What are the Heiran Runes? What is this System?

The Heiran Runes are the runic language of pure arcane power in th universe, and are the building blocks of all spells, items, people, and everything else in the world. Wielding the runes means warping and melding reality to your whim, and can be used for many things such as changing spell shape, area, damage, and effects, raising the dead, manipulating matter, space, and time, or manipulating any aspect of the world around you using the runes and their magic system, which is built to work WITH normal 5e and 3.5e rules. This magic is NOT limited to Casters only, and martials are able to use these as well.

Use the system to empower your spells, make your martial character’s attacks more potent and deal extra damage, stretch space between yourself and an enemy attacker, reduce the amount of time it takes to cast a spell or make an attack. Be creative with the runes and tell the DM what you want to do when you use the runes you have learned.

Rune Rules - The Basics

  • When you use a rune against an enemy, and they must make a save, they must bypass your Runic Save DC, which is calculated as follows;

    Caster Save DC = 8 + Constitution Modifier + Spell Ability Modifier

    Noncaster Save DC = 8 + Constitution Modifier + Wisdom Modifier

  • When you attempt to use more than one rune at the same time during the same rune usage and rune slot use, you must bypass the Aetran DC to successfully use the runes.

    The Aetran DC

    8 + Spell Level(Adding Upcasts) + 3 per Rune being used past 1

    No Spell DC = 8 + 3 per runes being used

  • What do you roll against other rune users Rune Save DC’s and against the Aetran DC?

    Caster Rolls 1d20+Spell Ability Modifier + CON Mod

    Noncaster Rolls 1d20+CON Mod+WIS Mod


  • What do enemies roll against your Runic Save DC?

    Caster - 1d20+Spell Ability Modifier+CON Mod

    Noncaster - 1d20+CON Mod+WIS Mod

  • Various Items that hold runic power can increase runic save DC’s by a +1, +2, or +3.

    Increasing all saves through magic items also increases Runic Save DC’s by the amount all saves are increased.

  • You can increase your rolls to bypass Aetran DC’s by purchasing rune power items and runic magic items, which can increase your rolls by +1, +2, or +3.

    Magic items that increase rolls or enchanting runic items with +1 to +5 can also increase your rolls against the Aetran DC’s.

  • You can learn the runes initially through purchasing runebooks. Runebook prices are listed next to the runebooks listed below on the page.

    You can purchase runebooks from crafting guilds, mages guilds, magic schools, and magic item shops in certain parts of the world.

  • Once you have the runebooks, you take 1 week to study the rune during downtime, with 8 hours spent each day reading the runebook with no major distractions, similar to taking a long rest.

    With guidance from a teacher who knows the rune you are studying, it takes 4 days to learn the rune.

    With guidance from a teacher with proper methods of education in the rune, it takes 3 days to learn the rune.

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The Senses Essentia

Manipulate your own and other senses through magical power. Manipulate the 5 senses with the runes inside.

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The Molecular Essentia

The magical manipulation of Gas, Solids, Liquids, and other forms of molecular control. Manipulate the world around you on a molecular and atomic level.

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The Primordial Essentia

Manipulate the world through the universal forces of matter, time, space, and pure magical energy.

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The Prime Essentia

Manipulate yourself and others through the body, mind, spirit, and soul with your spells and rune casting.

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The Elements Essentia

Manipulate the four main elements of the universe, including fire, water, earth, and air.

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The Mortal Essentia

Manipulate, empower, and control different aspects of the mortal experience. Chaos, order, life, death, and all things in between with your spells and rune casting.

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The Worldly Essentia

Manipulate the world around you with your rune casting and spellcasting. Manipulate sunlight, moonlight, light, darkness, temperatures, and physical states.

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The Lands Essentia

Manipulate the lands around you, the geography, the landmarks, the rivers, the forest, and the sea with you r spellcasting and rune casting. Track through terrain, borrow the power of the lands around you and beneath your feet.

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Ways to Use the Runes

By Hand - Somatic and Verbal Components

Purchase the rune for the runebook price and study for 1 week to use the rune in this manner.

When you learn a rune, you can use additional somatic components to add it to the spell or action you are taking. This grants the action a new effect you can describe to your dungeon master. Creatures might have to make a saving throw to negate the effect, or might take additional damage from a melee attack in which an elemental or damaging effect is used.


Runic Tattoo - 3,000gp + Runebook Price

  • +1 to Runic Save DC

  • +1 to Aetran Save Roll

Get tattoo from runemaster who knows the rune themselves and pay the additional price of 3,000gp plus runebook price to get the tattoo.

Getting a rune tattooed onto your skin grants a number of unique benefits. These remove the somatic component, but still require verbal components.


Runic Brands - 3,000gp + Runebook Price

  • +2 to Runic Save DC

  • +2 to Aetran Save Roll

Get a brand from a Runemaster who knows the rune you want branded into your skin, and pay the additional cost plus the runebooks normal cost to get the procedure done. This procedure takes 1 hour to complete and takes 1 week to recover from and before you can use the rune this way.

Getting a runic brand removes verbal and somatic components to use the rune, and grants a free use of the rune twice per long rest per rune you have branded into your body. The runes do not increase in power. There are three different types of runic brands, including; Bolter Brands(Lightning), Firebrands(Fire), Frost Brands(Cold), which give additional effects and bonuses depending on the type of brand.

You are able to use the rune for free 2/Long Rest without using a Rune Slot


Runecaster Gauntlet(s) - 8,000gp-20,000gp

  • +1 to +4 on Runic Save DC

  • +1 to +4 on Aetran Save Roll

Use the runes by storing them in these highly magical and hard to craft gauntlets. Purchasing the gauntlet gives you this ability and all you need to pay for is the runebooks themselves and spend 8 hours inputting the runes power into the gauntlet

There are four different levels of runecaster gauntlets, which you can purchase from Abirrian Runesmiths and Runemasters. The different levels of gauntlet are as follows;

  1. Starter Gauntlet(1st) - 8,000gp - Stores 2 runes at once - +1

  2. Minor Gauntlet(2nd) - 10,000gp - Stores 3 runes at once - +2

  3. Greater Gauntlet(3rd) - 15,000gp - Stores 5 runes at once - +3

  4. Master Gauntlet(4th) - 20,000gp - Stores 10 runes at once - +4

When you use the runes through the gauntlets, you can use each rune 1/long rest without using a Rune Slot and unarmed strikes have an effect for each rune stored inside the gauntlet, which does NOT use a rune slot, the effect happening automatically.

Temporary Tattoos - 1,000gp + Runebook Price

  • +0 to Runic Save DC

  • +0 to Aetran Save Roll

These can be put on the user if the tattoo artist is able to use the rune you want placed on the skin.

These temporary tattoo’s requires a runemaster’s kit runic tattoo needles and heiran inks/runemaster’s inks to place a single use tattoo on the skin of the user. These procedures are done in 1 hour and disappear after use. This follows the same rules as the standard runic tattoo. Using the runes through a temporary tattoo does not use a Rune Slot.


Aetran Rings - 3,000gp + Runebook Price

  • +2 to Runic Save DC

  • +2 to Aetran Save Roll

These beautiful rings are made from a lightweight material that seems to shimmer like white mithril, but is light as a feather. They are marked with the runes you imbue into them, and can respond to physical movements, and are another way for noncasters to use the runes in combat, primarily by unarmed fighters.

These rings are armbands that wrap around different parts of your body and are imbued with specific runes on the rings. A single ring can fit three runes in it at the same time.

When you make an unarmed strike with one of these rings, the unarmed strike is imbued with the effects of the runes automatically without using a standard Rune Slot, but its effects are much weaker than a standard use of the same runes. 



Eternan Halo’s - 7,000gp + 1,000 per Rune Added

  • +3 to Runic Save Dc

  • +3 to Aetran Save Roll

These beautiful glowing rings levitate around your body as you see fit, and can be turned invisible as a free action. These rings represent the runes you know, and are visible under the effects of detect magic. The rune halo’s appear as a single ring, each ring with all the runes you know and can wield represented in them. They can appear in any color you so choose.  These rings are a physical manifestation of the runes, and can be touched and moved with Eternan Gloves. The rings enable a unique form of spellcasting and are available only to spellcasters. 


Commissioning or Constructing an Eternan Halo takes 1 month of constant effort with Runemaster’s Tools and Eternan Gloves. Each ring can hold three runes at the same time.

When you wield Eternan Halo’s, your rune usage number/Eterna Slot number increases by 1, and is restored over a long rest just as your normal Eterna Slots are normally restored. 

When you wield Eternan Halo’s, if you attempt to use more than one rune at the same time, you can use one of those additional runes without adding the +3 to your Aetran DC. This affects all the runes at your disposal that you are able to use.



Eternan Orbs - 2,000gp + Runebook Price

  • +1 to Runic Save DC per Eternan Orb

  • +1 to Aetran Save Rolls per Eternan Orb

These powerful orbs contain the floating symbol of a rune, with each orb only able to contain one single rune. Creating an Eternan Orb uses the Runemaster’s Tool Kit and the Glassblower’s Tools. These orbs take 1 week to make and the knowledge of the rune you intend to place inside the orb. Designing the orbs colors and design is up to the maker. When you wield Eternan Orbs, they float around your body and respond to your thoughts. 


Movement Speeds - When inactive, Eternan Orbs move at 5ft per round and hover around the owner. Once activated as a Bonus Action/Swift Action they are able to move at 60ft per round through flying/levitating. 

Destroying Orbs - AC 22(5e)/AC 20(3.5e) and 100hp, and must be targeted directly to be destroyed. 

No Rune Slot - These orbs enable the wielder to use the rune without using a base rune usage/Rune Slot Eternan Orbs can be used once per long rest before being restored to full power. 

Additional Reaction/Immediate Action - Eternan Orbs can be used as a second reaction or immediate action in response to a targeted attack against you. 

Ranged Attackers - Eternan Orbs can be commanded to fling themselves at a target you can see within 60ft of yourself, and can be used to make a melee attack against the target, forcing the creature to beat your Runic Save DC or take on the effect of your choosing tied to the runes flung. You can only fling one of the runes at a time unless you attempt to bypass the Aetran DC.