Uploaded by Raikou Takuya

Modular Magic Items

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Modular 5e Magic Items
M
odular magic items are designed to give
your players more options, and provide
them with items and weapons that can
level up with them. The ability slots can
give your players a gentle introduction to
the modularity that is available with
certain classes, without overwhelming
them. It also provides a way to power up items so your
players will want to hang on to them for longer.
Unlocking Ability Slots
To unlock slot 1, you must score a critical hit with the
weapon to attune to it. To unlock slot 2, you must have
10 dots in a slot 1 ability track. To unlock slot 3 you
must have 10 dots in a slot 2 ability track.
Tidebreaker Battle Axe
Morg
Attunement
In order to use the ability slots on each item or weapon,
you must attune to it. To attune to the weapon, you must
score a critical hit it. Once you score a critical hit with
the weapon, you immediately unlock slot 1, and gain the
level 1 slot 1 ability.
Ability Slots
Each weapon or item has 3 ability slots. Abilities are
designed to only fit into their designated slot. For
example, a slot 1 ability can only go in slot 1. These
prevents abilities from stacking and becoming
overpowered.
Ability Levels
Each ability has three levels, designed for different tiers
of play. Level 1 abilities are designed for character level
4-8, level 2 abilities are for character level 9-13, and
level 3 abilities are for level 14-20. These can vary
depending on your players and your campaign, but that
should serve as a rough guideline.
The Ability Track
Under each ability is an ability track with 20 spaces.
The ability track is used for unlocking slots and levelling
up abilities. Once per combat encounter, if you use an
ability, mark a dot on the ability track for that ability.
This should be done at the end of the encounter.
Firebolt Flintlock
Morg
Unlocking Second Abilities
Slot 2 and slot 3 each have two abilities. These can be
swapped out after a long rest to allow the players to
customize their weapon to suit the challenges they will
be facing.
To unlock the second abilities from slot 2 or slot 3,
you can make a special DC 35 check. This check can be
attempted once per long rest. To make the check, make
an attack roll with the weapon, adding the number of
dots in the ability track to the result. For example, to
unlock the second slot 2 ability, make an attack roll, and
add the number of dots on the slot 2 ability track.
Levelling Up Abilities
Each ability has three levels. To unlock a level 2 version
of an ability, you must have a total character level of 8 or
more, and make a special DC 40 check. This check can
be attempted once per long rest. To make the check,
make an attack roll with the weapon, adding the
number of dots in the ability track of the ability you are
trying to upgrade to the result.
To unlock a level 3 version of an ability the minimum
total character level is 14, and the DC for the check is
50.
Players can use any buffs that would be applicable to
a normal attack roll to aid them in making the check.
This should encourage your players to work together to
level up their abilities.
Changing Abilities
After finishing a long rest, you can change out any
number of abilities on the weapon or item.
Hit
melee weapon (martial, axe)
requires attunement
Properties: Versatile
Damage Type: Slashing
Damage: 1d8 (1d10) + bonus
Damage
Save DC
The axe is made from driftwood embedded with shards of crystal.
These shards were formed when an explosion on the moon
caused debris to fall to the ocean on the material plane. These
crystals are also inlaid in the blade, and give the wielder the ability
to harness a small part of the power of the moon and the tides.
Attunement. To use the ability slots, you must attune to the
weapon. In order to attune to this weapon you must score a
critical hit with it.
Weapon Stats. Wield the weapon using Strength. You can choose
Charisma, Wisdom or Intelligence for the save DC.
Attack Bonus. Proficiency bonus + STR
Damage Bonus. STR
Save DC. 8 + proficiency bonus + CHA/INT/WIS
Tidebreaker Level 1 Pg 1
You have a +1 bonus to attack and damage rolls made with this
magic weapon.
LVL1
Battering Strike. The force of a crashing wave is behind your
strike. The axe deals an additional 1d6 force damage to any target it
hits.
Riptide. Let the forces of an invisible current carry you. You can use
an action to teleport up to 20ft to an unoccupied space you can see.
LVL1
LVL1
Tidebreaker Level 1 Pg 2
Relentless Advance. Once per long rest, if you use an action to
make a melee attack, you can choose an ally within 15ft. Their
speed is increased by 15ft until the end of their next turn.
Move as one. Once per long rest, when you use your action to make
a melee attack, one of your allies can use their reaction to make a
melee attack.
LVL1
LVL1
Tidebreaker Level 2 Pg 1
You have a +2 bonus to attack and damage rolls made with this
magic weapon.
LVL2
Battering Strike. The force of a crashing wave is behind your
strike. The axe deals an additional 2d6 force damage to any target it
hits.
Riptide. Let the forces of an invisible current carry you. You can use
a bonus action to teleport up to 20ft to an unoccupied space you can
see.
LVL2
LVL2
Tidebreaker Level 2 Pg 2
Relentless Advance. This ability has 4 charges that reset at dawn.
If you use an action to make a melee attack, you can choose an ally
within 15ft. Their speed is increased by 15ft until the end of their
next turn.
LVL2
Move as one. This ability has 4 charges that reset at dawn. When
you use your action to make a melee attack, you can expend a
charge to allow one of your allies to use their reaction to make a
melee attack.
LVL2
Tidebreaker Level 3 Pg 1
You have a +3 bonus to attack and damage rolls made with this
magic weapon.
LVL3
Battering Strike. The force of a crashing wave is behind your
strike. The axe deals an additional 4d6 force damage to any target it
hits.
LVL3
Riptide. Let the forces of an invisible current carry you. You can use
a bonus action to teleport up to 30ft to an unoccupied space you can
see. If you teleport within melee range of a creature you can make a
melee attack as part of the bonus action.
LVL3
Tidebreaker Level 3 Pg 2
Relentless Advance. This ability has 4 charges that reset at dawn.
If you use an action to make a melee attack, you can choose an ally
within 60ft. Their speed is increased by 30ft until the end of their
next turn.
LVL3
Move as one. This ability has 4 charges that reset at dawn. When
you use your action to make a melee attack, you can expend a
charge to allow one of your allies to use their reaction to move up to
their speed and make a melee attack.
LVL3
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