Legacy Items: Magic Items that Scale, Part 2 – Mastery Items
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
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.
This concept works best when it’s applied to items initially acquired at lower levels, as it gives them scope and space to grow and become a fundamental part of a character’s identity.
Nevertheless, Mastery items can also be introduced later on in a character’s career. Since the power of the item is tied to the overall proficiency bonus of the character, a PC who gained a mastery item at 9th level would have immediate access to all of the first three powers of the item. If you prefer, of course, you could rule for some items that it will take a little while for a character to learn the item’s abilities, providing a sort of “getting to know you” phase for the item and its user. All you have to do is have the owner start out at the first level of mastery and then acquire the next level of mastery each time the character levels up while attuned to it, until the number of powers mastered equals the character’s proficiency bonus.
Below, I describe some examples.
Evolving Armor
This armor first appears as a heap of chains and plates made of fine steel. It is not at first evident how the armor fits together. A character must attune to the item to learn how to wear it. If you use the alternate attunement ritual rule, the armor can be attuned by either by making a DC 15 Insight Check or by being fitted to the character by someone proficient with Smith’s Tools, though this also requires a DC15 check to which the armorer can add proficiency and Wisdom. These checks can only be made once per short rest.
The armor is made of steel imbued by legendary dwarven smiths with the spirit of an iron elemental that slowly evolves, altering the armor over time. When first attuned the armor takes on the appearance of a somewhat unorthodox suit of chainmail, liberally reinforced with small plates of metal. Over time, and as the wearer gains experience, the armor adapts to its bearer’s body, movement and fighting style. The small plates and chains form into bands and eventually into full plate armor, but become less restrictive and even more flexible as the armor adapts.
Mastery Level 1: At this stage, after being attuned, the armor appears to be a suit of finely made chain mail with a few plates attached in strategic locations. It has a base AC of 16 and also provides an additional +1 magical bonus to AC, for a total of 17.
Mastery Level 2: The plates of the armor begin to fuse together and combine. The process is slow and not immediately apparent, but can be discerned with a DC 15 Perception check. When the character reaches 5th level and gains the next proficiency bonus the armor becomes equivalent to splint, having a base AC of 17, and retaining its magical bonus of +1 to provide a total AC of 18. Additionally, the armor becomes so attuned to the wearer’s body that it enables the wearer to add up to 1 point of his or her Dexterity bonus to armor class, if applicable.
Mastery Level 3: The plates of the armor continue to fuse together and combine. Again, the process is slow and not immediately apparent, but can be discerned with a DC 15 Perception check. When the character reaches 9th level and gains the next proficiency bonus, the armor becomes equivalent to plate, having a base AC of 18, and retaining its magical bonus of +1 to provide a total AC of 19, in addition to permitting 1 point of Dexterity bonus to AC. The armor is so attuned to the character and so comfortable that it can be worn while resting without any ill effects.
Mastery Level 4: When the character reaches 13th level and gains the next proficiency bonus, the armor adapts to the wearer’s fighting style and compensates for any weaknesses or vulnerabilities. Plates covering areas the wearer occasionally leaves exposed thicken, so that, while wearing it, any critical hit against the wearer becomes a normal hit. The armor becomes even more perfectly fitted to the wearer’s body and enables the wearer to add up to 2 points of his or her Dexterity bonus to armor class, if applicable.
Mastery Level 5: When the character reaches 17th level and gains his or her final increase to proficiency bonus, the armor’s basic enchantment increases to +2 for a base AC of 20. It still enables the wearer to add up to 2 points of his or her Dexterity bonus to AC, if applicable. Occasionally, the armor, now fully attuned to its wearer, can subtly shift its structure to provide a last-minute counter against an attack that might otherwise penetrate its defenses. When the wearer is hit by an attack that only succeeds by 2 or fewer points (for instance, the attack total is a 21 or 22 if the wearer’s AC is 21), the wearer may take a Reaction to force the attacker to reroll the attack roll and take the next result. Once this ability is activated it cannot be used again until the wearer has completed a long rest.
