Armaments of Legacy
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ARMAMENTS OF LEGACY
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the
Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
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All other original material in this work is ©2020 and published under the Community Content Agreement for Dungeon Masters Guild.
Credits Their abilies and personalities linked to each character's
backgrounds. They also had an important role in the
campaign's storyline. But, I planned for the campaign to go
Designer: Rich Lescouflair at least another 10 levels. I had to figure out how to prevent
Editor: Ginny Loveday these weapons from being outshined by newer, more
powerful items.
Graphic Designer: Rich Lescouflair
We were playing an earlier edition of D&D, so this was a
Cover Illustration: Christof Grobelski fairly easy task and it got the players engaged with the way
Interior Art: Aaron Lee, Joyce Maureira; Other interior the items worked. I wanted to do the same for my current
art provided by Wizards of the Coast and used with games, but 5th Edition maintains a finer balance between
permission the bonuses and abilities characters gain from their items.
I adapted existing magic items into ones that would
Special Thanks: Chris Lindsay, James Haeck,
increase in power alongside the characters. This gave
James Introcaso, and Shawn Merwin me the basics I needed to create storied items without
introducing elements that would break a game. Also, it
Author's Notes eliminated the "item bloat" that comes as an unfortunate
side effect of high-level games. What are your players going
Nine years ago, I started a World of Greyhawk™ campaign
to do with that collection of fifteen +1 weapons they're
using some pre-written mods. It wasn't long before the
carrying in their portable hole?
story took on a life of its own and the player characters
This product is an introduction to the concept using the
were on to becoming heroes of legend. As with most
magic items found in the Dungeon Master's Guide. It's
adventure campaigns, they gained more powerful magic
meant to be both simplistic and dynamic as is intended for
items as they increased in experience.
most things in 5th Edition D&D. Hope you have fun with it!
When we were deep into the story, I introduced sentient
weapons designed specifically for their characters.
Introduction
2
Using Legacy Items
L
egacy items are extraordinary magical
armaments whose powers evolve and
A Combination of Both
develop alongside its user. Some are crafted Instead of outright replacement, you can keep using many
by master artificers while others bear no of the standard items while using legacy items as a limited
known origin, their true history shrouded in feature or a plot point for your campaign. This method
myth and legend. They can be passed down leaves you with the existing variety of items and allows
through heritage or reward, gained through victory over a more versatility to the Dungeon Master.
dangerous foe, or simply appear at the right place at the If you go with this method, you may wish to consider
right time when fate deems it so. giving legacy items a distinct appearance compared to
Similar to any magic item, how they are introduced and other magic items. Another option is to reveal their nature
used in your game depends on your campaign world and right away when examined by a character skilled in Arcana
style of play. or with use of the identify spell.
Armaments of Legacy
3
Character Legacy Bonds
d10 Bond
1 The item belonged to or was created by the
character's parent, sibling, or close relative.
2 The item has been passed down through various
generations of the character's ancestral line.
3 The item belonged to or was created by the
character's mentor, commander, or spiritual leader.
4 The item bears historical significance to the
character's adventuring faction.
5 The item was a reward for tasks requested by
members of a specific membership group.
6 The item belonged to or was created by an arch-rival
of the character's faction.
7 The item bears a vital connection to the character's
homeland or cultural history.
8 The item was bequeathed to the character once they
reached adulthood or performed a rite of passage.
9 The item was once wielded by an NPC responsible
for significant events in the character's destiny.
10 The item was discovered by the character in a place
or event connected to a specific destiny or prophecy.
Physical Characteristics
Legacy items each have their own origin and unique design
characteristics. Those with the magical ability to fashion
such items can come from different worlds, cultures, eras, or
Legacy Bonds planes of existence. Defining an item's distinctive aspects—
Similar to the bonds chosen during character creation, such as an item's origin, creator, and backstory—can also
legacy bonds provide a way to integrate a legacy item's guide the item's overall appearance, design, and style.
history into your campaign or its wielder's background. The
following tables provide some legacy bonds to apply to your
items, separated by bonds focusing on the campaign and
Legacy Item Features
those focusing upon the wielder. You can roll to determine Each legacy item has a list of special features that increase
an item's bond, choose one for yourself, or use these to in effectiveness depending upon their power grade. The
develop your own depending on your needs. item's power grade is dependent upon the level of its
wielder. (see "Grades of Power").
Campaign Legacy Bonds
Standard Features
d8 Bond
Legacy items have four categories: armor, focus, shield, and
1 The item belonged to or was created by a heroic weapon. Regardless of their type, all items from a specific
NPC with considerable ties to the campaign's story. category share the following standard features.
2 The item was wielded by a powerful NPC villain of
consequential importance to the campaign.
Legacy Armor
You can don or doff this suit of armor as an action.
3 The item bears a significant connection to a place or As a bonus action, you can speak a command word to
settlement located in the setting. change the armor's color and style, but you can't alter the
4 The item is a historical relic connected to one of the armor's primary material (metal, leather, cloth, etc.) or any
setting's major deities or faiths. existing symbols or markings. The armor also retains its
5 The item was used at a time or place of importance normal bulk and weight.
to the campaign's story background. Legacy Focus
6 The item is a part of a set scattered across different Legacy foci can take the form of a rod, staff, or wand as
locations/events that appear during the campaign. defined in chapter 7 of the Dungeon Master's Guide. Spells
7 The item was forged for or gifted to the characters
cast from a focus require no material components. An
to perform a specific goal connected to the story.
attuned legacy focus can be used as a spellcasting focus.
Charges. Many foci have charges that increase with each
8 The item contains the essence or soul of a power grade. If you expend a focus's last charge, roll a d20.
supernatural entity connected to the storyline, such On a 1, the focus loses one power grade. An initiate grade
as a legendary figure or an elemental spirit. item immediately shatters and is destroyed.
Armaments of Legacy
4
Legacy Shield Item Attunement
This shield is made from wood or metal and is carried in A legacy item that requires attunement and isn't attuned
one hand. Wielding it increases your Armor Class by 2. You to a creature functions as a normal item of its type until
can benefit from only one shield at a time. a creature attunes to it, regardless of its previous owner.
