Dwarven Runestones

The dwarven All-Father, passed the gift of knowledge, in the form of runes, to the first King. Dwarves, therefore, view runes, and the wisdom they hold, as sacred. The physical act of etching something in stone, the material of the dwarves themselves, holds profound meaning – stone is forever. Dwarven runestones are normally hand-sized. The carver typically etches his/her house or clan symbol in the center of the stone. The runic text then wraps around the symbol clockwise beginning on the outside. Some runestones possess elaborate decoration beyond the norm. For example, rare runestones are inlaid with a central jewel. Some are part of a larger set of three that must be collected and joined together. Others must be set into position to provide access to specific locations. Dwarves craft runestones for different purposes. They create runestones to mark important occasions such as birth, coming of age, or death. The dwarves etch runestones as deeds, private messages, warnings, or personal stamps. Others serve as works of art or poetry.

More elaborate runestones mark historical events or battles, like the opening of a new mine or defeating a host of enemies. Others contain cryptic messages or serve as treasure maps. Dwarves also carve runestones for spiritual reasons.

Some dwarves etch runestones to honor the gods and beg their favor in business, life, or fertility. Runestones are often crafted and left at the door of a burial crypt or on the sarcophagus of an ancestor as an offering. Dwarves believe their runestones carry sacred power. Depending on the reason for their creation, they will carry them on their person or around their neck like a talisman. Dwarves will also etch magical curses onto their runestones to cause blindness, sickness, or death.

Dwarven clerical power is based on the use and manipulation of runes. Dwarven clerics must trace runes somatically with their hands to cast spells. The dwarves have also perfected the ability to inscribe runestones to express the divine power of their gods. Dwarven clerics can use runestones like a scroll by etching spells onto it. They can enchant a runestone with the property of a potion and read it to absorb its magical effect.

The dwarven clerics enchant small runestones to serve as magical sling stones. They can enchant others to serve as club or axe heads. Runestones, mundane or magical, offer a window into the personal world of the dwarves. They provide player characters with an opportunity to experience feelings and emotions like the life, love, loss, spirituality, and history of the dwarves.

Runestone Value

Mundane runestones have value in gold pieces to the dwarves. Mundane runestones bear inscriptions, tell stories and relay historical events to their readers.

Use the following chart to determine the approximate gold piece value of mundane runestone inscriptions:

Mundane Runestone Inscription Value
Gold Piece Value
Inscription Levels 1-3 Levels 4-7
Basic Inscription 20 + 1d2 x 10 gp 120 + 1d2 x 10 gp
Name Day 40 + 1d2 x 10 gp 140 + 1d2 x 10 gp
Noble House 60 + 1d2 x 10 gp 160 + 1d2 x 10 gp
Battle or Siege 80 + 1d2 x 10 gp 180 + 1d2 x 10 gp
Deity 100 + 1d2 x 10 gp 200 + 1d2 x 10 gp
Year 120 + 1d2 x 10 gp 220 + 1d2 x 10 gp

The runestones in the Random Mundane Runestone Tables may possess more than one of the above inscription details. If more than one key detail is provided use the higher of the two values on the table above.

For example, assuming Levels 1-3 the following inscriptions provide the necessary detail to determine their gold piece value.

  • Example 1: “Thaneduhr blessed me with a full heart at the Battle of Yellow Bones in the Year 231. Gaxdrag Warhelm etched these runes.” In this example a deity is noted but the key detail to determine its value is the indication of the year (231). Therefore, the stone would be worth 120 + 1d2 x 10 gp.
  • Example 2: “Graego carved this stone to bring glory to the ancestors of House Ironforge.” Here, the indication of “House Ironforge” is the key detail establishing its value as 60 + 1d2 x 10 gp.

Minor Runestones

Unless otherwise stated, minor runestones must be read to activate the enchantment. Stones possess a single word inscription in dwarvish. Once read, they disintegrate into dust.

However, some runestones are cursed and bear a false rune (i.e., heal , grow, aid, purify, etc.). Only casting identify will reveal a cursed stone. Unless otherwise stated, these are one-use magic items and last for 1 minute (if applicable).