Edrick’s Edifying Encomium of Evocation
This surprisingly small book easily fits in the hand and can even be placed in a generous pocket. The cover appears to be made from the scaleless hide of a green dragon, possibly its wings. Embossed into the leather is a design depicting a long sword and a quill pen crossed, the sigil of Edrick the Evoker, a renowned combat wizard. Paper-thin sheets of mithril reinforce the inside of the covers, and are etched with mystic sigils not initially decipherable. The spine is reinforced with a single bar of admantium riddled with regular grooves to which the fine vellum pages of the book are sewn. These pages, numbering an even 200, are filled with very tiny but precise writing and diagrams discussing the finer points of combat spellcasting and evocation in particular.
The book is the theoretical journal of the eponymous warrior mage who penned it. Studying the book allows a wizard great insight into effectively casting spells while in combat and how to stay alive while doing so. The book is, however, more than just a repository of knowledge. It is made to link with its bearer’s subconscious and provide flashes of insight at critical moments. It takes time for the book to establish this link, and also for the bearer to learn how to interpret and use this inspiration. To begin this process, the character must attune to the Edifying Encomium. If you use the alternate attunement ritual rule, the book can be attuned by either by making a DC 15 Arcana Check or by casting the Identify spell on it. The more the reader is attuned, the more of the book’s pages seem to make a kind of sense, though at levels of abstraction the reader will be unable to express to others.
The Encomium also contains several evocation spells written in incredibly compact but very clear form, and acts as a spellbook for these spells. It contains the spells: Scorching Ray, Fireball, Lightning Bolt, Ice Storm, and Chain Lightning.
Mastery Level 1: At this stage, after being attuned, the Encomium gives advice on how to maintain concentration in the midst of combat. It provides a +1 bonus on concentration checks.
Mastery Level 2: When the character’s proficiency bonus improves at 5th level, the Encomium provides direction on how to most effectively target opponents. It provides a +1 to any attack rolls made as part of a spell. The bonus on concentration checks increases to +2.
Mastery Level 3: When the character’s proficiency bonus improves again at 9th level, the Encomium provides insight into effective spellcasting, raising the DC of the caster’s spells by +1. The bonus on concentration checks increases to +3.
Mastery Level 4: When the character’s proficiency bonus improves again at 13th level, the Encomium provides instruction on how to make the most out of damaging spells. Any spell cast while attuned to the book deals +1 point of damage of the most prevalent type of damage the spell does. For instance, if a spell does 2d6 fire damage and 1d6 acid damage, then the extra point of damage would be fire. If the damage is divided equally, the caster may choose from among the types of damage the spell does. The bonus to spellcasting attacks increases to +2. All other abilities from earlier mastery levels are retained.
Mastery Level 5: When the character’s proficiency bonus improves again at 17th level, the Encomium grants awareness of how to make the most of evocation spells. Any evocation spell cast while attuned to the book is treated as if cast at one spell level higher than actual spell level used. The bonus to the DC of the caster’s spells increases to +2. All other abilities from earlier mastery levels are retained.
We hope you enjoyed these items and the Mastery mechanic. If you feel inspired to create your own mastery item we’d love to see it. Put your own versions of Mastery Items in the comments and we’ll create a database of new magic items!
If your interested in seeing more items we created, take a look at the Enhanced Attunement Items in Part 3 and Part 3.5 of this series. †
It may be odd to post a comment to your own article, but much of the discussion about this piece occurred on other web sites. I responded to one such discussion over on ENworld forums at this link:
https://www.enworld.org/threads/5e-mastery-magic-longsword-feedback-wanted.430294/#post-6561086
and it struck me that my response there might help clarify some of my design process and thinking, so I added it below.
Hey Chris633,
Hey, I wrote that article! Thanks so much for referencing it, and I’m glad you liked the idea.
You’ve pretty much followed the pattern I was thinking of, which is that the power at different proficiency/mastery thresholds should be essentially commensurate with the various levels of item rarity. So, a common or uncommon item is equivalent to the 1st level power of a mastery item. Still, Mastery Items also require attunement, so I think it’s fair to give them a little extra something to make them interesting. I really like the ability to bypass immunities and resistances as its situational and also limited in the number of uses. I might have gone for one time a day and scaled it up more slowly, but I was thinking cautiously and trying to maintain balance since I was pitching an idea. I don’t think it’s necessarily OP.