You can equip or unequip this shield as a bonus action. When a creature attunes to a legacy item, the item evolves
In addition, you can expend a bonus action to change the and attains the grade that corresponds to the attuning
shield's color and style but can't alter its physical material creature's level.
(metal or wood), nor can you change any existing symbols
or emblems with this feature. List of Legacy Items
Legacy Weapon Items are listed in alphabetical order. An item's description
Damage from this weapon ignores resistances to contains its name, category, rarity, and properties.
nonmagical damage regardless of its power grade. Battle Focus
Proficiency with the weapon's type allows you to add your
Focus, legacy (requires attunement by a Spellcaster)
proficiency bonus to the attack roll for any attack you
make with it. While holding this focus, you gain a +1 bonus to spell
Ammunition. When a weapon's ammunition property attack rolls. In addition, you ignore half cover when making
is used, the weapon imbues any ammunition it uses with a spell attack.
its special features. For example, a crossbow that grants Superior. The bonus to attack rolls increases to +2
a bonus to attack and damage would instead imbue its Master. The bonus to attack rolls increases to +3
bolts with the bonus to attack and damage. Likewise, a Epic. While holding the focus, you can use action to
longbow that deals radiant damage would instead surround regain one spell slot of the highest level you can cast. You
its arrows with glowing beams when fired. Magical can’t use this property again until you finish a long rest.
ammunition (for example, ammunition +1 or an arrow
of slaying) receive no benefits or bonuses from a legacy Charger Weapon
weapon, functioning as if they were fired from a standard, Weapon (two-handed melee), legacy (requires attunement)
nonmagical weapon. This weapon provides defense against distant foes. It has
the following properties.
Grades of Power • You have a +1 bonus to AC against ranged attacks.
A legacy item's power grade is determined by the level of • You have advantage on Strength and Dexterity saving
the character wielding it as defined in the Legacy Item throws made against effects that would knock you prone.
Power Grade table. Likewise, the item's grade determines Superior. When the weapon reaches this grade, it gains
the its rarity (see "Rarity" in chapter 7 of the Dungeon the following properties.
Master's Guide).
• You gain a +1 to attack and damage rolls made with this
A legacy item adopts its grade into its name, for
weapon.
example, a charger crossbow that attains a master grade is
considered a master charger crossbow. • The AC bonus against ranged attacks increases to +2.
When a legacy item reaches a new grade, it gains the Master. When the weapon reaches this grade, it gains the
properties defined in the item's description. Some of following properties.
the new features replace those attained from the prior • The weapon’s bonus to attack and damage rolls increases
grade. If a character gains enough experience to where to +2.
their item would attain a new grade, the item's gains the • If a creature within 10 feet of you makes a ranged
properties of its new grade after the character completes weapon attack, you can use your reaction to make an
a short or long rest. opportunity attack against that creature.
Epic. When the weapon reaches its epic grade, it gains
Legacy Item Power Grade the following properties.
Character Level Power Grade Item Rarity • The weapon’s bonus to attack and damage rolls increases
1st or higher Initiate Uncommon to +3
5th or higher Superior Rare • Ranged attacks against you are made with disadvantage.
This replaces the AC bonus gained at the initiate and
10th or higher Master Very rare
superior grades.
15th or higher Epic Legendary • When you take the Dash action, your speed increase
equals twice your speed, after applying any modifiers.
Armaments of Legacy
5
Controller's Focus Master. When the focus reaches this grade, it gains the
Focus, legacy (requires attunement by a Bard, Cleric, following properties.
Druid, Sorcerer, Warlock, or Wizard) • While holding the focus, you have resistance to psychic
damage.
While holding this focus, you can use an action and expend
• As an action, you can expend some of its charges to
1 of its 10 charges to cast charm person, command, or
cast one of the following spells from it, using your spell
comprehend languages from it using your spell save DC.
save DC: compulsion (4 charges), dominate person (5
The focus regains 1d8 + 2 expended charges daily at
charges), or suggestion (2 charges).
dawn.
Superior. When the focus reaches this grade, it gains the Epic. When the focus reaches its epic grade, it gains the
following properties. following properties.
• If you are holding the focus and fail a saving throw against • While holding the focus, you can't be charmed or
an enchantment spell that targets only you, you can frightened.
choose to succeed instead. You can't use this property of • When you use the focus to cast charm person or
the focus again until the next dawn. command, you cast those spells at 4th level.
• If you succeed on a save against an enchantment
spell that targets only you, with or without the focus's Defender Weapon
intervention, you can use your reaction to expend 1 Weapon (any melee), legacy (requires attunement)
charge from the focus and turn the spell back on its These weapons have traits that focus on defending the
caster as if you had cast the spell. wielder. While the weapon is on your person, you have
advantage on initiative rolls and you can't be surprised
unless you are incapacitated.
Superior. When the weapon reaches this grade, it gains
the following properties.
• You gain a +1 bonus to attack and damage rolls made
with this weapon.
• As an action, you can cast armor of agathys with the focus
as a 3rd level spell. You can't use this feature again until
you finish a long rest.
Master. When the weapon reaches this grade, it gains the
following properties.
• The weapon’s bonus to attack and damage rolls increases
to +2.
• The first time you attack with the weapon on each of
your turns, you can transfer some or all of the weapon's
bonus to your Armor Class, instead of using the bonus
on any attacks that turn. For example, you could reduce
the bonus to your attack and damage rolls to +1 and gain
a +1 bonus to AC. The adjusted bonuses remain in effect
until the start of your next turn, although you must hold
the weapon to gain a bonus to AC from it.
Epic. When the weapon reaches its epic grade, it gains
the following properties.
• The weapon’s bonus to attack and damage rolls increases
to +3.
• The casting level of the armor of agathys spell increases
to 5.
