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Legendary Item

Legendary Item

Cursed swords, sacred shamisens, and talking machine guns. Legendary items come in many forms, but they all share a common trait: they house a restless soul encased within that grants them great power, waiting to be wielded once again.   The traditional weapons require great strength, making them good choices for strength based martial classes like fighter, barbarian, paladin, etc. and the modern ones with their dex modifier are well suited for the Soldier class. The high charisma insturments are perfect for bards, and the arcane focuses are ideal for wisdom based spellcasters.   Legendary items are created through a myriad of ways: An object is so old that it gains sentience and autonomy. The item bonds with the soul of a human, entrapping it. Perhaps it is so beloved by its owner that it begins to return these affections. Or perhaps the will of its creator is poured into it, granting it a borrowed personality and mission. Regardless of how they are was formed, these legendary items with spirits contained within are sought to be controlled by many who would best be wary they are not instead themselves controlled by them.
ability score increase: Depends on subclass
age: Immortal
Size: Medium
speed: 30
Languages: Japanese
sub races:
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Traditional Weapon

An ancient weapon lost to time. A forgotten myth waiting to be dusted off to taste blood once again. The spirit trapped within these relics of wars long since past will more than make up for the dated technology they call their homes. These old weapons are likely to harbor old ways of seeing things, old loves, old grudges, living anachronisms.
ability score increase: +2 STR, +1 DEX
age: Immortal
Size: Medium
speed: 30
Languages: Japanese
race features:
Weapon of Choice - Your class must allow you to choose a martial weapon in order for you to become one. You may simply reflavor an existing D&D weapon to become its Japanese equivalent, or choose from this list. Older firearms like tanegashima (musket) will count as tradtional, not modern.  

Sacred

Akuryo-giri - Your weapon of choice is able to deal radiant damage instead of its normal physcial damage if you desire. Attacks made with your weapon against yokai will deal critical damage if the base roll is 17 or higher.   Reviled Righteousness - Upon your weapon being presented, its recognizable aura will become blindingly revolting to all impure beings. Any yokai within 20 feet of you must make a saving throw against your save DC (if you don't have a spell save DC use 8 + proficiency + STR). On a failure any creature affected will become afraid of you.   Exorcism - Any yokai hit by a critical attack from you must make a saving throw against your spell save DC. On a failure the creature is banished until the end of your next turn. On a success nothing happens.  

Cursed

Soul Eater - Upon killing a target, their soul is absorbed into your weapon and you gain healing equal to the creature's CR times your proficiency plus constitution modifier. If healing exceeds your maximum hitpoints you gain temporary hitpoints up to a maximum of twice your proficiency. These temporary hitpoints disappear after 8 hours or until your next long rest.   Kyuketsu-sha - For every successfully hit attack on a creature using the weapon you are sealed within (excluding constructs and machines), you gain a bonus 1d4 necrotic for each successful hit, capping out at 6d4 after 6 hits. This damage takes effect only one hit attack per turn, not for every attack you make. The damage increases to a d6 at 9th level, and a d8 at 17th level.
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Modern Weapon

The world of legendary weapons has not yet been relegated to the dust bin of history. A new generation of weapons infused with supernatural spirits have arisen, now occupying mechanical killing machines
ability score increase: +2 DEX, +1 STR
age: Immortal
Size: Medium
speed: 30
Languages: Japanese
parent race: ]
race features:
Weapon of Choice - In order to use this subrace, you must choose the soldier class, or plan on using a subrace that allows the use or modern military weapons. Expendable resource weapons like grenades or stationary weapons like field guns cannot be chosen for this subrace either.   Enchanted Ammo - Ammo for different weapons is able to be marked by your magical signiture to allow you to use your ability with other modern weapons that would also qualify to become the Legendary Item race. You may use your bonus action to allow any attacks you make this turn with a weapon other than the one you occupy to use your sacred/cursed modern weapon abilities. This bonus action must be made again on each turn you want to use this ability for.  

Sacred

Kiyomeru - Upon being hit by your weapon attack with a base roll of 19 or 20, a yokai will be temporarily purified and will turn on their allies with their next turn, or if alone, remain idle.   Yokai Seeker Rounds - Your bullets are able to fluidly move around corners to seek out yokai within your weapon range. You must know that yokai are in the area, and be correct about their location within 10 feet of where you want the bullets to go, or are familiar with and able to visualize the area you want your bullets to travel to if you are unsure about yokai presence. Regardless of whether you hit or not, any yokai will immediately be aware of your presence and location.  

Cursed

Kurai-dangan - Upon being killed by you, roll a 1d6. On a 5 or 6 the necrotic energy built up from your cursed bullets will cause the body of the target to explode in a 10 foot radius, dealing 1d8 x proficiency necrotic damage   Bloodthirst - On critical hits your target will become corrupted by your dark power and enter a state of bloodlust for the next minute, attacking the nearest creature to them
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Insturment

Insturments have the power to enchant more than just their wielder. Seeking to inspire or hypnotize the listeners of your magically induced notes, you guide the movements of your vessel's fingers to produce an enchanting effect.
ability score increase: +2 CHA, +1 WIS
age: Immortal
Size: Medium
speed: 30
Languages: Japanese
parent race: ]
race features:
Bard only  

