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James Introcaso
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Family Magic Items Family magic items are treasures that increase in magical strength when brought together, though each is powerful on its own. These items are typically created in sets, but might be flung across the world or the multiverse, making each hunt for an item in a set an adventure. The collection of an entire family could be the central story of a campaign.
Arms of Bahamut The Arms of Bahamut are legendary weapons said to be forged in the breath of the Platinum Dragon and used by his greatest champions to drive Tiamat back into the hells after the Chromatic Queen clawed her way into the Material Plane. Bahamut’s servants then hid the powerful items across the multiverse. The Platinum Dragon’s priests claim that should Tiamat ever try to return, a group of heroes will prove themselves worthy of the weapons by finding and claiming each.
Kill Tiamat If every item in this family is attuned to a different wielder and within 120 feet of Tiamat when she is reduced to 0 hit points or dies, her Discorporation trait does not function.
Battle Standard of Bahamut Wondrous item, legendary (requires attunement)
This silver and purple battle standard depicts a long, serpentine platinum dragon with a face in serene contemplation. As an action, you can plant this battle standard into any solid floor or ground. While planted, each ally within 50 feet of the standard is immune to the frightened condition, has advantage on saving throw to against being charmed, and gains 5 temporary hit points at the start of its turn. You can unplant the standard as an action. Family Item. The distance of the standard’s effect increases 10 feet and the number of temporary hit points the standard grants increases by 5 for every creature other than you attuned to an item in the Arms of Bahamut family within 1 mile of you on the same plane of existence.
Bahamut’s Bite Weapon (war pick), legendary (requires attunement)
This adamantine pick glitters with platinum dust inlaid in its handle and head. You gain a +3 bonus to attack and damage rolls made with this weapon. In addition, when you make a Dexterity or Constitution saving throw while holding this weapon, you can use your reaction before you roll to gain advantage on the save. Family Item. When you hit with the war pick, you deal an extra 1d4 radiant damage for every creature other than you attuned to an item in the Arms of Bahamut family within 1 mile of you on the same plane of existence.
Bahamut’s Scale Armor (shield), legendary (requires attunement)
This platinum shield is emblazoned with an image of a great glittering dragon surrounded by seven smaller gold dragons. You gain a +3 bonus to AC while you hold this shield. In addition, as an action, you can throw the shield on the ground and stand on top of it. You can command the shield to lift you into the air and fly around, gaining a flying speed of 30 feet. While using the shield to fly, it does not grant you a bonus to AC. You can use the shield to fly up to 10 minutes each day, all at once or in several shorter flights. Attempting to fly beyond that time causes the magic to gradually fade, and you descend at a rate of 10 feet per round until you land. For every uninterrupted period of 12 hours the flying disc is not being flown, the shield regains 5 minutes of flying time. Family Item. When you hold the shield, you gain resistance to a damage type based on the number of creatures other than you attuned to an item in the Arms of Bahamut family within 1 mile of you on the same plane of existence. This list is cumulative:
1. Poison 2. Acid 3. Lightning 4. Cold 5. Fire
Ring of Draconic Shape Ring, legendary (requires attunement)
This ring is made of two woven bands: one of platinum and one of brass. As a bonus action you can activate this ring to enter a draconic form, growing
James Introcaso
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wings and covering yourself in brass scales and muscled dragon flesh for 1 hour, during which you are immune to fire, your Strength score is 27 (even if it is normally higher), and you gain a flying speed of 40 feet. You can end this transformation as bonus action. The ring cannot be used again this way until next dawn. Family Item. While in your draconic form, you gain new benefits based on the number of creatures other than you attuned to an item in the Arms of Bahamut family within 1 mile of you on the same plane of existence. This list is cumulative, except for the final item, which replaces all previous benefits (including those detailed before this list in the paragraph above):
1. If you fail a saving throw, you can choose to succeed instead. You can use this trait three times then cannot use it again until you exit then re-‐enter your draconic form.
2. You gain blindsight out to a radius of 60 feet. 3. You are proficient in Dexterity, Constitution, Wisdom, and Charisma saving throws.
4. You gain a burrowing speed of 40 feet. 5. You can change into an ancient brass dragon as if you had cast the shapechange spell even if you do not meet the level requirement. You do not need to concentrate on the spell to maintain it.
Rod of Bahamut’s Grace Rod, legendary (requires attunement)
This rod made from a dragon’s bone is capped with sapphires at either end. It has 15 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: cure wounds (1 charge per spell level, up to 5th), death ward (4 charges), heal (6 charges), lesser restoration (2 charges), mass cure wounds (5 charges). Family Item. You can use an action to cast more spells while holding the rod based on the number of creatures other than you attuned to an item in the Arms of Bahamut family within 1 mile of you on the same plane of existence. This list is cumulative:
1. Bless (1 charge) 2. Beacon of hope (3 charges) 3. Aura of vitality (3 charges) 4. Greater restoration (8 charges) 5. Resurrection (10 charges)
Staff of Bahamut’s Rage Staff, legendary (requires attunement by a spellcaster)
This staff is a long, lightweight column covered in platinum leaves carved to look like dragon scales. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: blade barrier (6 charges), crusader’s mantle (3 charges), destructive wave (5 charges), divine favor (1 charge), flame strike (5 charges), fly (3 charges), freedom of movement (4 charges), guiding bolt (4th-‐level version, 4 charges), hold monster (5 charges), magic weapon (2 charges), shield of faith (1 charge), spirit guardians (3 charges), spiritual weapon (2 charges). Family Item. You can use an action to cast more spells while holding the staff without expending any charges based on the number of creatures other than you attuned to an item in the Arms of Bahamut family within 1 mile of you on the same plane of existence. This list is cumulative:
1. Sacred flame 2. Guidance 3. Command 4. Daylight 5. Silence