Demolisher Weapon
Weapon (any bludgeoning melee), legacy
(requires attunement)
This weapon is built to devastate the frames of constructs,
structures, and vehicles. When you roll a 20 on your
attack roll with this weapon, the target takes an extra 3
bludgeoning damage or 7 bludgeoning damage if it's a
construct.
In addition, when you hit a structure or object (not being
worn or carried) with an attack using this weapon, you deal
extra bludgeoning damage as if you had scored a critical hit
on a construct.
Armaments of Legacy
6
Superior. When the weapon reaches this grade, it gains
the following properties.
• You gain a +1 bonus to attack and damage rolls made
with this weapon.
• The damage from this weapon bypasses a vehicle's
damage threshold.
• The extra bludgeoning damage dealt increases to 7, or 14
if its a construct. If a construct has 25 hit points or fewer
after taking this damage, it is destroyed.
Master. When the weapon reaches this grade, it gains the
following properties.
• The weapon’s bonus to attack and damage rolls increases
to +2.
• The extra bludgeoning damage dealt increases to 14, or
27 if its a construct. If a construct has 50 hit points or
fewer after taking this damage, it is destroyed.
Epic. When the weapon reaches its epic grade, it gains
the following properties.
• The weapon’s bonus to attack and damage rolls increases
to +3.
• You deal the extra damage when you roll a 19 or 20.
• The extra damage dealt is considered to be force damage
instead of bludgeoning.
Durable Armor
Armor (medium or heavy), legacy (requires attunement)
This armor is fashioned from premium materials that are
resilient to being damaged. While wearing this armor, any
critical hit against you becomes a normal hit.
Superior. You have a +1 bonus to AC while wearing this
armor.
Master. When the armor reaches this grade, it gains the
following properties.
• The bonus to AC increases to +2. d6 Designation Damage Type Radius (bright/dim)
• Bludgeoning, piercing, and slashing damage that you take 1 Defiler Necrotic None
from nonmagical weapon attacks is reduced by 3. This 2 Firebrand Fire 40 ft. / 40 ft.
feature is cumulative with the similar benefit gained from
3 Frostbrand Cold 10 ft. / 20 ft.
the Heavy Armor Master feat.
Epic. When the armor reaches its epic grade, it gains the 4 Lightbrand Radiant 30 ft. / 30 ft.
following properties. 5 Ruiner Acid None
• The bonus to AC increases to +3. 6 Skystrike Lightning 20 ft. / 30 ft.
• While wearing this armor, you have resistance to
bludgeoning, piercing, and slashing damage from Superior. The extra damage increases to 2d6.
nonmagical attacks. Master. While you hold this weapon, you have resistance
to damage of its chosen damage type.
Energy Weapon Epic. When the weapon reaches its epic grade, it gains
Weapon (any), legacy (requires attunement) the following properties.
This weapon generates energy that deals additional • You gain a +2 bonus to attack and damage rolls made
damage of a specific damage type. It often bears physical with this weapon.
traits related to this energy type (surrounded by fire, frost, • You are immune to all damage of the weapon's chosen
lightning, etc.). damage type.
You deal an extra 1d6 damage of a specific damage type • The weapon ignores resistances to damage of its chosen
to any target you hit with this weapon. The DM chooses damage type.
the damage type or determines it randomly. At the DMs
discretion, the weapon's base damage can also be of the Explorer Armor
same damage type. Armor (any), legacy (requires attunement)
If the weapon is a melee weapon, it may shed bright light
in a radius and dim light in an additional radius defined by This armor provides additional features for surviving in any
the designated damage type. The light can be extinguished environment. While you wear this armor, you automatically
or reactivated with a bonus action. succeed on saving throws made against exposure to
extreme heat or extreme cold.
Armaments of Legacy
7
• While holding the focus, you have resistance to cold
damage.
• As an action, you can expend a number of its charges to
cast one of the following spells from it: cone of cold (5
charges) ice storm (4 charges), or wall of ice (4 charges).
Epic. When the focus reaches its epic grade, it gains the
following properties.
• While holding the focus, you gain a +2 bonus to spell
attack rolls
• The number of charges increases to 20. The number of
charges regained at dawn increases to 2d8 + 4.
• As an action, you can expend a number of its charges
to cast one of the following spells from it: fire storm (7
charges) or freezing sphere (6 charges).
Guardian Shield
Armor (shield), legacy (requires attunement)
This ornate shield is extremely resilient. While holding this
shield, you have a +1 bonus to AC. This bonus is in addition
to the shield's normal bonus to AC.
Superior. When the shield reaches this grade, it gains
the following properties.
• The shield's AC bonus increases to +2.
• Whenever an attacker makes a ranged attack against a
target within 5 feet of you, you can use your reaction to
Superior. When the armor reaches this grade, it gains become the target of the attack instead.
the following properties.
Master. The shield's AC bonus increases to +3.
• You have a +1 bonus to AC while wearing this armor. Epic. When you use your reaction to become the target of
• While wearing this armor, your walking speed increases a ranged attack, if the target you replaced is a creature, that
by 10 feet. creature can use their reaction to make a ranged attack
Master. When the armor reaches this grade, it gains the against the attacker.
following properties.
• The bonus to AC increases to +2.
Healing Focus
Focus, legacy (requires attunement by an Bard, Cleric,
• While wearing this armor, you can stand on and move
or Druid)
across any liquid surface as if it were solid ground.
Epic. When the armor reaches its epic grade, it gains the This focus has 3 charges. While holding it, you can expend
following properties. 1 charge as an action to cast cure wounds from it, using
your spellcasting ability modifier.
• The bonus to AC increases to +3.
The focus regains 1d3 of its charges daily at dawn.
• When you fall a distance of up to 200 feet, you can use
Superior. When the focus reaches this grade, it gains the
your reaction to take no damage from the fall.
following properties.
Frostfire Focus • The number of charges increases to 10. The number of
charges regained at dawn increases to 1d6 + 4.
