So I love the idea of tiered legendary items that unlock new features when a player character overcomes a trial or advances their story. Specifically I'm taking inspiration from the Vestiges of Divergance from Explorer's Guide to Wildemount. Here's some ideas for my own homebrew items. I'd like some feedback if possible.
Background Context:
Each player character will gradually get some sort of buff or blessing throughout the game by entities tied to their backstory, and eventually later on they'll be sent on quests to gather these items, using their blessings to empower the items.
Conflagration
Incendrius was a name that all angels feared, for when Incendrius was set loose upon them during the Primordial War by the Emberward...
...all other elemental forces fled the battlefield...
He was a towering firestorm of pure, primal rage, burning large swathes of land in his wake, leaving nothing but the scorched remains of collapsed and sundered angelic armor behind. With but one furious swing of his terrible axe, he decimated legions of Archangels with ease. He was accompanied on the battlefield by his pet and lifetime companion, Cinder, a beautiful phoenix-like creature, created by Incendrius himself.
Woe also came to any allies who stood in their way during his blind rampages and her graceful airborne waves of destruction.
His spiritual bond with his weapon and his companion was legendary, but now, many thousands of years later, Incendrius' spirit has long since been lost to the astral leylines. Some legendary scholars of primordial history say he still craves the power of his axe--to be reunited with it once again within a worthy host. Only Cinder remains to watch over that last remaining memory, and she longs for the day of his return.
Tales of Conflagration's location are scattered at best, but some suspect its location to be deep beneath the magma chambers and the underground networks of boiling caves beneath the Whip of Fire, the chain of sulfurous, volcanic islands between Mahdi and Ragnarok. It is also said that Cinder slumbers, waiting and watching over the Axe in an eternal vigil.
Weapon (battleaxe/greataxe), Artifact(requires attunement by a Barbarian)
This large, fearsome greataxe takes the appearance of jagged, carved obsidian shards which form the visage of a hideous, grinning skull. The blade ignites with the orange-red essence of elemental flame. It's hot to the touch and billows a small plume of smoke and embers when wielded.
Conflagration's size can change proportionally to that of its wielder and functions as a battleaxe when wielded by a Small creature, or a greataxe when wielded by a Medium or larger creature.
As a bonus action, you can ignite Conflagration, providing bright light in a 20-foot radius and dim light for an additional 20 feet. When you wield Conflagration while it is ignited, you and any creatures within 10ft of you automatically succeed on saving throws made to resist the effects of extreme cold weather. You may snuff out the flame as a bonus action.
Sentience. Conflagration is a sentient true neutral weapon with an Intelligence of 18, a Wisdom of 22, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Ignan, Primordial and Tradetongue
Personality. A powerful fire-lord named Incendrius, the Scarmaker lives within Conflagration. The weapon pushes its wielder to burn the enemies of the world's elemental balance by any means necesarry, and to protect the sanctity of the Deepfires. It pushes its wielder to never back down from a challenge.
Passive Form.Conflagration grants the following benefits:
You gain a +1 bonus to attack and damage rolls made with this weapon, and it deals an extra 1d6 fire damage to any target it hits.
You transfer the Blessing of Heartfire into the axe. While your heartfire crystal is no longer magical, the axe grants you the ability to double your rage damage once per round. This extra damage is dealt as fire. You are also granted the ability to enter a Primordial Rage. When entering a Primordial Rage, the ground around you cracks and bursts into a 5ft radius of fire centered on you. All other creatures that start their turn within the fire must succeed on a DC 14 Dexterity saving throw or be set on fire, taking 2d4 fire damage at the start of their turn. A creature can repeat the saving throw at the end of their turn to extinguish the flame. The fire remains stationary and burns until extinguished by magical means. It spreads quickly around corners and to flammable objects and materials. Creatures that hover or fly over the fire are immune to this effect. When Primordial Rage ends, you suffer one point of exhaustion.
Empowered Form.When the axe reaches an empowered form, it gains the following properties:
The weapon's bonus to attack and damage rolls increases to +2, and the extra fire damage dealt by the weapon increases to 2d6.
