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List of Runestones

This is a list of some of most known Runestones listed by type.

Offensive:
  • Sharpness Runestone (Slashing/Piercing weapon specific): minor +1dmg, normal +2dmg, greater +3dmg.
  • Weight Runestone (Bludgeoning weapon specific): minor +2dmg and +1lbs, normal +3dmg and +2lbs, greater +4dmg and +3lbs.
  • Potency Runestone: Once per spell you may choose 1 die that automatically deals max dmg.
  • Executioner Runestone (Weapon specific): After you damage a creature with this weapon, if it has 10HP or less left, it gets executed, dying immediatly (unless there's an ability that prevents this).
  • Hurrican Runestone (Bow and crossbow specific): When you attack with this weapon, a magical bolt is fired at the closest enemy to the target, dealing 1d4 Force if it hits. (The bolt uses your modifiers to hit)
  • Prismatic Runestone (Weapon specific): Your weapon deals 1d6 extra damage, the damage type depends on the amount of damage you deal: 1-Poison. 2-Cold. 3-Lightning. 4-Fire. 5-Necrotic. 6-Psychic.
  • Slayer's Runestone (Weapon specific): When attacking with this weapon, your crit range is increased by 1. 

Defensive:
  • Durability Runestone (Armor and Shield specific): minor +1AC, normal +2AC, greater +3AC.
  • Focus Runestone: Gives you advantage on saving throws against enchantment spells.
  • Flexibility Runestone: Gives you proficieny in Dexterity saving throws.
  • Resilience Runestone: Gives you proficieny in Constitution saving throws.
  • Adamantium Runestone (Armor specific): Infuses your armor with the resistance of adamantium metal, preventing critical hits from affecting you.
  • Bulwark Runestone: You cannot be knocked prone unless you are surprised.
  • Sentry Runestone (Shield specific): Your shield becomes animated, it flies close to you protecting you, confering the same AC bonus as if you were wearing the shield. If you wear another shield you gain no additional AC bonus as the animated shield refuses to work until you throw away the other shield.

  Support:
  • Blessed Runestone: Twice per short rest when you or an ally roll a die to heal, you may reroll that die after seeing the result.
  • Potent-healing Runestone: Once per short rest when casting a healing spell, instead of rolling for the healing, you may instead choose the max healing possible.
  • Protector Runestone: Once per short rest when an ally takes damage, you may choose to take that damage instead.
  • Guardian Runestone: This Runestone is a pair, the other is given to an ally. While the ally is within 10ft of you, all attacks against them has disadvantage.
  Utility:
  • Moon-power Runestone: Once per long rest, you may use this Runestone as a 1st level spell slot.
  • Sun-power Runestone: Once per long rest, you may use this Runestone as a 2nd level spell slot.
  • Star-power Runestone: Once per long rest, you may use this Runestone as a 3rd level spell slot.
  • Shining Runestone: This Runestone emits bright light in a 30ft radius and dim light for a further 30ft. This can be turned on and off by tapping the Runestone twice.
  • Glimmer Runestone: This Runestone makes you glimmer faintly (can be seen 20ft away in darkness. Each additional of these Runestones, increases it by 10ft), and gives you +1 to Charisma (Persuasion) checks.
  • Apparition Runestone (Cloak/cape specific): Twice per short rest you can become ghostly, not provoking oppertunity attacks, and you can move through creatures and terrain for one turn. (You cannot end your turn in the same space as someone or something)
  • Taunt Runestone (Shield specific): Once per short rest, you can tap this Runestone to force a creature within 60ft to only attack you for 1 minute. The creature may attemtp a DC8+CHA+profciency Wisdom save each turn to attack someone else.
  • Swiftness Runestone (Boots specific): minor +5ft of movement, normal +10ft of movement, greater +15ft of movement.
  • Keen Eyes Runestone (Helmet, Hat, Cloak, Cape, Tiara and Necklace specific): You gain +1 to all Wisdom (Perception) checks. (This does not affect Passive Perception):
  • Sixth Sense Runestone (Helmet, Hat, Cloak, Cape, Tiara and Necklace specific): You gain +3 to your Passive Perception.  
  Specialist:
  • Specialist Runestone (None): You gain the feat and/or skill stored in this Runestone.
  • First Strike Runestone (Utility and Offensive): Instead of rolling for initiative, you may use 16+ your iniative modifier.
  • Unseen Killer Runestone (Utility and Offensive, dagger specific): This Runestone holds 3 charges, regaining them on a long rest. You may expend 1 charge to become invisible for 1 minute. The invisibility breaks if you take the attack action or cast a spell. You may expend 2 charges to make a single attack that does not break invisibility, this attack has advantage, and you may reroll as many of the damage die as you want, but you must use the second result.
  • Vampiric Blessing Runestone (Utility and Defensive, weapon specific): When you deal damage with this weapon, heal for half of it (rounded up). In addition while holding this weapon you gain Darkvision 30ft. (It adds 30ft to your Darkvision if you already have it)
  • Saving Grace Runestone (Utility and Supportive): If an ally is at 0hp within 60ft of you, you may spend your bonus action to give them half of your current hp.
  • Defender Runestone (Defensive and Utility, shield specific): When an ally within 15ft gets attacked, you may use your reaction to move to their location, displacing them 5ft in any direction horizontally. Any movement caused by this ability does not trigger oppertunity attacks. When you use your reaction this way, you become the new target of the enemys attack.
Burnstones:
  • Moon-power Burnstone: You may use this Burnstone as a 1st level spell slot.
  • Sun-power Burnstone: You may use this Burnstone as a 2nd level spell slot.
  • Star-power Burnstone: You may use this Burnstone as a 3rd level spell slot.
  • Silver coating Burnstone (Melee weapon specific): You may use this Burnstone to transform your weapon into silver for 1 hour.
  • Magical imbuement Burnstone (Weapon specific): You may use this Burnstone to make your weapon deal magical damage for 1 hour.
  • Flurry Burnstone (Weapon specific): You may use this Burnstone to make your weapon phase in and out of existence rapidly for 1 minute. This gives you advantage on attack rolls.
  • Overdrive Burnstone: You may use this Burnstone to imbue yourself with huge amounts of burning energy for 1 minute. Each round you may choose to either use the energy to get +50ft of movement or +1 action. Each time you choose either you gain 1 point of exhaustion. (Using the extra action from this Runestone lets you cast an additional spell with that action)
Item type
Magical

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