TEXT:  
  
  2
  Credits
  Credits
  Author: Owen K.C. Stephens
  Editing: Rogue Genius Games
  Illustration: Valery Sibrikov
  Project Management and Planning: Lj Stephens
  Graphic Design and Layout: Lj Stephens
  Bon Vivant and Planning: Stan!
  Contents Copyright 2020 Rogue Genius Games
  For more information about
  Rogue Genius Games, follow us on Facebook:
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  on Twitter: @Owen_Stephens
  All logos are the trademark of Rogue Genius Games, all rights reserved
  Product Code: RGG5220Jan05
  Published Under the SRD, OGL, and d20 (v 3) 
  License ©2000, Wizards of the Coast, Inc.
  DESIGNATION OF PRODUCT IDENTITY:
  The Rogue Genius Games (RGG) company name 
  and logo; the “52-in-52” and “Runeblades” names 
  and logos; all artwork, backgrounds, and logos; all 
  trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT:
  All game mechanics, proper names of classes, 
  prestige classes, and class features, archetypes, 
  feats, skills, spells, magic items, monsters, rituals, 
  artifacts AND OR the names of abilities presented 
  within this book are Open Game Content as 
  described in Section 1(d) of the License.
   
  
  3
  “Hither came Krona, the Merciless Night and Midnight 
  Serpent, from the drowned lands of Dom’daiel now 
  long lost to memory. At her hip swung Shadowclaw, 
  the soul-drinker, a blade older than the knowledge of 
  humanity. None could say which controlled the other, 
  but all who faced them perished.”
  –From the “Book of Ungol”
  R
  uneblades are among the most powerful 
  weapons ever forged by mortals, though the 
  secret of their construction is nearly lost. They are 
  empowered by ancient true runes, sigils of ineffable 
  power that have defined the nature of reality since 
  long before any language or society existed to try to 
  understand them. A character may find a runeblade 
  linked to their destiny early in their career, even 
  have said weapon be the cause of the circumstance 
  that makes them 
  The existence of runeblades is well understood by 
  scholars and sages, but their true nature is not. They 
  are generally considered little more than unusually 
  powerful magic items, perhaps on the scale with 
  lost relics and ancient artifacts. In truth runeblades 
  are more than that in one crucial aspect. Unlike 
  other powerful rune-empowered weapons (such as 
  the Sword of Kings, or Soul Swords), runeblades 
  don’t just use runes, they attempt to alter them.
  Each runeblade has a themed name that represents 
  the runes that it primarily draws power from, but 
  also has a purpose. Each purpose is a function the 
  runeblade tries to carry out or create. The weapons 
  are not intelligent (as most people understand that 
  term), but instead their very nature causes them 
  to try to alter the universe around them. This is a 
  result of each runeblade being a warp in the fabric 
  of runes, a lens that twists and bends the reality 
  around it to match its own runic existence. While 
  runeblades are not normally sentient or sapient, they 
  do have a drive of PURPOSE, which their innate 
  nature attempts to enforce on both their wielder’s 
  actions, and the universe around them.
  To create a runeblade you create the name first, 
  then add a purpose. Each runeblade has an effective 
  level, though how that is determined varies based 
  on how the GM decided to add runeblades to a 
  campaign (see Runeblade character Options, near 
  the end of this product).
  runeblade names
  runeblade names
  Gythus tore a chunk of bread off the loaf with his 
  teeth, but kept his eyes locked on the pulsating 
  darkness at his companion’s hip. Even in the 
  reflection of his eyes, light by the campfire, that 
  sword was a spindle of total darkness.
  “If it’s so ancient, why is called Shadowclaw? 
  Did its makers think to foresee what language we 
  would use today?”
  One corner of Krona’s mouth quirked upward 
  slightly, but it would be too generous to call the 
  expression a smile.
  “If Shadowclaw was made by creatures capable of 
  what we would recognize as thought, they certainly 
  did not spare any for us or our language. But you 
  are asking the wrong question. It is not, why does 
  this ancient weapon carry a name we recognize in 
  our tongue. It’s why did Shadowclaw and its fellow 
  runeblades mold our language to match its name?
  “And even if we knew the answer to that question, 
  I doubt we would like it.”
  –From the “Book of Ungol”
  Each runeblade has a name, which is the best-
  possible translation of its runic existence into a 
  common tongue. In any language the name is at 
  best an approximation of the true moniker of a 
  runeblade, but anyone touching it (including those 
  struck by it) know the closest their native language 
  can get to its true name.
  Runeblade names (and thus themes and 
  secondary powers) are drawn from either iconic 
  names representing emblems (runic symbols to be 
  admired and emulated, often seen as positive or 
  intimidating traits) or foes (things to be fears and 
  killed, with names designed to suggest the foes are 
  doomed in the in the presence of the runeblade). 
  Whether a runeblade is built around an emblem 
  name or a foe name, the steps for building one are 
  the same. You can roll randomly (roll 1d20, 1-10 
  emblem name, 11-20 for foe name), or just decide 
  if you want a given runeblade to be representation 
  and inspirational, or dreadful and threatening.
  Once you know if the weapon has an emblem 
  name or foe name, you determine a prefix and 
  suffix, which define the runeblade’s final name, 
  runeblades
  runeblades
   
  
  4
  Runeblades
  Runeblades
  and 2/3 of the runeblade’s minor, moderate, and 
  major powers. As a GM you can just select these, 
  or determine each element randomly by rolling 1d6 
  and consulting the appropriate table. If you are a 
  player who had the GM’s permission to begin play 
  with a runeblade as one of the Runeblade Character 
  Options (see that section, toward the end of this 
  product) you should propose what runeblade name 
  and themes you would like to have as part of your 
  character (but ultimately, the GM has final say over 
  what runeblades are allowed into a campaign).
