Jsk Scion:Rune List

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1st-Level Runes

 * Rune of Acid: Your weapon is imbued with the magic of the Acid Splash spell. You can cast this spell using your weapon as an action.
 * Rune of Concentration: While your rune weapon is within 5 feet of you, you make Constitution saving throws to maintain your concentration on a spell with advantage.
 * Rune of Deflection: Your weapon is imbued with the magic of the Blade Ward spell. You can cast this spell using your weapon as an action.
 * Rune of Disorder: Your weapon is imbued with the magic of the Mind Sliver spell. You can cast this spell using your weapon as an action.
 * Rune of Earth: Your weapon is imbued with the magic of the Mold Earth spell. You can cast this spell using your weapon as an action.
 * Rune of Fire: Your weapon is imbued with the magic of the Fire Bolt spell. You can cast this spell using your weapon as an action.
 * Rune of Focus: You can use your weapon as a spellcasting focus for your spells.
 * Rune of Frost: Your weapon is imbued with the magic of the Frostbite spell. You can cast this spell using your weapon as an action.
 * Rune of Guidance: Your weapon is imbued with the magic of the Guidance spell. As long as your rune weapon is within 5 feet of you, you can gain the benefits of this spell at will without needing spellcasting components (no action required). Once you have used the magic of this rune, it cannot be used again for 1 hour.
 * Rune of Ice: Your weapon is imbued with the magic of the Ray of Frost spell. You can cast this spell using your weapon as an action.
 * Rune of Illusion: Your weapon is imbued with the magic of the Minor Illusion spell. You can cast this spell using your weapon as an action.
 * Rune of Inspiration: While your rune weapon is within 5 feet of you, anytime you roll a natural 1 on a d20 you gain inspiration. You can expend inspiration to grant yourself advantage on a d20 roll (no action required). You cannot have more than one inspiration at a time.
 * Rune of Light: Your weapon is imbued with the magic of the Light spell. You can start or end the effects of the Light spell on your weapon at will (no action required).
 * Rune of Lightning: Your weapon is imbued with the magic of the Lightning Lure spell. You can cast this spell using your weapon as an action.
 * Rune of Mending: Your weapon is imbued with the magic of the Mending spell. Touching your weapon against a target, you can cast this spell as an action, instead of using 1 minute to cast the spell.
 * Rune of Mercy: Your weapon is imbued with the magic of the Spare the Dying spell. You touch your weapon against the target to use this spell.
 * Rune of Messaging: Your weapon is imbued with the magic of the Message spell. Instead of pointing your finger at a target, you point your weapon at the target.
 * Rune of Poison: Your weapon is imbued with the magic of the Poison Spray spell. You can cast this spell using your weapon as an action.
 * Rune of Radiance: Your weapon is imbued with the magic of the Word of Radiance spell. You can cast this spell using your weapon as an action.
 * Rune of Resistance: Your weapon is imbued with the magic of the Resistance spell. You can cast this spell using your weapon as an action.
 * Rune of Shock: Your weapon is imbued with the magic of the Shocking Grasp spell. You can cast this spell using your weapon as an action.
 * Rune of Sight: While your rune weapon is within 5 feet of you, you have darkvision out to 60 feet, dimming at 30 feet.
 * Rune of Silver: Your weapon counts as magical and silvered for the purposes of overcoming immunity and resistance to nonmagical attacks.
 * Rune of Thorns: Your weapon is imbued with the magic of the Thorn Whip spell. You can cast this spell using your weapon as an action.
 * Rune of Thunder: Your weapon is imbued with the magic of the Thunderclap spell. You can cast this spell using your weapon as an action.
 * Rune of Water: Your weapon is imbued with the magic of the Shape Water spell. You can cast this spell using your weapon as an action.
 * Rune of Wind: Your weapon is imbued with the magic of the Gust spell. You can cast this spell using your weapon as an action.

5th-Level Runes

 * Rune of Accuracy: Your first weapon attack with your rune weapon each turn is made with advantage, unless you choose to suppress the power of this rune (no action required). Once you have used the power of this rune, you cannot make any further attacks this turn.
 * Rune of Domination: You can attack twice, instead of once, whenever you take the Attack action on your turn using this rune weapon. If you have an active rune that allows you to cast a cantrip using this rune weapon, you can forgo one of the attacks granted by this rune to cast the spell. You cannot apply this rune to a weapon that already has the Rune of Magic active.
 * Rune of Elements: When you make a spellstrike weapon attack using your rune weapon, and the spell imbued within the spellstrike deals damage, you can change the type of damage that your spellstrike deals to one of the following options: cold, fire, poison, lightning, thunder.
 * Rune of Giants: As a bonus action, you can cast the Enlarge/Reduce spell on yourself without expending a spell slot and without requiring material components. You can only enlarge yourself using this rune. Once you have used the power of this rune, you cannot do so again until you have finished a short or long rest.
 * Rune of Magic: When you cast a spell of 2nd-level or higher, and the spell kills a creature, you can choose to regain one expended 1st-level spell slot. You cannot apply this rune to a weapon that already has the Rune of Domination active.
 * Rune of Motion: While your rune weapon is within 5 feet of you, your speed is increased by 10 feet, and you can take the Disengage action as a bonus action on each of your turns.
 * Rune of Reversal: While your rune weapon is within 5 feet of you, you can reverse magical conditions that have been cast on you or a nearby creature. When you or a creature within 10 feet of you fails a saving throw against a spell that causes a condition, you can use your reaction to cause you or the creature to repeat the saving throw, even if the condition would prevent you from using your reaction. If the second saving throw is successful, the source of the spell that caused the condition gains the condition, and you or the creature you protected are free of it. Once the power of this rune has been used, you cannot use it again until you have finished a long rest.
 * Rune of Souls: When a creature dies within 15 feet of your rune weapon a fragment of it's soul is stolen and stored within it. If you killed the creature with your rune weapon, you gain 2 soul fragments, instead of 1 soul fragment. When you finish a short or long rest, all of the soul fragments stored within your rune weapon are expended and you gain temporary hit points equal to that amount.

9th-Level Runes

 * Rune of Blood: When you deal damage to a creature with your rune weapon, you regain lost his points equal to your proficiency bonus. The power of this rune can only occur once per turn.
 * Rune of Fate: Your weapon attacks score a critical hit on a roll of 19 and 20.
 * Rune of Wrath: Your weapon attacks deal an additional 1d10 force damage.

13th-Level Runes

 * Rune of Divinity: When you make a spellstrike weapon attack using your rune weapon, and the spell imbued within the spellstrike deals damage, you can change the type of damage that your spellstrike deals to one of the following options: necrotic, radiant.
 * Rune of Greater Accuracy: If you have the Rune of Accuracy active, your spellstrike attack roll gains a +2 bonus.
 * Rune of Greater Magic: If you have the Rune of Magic active, you can choose to regain a 1st-level spell slot or a 2nd-level spell slot when you kill a creature with a 3rd-level spell or higher.
 * Rune of Spellweaving: If you have the Rune of Domination active, you can forgo one of the attacks granted by it to cast a Scion spell of 1st-level or higher that you have prepared.

19th-Level Runes

 * Rune of Cosmic Power: When you make a spellstrike weapon attack using your rune weapon, and the spell imbued within the spellstrike deals damage, you can change the type of damage that your spellstrike deals to one of the following options: force, psychic.