TEXT: New options for using magical weapons, armor, and
  spellcasting foci for characters of any level
  ARMAMENTS OF LEGACY
  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the 
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  All other original material in this work is ©2020 and published under the Community Content Agreement for Dungeon Masters Guild.
  ARMAMENTS OF LEGACY
  
  IntroductIon
  2
  CredIts
  CredIts
  Designer: Rich Lescouflair
  Editor: Ginny Loveday
  Graphic Designer: Rich Lescouflair
  Cover Illustration: Christof Grobelski
  Interior Art: Aaron Lee, Joyce Maureira; Other interior 
  art provided by Wizards of the Coast and used with 
  permission
  Special Thanks: Chris Lindsay, James Haeck, 
  James Introcaso, and Shawn Merwin
  Author's Notes
  Nine years ago, I started a World of Greyhawk™ campaign 
  using some pre-written mods. It wasn't long before the 
  story took on a life of its own and the player characters 
  were on to becoming heroes of legend. As with most 
  adventure campaigns, they gained more powerful magic 
  items as they increased in experience.
   When we were deep into the story, I introduced sentient 
  weapons designed specifically for their characters. 
  Their abilies and personalities linked to each character's 
  backgrounds. They also had an important role in the 
  campaign's storyline. But, I planned for the campaign to go 
  at least another 10 levels. I had to figure out how to prevent 
  these weapons from being outshined by newer, more 
  powerful items.
   We were playing an earlier edition of D&D, so this was a 
  fairly easy task and it got the players engaged with the way 
  the items worked. I wanted to do the same for my current 
  games, but 5th Edition maintains a finer balance between 
  the bonuses and abilities characters gain from their items.
   I adapted existing magic items into ones that would 
  increase in power alongside the characters. This gave 
  me the basics I needed to create storied items without 
  introducing elements that would break a game. Also, it 
  eliminated the "item bloat" that comes as an unfortunate 
  side effect of high-level games. What are your players going 
  to do with that collection of fifteen +1 weapons they're 
  carrying in their portable hole?
   This product is an introduction to the concept using the 
  magic items found in the Dungeon Master's Guide. It's 
  meant to be both simplistic and dynamic as is intended for 
  most things in 5th Edition D&D. Hope you have fun with it!
  
  ArmAments of LegAcy
  3
  L
  egacy 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.
  LegAcy Items In Your GAme
  Most legacy items carry the same power and potential 
  as a magical weapon, armor, staff, or wand found in 
  the Dungeon Master's Guide. The main difference is 
  the item's ability to evolve. As a character grows in 
  experience, so does their legacy item, gaining additional 
  properties and features.
   The following options are recommended for introducing 
  and utilizing legacy items in your campaign.
  RepLAcIng the StAndArd
  You can use legacy items in place of the standard selection 
  of weapons, armor, rods, staves, and wands. This method 
  streamlines the number of magic items that appear in your 
  game and prevents the accumulation of lower tier items 
  that eventually see little to no use. It also gives you the 
  ability to bestow these items with a greater level of value 
  and mystique without the concern that they may be quickly 
  outgrown or replaced.
  UsIng LegAcy Items
  UsIng LegAcy Items
  A CombInAtIon of Both
  Instead of outright replacement, you can keep using many 
  of the standard items while using legacy items as a limited 
  feature or a plot point for your campaign. This method 
  leaves you with the existing variety of items and allows 
  more versatility to the Dungeon Master.
   If you go with this method, you may wish to consider 
  giving legacy items a distinct appearance compared to 
  other magic items. Another option is to reveal their nature 
  right away when examined by a character skilled in Arcana 
  or with use of the identify spell.
  UnveILed At A LAter StAge
  You can reserve use of legacy items until an important 
  point in an adventure or campaign storyline. Even when 
  introduced in an existing campaign, legacy items can provide 
  additional hooks and content for characters to explore.
   This is similar to using the "combination of both" option 
  above, however, when these items are discovered, their 
  grades should be immediately increased to your campaign's 
  current challenge level (see "Grades of Power").
  ChoosIng An OrIgIn
  The Special Features tables listed in chapter 7 of the 
  Dungeon Master's Guide provide a wealth of ideas to 
  help create a detailed history for any magic item. It's 
  recommended you refer to these tables whenever creating 
  a legacy item, as these items are intended to stay with 
  characters through the majority of their adventuring career. 
  In addition to those tables, you can add another layer of 
  detail by giving the item a legacy bond.
  
  ArmAments of LegAcy
  4
  LegAcy Bonds
  Similar to the bonds chosen during character creation, 
  legacy bonds provide a way to integrate a legacy item's 
  history into your campaign or its wielder's background. The 
  following tables provide some legacy bonds to apply to your 
  items, separated by bonds focusing on the campaign and 
  those focusing upon the wielder. You can roll to determine 
  an item's bond, choose one for yourself, or use these to 
  develop your own depending on your needs.
  Campaign Legacy Bonds
  d8
  Bond
  1
  The item belonged to or was created by a heroic 
  NPC with considerable ties to the campaign's story.
  2
  The item was wielded by a powerful NPC villain of 
  consequential importance to the campaign.
  3
  The item bears a significant connection to a place or 
  settlement located in the setting.
  4
  The item is a historical relic connected to one of the 
  setting's major deities or faiths.
  5
  The item was used at a time or place of importance 
  to the campaign's story background.
  6
  The item is a part of a set scattered across different 
  locations/events that appear during the campaign.
  7
  The item was forged for or gifted to the characters 
  to perform a specific goal connected to the story.
  8
  The item contains the essence or soul of a 
  supernatural entity connected to the storyline, such 
  as a legendary figure or an elemental spirit.
  Character Legacy Bonds
  d10
  Bond
  1
  The item belonged to or was created by the 
  character's parent, sibling, or close relative. 
  2
  The item has been passed down through various 
  generations of the character's ancestral line.
  3
  The item belonged to or was created by the 
  character's mentor, commander, or spiritual leader.
  4
  The item bears historical significance to the 
  character's adventuring faction.
  5
  The item was a reward for tasks requested by 
  members of a specific membership group.
  6
  The item belonged to or was created by an arch-rival 
  of the character's faction.
  7
  The item bears a vital connection to the character's 
  homeland or cultural history.
  8
  The item was bequeathed to the character once they 
  reached adulthood or performed a rite of passage.
  9
  The item was once wielded by an NPC responsible 
  for significant events in the character's destiny.
  10
  The item was discovered by the character in a place 
  or event connected to a specific destiny or prophecy.
  PhysIcAL ChArActerIstIcs
  Legacy items each have their own origin and unique design 
  characteristics. Those with the magical ability to fashion 
  such items can come from different worlds, cultures, eras, or 
  planes of existence. Defining an item's distinctive aspects—
  such as an item's origin, creator, and backstory—can also 
  guide the item's overall appearance, design, and style.
  LegAcy Item FeAtures
  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. (see "Grades of Power").
  StAndArd FeAtures
  Legacy items have four categories: armor, focus, shield, and 
  weapon. Regardless of their type, all items from a specific 
  category share the following standard features.
  LegAcy Armor
  You can don or doff this suit of armor as an action.
   As a bonus action, you can speak a command word to 
  change the armor's color and style, but you can't alter the 
  armor's primary material (metal, leather, cloth, etc.) or any 
  existing symbols or markings. The armor also retains its 
  normal bulk and weight.
  LegAcy Focus
  Legacy foci can take the form of a rod, staff, or wand as 
  defined in chapter 7 of the Dungeon Master's Guide. Spells 
  cast from a focus require no material components. An 
  attuned legacy focus can be used as a spellcasting focus.
   Charges. Many foci have charges that increase with each 
  power grade. If you expend a focus's last charge, roll a d20. 
  On a 1, the focus loses one power grade. An initiate grade 
  item immediately shatters and is destroyed.
  
