Life Rune. This rune signifies a devotion to bettering the world for the living and preserving those living on it. While wearing or carrying an object inscribed with this rune, you have advantage on Medicine and Nature checks. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and heal the damaged creature for 8d6 points of health. Once you invoke this rune, you can't do so again until you finish a short or long rest. Death Rune. This rune's magic embodies a shameless necromancer's corruption of ancient jotun tradition. While wearing or carrying an object inscribed with this rune, you have advantage on Deception and Arcana checks. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to call forth necromantic power. The creature that was hit by your weapon attack takes an extra 2d6 necrotic damage, and it must succeed on a Charisma save or be blocked from being healed for 10 turns. While blocked from healing, the target takes 2d6 necrotic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the block on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.