Runesmith
Runestones
Using Runestones
The following rules apply to the use of runestones:- In order to use a runestone, it must first be affixed to a piece of equipment with the runic tag. Only equipment with the runic tag can channel the magical properties of runestones.
- A maximum of one runestone can be affixed to a piece of equipment at a time.
- A runestone can be removed from a piece of equipment, but it is destroyed in the process.
- For magical effects created by runestones, your spell attack modifier and spell save DC use the ability modifier of the weapon used for the attack.
Identifying Runestones
Runestones are identified in a manner similar to identifying magic items. Simply handling a runestone causes a strong sense of its identity to echo in a character’s mind. For example, touching a runestone engraved with the tempest rune might cause the hair on your neck to stand on end as visions of battle and thunderstorms flash through your mind. As the runes are based on modern Dethek, those able to read Dwarvish can comprehend their general meaning, which may provide clues about the runestone’s nature and properties. The identify spell immediately reveals a runestone’s properties. You can also learn its properties over the course of a short rest while maintaining physical contact with it, or by succeeding on a DC 15 Intelligence (Arcana) check using a set of runesmith’s tools.Runesmith's Tools
Proficiency with runesmith’s tools allows you to etch magical runes into precious stones, as well as identify aspects of their lore when encountered in the world. Artificers who choose the Runesmith Speciality are automatically proficient in these tools. A set of runesmith’s tools costs 25 gp and weighs 5 lb.- Components. Runesmith’s tools include a hammer, a set of chisels and needle files, a fine-haired brush, a pouch of powdered mithral, and a special alchemical lacquer.
- Arcana and History. Your expertise lends you additional insights about lore associated with runes and other sigils carved into stone or other surface.
- Investigation. You can spot clues and make deductions that others might overlook when inspecting items or surfaces carved with runes and other sigils.
Crafting Runestones
In order to engage in runesmithing a character must be proficient with and have access to a set of runesmith’s tools, with proficiency representing the base level of competency needed to wield the tools effectively. In addition to a set of runesmith’s tools, a gemstone is required onto which the runes are engraved to fashion a runestone. The process of crafting takes two hours. The minimum required quality of the gemstone (as denoted by its value) depends on the strength of the runestone being created (as denoted by its rarity), as shown in the Runesmithing table:Runestone Rarity | Gemstone Value | DC |
---|---|---|
Common | 10 | 10 |
Uncommon | 50 | 15 |
Rare | 500 | 20 |
Very Rare | 1000 | 25 |
Legendary | 5000 | 28 |
Runestones
This section describes the most common runestones in the world of DUNGEONS & DRAGONS. Beginning with a brief list of the runestones, sorted by type and rarity, followed by their descriptions presented in alphabetical order.Weapons | Armor |
---|---|
COMMON (20) | COMMON (20) |
Mariner | Alchemist |
Warrior | Thief |
UNCOMMON (100) | UNCOMMON (100) |
Bound Weapon | Arrow Catcher |
Cat | Bound Armor |
Chaos | Day Walker |
Featherfoot | Elemental Shield |
Nondetection | Featherfoot |
Serpent | Knock |
RARE (1000) | Nondetection |
Beserker | RARE (1000) |
Chalice | Bastion |
Death | Chalice |
Hunt | Journey |
Magebane | Pheonix |
Soultrap | Warmage |
Superconductor | VERY RARE (2000) |
VERY RARE (2000) | Displacement |
Blood Weapon | Mark/Recall |
Dragonbane | Overshield |
Earthshaker | Retribution |
Giant Slayer | LEGENDARY (10000) |
Wolfsbane | Force of Will |
LEGENDARY (10000) | Mime |
Mime | Volant |
Tempest |
Runestone Descriptions
Runestones are presented in alphabetical order. A runestone’s item description gives its name, its rarity, the type of item that can receive it, and its magical properties.Alchemist
Runestone, commonItem: A suit of armor
While you are wearing this armor, you regain 2 additional hit points when you drink a potion of healing.