  ArmAments of LegAcy
  5
  LegAcy ShIeLd
  This shield is made from wood or metal and is carried in 
  one hand. Wielding it increases your Armor Class by 2. You 
  can benefit from only one shield at a time. 
   You can equip or unequip this shield as a bonus action. 
  In addition, you can expend a bonus action to change the 
  shield's color and style but can't alter its physical material 
  (metal or wood), nor can you change any existing symbols 
  or emblems with this feature.
  LegAcy WeApon
  Damage from this weapon ignores resistances to 
  nonmagical damage regardless of its power grade. 
  Proficiency with the weapon's type allows you to add your 
  proficiency bonus to the attack roll for any attack you 
  make with it.
   Ammunition. When a weapon's ammunition property 
  is used, the weapon imbues any ammunition it uses with 
  its special features. For example, a crossbow that grants 
  a bonus to attack and damage would instead imbue its 
  bolts with the bonus to attack and damage. Likewise, a 
  longbow that deals radiant damage would instead surround 
  its arrows with glowing beams when fired. Magical 
  ammunition (for example, ammunition +1 or an arrow 
  of slaying) receive no benefits or bonuses from a legacy 
  weapon, functioning as if they were fired from a standard, 
  nonmagical weapon.
  GrAdes of Power
  A legacy item's power grade is determined by the level of 
  the character wielding it as defined in the Legacy Item 
  Power Grade table. Likewise, the item's grade determines 
  the its rarity (see "Rarity" in chapter 7 of the Dungeon 
  Master's Guide).
   A legacy item adopts its grade into its name, for 
  example, a charger crossbow that attains a master grade is 
  considered a master charger crossbow.
   When a legacy item reaches a new grade, it gains the 
  properties defined in the item's description. Some of 
  the new features replace those attained from the prior 
  grade. If a character gains enough experience to where 
  their item would attain a new grade, the item's gains the 
  properties of its new grade after the character completes 
  a short or long rest.
  Legacy Item Power Grade
  Character Level 
  Power Grade
  Item Rarity
  1st or higher
  Initiate
  Uncommon
  5th or higher
  Superior
  Rare
  10th or higher
  Master
  Very rare
  15th or higher
  Epic
  Legendary
  Item Attunement
  A legacy item that requires attunement and isn't attuned 
  to a creature functions as a normal item of its type until 
  a creature attunes to it, regardless of its previous owner. 
  When a creature attunes to a legacy item, the item evolves 
  and attains the grade that corresponds to the attuning 
  creature's level.
  LIst of LegAcy Items
  Items are listed in alphabetical order. An item's description 
  contains its name, category, rarity, and properties.
  BAttLe Focus
  Focus, legacy (requires attunement by a Spellcaster)
  While holding this focus, you gain a +1 bonus to spell 
  attack rolls. In addition, you ignore half cover when making 
  a spell attack.
   Superior. The bonus to attack rolls increases to +2
   Master. The bonus to attack rolls increases to +3
   Epic. While holding the focus, you can use action to 
  regain one spell slot of the highest level you can cast. You 
  can’t use this property again until you finish a long rest.
  ChArger WeApon
  Weapon (two-handed melee), legacy (requires attunement)
  This weapon provides defense against distant foes. It has 
  the following properties.
  • You have a +1 bonus to AC against ranged attacks.
  • You have advantage on Strength and Dexterity saving 
  throws made against effects that would knock you prone.
   Superior. When the weapon reaches this grade, it gains 
  the following properties. 
  • You gain a +1 to attack and damage rolls made with this 
  weapon.
  • The AC bonus against ranged attacks increases to +2.
   Master. When the weapon reaches this grade, it gains the 
  following properties. 
  • The weapon’s bonus to attack and damage rolls increases 
  to +2.
  • If a creature within 10 feet of you makes a ranged 
  weapon attack, you can use your reaction to make an 
  opportunity attack against that creature.
   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
  • Ranged attacks against you are made with disadvantage. 
  This replaces the AC bonus gained at the initiate and 
  superior grades.
  • When you take the Dash action, your speed increase 
  equals twice your speed, after applying any modifiers.
  