From there on, the second level of Mastery, achieved at 5th level, should be equivalent to rare items. Items with a +2 bonus are rare, so that’s the obvious choice, but I think the 1d6 radiant damage, limited to two uses per day, is quite conservative and wholly appropriate. The next step is tricky since magic item rarity becomes uncoupled from the proficiency thresholds. I’m honestly not sure why they didn’t keep to the proficiency thresholds for item powers. Very Rare is the next level, and is appropriate for 11th level or higher characters. That’s right in between the 9th and 13th levels where there are proficiency thresholds. My rule of thumb on this was to try to have 3rd stage mastery abilities (gained at 9th level) be a bit weaker than very rare items, or to just give them the +2 bonus at that level, as you have done. I then tended to make up a bit for that with the 4th level of mastery (gained at 13th level). I think giving it 2d6 radiant damage at that point is more than fair. You could certainly have it simply do 1d6 radiant damage on any hit, and it wouldn’t be that much more powerful than say a Flame Tongue. That’s a rare sword with no pluses, but it does 2d6 fire damage on every hit.
Legendary items are linked to 17th level, which is another proficiency threshold, so Mastery Items should be near equivalents to legendary items at the 5th and final stage of their development. The +3 bonus is a good fit, and the increase in the bypass immunity and resistance power doesn’t seem to powerful either. some of those Legendary items are really much more powerful than this sword, but I don’t think that’s a bad thing at all. This sword has a sense of purpose and character with it’s radiant damage and resistance and immunity bypassing. It sounds like a perfect weapon for a paladin or someone with a similar ethos.
That takes me to my last point,in response to Blackwarder’s comment. I respectfully disagree, and think it is important to keep the powers thematically linked in a mastery item. One of the best ways to do that is to have powers increase rather than to add whole new powers. That way, the weapon gains a sense of purpose and an identity of its own, which was the whole point of the Legacy Item series – to make items that would scale with the characters as they grew in power and could become signature possessions, part of their character’s identity rather than just a collection of interchangeable pluses. It strikes me that your sword does that perfectly.
I was thinking of a Bastard Sword which silvered and very sharp but just a bastard sword until attune to it. To attune it the first time you have to kill a for, not some random beast or cave monster , unless the whole reason for going in that cave was to kill said monster. I didn’t think about any CR just a foe. Once that is done the blade becomes +1 and glows 10′ bright 10′ dim on command. Then to get the next level, possible another Attunement you must kill a lycanthrope with the blade. It must do the killing blow. Once done it gains Bane vs lycanthrope. Then a possible third attunement would need to kill a fiend which is effected by silver. Once done gains Bane vs fiends. Still working on this as not sure if bane is even in 5th. Also which fiends are effected by silver, and I think I should put some sort of CR requirement otherwise could be abused but as the weapon is from my own campaign world I don’t see that overall happening.
Again thanks for the very interesting articles. Please more examples
Dave,
I really like the idea of using different attunement rituals to unlock each of the levels of mastery. Even more, I like the idea of having the power that the item gains be connected to the attunement ritual. For instance, there is something very compelling about about having to kill a lycanthrope with the weapon to acquire the lycanthrope bane quality.
It seems that an extra 2d6 of damage to a particular type of creature is the new standard for a bane style ability. The actual spell bane is only first level and pretty wimpy in 5th edition, though I still think it could be really fun to try it. You could also scale the additional punishment if you’d like. It could do 1d6 at the first and second ranges of mastery (up to level 8), 2d6 for the next two ranges (from 9the level to 16th), and then 3d6 for the last few levels (17 to 20). One nice thing is that some of the slayer (which seems to be the name for that type of ability in the new edition) weapons don’t even require attunement, presumably since they are so potentially limited in use that they would never be worthy of taking up an attunement slot in most campaigns. That makes it hard to argue that such a weapon as you’ve described is over powered or unbalanced.
There is also some really nice flexibility there. You could, for instance, make it so the sword gains the “bane” quality when it reaches the next mastery level, but leave the type of bane up to the wielder. The character wielding it could attune the sword and call out a specific type of creature that he or she wanted to go after and then slay one to activate the “bane” ability for that particular type of creature. In fact, that’s really useful for a bow I wanted to place in my current campaign so I’m going to design that and post it here since your comments inspired it and and you asked for more examples! Nemesis bow, coming soon…
Thanks for the kind comments and the inspiration! I’ll keep ’em coming!