Legacy Heirlooms

Posted by Andrew E. on

Table of Contents:

Each lineage is gifted with the legacy of their ancestors but occasionally that legacy is less of a heritage and is more of an heirloom. The following magic items each bestow the gifts of ancient legacies made arcane.    

Belt of the Tritons 

Wondrous item, rare (requires attunement)

This eel skin belt bears a trident on its platinum buckle.

While wearing this belt, you gain the following benefits:

  • Your Strength and Charisma scores each increase by 1, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with tritons.

In addition, while attuned to this belt, you have a 50 percent chance each day at dawn of growing webbing between your fingers and toes. Any physical changes are instantly reverted once this item is no longer attuned. 

If you aren't a triton, you gain the following additional benefits while wearing this belt:

  • You have resistance to cold damage.
  • You can breathe both air and water.
  • You can speak, read, and write Primordial.

Boots of the Goliath

Wondrous item, rare (requires attunement)

These sturdy boots are made from multiple layers of warm wool and tough leather, each branded with carefully steady patterns of jagged edges and lines. 

While wearing these boots, you gain the following benefits:

  • Your Strength score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with goliaths.

In addition, while attuned to these boots, you have a 50 percent chance each day at dawn of losing any hair you had and becoming completely bald. Any physical changes are instantly reverted once this item is no longer attuned. 

If you aren't a goliath, you gain the following additional benefits while wearing these boots:

  • When you take damage while wearing these boots, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. Once the boots are used in this way, they cannot be used in the same way again until the next dawn.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You can speak, read, and write Giant.

Cowl of the Kenku 

Wondrous item, rare (requires attunement)

This cloak appears to be solid black at first, but close inspection reveals feather patterns subtly etched throughout it.  

While wearing this cloak, you gain the following benefits:

  • Your Dexterity score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with kenku.

In addition, while attuned to this cloak, you have a 50 percent chance each day at dawn of losing your natural voice, if you do, you can only verbally communicate by utilizing the mimicry capabilities of the cloak. Your natural voice returns once this item is no longer attuned. 

If you aren't a kenku, you gain the following additional benefits while wearing this cloak:

  • You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
  • You have a +2 bonus to Dexterity (Stealth) and Dexterity (Sleight of Hand) checks.
  • You can speak, read, and write Auran, though you can only speak Auran utilizing the mimicry of the cloak.

Gloves of the Forest Guardian

Wondrous item, rare (requires attunement)

These thick leather gloves are branded with scenes of firbolgs in harmony with nature. 

While wearing these gloves, you gain the following benefits:

  • Your Wisdom score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with firbolgs.

In addition, while attuned to the gloves, you have a 50 percent chance each day at dawn of your skin turning bluish gray. Any physical changes are instantly reverted once this item is no longer attuned. 

If you aren't a firbolg, you gain the following additional benefits while wearing these gloves:

  • As a bonus action while wearing these gloves, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once the gloves are used in this way, they cannot do so again until the next dawn. 
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You can speak, read, and write Elvish and Giant.

Gnomish Coronet

Wondrous item, rare (requires attunement)

This thin but sturdy steel crown bears leaf designs encircled with hundreds of gnome clan names intricately filigreed in gnomish.

While wearing this coronet, you gain the following benefits:

  • Your Intelligence score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with gnomes.

In addition, while attuned to the coronet, you have a 50 percent chance each day at dawn of shrinking and becoming small sized with roughly the same proportional size as a gnome, unless you were small sized already. Any physical changes are instantly reverted once this item is no longer attuned.

If you aren't a gnome, you gain the following additional benefits while wearing this coronet:

  • You gain a +2 bonus on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • You have darkvision out to a range of 60 feet.
  • You can speak, read, and write Gnomish.

Mantle of Humanity

Wondrous item, rare (requires attunement)

This cloak bears an intricate and colorful design made from the tiny crests of thousands of powerful human family lines.

While wearing this cloak, you gain the following benefits:

  • Two ability scores of your choice both increase by 1, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with humans.

In addition, while attuned to the cloak, you have a 50 percent chance each day at dawn of losing a prominent facial feature such as a scar, tattoo, or any other feature that would be considered “non-standard” for your race. Any physical changes are instantly reverted once this item is no longer attuned.

If you aren't a human, you gain the following additional benefits while wearing this cloak:

  • You gain a +1 bonus to all skill checks.
  • Any checks you make when attempting to communicate wordlessly or without sharing a language are made at advantage.

Necklace of the Tabaxi 

Wondrous item, rare (requires attunement)

This shimmering and expansive necklace has a dozen cats-eye stones dangling from silver chains.  

While wearing this necklace, you gain the following benefits:

  • Your Dexterity score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with tabaxi.

In addition, while attuned to this necklace, you have a 50 percent chance each day at dawn of growing a long feline tail, unless you have one already. Any physical changes are instantly reverted once this item is no longer attuned. 

If you aren't a tabaxi, you gain the following additional benefits while wearing these bracers:

  • While wearing this necklace you can move with a sudden burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you move in this way, you can’t do so again until you move 0 feet on one of your turns.
  • You have darkvision out to a range of 60 feet.
  • You have a +2 bonus to Wisdom (Perception) and Dexterity (Stealth) checks. 

