1. Notes

Legacy Item System

Legacy Items

Your Legacy Item grows with you, replacing the traditional "Big Six" magic item progression. One item. Automatic scaling. No Christmas tree syndrome.


How It Works

Your Legacy Item has two components:

  • The Form (What It Is) — Determines numerical bonuses: attack rolls, AC, saves, spell DCs. Progresses automatically at levels 4, 8, 12, 16, and 20.
  • The Path (What It Does) — Determines tactical abilities: repositioning, interception, utility. New abilities unlock at levels 2, 6, 10, 14, and 18.

Choose both during character creation based on your role in the party.


The Form — Automatic Bonus Progression

Weapon Form

For: Fighters, Rangers, Rogues, Barbarians, Paladins, Lancers — anyone whose job is direct engagement.

LevelEnhancementEffect
1Masterwork+1 to attack rolls (not damage)
4+1+1 to attack and damage
8+2+2 to attack and damage
12+3+3 to attack and damage
16+4+4 to attack and damage
20+5+5 to attack and damage

Armor Form

For: Frontline combatants, anyone expected to hold ground.

LevelEnhancementAdditional
1MasterworkACP reduced by 1, max Dex +1
4+1+1 AC
8+2+2 AC, Light Fortification (25%)
12+3+3 AC, Moderate Fortification (50%)
16+4+4 AC, Heavy Fortification (75%)
20+5+5 AC, Heavy Fortification (75%)

Implement Form

For: Arcane specialists, divine support — anyone whose weapon is spellcasting.

LevelSpell DCSpell Penetration
1
4+1+1
8+2+2
12+2+3
16+3+4
20+3+5

Accessory Form

For: Infiltrators, support, hybrids — anyone needing defensive versatility.

LevelResistance (All Saves)Deflection (AC)
1
4+1+1
8+2+1
12+3+2
16+4+2
20+5+3

The Path — Tactical Abilities

Path abilities cost 1 Action or 1 Reaction. They provide utility and positioning — they don't compete with Strike/Cast. Think "third action optimization" and "reaction economy." New tiers unlock at levels 2, 6, 10, 14, and 18.

Choose your Path and work with the GM to select abilities at each tier.

PathFocusBest For
VanguardInterception, damage mitigation, threat controlTanks, protectors, front-liners
StrikerRepositioning, pursuit, finishingMobile damage dealers, assassins
TacticianAlly positioning, buffs, debuffsSupport, battlefield commanders
ShadowInfiltration, evasion, dirty fightingRogues, scouts, infiltrators
SurvivorSelf-preservation, recovery, adaptabilitySolo operators, generalists

Full ability lists for each Path are available from your GM during character creation.


Attunement Rules

  • One Item, One Person: You can only be attuned to one Legacy Item at a time.
  • Attunement Time: 24 hours of uninterrupted possession to bond with a new item.
  • Irreplaceable: If destroyed, your Legacy Item reforms at your side over 24 hours. The bond transcends physical form.
  • No Loaning: In anyone else's hands, the item functions as a standard masterwork item with no special abilities.