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Evolving Magic Items

These items will grow with their wielders to give them more power as they level up. Each increase requires a minimum level reached and a special event to occur.

Mask of the Courtier

Wondrous item, unique (requires attunement)

This mask is a ballroom mask that covers the eyes. When the command word is spoken, the mask can change to be any design, colour or completely invisible. It can also cause any blemishes on the face to be invisible and can cause your eyes to change colour at will.

Tier 1

Prerequisites:

  • None

The mask will give you advantage on charisma (persuasion) checks and charisma (deception) checks when talking to a person who can be sexually or romantically attacted to you.

Tier 2

Prerequisites:

  • Level 5
  • Charisma score of at least 14
  • Must have successfully seduced a stranger for a favour

The mask will provide the same benifits as tier 1 and will also gain 3 charges. You can use an action and expend 1 charge to cast disguise self or 3 charges to cast detect thoughts on a person who can be attracted to you.

The mask regains 1d3 charges at the dawn of every day.

Tier 3

Prerequisites:

  • Level 10
  • Charisma score of at least 17
  • Must have seduced or persuaded a stranger to tell them a deep secret

The mask will provide the benifits of the previous tiers and the mask now has 6 charges. If you have had a conversation with an attractable person for no more than 3 minutes in the past 10 minutes, you can expend charges equal to 2 times the number of minutes spent conversing to remove the memory of that conversation from the target.

 

Upgrade Requirements

For an item to be upgraded, the user must be a certain level and must have met the prerequisites for it to increase in power. The prerequisites can be stats, an event or a meeting with a person.

Shield of the Patron

Shield, unique (requires attunement)

This is a round shield with a silver inlay of two open hands holding a light. This shield feels almost weightless and will adjust to your arm.

Tier 1

Prerequisites:

  • None

You can speak the command work and create a 15ft. cube directly in front of you. You then select up to 6 creatures and give them 7 (2d4 + 2) temporary hit points and these last for 10 minutes.

This ability can be used once per long rest.

Tier 2

Prerequisites:

  • Level 5
  • Must have saved a person from certain death

You gain the benifits of tier 1 and the temporary hit points gained are enhanced to 14 (4d4 + 4). You also gain the ability to place a person is a protective sphere. You may speak the command word and select a willing creature within 30 ft. and that creature will be incased in a translucent sphere until the end of your next turn. The sphere is 5 ft. in diameter and cannot move. No objects or spells can pass in or out of the sphere however the person inside can still breath.

This ability can be used once per long rest.

Tier 3

Prerequisites:

  • Level 10
  • Must have revived a stranger or enemy due to kindness or mercy

You gain the benifits of the previous tiers and the amount of temporary hit points gains increases to 28 (8d4 + 8). You also a +1 to AC on top of the bonus provided by a shield and gain the ability to create an impenetrable wall of force from it. You can speak the command word and create the wall directly in front of you. This wall is impenetrable by objects and spells in all directions and is a 10 ft. square that is 1 ft. thick. If the wall cuts into a creature's space when it is created the creature is pushed back 5 ft. away from you. The wall lasts for 1d4 + 1 rounds.

This ability can be used once per long rest.

Staff of Commune

Staff, unique (requires attunement by a cleric, druid, sorcerer, warlock or wizard)

This staff is light red with bronze inlay spiralling up it adn has the weapon statistics of a quarterstaff. It has a small casing in the centre that can be twisted to reveal a rod of the same style.

Tier 1

Prerequisites:

  • None

The rod can be taken and placed in a location where it will magically remain upright until it is removed. The rod can also be resummoned into the staff through a ritual that takes one hour and can be done during a short rest. At any point while the rod is in a different location, you may use an action to see from the rod's perspective. The vision extends up to 30 ft. and you retain any benefits to sight you would have in person. This ability cannot work over different planes.

Tier 2

Prerequisites:

  • Level 5
  • Must have communicated with an otherworldly being

You gain the benefits of tier 1 and you can now use the rod to see from the perpective of someone else. You can now give the rod to someone else and then as an action move your senses to the perspective of the person carrying the rod. You cannot control what you see or communicate with the person however you still retain any benefits to your sight you would have in person.

You can use this feature for 10 minutes, expending a minute of use as you use it. You regain 1d6 + 4 minutes of use per day.

Tier 3

Prerequisites:

  • Level 10
  • Must have had a meaningful discussion with a being that doesn't share a language and is not of your world

You gain the benefits of the previous tiers and can now utilise a mild form of telepathy. As an action, you can extend your thoughts to a creature you can see within 60 ft. that has an intelligence of more than 5 and that you share a language with. You can telepathically communicate with them for up to 1 minute or until you dismiss it. If the creature is unwilling, then they must succeed on a wisdom saving throw (DC 15).

If you do not share a language, you can attempt to communicate regardless and must make an intelligence, wisdom or charisma check (DC 20). On an intelligence success, you work out a few basic phrases that the recpient can understand allowing you to communicate and recieve basic ideas and emotions. On a wisdom success, you learn to interpret what the other being is communicating on a basic level. They may successfully and clearly give you a message,

emotion or idea however you cannot communicate to them in return. On a charisma success, your expressive will can allow you to successfully and clearly give the recepient a message, emotion or idea however they may not give you any message in return.

You can use this ability once per long rest.

Duelist's Gauntlet

Wondrous item, unique (requires attunement by someone with the dueling fighting style)

This leather glove is inlaid with threads of silver and has small metal plate along the upper side of the finger segments.

Tier 1

Prerequisites:

  • None

The glove can also be attuned to a single one handed weapon. At any point when the weapon is not on your person, you have use a bonus action to summon the weapon to your hand, at which point the weapon will fly to you using the fastest possible route. If the weapon is being held by another person, then the person can make a DC 13 strength check to hold on to it.

Also you have the ability to deflect projectiles aimed at you. When you are targeted by a ranged attack that uses projectiles, you can use your reaction to reduce the damage by 1d10 + your dexterity modifier by using your weapon to deflect it. If you reduce the damage to 0, the attack is nullified.

You may use this ability a number of times equal to your dexterity modifier and you regain any expended uses at the end of a long rest.

Tier 2

Prerequisites:

  • Level 5
  • Dexterity of at least 14
  • Must have dueled for the honour of yourself or a loved one.

You gain the benefits of tier 1 and gain the ability to lock an opponent in a duel with you. When you take the attack action, you may use your bonus action to preocupy an enemy's attention and give the next attack to it by another creature advantage. You can use this ability 2 times and you regain any expended uses at the end of a long rest.

Tier 3

Prerequisites:

  • Level 10
  • Dexterity of at lest 17
  • Must have dueled to the death or with the stake of a loved one's life.

You gain the benefits of the previous tiers and you gain the ability to parry and riposte in the middle of battle. You may now use your deflect projectiles ability to parry melee strikes. Additionally if you reduce the damage of a melee hit to 0, you may make a single attack as part of the same reaction.