Focus, legacy (requires attunement by a Druid, Sorcerer,
Warlock, or Wizard) • When you cast cure wounds from the focus, you can
expend charges to increase the spell's level, 1 charge per
This focus has 7 charges. While holding it, you can use an spell level, up to 4th.
action and spend 1 of its charges to cast burning hands or • As an action, you can expend a number of its charges
fog cloud from it using your spell save DC. to cast one of the following spells from it, using your
The focus regains 1d6 + 1 expended charges daily at spell save DC and spellcasting ability modifier: lesser
dawn. restoration (2 charges) or mass cure wounds (5 charges).
Superior. When the focus reaches this grade, it gains the
following properties. Master. When the focus reaches this grade, it gains the
following properties.
• While holding the focus, you have resistance to fire
damage. • The number of charges increases to 20. The number of
charges regained at dawn increases to 1d8 + 4.
• The number of charges increases to 10. The number of
charges regained at dawn increases to 1d8 + 2. • As an action, you can expend 6 charges to cast heal from
the focus.
• As an action, you can expend a number of its charges
to cast one of the following spells from it: fireball (3 Epic. As an action, you can expend 7 charges to cast
charges) or wall of fire (4 charges). resurrection from the focus. Also as an action, you can
expend all of the focus's charges to cast mass heal or true
Master. When the focus reaches this grade, it gains the
resurrection from it.
following properties.
Armaments of Legacy
8
Impact Weapon • The number of charges increases to 50. The number of
Weapon (any), legacy charges regained at dawn increases to 4d6 + 2.
• As an action, you can expend a number of the focus's
This weapon exhibits changes in appearance with each
charges to cast one of the following spells from it: conjure
grade, becoming more worn, ornate, or decorated. You
elemental (7 charges), ice storm (4 charges), lightning
gain a +1 bonus to attack and damage rolls made with this
bolt (7th-level version, 7 charges), passwall (5 charges),
weapon.
plane shift (7 charges), telekinesis (5 charges), or wall of
Superior. The weapon’s bonus to attack and damage
force (5 charges).
rolls increases to +2.
• You can expend an action to
Master. The weapon’s bonus to attack and damage rolls
cast one of the following
increases to +3.
spells from the focus
Epic. When the weapon reaches its epic grade, it gains
without using any
the following properties.
charges: arcane lock,
• The weapon scores a critical hit on a roll of 19 or 20.
detect magic, enlarge/
• The weapon ignores any resistances to the weapon's reduce, light, mage hand,
damage type. or protection from evil
and good.
Pact Focus • You can perform a
Focus, legacy (requires attunement by a Warlock) retributive strike (see below).
While holding this focus, you have a +1 bonus to spell attack
rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain 1 warlock spell slot as an
action while holding the focus. You can’t use this feature
again until you finish a long rest.
Superior. The bonus to attack rolls and saving throw
DCs increases to +2
Master. The bonus to attack rolls and saving throw DCs
increases to +3
Epic. The number of spell slots you regain increases to 2.
Power Focus
Focus, legacy (requires attunement by a Sorcerer, Warlock,
or Wizard)
This focus has 7 charges. While holding it, you can use an
action and spend 1 of its charges to cast magic missile or
ray of enfeeblement from it using your spellcasting ability
modifier.
The focus regains 1d8 + 2 expended charges daily at
dawn.
Superior. When the focus reaches this grade, it gains the
following properties.
• While holding the focus, you gain a +1 bonus to AC,
saving throws, and spell attack rolls.
• The number of charges increases to 10. The number of
charges regained at dawn increases to 1d8 + 2.
• As an action, you can expend a number of its charges to
cast one of the following spells from it: dispel magic (3
charges), flaming sphere (2 charges), knock (2 charges),
levitate (2 charges), or web (2 charges).
Master. When the focus reaches this grade, it gains the
following properties.
• The bonus to AC, saving throws, and spell attack rolls
increases to +2
• The number of charges increases to 20. The number of
charges regained at dawn increases to 2d8 + 4.
• As an action, you can expend a number of its charges
to cast one of the following spells from it: cone of cold
(5 charges), fireball (5th-level version, 5 charges), globe
of invulnerability (6 charges), hold monster (5 charges),
invisibility (2 charges), and wall of fire (4 charges).
Epic. When the focus reaches its epic grade, it gains the
following properties.
Armaments of Legacy
9
Retributive Strike. You can use an action to break the
focus over your knee or against a solid surface, performing Nature Focus
a retributive strike. The staff is destroyed and releases Focus, legacy (requires attunement by
its remaining magic in an explosion that expands to fill a a Druid)
30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a This focus can only take the form of a rod
random plane of existence, avoiding the explosion. If you or staff. The rod can be wielded as a magic club
fail to avoid the effect, you take force damage equal to 16 × and the staff can be wielded as a magic quarterstaff. While
the number of charges in the staff. Every other creature in holding this focus, you have a +1 bonus to spell attack rolls
the area must make a DC 17 Dexterity saving throw. On a and to the saving throw DCs of your druid spells.
failed save, a creature takes an amount of damage based on The focus has 3 charges. While holding it, you can
how far away it is from the point of origin, as shown in the expend 1 charge as an action to cast animal friendship,
following table. On a successful save, a creature takes half goodberry, or speak with animals from it, using your spell
as much damage. save DC.
The focus regains 1d3 of its charges daily at dawn.
Superior. When the focus reaches this grade, it gains the
Distance from Origin Damage
following properties.
10 ft. away or closer 8 x the number of charges in the focus • The number of charges increases to 10. The number of
11 to 20 ft. away 6 x the number of charges in the focus charges regained at dawn increases to 1d6 + 4.
21 to 30 ft. away 4 x the number of charges in the focus • The bonus to attack rolls and saving throw DCs increases
to +3
• You can also use an action to cast the pass without trace
Protection Armor spell from the focus without using any charges.
Armor (any), legacy (requires attunement)
• As an action, you can expend a number of its charges to
This armor provides versatile overall protection. While you cast one of the following spells from it, using your spell
wear it, you have a +1 bonus to saving throws. save DC and spellcasting ability modifier: awaken (5
Superior. You have a +1 bonus to AC while wearing this charges), barkskin (2 charges), locate animals or plants
armor. (2 charges), speak with plants (3 charges), or wall of
Master. The bonus to AC increases to +2. thorns (6 charges).