Sacred

Rhythmic Fervor - Your performance checks have the power to change the very hearts of their listeners. From successful checks, listeners will find themselves fearless and deeply concerned with matters of justice and righteousness, and you will have advantage on persuasion checks towards them involving these themes   Healing Melody - When casting a spell your notes release healing to any ally around you within 15 feet to be healed an amount equal to the level of the spell you cast  

Cursed

(1/day) Hypnosis - upon a successful performance check you are able to cast charm person on up to 12 people, all of whom will roll collectively, and have disavantage on their saving throw   Discordant Notes - If you successfully hit a creature with a critical, or a creature effected by one of your spells fails critically, they must make a wisdom save against your spell save DC and on a failure will be filled with bloodthirsty rage until the end of their next turn, attacking the nearest creature to them.
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Sepllcasting Focus

Coming in many different forms: a shrine maiden's kagura suzu bells, a hand fan, a kiseru pipe, a shakujo staff, and so on. Many of these arcane focuses hold withen them trapped souls, seeking someone to unleash their latent magic back upon the world.
ability score increase: +2 WIS, +1 CHA
age: Immortal
Size: Medium
speed: 30
Languages: Japanese
race features:
Mythic Enhancements - You gain a number of mythic spell enahancements equal to your proficiency modifier. These enhancements can be applied as a free action unless stated otherwise to any qualifying spell you cast, and will modify how they effect. Your Mythic Enhancements replenish each long rest.  

Sacred Enhancements

  • Repel - A targeted spell that successfully hits will push a creature back 15 feet
  • Barrier to Impurity - As a bonus action you can create a barrier of purity against yokai 10 feet around you. Any yokai within that barrier or that attempt to enter it must succeed a wisdom save against your spell save DC or be pushed out of its radius or be unable to enter until the start of your next turn. Creatures that fail that save will also have disadvantage on attacks made against you while the barrier is active.
  • Purification Aura - You are able to cleanse an area in a 30 foot radius of any magical effects afflicting you or your allies
  • Invoke Fear - A creature hit by an attack you made or that fails a save against your spell must make a wisdom save against your spell save DC and on a failure will become afraid of you
  • Branded - A yokai hit by your spell attack will have your insignia burned into it, causing you to be able to know its location if you are on the same plane of existance as it.
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    Cursed Enhancements

  • Lure - A targeted spell that successfully hits will pull a creature towards you 15 feet
  • Soul Eater - Using your bonus action when you kill a creature you can absorb its soul and heal an amount equal to the creature's CR plus your level (rounded up if its CR is below 1)
  • Onryo - At point of death you can use your free action to curse the now deceased soul to become a restless vengeful ghost with the Shadow statblock, attacking whoever the nearest creature is.
  • Chilled Bones - You cause a creature hit by your attack or that fails a save against you to be frozen in fear and must forgo their movement on their next turn.
  • Elusive - You can cast Misty Step to teleport to a point within 30 feet of a target you hit with an attack or fails a saving throw from you.
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    race features:
    Darkvision   Choice of Item - You must choose an item that your spirit is bound to. Each subrace will go into further detail of your options. You are not able to change your item type, and will remain whatever your choice is, barring your DM allowing an in game means of transferring your soul.   Vessel - As a weapon you are unable to move on your own. However your existance has an inherent attraction to it that draws people to want to wield you. Upon touching you, an ordinary person is instantly subsumed by your will, and their body and mind become yours to control, and their stats and abilities reflect yours, losing all their previous ones regardless of their race. You may relinquish your vessel at any time if you choose. you are able to create a willing relationship with your vessel, so it is not mandatory that it be against their will, and can instead be them allowing you to fill them with your will and power. If you wish to subsume the will of a stronger creature (as determined by the DM), the creature will have to succeed on a wisdom save against your save DC (8 + proficiency + CHA). On a failure they are subsumed. On a success they are unaffected. Whether they succeed or are released by you at a later point, you are unable to use that creature as a vessel again. Creatures stronger than the average person will not be compelled to wield you. If your vessel is killed by depleting your hitpoints, you become inert until someone picks you up again. You may be destroyed if your hitpoints are reduced by an amount equal to your hitpoints after you are at 0. If you succeed your death saves you may return to being wieldable, otherwise your soul is exorcized from the item. You are able to influence your vessel to take on certain visual indicators like a change in eye color or a change in voice to reflect your own. Your vesssel is able to use weapons and items that aren't you while under your control, but they lack the bonuses of using you as their weapon while doing so.   Sacred or Cursed - You must choose whether you are a sacred or cursed item. Sacred items seek to inspire hope, deliver justice, and purify the world through the destruction of evil. Cursed items seek to consume souls and corrupt their users to bloodlust. Each option will come with different powers and abilities, and you are unable to change whether you are sacred or cursed after making your decision, barring an in game means of changing created by the DM. Sacred objects gain resistance to radiant damage, while cursed ones gain resistance to necrotic   Whsiper in the Mind - While in weapon form without a wielder, you are able to whisper into the mind of any person within 15 feet of you. Once you gain a vessel you return to speaking through their mouth.   Wielding by and Ally - You may choose to allow a party member of yours wield you without them becoming your vessel.   Blindsight - When not being wielded you gain blindsight up to 15 feet. Once you gain a vessel this is replaced with normal human senses.   Special Feat: Myth Incarnate - Legendary Item

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