Runestones
The runestone itself has no inherent magical abilities. It radiates a faint, unknown magic to a detect magic spell. It is an ancient magic from long ago during the days of Ostoria when the giants reigned.
Rune Infusions
Rune | Weapon Enchant | Armor Enchant | Price | Requirements |
---|---|---|---|---|
Blod (Blood) | Attacks made with this weapon cause the target to bleed for an additional 1d8 slashing/piercing damage. | Your armor helps seal wounds. Anytime you take slashing or piercing damage, you may reduce it by 1d4. | Blod Runestone, sample of blood from whomever is receiving the item. | Slashing or piercing weapon. Any armor. |
Skye (Cloud) | This weapon is infused with the power of the cloud giants. Once per short/long rest, you can propel yourself through the air, charging up to 30ft. towards an enemy before making an attack with advantage. | The Skye rune allows you to sprout incorporeal cloud wings. Once per short/long rest, this armor can be activated to give the wearer 30ft. of fly speed for 1 minute. | Skye Runestone, a pair of wings from any flying creature. | Any weapon, any armor. |
Dod (Death) | Necrotic energy courses through this weapon. Successful attacks with it deal an additional 1d8 necrotic damage. | The rune grants protection from death. Once per short/long rest, when reduced to 0 hit points, you are instead reduced to 1 hit point and are stabilized. Additionally, no damage is enough to kill you outright (i.e., reducing you to negative max health) while wearing this armor. | Dod Runestone, the bones of a creature that died in battle. | Any weapon, any armor. |
Wyrm (Dragon) | The weapon is infused with a dragon-seeking hunger. You can sense the presence of dragons within 1 mile. Additionally, the critical strike range of this weapon when attacking a dragon is 19-20. | The rune grants you uncanny protection from dragons. You have advantage on any saves made to avoid a dragon breath attack. | Wyrm Runestone, a piece of a dragon. | Any weapon, any armor. |
Uven (Enemy) | The weapon is especially powerful against an enemy of your choosing. You deal an additional 1d8 force damage when striking a creature of the type determined when the weapon is created. | This armor gives you a +5 armor class against attacks made by the type of creature determined when the armor is created. | Uven Runestone, blood/hair/etc. of the enemy. | Any weapon, any armor. |
Ild (Fire) | This weapon is infused with the power of the fire giants. You can activate the weapon, causing it to be enveloped in flame, dealing an additional 1d8 fire damage. (Ranged weapons cause their ammunition to ignite.) | This armor gives you resistance to fire damage. | Ild Runestone, anything forged by fire giants. | Any weapon, any armor. |
Venn (Friend) | This weapon acts as a sentinel when allies are in danger. As a reaction, you can make an attack with this weapon towards any creature in range that has just harmed an ally. | This armor allows you to share damage with allies. Once per short/long rest, you can touch an ally. For the next 10 minutes, any damage taken by the linked creature is halved and split between the two of you (with the linked creature taking the extra damage in case of an uneven number). | Venn Runestone, and the blood of a true friend. | Any weapon, any armor. |
Ise (Frost) | This weapon is infused with the power of the frost giants. You can activate the weapon, causing it to be wreathed in magical ice, dealing an additional 1d8 cold damage. (Ranged weapons affect their ammunition.) | This armor gives you resistance to cold damage. | Ise Runestone, piece of a frost giant ship. | Any weapon, any armor. |
Rune | Weapon Enchant | Armor Enchant | Price | Requirements |
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Haug (Hill) | This weapon is infused with the power of the hill giants. The weapon hungers deeply and is relentless in its attacks. Once per short/long rest, you can activate the weapon for 1 minute, allowing you to make an additional attack with it as a bonus action on each of your turns. | While wearing this armor, you do not go hungry. It is nourished by the power of the hills, and you do not go hungry. | Haug Runestone, food of a hill giant. | Any weapon, any armor. |