  ArmAments of LegAcy
  6
  ControLLer's Focus
  Focus, legacy (requires attunement by a Bard, Cleric, 
  Druid, Sorcerer, Warlock, or Wizard)
  While holding this focus, you can use an action and expend 
  1 of its 10 charges to cast charm person, command, or 
  comprehend languages from it using your spell save DC.
   The focus regains 1d8 + 2 expended charges daily at 
  dawn.
   Superior. When the focus reaches this grade, it gains the 
  following properties.
  • If you are holding the focus and fail a saving throw against 
  an enchantment spell that targets only you, you can 
  choose to succeed instead. You can't use this property of 
  the focus again until the next dawn.
  • If you succeed on a save against an enchantment 
  spell that targets only you, with or without the focus's 
  intervention, you can use your reaction to expend 1 
  charge from the focus and turn the spell back on its 
  caster as if you had cast the spell.
   Master. When the focus reaches this grade, it gains the 
  following properties.
  • While holding the focus, you have resistance to psychic 
  damage.
  •  As an action, you can expend some of its charges to 
  cast one of the following spells from it, using your spell 
  save DC: compulsion (4 charges), dominate person (5 
  charges), or suggestion (2 charges).
   Epic. When the focus reaches its epic grade, it gains the 
  following properties.
  • While holding the focus, you can't be charmed or 
  frightened.
  • When you use the focus to cast charm person or 
  command, you cast those spells at 4th level.
  Defender WeApon
  Weapon (any melee), legacy (requires attunement)
  These weapons have traits that focus on defending the 
  wielder. While the weapon is on your person, you have 
  advantage on initiative rolls and you can't be surprised 
  unless you are incapacitated.
   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.
  • As an action, you can cast armor of agathys with the focus 
  as a 3rd level spell. You can't use this feature again until 
  you finish a long rest.
   Master. When the weapon reaches this grade, it gains the 
  following properties.
  • The weapon’s bonus to attack and damage rolls increases 
  to +2.
  • The first time you attack with the weapon on each of 
  your turns, you can transfer some or all of the weapon's 
  bonus to your Armor Class, instead of using the bonus 
  on any attacks that turn. For example, you could reduce 
  the bonus to your attack and damage rolls to +1 and gain 
  a +1 bonus to AC. The adjusted bonuses remain in effect 
  until the start of your next turn, although you must hold 
  the weapon to gain a bonus to AC from it.
   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.
  • The casting level of the armor of agathys spell increases 
  to 5.
  DemoLIsher WeApon
  Weapon (any bludgeoning melee), legacy 
  (requires attunement)
  This weapon is built to devastate the frames of constructs, 
  structures, and vehicles. When you roll a 20 on your 
  attack roll with this weapon, the target takes an extra 3 
  bludgeoning damage or 7 bludgeoning damage if it's a 
  construct.
   In addition, when you hit a structure or object (not being 
  worn or carried) with an attack using this weapon, you deal 
  extra bludgeoning damage as if you had scored a critical hit 
  on a construct.
  
  ArmAments of LegAcy
  7
   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 damage from this weapon bypasses a vehicle's 
  damage threshold.
  • The extra bludgeoning damage dealt increases to 7, or 14 
  if its a construct. If a construct has 25 hit points or fewer 
  after taking this damage, it is destroyed.
   Master. When the weapon reaches this grade, it gains the 
  following properties.
  • The weapon’s bonus to attack and damage rolls increases 
  to +2.
  • The extra bludgeoning damage dealt increases to 14, or 
  27 if its a construct. If a construct has 50 hit points or 
  fewer after taking this damage, it is destroyed.
   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 deal the extra damage when you roll a 19 or 20.
  • The extra damage dealt is considered to be force damage 
  instead of bludgeoning.
  DurAbLe Armor
  Armor (medium or heavy), legacy (requires attunement)
  This armor is fashioned from premium materials that are 
  resilient to being damaged. While wearing this armor, any 
  critical hit against you becomes a normal hit.
   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.
  • Bludgeoning, piercing, and slashing damage that you take 
  from nonmagical weapon attacks is reduced by 3. This 
  feature is cumulative with the similar benefit gained from 
  the Heavy Armor Master feat.
   Epic. When the armor reaches its epic grade, it gains the 
  following properties.
  • The bonus to AC increases to +3.
  • While wearing this armor, you have resistance to 
  bludgeoning, piercing, and slashing damage from 
  nonmagical attacks.
  Energy WeApon
  Weapon (any), legacy (requires attunement)
  This weapon generates energy that deals additional 
  damage of a specific damage type. It often bears physical 
  traits related to this energy type (surrounded by fire, frost, 
  lightning, etc.).
   You deal an extra 1d6 damage of a specific damage type 
  to any target you hit with this weapon. The DM chooses 
  the damage type or determines it randomly. At the DMs 
  discretion, the weapon's base damage can also be of the 
  same damage type.
   If the weapon is a melee weapon, it may shed bright light 
  in a radius and dim light in an additional radius defined by 
  the designated damage type. The light can be extinguished 
  or reactivated with a bonus action.
  d6
  Designation
  Damage Type
  Radius (bright/dim)
  1
  Defiler
  Necrotic
  None
  2
  Firebrand
  Fire
  40 ft. / 40 ft.
  3
  Frostbrand
  Cold
  10 ft. / 20 ft.
  4
  Lightbrand
  Radiant
  30 ft. / 30 ft.
  5
  Ruiner
  Acid
  None
  6
  Skystrike
  Lightning
  20 ft. / 30 ft.
   Superior. The extra damage increases to 2d6.
   Master. While you hold this weapon, you have resistance 
  to damage of its chosen damage type.
   Epic. When the weapon reaches its epic grade, it gains 
  the following properties.
  • You gain a +2 bonus to attack and damage rolls made 
  with this weapon.
  • You are immune to all damage of the weapon's chosen 
  damage type.
  • The weapon ignores resistances to damage of its chosen 
  damage type.
  ExpLorer Armor
  Armor (any), legacy (requires attunement)
  This armor provides additional features for surviving in any 
  environment. While you wear this armor, you automatically 
  succeed on saving throws made against exposure to 
  extreme heat or extreme cold.
  
