Converting Suikoden Runes to 5e (Campaigns Level 1-20)

How Runes Work

Runes may be purchased or crafted at various shops for a premium (prices vary if you know the Runekeeper). All will be able to affix one rune to their body at a time (start with using one of their hands, then the other upon reaching level 10 and their head upon reaching 15). When they reach a milestone, their rune will unlock new spells. Spells are cast in exchange for hit dice being removed from the hit dice pool relative to the effect used. DC is based on the caster's primary modifier or non-caster’s modifier (8 + Constitution modifier + proficiency). Spells are quite powerful but take a lot out of the user, requiring them to spend hit dice according to spell level. New spell levels are unlocked at levels 1, 5, 11, and 16.

Spell Level

Hit Die required

1

1

2

2

3

5

4

8


True Runes

Beast Rune

Rune of the Beginning

Moon Rune

Rune of Change

Circle Rune

Dragon Rune

Eightfold Rune

Gate Rune

Night Rune

Soul Eater

Rune of Punishment

Sovereign Rune

Sun Rune

True Earth Rune

True Fire Rune

True Lightning Rune

True Water Rune

True Wind Rune


Sub- True Runes

Dawn Rune

Twilight Rune

Star Rune

Common Runes

Alert Orb

Balance Orb

Balloon Orb

Blinking Orb

Blue Gate Orb

Boar Orb

Boost Orb

Bucket Orb

Champion Orb

Chimera Orb

Clone Orb

Counter Orb

Crazed Orb

Cyclone Orb

Cyclone Arms Orb

Cyclone Arms Rune- holds 2 charges before needing to be recharged at a shop. 1 hit dice to activate with a bonus action.

  • User touches the weapon of choice, adding +2 to hit and 1d4 [bludgeoning, piercing or slashing] damage to damage rolls. All attacks from this weapon are considered magical and bypass elemental resistance. Ends if the user stops touching the weapon by any means. Lasts for one minute. You gain 10 movement and don’t provoke opportunity attacks when you make an attack action.

Darkness Orb

Double-beat Orb

Double-Edged Orb

Double-Strike Orb

Down Orb

Drain Orb

Earth Orb

Earth Rune 

Coating of Earthgain 5 temporary hit points, lasts for 8 hours.

  • Clay Guardian: Select up to 2 creatures. These targets reduce all bludgeoning, piercing, and slashing damage by 3 for 8 hours . Creatures affected by this spell also gain one stack of Coating of Earth.

  • Vengeful Child: Select 3 creatures, increase their current and maximum hit points by 10 for 8 hours. Gain three coating of earth.

  • Guardian Earth: Target 1 creature. While you both are conscious, increase both your armor classes by 2.  Either creature can choose to split damage between the two if one is hit. Lasts 4 turns.

  • Earthquake: 60 foot radius, dexterity saving throw, if creatures fail, they plummet into a 1d6x20 hole and take 3d6 bludgeoning damage for every 5 feet they fall. Close the fissure with a bonus action and cover all targets at the bottom with rubble with the same amount of dice rolled from fall in bludgeoning damage.

Eagle Orb

Fire Orb

Fire Rune 

Immolation: Target takes 1d4 fire damage at the start of their turn, must be put out with an action or spell, die increases based on spell

  • Flaming Arrows: Single Target, 2d4 fire damage to a single target, target immolates

  • Dancing Flames: 15 Ft Radius circle, Dexterity saving throw, 5D6 fire damage, immolates.

  • Blazing Wall: 50 Ft Long, one inch wide, 15 ft High wall or 20ft radius cylinder, Dexterity saving throw, 4d8 fire damage,  targets immolate, creatures within cylinder lack the oxygen to breathe and are suffocating and silenced. Lasts for 1 turn after casting.

  • Explosion: 60ft Radius circle, dexterity saving throw, 7d10 fire damage, area is immolated, difficult terrain, creatures flying above are blinded, creatures within are silenced. Lasts for 3 rounds

Fire Lizard Orb

Fire Sealing Orb

Firefly Orb

Flowing Orb

Flowing Arms Orb

Flowing Arms Rune- holds 2 charges before needing to be recharged at a shop. 1 hit dice to activate with a bonus action.

Rejuvenation- Creature regains 1d4 hit points at the start of their turn

  • User touches the weapon of choice, adding +2 to hit and 1d4 cold damage to damage rolls. All attacks from this weapon are considered magical and bypass elemental resistance. Ends if the user stops touching the weapon by any means. Lasts for one minute. While this effect is active, gain one stack of rejuvenation.

Fortune Orb

Fury Orb

Gale Orb

Giant Owl Orb

Gozz Orb

Great Hawk Orb

  • Using 3 hit dice and a bonus action to activate, make one ranged weapon attack on every target within range when you make the attack action. This effect is only used on one attack per turn and lasts 15 seconds. Your movement speed is reduced to 0 while this effect is active.

Hawk Orb

Haziness Orb

Holy Orb

Howling Orb

Hunter Orb

Jongleur Orb

Kangacorn Orb

Killer Orb

  • Permanently lose 50% of your hit dice while this rune is equipped. Lower your crit threshold by 2 (20 becomes 18, 19 becomes 17, etc)

Kite Orb

  • Upon paying 3 hit dice, user can activate this rune. For one minute, they can move half their movement as a reaction and gain advantage on dexterity saving throws. Once per activation of this rune, user can take a -5 to hit on their next attack but if they land it, it results in a critical hit.

Knight Orb

Lightning Orb

Lightning Rune

Jolt- target suffers from 1d2 penalty to ability checks, saving throws and attack rolls for 1 minute.