The damage of Primordial Rage's fire increases to 3d4.and you can will the area of flame to follow you as you rage, permanently scarring and melting the earth beneath you in a trail as you walk. The fire cannot move through the air. When the fire is willed to move with you, your speed is reduced by 5ft.
As an action, you can concentrate on the bond between Incendrius and Cinder granting you a pair of great, fiery wings and a flying speed of 60ft for up to 10 minutes. This cannot be used again until a long rest has been completed.
Ascended Form. When the axe reaches an ascended form, it gains the following properties:
The weapon's bonus to attack and damage rolls increases to +3.
The radius of Primordial Rage's fire increases to 10ft, its DC increases to 18 and you take on a fiery appearance as you rage, skin cracking with molten rock as an aura of flame surrounds you.
Your Strength score gains a permanent +1 bonus when wielding this weapon. In addition, when you enter a Primordial Rage, your size category increases by one and you gain immunity to fire damage.
The Sunspear
The tales surrounding the Sunspear are legendary, but often lost to rumor. One common story is that it was forged from pure sunlight atop Mt. Duniaji and gifted to a mortal warrior by Alsham, the God of the sun.
Records tell of this individual--Kitesh. He was a religious leader and a general of high regard in Nioba, the heartland and origin of Alshamic sun-worship. Before the scourge of the sulfur sea, Hephsut, the Immortal lich, brought ruin to the once great and ancient nation, it was known as the Land of the Golden Sun.
Kitesh founded the Kiteshi Empire as an expansion of Nioba with the belief that Hephsut's influence could be burned away by the presence of the sun throughout the continent. Kitesh was crowned Sultan-King, and his empire went on to encompass all of middle-eastern Maitreya.
In 920AE, Hephsut marched into Nioba with an army of undead thralls, intent on crushing the merchant princes of the nation and using their wealth to fund his conquest of all Maitreya.
Hephsut sought to cut Nioba off from the rest of the Kiteshi Empire by pushing out to the narrow straits of the Gulf of Kitesh, but his ambitions were thwarted at the battle of Kaf'nia Bay by the Sultan-King himself. The lich was defeated and went into hiding until naga travellers captured the weakened lich and delivered him to Kitesh, cementing Hephsut's hatred for the naga people. The lich was imprisoned.
Kitesh created the Sun-Ward from the most devout and skilled fighters of his armies. Their sacred duty was to watch over the entombed Hephsut, ensuring he never threaten Maitreya ever again. Kitesh gifted his Sunspear to the noblest Sun-Wardens during their vigil over the lich's tomb where it was passed through generations. No longer would it serve as an icon of royalty, but as a monument to Alsham's chosen warriors.
600 years later, Vauldis, one of the last living Nideans and traitor to the Tahosian Dynasty, rose to lichdom and began the War of the Undying.
During the invasion of the Kiteshi Empire by Vauldis' hordes, the Sun-Ward made a desperate pact with the devious Hephsut. He would give them the knowledge to defeat Vauldis' undead in exchange for his freedom and access to a powerful black book the Sun-Ward had been guarding for centuries for the orcish people.
The pact was sealed, but after the world's heroes triumphed over Vauldis with the knowledge Hephsut granted the Sun-Ward, the pact soured. Hephsut was vindictive from his imprisonment, but most of all his lack of praise and accreditation. The lich used his newfound power to break the Sun-Ward and raise them into his service as Ravagers.
For every fallen defender his ranks grew, and without the Sun-Ward to defend their people in Nioba, his victory was assured. Nioba was cut off from the Kiteshi Empire. The Sunspear now hangs broken and shattered in pieces over Hephsut's throne, from which he has ruled Nioba for 400 years, feeding his people lies and half-truths to inflate his ego and keep the people of his hermit nation off-balance and misinformed.
But within Nioba, the fire of the sun still beats in the hearts of Alsham's faithful, for it was never truly extinquished. The flames of rebellion have been stoked, for Nioba was the heartland of Alshamic faith, and it can be once more.
