and harsh
your current level.
mountain ranges frequented my blizzards and
 The rage lasts for 1 minute (10 rounds
snowfall. The warmer months barely improve
of combat).
the temperature, perpetuating the eternal cold.
 You must take the attack action on your
The tribes of the Norden are born into this
turn while the berserker rage is active
unforgiving permafrost with an undying will to
and you cannot voluntarily break the
survive. The cold climates hold little sway over
trance.
you and you have gained resistance to Cold
Damage and its effects.  Attacking allies will maintain the
berserker rage.
Unbreakable Will  If you are knocked unconscious or
The harsh wilderness of the Norland’s have incapacitated by other means the rage
conditioned the Norden tribes over centuries of ends.
peril. From a young age they are instilled with  While the berserker rage is active you
an iron will to follow their destiny no matter have advantage on Strength checks and
where the Norns may lead them. Their Strength saving throws.
unbreakable willpower is so strong that not  While the berserker rage is active you
even death can keep them from their destiny. gain a bonus to your attack and your
At Second Level if an attack would reduce you damage rolls equal to your Runic
to 0 Hit Points, you may remain on your feet Power.
through sheer willpower and regain Temporary  You regain your expended berserker
Hit Points equal to twice your Norden Level. (At rage charges after completing a long
level 3 you will regain 6 Temporary Hit Points). rest.

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Runic Enchantment Extra Attack
Runes offer a means of enchanting items and Beginning at the 5th level, whenever you take
creating useful magical tools without the need the attack action on your turn you may attack
for spells, lengthy incantations, lifetimes of twice instead of once.
study or components. Norse runes all hold a
small amount of power, but when combined Savage Critical
through the use of powerful runestones they Beginning at the 10th level, whenever you roll a
become far more powerful. critical hit with a weapon you may roll an
additional weapon damage die when rolling for
Beginning at the 3rd level you gain the ability to the critical hit damage (An extra 1D6 for a
use runestones found throughout the realms to Shortsword or an extra 1D12 for a Greataxe).
enchant items including weapons and armor. This increases to an additional 2 dice at the 15th
These enchanted items will remain enchanted level and an additional 3 dice at the 19th level.
unless they are dispelled or destroyed.
Blessing of the Norns
 To enchant an item you must have the Starting at the 17th level you have earned the
appropriate Runestone for the respect of the Norns whom have woven your
enchantment you wish to create. thread of fate with greatness. You are in their
 You may only use Runestones of a level favour and they will grant you guidance in your
equal to or less than your Runic Power. time of need. You gain 3 abilities, one for each
 You must spend at least 2 hours during Norn Goddess:
a long rest performing a ritual to
enchant an item.  Urd: Whenever an opponent rolls a die
 The Runestone is consumed in the you may choose to expend your
process and cannot be used to enchant blessing to change a single die to its
again. lowest possible value.
 Only the gods can make runestones.  Verdandi: Whenever an ally rolls a die
They are a rare commodity and can you may choose to expend your
only be found throughout the realms. blessing to change a single die to its
 Each item may only have one exact middle value (rounded up).
enchantment at a time. (A Cleansing  Skuld: Whenever you roll a die you may
Runestone can be used to remove choose to expend your blessing to
Runic Enchantments) change a single die roll to its maximum
 An enchanted item is considered to be possible value.
a magical weapon and will remain
You may only use a single blessing at a time. It
magical unless dispelled or destroyed.
does not have to be your turn for you to
 You do not need to attune to these
activate your chosen blessing. After using one of
enchanted items to use their abilities.
the blessings you cannot use that same blessing
A comprehensive list of Runestones can be again until you complete a long rest, but you
found at the end of this Article or within the may still use the remaining blessings.
Norse Adventure I have created.

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Worthy of Valhalla Descendent Features
You have accomplished feats that have As an important part of creating a Norden
garnered you the blessing of the Valkyries, you character you must choose a Norse deity from
are finally allowed to enter the Hall of the Fallen which you are descendant from. The features
and join the gods as a worthy Norden to live out that each god will provide at the appropriate
eternity as an Einherjar. levels are listed here.