Runestone of Climbing

Rune: Climb

Runestone, common

This stone allows the bearer to climb as per a potion of climbing.

Runestone of Death

Special Cursed

Rune: Death

Runestone, rare

Upon reading the runes upon its surface, the bearer must make a DC 14 Constitution saving throw or die.

Runestone of Disintegration

Special Cursed

Rune: Dust

Runestone, rare

Upon reading the runes upon its surface, the bearer must make a DC 14 Constitution saving throw or suffer the full effects of a disintegration spell.

Runestone of Extra-Healing

Rune: Heal

Runestone, uncommon

This runestone functions as a potion of greater healing.

Runestone of Giant Strength

Rune: Strength

Runestone, varies

This runestone functions as a potion of giant strength. Roll d20 to determine the type of giant:

d20 Giant Type Strength Rarity
1-9 Hill giant 21 Uncommon
10-14 Frost/stone giant 23 Rare
15-17 Fire giant 25 Rare
18-19 Cloud giant 27 Very rare
20 Storm giant 29 Legendary

Runestone of Growth

Rune: Grow

Runestone, uncommon

This runestone functions as a potion of growth.

Runestone of Healing

Rune: Aid

Runestone, common

This runestone functions as a potion of healing.

Runestone of Heroism

Rune: Courage

Runestone, rare

This runestone functions as a potion of heroism.

Runestone of Invulnerability

Rune: Protect

Runestone, rare

This runestone functions as a potion of invulnerability.

Runestone of Levitation

Rune: Float

Runestone, uncommon

This stone functions as the spell levitate.

Runestone of Speed

Rune: Swift

Runestone, very rare

This runestone functions as a potion of speed.

Runestone of Super-Heroism

Rune: Heart

Runestone, very rare

This runestone functions as a potion of heroism with the following enhancements: the drinker gains 20 temporary hit points. These hit points as well as the bless effect last until the next short or long rest is completed.

Runestone of Sweetwater

Rune: Purify

Runestone, very rare

This runestone can be submerged into a liquid to cleanse it and magically change it into drinkable, sweet tasting water.

It is capable of turning saltwater into fresh water and can transform poisons or acids into drinkable water. 100,000 cubic feet of water can be cleansed with one runestone. However, only 1,000 cubic feet of acid can be neutralized.

The effects of this runestone are permanent.

Major Runestones

Major runestones are magical items that are permanent or possess charges as per wands. Cursed stones are falsely marked (Heal, Aid, etc,) like minor runestones.

A read magic or identify spell will reveal the curse.

Warstone

Runestone, very rare

This runestone provides the bearer with a +1 to hit and damage while also serving as a ring of fire resistance. The stone must be worn or carried by the bearer.

Stalagmite Runestone

Runestone, rare

This single-use runestone allows the bearer to assume the form of a stalagmite of the same approximate size. A close inspection will not reveal that the stalagmite in question is a magically concealed humanoid. To all normal tests the bearer is a stalagmite. While in stone form, the bearer can observe all that transpires around him or her. The bearer of the stone may remain in stalagmite form for seven days. However, for every 24 hours in stone form the bearer will suffer the effects of a flesh to stone spell with a DC of 16.

Runestone Arrowhead

Runestone, varies

Runestone arrowheads are carved from flint and strengthened with runic magic. They deal an additional 1d6 piercing damage on a successful hit. Bags or pouches contain 1d4+1 arrowheads. They can only be used once and vary in enchantment bonus as noted below:

d6 Enhancement Bonus Rarity
1-4 +1 Uncommon
5 +2 Rare
6 +3 Very Rare

Runestone Axe Head

Runestone, varies

Runestone (hand) axe heads are carved from magically reinforced flint and must be mounted. They deal an additional 1d6 slashing damage on a successful hit.

On an attack roll of natural 1 the axe head shatters.

They vary in enchantment bonus as noted below:

d6 Enhancement bonus Rarity
1-4 +1 Uncommon
5 +2 Rare
6 +3 Very Rare

Runestone of Constitution

Runestone, very rare

This stone grants the bearer an increase to their Constitution score by 2. The stone must be carried on the bearer’s person at all times for the benefit to be realized. Approximately 5% of these stones are cursed and will reduce the Constitution score of the bearer by 2 permanently.

Runestone of Controlling Earth Elementals

Runestone, rare

This powerful runestone may summon and control one earth elemental as if the spell conjure elemental had been cast. The stone can’t be used this way again until next dawn.

Runestone of Curing

Runestone, rare (requires attunement by a bard, cleric or druid)

This powerful runestone functions as a staff of healing.

Runestone of Delusion

Special Cursed

Runestone, rare

Upon touching this runestone, the bearer will believe that it is a random magical runestone. The bearer must make a DC 14 Wisdom saving throw at the start of any combat, failure will result in the bearer suffering the effects of the confusion spell. The enchantment can only be lifted with a remove curse.

Runestone of Dwarvenkind

Runestone, very rare

The runestone of dwarvenkind is viewed as one of the greatest gifts a dwarf can bestow on a non-dwarf. This honor is typically reserved for the most loyal and longstanding allies of dwarves.

The bearer of the stone has disadvantage on all Charisma checks when interacting with non-dwarves but gains advantage on all Charisma checks when interacting with dwarvenkind. The bearer can also read, write and speak the dwarven language and receives the additional abilities of darkvision 60 feet and stonecunning.

Runestone of Faithfulness

Runestone, uncommon

The bearer of this runestone is aware of any action that could adversely affect his or her alignment or standing with his or her deity. He acquires this information immediately prior to performing such an action.

Runestone of Feather Fall

Runestone, uncommon

This stone activates a feather fall spell if the bearer falls 5 feet or more.

Runestone of Fire Resistance

Runestone, rare (requires attunement)

This stone functions as a ring of fire resistance.

Runestone of Foul Rotting

Special Cursed

Runestone, rare

The bearer of this runestone, within one day, must make a DC 14 Constitution saving throw or they will contract a horrible rotting affliction and suffer one level of exhaustion.

Each week the bearer must make a new saving throw or suffer another level of exhaustion. This exhaustion is permanent and can only be removed by casting greater restoration. Each casting of greater restoration will reduce the exhaustion by one step. If the bearer ever reaches exhaustion level 6 they will die and turn into a wight.

The cursed stone can be removed with remove curse.

Runestone of Free Action

Runestone, rare (requires attunement)

This runestone functions as a ring of free action.

Runestone of Frost Resistance

Runestone, uncommon (requires attunement)

This stone functions as a ring of warmth.

Runestone of Good Luck

Runestone, rare

A runestone of good luck, also called a luckstone, is a highly polished stone inlaid with agate. The bearer can reroll one attack roll, ability check, or saving throw that they dislike. They must use the second roll. This ability cannot be used again until the next dawn.

Runestone of Illumination

Runestone, uncommon

The runestone of illumination possesses the following three functions. It can cast dancing lights and light cantrips at a cost of 1 charge. It can also cast continual flame at the cost of 3 charges. A runestone of Illumination possesses 1d6+12 charges. It cannot be recharged.

Runestone of Impact

Runestone, common

A runestone of impact is a sling stone +1 etched with powerful enchantments. Upon impact the stone makes a “thwack!” sound and flashes with magical energy. A successful attack with a runestone of Impact will inflict an additional 1d6 radiant damage. A runestone of Impact can be used only once.

Runestone of Insanity

Special Cursed

Runestone, very rare

Upon reading the runes upon its surface, the bearer must make a successful DC 14 Wisdom saving throw or suffer the effects of a confusion spell permanently. A remove curse can break the enchantment.

Runestone of Life Trapping

Runestone, rare

This stone possesses seven extra-dimensional spaces within it. Any human-sized or smaller creature who reads the runes must make a successful DC 16 Dexterity saving throw or be sucked into and trapped within one of the seven spaces (including all his or her possessions), as the forcecage spell with a permanent duration.

When all the cells are full, the stone will not trap any additional beings. To free trapped souls, the stone must be broken by dragon breath or a +3 or greater magic weapon. Shattering the stone will cause an 8d6 fireball. All those in the vicinity, and within the cells, must make a successful DC 14 Dexterity saving throw for half damage.

Runestone of Light

Runestone, common

This stone functions as per the spell light and has 1d4+1 charges. Numbers on the stone disappear as charges are used. It cannot be re-charged.

Runestone of Location

Runestone, common

The Runestone of Location possesses an inverted teardrop shape. When cast onto the ground, and the bearer imagines a location previously visited (such as a stairway, entrance, exit, room, cavern, pool, etc.), the stone will point in the direction of the desired location.

The stone may be used seven times in a day, regaining its abilities on the next dawn. Note that the stone will land and point upwards, or land on its tip, to denote elevation.

Runestone Mace Head

Runestone, varies

Runestone Mace Heads are carved from magically reinforced flint and must be mounted. They deal an additional 1d6 bludgeoning damage on a successful hit. On an attack of natural 1 the mace head shatters.

They vary in enchantment bonus as noted below:

d6 Enhancement Bonus Rarity
1-4 +1 Uncommon
5 +2 Rare
6 +3 Very Rare

Runestone of Magic Detection

Runestone, uncommon

This stone, when held in the palm, allows the bearer to cast the detect magic cantrip. This effect uses one charge. The stone possesses 15+1d10 charges and cannot be recharged.

Runestone of Magic Resistance

Runestone, very rare

This runestone provides the bearer with magic resistance.

They have advantage on saving throws against spells and other magical effects.

Runestone of Metal Detection

Runestone, common

This stone allows the bearer to detect metal or minerals in excess of 100 pounds within 30 feet. A dwarf who bears this runestone will be intuitively aware of the metal detected. The stone has 1d6+6 charges and cannot be recharged.

Runestone of Missile Attraction

Special Cursed

Runestone, uncommon

All ranged attacks against the bearer of this cursed runestone are made with advantage. Only a remove curse will allow the bearer to cast away the stone.

Runestone of Monstrous Attention

Special Cursed

Runestone, rare

This magical runestone is cursed. The bearer of the stone attracts monsters at twice the normal rate. In addition, monsters make all attacks against the bearer with advantage. The stone cannot be discarded and, if thrown away, will reappear within the bearer’s belongings until a remove curse spell is cast upon it.

Runestone of Opening

Runestone, rare

The Runestone of Opening is shaped as a perfect circle and is inlaid with mithril. When touched to a locked door, lid, door, valve, bars, locks, bolts, etc., the portal will unlock. This costs one charge. Note that the stone only functions on one locked mechanism nor does it open a portal/lid. The runestone does not disarm or remove traps (if applicable). Also note that if a portal/lid is double or triple locked, this will require additional charges. The runestone can dispel an arcane lock but this costs three charges. The Runestone of Opening has a total of 1d10+10 charges. It cannot be recharged.

Runestone of Petrification

Special Cursed

Runestone, rare

Upon reading the runes upon its surface, the bearer must succeed at a DC 14 Constitution saving throw or suffer the effects of the flesh to stone spell.

Runestone of Prayer

Runestone, uncommon

Runestones of Prayer are commonly found in a small bag or pouch, occasionally they are found on a necklace. There are three types of prayer stones and allow the bearer to cast their corresponding spell.

The first are Runes of Blessing (Bless), the second are Runes of Healing (Cure Wounds 5th level), and Runes of Restoration (Lesser Restoration). A bag or necklace of prayer stones normally includes two of the first two types and one of the third. They are one use magic items.

Runestone of Proof Against Disease

Runestone, uncommon

This runestone functions as a periapt of health.

Runestone of Proof Against Fear

Runestone, rare

This small runestone is often attached to a necklace. It provides immunity to the frightened condition.

Runestone of Proof Against Mummy Rot

Runestone, uncommon

Possession of this runestone grants the bearer advantage on all saving throws against mummy rot.

Runestone of Proof Against Poison

Runestone, rare

This runestone functions as a periapt of proof against poison.

Runestone of Protection

Runestone, uncommon (+1), rare (+2) or very rare (+3)

This stone improves the bearer’s armor class and saving throws by 1, 2, or 3.

Runestone of Pure Good

Runestone, very rare

This stone is etched with powerful runes. A lawful good dwarven cleric who possess this item can cause a flaming crack to open under the feet of an evil-aligned cleric up to 100 feet away. The target will be sucked down through the fissure to one of the planes of hell. The target receives a DC 15 Wisdom saving throw to escape eternal torment.

