Offense - Flamebound 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: When you roll dice to determine damage dealt by this item, you roll an additional 1d4 fire damage. The item also ignites flammable objects it impacts that aren’t being worn or carried.
- Level 7: When you roll dice to determine damage dealt by this item, you roll an additional 1d6 fire damage. The item also ignites flammable objects it impacts that aren’t being worn or carried.
Additionally, once per turn, you can cause a creature struck by this object to ignite in flames. The ignited creature takes 1d4 fire damage at the start of each of their turns for the next minute, until they use an action to put out the flames, or they undergo conditions which would extinguish the flames (such as being doused). - Level 13: When you roll dice to determine damage dealt by this item, you roll an additional 1d8 fire damage. The item also ignites flammable objects it impacts that aren’t being worn or carried.
Additionally, once per turn, you can cause a creature struck by this object to ignite in flames. The ignited creature takes 1d6 fire damage at the start of each of their turns for the next minute, until they use an action to put out the flames, or they undergo conditions which would extinguish the flames (such as being doused).
The item also has a number of charges equal to your proficiency bonus which recharge when you complete a long rest. When you hit with an attack using this item, you can choose expend a charge to release an explosion of flame upon impact. Each creature within 10 feet of the creature you hit (including the hit creature) must make a dexterity saving throw against your Aethyrflame Spell Save DC or take 1d8 fire damage and become ignited in flames, taking 1d6 fire damage at the start of each of their turns until extinguished as described earlier. A creature who saves takes no damage and is not ignited.