jackhaydock / Jackalope_Homebrew

Homebrew content for DnD 5e
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Damage Type Runestones #117

Open jackhaydock opened 1 year ago

jackhaydock commented 1 year ago

Weapon Runestones that change damage type of the weapon and grant limited use bonuses based on type


+1 Energetic Runestone (Acid)

Wondrous item, uncommon/rare (requires attunement)

Weapon Runestone. Over the course of an hour, this runestone can be fused with a weapon, turning it into a magic weapon, if it is not already. Only one runestone can be fused with a weapon at one time. A runestone can be be removed from a weapon over the course of an hour. The DM may decide that a DC15 Intelligence (Arcana) check is required to fuse or remove runestones, or that only a specialist runesmith can do it.

While attuned to a weapon that this runestone is fused with, you have a +1 bonus to its attack and damage rolls made with it, unless it is a magic weapon that already has a bonus to these rolls.

Additionally, the weapon constantly bears a wet sheen, as if recently dipped in liquid. It also slightly stings to touch the blade or head. When you make an attack with this weapon you can change the damage type to acid, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you hit a creature or object with an attack using this weapon, you can expend a charge to spray additional acid onto the target. At the start of each of it's turns, the creature or object takes 1d6 acid damage. The effect wears off after 1 minute or until a creature within 5 feet of the target uses an action to clean off the remaining acid.

+1 Energetic Runestone (Bludgeoning)

Wondrous item, uncommon/rare (requires attunement)

usual text

Additionally, this weapon becomes noticeably bulkier and heavier, but not so much that it impairs it's usage. it the weapon previously had sharp edges, they appear dulled. When you make an attack with this weapon you can change the damage type to bludgeoning, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you hit a creature or object with an attack using this weapon, and the target is composed primarily of solid, inorganic matter, such as stone, metal or crystal, you can expend a charge to deal double bludgeoning damage to the target.

+1 Energetic Runestone (Cold)

Wondrous item, uncommon/rare (requires attunement)

usual text

Additionally, this weapon always appears to bear a light coating of frost and emit a thin cold mist. When you make an attack with this weapon you can change the damage type to cold, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you hit a creature with an attack using this weapon, you can expend a charge to impose a 1d6 penalty on the target's next Dexterity check or saving throw before the end of your next turn.

+1 Energetic Runestone (Fire)

Wondrous item, uncommon/rare (requires attunement)

usual text

Additionally, this weapon always appears to faintly glow as if extremely hot. it may also emit faint embers or small flames. When you make an attack with this weapon you can change the damage type to fire, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you hit a creature or object with an attack using this weapon, you can expend a charge to deal an additional 2d6 fire damage to the target. This attack ignores resistance to fire damage.

+1 Energetic Runestone (Force)

Wondrous item, uncommon/rare (requires attunement)

usual text

Additionally, this weapon always appears slightly transparent, as if made of magic rather than matter. When you make an attack with this weapon you can change the damage type to force, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you make an attack with this weapon, you can expend a charge to increase its range for the attack. For a ranged attack, the long range is increased by 30 feet and attacking at long range does not impose disadvantage on the attack roll. For a melee attack the reach is increased by 5 feet.

+1 Energetic Runestone (Lightning)

Wondrous item, uncommon/rare (requires attunement)

usual text

Additionally, this weapon constantly crackles and sparks with lightning. The area immediately surrounding the weapon always appears to have unusual levels of static. When you make an attack with this weapon you can change the damage type to lightning, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you hit a creature or object with an attack using this weapon, you can expend a charge to create an arc of lighting to an additional target of your choice within 10 feet of the original target. The second target takes 2d6 lightning damage.

+1 Energetic Runestone (Necrotic)

Wondrous item, uncommon/rare (requires attunement)

usual text

Additionally, this weapon emits a faint and ominous dark smoke. Occasionally, when it damages a creature, drinking noises can be heard. When you make an attack with this weapon you can change the damage type to necrotic, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you hit a creature with an attack using this weapon, and that creature is not a construct or undead, you can expend a charge to gain 2d6 temporary hit points. The creature cannot regain hit points until the end of its next turn.

+1 Energetic Runestone (Piercing)

Wondrous item, uncommon/rare (requires attunement)

usual text

Additionally, this weapon has usually sharp points and edges, even if it didn't before. These points and edges appear far thinner that should physically be possible with typical weapon materials. When you make an attack with this weapon you can change the damage type to piercing, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you hit a creature or object with an attack using this weapon, you can expend a charge to TBD

+1 Energetic Runestone (Poison)

Wondrous item, uncommon/rare (requires attunement)

usual text

Additionally, this weapon always appears to be coated in a dark, oily liquid. This liquid is extremely bitter if tasted. When you make an attack with this weapon you can change the damage type to poison, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you hit a creature with an attack using this weapon, you can expend a charge to force the creature to make a DC 15 Constitution saving throw or become poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, removing the condition on a success. A creature that fails the saving throw but is immune to the poisoned condition instead has disadvantage on its next ability or attack roll.

+1 Energetic Runestone (Psychic)

Wondrous item, uncommon/rare (requires attunement)

usual text

Additionally, this weapon constantly emits faint whispers and eerie songs, often in ancient undecipherable languages. When you make an attack with this weapon you can change the damage type to psychic, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you hit a creature with an attack using this weapon, you can expend a charge to force the creature to make a DC 15 Wisdom saving throw or become frightened of the weapon for 1 minute. A creature can repeat the saving throw at the end of each of its turns, removing the condition on a success.

+1 Energetic Runestone (Radiant)

Wondrous item, uncommon/rare (requires attunement)

usual text

Additionally, this weapon constantly emits a faint radiant glow. Sometimes a soothing choir can be heard from the weapon that brings comfort to non evil creatures nearby. When you make an attack with this weapon you can change the damage type to radiant, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you hit a creature with an attack using this weapon, you can expend a charge to restore 1d8 hit points to a creature of your choice within 10 feet of the original target. Alternatively, you can choose to deal 1d8 radiant damage to an undead or fiend creature within 10 feet of the original target (this can include the target). The weapon also emits 10 feet of bright light until the start of your next turn.

+1 Energetic Runestone (Slashing)

Wondrous item, uncommon/rare (requires attunement)

usual text

Additionally, this weapon gains a number of serrations and barbs on its blades, heads or points. When you make an attack with this weapon you can change the damage type to slashing, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you hit a creature with an attack using this weapon, you can expend a charge to TBD, bleed?

+1 Energetic Runestone (Thunder)

Wondrous item, uncommon/rare (requires attunement)

usual text

Additionally, noises produced by this weapon are noticeably louder and reverberate more than they naturally should. When you make an attack with this weapon you can change the damage type to thunder, rather than the weapon's normal damage type.

Finally, this weapon has 3 charges, and regains 1d4-1 expended charges daily at dawn. When you hit a creature or object with an attack using this weapon, you can expend a charge to push the target 15 feet away from you. The target is Huge or larger, or is a creature that succeeds on a DC 15 Strength saving throw, they are only pushed 5 feet. If this movement would force the target into the space of a creature or object that is its size or larger, both targets take 1d6 bludgeoning damage and the target stops moving.