At the 20th level you are granted the ability to Spell Casting
summon the Valkyries to your aid in battle. This Your Spell Save DC is 10 + Proficiency + Runic
ability will summon 5 Valkyrie war maidens to Power. Your spellcasting modifier is your
your location. The ability operates under the Proficiency + Runic Power.
following guidelines: Your Total Runic Power also represents the
amount of spells that you can cast before you
 You may cast this ability as an action
must take a long rest to be able to cast them
during your turn only.
again. (If your runic power is +2 then you can
 The maidens will act independently of
cast 2 spells).
you but under the same initiative.
 You do not have to spend actions to Forseti
command the Valkyries. Forseti is the Norse god of justice and law. He is
 The Valkyries will remain for 10 identified by his insignia of the head of a
minutes before departing back to bearded man. Followers of Forseti are often
Valhalla or until combat ends. neutrally aligned. If you are a descendent of
 Valkyries have an AC of 22 and 120 Hit Forseti you will gain access to the following
points. They are considered to have 18 features.
score for all base stats. They are each
using a Longsword and a shield and Insightful
have plate armor. They will attack once Starting at the 1st level you learn a single
per turn with a +7 to hit with the language of your choice and gain proficiency in
Longsword and have a movement both the insight and investigation skills.
speed of 30 feet.
The Judge
 This ability can only be used once every Beginning at the 7th level you gain the ability to
10 days and cannot be recast multiple pass judgement on those around you. You are
times using other abilities. now able to cast the spell ‘Detect Good and Evil’
 The ability is instantaneous at will. You may use this ability an equivalent
Optional Variant amount of times as your runic power allows.
Your Dungeon master may optionally choose to The Jury
use the variant rules for this ability. In the Starting at the 13th level you are now incredibly
variant rules this ability can only be used 5 insightful and nothing misses your sharp wit.
times. At the end of the ability on the 5th use When rolling for Insight or Investigation skill
the Valkyries will take the character back with checks double your proficiency. You may now
them to Valhalla to live out their days in glory. also cast the spell ‘Detect Thoughts” at will. You

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may use this ability an equivalent amount of ability an equivalent amount of times as your
times as your runic power allows. runic power allows.

The Executioner Heimdall


Beginning at the 18th level you may now pass Heimdall is the god of watchfulness and loyalty.
punishment on those whom you have judged as He is identified by his insignia of curled musical
guilty. You may now cast the spell ‘Flesh to horn. Followers of Heimdall are often Lawful
Stone’ at will. You may use this ability an Good aligned. If you are a descendent of
equivalent amount of times as your runic power Heimdall you will gain access to the following
allows. features.

Frigga Perceptive
Frigga is the Norse goddess of birth and fertility. Starting at the 1st level you gain Darkvision and
She is identified by her insignia of a cat. proficiency with both the perception and
Followers of Frigga are often neutrally aligned. investigation skills.
If you are a descendent of Frigga you will gain
access to the following features. Sharpened Senses
Beginning at the 7th level your watchful gaze has
Sustainable sharpened and your senses have become more
Starting at the 1st level you gain proficiency with tuned and sensitive. You are now able to cast
the Herbalism Kit and proficiency with both the the spell ‘Clairvoyance’ at will. You may use this
nature and medicine skills. ability an equivalent amount of times as your
runic power allows.
Caring Grace
Beginning at the 7th level you are becoming Third Eye
accustomed to feeling the ebb and flow of the Starting at the 13th level some say that you have
life-force around you. You are now able to cast eyes in the back of your head. The truth is you
the spell ‘Healing Word’ at will. You may use can have eyes everywhere. You are now able to
this ability an equivalent amount of times as cast the spell ‘Arcane Eye’ at will. You may use
your runic power allows. this ability an equivalent amount of times as
your runic power allows.
Gentle Hands
Starting at the 13th level you are attuned to flow Timeless Eyes
of nature and have been gifted with the gentle Beginning at the 18th level your eyes are said to
hands of a healer. You are now able to cast the see all that even you cannot see, neither walls
spell ‘Cure Wounds’ at will. You may use this nor mountains block your sight. You are now
ability an equivalent amount of times as your able to cast the spell ‘Scrying’ at will. You may
runic power allows. use this ability an equivalent amount of times as
your runic power allows.
Rebirth
Beginning at the 18th level you are now able to Hermod
subtly weave the life force of nature as it moves Hermod is the Norse god of luck. He is identified
through and around you. You are now able to by his insignia of a winged scroll. Followers of
cast the spell ‘Revivify’ at will. You may use this Hermod are often Chaotic Neutral aligned. If