Orcish Bracers

Wondrous item, rare (requires attunement)

This pair of steel bracers depict an orcish war horde on the left bracer and a contemplative orc chief on the right, each above orcish rune marks and fringed with wolf fur padding.  

While wearing these bracers, you gain the following benefits:

  • Your Strength score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with orcs.

In addition, while attuned to the bracers, you have a 50 percent chance each day at dawn of growing sharp tusks from your lower jaw, or visibly longer tusks if you already have them. Any physical changes are instantly reverted once this item is no longer attuned. 

If you aren't an orc or half-orc, you gain the following additional benefits while wearing these bracers:

  • When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once a creature uses the bracers in this way, they cannot be used to do so again until the next dawn.
  • You gain a +2 bonus to checks made with the Charisma (Intimidation) skill.
  • You can speak, read, and write orc.

Reptilian Bracers 

Wondrous item, rare (requires attunement)

These oddly patterned pale bracers seem to be made from countless layers of shed reptilian skin. 

While wearing these bracers, you gain the following benefits:

  • Your Constitution score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with lizardfolk.

In addition, while attuned to these bracers, you have a 50 percent chance each day at dawn of growing reptilian scales all along your hands and forearms. Any physical changes are instantly reverted once this item is no longer attuned. 

If you aren't a lizardfolk, you gain the following additional benefits while wearing these bracers:

  • Your skin seems unnaturally tough while wearing these bracers. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
  • You can hold your breath for up to 15 minutes at a time.
  • You can speak, read, and write Draconic.

Ring of Elvenkind

Ring, rare (requires attunement)

This golden ring bears an elvish face carved from jade.

While wearing this ring, you gain the following benefits:

  • Your Dexterity score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with elves.

In addition, while attuned to the ring, you have a 50 percent chance each day at dawn of growing visibly longer and more pronounced ears. Any physical changes are instantly reverted once this item is no longer attuned.

If you aren't an elf or half-elf, you gain the following additional benefits while wearing this ring:

  • You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • You have darkvision out to a range of 60 feet.
  • You can speak, read, and write Elvish.

Ring of the Holy Blood

Ring, rare (requires attunement)

This thin golden ring houses a large shimmering opal, a strangely iridescent liquid seems to flow within the gemstone. 

While wearing this ring, you gain the following benefits:

  • Your Charisma score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with aasimar.

In addition, while attuned to the ring, you have a 50 percent chance each day at dawn of magically developing a halo. This halo is insubstantial but glows with dim light in a 5 foot radius just above your head. This halo disappears once this item is no longer attuned. 

If you aren't an aasimar, you gain the following additional benefits while wearing this ring:

  • You have resistance to celestial and necrotic damage.
  • You have darkvision out to a range of 60 feet.
  • You can speak, read, and write Celestial.

Ring of the Infernal Blood

Ring, rare (requires attunement)

This black iron ring is covered in rough spikes, it’s difficult to get it on and off without at least a small cut or two.

While wearing this ring, you gain the following benefits:

  • Your Charisma score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with tieflings.

In addition, while attuned to the ring, you have a 50 percent chance each day at dawn of growing horns, or visibly longer or sharper horns if you already have horns. Any physical changes are instantly reverted once this item is no longer attuned. 

If you aren't a tiefling, you gain the following additional benefits while wearing this ring:

  • You have resistance to fire damage.
  • You have darkvision out to a range of 60 feet.
  • You can speak, read, and write Infernal.

Sandals of the Halfling

Wondrous item, rare (requires attunement)

These oversized open-toed shoes bear a smiling halfling on the soles.

While wearing these sandals, you gain the following benefits:

  • Your Dexterity score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with halflings.

In addition, while attuned to the sandals, you have a 50 percent chance each day at dawn of growing large and hairy feet, or visibly larger and hairier feet if you were already a halfling. Any physical changes are instantly reverted once this item is no longer attuned.

If you aren't a halfling, you gain the following additional benefits while wearing these sandals:

  • You have advantage on saving throws against being frightened.
  • You can move through the space of any creature that is of a size larger than yours.
  • You can speak, read, and write Halfling.

Talisman of the Dragonkin

Wondrous item, rare (requires attunement)

This black choker bears a large clear gemstone in which sits what looks like a tiny dragon frozen in mid-flight like a fly caught in amber.

While wearing this talisman, you gain the following benefits:

  • Your Strength score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with dragonborn.

In addition, while attuned to the talisman, you have a 50 percent chance each day at dawn of growing patches of scales along your face, neck, and shoulders. Any physical changes are instantly reverted once this item is no longer attuned.

If you aren't a dragonborn, you gain the following additional benefits while wearing this talisman:

  • You can use an action to unleash a draconic breath attack. When you use your breath weapon, each creature in a 15 ft. cone must make a Dexterity saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The type of damage dealt by breath weapon attacks made in this way is either Acid, Cold, Fire, or Lightning damage, determined randomly each time a breath weapon attack is made in this way. Once a breath weapon attack is made in this way, it cannot be used to do so again until the next dawn. 
  • You can speak, read, and write Draconic.

 

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