  Once you have the runeblade’s name, 2/3 of its 
  powers are set. While the powers of each name element 
  are set and based on the meaning of that part of the 
  name, you can alter the actual name to match your 
  vision of the runeblade. Each prefix and suffix has a 
  number of suggested alternatives listed in parenthesis 
  after the main name element (and if you wish to be 
  truly random, you can roll 1d4 to determine which 
  of the 4 listed name elements you use). You can also 
  replace name elements with elements that make more 
  sense for your campaign – if dragons are extremely 
  rare but naga are common, having Nagasong as a 
  runeblade makes more sense than Dragonsong. 
  With any suffix, you may wish to make the name 
  two words, or even place a possessive ‘s on the 
  prefix. Thus you can have the foe runeblade name 
  Dragondoom, Dragon Doom, or Dragon’s Doom. 
  The same is true of the alternate prefixes and 
  suffixes. That same weapon could be Drakebane, 
  Sphinx’s End, Wyrm Fall, or any combination of 
  those elements.
  Any name element powers that allow a saving 
  throw have a DC of 10 +1/5th runeblade’s effective 
  level + the runeblade’s bonus to attack rolls. Any 
  that needs a caster level or effect level uses the 
  runeblade’s effective level unless it says otherwise. 
  Any spell granted by the runeblade uses the 
  runeblade’s bonus to attack rolls as its spellcasting 
  ability score modifier unless it says otherwise.
  emblem name Prefixes
  emblem name Prefixes
  EMBLEM NAME PREFIXES
  1
  Dragon
  drake, sphinx, wyrm
  2
  God
  angel, demon, devil
  3
  Pyre
  ash, fire, flame
  4
  Shadow
  nightmare, secret, shade
  5
  Tide
  lake, sea, water
  6
  Twilight
  black, dark, night
  1. dragon (drake, sPhinx, wyrm) 
  1. dragon (drake, sPhinx, wyrm) 
  POWERS
  Minor: Select one energy damage type (acid, cold, 
  fire, lightning, or thunder). When you attack with 
  the runeblade, you can choose for half of its damage 
  to become this energy type. 
  Moderate: You gain a breath weapon of the same 
  energy type as for the runeblade’s minor power. 
  Choose for it to be a 30-foot-cone, or a 60-foot-
  line. It does 1d6 damage per 3 effective levels of 
  the runeblade, and allows a Dexterity saving for 
  half damage. Once you have used this ability, you 
  cannot do so again for one hour.
  Major: Select one of the following benefits. Once 
  this choice it made, it cannot be changed until you 
  gain a new character level.
  Tail: You gain a tail. It has 10-foot reach, and can 
  be used to make attacks with damage of 1d4 per 
  5 effective levels of the runeblade (minimum 1d4).
  Wings: You gain a 30-foot flight speed.
  2. god (angel, demon, devil) 
  2. god (angel, demon, devil) 
  POWERS
  Minor – Select two cantrips from the cleric spell 
  list. You may cast these at will.
  Moderate – Select two spells from the cleric spell 
  list that have a spell level no greater than ¼ the 
  runeblade’s effective level and do not have a range 
  of self. You can cast these spells a total of twice 
  per day (each spell once, or one spell twice). You 
  can change the selected spells whenever you gain a 
  level, or the runeblade gains an effective level.
  Major – Select a spell from the cleric spell list that 
  has a spell level no greater than 1/2 the runeblade’s 
  effective level and does not have a range of self. 
  You can cast this spell once each day.
  3. Pyre (ash, fire, flame) 
  3. Pyre (ash, fire, flame) 
  POWERS
  Minor: You can choose for anything you damage with 
  the runeblade to take 1d4 fire damage the following 
  round. Nothing takes this damage more than once 
  per round. This lights easily ignitable materials.
  Moderate: The runeblade does and additional 1d6 
  fire damage to any target it damages.
   
  
  5
  5th Edition
  5th Edition
  Major: You may choose to have anything you 
  reduce to 0 or fewer hit points with the runeblade 
  (including things that have already been killed or 
  broken but still have a physical form, such as a 
  corpse) that is flammable to turn to ash and blow 
  away, as if destroyed by a disintegrate spell.
  4. shadow (nightmare, seCret, shade) 
  4. shadow (nightmare, seCret, shade) 
  POWERS
  Minor: Once per day you have advantage on all 
  Dexterity (Stealth) checks you make for one minute.
  Moderate: You can a constant nondetection spell.
  Major: You can cast dimension door as a bonus 
  action three times per day. Both your starting 
  point and your destination must be in dim light or 
  darkness, and the maximum range is 50 feet.
  5. tide (lake, sea, water) 
  5. tide (lake, sea, water) 
  POWERS
  Minor: You gain a swimming speed of 20 feet, and 
  attacks with the runeblade are not at disadvantage 
  underwater.
  Moderate: You can breathe water and air, both. 
  Your swim speed increases to 60 feet.
  Major: You gain advantage on attack rolls if you 
  want your target are both in contact with water.
  6. twilight (blaCk, dark, night) 
  6. twilight (blaCk, dark, night) 
  POWERS
  Minor: You gain darkvision with a range of 60 
  feet. If you already had darkvision, add 60 feet to 
  its range.
  Moderate: You can cast darkness five times per day. 
  It can dispel any light spell of a spell level equal to 
  half the runeblade’s effective level or less.
  Major: Your attacks have advantage if both you and 
  your target are in darkness.
  foe name Prefixes
  foe name Prefixes
  FOE NAME PREFIXES
  1
  Dragon
  foe, horror, monster 
  2
  God
  angel, archon, demon, devil 
  3
  Giant
  king, hero, titan 
  4
  Mage
  curse, hexer, sorcery 
  5
  Shadow
  night, secret, thief 
  6
  Sword
  axe, claw, weapon 
  1. dragon (foe, horror, monster) 
  1. dragon (foe, horror, monster) 
  POWERS
  Minor: The first time each day you take acid, 
  cold, fire, lightning, or thunder damage, you gain 
  resistance to that energy type for the rest of the day. 
