Defense - Fateshield 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: When a creature lands a critical hit against you, they must roll a d20 to confirm the critical hit. If they roll below 10, the attack is a normal hit instead.
- Level 7: When a creature lands a critical hit against you, they must roll a d20 to confirm the critical hit. If they roll below 15, the attack is a normal hit instead. When you prevent a critical hit with this ability, you gain advantage on your next attack or saving throw. You critically succeed on that check on a roll of 15 or higher.
- Level 13: When a creature lands a critical hit against you, they must roll a d20 to confirm the critical hit. If they roll below 20, the attack is a normal hit instead. When you prevent a critical hit with this ability, you gain advantage on your next attack or saving throw. You critically succeed on that check on a roll of 10 or higher.