  • Thunder Runner: Single target, constitution saving throw, 3d4 lightning damage, failed creatures gain one stack of jolt.

  • Berserk Blow: 40ft line, dexterity saving throw, 5d6 lightning damage on a fail and creatures who get hit and fail con save get one stack of jolt.

  • Soaring Bolt: 25 ft Radius circle, Constitution saving throw, 4d8 lightning damage, creatures that fail are deafened and gain two stacks of jolt.

  • Furious Blow: Up to 3 targets, can be same creature, Constitution saving throw or take 4d6 lightning damage and get three stacks of jolt.

Lion Orb

Magic Absorb Orb

  • If you manage to kill a creature with a method that requires…

    •  a spell slot, regain one spell slot equal up to half your level rounded down (cannot recover any spell slots 5th or higher). 

    • Hit dice, regain half your proficiency bonus’ worth of hit dice.

  • This feature can only be triggered as many times as your proficiency bonus per day.

Magic Drain Orb

Medicine Orb

Minotaur Orb

Mother Earth Orb

Cavern Arms Orb

Cavern Arms Rune- holds 2 charges before needing to be recharged at a shop. 1 hit dice to activate with a bonus action.

  • User touches the weapon of choice, adding +2 to hit and 1d4 [bludgeoning, piercing or slashing] damage to damage rolls. All attacks from this weapon are considered magical and bypass elemental resistance. Ends if the user stops touching the weapon by any means. Lasts for one minute. Gain 5 temporary hit points at the start of your turn when this effect is active.

Ogre Orb

Pale Gate Orb

Phero Orb

Pixie Orb

Poison Orb

Power Orb

Prosperity Orb

Rage Orb

Raging Arms Orb

Raging Arms Rune- holds 2 charges before needing to be recharged at a shop. 1 hit dice to activate with a bonus action.

Immolation: Target takes 1d4 fire damage at the start of their turn, must be put out with an action or spell, die increases based on spell

  • User touches the weapon of choice, adding +2 to hit and 1d4 fire damage to damage rolls. All attacks from this weapon are considered magical and bypass elemental resistance. Ends if the user stops touching the weapon by any means. Lasts for one minute. First attack landed on a creature immolates it.

Resurrection Orb

Resurrection Rune

  • Scolding: Spell Attack roll, 1 target, 30ft. Target takes 1d8 radiant damage. If target is Fiend, Undead or Evil, they will take an additional 3d10 radiant damage.

  • Yell: Select 1 unconscious ally and roll the cost of this spell. The ally recovers that many hit points.

  • Charm Arrow: Constitution saving throw, up to 8 targets. If the targets fail saving throw, they take 2d10 radiant damage. If the target is Undead, Fiend or Evil, they take an additional 5d12 radiant damage.

  • Scream: Roll 5d10 to determine your pool of healing. Using your bonus action, you can allocate this healing to a within 30 feet of you up to a maximum of half their hit point maximum.

Shield Orb

Shield Rune

  • Using a bonus action and up to 6 hit dice, user may temporarily add +1 to their armor class and concentration checks for every 2 hit dice used. Lasts for 3 rounds.

Silence Orb

Skunk Orb

Slash Orb

Sleep Orb

Spark Orb

Steel Orb

Strike-Back Orb

Sunbeam Orb

Sylph Orb

Thunder Orb

Titan Orb

Trick Orb

Turtle Orb

Unicorn Orb

Venom Orb

Viper Orb

Violence Orb

Waking Orb

Wall Orb

Water Orb

Water Rune

Rejuvenation- Creature regains 1d4 hit points at the start of their turn

  • Kindness Drops: Roll 4d6 for a pool of healing and distribute between yourself and one other target, but neither can go above half their hitpoint maximum. Targets gets one stack of rejuvenation.

  • Breath of Ice: 20ft Cone, Constitution saving throw, 3d6 Cold damage, creatures who fail save are either shoved 15 feet away or are restrained for one turn (objects are blown away or iced over)

  • Kindness Rain: 5d8 healing for up to 3 creatures, not to exceed 75% of their maximum hit points. Creatures gain 3 stacks of rejuvenation.

  • Silent Lake: Any spell below 5th level and any rune effect below 4th cast beyond 10 feet of the caster’s focus does not take effect. Spells that pass through this barrier have their damage reduced by 25% and saves are made with advantage. Lasts for 2 rounds.

Warrior Orb

White Tiger Orb

Wind Orb

Wind Rune

Passive: +2 to Initiative, gain Zephyr stacks based on primary casting modifier (Minimum of 1)

Zephyr- Use one rune spell or cast one spell as a bonus action if it only takes one action. One stack is regained every short rest, long rest recharges all.

  • Wind of Sleep: 15 feet radius, Constitution saving throw, upon a fail, any creature with less than 20 hitpoints falls unconscious for one turn.

  • Healing Wind: Up to 4 allies recover 15% max hit points if conscious.

  • The Shredding: 30 ft cone, dexterity save, creatures that fail saving throw take 4d8 slashing damage and are blinded for 2 turns.

  • Funeral Wind: 15 ft radius 150 feet tall, strength saving throw, any creature within radius who fails save is swept up and battered with debris, taking 10d6 bludgeoning damage. If a creature fails a second saving throw at the start of their next turn, they are flung in a random direction out of the funnel. If an ally is swept up, they heal 3d6 and gain a flying speed equal to their walking speed. Funnel lasts for 2 rounds.

Wizard Orb

  • Activate this rune with a bonus action and up to 6 hit dice. Add 1 damage dice to magical damage rolls per 2 hit dice expended, but take 10 damage from magical effects.

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