  ArmAments of LegAcy
  8
   Superior. When the armor reaches this grade, it gains 
  the following properties.
  • You have a +1 bonus to AC while wearing this armor.
  • While wearing this armor, your walking speed increases 
  by 10 feet.
   Master. When the armor reaches this grade, it gains the 
  following properties.
  • The bonus to AC increases to +2.
  • While wearing this armor, you can stand on and move 
  across any liquid surface as if it were solid ground.
   Epic. When the armor reaches its epic grade, it gains the 
  following properties.
  • The bonus to AC increases to +3.
  • When you fall a distance of up to 200 feet, you can use 
  your reaction to take no damage from the fall.
  FrostfIre Focus
  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 
  following properties.
  • 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).
  GuArdIAn ShIeLd
  Armor (shield), legacy (requires attunement)
  This ornate shield is extremely resilient. While holding this 
  shield, you have a +1 bonus to AC. This bonus is in addition 
  to the shield's normal bonus to AC.
   Superior. When the shield reaches this grade, it gains 
  the following properties.
  • The shield's AC bonus increases to +2.
  • Whenever an attacker makes a ranged attack against a 
  target within 5 feet of you, you can use your reaction to 
  become the target of the attack instead.
   Master. The shield's AC bonus increases to +3.
   Epic. When you use your reaction to become the target of 
  a ranged attack, if the target you replaced is a creature, that 
  creature can use their reaction to make a ranged attack 
  against the attacker.
  HeALIng Focus
  Focus, legacy (requires attunement by an Bard, Cleric, 
  or Druid)
  This focus has 3 charges. While holding it, you can expend 
  1 charge as an action to cast cure wounds from it, using 
  your spellcasting ability modifier.
   The focus regains 1d3 of its charges daily at dawn.
   Superior. When the focus reaches this grade, it gains the 
  following properties.
  • The number of charges increases to 10. The number of 
  charges regained at dawn increases to 1d6 + 4. 
  • When you cast cure wounds from the focus, you can 
  expend charges to increase the spell's level, 1 charge per 
  spell level, up to 4th.
  • As an action, you can expend a number of its charges 
  to cast one of the following spells from it, using your 
  spell save DC and spellcasting ability modifier: lesser 
  restoration (2 charges) or mass cure wounds (5 charges).
   Master. When the focus reaches this grade, it gains the 
  following properties.
  • The number of charges increases to 20. The number of 
  charges regained at dawn increases to 1d8 + 4.
  • As an action, you can expend 6 charges to cast heal from 
  the focus.
   Epic. As an action, you can expend 7 charges to cast 
  resurrection from the focus. Also as an action, you can 
  expend all of the focus's charges to cast mass heal or true 
  resurrection from it.
  
  ArmAments of LegAcy
  9
  ImpAct WeApon
  Weapon (any), legacy
  This weapon exhibits changes in appearance with each 
  grade, becoming more worn, ornate, or decorated. You 
  gain a +1 bonus to attack and damage rolls made with this 
  weapon.
   Superior. The weapon’s bonus to attack and damage 
  rolls increases to +2.
   Master. The weapon’s bonus to attack and damage rolls 
  increases to +3.
   Epic. When the weapon reaches its epic grade, it gains 
  the following properties.
  • The weapon scores a critical hit on a roll of 19 or 20.
  • The weapon ignores any resistances to the weapon's 
  damage type.
  PAct Focus
  Focus, legacy (requires attunement by a Warlock)
  While holding this focus, you have a +1 bonus to spell attack 
  rolls and to the saving throw DCs of your warlock spells.
   In addition, you can regain 1 warlock spell slot as an 
  action while holding the focus. You can’t use this feature 
  again until you finish a long rest.
   Superior. The bonus to attack rolls and saving throw 
  DCs increases to +2
   Master. The bonus to attack rolls and saving throw DCs 
  increases to +3
   Epic. The number of spell slots you regain increases to 2.
  Power Focus
  Focus, legacy (requires attunement by a 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 magic missile or 
  ray of enfeeblement from it using your spellcasting ability 
  modifier.
   The focus regains 1d8 + 2 expended charges daily at 
  dawn.
   Superior. When the focus reaches this grade, it gains the 
  following properties.
  • While holding the focus, you gain a +1 bonus to AC, 
  saving throws, and spell attack rolls.
  • 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: dispel magic (3 
  charges), flaming sphere (2 charges), knock (2 charges), 
  levitate (2 charges), or web (2 charges).
   Master. When the focus reaches this grade, it gains the 
  following properties.
  • The bonus to AC, saving throws, and spell attack rolls 
  increases to +2
  • 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: cone of cold 
  (5 charges), fireball (5th-level version, 5 charges), globe 
  of invulnerability (6 charges), hold monster (5 charges), 
  invisibility (2 charges), and wall of fire (4 charges).
   Epic. When the focus reaches its epic grade, it gains the 
  following properties.
  • The number of charges increases to 50. The number of 
  charges regained at dawn increases to 4d6 + 2.
  • As an action, you can expend a number of the focus's 
  charges to cast one of the following spells from it: conjure 
  elemental (7 charges), ice storm (4 charges), lightning 
  bolt (7th-level version, 7 charges), passwall (5 charges), 
  plane shift (7 charges), telekinesis (5 charges), or wall of 
  force (5 charges).
  • You can expend an action to 
  cast one of the following 
  spells from the focus 
  without using any 
  charges: arcane lock, 
  detect magic, enlarge/
  reduce, light, mage hand, 
  or protection from evil 
  and good.
  • You can perform a 
  retributive strike (see below).
  