Property of JR-K 8
you are a descendent of Hermod you will gain Mischief
access to the following features. Beginning at the 7th level your wits have
sharpened and your tricks have grown in
Just Lucky complexity. You are now able to cast the spell
Starting at the 1st level you gain the Lucky feat
‘Minor Illusion’ at will. You may use this ability
and proficiency with both the insight and the an equivalent amount of times as your runic
persuasion skills. power allows.
Improved Odds Trickster
Beginning at the 7th level people have noticed Starting at the 13th level your knack for illusions
that either you are either really lucky or playing and trickery has made others rather suspicious,
dirty because no one gets that lucky. You are at least when they know who did it. You are
now able to cast the spell ‘Guidance’ at will. You
now able to cast the spell ‘Mirror Image’ at will.
may use this ability an equivalent amount of You may use this ability an equivalent amount
times as your runic power allows. of times as your runic power allows.
Lucky Break Oldest Trick
Starting at the 13th level your luck has become a
Beginning at the 18th level your skills of
little unpredictable and odd turns of events are deception would fool even the sharpest eyed
commonplace. You are now able to cast the fool in the tavern. You are now able to cast the
spell ‘Sanctuary’ at will. You may use this ability spell ‘Mislead’ at will. You may use this ability
an equivalent amount of times as your runic an equivalent amount of times as your runic
power allows. power allows.
Not Lucky
Njord
Beginning at the 18th level your aura of good
Njord is the Norse god of the sea and wind. He
luck and positive energy is starting to affect
is identified by his insignia of a single gold coin.
your allies as well. You are now able to cast the
Followers of Njord are often Neutral Good
spell ‘Enhance Ability’ at will. You may use this
aligned. If you are a descendent of Njord you
ability an equivalent amount of times as your
will gain access to the following features.
runic power allows.
Sea Dweller
Loki Starting at the 1st level you gain a swimming
Loki is the Norse god of thieves and trickery. He speed of 30 feet and proficiency with both the
is identified by his insignia of a simple flame.
nature and animal handling.
Followers of Loki are often Chaotic Evil Aligned.
If you are a descendent of Loki you will gain Water for Life
access to the following features. Beginning at the 7th level you can feel the
moisture around you as it collects and
Sneaky evaporates. You are now able to cast the spell
Starting at the 1st level you gain proficiency with ‘Create or Destroy Water’ at will. You may use
Thief’s Tools and proficiency with both the this ability an equivalent amount of times as
sleight of hand and deception skills. your runic power allows.