Arrow Catcher
Runestone, uncommonItem: A shield
This runestone has three charges. While you are wielding this shield, when you or a friendly creature within 10 feet of you are the target of a ranged weapon attack you can expend a charge as a reaction to impose disadvantage on the attack. You must choose to do so before the roll. The runestone regains 1d3 charges daily at dawn.
Bastion
Runestone, rareItem: A gauntleted suit of armor or a shield
While you are wearing (armor) or wielding (shield) this item, you can use a bonus action to press your fist to the ground and speak its command word, causing a 10-foot radius immobile dome of force to spring into existence around and above you that remains stationary and lasts for 1 minute. The dome automatically repels nonmagical ranged attacks attempting to pass through it, and the area inside the dome is considered difficult terrain for hostile creatures. Once used, this property can’t be used again until the following dawn.
Berserker
Runestone, rareItem: A simple or martial weapon
When you hit a creature with this weapon, you can expend a number of Hit Dice up to half your character level (rounded down). For each Hit Die spent this way, roll the die and add it to the damage of the attack. You take an amount of damage equal to the damage dealt in this way, including any extra damage from a critical hit. This damage to you can’t be reduced or prevented in any way. Once used, this property can’t be used again until the following dawn.
Blood Weapon
Runestone, very rareItem: A simple or martial melee weapon
When you score a critical hit with an attack using this weapon, you regain a number of hit points equal to the damage dealt to a maximum of the hit points lost by the target. No effect against constructs or undead.
Bound Armor
Runestone, uncommonItem: A suit of armor
As a bonus action while you aren’t wearing armor, you can cause this armor to appear in a flash of light around you—instantly donning it. Also as a bonus action while you are wearing this armor, you can cause the armor to vanish entirely, instantly doffing it.
Bound Weapon
Runestone, uncommonItem: A simple or martial weapon
As a bonus action, you can cause this weapon to disappear or appear instantly in a free hand.
Cat
Runestone, uncommonItem: A simple or martial weapon
While wielding this weapon, as a bonus action you can activate this rune by speaking its command phrase. For 1 hour, you can see normally in darkness to a distance of 120 feet. Once used, this property can’t be used again until the following dawn.
Chalice
Runestone, rareItem: Any armor or weapon
This runestone stores spells cast into it, holding them until the attuned wearer uses them. The rune can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the rune by touching the rune as the spell is cast. The spell has no effect, other than to be stored in the rune. If the rune can’t hold the spell, the spell is expended without effect. The level of the spell used to cast the spell determines how much space it uses. While you are wearing (armor) or wielding (shield) this item, you can cast any spell stored in the runestone. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is other- wise treated as if you cast the spell. The spell cast from the rune is no longer stored in it, freeing up space.
Chaos
Runestone, uncommonItem: A simple or martial weapon
A popular project among apprentice artificers, this rune embodies the chaos of unbound magic. When you score a critical hit with an attack using this weapon, roll on the Wild Magic Surge table in the Player’s Handbook to create a magical effect. If the effect is a spell that requires concentration, it doesn’t require concentration in this case and lasts for its full duration.
Daywalker
Runestone, uncommonItem: A suit of armor with a helmet or hood
While wearing this armor with the hood drawn, you are unaffected by the sunlight sensitivity trait if you have it.
Death
Runestone, rareItem: A simple or martial weapon
Whenever you kill a Small or Medium humanoid with an attack using this weapon, it rises immediately as a zombie under your control with 1 hit point, as per the animate dead spell. The creature uses the zombie statistics. It remains animate for 1 minute, after which time it collapses and dies.
Displacement
Runestone, very rareItem: A suit of light or medium armor
When you take damage from a weapon attack, you can teleport 30 feet to an unoccupied space that you can see. Once you teleport in this way, you can’t do so again until the start of your next turn.