  ArmAments of LegAcy
  10
   Retributive Strike. You can use an action to break the 
  focus over your knee or against a solid surface, performing 
  a retributive strike. The staff is destroyed and releases 
  its remaining magic in an explosion that expands to fill a 
  30-foot-radius sphere centered on it.
   You have a 50 percent chance to instantly travel to a 
  random plane of existence, avoiding the explosion. If you 
  fail to avoid the effect, you take force damage equal to 16 × 
  the number of charges in the staff. Every other creature in 
  the area must make a DC 17 Dexterity saving throw. On a 
  failed save, a creature takes an amount of damage based on 
  how far away it is from the point of origin, as shown in the 
  following table. On a successful save, a creature takes half 
  as much damage.
  Distance from Origin 
  Damage
  10 ft. away or closer 
  8 x the number of charges in the focus
  11 to 20 ft. away 
  6 x the number of charges in the focus
  21 to 30 ft. away 
  4 x the number of charges in the focus
  ProtectIon Armor
  Armor (any), legacy (requires attunement)
  This armor provides versatile overall protection. While you 
  wear it, you have a +1 bonus to saving throws.
   Superior. You have a +1 bonus to AC while wearing this 
  armor.
   Master. The bonus to AC increases to +2.
   Epic. When the armor reaches its epic grade, it gains the 
  following properties.
  • The bonus to AC increases to +3.
  • The saving throw bonus increases to +2.
  MetAweAve Focus
  Focus, legacy (requires attunement by a Sorcerer)
  While holding this focus, you have a +1 bonus to spell 
  attack rolls and to the saving throw DCs of your sorcerer 
  spells.
   In addition, you can regain 1 Sorcery Point as an action. 
  You can’t use this property again until you finish a long rest.
   Superior. When the focus reaches this grade, it gains the 
  following properties.
  • The bonus to attack rolls and saving throw DCs increases 
  to +2
  • The number of Sorcery Points you regain increases to 3.
   Master. The bonus to attack rolls and saving throw DCs 
  increases to +3
   Epic. When the focus reaches its epic grade, it gains the 
  following properties.
  • The number of Sorcery Points you regain increases to 5.
  • While holding the focus, you can use action to regain one 
  spell slot of the highest level you can cast. You can’t use 
  this property again until you finish a long rest.
  NAture Focus
  Focus, legacy (requires attunement by 
  a Druid)
  This focus can only take the form of a rod 
  or staff. The rod can be wielded as a magic club 
  and the staff can be wielded as a magic quarterstaff. While 
  holding this focus, you have a +1 bonus to spell attack rolls 
  and to the saving throw DCs of your druid spells.
   The focus has 3 charges. While holding it, you can 
  expend 1 charge as an action to cast animal friendship, 
  goodberry, or speak with animals from it, using your spell 
  save DC.
   The focus regains 1d3 of its charges daily at dawn.
   Superior. When the focus reaches this grade, it gains the 
  following properties.
  • The number of charges increases to 10. The number of 
  charges regained at dawn increases to 1d6 + 4.
  • The bonus to attack rolls and saving throw DCs increases 
  to +3
  • You can also use an action to cast the pass without trace 
  spell from the focus without using any charges.
  • As an action, you can expend a number of its charges to 
  cast one of the following spells from it, using your spell 
  save DC and spellcasting ability modifier: awaken (5 
  charges), barkskin (2 charges), locate animals or plants 
  (2 charges), speak with plants (3 charges), or wall of 
  thorns (6 charges).
  • You can use an action to plant one end of the focus in 
  fertile earth and expend 1 charge to transform the focus 
  into a healthy tree. The tree is 60 feet tall and has a 
  5-foot-diameter trunk, and its branches at the top spread 
  out in a 20-foot radius. The tree appears ordinary but 
  radiates a faint aura of transmutation magic if targeted by 
  detect magic. While touching the tree and using another 
  action to speak its command word, you return the focus 
  to its normal form. Any creature in the tree falls when it 
  reverts to normal.
   Master. When the focus reaches this grade, it gains the 
  following properties.
  • The number of charges increases to 20. The number of 
  charges regained at dawn increases to 1d8 + 4.
  • As an action, you can expend a number of its charges 
  to cast one of the following spells from it: commune 
  with nature (5 charges), transport via plants (6 charges), 
  mirage arcane (7 charges), or wind walk (6 charges)
  • You can use an action to cast the beast sense and faerie 
  fire spells from the focus without using any charges.
   Epic. When the focus reaches its epic grade, it gains the 
  following properties.
  • The bonus to attack rolls and saving throw DCs increases 
  to +3
  • You can spend an action to cast either earthquake or 
  tsunami from the focus. You can't use this feature again 
  until the next dawn.
  
  ArmAments of LegAcy
  11
  Rebound WeApon
  Weapon (melee with thrown property), legacy 
  (requires attunement)
  This weapon grants consistent effectiveness 
  both up close and at a distance. You have 
  a +1 bonus to attack and damage rolls 
  made with this weapon.
   Immediately after you make a 
  ranged attack with it, the weapon 
  flies back to your hand.
   Superior. When the weapon 
  reaches this grade, it gains the 
  following properties.
  • The weapon’s bonus to attack 
  and damage rolls increases 
  to +2.
  • The weapon's normal and long 
  range each increase by 30 
  feet. 
   Master. When the weapon 
  reaches this grade, it gains the 
  following properties. 
  • The weapon’s bonus to 
  attack and damage rolls 
  increases to +3.
  • You ignore half cover when 
  making ranged attacks with 
  this weapon.
   Epic. When the weapon 
  reaches its epic grade, it gains 
  the following properties.
  • When you hit a target with a ranged attack using this 
  weapon, you can use your bonus action to make another 
  ranged attack on the same target or a creature within 20 
  feet of the target.
  ReLentLess Armor
  Armor (any), legacy (requires attunement)
  This armor protects the wearer against being forcibly 
  moved or obstructed. While you wear it, the first time each 
  turn that a creature makes an opportunity attack against 
  you, you can use your reaction to impose disadvantage on 
  the attack roll.
   Superior. When the armor reaches this grade, it gains 
  the following properties.
  • You have a +1 bonus to AC while wearing this armor.
  • If an effect moves you against your will along the ground, 
  you can use your reaction to reduce the distance you are 
  moved by up to 10 feet.
   Master. The bonus to AC increases to +2.
   Epic. When the armor reaches its epic grade, it gains the 
  following properties.
  • The bonus to AC increases to +3.
  • While wearing this armor, you gain the effects of the 
  freedom of movement spell.
  ResIstAnce Armor
  Armor (any), legacy (requires attunement)
  This armor provides the wearer with protection against 
  a specific type of damage. The damage type is chosen by 
  the DM or determined randomly. You can use an action to 
  gain resistance to the chosen damage type for 10 minutes. 
  You can't use this feature again until you finish a short or 
  long rest.
  d10 
  Damage Type
  d10 
  Damage Type
  1 
  Acid
  6 
  Necrotic
  2 
  Cold
  7 
  Poison
  3 
  Fire
  8 
  Psychic
  4 
  Force
  9 
  Radiant
  5 
  Lightning
  10 
  Thunder
   Superior. You have resistance to the chosen damage 
  type. This feature replaces the one provided at initiate 
  grade.
   Master. When the armor reaches this grade, it gains the 
  following properties.
  • You have a +1 bonus to AC while wearing this armor.
  • If an attack that deals the chosen damage type reduces 
  you to 0 hit points, you are instead reduced to 1 hit point.
   Epic. When the armor reaches its epic grade, it gains the 
  following properties.
  • The bonus to AC increases to +2.
  • The armor gains an additional chosen damage type, 
  determined using the table above. If determined 
  randomly, you may reroll if the result is the damage type 
  the armor possesses already.
  
