Part2: Mastery Items
In the first part of this series I discussed the problems that result when magic items become disposable once better, more-powerful versions are acquired. For me, at least, the practice of churning magic items clashes jarringly with the magical-item tropes I grew to love in mythology and fantasy fiction.
I predict that item-churning will only be exacerbated in the new edition of the game by the mechanic of attunement, or more specifically, the arbitrary hard cap that it represents. (Don’t get me wrong: I love the idea of attunement, but I think there’s room for revision.) I’ve discussed my own solution to allowing scalable attunement in a previous article, and I will even use my more flexible attunement rules as the foundation for a whole new type of legacy item in the final article in this series.
In the prior article I discussed Reconstructed items, magical items made up of disparate parts, each with minor powers, that can be assembled together to make a more powerful, single item. This time I’m going to discuss what I call Mastery items, magic items that reveal more powers and options as the owner gains power and ability.
Note: The description of Mastery Items and the examples below (Evolving Armor and Edrick’s Edifying Encomium of Evocation) are designated as Open Game Content. (Click here for the license.)
Mastery items take advantage of the wonderful proficiency mechanic of the new edition. The item begins with a basic magical property, usually a simple +1 if it is a weapon or armor, but does require attunement. The item then gains a new ability each time the character attuned to it gains a better proficiency bonus. This means that there are five levels of mastery for each item of this kind. [Read more…] about Legacy Items: Magic Items that Scale, Part 2 – Mastery Items