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