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Utility - Aethyrbonded Runes

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 worn as armor or jewelry. The power of the effect increases as the attuned creature’s Aethyrflame Intensity level reaches level 7 and 13.

These runes are created in pairs and their enchantments draw power from the Aethyrflames of two Aethyrsouls attuned with them. Both bonded runes have the same effect when affixed to an item.

When both Aethyrsouls attuned to each of the paired armor pieces are within 30 feet of one another this armor gains one of the following properties (selected when attunement was completed):

  • Shared Suffering. Any damage you take is halved, rounded down. The wearer of this armor's bonded pair also takes this damage.
  • Selfless Suffering. When the wearer of this armor's bonded pair makes a saving throw against a magical effect, you may make the saving throw instead of them. If you fail, you suffer the effect instead.
  • Harmonious Healing. When you restores hit points of the wearer of this armor's bonded pair using a spell or ability, they restore the maximum possible hit points of the effect instead of rolling.
  • Fervent Focus. When the wearer of this armor begins concentrating on a spell, the wearer of this armor's bonded pair may also concentrate on the same. The effect caused by that spell persists until the concentration of both wearers of the bonded pair is lost.
  • Melded Minds. When you begin concentrating on a spell, the wearer of this armor's bonded pair may concentrate on that spell instead.
  • Extended Experience. When the wearer of your armor's bonded pair makes a skill check that you are proficient or expert in, you may assist them by providing your bonus to their roll. You may choose to use this feature after the roll has been made but before its outcome has been determined. Once used, this feature cannot be used until completing a short rest.
  • Tethered Teleportation. As a reaction, you may swap locations with the wearer of this armor's bonded pair. Once used, this feature cannot be used again until completing a short rest.
  • Transitory Teleportation. As a bonus action, you may teleport next to the wearer of this armor's bonded pair. At the end of your turn, you return to where you were before teleporting.
  • Amplified Aethyr. When you cast a spell which consumes a spell slot, the wearer of this armor's bonded pair may contribute any number of their available spell slots to your spell, up to that spell's level. Spell slots obtained through a pact, imbuement, or artifact cannot be contributed in this way.

At level 7, you may select two of the properties above when attuning to the items. At level 13, you may select three.