Property of JR-K 9
Gulp of Air an equivalent amount of times as your runic
Starting at the 13th level you are blessed with power allows.
abilities that allow you and your companions to
explore the depths even deeper than ever Just and Wise
Beginning at the 18th level you have gained the
before. You are now able to cast the spell
‘Water Breathing’ at will. You may use this resolve that a king must have to make the most
ability an equivalent amount of times as your difficult of choices. You are now able to cast the
spell ‘Banishment’ at will. You may use this
runic power allows.
ability an equivalent amount of times as your
Water Weaver runic power allows.
Beginning at the 18th level water is naturally
obedient to you as it bends and bows to your Sif
command. You are now able to cast the spell Sif is the Norse goddess of war. She is identified
‘Control Water’ at will. You may use this ability by her insignia of an upraised sword. Followers
an equivalent amount of times as your runic of Sif are often Chaotic Good. If you are a
power allows. descendent of Sif you will gain the following
features.
Odin
Odin is the Norse god of knowledge and war. He Born Warrior
is identified by his insignia of a watching raven. Starting at the 1st level you gain the Martial
Followers of Odin are often Neutral Good. If you Adept Feat and proficiency with both the
are a descendent of Odin you will gain the athletics and intimidation skills.
following features. Itching to Fight
Beginning at the 7th level you have a craving for
Inspired
Starting at the 1st level you gain the Inspiring the thrill and rush that only a battle can
Leader Feat and proficiency with both the provide. You might even start one. You are now
history and persuasion skills. able to cast the spell ‘Compelled Duel’ at will.
You may use this ability an equivalent amount
Art of War of times as your runic power allows.
Beginning at the 7th level you have amassed
knowledge to tip the scales of war when leading Empowered
others into battle. You are now able to cast the Starting at the 13th level you have embraced the
spell ‘Bless’ at will. You may use this ability an power of war, your ferocious unrelenting
attacks spur on you allies as you destroy your
equivalent amount of times as your runic power
allows. foes. You are now able to cast the spell
‘Crusaders Mantle’ at will. You may use this
Last Hope ability an equivalent amount of times as your
Starting at the 13th level you inspire those runic power allows.
around you to push onwards and surpass their
normal limits. You are now able to cast the spell Last Meal
‘Beacon of Hope’ at will. You may use this ability Beginning at the 18th level you know the rules of
war inside and out like the back of your hand.
Especially that no man should die on an empty

Property of JR-K 10
stomach. You are now able to cast the spell
‘Heroes’ Feast’ at will. You may use this ability
an equivalent amount of times as your runic
power allows.

Thor
Thor is the Norse god of storms and thunder.
He is identified by his insignia of a hammer.
Followers of Thor are often Chaotic Good. If you
are a descendent of Thor you will gain the
following features.

Hot Headed
Starting at the 1st level you gain the Charger feat
and proficiency with both the athletics and
acrobatics skills.

Static
Beginning at the 7th level you are gradually
realising the potential of the energy passed
down to you. You are now able to cast the spell
‘Shocking Grasp’ at will. You may use this ability
an equivalent amount of times as your runic
power allows.

Channelled
Starting at the 13th level you are able to channel
your concentrated energy into an object to
create devastating effects. You are now able to
cast the spell ‘Lighting Arrow’ at will. You may
use this ability an equivalent amount of times as
your runic power allows.

The Storm
Beginning at the 18th level you can predict the
wildness of the storm and call it forth in times
of need. You are now able to cast the spell ‘Call
Lightning’ at will. You may use this ability an
equivalent amount of times as your runic power
allows.

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Runestones WARM
The following is a simplified listing of some of Enchanting an object with the warm rune will
the Runestones that are available for Norden to cause the object to always be satisfyingly warm
use when enchanting items as per their third to the touch. Good for staying warm on those
level ability. Runestones are divided based on dark chilly nights.
their Runic Power Level which indicates what
Runic Power Level 2
level Norden must be to use them effectively.
This list covers all Runestones that can be used
This list is by no means exhaustive of all the
with a Runic Power of 2.
Runestones that I have designed or that can be
used. COMPASS

Runic Power Level 1 Enchanting an object with the compass rune will
This list covers all Runestones that can be used cause the object to rotate itself whenever it is
with a Runic Power of 1. placed down until it is facing true north. (Can
only be used on objects equal to or less than
BRIGHT
medium in size).
Enchanting an object with the bright rune will
cause the object to glow softly in the dark. This DETECT
glow creates enough light to illuminate a 10 Enchanting an object with the detect rune will
foot area. cause the object to faintly glow red when there
are hostile creatures within 30 feet of it.
COLD
Enchanting an object with the cold rune will MENDING
Cause the object to always be refreshingly cold Enchanting an object with the mending rune
to the touch. Good for when you are will cause the object to repair itself over the
overheating or have a fever. course of an hour without the need for
materials or tools.
CLEAN
Enchanting an object with the clean rune will POWER (WEAK)
cause the item to always remain clean. Dirt, Enchanting an object with the weak power rune
blood and other splatter will not stick to the will make the object a +1 magical item.
item.
RETURN
CLEANSING Enchanting an object with the return rune
Enchanting an object with the cleansing rune allows you to expend your bonus action to have
will remove any other previous enchantments the object return to your hand after it has been
reverting the object back to a non-magical item. thrown.

