Defense - Elemental Ward Rune
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: When you complete a short rest, choose damage type from the list below. You gain resistance to the chosen damage type until you complete a short rest. When you complete a short rest and do not specify a damage type to become resistant to, the GM assumes you remain resistant to the previously chosen damage type.
Damage Types:- bludgeoning
- piercing
- slashing
- cold
- fire
- lightning
- thunder
- Level 7: When you complete a short rest, choose 2 damage types from the list below. You gain resistance to the chosen damage types until you complete a short rest. When you complete a short rest and do not specify damage types to become resistant to, the GM assumes you remain resistant to the previously chosen damage types.
Additionally, when you are subjected to an effect that allows you to make a saving throw that would cause you to take damage of one of the types you’ve chosen, you can use your reaction to give yourself advantage on the save against that effect
Damage Types:- bludgeoning
- piercing
- slashing
- acid
- poison
- cold
- fire
- lightning
- thunder
- force
- Level 13: When you complete a short rest, choose 3 damage types from the list below. You gain resistance to the chosen damage types until you complete a short rest. When you complete a short rest and do not specify damage types to become resistant to, the GM assumes you remain resistant to the previously chosen damage types.
Additionally, when you are subjected to an effect that allows you to make a saving throw that would cause you to take damage of one of the types you’ve chosen, you can use your reaction to give yourself advantage on the save and evasion against that effect. If succeeding on the save would allow you to take only half damage from the effect, you instead take no damage; and you take only half damage if you fail.
Damage Types:- bludgeoning
- piercing
- slashing
- acid
- poison
- cold
- fire
- lightning
- thunder
- force
- necrotic
- radiant
- psychic