Runestones
Runestones are shards of concentrated aetheric substance of unknown origin. It must be found, and cannot be manufactured. From it's raw Runestones, polished gems can be produced that imbue specialized equipment with enhanced properties. Most Runestones can be used with both weapons and armor, imbuing special properties. Most tools can only handle one Runestones at a time, but some rare and precious tools can use two. More then two in a single tool would be disasterously unstable.
Gem Settings
Mundane weapon or armor may be made to accomodate Runestones by taking the tool in question to an Arcane Blacksmith. Giving a tool a single Runestones Setting typicaly costs around 500g. Adding a second setting is exponentially more difficult and expensive however. And adding Gem Settings to exotic metals and materials, or an item that already has an enchantment would require a true master's touch.
There are two types of Gem Settings - Offensive Settings and Defensive Settings. Weapons and catalysts feature Offensive Settings designed to bring out the more aggressive properties of gems, channeling their power and focusing them on external forces. The Defensive Settings for armor and accessories are tuned to bring out the defensive properties of a Gem. Items with Defensive Sockets channel their power through the user's body, and as a result, tools that use Defensive gems always require attunement.
Types of Tools
A wide variety of tools can be modified with Gem Settings. These include weapons, armor, spellcasting catalysts, accessories such as necklaces and bracers, and more. Tools with offensive gem settings tend to be weapons
Switching Gems
Runestones can be instantly slotted into a tool, as the Gem Setting conducts their power and channels it. Coaxing a gem out can be slightly more difficult though.
During a short rest, a player may coax the gems to relax their magical bond and pry them from their settings, allowing them to be rearranged, traded, and re-set.
Types of Runestones
This is a partial list of known Runestones. But who knows what rare and unique stones may be found?
Power Stone (Rare)
Increases the tool's power. Come in +1-3
Offensive. Grants +X bonus to damage rolls
Defensive. Grants +X AC
Luck Stone (Rare)
Increases the tool's luck. Comes in +1-3
Offensive. Gain +X to attack rolls
Defensive. Gain +X to saving throws
Magic Stone (Rare)
Increases the tool's magical properties. Comes in +1-3
Offensive. Grants +X to spell attack rolls.
Defensive.
Elemental Stone (Uncommon)
Imbues elemental power. Comes in a number of different elemental types.
Offensive. Changes Offensive damage to elemental type.
Defensive. Grants resistance to elemental type.
Rainbow Stone (Rare)
Imbues elemental power. During a short rest, you may change the elemental type.
Offensive. Changes weapon damage to elemental type.
Defensive. Grants resistance to elemental type.
Damage Stone (Rare)
Comes in 1d4, 1d6, 1d8, and 2d6.
Offensive. Weapon deals an additional 1dX damage.
Defensive. Armor reduces bludgeoning, slashinig, or piercing damage by 1dX.
Savage Stone (Very Rare)
Offensive. When you score a critical hit with a weapon Attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Defensive. Crits become regular attacks.
Hearty Stone (Rare)
Offensive. On an Attack action, Re-roll '1's for damage.
Defensive. Your hit point maximum increases by 1 for each level you have attained.
Exploding Stone (Rare)
Offensive. When making weapon attack, you roll max damage on a damage die, roll the die again and add it to your total.
Range Stone (Rare)
Offensive. The reach of your weapon increases by 5 ft.
Defensive. Your movement speed increases by 5 ft.
Proficency Stone (Very Rare)
Offensive. You are considered proficient with this weapon even if you lack proficiency with this type of weapon.
Defensive. You are considered proficient with this armor even if you lack proficiency with this type of Defensive.
Lightweight Stone (Uncommon)
Offensive. Weapons with the Two-Handed property may be wielded with one hand. Weapons gain the finesse property.
Defensive. You are not impeded by disadvantage on Dexterity (Stealth) checks or if the armor has a Strength requirement.
Illusory Stone (Uncommon)
Offensive. You may use a bonus action to cause the weapon to assume the shape of a normal object of comparable size.