  This applies to the damage that triggers this ability.
  Moderate: The runeblade gains advantage on 
  attacks against dragons, grants advantage to saving 
  throws against effects created by dragons and 
  creatures that have dragon or draconic in the name 
  of their species, background, or any class features 
  (such as draconic bloodline sorcerers).
  If the GM uses this name element to represent 
  some other type of creature, this benefit can apply 
  to creatures of that type and spellcasters linked to 
  those creatures.
  Major: The runeblade does +2d10 extra damage 
  against the creatures its moderate powers work on, 
  and it grants resistance to attacks from such creatures.
  2. god (angel, demon, devil) 
  2. god (angel, demon, devil) 
  POWERS
  Minor: You gain the benefits of protection from evil 
  and good.
  Moderate: As a bonus action you can choose to 
  extend your minor benefit to all allies within 20 feet 
  of you. They last for one minute.
  Major: You can cast banishment once per day. It has a 
  spell level equal to half the runeblade’s effective level.
  3. giant (king, hero, titan) 
  3. giant (king, hero, titan) 
  POWERS
  Minor: You can cast enlarge on yourself as a bonus 
  action once per day.
  Moderate: You can cast reduce on any creature 
  larger than yourself once an hour.
  Major: Every time you damage a target with your 
  runeblade, you can also target it with a ray of 
  enfeeblement as a bonus action.
  4. mage (Curse, hexer, sorCery) 
  4. mage (Curse, hexer, sorCery) 
  POWERS
  Minor: One a day, you can gain advantage on one 
  saving throw.
  Moderate: You gain resistance to damage from spells. 
  Major: You gain advantage on saving throws 
  against spells.
   
  
  6
  Runeblades
  Runeblades
  5. shadow (night, seCret, thief) 
  5. shadow (night, seCret, thief) 
  POWERS
  Minor: Once per day you can gain advantage on a 
  Wisdom (Perception) check.
  Moderate: You can cast locate creature as a bonus 
  action once per day.
  Major: You are always allowed a saving throw 
  whenever an illusion or shadow spell would affect 
  you (even if the spell does not normally allow a 
  saving throw). On a successful save, the spell has 
  no effect on you.
  6. sword (axe, Claw, weaPon) 
  6. sword (axe, Claw, weaPon) 
  POWERS
  Minor: You gain resistance to damage from the first 
  weapon attack to hit you. You regain this ability 
  with a short rest.
  Moderate: You gain advantage on the first attack 
  roll you make to disarm a weapon. You regain this 
  ability with a short rest.
  Major: When you successfully disarm a nonmagic 
  weapon, you may choose to break it.
  emblem name suffixes
  emblem name suffixes
  EMBLEM NAME SUFFIXES
  1
  -Bringer
  beacon, caller, kin/kith 
  2
  -Claw
  fang, roar, talon 
  3
  -Edge
  blade, fist, might 
  4
  -Dawn
  light, morning, sun
  5
  -Elder
  ancient, progenitor, source 
  6
  -Song
  storm, thunder, voice 
  1. -bringer (beaCon, Caller, kin/kith) 
  1. -bringer (beaCon, Caller, kin/kith) 
  POWERS
  Minor: Once per day you can cast conjure minor 
  elementals. However, if the runeblade’s effective 
  level is 3rd or 4th, you can only summon half as many 
  elementals as normal, round down. The summoned 
  elementals take an appearance similar to creatures 
  appropriate to the runeblade’s name (Dragon 
  Bringer summons elementals that look like dragons, 
  God Bringer summons outsiders that look like divine 
  servants, and so on). All the creatures you summon 
  share one language of your choice.
  This spell has an effective spell level equal to ½ 
  the runeblade’s effective level.
  Moderate: You can now use your summoning ability 
  twice per day. You can choose to cast conjure elementals, 
  but this otherwise functions as the minor ability.
  Major: You can now use your summoning ability 
  four times per day. You can expend four uses of this 
  ability to cast the spell as a bonus action.
  2. -Claw (fang, roar, talon) 
  2. -Claw (fang, roar, talon) 
  POWERS
  Minor: As long as you are conscious and not 
  helpless, your runeblade cannot be taken from you.
  Moderate: When you attack the same target more than 
  once with the runeblade in the back-to-back rounds, 
  the runeblade gains an additional +1 bonus and does 
  an additional +1d6 damage for each previous hit. This 
  resets at the beginning of every third round.
  Major: You can make an attack with the runeblade 
  as a bonus action.
  3. -edge (blade, fist, might) 
  3. -edge (blade, fist, might) 
  POWERS
  Minor: Your runeblade functions as doing bludgeoning, 
  piercing, or slashing damage for purposes of ignoring 
  resistance and triggering vulnerabilities.
  Moderate: Your runeblade functions as being made 
  of any metal for purposes of ignoring resistance and 
  triggering vulnerabilities.
  Major: Once you have your runeblade in your close 
  proximity for at least 24 hours, as a bonus action 
  you can teleport your runeblade to you as if it cast 
  plane shift or teleport at will. 
  4. dawn (light, morning, sun)
  4. dawn (light, morning, sun)
  POWERS
  Minor: You can cast light five times per day. It can 
  dispel any darkness spell of a spell level equal to 
  half the runeblade’s effective level or less.
  Moderate: The runeblade’s light spell is sufficient 
  to trigger the penalties for creatures with light 
  sensitivity and light blindness unless it is negated.
