Professional Documents
Culture Documents
Premise Upgrades
When a character collects too many magic items, they can The two central parts of the upgrade are the material and the
feel less special and unique. In many fantasy stories, magical smith. The material is what is required to improve the item. It
items are unique and special artifacts, and a hero is likely to can be an item, such as the Dragonshards in Eberron;
only have one. Despite this, the new and interesting power something harvested from the bodies of powerful monsters;
that a new magical item gives is very fun for players. This or simply a quest from the smith with their own source of
system allows you to have a fewer items per character, and to magical power, like a quest from a metallic dragon. One
still keep magical items as rewards. discreet unit of these materials is equivalent to a magic item
for treasure purposes, and as the GM you should track
privately whether the material is of uncommon, rare, very
The Base Item rare, or legendary quality.
The first item given to the players can be any magical item, The smith is the person or thing that provides the upgrade.
but preferably a common item, uncommon item, or even just The witch of the woods, a legendary blacksmith, a crystal
a mundane item with a minor magical property or other forge atop a mountain. They can provide different kinds of
feature (see the DMG page 142-143). Then choose a theme. upgrades, each can demand a different kind of material, and
Following are some examples. Rename the item to each smith can only upgrade an item a single time. An item
something unique related to that theme, and devise a can gain any number of abilities, but a different smith is
backstory. You might change the effect slightly to better required for each one.
match the theme. Unlocker smiths add new abilities to an item,
empowerment smiths improve existing abilities, and
Fire, Water, Air, Earth, Darkness, Light, Vengeance, attunement smiths change items to fit their wielders better.
Vigilance, Death, Life
For example, take this item. Start with a normal sword with Attunement
the sentinel property. It glows in the presence of undead. This method of distributing magic items
We’ll choose the Vengeance theme, to represent revenge invalidates the attunement mechanic in many ways.
against the undead hordes who killed its owner. We’ll add a They're intended in many ways to be the only
second minor property for flavor. magic item a character has. If you use these
alongside other magic items, they should all
The Lich Eater require attunment, no matter what item they're
Weapon (Longsword), Uncommon based on. I recommend limiting characters to a
single upgradeable item.
The trusty sword of a long forgotten paladin. He quested his
whole life, slaying undead by the hundreds. At last, he was
slain by a powerful lich. With his last breath, he spat out a
curse at that lich, and his hatred for the unnatural undead
imbued the weapon with power, and an ancient sigil for
“Seek” burned into the blade. The sword has found its way
into the hands of many knights over the years, all of whom
lived and died fighting undead.
This sword glows with a faint orange yellow glow when
within 120 feet of an undead. Undead cannot wield this
weapon.
Unlocking These smiths are often industrious and inventive. A
tinkerer in a lab. A priest who guides a large flock. An arcane
The simplest method. Unlocking smiths add the ability of forge set into a mountainside.
another magic item to the upgradable magic item. The ability This looks like the addition of gemstones to an amulet, the
granted is based on the quality of the material and the theme revelation of a hidden sigil on the item, or an new blessing
of the item. As the DM, choose an item of that rarity from the being laid upon it in glowing light.
DMG or from another source, and add its abilities to the item. Following is a list of suggested items to add to your magic
item, depending on the rarity of the material and the theme of
the item.
Unlocking
Theme Uncommon Rare
Fire Circlet of Blasting Wand of Fireballs, Flame Tounge
Water Mariner's Armor, Cloak of the Manta Ray Bowl of Controling Water Elementals
Air Wind Fan, Javelin of Lightning Wings of Flying, Censer of ... Air Elementals
Earth Gauntlets of Ogre Power Ring of the Ram, Stone of ... Earth Elementals
Darkness Amulet of Proof Against Detection Cloak of the Bat
Light Lantern of Revealing Sun Blade, Boots of Speed
Vengeance Sword of Vengeance Berzerker Axe, ~ Slayer
Vigilance Sentinel Shield, Weapon of Warning Gem of Seeing
Death Pipes of Haunting Staff of Withering, Sword of Wounding
Life Periapt of Health/Wound Closure Ring of Animal Influence, Staff of Healing
Unlocking