Defensive. You may use a bonus action to cause the armor to assume the shape of a normal set of clothing or some other kind of armor.
Sturdy Stone (Rare)
Offensive. During an Attack action, you can use your reaction to shove a creature up to 5 feet in any direction.
Defensive. If an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Aqua Stone (Rare)
Offensive. While holding this weapon, you gain a swim speed equal to your walking speed.
Defensive. You can breathe both air and water.
Light Stone (Uncommon)
Offensive. Weapon glows with a bright light in a 30-foot radius and dim light for an additional 30 feet.
Defensive. Darkvision increased by 30 feet
Attribute Stone (Very Rare)
Comes in a variety of types corresponding to the six ability scores.
Defensive. One ability score increases by 2, up to a maximum of 20.
Cutting Stone (Very Rare)
Offensive. This weapon ignores damage resistance and immunity.
Defensive. Grants resistance to bludgeoning, slashing, or piercing from nonmagical weapons.
Wound Stone (Rare)
Offensive. Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Defensive. When you spend hit dice during a rest, add an additional 1d4.
Awareness Stone (Uncommon)
Offensive. You gain +2 to Initiative.
Defensive. You can’t be surprised.
Mastery Stone (Legendary)
Defensive. Your proficiency bonus increases by 1
DM Brainstorming - Probably bad ideas
Muffled
This armour no longer gives disadvantage on Dexterity (Stealth) checks.
Climbing Claws
While wearing this armour, a creature has advantage on Strength (Climb) checks.
Hardened
While wearing this armour, a creature takes half damage from the extra dice rolled on a critical hit.
Modular
This armour can be removed as a move action.
Mirrored
This armour grants resistance against radiant attacks.
Padded
reduced damage from bludgeoning (like -1)
Spiked
1d4 damage returned when being hit by unarmed
Fragile
(to be combined with an OP piece of gear) - Armor breaks on receiving a critical hit or if a weapon, breaks on a critical hit
Slippery
Advantage on checks to break free from a Grapple
Form-fitted
Advantage on acrobatics
Fur lined
resistance to cold damage EDIT: unbearable in warmer climates
Heavy
Reduces movement but gains advantage on athletics versus being pushed
Grounded
resistance to lightning (perhaps a reduction in speed due to the extra metal)
Sticky
advantage on grapples
Stinky
advantage on intimidation disadvantage on stealth
Camouflaged
This armor is adorned with the colors and materials of a certain environment (forest, desert, snowy mountain, etc.) gain advantage on stealth checks in the environment you choose.
Invigorating
This armor is reinforced with a load bearing mechanism in the arms allowing you to carry an extra 50 pounds.
Explosive
This armor is layered with magnesium, if water comes in contact with the armor it explodes allowing you to suicide bomb an enemy for massive damage (DMs discretion)
Inflatable
This armor has an inflatable membrane around it that can be used to float in water.
Unerring.
Weapon. When you make an attack and miss, you deal damage equal to your proficiency bonus. Armor. When you are hit by an attack, reduce damage equal to your proficiency bonus.
Camoflauging
You may attempt to hide when only lightly obscured
Ammunition Stone.
Offensive. Ranged attacks made with this tool have their range doubled.
Defensive. Ranged weapon attacks against you are made with disadvantage.
Accolyte Stone
Offensive.
Defensive. While wearing this tool, you know one cantrip of your choice.
Runestones
Stone | Offensive | Defensive | Description |
---|---|---|---|
Power | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Luck | 200gp | ||
Magic | 300gp | ||
Elemental | 400gp | ||
Rainbow | 500gp | ||
Damage | 600gp | ||
Savage | 700gp | ||
Hearty | 1000gp | ||
Exploding | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Range | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Proficiency | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Lightweight | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Illusory | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Sturdy | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Aqua | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Light | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Attribute | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Cutting | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Wound | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Awareness | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |
Mastery | Grants +X bonus to damage rolls | Grants +X AC | Comes in +1, +2, and +3 |