Dragonbane
Runestone, very rareItem: A martial weapon
When you hit a dragon with this weapon, it takes an extra 2d6 damage of the weapon’s type and must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet until the end of its next turn. If the target is airborne, it descends at 60 feet per round until it reaches the ground or the effect ends. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.
Earthshaker
Runestone, very rareItem: A simple or martial melee weapon with the heavy property
While you are wielding this weapon, you can use an action to strike a point on the ground within reach, creating a seismic disturbance as per the earthquake spell with a duration of 1 round. Once used, this property can’t be used again until the following dawn.
Elemental Shield
Runsestone, uncommonItem: A suit of armor or a shield
When you first affix this rune to a suit of armor or a shield, choose one of the following damage types: acid, cold, fire, lightning, or thunder. While wearing (armor) or wielding (shield) this item, whenever you take damage of the chosen type you can use your reaction to reduce the damage by an amount equal to twice your character level + your Constitution modifier and suffer one level of exhaustion. You can change the chosen damage type over the course of a short or long rest by spending at least 30 minutes in contact with the runestone.
Featherfoot
Runestone, uncommonItem: Any armor or weapon
While you are wearing (armor) or wielding (weapon or shield) this item, you have a standing jump distance equal to your current walking speed. Each foot you clear while jumping costs a foot of movement, and you can’t jump further than your remaining movement in a turn.
Force of Will
Runestone, legendaryItem: A suit of armor
While you are wearing this armor, you can’t be affected by enchantment magic unless you choose to be.
Giant Slayer
Runestone, very rareItem: A martial weapon
When you hit a giant with this weapon, it takes an extra 2d6 damage of the weapon’s type and must succeed on a Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Hunt
Runestone, rareItem: A simple of martial weapon with the ammunition property
While you are wielding this weapon, you can use an action on your turn to mark a creature you can see within 90 feet of you. For 1 hour, when you hit the marked creature with a ranged attack using this weapon you can use a bonus action to teleport to an unoccupied space within 30 feet of it that you can see. Once used, this property can’t be used again until the following dawn.
Journey
Runestone, rareItem: A suit of armor
While you are wearing this armor, your speed increases by 10 feet. In addition, you can travel at a fast pace without suffering the normal penalty to passive Wisdom (Peception) checks, and your food and water requirements are halved.
Knock
Runestone, uncommonItem: A gauntleted suit of armor
While you are wearing this armor, you can rap your fist on an object to cast the knock spell on it. Once used, this property can’t be used again until the following dawn.
Magebane
Runestone, rareItem: A simple or martial weapon
This runestone has three charges. When you hit a creature with this weapon, you can expend a charge to cause any spell effects of 3rd level or lower on the target to end. Additionally, for each spell of 4th level or higher on the target, make an ability check using your weapon ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. The runestone regains 1d3 expended charges daily at dawn.
Mariner
Runestone, commonItem: A simple or martial weapon
This weapon or ammunition fired with it magically repels water. Attack rolls you make using it aren’t made with disadvantage for being underwater.
Mark/Recall
Runestone, very rareItem: A suit of armor
While you are wearing this armor, you can use an action to magically mark a surface on which you are standing. While a location is marked in this way, you can spend 1 minute concentrating on it (as if concentrating on a spell). At the end of the period, you and up to five willing creatures within 5 feet of you teleport to the marked location, and the mark vanishes. Once you mark a location, you can’t do so again until the following dawn. If you mark another location while you already have a mark, the older mark vanishes.
Mime
Runestone, legendaryItem: Any armor or weapon
This runestone is able to mimic the properties of magic items. A creature can spend a short rest spent focusing on a magic item and this runestone. The magic item must be of the same type as the type of equipment to which this rune is affixed. Focus usually takes the form of quiet meditation or other appropriate activity. If the short rest is interrupted, the copying process fails. Otherwise, at the end of the short rest the runestone gains the proper- ties of the magic item, excluding any fixed bonuses such as those to attack and damage rolls, spell save DC, and Armor Class. If a property has charges, it is copied with no remaining charges. Only the properties of one magic item can be copied at a time. The mimicking process overwrites any existing copied properties. The process automatically fails when attempting to mimic the properties of artifacts.
