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Offense - Critical Star 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
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 critically hit with this weapon when you roll a 19 or 20 on the attack roll. If you already possess an expanded critical hit range, your range increases by one (you critically hit on a roll of the next lowest number than your current critical hit range.
    When you critically hit with this weapon, you may take the maximum possible roll of the critical dice instead of rolling (you still roll the normal damage dice).
  • Level 7: You critically hit with this weapon when you roll an 19, or 20 on the attack roll. If you already possess an expanded critical hit range, your range increases by one (you critically hit on a roll of the next lowest number than your current critical hit range.
    If you have advantage on an attack, you can choose to forego that advantage and increase your critical hit range by two (i.e. you critically hit when you roll a 17, 18, 19, or 20 — unless your critical hit range is increased through other means).
    When you critically hit with this weapon, you may take the maximum possible roll of the critical dice instead of rolling (you still roll the normal damage dice).
  • Level 13: You critically hit with this weapon when you roll an 19, or 20 on the attack roll. If you already possess an expanded critical hit range, your range increases by one (you critically hit on a roll of the next lowest number than your current critical hit range.
    If you have advantage on an attack, you can choose to forego that advantage and increase your critical hit range by four (i.e. you critically hit when you roll a 15, 16, 17, 18, 19, or 20 — unless your critical hit range is increased through other means).
    You automatically critically hit when you attack a creature who is stunned, incapacitated, or surprised.
    When you critically hit with this weapon, you may take the maximum possible roll of the critical dice instead of rolling (you still roll the normal damage dice).