Ferd (Journey) | Once per short/long rest, this weapon allows you to cast the expeditious retreat spell. | This rune empowers your armor with speed and vigor when travelling. Your walking speed increases by 5ft., and you can not gain levels of exhaustion from travelling. | Ferd Runestone, a horse’s heart. | Any weapon, light or medium armor. |
Kong (King) | The royal rune strikes fear into the hearts of your enemies. Enemies struck by this weapon must succeed on a Charisma save (DC 14) or be frightened for one round. | The armor gleams with regal power. You gain proficiency in all charisma based skills when wearing this armor. | Kong Runestone, a royal jewel. | Any weapon, any armor. |
Stig (Light) | Radiant energy courses through this weapon. Successful attacks with it deal an additional 1d8 radiant damage. | Once per short/long rest, you can cast prayer of healing at 3rd level using Wisdom as your spellcasting modifier. | Stig Runestone, a humanoid eye. | Any weapon, any armor. |
Liv (Life) | This weapon is filled with nature’s wrath. You can cast the conjure animals spell at 3rd level as a bonus action once per short/long rest. You may only summon one beast of challenge rating 2 or lower. | The vestment courses with life. You may cast plant growth once per short/long rest. | Liv Runestone, ear of an animal. | Any weapon, any armor. |
Fjell (Mountain) | The strength of mountains is within this weapon. The weapon is unbreakable, and can cut through stone as if a knife through butter. | You have resistance to nonmagical bludgeoning damage. | Fjell Runestone, and a rock from deep within a mountain. | Any weapon, any armor. |
Hellig (Sacred) | This sacred weapon is blessed with the power of Annam the All-Father. The weapon deals 1d12 radiant damage on successful hits, but refuses to attack giants. Any attack made against a giant with this weapon will be at disadvantage and incur no radiant damage. | Your armor is blessed by Annam himself. Any ability checks made interacting with giants or tracking giants have advantage. | Hellig Runestone, relic of Ostoria. | Any weapon, any armor. |
Skold (Shield) | The weapon seeks to defend your allies. As a reaction, you can move up to 10ft. towards a creature attacking an ally, taking the strike instead. This can be performed after the die is rolled, but before the result is known. | The shield rune infuses your armor with additional protective power. You gain a +2 bonus to your armor class. | Skold Runestone, a giant’s shield. | Any weapon, any armor. |
Stein (Stone) | This weapon is blessed by the power of the stone giants. As a bonus action, you can magically burrow up to 10ft. through rock or earth, incurring no attacks of opportunity if moving through an enemy-threatened space. | Your armor is infused with hardy stone giant power. You have advantage on constitution saves while wearing this armor. | Stein Runestone, stone giant item. | Any weapon, any armor. |
Uvar (Storm) | Your weapon is infused with the power of the storm giants. As a bonus action, you can cast the call lightning spell at 3rd level. This can only be done once every short/long rest. | This armor gives you resistance to lightning and thunder damage. | Uvar Runestone, and an item touched by lightning. | Any weapon, any armor. |
Rune | Weapon Enchant | Armor Enchant | Price | Requirements |
---|---|---|---|---|
Krig (War) | Your weapon is infused with the bloodthirsty vigor of war. After slaying a creature, you can use your bonus action to make another attack on a creature within 5ft. at advantage. | The steadfast nature of war makes you extremely focused in battle. You have resistance to psychic damage when in combat.The steadfast nature of war makes you extremely focused in battle. You have resistance to psychic damage when in combat. | Krig Runestone, bloodied weapon of a fallen soldier. | Melee weapon, any armor. |
Vind (Wind) | The weapon carries the power of wind. As a bonus action, you can cast gust of wind once per short/long rest. Additionally, your movement speed increases by 10ft. | The winds are bent to your will by your magical armor. You can not be knocked prone or pushed back. Once per short/long rest, you can activate the winds to give you 60ft. of fly speed for one round. | Vind Runestone, feather of a bird. | Any weapon, any armor. |
Credits
u/kylorazz - For creating this idea
Art by WotC
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