Nondetection
Runestone, uncommonItem: Any armor or weapon
While you are wearing (armor) or wielding (weapon or shield) this item, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.
Overshield
Runestone, very rareItem: A suit of heavy armor
While you are wearing this armor, you gain 8 temporary hit points at the start of each of your turns.
Pheonix
Runestone, rareItem: A suit of armor
When you’re reduced to 0 hit points and start dying while wearing this armor, this rune immediately casts fireball centered on you. At the start of your next turn, instead of rolling a death saving throw, you regain 1d6 hit points. Once used, this property can’t be used again until the following dawn.
Retribution
Runestone, very rareItem: A suit of armor or a shield
While you are wearing (armor) or wielding (shield) this item, whenever you take damage from a creature you have advantage on your next attack roll against creatures of that type before the end of your next turn.
Serpent
Runestone, uncommonItem: A simple or martial weapon
When you hit a creature with this weapon, you can attempt to poison it. The target must succeed on a Constitution saving throw or become poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns. On a success, the effect ends. Once used, this property can’t be used again until the following dawn.
Soultrap
Runestone, rareItem: A simple or martial weapon
When you kill a creature with a challenge rating equal to or higher than your level with this weapon, you regain one expended spell slot. This spell can’t be of a level higher than your proficiency bonus. Once used, this property can’t be used again until the following dawn.
Superconductor
Runestone, rareItem: A simple or martial weapon
This runestone captures and stores magical potential for short-term use, and can hold a number of spell levels equal to the proficiency bonus of the creature attuned to it. When you are targeted by a spell while holding this weapon, the runestone gains a number of charges equal to the level of the spell, up to the maximum the runestone can hold. When you hit a creature with an attack using this weapon, you can expend any number of charges to deal an extra 1d6 force damage per charge expended. This item loses any accrued charges when you finish a short or long rest.
Tempest
Runestone, legendaryItem: A simple or martial weapon
Once on each of your turns, when you hit a creature with this weapon you can deal an extra 1d10 lightning damage. An arc of lightning then leaps from that target to as many as three additional creatures of your choice within 30 feet of it, which also take 1d10 lightning damage.
Thief
Runestone, commonItem: A suit of armor
A favorite of cutpurses and thieves. Once per day while wearing this armor you can reroll a failed Dexterity check. If you do so, you must use the new roll.
Volant
Runestone, legendaryItem: A suit of armor
While you are wearing this armor, you gain a flight (hover) speed equal to twice your walking speed.
Warmage
Runestone, rareItem: A suit of armor or a shield
This runestone has three charges. While you are wearing (armor) or wielding (shield) this item and fail a concentration saving throw that you make to maintain concentration on a spell due to taking damage, you can expend a charge as a reaction to reroll the saving throw. If you do so, you must use the new roll. You can expend a spell slot of 1st level or higher to recover an expended charge.
Warrior
Runestone, commonItem: A simple or martial weapon
Popular among mercenaries and soldiers, this runestone ensures you keep your sword in your hand. While you are wielding this weapon, you can’t be disarmed of this weapon while you are conscious.
Wolfsbane
Runestone, very rareItem: A simple or martial melee weapon
In darkness, the unsheathed blade or head of this weapon sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. In addition, when you hit a shapechanger with this weapon, it takes an extra 2d6 damage and must succeed on a Constitution saving throw. On a failure, it immediately assumes its true form if it was shapechanged and it can’t shapechange until the end of its next turn.
