Skip to content

Control - Sundering 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: You have advantage on attack rolls made to disarm (rules reference provided below). When you critically hit, you can use your bonus action to attempt to disarm the opponent (the opponent makes a contested check against your critical hit).
  • Level 7: You have advantage on attack rolls made to disarm (rules reference provided below). When you critically hit, you can use your bonus action to attempt to disarm the opponent (the opponent makes a contested check against your critical hit). Non-magical weapons disarmed by you gain a -1 modifier to all attack rolls and damage until repaired.
    The weapon has a number of charges equal to your proficiency bonus. When you hit a creature with this weapon, you can expend a charge to attempt to sunder the creature’s non-magical armor or shield (your choice). The hit creature must succeed on a Dexterity saving throw against your Aethyrflame Spell Save DC or have the AC of their armor or shield permanently reduced by 1 (until the item is repaired). AC from Natural Armor can be reduced by this effect but a creature’s base armor class or AC from Unarmored Defense cannot be reduced.
  • Level 13: You have advantage on attack rolls made to disarm (rules reference provided below). When you critically hit, you can attempt to disarm the opponent (the opponent makes a contested check against your critical hit). Weapons disarmed by you gain a -2 modifier to all attack rolls and damage until repaired. If the disarmed weapon is magical, this modifier lasts for 1 minute, otherwise the modifier lasts until the item is repaired.
    The weapon has a number of charges equal to your proficiency bonus. When you hit a creature with this weapon, you can expend a charge to attempt to sunder the creature’s armor or shield (your choice). The hit creature must succeed on a Dexterity saving throw against your Aethyrflame Spell Save DC or have the AC of their armor or shield reduced by 1. If the armor or shield you sunder is magical, the reduction in AC last for 1 minute, otherwise the reduction lasts until the item is repaired. AC from Natural Armor can be reduced by this effect but a creature’s base armor class or AC from Unarmored Defense cannot be reduced.

Disarm Action:

A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.