FLOAT SHINING
Enchanting an object with the float rune will Enchanting an object with the shining rune will
cause the object to always float on water cause the object to shine brightly in the dark
regardless of how heavy it is. (Can only be used illuminating 30 feet around it in a bright white
on objects equal to or less than medium in size) light.

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Runic Power Level 3 naked eye. (Can only be used on objects equal
This list covers all Runestones that can be used to or less than medium in size).
with a Runic Power of 3.
LUCKY
BLAZING Enchanting an object with the lucky rune will
Enchanting an object with the blazing rune will cause the object to become lucky allowing you
cause the item to now inflict fire damage to reroll one die rolled when using the item.
instead of its regular damage type.
POWER (MODERATE)
FROSTED Enchanting an object with the weak power rune
Enchanting an object with the frosted rune will will make the object a +3 magical item.
cause the item to now inflict cold damage
UNBREAKABLE
instead of its regular damage type.
Enchanting an item with the unbreakable rune
HEAVY will cause the object to no longer degrade or be
Enchanting an object with the heavy rune will able to break or deteriorate from its original
cause the object to become 10 times heavier form. (Can only be used on objects equal to or
than its normal weight. (Can only be used on less than medium in size).
objects equal to or less than Large in size).
Runic Power Level 5
POWER (MINOR) This list covers all Runestones that can be used
Enchanting an object with the weak power rune with a Runic Power of 5.
will make the object a +2 magical item.
DISENCHANT
SILENT Enchanting an object with the disenchant rune
Enchanting an object with the silent rune causes will cause the object when hit against another
the object itself to no longer make sound from enchanted item to temporarily remove the
its own sources. (Bumping into something else items enchanted ability for up to 1 minute.
with the silent object will still cause noise. Silent
armor will not have disadvantage on stealth). LIGHT
Enchanting an object with the light rune will
Runic Power Level 4 cause the object to become lighter to carry.
This list covers all Runestones that can be used (Can only be used on objects equal to or less
with a Runic Power of 4. than large in size. A heavy weapon will lose its
heavy attribute and a regular weapon will gain
HOVER the light attribute).
Enchanting an object with the hover rune will
cause the item to hover in mid-air when it is let POWER (MAJOR)
go of without falling or moving around. Enchanting an object with the weak power rune
will make the object a +4 magical item.
INVISIBLE
Enchanting an object with the invisible rune SAP
causes the object to become invisible to the Enchanting an object with the sap rune will
cause the object to heal you for half the amount

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of damage (rounded down) that it successfully Level 5 rune or less. Once this enchantment is
deals in an attack. applied, it and the other enchantment before it
cannot be disenchanted or cleansed).
WORTHY
Enchanting an object with the worthy rune will
cause the object to be unable to be picked up
except by those whom the enchanter has
deemed worthy to pick it up.

Runic Power Level 6


This list covers all Runestones that can be used
with a Runic Power of 6.

DESTRUCTIVE
Enchanting an object with the destructive rune
will cause the object to always cause maximum
damage on a successful attack. (All dice will
automatically become their maximum value).

IMMOVABLE
Enchanting an object with the immovable rune
will cause the object to be unable to be moved
for the remainder of its existence. (Can only be
used on objects equal to or less than medium in
size. The effect is instantaneous when the
enchanting is finished. This effect can be
disenchanted or cleansed).

MASTERWORK
Enchanting an object with the masterwork rune
will allow the enchanter to enchant that object
with a total of 2 Runic Power Level 5 or lower
runic enchantments. (Only one of each type of
rune may be used).

POWER (EXTREME)
Enchanting an object with the weak power rune
will make the object a +5 magical item.

SEALED
Enchanting an object with the sealed rune will
cause any enchanted object to become
permanently enchanted. (This enchantment can
be placed over an enchantment of Runic Power

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