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Defense - Steelskin 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: Your hit point hardiness increases by 4 (Once per turn, hardiness ignores damage taken unless the effect’s total damage is greater than or equal to your hardiness level).
  • Level 7: Your hit point resistance increases by 8 (Once per turn, hardiness ignores damage taken unless the effect’s total damage is greater than or equal to your hardiness level).
    When you ignore damage due to your hit point hardiness, you can store up to half of the negated damage within your body to empower your future strikes. The stored damage is added to your reserve of potential energy which can store a total maximum of potential energy equal to your proficiency bonus. Whenever you roll damage with a melee weapon, you can choose to expend any amount of potential energy and add that much force damage to the damage you deal. Any stored potential energy in your reserve is lost when you complete a short or long rest.
  • Level 13: Your hit point resistance increases by 12 (Once per turn, hardiness ignores damage taken unless the effect’s total damage is greater than or equal to your hardiness level).
    When you ignore damage due to your hit point hardiness, you can store the negated damage within your body to empower your future strikes. The stored damage is added to your reserve of potential energy which can store a total maximum of potential energy equal to twice your proficiency bonus. Whenever you roll damage with a melee weapon, you can choose to expend any amount of potential energy and add that much force damage to the damage you deal. Any stored potential energy in your reserve is lost when you complete a short or long rest.
    When you take damage, you can use your reaction to release all of the potential energy you’ve stored in your reserve. All creatures within 5 feet of you must succeed against a Dexterity or Strength saving throw (their choice) against your Aethyrflame Spell Save DC or be knocked back 5 feet and take force damage equal to the potential energy you released. Creatures who succeed on the save are knocked back 5 feet but take no damage.