Weapon (glaive), Artifact (requires attunement)
The Sunspear takes the form of an elegant, curved golden glaive crafted from the finest blacksmiths and blessed with incredible power by Alsham, the god of the Sun himself. The blade emits a faint, iridescent shimmer and magical sunlight jumps across its surface like lightning. It is razor-edged, capable of cutting through the toughest materials. The glaive itself is finely balanced and as light as a feather.
This glaive is a martial weapon with the finesse and versatile properties. It deals 1d6 slashing damage if wielded in one hand or 1d8 slashing if wielded with two hands. It is also capable of reaching up to 10ft and has a thrown range of 20/60 ft.
As an action, the Sunspear can be transformed into the Sunblades--two elegant shortswords, but requires pure sunlight and 1 hour of prayer or forging to do so. These shortswords remain in this altered form so long as you are attuned to this item. Once per dawn, the Sunblades or Sunspear can be reformed into their counterpart using the same process.
Passive Form. The Sunspear grants the following benefits:
You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 radiant damage to any target it hits.
Your critical hit range becomes 19-20. If you have a feature that already modifies your critical hit range, then this spear grants an additional +1 bonus to it.
You permanently place the power of Alsham's favor into the glaive. While you no longer possess the amulet, the glaive gains 4 charges and regains 1d4 charges once per dawn. If you expend the last charge, roll a d20. On a 1. the glaive fractures and is destroyed. Whenever you critically hit with this weapon, you may use your reaction to call the sun's fury upon your foes. Any creature you choose within 10ft of you must succeed a Dexterity saving throw equal to 10 + your Constitution or Dexterity (whichever is higher) + your proficiency modifier or take 3d6 fire and 3d6 radiant damage, or half damage on a success.
Empowered Form.When the glaive reaches an empowered form, it gains the following properties:
The weapon's bonus to attack and damage rolls increases to +2, and the extra radiant damage dealt by the weapon increases to 2d8.
The glaive's number of charges increases to 6. In addition, you can use an action to expend 1 or more of its charges to cast one of the following spells from the glaive while holding it. The spell DC for these spells equals 10 + your Constitution or Dexterity (whichever is higher) + your proficiency modifier: Burning Hands (2 Charges), Fire Shield (2 Charges), Dawn: (2 Charges), Sunbeam (2 Charges).
Ascended Form. When the glaive reaches an ascended form, it gains the following properties:
The weapon's bonus to attack and damage rolls increases to +3.
Your Dexterity score gains a +1 bonus when wielding this weapon. In addition, you gain resistance to radiant damage while holding it.
The glaive's number of charges increases to 8. It now regains 1d6 charges per dawn. When a creature is critically hit by this weapon, the glaive gains an additional 1d4 charges. The glaive is now no longer at risk of being destroyed If you expend the last charge. Instead, it becomes a simple +1 magical weapon.
This shield takes the form of a massive wall of stone and granite. Chains of iron link through it like serpents. It is so large that it provides three quarters cover by itself.
Passive Form. The Boulderquake Bulwark grants the following benefits:
The shield grants you a +1 bonus to AC.
If you move at least 10 feet straight toward a target and then win a contested shove attack against it on the same turn, the target takes an extra 2d8 bludgeoning damage. If the target is a creature of size Large or smaller, it is pushed up to 10 feet away and knocked prone.
You may use a reaction while wielding this shield to interpose your shield between yourself and the point of origin of a damaging area of effect that requires a Dexterity saving throw. You and any creatures behind you in a 30ft cone take half damage and gain advantage on Dexterity saving throws for the effect. Effects that require wisdom, intelligence or charisma saving throws ignore this feature.
Empowered Form.When the shield reaches an empowered form, it gains the following properties:
The shield's bonus to AC increases to +2.
Work-in-progress
Ascended Form. When the shield reaches an ascended, it gains the following properties:
So I love the idea of tiered legendary items that unlock new features when a player character overcomes a trial or advances their story. Specifically I'm taking inspiration from the Vestiges of Divergance from Explorer's Guide to Wildemount. Here's some ideas for my own homebrew items. I'd like some feedback if possible.
Background Context:
Each player character will gradually get some sort of buff or blessing throughout the game by entities tied to their backstory, and eventually later on they'll be sent on quests to gather these items, using their blessings to empower the items.