  Major: You gain advantage on attacks against 
  creatures with vulnerability or sensitivity to light 
  (such as vampires and wraiths).
  5. elder (anCient, Progenitor, sourCe)
  5. elder (anCient, Progenitor, sourCe)
  POWERS
  Minor: Once per day you can gain advantage on 
  any Intelligence check.
   
  
  7
  5th Edition
  5th Edition
  Moderate: You are immune to fear effects. If you 
  are already immune to fear effects, you can grant 
  this immunity to a single creature within 30 feet of 
  you that you can see and hear. The immunity lasts 
  until you grant it to an additional creature.
  Major: You can cast true seeing twice per day. You 
  do not age.
  6. -song (storm, thunder, voiCe) 
  6. -song (storm, thunder, voiCe) 
  POWERS
  Minor: Once per day you can gain advantage on a 
  Wisdom (Persuasion) check.
  Moderate: The runeblade does an additional 1d6 
  thunder damage on a successful hit. 
  Major: You are immune to spells that do not work if 
  you don’t understand the caster’s language.
  foe name suffixes
  foe name suffixes
  FOE NAME SUFFIXES
  1
  -Death
  gallows, grave, tomb
  2
  -Doom
  bane, end, fall 
  3
  -Master
  king/queen, lady/lord, tyrant 
  4
  -Slayer
  hunter, killer, knight 
  5
  -Smasher
  crusher, hammer, smiter 
  6
  -Wraith
  echo, ghost, memory 
  1. -death (gallows, grave, tomb) 
  1. -death (gallows, grave, tomb) 
  POWERS
  Minor: Any successful attack your runeblade makes 
  against an incapacitated, paralyzed, exhausted, or 
  retrained creature is a critical hit.
  Moderate: When the runeblade damages a target, 
  it must succeed at a Constitution saving throw or 
  its regeneration stops for 1d4 rounds, and it cannot 
  benefit from magic healing for 1 round.
  Major: Whenever your attack roll with your 
  runeblade is a 15 or greater (the d20 shows a 15-
  20), and the attack hits and damages your target, the 
  attack deals an additional amount of damage equal 
  to half the runeblade’s effective level.
  2. -doom (bane, end, fall) 
  2. -doom (bane, end, fall) 
  POWERS
  A Doom weapon has a specific creature type (or 
  similar category)as its antithesis, as determined by 
  its name prefix and defined below:
  1. Dragon (dragons), 2. God (celestials/fiends ), 3. 
  Giant (giants), 4. Mage (spellcasters), 5. Shadow 
  (undead), 6. Sword (constructs, siege weapons, 
  structures, traps) 
  Minor: Your runebalde does an additional 1d5 
  damage with attacks against its antithesis.
  Moderate: The first time you hit a creature that is 
  your runeblade’s antithesis, you can force the target 
  to make a Constitution save. On a failed save, you 
  can either cause it to be unable to use any spells, for 
  1d4 rounds, or prevent it from have advantage on 
  any rolls for 1d4 rounds.
  Major: When you have been attacked  by your 
  runeblade’s antithesis within the past minute, as 
  a standard action you can cast on yourself greater 
  restoration, regenerate, or heal. This power can be 
  used twice per day, but not more than once a minute.
  3. -master (king/queen, lady/lord, tyrant)
  3. -master (king/queen, lady/lord, tyrant) 
  POWERS
  Minor: You can cast command twice per day 
  as a move or swift action. Any creature with an 
  Intelligence of 3 or greater and that knows any 
  language is subject to this, and is considered to 
  understand the language you use for your command.
  Moderate: You have a permanent zone of truth that 
  only affects creatures damaged by your runeblade 
  in the past day.
  Major: Once per day, you can cast dominate monster 
  on a creature you damaged with your runeblade in 
  the past 24 hours.
  4. -slayer (hunter, killer, knight)
  4. -slayer (hunter, killer, knight)
  POWERS
  Minor: You gain advantage on the first attack roll 
  you make. This ability is restored after a short rest.
  Moderate: If an attack roll with the runeblade is a 
  19 or 20 on the die, and the attack hits the target’s 
  AC, it is a critical hit. 
  Major: Once per day when you damage a target 
  with your runeblade you can force it to succeed at a 
  Constitution saving throw or die.
  5. -smasher (Crusher, hammer, smiter) 
  5. -smasher (Crusher, hammer, smiter) 
  POWERS
  Minor: Your runeblade can do its normal damage 
  type, or bludgeoning damage. If it already does 
  bludgeoning damage, it deals +1 extra damage. 
   
  
  8
  Runeblades
  Runeblades
  Three times per day, when you do bludgeoning 
  damage to a target with your runeblade, you can 
  force it to attempt a Constitution saving throw. If it 
  fails, it is gains 1 level of exhaustion for 1d4 rounds.
  Moderate: When you do bludgeoning damage 
  with your runeblade, if your attack roll exceeds the 
  target’s AC by 3 or more, you may knock it prone.
  Major: You can cast compelled duel at will.
  6. -wraith (eCho, ghost, memory) 
  6. -wraith (eCho, ghost, memory) 
  POWERS
  Minor: You can cast invisibility as a bonus action three 
  times per day. The spell has a duration of 1 round.
  Moderate: You can cast blur as a bonus action three 
  times per day.
  Major: You can cast blink as a bonus action twice 
  per day.
  sPeCial PurPose
  sPeCial PurPose
  Gythus swore as Hrulden Hel’s head went flying, 
  severed from the fat sorcerer’s body by one blow of 
  Krona’s accursed weapon.
  “You fool! We needed to question him.”
  “Oh yes, we did.” Krona held Shadowclaw at full 
  arm’s length, and for the first time Gythus saw some 
  reflection in the blade. The light flickered faintly, 
  but the face of Hrulden Hel could be made out in 
  the light, expression shocked, mouth agape in a 
  silent scream.