A neutral or evil-aligned cleric will take 8d6 points of damage from touching the stone. Use of this stone ages the bearer 49 years. It is a one-use magic item.

Runestone of Regeneration

Runestone, very rare (requires attunement)

This runestone functions as a ring of regeneration.

Runestone of Rejuvenation

Runestone, uncommon

Whenever a bearer of this stone recovers hit points by means other than resting, 1d4 extra points of healing (per spell, magic item, or potion) used to heal wounds.

Runestone of Sacred Earth

Runestone, very rare

This runestone allows the bearer to employ the following spells:

The runestone has 2d10 charges. It cannot be recharged. Once all charges are expended, the stone crumbles.

Runestone of Seeing

Runestone, rare (requires attunement)

This runestone has a hole in the center inset with a thin garnet lens. When held to the eye, this stone allows the bearer to see as if he were using a gem of seeing.

Runestone of Sharpening (Whetstone)

Runestone, rare

The Runestone of Sharpening, or Whetstone, is a prized magic item among warriors. If used on a slashing weapon the Whetstone increases its combat effectiveness the bearer will have advantage on all attacks made with that weapon for 2d4 rounds. If used on a magical weapon, it will last for 1d4 rounds.

A Whetstone has 1d4+4 uses.

Runestone of Shielding

Runestone, uncommon

This runestone functions as a brooch of shielding.

Runestone of Spell Storing

Runestone, rare (requires attunement)

This runestone functions as a ring of spell storing.

Runestone of Spell Turning

Runestone, legendary

This runestone functions as a ring of spell turning.

Runestone of Steam and Vapor

Runestone, rare

This runestone possesses two functions. The first is a spout of super-heated steam in a 10 foot line. The steam causes 4d6 points of damage in the first round and 2d6 in the second round. Any creature caught in the steam must succeed at a DC 13 Dexterity saving throw for half damage.

The second is heated obscuring vapor equivalent to the spell fog cloud. Cold-based creatures caught within the cloud take 1d6 points of damage per round.

Runestone of Stupidity

Special Cursed

Runestone, rare

Upon holding this runestone the bearer is cursed with an effective intelligence of 3. The stone can only be removed with a remove curse spell.

Runestone of Thunderous Deafening

Runestone, rare

This runestone allows the bearer to cast the spell thunderwave at 5th level. It has three charges.

Runestone of Treasure Finding

Runestone, uncommon

In order to activate this runestone, it must be held in the palm of the hand while the runes are read aloud.

The stone will then rotate in the hand and point in a single direction (once only) of treasure within 240 feet and in excess of 100 gp total value. After the stone indicates the direction of treasure, it disintegrates to dust. This is a one-use magic item.

Runestone of War

Runestone, uncommon

These runestones are very small sling stones, often contained in a bag or pouch of 1d4+1. When hurled, a single runestone of war multiply in the air when thrown at an opponent. An attack roll must be made for each individual stone. Attacks cannot be divided against multiple targets. Each stone cases 1d4 points of damage plus its magical bonus and can be used once.

Type Number of Runestones
+1 1d6
+2 1d4
+3 1d3

Runestone of Water Walking

Runestone, uncommon

This stone functions as a ring of water walking.

Runestone of Weakness

Special Cursed

Runestone, rare

Upon holding this runestone the bearer is cursed with an effective strength of 3. All attacks made by the bearer are made with disadvantage The stone can only be removed with a remove curse spell.

Runestone of Weight (Loadstone)

Special Cursed

Runestone, uncommon

A runestone of weight (also called a loadstone to some) is a cursed magical item. The bearer of the stone is under the effect of a slow spell with a permanent duration. Once acquired the stone cannot be disposed, discarded, or destroyed, short of a remove curse.

Runestone of Wisdom

Runestone, very rare

This stone grants the bearer an increase to their Wisdom score by 2. The stone must be carried on the bearer’s person at all times for the benefit to be realized. Approximately 5% of these stones are cursed and will reduce the Wisdom score of the bearer by 2 permanently.

Section 15: Copyright Notice

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