  SeekIng WeApon
  Weapon (ranged: uses ammunition), legacy (requires 
  attunement)
  This weapon enables the wielder to find their mark in 
  difficult environments. While you hold this weapon, you 
  have darkvision out to a range of 60 feet. If you already 
  have darkvision, holding the weapon increases its range by 
  60 feet.
   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's normal range increases by 50 feet.
   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 ignore half cover when making ranged attacks with 
  this weapon.
   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.
  • While holding this weapon, you have truesight out to a 
  range of 120 feet.
  SIphon WeApon
  Weapon (any melee), legacy (requires attunement)
  This weapon absorbs energy from living creatures and 
  transfers it to the wielder. When you attack a creature with 
  this weapon and roll a 20 on the attack roll, that target 
  takes an extra 1d6 necrotic damage if it isn't a construct or 
  undead. You gain 3 temporary hit points.
   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 extra necrotic damage and temporary hit points 
  increase to 7.
   Master. When the weapon reaches this grade, it gains the 
  following properties. 
  • The extra necrotic damage and temporary hit points 
  increase to 10.
  • When you hit with a melee attack using this weapon and 
  reduce the target to 0 hit points, you regain 10 hit points.
   Epic. When the weapon reaches its epic grade, it gains 
  the following properties.
  • The weapon’s bonus to attack and damage rolls increases 
  to +2.
  • Whenever you slay a creature with an attack using the 
  weapon, the creature’s soul is absorbed into the weapon, 
  and that creature can be restored to life only by means 
  of the wish spell. The creature's soul is stored inside the 
  weapon for the next 48 hours. As a bonus action, you can 
  release the captured soul from the weapon to regain hit 
  points equal to the slain creature's maximum hit points.
  Speed WeApon
  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.
  
  ArmAments of LegAcy
  13
   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.
  SLAyer WeApon
  Weapon (any), legacy
  This weapon is lethal to a specific type of creature. The DM 
  chooses the creature type or determines it randomly using 
  the table below. When you hit a creature belonging to the 
  designated type with this weapon, the creature takes an 
  extra 1d6 damage of the weapon's type.
  d12
  Type
  d12
  Type
  1
  Aberration
  7
  Fiend
  2
  Beast
  8
  Giant
  3
  Celestial
  9
  Monstrosity
  4
  Dragon
  10
  Ooze
  5
  Elemental
  11
  Plant
  6
  Fey
  12
  Undead
   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 extra damage to creatures of the designated type 
  increases to 2d6 and the creature must succeed on a DC 
  15 Constitution saving throw. On a failed save, they have 
  disadvantage on attack rolls and ability checks until the 
  end of your next turn.
   Master. When the weapon reaches this grade, it gains the 
  following properties.
  • The weapon’s bonus to attack and damage rolls increases 
  to +2.
  • The extra damage to creatures of the designated type 
  increases to 3d6.
  • The DC of the Constitution save increases to 17.
   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.
  • If the creature fails their Constitution save, they are 
  instead stunned and take an additional 33 damage of the 
  weapon's damage type.
  • If damage from this weapon reduces a creature belonging 
  to the designated type to 0 hit points, the creature dies 
  instantly. Its body disintegrates and it can be restored to 
  life only by means of a wish spell. If the creature dies in 
  this way, you gain 6d10 temporary hit points.
  Additional Creature Types
  At the DM's discretion, humanoids can be added as a 
  creature type for this weapon, limited to a single subtype. It's 
  recommended this option be connected to a specific legacy 
  bond or major plot point in your campaign's storyline, as it 
  can affect the character's interactions with many NPCs.
  SpeLLbAne ShIeLd
  Armor (shield), legacy (requires attunement)
  While holding this shield, you have a +1 bonus to AC 
  against spell attacks. This bonus is in addition to the 
  shield's normal bonus to AC. You also have a +1 bonus to 
  saving throws against spells and other magical effects.
   Superior. The shield's AC and saving throw bonus 
  increases to +2.
   Master. While holding this shield, you have advantage on 
  saving throws against spells and other magical effects, and 
  spell attacks have disadvantage against you. This feature 
  replaces the benefits gained from the Initiate and Superior 
  grades.
   Epic. When the shield reaches its epic grade, it gains the 
  following properties.
  • While holding this shield, you have a +2 bonus to AC. This 
  bonus is in addition to the shield's normal bonus to AC.
  • If you roll a 20 when making a saving throw against a spell 
  that targets only you (not in an area of effect) and the spell 
  is 7th level or lower, the spell has no effect on you and 
  instead targets the caster, using the slot level, spell save 
  DC, attack bonus, and spellcasting ability of the caster.
  
  ArmAments of LegAcy
  14
  StrIkIng Focus
  Focus, legacy (requires attunement)
  This focus can only take the form of a rod or staff. The 
  rod can be wielded as a magic club and the staff can be 
  wielded as a magic quarterstaff. When you use the focus as 
  a weapon, it grants a +1 bonus to attack and damage rolls 
  made with it.
   The focus has 3 charges. When you hit with a melee 
  attack using it, you can expend 1 of its charges to deal an 
  extra 1d6 force damage. The focus regains 1d3 expended 
  charges daily at dawn.
   Superior. When the focus reaches this grade, it gains the 
  following properties.
  • The attack and damage bonus increases to +2
  • The number of charges increases to 10. The number of 
  charges regained at dawn increases to 1d6 + 4. 
  • The number of charges you can expend as an action 
  increases to 2, with each charge dealing an additional 
  1d6 force damage to the target.
   Master. When the focus reaches this grade, it gains the 
  following properties.
  • The attack and damage bonus increases to +3
  • The number of charges you can expend as an action 
  increases to 3.
   Epic. When a target takes the additional force damage, 
  it must succeed on a DC 17 Constitution saving throw or 
  be stunned for 1 minute. The target can repeat the saving 
  throw at the start of each of its turns, ending the effect on a 
  success.
  SunderIng WeApon
  Weapon (any slashing melee), legacy (requires attunement)
  This weapon has extremely sharp, hardened edges. When 
  you roll a 20 on your attack roll with this weapon, the 
  target takes an extra 3 damage of the weapon’s type.
   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 extra damage dealt when you roll a 20 increases to 7.
   Master. When the weapon reaches this grade, it gains the 
  following properties.
  • The weapon’s bonus to attack and damage rolls increases 
  to +2.
  • The extra damage dealt when you roll a 20 increases to 
  14. After the damage is dealt, you roll another d20. If 
  you roll a 20, you lop off one of the target's limbs, with 
  the effect of such loss determined by the DM. If the 
  creature has no limb to sever, you lop off a portion of its 
  body instead.
   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.
  • When you attack an object with this weapon and hit, 
  maximize your weapon damage dice against the target.
  • The weapon ignores resistance to slashing damage.
  • The weapon's extra damage increases to 27. If the 
  creature you hit has at least one head, instead of rolling 
  another d20, you can choose to cut off one of the 
  creature's heads. The creature dies if it can't survive 
  without the lost head. A creature is immune to this 
  effect if it is immune to slashing damage, doesn't have or 
  need a head, has legendary actions, or the DM decides 
  that the creature is too big for its head to be cut off with 
  this weapon.
  VersAtILe Armor
  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 
  mithral 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.
  
