In my campaign, I've introduced my take on legacy items (which were brought to my attention many moons ago thanks to the wonderful folks on this board). I'd homebrewed up an item for each of my players and given the items out. Our campaign started with LMoP and the players were all playing pre-gens from that or in the case of my brother a character given him at a con one-shot. My brother and his oldest were growing increasingly unhappy with their characters, both had concepts in their head for characters they'd really like to play, so I arranged for their existing characters to be written out and their new characters brought in.
Now I'm trying to come up with the legacy items for these new characters so that they don't feel left out when the remaining player's weapon levels up again.
This is for the wizard (my brother's character). It's an amped up version of the enduring spellbook. Rarity will vary based on how the item has leveled up. The first iteration on these is usually uncommon but i'm starting with rare because the legacy items for the other characters leveled up right before the decision was made to swap out characters. At the next level up this item would grant a further level of spell for arcane recovery, the number of times you can cast a spell from it jumps to 5 and the DC buff is +2. The legendary iteration would bump those buffs by 1, 2, and 1 respectively.
Wondrous Item, rare
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
Studying the pages of this spellbook, you sense a wave of calm wash over you. Each time you use your arcane recovery feature, you may regain one additional level of spell slot beyond the normal limits of this feature.
Three times per long rest, you may cast any spell from the book, regardless of whether it is prepared that day.
This is for the divine soul sorcerer. Starting with the rare iteration:
Wand, rare
A wand handed down in your family through the generations. The wand was crafted by your ancestor, Gasal the Loyal, who served the goddess Lliira with such devotion she bestowed a mote of her power on him. He used this power to enact her will in the Forgotten Realms and also to craft this wand. Family legend states this wand knows when it has been passed to a new wielder and adjusts its power to the user's ability.
Divine Favor. The wand has 6 charges and regains 1d6-1 charges at dawn. As an action, you may expend charges from the wand to cast the following:
Very rare increases the charges to 8, regaining 1d8-1 at dawn, adds remove curse for 7 charges. The legendary iteration increases the charges to 10, adds death ward for 8 and revivify for 10. Currently because it's a legacy item if the user expends all 10 charges for revivify the wand is unusable for a week. I don't want it to destroy the wand but maybe I should just alter it to if you expend all the charges, the wand never regains the revivify spell or will never be able to regain the 10th charge?
Items will be in subsequent replies to this.
Background:
In my campaign, I've introduced my take on legacy items (which were brought to my attention many moons ago thanks to the wonderful folks on this board). I'd homebrewed up an item for each of my players and given the items out. Our campaign started with LMoP and the players were all playing pre-gens from that or in the case of my brother a character given him at a con one-shot. My brother and his oldest were growing increasingly unhappy with their characters, both had concepts in their head for characters they'd really like to play, so I arranged for their existing characters to be written out and their new characters brought in.
Now I'm trying to come up with the legacy items for these new characters so that they don't feel left out when the remaining player's weapon levels up again.
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Item #1- Infinite Spellbook
This is for the wizard (my brother's character). It's an amped up version of the enduring spellbook. Rarity will vary based on how the item has leveled up. The first iteration on these is usually uncommon but i'm starting with rare because the legacy items for the other characters leveled up right before the decision was made to swap out characters. At the next level up this item would grant a further level of spell for arcane recovery, the number of times you can cast a spell from it jumps to 5 and the DC buff is +2. The legendary iteration would bump those buffs by 1, 2, and 1 respectively.
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
Studying the pages of this spellbook, you sense a wave of calm wash over you. Each time you use your arcane recovery feature, you may regain one additional level of spell slot beyond the normal limits of this feature.
Three times per long rest, you may cast any spell from the book, regardless of whether it is prepared that day.
Your spell save DC increases by 1.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
Item #2- Gasal's Divine Wand
This is for the divine soul sorcerer. Starting with the rare iteration:
A wand handed down in your family through the generations. The wand was crafted by your ancestor, Gasal the Loyal, who served the goddess Lliira with such devotion she bestowed a mote of her power on him. He used this power to enact her will in the Forgotten Realms and also to craft this wand. Family legend states this wand knows when it has been passed to a new wielder and adjusts its power to the user's ability.
Divine Favor. The wand has 6 charges and regains 1d6-1 charges at dawn. As an action, you may expend charges from the wand to cast the following:
Cure Wounds (1 charge)
Guiding Bolt (2 charges)
Spiritual Weapon (3 charges)
Lesser Restoration (5 charges)
Very rare increases the charges to 8, regaining 1d8-1 at dawn, adds remove curse for 7 charges. The legendary iteration increases the charges to 10, adds death ward for 8 and revivify for 10. Currently because it's a legacy item if the user expends all 10 charges for revivify the wand is unusable for a week. I don't want it to destroy the wand but maybe I should just alter it to if you expend all the charges, the wand never regains the revivify spell or will never be able to regain the 10th charge?
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses