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Defense - Aegis Sigil

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
None
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 worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13.

  • Level 1: Through a 10 minute ritual, you can generate a magical ward to shield you from harm. When you complete the ritual, you gain temporary hit points equal to 5 plus your proficiency bonus.
  • Level 7: Through a 10 minute ritual, you can generate a magical ward to shield you from harm. When you complete the ritual, you gain temporary hit points equal to 10 plus twice your proficiency bonus.
    At the start of your turn, if your temporary hit points are greater than 0 but less than 10 plus twice your proficiency bonus, you gain temporary hit points equal to your proficiency bonus, not exceeding a total of 10 plus twice your proficiency bonus.
  • Level 13: Through a 10 minute ritual, you can generate a magical ward to shield you from harm. When you complete the ritual, you gain temporary hit points equal to 20 plus thrice your proficiency bonus.
    At the start of your turn, if your temporary hit points are greater than 0 but less than 20 plus thrice your proficiency bonus, you gain temporary hit points equal to twice your proficiency bonus, not exceeding a total of 20 plus thrice your proficiency bonus.
    When a spell causes you to lose temporary hit points due to damage, you may use your reaction to reflect damage back to the spell caster. If you do, you make a spell attack against the caster using your Aethyrflame ability. On a hit, the caster takes force damage equal to the number of temporary hit points you lost.