  ArmAments of LegAcy
  15
  VIgor Armor
  Armor (any), legacy (requires attunement)
  This armor grants the user great stamina and 
  endurance. You have advantage on saving 
  throws against being poisoned, and you 
  have resistance to poison damage.
   Superior. Your Constitution score 
  is 19 while you wear this armor. 
  It has no effect on you if your 
  Constitution is already 19 or 
  higher without it.
   Master. You have a +1 bonus 
  to AC while wearing this 
  armor.
   Epic. When the armor 
  reaches its epic grade, 
  it gains the following 
  properties.
  • The bonus to AC increases 
  to +2.
  • You have advantage on 
  death saving throws.
  WArdIng Armor
  Armor (any), legacy 
  (requires attunement)
  This armor protects the 
  wearer's body and mind 
  from debilitating, paranormal 
  effects. You have advantage 
  on Wisdom saving throws made to avoid being 
  charmed or frightened.
   Superior. As an action, you can cast remove curse from 
  the armor, targeting yourself. Once you use this feature, 
  you can't use it again until you finish a short or long rest.
   Master. When the armor reaches this grade, it gains the 
  following properties.
  • You have a +1 bonus to AC while wearing this armor.
  • You can use your reaction to grant yourself advantage 
  on a saving throw made to avoid being petrified or 
  paralyzed.
   Epic. When the armor reaches its epic grade, it gains the 
  following properties.
  • The bonus to AC increases to +2.
  • While wearing this armor, you have advantage on saving 
  throws against spells and spell attacks made against you 
  have disadvantage.
  WoundIng WeApon
  Weapon (any slashing or piercing), legacy (requires 
  attunement)
  This weapon inflicts severe injuries that are difficult to 
  heal.
   Once per turn, when you hit a creature with an attack 
  using this weapon, you can wound the target. At the start 
  of each of the wounded creature's turns, it takes 1 necrotic 
  damage for each time you've wounded it, and it can then 
  make a DC 13 Constitution saving throw, ending the effect 
  of all such wounds on itself on a success.
   Alternatively, the wounded creature, or a creature within 
  5 feet of it, can use an action to make a DC 13 Wisdom 
  (Medicine) check, ending the effect of such wounds on it on 
  a success.
   Superior. When the weapon reaches this grade, it gains 
  the following properties.
  • The necrotic damage a wounded creature takes at the 
  start of each of their turns increases to 1d4.
  • The DC for the saving throw or skill check to end the 
  effects of wounds increases to 15.
  • Hit points lost to this weapon's damage can be regained 
  only through a short or long rest, rather than by 
  regeneration, magic, or any other means. 
   Master. 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 damage a wounded creature takes at the start of 
  each of their turns increases to 1d8 for each time you’ve 
  wounded it. 
   Epic. When the weapon reaches its epic grade, it gains 
  the following properties.
  • The weapon’s bonus to attack and damage rolls increases 
  to +2.
  • The DC for the saving throw or skill check to end the 
  effects of wounds increases to 17.
  • If a wounded creature takes any actions or reactions 
  other than the Dodge action, they take an additional 1d8 
  necrotic damage.
  
  ArmAments of LegAcy
  16
  SpecIAL OptIons
  In addition to the item's power grade, legacy items can be 
  given additional properties available to other magic items.
  Power GrAde VArIAnts
  Instead of legacy items automatically attaining new power 
  grades based on the character's level, you could optionally 
  require characters meet certain requirements for each 
  legacy item. Using this method allows for a greater level of 
  engagement with the story and provides an alternate focus 
  for a character's overall development.
   The following are some suggested requirements for a 
  legacy item to evolve into a new grade:
  • The character must reach a point in the campaign's 
  storyline or complete an important story arc.
  • The character faces or overcomes an important obstacle 
  tied to their personal development or story.
  • The character must complete a certain task or acquire an 
  item connected to the item's legacy bond.
  • The character must remain true to a particular alignment 
  or code of conduct.
  • The character must seek out a special location or 
  powerful NPC that hold the secrets to increasing the 
  item's abilities.
  • The character must unravel a mystery tied to either their 
  own personal history, the item's origin, or its legacy bond.
  Item SentIence
  Many legacy items can be granted sentience, as such items 
  can grow in power and experience much like characters. 
  Rules for granting sentience to magic items can be found 
  in chapter 7 of the Dungeon Master's Guide.
   A sentient legacy item's abilities, characteristics, and 
  special purpose should work in conjunction with the item's 
  origin and legacy bond. Utilizing these together can provide 
  you with many story and adventure opportunities that 
  expand your campaign setting and storylines.
  LegAcy ArtIfActs
  Artifacts are arguably legacy items in their own right, 
  having their own fabled origins and history. You can grant 
  the option for certain legacy items to eventually become 
  artifacts. Such items likely have legacy bonds of a mythical 
  nature such as being created by a deity or harnessing the 
  soul of a powerful immortal.
   Legacy items should not be granted the powers of an 
  artifact until they can at least be wielded at an epic power 
  grade. At that point, you can choose for the item to evolve 
  into an artifact depending on certain aspects within your 
  campaign or the character's level. You can also choose 
  to use any of the Power Grade Variant options above. 
  In either case, a legacy item evolving to the status of an 
  artifact should always be considered a major event in your 
  campaign, and limited to an extreme few, if not just one, of 
  these items.
  DetermInIng PropertIes
  When a legacy item becomes an artifact, it gains up to four 
  minor and two major beneficial properties. It also gains up 
  to four minor and two major detrimental properties (see 
  chapter 7 of the Dungeon Master's Guide). The item is likely 
  to gain some form of sentience if it has not done so already.
   Any additional features and abilities are left to the DM's 
  discretion, though it's suggested these be either related to 
  or an enhancement of powers already possessed by the 
  item.
  LosIng A LegAcy Item
  Events in your campaign may cause a legacy item to be 
  lost or destroyed. These events can be used to trigger 
  additional quests or story hooks. If the items are of 
  significant importance to either your campaign's story or 
  that of the attuned character, you can grant that character 
  the ability to always know the general location of the legacy 
  item so long as they are on the same plane of existence.
  