Conflagration
Weapon (battleaxe/greataxe), Artifact (requires attunement by a Barbarian)
This large, fearsome greataxe takes the appearance of jagged, carved obsidian shards which form the visage of a hideous, grinning skull. The blade ignites with the orange-red essence of elemental flame. It's hot to the touch and billows a small plume of smoke and embers when wielded.
Conflagration's size can change proportionally to that of its wielder and functions as a battleaxe when wielded by a Small creature, or a greataxe when wielded by a Medium or larger creature.
As a bonus action, you can ignite Conflagration, providing bright light in a 20-foot radius and dim light for an additional 20 feet. When you wield Conflagration while it is ignited, you and any creatures within 10ft of you automatically succeed on saving throws made to resist the effects of extreme cold weather. You may snuff out the flame as a bonus action.
The weapon communicates telepathically with its wielder and can speak, read, and understand Ignan, Primordial and Tradetongue
Personality. A powerful fire-lord named Incendrius, the Scarmaker lives within Conflagration. The weapon pushes its wielder to burn the enemies of the world's elemental balance by any means necesarry, and to protect the sanctity of the Deepfires. It pushes its wielder to never back down from a challenge.
Passive Form. Conflagration grants the following benefits:
When entering a Primordial Rage, the ground around you cracks and bursts into a 5ft radius of fire centered on you. All other creatures that start their turn within the fire must succeed on a DC 14 Dexterity saving throw or be set on fire, taking 2d4 fire damage at the start of their turn. A creature can repeat the saving throw at the end of their turn to extinguish the flame.
The fire remains stationary and burns until extinguished by magical means. It spreads quickly around corners and to flammable objects and materials. Creatures that hover or fly over the fire are immune to this effect. When Primordial Rage ends, you suffer one point of exhaustion.
Empowered Form. When the axe reaches an empowered form, it gains the following properties:
Ascended Form. When the axe reaches an ascended form, it gains the following properties:
The radius of Primordial Rage's fire increases to 10ft, its DC increases to 18 and you take on a fiery appearance as you rage, skin cracking with molten rock as an aura of flame surrounds you.
Your Strength score gains a permanent +1 bonus when wielding this weapon. In addition, when you enter a Primordial Rage, your size category increases by one and you gain immunity to fire damage.
The Sunspear
Weapon (glaive), Artifact (requires attunement)
The Sunspear takes the form of an elegant, curved golden glaive crafted from the finest blacksmiths and blessed with incredible power by Alsham, the god of the Sun himself. The blade emits a faint, iridescent shimmer and magical sunlight jumps across its surface like lightning. It is razor-edged, capable of cutting through the toughest materials. The glaive itself is finely balanced and as light as a feather.
This glaive is a martial weapon with the finesse and versatile properties. It deals 1d6 slashing damage if wielded in one hand or 1d8 slashing if wielded with two hands. It is also capable of reaching up to 10ft and has a thrown range of 20/60 ft.
As an action, the Sunspear can be transformed into the Sunblades--two elegant shortswords, but requires pure sunlight and 1 hour of prayer or forging to do so. These shortswords remain in this altered form so long as you are attuned to this item. Once per dawn, the Sunblades or Sunspear can be reformed into their counterpart using the same process.
Passive Form. The Sunspear grants the following benefits:
The glaive's number of charges increases to 6. In addition, you can use an action to expend 1 or more of its charges to cast one of the following spells from the glaive while holding it. The spell DC for these spells equals 10 + your Constitution or Dexterity (whichever is higher) + your proficiency modifier: Burning Hands (2 Charges), Fire Shield (2 Charges), Dawn: (2 Charges), Sunbeam (2 Charges).
Ascended Form. When the glaive reaches an ascended form, it gains the following properties:
Boulderquake Bulwark
Wonderous Item (shield), Artifact (requires attunement)
This shield takes the form of a massive wall of stone and granite. Chains of iron link through it like serpents. It is so large that it provides three quarters cover by itself.
Passive Form. The Boulderquake Bulwark grants the following benefits:
Empowered Form. When the shield reaches an empowered form, it gains the following properties:
Ascended Form. When the shield reaches an ascended, it gains the following properties: