Armaments of Legacy
Updated: Sep 1, 2020
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Crit Academy discusses Armaments of Legacy, a new Dungeons and Dragons DMsguild supplement to enhance your 5th Edition Game.
Don't outgrow. Evolve! Armaments of Legacy expands well-known magical weapons, armor, and spellcasting items, transforming them into storied relics that evolve and grow alongside your characters.
This product provides the following:
Every Item Has a Story: Integrate legacy bonds with existing tables in the Dungeon Master's Guide to turn conventional magic items into fabled armaments.
Not Just Another +1 Sword: Legacy items increase in power to match the experience of its wielder. Familiar items such as a sword of sharpness and staff of the magi have been expanded into upgradable items usable at any tier of play.
Customize Your Relics: Use the optional runestone and runecasting system to take control of when and how legacy items grow throughout your campaign.
Crit Nation, thanks for joining us today here at the “Crit Academy” studios where everything is made up and your rolls don’t matter. Yup, that’s right; your rolls are like artifacts without a legacy.
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Early Access - 9/30/20
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Legacy items are extraordinary magical armaments whose powers evolve and develop alongside its user. Some are crafted by master artificers while others bear no known origin, their true history shrouded in myth and legend. They can be passed down through heritage or reward, gained through victory over a dangerous foe, or simply appear at the right place at the right time when fate deems it so.
Similar to any magic item, how they are introduced and used in your game depends on your campaign world and style of play.
Each legacy item has a list of special features that increase in effectiveness depending upon their power grade. The item's power grade is dependent upon the level of its wielder, broken into the 4 tiers of play.
Focus, legacy (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)
This focus has 7 charges. While holding it, you can use an action and spend 1 of its charges to cast burning hands or fog cloud from it using your spell save DC.
The focus regains 1d6 + 1 expended charges daily at dawn.
Superior. When the focus reaches this grade, it gains the
While holding the focus, you have resistance to fire damage.
The number of charges increases to 10. The number of charges regained at dawn increases to 1d8 + 2.
As an action, you can expend a number of its charges to cast one of the following spells from it: fireball (3 charges) or wall of fire (4 charges).
Master. When the focus reaches this grade, it gains the following properties.
While holding the focus, you have resistance to cold damage.
As an action, you can expend a number of its charges to cast one of the following spells from it: cone of cold (5 charges) ice storm (4 charges), or wall of ice (4 charges).
Epic. When the focus reaches its epic grade, it gains the following properties.
While holding the focus, you gain a +2 bonus to spell attack rolls
The number of charges increases to 20. The number of charges regained at dawn increases to 2d8 + 4.
As an action, you can expend a number of its charges to cast one of the following spells from it: fire storm (7 charges) or freezing sphere (6 charges).
Weapon (any one-handed melee), legacy (requires attunement)
This weapon increases a wielder's quickness and fluidity. When used in combat, the increased rate of motion causes your form to slightly blur and shift through the air. While the weapon is on your person, you gain a +2 bonus to initiative if you're not incapacitated. If you are surprised, you can use your reaction to draw the weapon and make one attack with it.
Superior. When the weapon reaches this grade, it gains the following properties.
You gain a +1 bonus to attack and damage rolls made with this weapon.
The weapon gains the finesse property if it did not already have it.
You can draw or sheathe this weapon simultaneously with another weapon as part of your attack action.
Master. When the weapon reaches this grade, it gains the following properties.
The weapon’s bonus to attack and damage rolls increases to +2.
You can make one attack with this weapon as a bonus action on each of your turns.
Epic. When the weapon reaches its epic grade, it gains the following properties.
The weapon’s bonus to attack and damage rolls increases to +3.
You have advantage to initiative rolls if you're not incapacitated. This replaces the +2 bonus.
Opportunity attacks against you are made with disadvantage.
Versatile Armor (Austin)
Armor (light or medium), legacy (requires attunement)
This armor is super-lightweight, functional, and maximizes its utility for any given scenario. It can be worn under normal clothes. At its initiate grade, the armor provides the following benefits:
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithril version of the armor doesn't.
You automatically succeed on saving throws made against exposure to extreme heat or extreme cold.
Superior. You have a +1 bonus to AC while wearing this armor.
Master. When the armor reaches this grade, it gains the following properties.
The bonus to AC increases to +2.
You have a swimming and climbing speed equal to your walking speed.
Epic. When the armor reaches its epic grade, it gains the following properties.
The bonus to AC increases to +3.
You have advantage to initiative rolls and Dexterity saving throws while wearing this armor.
A masked menace terrifies the region, raiding villages to fund her devious plan. Unknowingly, the adventurers stumble into her most recent evil scheme: the kidnapping of a famous performer known as Devon Artis. Their mission is to deliver a ransom and collect Devon. Though, as in most cases, not all goes as planned.
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Segment: Unearthed Tips and Tricks! (We bring you creative content for your next adventure)
JP Ark - Patron Steven Kern
I have created a beastmaster ranger called J.P. Ark. He is a green Dragonborn who has a velociraptor pet that is black with a purple stripe called Purple. He has bagpipes that he uses to play the Jurassic Park theme song. He has the Outlander background. My influence for this character is Chris Pratt's character in Jurassic World.