  “And I suspect he’ll be much more cooperative 
  this way.”
  –From the “Book of Ungol”
  PurPose desCriPtions
  PurPose desCriPtions
  TABLE: RUNEBLADE PURPOSES
  1
  Gate-Crasher 
  2
  Luck-Bender
  3
  Siege-Breaker
  4
  Soul-Drinker
  5
  Spell-Breaker
  6
  Vampiric
  Each runeblade has a special purpose which grants 
  powers in addition to its thematic powers drawn 
  from its name elements, but also imposes an onus 
  on the wielder. A runeblade wielder can fight this 
  onus, but in time it nearly always wins out, at least 
  in part, unless the wielder finds the strength to put 
  down the blade and walk away.
  When an onus calls for a saving throw to resist 
  its compulsion, the DC of the save is 10 +1/5th 
  runeblade’s effective level + the runeblade’s bonus 
  to attack rolls. Some actions that allow a character to 
  avoid of fulfil such an onus note they have specific 
  alignment descriptors, such as being described as 
  an evil act. Undertaking such an act has the same 
  consequences as any act of that type—a single evil 
  act will not change your alignment, but a GM and 
  player may need to have a conversation about a 
  character’s alignment if such actions occur regularly.
  You can select an appropriate purpose that 
  matches the runeblade’s overall description, or you 
  can roll 1d6 to determine its purpose randomly. 
  PurPose desCriPtions
  PurPose desCriPtions
  Each purpose, along with is powers and onus, are 
  described below.
  1. gate-Crasher
  1. gate-Crasher
  A gate-crasher runeblade wishes to tear down and 
  destroy defenses. It gains a +1 bonus to attack rolls 
  against foes that have a shield or cover. You lose 
  this bonus, and take a -1 penalty to all your attack 
  rolls, if you benefit from cover or a shield against 
  an attack that misses you. The lasts until the end of 
  your next round.
  Minor: You have advantage on Strength checks to force 
  open or break down doors, gates, and similar defenses. 
  Moderate: Your runeblade ignores bonuses to AC 
  from shields and cover.
  Major: Your runeblade can score critical hits against 
  objects. If it scores a critical hit against a structure 
  it does triple damage, rather than double damage.
  Onus: If a foe has a shield, vehicle, or defensive 
  position, the wielder must attack that foe in 
  preference over a foe that does not have such things 
  (if one is present). Ignoring this onus requires a 
  Wisdom saving throw, with the DC increasing by 1 
  each time the wielder ignores it. Anytime you fulfill 
  the onus, the DC of Will saves to resist it resets. If 
  you successfully resist the onus, you take a -1 penalty 
  to AC until you successfully attack a creature with a 
  shield, vehicle, or defensive position.
  Damaging a creature with a shield, vehicle, or 
  defensive position for the sole purpose of removing 
  this AC penalty is an evil act.
   
  
  9
  5th Edition
  5th Edition
  2. luCk-bender
  2. luCk-bender
  A luck-bender runeblade exists to see unlikely things 
  happen. This both causes it to reward dangerous, 
  irresponsible behavior, and (sometimes) give 
  assistance when the wielder would normally fail 
  at a task. The wielder may choose to invoke the 
  runeblade as a free action at the beginning of their 
  round as a free action. Roll 1d12. On a 1-6, the 
  wielder gains a +1 bonus to all attack rolls, skill and 
  ability score checks, and saving throws. On a 7-9, the 
  wielder gains no bonus. On a 10-12 the wielder takes 
  a -1 penalty to the same rolls and checks and cannot 
  spend a luck point from the runeblade that round.
  The wielder has a pool of luck points. These reset 
  to one luck point each day, and the pool can have 
  a maximum number of luck points equal to ¼ the 
  runeblades effective level (minimum 1), plus the 
  wielder’s Charisma bonus (minimum +1).
  You can spend luck points using the powers 
  of the runeblade, and gain them under specific 
  circumstances as detailed below.
  • If you have less than a 25% chance of 
  succeeding at an action that has significant 
  consequences if you fail (see onus, below), 
  you gain one luck point for attempting it as 
  long as you do not spend any luck points on 
  the attempt.
  • If you roll a natural 1 on an attack roll, skill 
  check, or saving throw while attempting actions 
  that have significant consequences if you fail 
  (see onus, below), you gain 1 luck point.
  • If a foe scores a critical hit against you, you 
  gain 1 luck point.
  You can spend all current luck points to reroll any 
  one result that is entirely random (not affected by 
  level, ability scores, skill ranks, and so on, such as 
  there being a 50% chance a given town has a cleric 
  in it.)
  Minor: You can spend a luck point to add 1d8-4 
  (minimum +0) to any skill check or ability check. 
  You make this decision after you know your die roll 
  total, but before you know the result of the roll.
  Moderate: You can spend a luck point to add 1d8-
  4 (minimum +0) to any saving throw you make. 
  You make this decision after you know your die 
  roll total, but before you know the result of the roll. 
  Additionally, you skill check luck bonus becomes 
  1d6-2 (minimum +0).
  Major: You can spend a luck point to add 1d8-
  4 (minimum +0) to any attack roll you make. 
  You make this decision after you know your die 
  roll total, but before you know the result of the 
  roll. Additionally, your saving throw luck bonus 
  becomes 1d6-2 (minimum +0).
  Onus: The owner of a luck-bender runeblade is 
  consistently pressured to take risks. Each day if the 
  owner does not attempt one attack roll, skill check, 
  or saving throw that requires a roll of 15 or better on 
  the d20 to succeed, the maximum number of luck 
  points available from the runeblade is reduced by 1 
  until the owner does attempt such a check. Such a 
  roll must be one with real potential consequences as 
  defined by the GM, such as when fighting a level-
  appropriate foe or making a check failure of which 
  results in noteworthy damage or penalties.
  A character can take needless risks to fulfill this 
  requirement and reduce their chance of success 
  on a check to only functioning if the roll is 15 or 
  higher—making a fancy behind-the-back weapon 
  attack, adding an unnecessary flip to a jump, 
  mumbling an insult every few sentences during a 
  negotiating, and so on. Doing so is a chaotic act.
  3. siege-breaker
  3. siege-breaker
  A siege-breaker runeblade exists to change the odds 
  of an outnumbered, defensive force. It encourages 
  bold assaults against large numbers of foes, and 
  leaving allies and defenders behind to directly 
  assault the heart of an opposing force. You gain a 
  +1 bonus to AC against attack from the second and 
  subsequent creatures each round to attack you.
  Minor: You gain a +2 circumstance bonus to 
  AC against attack from the third and subsequent 
  creatures each round to attack you.
  Moderate: When you are outnumbered by foes within 
  30 feet of you, and have no allies within 30 feet of 
  you, you gain a +2 bonus to attack rolls and AC.
  Major: When you are outnumbered by foes within 30 
  feet of you, and have no allies within 30 feet of you, 
  you heal 2 hit points at the beginning of every round. 
  Under these circumstances you also immediately 
  heal a number of hp equal to 1/10th a creature’s max 
  hp you kill a foe or knock them unconscious.
  Onus: If the wielder cannot attack and be attacked 
  by multiple foes, and there is a position from which 
  the wielder can attack and be attacked by multiple 
  foes, the wielder must move toward that position 
  each round. This onus can be resisted with a 
   
  
  10
  10
  Runeblades
  Runeblades
  successful Will saving throw. If you resist this, you 
  suffer a -1 penalty to Dexterity and Constitution 
  saves until you do take a position where you can 
  attack and be attacked by multiple foes.
  Starting a fight with group of creatures specifically 
  to lift the onus penalty is an evil and chaotic act.
  4. soul-drinker
  4. soul-drinker
  A soul-drinker runeblade takes some vital spark of 
  animation from the soul of creatures it is used to kill. It 
  does not drink their entire soul—their spirits can still be 
  found as normal in the afterlife, but a crucial element 
  of their soul that attaches them to the knowledge and 
  concerns of the mortal realm is removed.
  A creature slain by a soul-drinker runeblade 
  cannot be turned into an undead or returned to life 
  without the soul-drinker runeblade being present.
  Minor Power: Once per day you can use speak with 
  dead to ask one question of the last creature slain 
  by the runeblade. This functions as if the creature’s 
  entire corpse was available, and you automatically 
  share a language with the creature. If its alignment 
  is within one step of yours it does not answer 
  cryptically (though it is still brief and may not 
  know the answer), and even if it is hostile to you it 
  never lies to you (though it may give an evasive or 
  misleading answer).
  Once you have asked a specific slain creature one 
  question, you cannot ask it more questions at a later 
  date using this minor power.
  Moderate: As the minor power, but you receive on 
  question per 2 effective levels of the runeblade.
  Major: Once each week you can cast speak with soul 
  targeting any creature you have slain with the runeblade.
  Onus: If you go 7 days without killing a sentient, 
  sapient creature with the runeblade, you suffer a -5 
  penalty to all skill checks until you do so. 
  Killing a sapient, sentient creature purely to 
  satisfy the runeblade’s onus is an evil act.
  5. sPell-breaker
  5. sPell-breaker
  A spell-breaker runeblade specifically wants to end 
  magic effects and harm spellcasters. It gains a +1 
  bonus to attack rolls against any creature with spells. 
  SPELL-BREAKER RUNEBLADE POWERS
  Minor: Once per day you can cast dispel magic as a 
  bonus action against any creature you damage with 
  your runeblade this round.
  Moderate: If you roll a natural 2o on a saving throw 
  against a spell, you are immune to that spell for 1 day.
  Major: A foe adjacent to you must succeed as a 
  Dexterity saving throw to cast a spell.
  Onus: If there is a spellcasting foe present, the 
  wielder must attack that target in preference to 
  any non-spellcasting foe. A Wisdom saving throw 
  allows the wielder to overcome this onus, but all 
  saving throws against things other than spells 
  thereafter suffer a -1 penalty until the weapon is 
  used in an attack against a spellcaster.
  Attacking a spellcaster purely to remove the 
  saving throw penalty is an evil act.
  6. vamPiriC
  6. vamPiriC
  A vampiric  runeblade specifically wants to taste bloody 
  wounds. It gains a +1 bonus to attack rolls against living 
  creatures able to bleed, and a -1 penalty to attack rolls 
  against anything else (including inanimate objects, 
  things immune to critical hits, things without blood (or 
  a near facsimile such as ichor) and anything specifically 
  immune to bleeding.
  VAMPIRIC RUNEBLADE POWERS
  Minor: Whenever your attack roll with your 
  runeblade is a 15 or greater (the d20 shows a 15-
  20), and the attack hits and damages your target, the 
  damage dealt cannot be healed with magic healing 
  without a successful caster level check against the 
  runeblade’s effective level.
  Moderate: Whenever your attack roll with your 
  runeblade is a 15 or greater (the d20 shows a 15-20), 
  and the attack hits and damages your target, you 
  recover 1d6 hit points per 5 levels of the runeblade 
  (minimum 1d6), to a maximum number of hp equal 
  to the damage dealt to the target.
  Major: You always succeed at death saves.
  Onus: Once the blade is drawn, it cannot be 
  sheathed again until it has tasted deep blood. Any 
  successful attack made against a creature that is 
  not an ally that does lethal damage and made to the 
  best of the wielder’s ability qualifies as deep blood. 
  Otherwise, the wielder must cut themselves before 
  sheathing the blade, taking maximum damage from 
  the weapon (not counting any benefit of the wilder’s 
  own strength or abilities).
  A successful Wisdom saving throws allows the 
  wielder to overcome this onus, but all attack rolls 
  made with the runeblade thereafter suffer a -2 
  penalty until it next tastes deep blood.
  Attacking a creature just to satisfy this need, or 
  keeping a creature as hostage or prisoner in case 
  there is a need to satisfy it later, is an evil act.
   
  
  11
  11
  5th Edition
  5th Edition
  runeblade 
  runeblade 
  Powers by level
  Powers by level
  Krona leaped back from the giant’s mighty 
  hammerblow, disappearing into a deep shadow 
  cast by the evening sun across the old keep’s ruins. 
  Gythus clenched his teeth, and raised his shield. 
  Despite years of partnership, even time she left his 
  sight in a battle, he feared this was the time she 
  would truly abandon him.
  But as the misshapen King of Basalt Tor 
  advanced on him, iron hammer the size of a tree 
  raised about its head, Gythus saw Krona dash 
  out from a different shadow, dozens of feet from 
  where she disappeared, and bury Shadowclaw 
  into the giant’s ankle. Blood sprayed, and the 
  monstrosity’s skin toon on a shadowy paleness he 
  has seen many times before. It fell to its knees, its 
  eyes an expression of shock, and then collapsed 
  onto its side, motionless.
  Gythus marched up to the victor, and the woman 
  who wielded it. He did not entirely lower his 
  shield’s guard.
  “Since when can it do that? Carry you from 
  shadow to shadow?”
  Krona shrugged. “Just now? This month? A 
  week? The important thing is, the Keep of Basalt 
  Tor is ours!”
  Gythus was convinced she did not include him in 
  that declaration of plural ownership.
  –From the “Book of Ungol”
  A runeblade has powers defined by its name elements 
  and purpose, and granted over time at different 
  levels. How to determine the runeblade’s effective 
  level depends on which runeblade character option 
  you select (see below), but the following table 
  shows which powers are gained when.
  A runeblade can be any weapon type, but normally 
  finds its way into the hands of a creature able to 
  wield it with great skill (a GM generally should 
  make a runeblade a weapon the character receiving 
  it is most proficient with, and allow a player taking 
  a runeblade as part of their background to select 
  what kind of weapon it is).
  Powers by 
  Powers by 
  attunement level
  attunement level
  These are runeblade’s powers based on its 
  effective level.
  Level 1: You gain a +1 bonus to attack rolls 
  made with this magic weapon. 
  Level 2: Minor Power from Name Prefix.
  Level 3: Minor Power from Name Suffix.
  Level 4: You gain a +1 bonus to attack and 
  damage rolls made with this magic weapon.
  Level 5: Minor Power from Purpose.
  Level 6: You gain a +1 bonus to AC while 
  wielding your runeblade.
  Level 7: Moderate Power from Name Prefix.
  Level 8: You gain a +1 bonus to attack rolls, and 
  a +2 bonus to damage rolls made with this magic 
  weapon.
  Level 9: Moderate Power from Name Suffix.
  Level 10: You gain a +1 bonus to saving throws 
  while wielding your runeblade.
  Level 11: Moderate Power from Purpose.
  Level 12: You gain a +2 bonus to attack and 
  damage rolls made with this magic weapon.
  Level 13: Major Power from Name Prefix.
  Level 14: The Soul Sword does an additional 
  +1d6 damage with every successful attack. This 
  damage is not multiplied on a critical hit. 
  Level 15: Major Power from Name Suffix.
  Level 16: You gain a +2 bonus to attack rolls 
  and +3 bonus to damage rolls made with this 
  magic weapon.
  Level 17: The runeblade’s bonus damage 
  increases to +2d6.
  Level 18: You gain a +2 bonus to AC while 
  wielding your runeblade.
  Level 19: Major Power from Purpose.
  Level 20: You gain a +3 bonus to attack and 
  damage rolls made with this magic weapon.
   
  
  12
  12
  Runeblades
  Runeblades
  runeblade 
  runeblade 
  CharaCter oPtions
  CharaCter oPtions
  Krona slumped in her throne, her drunken eyes 
  wandering aimlessly through the great hall. Dancers 
  danced, revelers drank and sang, but none of it 
  touched her heart. Her remaining withered, liver-
  spotted hand rested lightly on Shadowclaw’s pommel, 
  one long, gnarled finger gently tapping on it.
  With speed none expected, she leaped to her feet 
  and swung the deadly weapon in an arc that ended 
  a hair’s breadth from the neck of a young jester, 
  who crouched motionless in wide-eyed shock where 
  he had been when he dared touch the weapon.
  Krona’s voice was a growl. “For a thousand 
  years, this curse has found the blood of my family 
  to serve it. And you think you can just take it? Make 
  the horrid thing yours? Then you may have it, fool!”
  There was no sounds in the hall as Krona shoved 
  the unshining, black blade at the hapless servant, 
  who raised his hands up and way from it, falling 
  away from her onto his backside, scrambling to 
  escape as quickly as he could by kicking his legs 
  and scooting awkwardly across the floor.
  “No? Don’t want it after all?! Does anyone?”
  The hall was silent. Krona sat once more, but 
  slowly, in obvious pain.
  “But yet, perhaps it is time. Perhaps my sentence 
  is served. Gythus!”
  The elderly man approached, alone of all those in 
  the hall to not show open fear. His long white beard 
  was braided, his head bald and pale as an egg.
  “Yes, my queen?”
  “You have found them?”
  He nodded. “Five girls, with vastly distant but true 
  ties to your bloodline, all between the ages of 17 and 
  27. The first, Elrykka, is training to be an alchemis...”
  Krona silenced him with the wave of her hand.
  “I shall decide what they are to be. Bring them 
  all to me. Now.”
  Gythus bowed once, then turned and walked from 
  the throne.
  “Sing, damn your hides.” Krona grunted. “Dance! 
  Bring me mead!”
  Nervously, but not without energy, the hall burst 
  into movement again.
  Krona returned to the same posture on her throne, 
  the same finger tapping the ebony pommel.
  “Or, I suppose You shall decide what they are to 
  be, Old Devil. One of them, anywise.”
  –From the “Book of Ungol”
  Runeblades are similar enough to the Sword 
  of Kings and Soul Swords (see the eponymous 
  books describing those weapons) to use the same 
  methods of determining its effective level as those 
  runic weapons do. However, runeblades are also 
  classically an integral part of a character concept 
  from the character’s origin. Whether the runeblade 
  is an inheritance from a bygone age, a gift to the 
  family from the gods, or is considered the true 
  “player character,” with the actual PC presented 
  as a meat puppet, some character concepts work 
  better if a runeblade is part of the character’s class 
  features from the jump.
  And that can be done with the Class Variant rules 
  option.
  Class variant
  Class variant
  You can treat “Runeblade Wielder” as a class 
  variant available to every character class. The 
  character gives up their background (as having a 
  runeblade becomes the defining moment of their 
  background), and the variable class specialization 
  each class gains. Thus the runeblade wielder gives 
  up the primal path of a barbarian, college of a 
  bard, divine domain of a cleric, circle of a druid, 
  martial archetype of a fight, monastic tradition of 
  a monk, sacred oath of a paladin, archetype of a 
  ranger or rogue, logos of a runecaster (see Master 
  Class: Runecaster), sorcerous origin of a sorcerer, 
  otherworldly patron of a warlock, and arcane 
  tradition of a wizard.
  Additionally, a Runeblade Wielder cannot be 
  attuned with any other magic item while attuned 
  to their runeblade. Runeblades are powerful and 
  jealous, and do not like sharing your spirit or 
  attention with any other item. The exception to this 
  is the runecaster, for whom runeblades count only 
  as two item attunements due to the runecaster’s 
  mastery of the runic energies within a runeblade.
  In return, the character begins with a runeblade 
  of their choice at 1st level, and its effective level is 
  equal to their level. If the runeblade is ever lost, 
  stolen, or destroyed, someone it is returned or 
  replaced when the character next gains a level, or 
  91 days have passed.
   
  
  13
  13
  5th Edition
  5th Edition
  true artifaCts
  true artifaCts
  Faferdra adjusted the heavy weight of the dratted 
  sword once more, trying to find a comfortable 
  position for the strap that held it over her shoulder.
  “Are you sure you want that thing?”
  The big northern woman smiled at the tiny 
  woman Grayheldkin, whom she had traveled with 
  so many miles already.
  “It bought my aunt a kingdom didn’t it?”
  “A kingdom now in awash in blood and flames.”
  Faferdra shrugged. “She wasn’t a very good 
  queen. Left no heir, barely left her throne room the 
  past few years. I’d have you to help me be better.”
  Grayheldkin shot her a dubious look.
  “Besides,” Faferdra continued as if she hadn’t 
  noticed. “It whispers to me in my sleep.”
  “Is that supposed to make me feel better?”
  “It should! Because its whispers tell me my aunt 
  never found it’s true potential. It’s great now, yes. 
  But it could be ... more.”
  –From the “Book of Ungol”
  The runic weapons in the January 52-in-52 releases – 
  the Sword of Kings, Soul Swords, and runeblades are 
  among the most powerful weapons likely to fall into 
  PC hands, but in generally they fall short of being as 
  powerful as true artifacts. They can be boosted to minor 
  artifact status by just giving them their 15th-20th level 
  powers without requiring a character to pay any price 
  for that benefit. But if you want to take them to the next 
  step of true artifacts, you may wish to combine two 
  such weapons, and then add the general guidelines for 
  artifacts (which may be indestructible, or only have one 
  way they can be destroyed, be beyond the effect of any 
  mortal spell, weapon, or ability and so on).
  You can also create a rock-paper-scissors situation if 
  you wish. The Sword of Kings might be beyond the power 
  of any other item... except the rune-warping purpose of 
  runeblades. Runeblades, in turn, can ignore the effects of 
  nearly every device and item, but are themselves subject 
  to the soul-fueled power of Soul Swords. Soul Swords 
  can survive and recover from nearly any damage or 
  effect, except the might of the Sword of Kings.
  This is a purely narrative choice on the GM’s part, but it’s 
  a fun way to add some depth and potential plot concerns to 
  a campaign that use these powerful weapons, and can lead 
  to its own narrative possibilities if the players decide they 
  must seek one such weapon to deal with another.
   
  
  14
  14
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  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2009 Purple Duck 
  Creations; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike 
  Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz 
  Grubnik, Charles R. Wenzler Jr.
  5e Options: Rogue Archetypes Shadow Warrior ©2015, Rogue Genius Games. Designers: 
  Owen K.C. Stephens and Rich E. Howard.
  Midgard Heroes © 2015 Open Design; Author: Dan Dillon.
  Fifth Edition Feats. Copyright, 2016 Total Party Kill Games. Author(s): Brian Berg.
  Unspeakable Knowledge Copyright 2018, Schwalb Entertainment, LLC. Author Robert J. 
  Schwalb.
  Runeblades, 5e © 2020, Owen K.C. Stephens; Author: Owen K.C. Stephens. Project manager 
  and Planning: Lj Stephens. Bon Vivant: Stan!
   
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Rogue Genius Games (RGG)/RGG.-.52in52.-.Bk05 - Runeblades 5e.pdf