Ok this is a rune I homebrew made for the prestige class Rune Scribe in 5e D&D. This basically turns everything into a card game and flips the whole game on its head. Or I would imagine so. Not to mention introduce a heck of a lot of tactical opportunity. It's based on one of my favorite old clunky but very lovable games, Lost Kingdoms. Watch the intro to lost kingdoms on YouTube for visual effect ( I can't post the link, this forum won't let me) and read this and tell me this is not awesome in a constructive manner or what you think please!

Runestone Of Argwyll

This runestone reacts instantly to anyone that is the heir to the throne of Argwyll. Otherwise it takes a 5th level Wizard or Sorcerer to unlock this runes properties.

Long ago with the guidance of a crone named Gurd, princess Katia saved her country from a deity of destruction and his cursed fog using this master runestone. But that was long past in lost kingdoms.

Rune Activation
As long as the master rune stone is worn or held, the bearer may activate or deactivate it with only a thought. When activated the Stone splits into two sections, rotating in opposite directions. When deactivated, it loses its magic aura that would otherwise be seen by detect magic. As long as it's active, the bearer of the master runestone may see and absorb spell crystals and also craft, release and capture with rune cards.

Rune Storage
The Runestone of Argwyll contains 40 extradimensional cells. Each cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped within the rune don't age, and they don't need to eat drink or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise the creature is confined to the cell until freed.

Card Use
To activate a card, the user must expend a total spell slots equal to half the CR rating rounded down of the creature trapped within. Or an equal spell slots equal to the size rating of the inanimate object. The rune bearer must then throw the binded rune card and roll to hit. If roll is below 10, the card lands in an adjacent square determined by the dm instead. The rune card has a range of 20/60. After the card lands, the stored object or monster within the rune appears in place of the card. If it is a creature, it behaves as if under a gease spell casted by the rune bearer as long as the rune is activated and carried by the rune bearer. The object or creature lasts for 1d6 rounds or as long as the rune bearer concentrates, up to 1 day.

Card Capture
The rune bearer must make a successful ranged touch attack by throwing a blank rune card at the target. If the attack is successful, the creature must be incapacitated or willing to be captured or have an intelligence score of 5 or below. If the creature knows what is happening it gains advantage on its saving throw. If it's not willing and not incapacitated and its Intelligence score is above 5 then it must either succeed on a wisdom or charisma save - it's choice - or be captured along with everything it's carrying. If the creature is CR 0-5, a blank Lesser rune card is required. If the creature is CR 5-10, a blank Intermediate rune card is required. If the creature is CR 10-15, a blank Greater rune card is required. If the creature is CR 15-20, a blank Legend rune card is required. If the creature is CR 20 or above, a blank God rune card is required. If the target is inanimate, the requirements are by size; small - lesser, medium - intermediate, large - greater, huge - legend, gargantuan - god.

Spell Crystal Absorption
When the contents of the cards hp is reduced to zero or it is dismissed, it becomes a spell crystal. It floats 2 ft above the ground. Only the bearer of a master runestone or the Stone of Argwyll can see the crystal unless they use the spell see invisible, etherealness or detect magic. When a creature touches the crystal, they regain the spell slots used to release the monster it appeared from and the crystal turns to bright red light and is absorbed into the Stone of Argwyll. The rune card binded to the creature or object appears in the rune bearer's hand. The object or creature is then returned to the rune with full hit points. If rune bearer does not have that many spell slots, they gain temporary spell slots for 1 day. If it is not touched within 1d4+2 rounds, it will fly aimlessly into the Astral realm and the creature or object will be lost, unless the bearer is willing to pursue it into the Astral Realm.

Card Crafting
Requirement: Intelligence of 13, able to cast the spell hold person or hold monster. Proficiency with Painting Supplies.

The bearer of the Stone of Argwyll has the knowledge to create a lesser, intermediate, greater, legend or god rune card as soon as she touches the stone.

Lesser rune cards can capture and release monsters of CR 0-5 and cost 100 gp each to make. 1 days time required, 8 hours of real work in total. Requires expenditure of paint, vellum for the card stock and a concentrated steady hand, accounted for the time and gp cost.

Intermediate rune cards can capture and release monsters of CR 5-10 and cost 500 gp each to make. 2 days time required, 16 hours of real work in total. Requires expenditure of paint, vellum for the card stock and a concentrated steady hand, accounted for the time and gp cost.

Greater rune cards can capture and release monsters of CR 10-15 and cost 5,000 gp each to make. 3 days time required, 24 hours of real work in total. Requires expenditure of paint, vellum for the card stock and a concentrated steady hand, accounted for the time and gp cost.

Legend rune cards can capture and release monsters of CR 15-20 and cost 50,000 gp each to make. 4 days time required, 32 hours of real work in total. Requires expenditure of paint, vellum for the card stock and a concentrated steady hand, accounted for the time and gp cost.

God rune cards can capture and release monsters of CR 20+ and cost 500,000 gp each to make. 10 days time required, 80+ hours of real work in total. Requires expenditure of paint, vellum for the card stock and a concentrated steady hand, accounted for the time and gp cost.

Relic cards are mysterious. They can be found but are very very rare and scarce. These cards have extradimensional cells within them or have a mind of their own, such as the Deck of Many Things.

Handling Rules:
May only hold 4 cards at any one time in hand. In the other hand are the remaining cards. You may draw from the deck but must not exceed the 4 card limit. If you draw a card and exceed the limit, you must place the card on the bottom of the deck within 3 seconds. You may not shuffle the cards. If at any time these rules are broken or the deck is knocked from your hands or the Stone of Argwyll is removed from your person, the rune deactivates for 1d4 minutes. If the Stone of Argwyll is not activated it is impossible to release, craft or capture cards/with cards. If your hand is knocked from your hand, those cards can be picked up again, but they do not release their contents on contact with the ground or any other object.

Moral Implications
An intelligent humanoid will eventually go insane if not let out regularly of the runestone. After 60 days of unuse, the intelligent creature may grow unruly and not heed orders.
Also, it is evil to capture intelligent creatures that are not evil and may result in an alignment shift if currently of the good alignment.

This is a rune to be used while taking the Rune Scribe prestige class from unearthed arcana article on the official dnd website.