The hailscourge are elemental knights who have shed their natural bodies to stand vigil over a place of significance. Their souls draw water from the air around it to form armor and weapons out of ice often shaping them into blades similar in shape to a massive windmill like shuriken, perfect for battling enemies near or far. Most don’t know why they go as far as they do to defend these locations but their dedication makes a fierce opponent few have encountered, let alone survive.
Lost Features: Lightning and thunder immunity, Spell list, scimitar, multiattack x 3
Spell list - The hailscourge is a 5th level spellcaster.
At will: detect evil and good, detect magic, ray of frost
3/day each: create or destroy water, tongues
1/day each: cone of cold, ice storm, plane shift,
Ice Shuriken. Melee or Ranged Weapon Attack: +9 to hit, reach 5ft. Or range 30/120 ft., one target. Hit: 12 (2d6 +5) slashing plus 3 (1d6) cold damage.
Sleet Storm (Recharge 5-6). Freezing rain and sleet aura surrounds the hailscourge in a 20-foot-tall cylinder with a 40-foot radius. The area is heavily obscured, and exposed flames in the area are doused. The sleet storm lasts as long as the hailscourge maintains concentration (as if concentrating on a spell).
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the aura for the first time on a turn or starts its turn there, it must succeed on a DC 18 Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating aura, the creature must make a successful DC 18 Constitution saving throw or lose concentration.
Legendary Actions: The bowel adder can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The bowel adder regains present legendary actions at the start of its turn.
Attack. The hailscourge makes one ice shuriken attack or an at-will spell.
Icy Blast. The hailscourge releases a blast of ice and hail in a 30-foot-long, 5-foot-wide line. Any creatures in the area must make a DC 18 Strength saving throw or be pushed 10 feet away. If a creature fails the saving throw by 5 or more, it is knocked prone at the end of this movement.
Enchanting Meadow Encounter - Alan Hess
This vast, beautiful meadow is filled with a soft breeze and gentle critters happily frolicking. A refreshing mist flows through the air and a rainbow arcs across the sky. The grass at their feet is soft and inviting. The characters are greeted with calming and tranquil thoughts. The meadow drains the life essence and uses that energy to grow the meadow and power its enchantment. When a creature enters an area of the enchanting meadow must succeed on a DC 15 Wisdom saving throw or become magically charmed by the meadow. The creature is enthralled by the meadow’s beauty and is paralyzed.
Whenever the charmed creature takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it leaves the meadow.
While a creature stands in an area of the enchanting meadow, it has its essence drained from it. A creature loses 1 hit die every minute that it is standing in the meadow. If a creature has spell slots, it loses one slot and hour starting from its highest level spell slot before it loses hit die.
The Pick of Destiny - OhgoditsMason
Weapon (morningstar), uncommon (requires attunement)
This pickaxe, created by a blacksmith-turned-demon slayer, was forged from two 'repossessed' horns previously owned by a demonic priest and attached to a wrought iron handle.
While you are attuned to this weapon, the pick glows red hot when within 30 ft of a fiend.
After the weapon has slain one fiend enemy, the wielder is compelled to drive the pick into the corpse and the body is drained of all blood.
After the body is drained, dwarvish text appears on the handle, and speaking the command words “Rip and tear” as a bonus action causes the heads of the pick to spin in a saw-like fashion. The weapon’s damage type changes from piercing to slashing and causes an additional 3d6 damage to fiends for 1 minute.
This weapon gains 3 charges which it regains at dawn.
Dungeon Master Tip:
There are few things more satisfying to a player than having the NPCs doat on them after they do their heroic deeds. Likewise, having NPCs who react to the characters actions with disdain and annoyance because of their actions, while not satisfying, helps the world feel alive. Consider having your players track reputation points for their characters. Something as simple as: Favorable - Indifferent - Disapproving. Utilize this as a way to guide interactions with shopkeepers, guards and other NPCs in the area. Instead of increasing DC levels, this puts the dice in the players hands, so they can see and hold the results of their actions, giving them more weight.
If you wanna get real fancy, you can use the Faction renown system for city reputation overall, adding much more complexity.
Player Tip: Don’t be a Dick
Mass Shadow Clone Technique. Believe it!
Battles are chaotic, danger lurks around every corner. Making a battle more chaotic by adding clones of yourself can reduce the damage you and your allies take as well as creating opportunities to seize the figurative high ground. The mas shadow clone build will allow you to create a small army of yourself.
Pick 3 levels into Fighter, choosing the Echo knight archetype for the Manifest Echo feature.
Multiclass into 3 levels Trickery Domain cleric for the Invoke Duplicity and Mirror Image.
If you want to go even further, 10 levels into Wizard Illusion Tradition gets you access to Illusory Self, allowing you to create a duplicate as a reaction when hit with an attack roll forcing it to miss automatically.
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