Epic. When the armor reaches its epic grade, it gains the • You can use an action to plant one end of the focus in
following properties. fertile earth and expend 1 charge to transform the focus
• The bonus to AC increases to +3. into a healthy tree. The tree is 60 feet tall and has a
• The saving throw bonus increases to +2. 5-foot-diameter trunk, and its branches at the top spread
out in a 20-foot radius. The tree appears ordinary but
Metaweave Focus radiates a faint aura of transmutation magic if targeted by
Focus, legacy (requires attunement by a Sorcerer) detect magic. While touching the tree and using another
action to speak its command word, you return the focus
While holding this focus, you have a +1 bonus to spell to its normal form. Any creature in the tree falls when it
attack rolls and to the saving throw DCs of your sorcerer reverts to normal.
spells.
In addition, you can regain 1 Sorcery Point as an action. Master. When the focus reaches this grade, it gains the
You can’t use this property again until you finish a long rest. following properties.
Superior. When the focus reaches this grade, it gains the • The number of charges increases to 20. The number of
following properties. charges regained at dawn increases to 1d8 + 4.
• The bonus to attack rolls and saving throw DCs increases • As an action, you can expend a number of its charges
to +2 to cast one of the following spells from it: commune
• The number of Sorcery Points you regain increases to 3. with nature (5 charges), transport via plants (6 charges),
mirage arcane (7 charges), or wind walk (6 charges)
Master. The bonus to attack rolls and saving throw DCs
• You can use an action to cast the beast sense and faerie
increases to +3
fire spells from the focus without using any charges.
Epic. When the focus reaches its epic grade, it gains the
following properties. Epic. When the focus reaches its epic grade, it gains the
• The number of Sorcery Points you regain increases to 5. following properties.
• While holding the focus, you can use action to regain one • The bonus to attack rolls and saving throw DCs increases
spell slot of the highest level you can cast. You can’t use to +3
this property again until you finish a long rest. • You can spend an action to cast either earthquake or
tsunami from the focus. You can't use this feature again
until the next dawn.
Armaments of Legacy
10
Rebound Weapon
Weapon (melee with thrown property), legacy
(requires attunement)
This weapon grants consistent effectiveness
both up close and at a distance. You have
a +1 bonus to attack and damage rolls
made with this weapon.
Immediately after you make a
ranged attack with it, the weapon
flies back to your hand.
Superior. When the weapon
reaches this grade, it gains the
following properties.
• The weapon’s bonus to attack
and damage rolls increases
to +2.
• The weapon's normal and long
range each increase by 30
feet.
Master. When the weapon
reaches this grade, it gains the
following properties.
• The weapon’s bonus to
attack and damage rolls
increases to +3.
• You ignore half cover when
making ranged attacks with
this weapon.
Epic. When the weapon
reaches its epic grade, it gains
the following properties.
• When you hit a target with a ranged attack using this
weapon, you can use your bonus action to make another the DM or determined randomly. You can use an action to
ranged attack on the same target or a creature within 20 gain resistance to the chosen damage type for 10 minutes.
feet of the target. You can't use this feature again until you finish a short or
long rest.
Relentless Armor
Armor (any), legacy (requires attunement) d10 Damage Type d10 Damage Type
This armor protects the wearer against being forcibly 1 Acid 6 Necrotic
moved or obstructed. While you wear it, the first time each
2 Cold 7 Poison
turn that a creature makes an opportunity attack against
you, you can use your reaction to impose disadvantage on 3 Fire 8 Psychic
the attack roll. 4 Force 9 Radiant
Superior. When the armor reaches this grade, it gains
5 Lightning 10 Thunder
the following properties.
• You have a +1 bonus to AC while wearing this armor.
Superior. You have resistance to the chosen damage
• If an effect moves you against your will along the ground,
type. This feature replaces the one provided at initiate
you can use your reaction to reduce the distance you are
grade.
moved by up to 10 feet.
Master. When the armor reaches this grade, it gains the
Master. The bonus to AC increases to +2. following properties.
Epic. When the armor reaches its epic grade, it gains the • You have a +1 bonus to AC while wearing this armor.
following properties.
• If an attack that deals the chosen damage type reduces
• The bonus to AC increases to +3. you to 0 hit points, you are instead reduced to 1 hit point.
• While wearing this armor, you gain the effects of the
Epic. When the armor reaches its epic grade, it gains the
freedom of movement spell.
following properties.
Resistance Armor • The bonus to AC increases to +2.
Armor (any), legacy (requires attunement) • The armor gains an additional chosen damage type,
determined using the table above. If determined
This armor provides the wearer with protection against randomly, you may reroll if the result is the damage type
a specific type of damage. The damage type is chosen by the armor possesses already.
Armaments of Legacy
11
Seeking Weapon Siphon Weapon
Weapon (ranged: uses ammunition), legacy (requires Weapon (any melee), legacy (requires attunement)
attunement) This weapon absorbs energy from living creatures and
This weapon enables the wielder to find their mark in transfers it to the wielder. When you attack a creature with
difficult environments. While you hold this weapon, you this weapon and roll a 20 on the attack roll, that target
have darkvision out to a range of 60 feet. If you already takes an extra 1d6 necrotic damage if it isn't a construct or
have darkvision, holding the weapon increases its range by undead. You gain 3 temporary hit points.
60 feet. Superior. When the weapon reaches this grade, it gains
Superior. When the weapon reaches this grade, it gains the following properties.
the following properties. • You gain a +1 bonus to attack and damage rolls made
• You gain a +1 bonus to attack and damage rolls made with this weapon.
with this weapon. • The extra necrotic damage and temporary hit points
• The weapon's normal range increases by 50 feet. increase to 7.
Master. When the weapon reaches this grade, it gains the Master. When the weapon reaches this grade, it gains the
following properties. following properties.
• The weapon’s bonus to attack and damage rolls increases • The extra necrotic damage and temporary hit points
to +2. increase to 10.
