Control - Hexbinder’s Seal
How it's obtained: Bought with 0 Aethyr points, or taken with a free pick that allows it.
- Aethyrpoint Cost
- 0
- Level Requirement
- 1
- Technique Requirement
- General
- Source Reference
- Possession Artifact Enchantment Rune
- Source Requirement
- Possession
- Prerequisite Features
- Runesmith
- Activation Time
- Free
- Domain Requirement
- General
- Feature Category
- Artifact Enchantment Rune
- Recharge Type
- Long Rest
- Concentration?
- No
Description
This rune inscribed on a magical piece of wood, stone, metal, crystal, or bone can be affixed to an item by a Runesmith (and Aethyrflame with the Runesmith feature).
When affixed to an item, the item becomes magical it it wasn’t already and requires attunement. Any damage dealt by the affixed item is considered magical for the purposes of overcoming resistances and the item becomes resilient to normal wear and damage.
The object resizes to fit the size of the creature attuned to it and can be summoned to the hand of the attuned creature as a bonus action. An Aethyrflame creature can only attune to one rune-bound item unless they are a Runesmith of sufficient level.
In addition to the base features described above, this rune also enchants the item with the following benefits when its used as a weapon. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13.
- Level 1: Once per turn, when you hit a creature with this weapon, you can bind a hex to them which lasts until the end of your next turn.
The hexed creature must roll a d4 whenever they make an ability check or attack roll and subtract the result.
The hexed creature also has disadvantage on perception checks while hexed in this way. - Level 7: Once per turn, when you hit a creature with this weapon, you can bind a hex to them which lasts until the end of your next turn.
The hexed creature must roll a d4 whenever they make an ability check, attack roll, or saving throw and subtract the result.
The hexed creature also has disadvantage on perception checks and cannot benefit from special vision types (such as darkvision) while hexed in this way.
The hexed creature’s movement speed is reduced by 10. - Level 13: Once per turn, when you hit a creature with this weapon, you can bind a hex to them which lasts until the end of your next turn.
The hexed creature must roll a d4 whenever they make an ability check, attack roll, or saving throw and subtract the result.
The hexed creature also has disadvantage on wisdom ability checks and cannot benefit from special vision types (such as darkvision) while hexed in this way.
The hexed creature’s movement speed is reduced by 10 and any movement they take is considered as though it were through difficult terrain (5 ft of distance costs the creature 10 movement).
This weapon has a number of charges equal to your proficiency modifier which recharge when you complete a long rest. When you hit a creature with this weapon, you can expend a charge to attempt to dominate them with your hex. The hexed creature must succeed on a Charisma saving throw against your Aethyrflame Spell Save DC or become dominated by you until the end of your next turn (As though they were under the effects of the spell).