Place Rune. This wand has 1d8 charges when you find it. As an action, you can tap it on a non-magical piece of armor. This causes a glowing rune to appear on it for the next hour. For the duration, the armor grants the wearer an effect depending on the rune that is placed on it. This feature can be used once, and can be used again after midnight. When all charges have been expended, the wand crumbles to dust.
Rune | Effect |
Reinforce | AC +1 |
Guard | Resistance to non-magical weapon damage. |
Evade | Can take the Dodge action as a bonus action |
Invigorate | Temporary hit ponts equal to twice your level |
Avoid | Can take the disengage action as a bonus action |
Purify | Immunity to being Poisoned, Diseased or Petrified. |
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