• You ignore half cover when making ranged attacks with • When you hit with a melee attack using this weapon and
this weapon. reduce the target to 0 hit points, you regain 10 hit points.
Epic. When the weapon reaches its epic grade, it gains Epic. When the weapon reaches its epic grade, it gains
the following properties. the following properties.
• The weapon’s bonus to attack and damage rolls • The weapon’s bonus to attack and damage rolls increases
increases to +3. to +2.
• While holding this weapon, you have truesight out to a • Whenever you slay a creature with an attack using the
range of 120 feet. weapon, the creature’s soul is absorbed into the weapon,
and that creature can be restored to life only by means
of the wish spell. The creature's soul is stored inside the
weapon for the next 48 hours. As a bonus action, you can
release the captured soul from the weapon to regain hit
points equal to the slain creature's maximum hit points.
Speed Weapon
Weapon (any one-handed melee), legacy (requires
attunement)
This weapon increases a wielder's quickness and fluidity.
When used in combat, the increased rate of motion causes
your form to slightly blur and shift through the air.
While the weapon is on your person, you gain a +2 bonus
to initiative if you're not incapacitated. If you are surprised,
you can use your reaction to draw the weapon and make
one attack with it.
Superior. When the weapon reaches this grade, it gains
the following properties.
• You gain a +1 bonus to attack and damage rolls made
with this weapon.
• The weapon gains the finesse property if it did not
already have it.
• You can draw or sheathe this weapon simultaneously
with another weapon as part of your attack action.
Master. When the weapon reaches this grade, it gains the
following properties.
• The weapon’s bonus to attack and damage rolls increases
to +2.
• You can make one attack with this weapon as a bonus
action on each of your turns.
Epic. When the weapon reaches its epic grade, it gains
the following properties. Additional Creature Types
At the DM's discretion, humanoids can be added as a
• The weapon’s bonus to attack and damage rolls increases
creature type for this weapon, limited to a single subtype. It's
to +3. recommended this option be connected to a specific legacy
• You have advantage to initiative rolls if you're not bond or major plot point in your campaign's storyline, as it
incapacitated. This replaces the +2 bonus. can affect the character's interactions with many NPCs.
• Opportunity attacks against you are made with
disadvantage.
Spellbane Shield
Slayer Weapon Armor (shield), legacy (requires attunement)
Weapon (any), legacy
While holding this shield, you have a +1 bonus to AC
This weapon is lethal to a specific type of creature. The DM against spell attacks. This bonus is in addition to the
chooses the creature type or determines it randomly using shield's normal bonus to AC. You also have a +1 bonus to
the table below. When you hit a creature belonging to the saving throws against spells and other magical effects.
designated type with this weapon, the creature takes an Superior. The shield's AC and saving throw bonus
extra 1d6 damage of the weapon's type. increases to +2.
Master. While holding this shield, you have advantage on
d12 Type d12 Type saving throws against spells and other magical effects, and
1 Aberration 7 Fiend spell attacks have disadvantage against you. This feature
replaces the benefits gained from the Initiate and Superior
2 Beast 8 Giant grades.
3 Celestial 9 Monstrosity Epic. When the shield reaches its epic grade, it gains the
4 Dragon 10 Ooze following properties.
5 Elemental 11 Plant
• While holding this shield, you have a +2 bonus to AC. This
bonus is in addition to the shield's normal bonus to AC.
6 Fey 12 Undead
• If you roll a 20 when making a saving throw against a spell
that targets only you (not in an area of effect) and the spell
Superior. When the weapon reaches this grade, it gains is 7th level or lower, the spell has no effect on you and
the following properties. instead targets the caster, using the slot level, spell save
• You gain a +1 bonus to attack and damage rolls made DC, attack bonus, and spellcasting ability of the caster.
with this weapon.
• The extra damage to creatures of the designated type
increases to 2d6 and the creature must succeed on a DC
15 Constitution saving throw. On a failed save, they have
disadvantage on attack rolls and ability checks until the
end of your next turn.
Master. When the weapon reaches this grade, it gains the
following properties.
• The weapon’s bonus to attack and damage rolls increases
to +2.
• The extra damage to creatures of the designated type
increases to 3d6.
• The DC of the Constitution save increases to 17.
Epic. When the weapon reaches its epic grade, it gains
the following properties.
• The weapon’s bonus to attack and damage rolls increases
to +3.
• If the creature fails their Constitution save, they are
instead stunned and take an additional 33 damage of the
weapon's damage type.
• If damage from this weapon reduces a creature belonging
to the designated type to 0 hit points, the creature dies
instantly. Its body disintegrates and it can be restored to
life only by means of a wish spell. If the creature dies in
this way, you gain 6d10 temporary hit points.
Armaments of Legacy
13
Striking Focus Sundering Weapon
Focus, legacy (requires attunement) Weapon (any slashing melee), legacy (requires attunement)
This focus can only take the form of a rod or staff. The This weapon has extremely sharp, hardened edges. When
rod can be wielded as a magic club and the staff can be you roll a 20 on your attack roll with this weapon, the
wielded as a magic quarterstaff. When you use the focus as target takes an extra 3 damage of the weapon’s type.
a weapon, it grants a +1 bonus to attack and damage rolls Superior. When the weapon reaches this grade, it gains
made with it. the following properties.
The focus has 3 charges. When you hit with a melee • You gain a +1 bonus to attack and damage rolls made
attack using it, you can expend 1 of its charges to deal an with this weapon.
extra 1d6 force damage. The focus regains 1d3 expended • The extra damage dealt when you roll a 20 increases to 7.
charges daily at dawn.
Master. When the weapon reaches this grade, it gains the
Superior. When the focus reaches this grade, it gains the
following properties.
following properties.
• The weapon’s bonus to attack and damage rolls increases
• The attack and damage bonus increases to +2
to +2.
• The number of charges increases to 10. The number of
• The extra damage dealt when you roll a 20 increases to
charges regained at dawn increases to 1d6 + 4.
14. After the damage is dealt, you roll another d20. If
• The number of charges you can expend as an action you roll a 20, you lop off one of the target's limbs, with
increases to 2, with each charge dealing an additional the effect of such loss determined by the DM. If the
1d6 force damage to the target. creature has no limb to sever, you lop off a portion of its
Master. When the focus reaches this grade, it gains the body instead.
following properties. Epic. When the weapon reaches its epic grade, it gains
• The attack and damage bonus increases to +3 the following properties.
• The number of charges you can expend as an action • The weapon’s bonus to attack and damage rolls increases
increases to 3. to +3.
Epic. When a target takes the additional force damage, • When you attack an object with this weapon and hit,
it must succeed on a DC 17 Constitution saving throw or maximize your weapon damage dice against the target.
be stunned for 1 minute. The target can repeat the saving • The weapon ignores resistance to slashing damage.
throw at the start of each of its turns, ending the effect on a
• The weapon's extra damage increases to 27. If the
success.
creature you hit has at least one head, instead of rolling
another d20, you can choose to cut off one of the
creature's heads. The creature dies if it can't survive
without the lost head. A creature is immune to this
effect if it is immune to slashing damage, doesn't have or
need a head, has legendary actions, or the DM decides
that the creature is too big for its head to be cut off with
this weapon.
Versatile Armor
Armor (light or medium), legacy (requires attunement)
This armor is super-lightweight, functional, and maximizes
its utility for any given scenario. It can be worn under
normal clothes. At its initiate grade, the armor provides the
following benefits:
• If the armor normally imposes disadvantage on Dexterity
(Stealth) checks or has a Strength requirement, the
mithral version of the armor doesn't.
• You automatically succeed on saving throws made
against exposure to extreme heat or extreme cold.
Superior. You have a +1 bonus to AC while wearing this
armor.
Master. When the armor reaches this grade, it gains the
following properties.
• The bonus to AC increases to +2.
• You have a swimming and climbing speed equal to your
walking speed.
Epic. When the armor reaches its epic grade, it gains the
following properties.
• The bonus to AC increases to +3.
• You have advantage to initiative rolls and Dexterity saving
throws while wearing this armor.
Armaments of Legacy
14
Vigor Armor
Armor (any), legacy (requires attunement)
This armor grants the user great stamina and
endurance. You have advantage on saving
throws against being poisoned, and you
have resistance to poison damage.
Superior. Your Constitution score
is 19 while you wear this armor.
It has no effect on you if your
Constitution is already 19 or
higher without it.
Master. You have a +1 bonus
to AC while wearing this
armor.
Epic. When the armor
reaches its epic grade,
it gains the following
properties.
• The bonus to AC increases
to +2.
• You have advantage on
death saving throws.
Warding Armor
Armor (any), legacy
(requires attunement)
This armor protects the
wearer's body and mind
from debilitating, paranormal
effects. You have advantage
on Wisdom saving throws made to avoid being
charmed or frightened. Alternatively, the wounded creature, or a creature within
Superior. As an action, you can cast remove curse from 5 feet of it, can use an action to make a DC 13 Wisdom
the armor, targeting yourself. Once you use this feature, (Medicine) check, ending the effect of such wounds on it on
you can't use it again until you finish a short or long rest. a success.
Master. When the armor reaches this grade, it gains the Superior. When the weapon reaches this grade, it gains
following properties. the following properties.
• You have a +1 bonus to AC while wearing this armor. • The necrotic damage a wounded creature takes at the
start of each of their turns increases to 1d4.
• You can use your reaction to grant yourself advantage
on a saving throw made to avoid being petrified or • The DC for the saving throw or skill check to end the
paralyzed. effects of wounds increases to 15.
• Hit points lost to this weapon's damage can be regained
Epic. When the armor reaches its epic grade, it gains the
only through a short or long rest, rather than by
following properties.
regeneration, magic, or any other means.
• The bonus to AC increases to +2.
Master. When the weapon reaches this grade, it gains the
• While wearing this armor, you have advantage on saving
following properties.
throws against spells and spell attacks made against you
have disadvantage. • You gain a +1 bonus to attack and damage rolls made
with this weapon.
Wounding Weapon • The damage a wounded creature takes at the start of
Weapon (any slashing or piercing), legacy (requires each of their turns increases to 1d8 for each time you’ve
attunement) wounded it.
Epic. When the weapon reaches its epic grade, it gains
This weapon inflicts severe injuries that are difficult to
the following properties.
heal.
Once per turn, when you hit a creature with an attack • The weapon’s bonus to attack and damage rolls increases
using this weapon, you can wound the target. At the start to +2.
of each of the wounded creature's turns, it takes 1 necrotic • The DC for the saving throw or skill check to end the
damage for each time you've wounded it, and it can then effects of wounds increases to 17.
make a DC 13 Constitution saving throw, ending the effect • If a wounded creature takes any actions or reactions
of all such wounds on itself on a success. other than the Dodge action, they take an additional 1d8
necrotic damage.
Armaments of Legacy
15
Special Options • The character must complete a certain task or acquire an
item connected to the item's legacy bond.
In addition to the item's power grade, legacy items can be • The character must remain true to a particular alignment
given additional properties available to other magic items. or code of conduct.
• The character must seek out a special location or
Power Grade Variants powerful NPC that hold the secrets to increasing the
Instead of legacy items automatically attaining new power item's abilities.
grades based on the character's level, you could optionally • The character must unravel a mystery tied to either their
require characters meet certain requirements for each own personal history, the item's origin, or its legacy bond.
legacy item. Using this method allows for a greater level of
engagement with the story and provides an alternate focus Item Sentience
for a character's overall development.
Many legacy items can be granted sentience, as such items
The following are some suggested requirements for a
can grow in power and experience much like characters.
legacy item to evolve into a new grade:
Rules for granting sentience to magic items can be found
• The character must reach a point in the campaign's in chapter 7 of the Dungeon Master's Guide.
storyline or complete an important story arc. A sentient legacy item's abilities, characteristics, and
• The character faces or overcomes an important obstacle special purpose should work in conjunction with the item's
tied to their personal development or story. origin and legacy bond. Utilizing these together can provide
you with many story and adventure opportunities that
expand your campaign setting and storylines.
