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.
| Level | Enhancement | Effect |
|---|---|---|
| 1 | Masterwork | +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.
| Level | Enhancement | Additional |
|---|---|---|
| 1 | Masterwork | ACP 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.
| Level | Spell DC | Spell 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.
| Level | Resistance (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.
| Path | Focus | Best For |
|---|---|---|
| Vanguard | Interception, damage mitigation, threat control | Tanks, protectors, front-liners |
| Striker | Repositioning, pursuit, finishing | Mobile damage dealers, assassins |
| Tactician | Ally positioning, buffs, debuffs | Support, battlefield commanders |
| Shadow | Infiltration, evasion, dirty fighting | Rogues, scouts, infiltrators |
| Survivor | Self-preservation, recovery, adaptability | Solo 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.