Summoning Stones
Using Summoning Stones
Summoning stones can be used to trap a creatures soul and bind it to your will. When a creature within 60 ft. of you dies you may use your reaction to attempt to trap its soul within the summoning stone. It must pass a Wisdom saving throw DC (8 + Proficiency Bonus + Wisdom Modifier) and on a failure its soul is captured in the stone, creatures that have a use of Legendary Resistance left may use it to automatically pass their saving throw. You can only have one soul trapped in a summoning stone at a time. As an action you can summon the creature to fight for you for up to 1 minute; the creature retreats back to the summoning stone if a minute goes by, it drops to 0 hit points, or you use a bonus action to send it back. After you summon a creature a certain amount of times, detailed in the table below, its soul is used up and immediately freed. Once you summon a creature from the stone you cannot do so again until you finish a long rest. You can only have one creature summoned at a time, if you attempt to summon another creature from a different summoning stone, the creature you currently have summoned retreats back to its stone.Crafting Summoning Stones
Summoning stones are crafted in the same way as rune stones, check "Crafting Rune Stones" for more information. Detailed below are the requirements and properties for crafting.Rarity | Gemstone Value | DC | CR Max | Uses |
---|---|---|---|---|
Common | 100 | 10 | 3 | 6 |
Uncommon | 1000 | 15 | 8 | 5 |
Rare | 5000 | 20 | 12 | 4 |
Very Rare | 10000 | 25 | 18 | 3 |
Buying Summoning Stones
You can also buy summoning stones that already have a soul trapped within it. Refer to the table below when buying a summoning stone.Rarity | Cost |
---|---|
Common | 200 + CR x 100 |
Uncommon | 2000 + CR x 100 |
Rare | 10000 + CR X 100 |
Very Rare | 20000 + CR X 100 |
Legendary Summoning Stones
There are some summoning stones hidden out in the world containing unique powerful creatures. Legendary Stones cannot be crafted and instead must be found. These stones permanently have a powerful soul bound to it and have an unlimited number of uses. However after you summon a soul trapped in these stones you cannot do so again for 7 days.Armor and Weapon Upgrades
Armor and Weapon Upgrades that the Runesmith provides are available in the Armorer and Blacksmith pages.Ammunition
The Runesmith sells special ammunition not provided by blacksmiths.Type | Cost | Weapon |
---|---|---|
Shadow (5) | 100 | Any |
Dust Bolt | 1700 | Crossbows |
Hushing Arrow | 500 | Bows |
Sleep Arrow | 130 | Bows |
Screaming Bolt | 260 | Crossbows |
Searing Arrow | 1500 | Bows |
Sizzling Arrow | 1500 | Bows |
Slaying Arrow | 2000 | Bows |
Tangle Bolt | 200 | Crossbows |
- Shadow. Enchanted with magic from the Shadowfell, this ammunition is able to strike creatures in the Ethereal Plane, and counts as magical for the purposes of overcoming resistance to immunity and nonmagical attacks and damage.
- Dust Bolt. This +1 Arrow forces anything it hits to make a DC 14 Constitution saving throw, gaining one level of exhaustion on a failure. Aquatic creatures have disadvantage on this saving throw.
- Hushing Arrow. This +1 Arrow forces anything it hits to make a DC 16 Wisdom saving throw, going under the effects of Silence for 5 rounds on a failure.
- Sleep Arrow. This +1 Arrow forces anything it hits to make a DC 11 Wisdom saving throw, going to sleep for an hour, unless it takes damage or another creature takes an action to wake it up, on a failure
- Screaming Bolt. This +2 Arrow forces anything it hits to make a DC 14 Constitution saving throw or be deafened for 1 round.
- Searing Arrow. This +1 Arrow causes anything it hits to burn for 1d6 fire damage for 3 rounds.
- Sizzling Arrow. This +1 Arrow causes anything it hits to corrode for 1d6 acid damage for 3 rounds.
- Slaying Arrow. This +1 Arrow is specifically designed for a single creature type. When it hits the creature it is designed for and the creature only has 50 or less hit points, it must make a DC 17 Constitution saving throw or immediately die. Greater variant of the arrow exist that increase the DC and hit point threshhold.
- Tangle Bolt. This +1 Bolt causes anything it hits to make a DC 14 Constitution saving throw or be restrained by sticky goo.
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