Legacy Artifacts
Artifacts are arguably legacy items in their own right,
having their own fabled origins and history. You can grant
the option for certain legacy items to eventually become
artifacts. Such items likely have legacy bonds of a mythical
nature such as being created by a deity or harnessing the
soul of a powerful immortal.
Legacy items should not be granted the powers of an
artifact until they can at least be wielded at an epic power
grade. At that point, you can choose for the item to evolve
into an artifact depending on certain aspects within your
campaign or the character's level. You can also choose
to use any of the Power Grade Variant options above.
In either case, a legacy item evolving to the status of an
artifact should always be considered a major event in your
campaign, and limited to an extreme few, if not just one, of
these items.
Determining Properties
When a legacy item becomes an artifact, it gains up to four
minor and two major beneficial properties. It also gains up
to four minor and two major detrimental properties (see
chapter 7 of the Dungeon Master's Guide). The item is likely
to gain some form of sentience if it has not done so already.
Any additional features and abilities are left to the DM's
discretion, though it's suggested these be either related to
or an enhancement of powers already possessed by the
item.
Armaments of Legacy
16
Runestones and Runic Legacy Items
Using Runestones
T
he concept of legacy items and their use may Placing a runestone onto a legacy item (also referred
not fit in with all campaigns or adventure to as "slotting" the item) requires a creature to spend a
scenarios. There may be limitations in either short rest while in physical contact with and focused on
the storyline or adventure where it doesn't that item, during which the runestone is placed into it.
easily allow for a story-centric item system. In A creature can also attune to the legacy item during this
those situations, using runestones provides a process if it had not already done so. If the creature has
way to have a unique development system for legacy items already reached their maximum number of attuned items,
that lends more toward mechanics than story. both the attunement and the placement of the runestone
automatically fail.
At the end of the short rest, the item evolves to its next
What is a Runestone? power grade if the runestone placement was successful
In the Sundered Realms campaign setting, spellcasters (see "Grades of Power").
record and store spells by inscribing runic sigils into In addition, the rarity of a runestone must be higher
decorative stones. Known as runestones, the magical than the item into which it's being placed. For example,
energy stored within them can be released by other a rare legacy item can only be slotted with a very rare or
spellcasters. legendary runestone.
When used in this manner, runestones are expendable, Runic Item Power Grades
single-use items that function in the same manner as
The number of runestones an item holds determines the
magical spell scrolls. They also use the same terminology
item's grade and rarity as defined in the Runic Power
as scrolls. For example, a runestone inscribed with the
Grade table. A legacy item can hold as many runestones
haste spell would be called a runestone of haste. Unlike
as defined by the attuned creature's character level, up to
scrolls, however, the energy in these stones can also be
maximum of 3. Attempting to place another runestone into
used to increase the potential of magical armaments.
an attuned item without reaching the required character
level automatically fails and the runestone disintegrates.
Runic Legacy Items
If you choose to use runestones as part of your legacy Runic Power Grade
item system, each legacy item is fashioned with small Runestones Required Level Power Grade Item Rarity
indentations or slots. They can be located anywhere upon None 1st or higher Initiate Uncommon
the item but usually are in a prominent area such as the
1 5th or higher Superior Rare
handle of a focus, a weapon's pommel, or an armor's
chestpiece. 2 10th or higher Master Very rare
Placing runestones into these slots evolves a legacy item 3 15th or higher Epic Legendary
into a new power grade and also changes the item's rarity.
Armaments of Legacy
17
Removing Runestones For example, if an 18th-level character attunes to a legacy
Removing a runestone from an item requires a creature item that holds two runestones, the item has a master
to spend a long rest focused only on the item. At the power grade. Alternatively, if a 6th-level character attunes
end of the long rest, the creature makes an Intelligence to a legacy item that holds three runestones, the item has
check using smith's tools against a DC determined by the a superior power grade and the additional two runestones
item's rarity (DC 13 for rare, DC 16 for very rare, and DC within it are destroyed.
19 for legendary). Artificers can make this check with
advantage. If the check fails, the runestone is destroyed. If
successful, the runestone is removed and it must be placed
Variant: Runecasting
If you choose to not introduce runestones into your game,
into another legacy item within 24 hours or immediately
you can instead opt to allow spell scrolls to be translated
disintegrate.
into runes to be engraved directly onto a legacy item. Such
Only one runestone can be removed from an item at a
a practice would require an Intelligence check using the
time. If an item holds more than one runestone, the rarity
artisan tools that correspond to the item's primary material.
of the stone removed is equal to the rarity of the item.
(leatherworker's tools, smith's tools, tailoring supplies, etc).
After a stone is removed, the item's power grade and rarity
The DC for this check and the time required is dependent
changes to reflect the remaining number of stones it holds.
upon the item's rarity, as defined on Runecasting Variant
Attunement to Runic Items table below.
Alternatively, you can hire a skilled artificer to perform
An item that isn't attuned to a creature functions as a the task. If paying for the service, no check is required. In
normal item of its type, regardless of the number of either circumstance, and whether the check is successful
runestones it holds. If a creature attunes to an item that or not, the spell scroll is destroyed in the process.
already holds one or more runestones, the item's new
grade is limited to the lowest grade defined by either its Runecasting Variant
number of runestones or the required character level. Once
Item Rarity Check DC Cost Time
the item is attuned, any additional runestones beyond the
item's new grade are destroyed. Uncommon 12 2,500 gp 1 day
Rare 15 10,000 gp 5 days
Very rare 18 40,000 gp 10 days
Item Attunement
Attunement to a legacy item forged through runecasting
functions in the same manner as items slotted with
runestones. However, the engraved runes can't be removed.
If a character attunes to an item whose power grade is
higher than their required level, the item still only functions
at the highest power grade allowed for that character.
Armaments of Legacy
18