  ArmAments of LegAcy
  17
  Runestones And RunIc LegAcy Items
  Runestones And RunIc LegAcy Items
  T
  he concept of legacy items and their use may 
  not fit in with all campaigns or adventure 
  scenarios. There may be limitations in either 
  the storyline or adventure where it doesn't 
  easily allow for a story-centric item system. In 
  those situations, using runestones provides a 
  way to have a unique development system for legacy items 
  that lends more toward mechanics than story.
  WhAt Is A Runestone?
  In the Sundered Realms campaign setting, spellcasters 
  record and store spells by inscribing runic sigils into 
  decorative stones. Known as runestones, the magical 
  energy stored within them can be released by other 
  spellcasters.
   When used in this manner, runestones are expendable, 
  single-use items that function in the same manner as 
  magical spell scrolls. They also use the same terminology 
  as scrolls. For example, a runestone inscribed with the 
  haste spell would be called a runestone of haste. Unlike 
  scrolls, however, the energy in these stones can also be 
  used to increase the potential of magical armaments. 
  RunIc LegAcy Items
  If you choose to use runestones as part of your legacy 
  item system, each legacy item is fashioned with small 
  indentations or slots. They can be located anywhere upon 
  the item but usually are in a prominent area such as the 
  handle of a focus, a weapon's pommel, or an armor's 
  chestpiece.
   Placing runestones into these slots evolves a legacy item 
  into a new power grade and also changes the item's rarity.
  UsIng Runestones
  Placing a runestone onto a legacy item (also referred 
  to as "slotting" the item) requires a creature to spend a 
  short rest while in physical contact with and focused on 
  that item, during which the runestone is placed into it. 
  A creature can also attune to the legacy item during this 
  process if it had not already done so. If the creature has 
  already reached their maximum number of attuned items, 
  both the attunement and the placement of the runestone 
  automatically fail.
   At the end of the short rest, the item evolves to its next 
  power grade if the runestone placement was successful 
  (see "Grades of Power").
   In addition, the rarity of a runestone must be higher 
  than the item into which it's being placed. For example, 
  a rare legacy item can only be slotted with a very rare or 
  legendary runestone.
  RunIc Item Power GrAdes
  The number of runestones an item holds determines the 
  item's grade and rarity as defined in the Runic Power 
  Grade table. A legacy item can hold as many runestones 
  as defined by the attuned creature's character level, up to 
  maximum of 3. Attempting to place another runestone into 
  an attuned item without reaching the required character 
  level automatically fails and the runestone disintegrates.
  Runic Power Grade
  Runestones 
  Required Level 
  Power Grade
  Item Rarity
  None
  1st or higher
  Initiate
  Uncommon
  1
  5th or higher
  Superior
  Rare
  2
  10th or higher
  Master
  Very rare
  3
  15th or higher
  Epic
  Legendary
  
  ArmAments of LegAcy
  18
  RemovIng Runestones
  Removing a runestone from an item requires a creature 
  to spend a long rest focused only on the item. At the 
  end of the long rest, the creature makes an Intelligence 
  check using smith's tools against a DC determined by the 
  item's rarity (DC 13 for rare, DC 16 for very rare, and DC 
  19 for legendary). Artificers can make this check with 
  advantage. If the check fails, the runestone is destroyed. If 
  successful, the runestone is removed and it must be placed 
  into another legacy item within 24 hours or immediately 
  disintegrate.
   Only one runestone can be removed from an item at a 
  time. If an item holds more than one runestone, the rarity 
  of the stone removed is equal to the rarity of the item. 
  After a stone is removed, the item's power grade and rarity 
  changes to reflect the remaining number of stones it holds.
  Attunement to RunIc Items
  An item that isn't attuned to a creature functions as a 
  normal item of its type, regardless of the number of 
  runestones it holds. If a creature attunes to an item that 
  already holds one or more runestones, the item's new 
  grade is limited to the lowest grade defined by either its 
  number of runestones or the required character level. Once 
  the item is attuned, any additional runestones beyond the 
  item's new grade are destroyed.
   For example, if an 18th-level character attunes to a legacy 
  item that holds two runestones, the item has a master 
  power grade. Alternatively, if a 6th-level character attunes 
  to a legacy item that holds three runestones, the item has 
  a superior power grade and the additional two runestones 
  within it are destroyed.
  VArIAnt: RunecAstIng
  If you choose to not introduce runestones into your game, 
  you can instead opt to allow spell scrolls to be translated 
  into runes to be engraved directly onto a legacy item. Such 
  a practice would require an Intelligence check using the 
  artisan tools that correspond to the item's primary material. 
  (leatherworker's tools, smith's tools, tailoring supplies, etc). 
  The DC for this check and the time required is dependent 
  upon the item's rarity, as defined on Runecasting Variant 
  table below.
   Alternatively, you can hire a skilled artificer to perform 
  the task. If paying for the service, no check is required. In 
  either circumstance, and whether the check is successful 
  or not, the spell scroll is destroyed in the process.
  Runecasting Variant
  Item Rarity
  Check DC 
  Cost
  Time
  Uncommon
  12
  2,500 gp
  1 day
  Rare
  15
  10,000 gp
  5 days
  Very rare
  18
  40,000 gp
  10 days
  Item Attunement
  Attunement to a legacy item forged through runecasting 
  functions in the same manner as items slotted with 
  runestones. However, the engraved runes can't be removed. 
  If a character attunes to an item whose power grade is 
  higher than their required level, the item still only functions 
  at the highest power grade allowed for that character.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Rich Lescouflair/Armaments of Legacy.pdf