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EggKookoo
2018-12-05, 11:42 AM
I've been working out a concept for item sets (multiple magic items that work together as a "set," similar to concepts in MMOs like WoW). I came down to the idea of giving each item in a set a special die called its set die, which can be used to increase the power of the items as you acquire more of them.]

So here's what I've worked out. I'll post some examples afterward.

Sets

Sets are magic items that were designed to work together. They are thematically bound, and their features operate in concert to support one or more classes or playstyles.

Attunement

Set items must be attuned. The process is the same as for conventional magic items. However, once a set item is attuned, a creature can attune to additional items in the set without limit. All items from a single set share a single attunement "slot" so to speak.

In addition to learning the item's name and features, a creature that has attuned to a set item will learn that there are other items in existence that share a kinship with it. The creature has no special awareness of the specific number of other set items, nor the name, properties, type, or location of any other such item. However, the creature will be able to sense if more items in the set remain unattuned, and will know if it has attuned all pieces (the items will feel "complete").

A creature cannot attune an item in a set that has one of its other items already attuned by another creature. The attunement will fail but the creature will be able to discern that something is interfering with the process. The creature that had previously attuned to the other item will sense that someone is making the attempt with a companion piece.

Set Dice

A distinguishing element of set items that sets them apart from conventional magic items is the set die. Each item in a set has a special die (usually a d6 but there are variations). This set die can be rolled as part of at least one feature of the item. For example, a weapon may have a feature that allows the wielder to roll its set die as part of its damage. Another item might have a feature that prompts a target to make a saving throw, and allow the user to add a set die to the feature's DC calculation.

Set dice are fungible within the set. That is, if a creature possesses more than one item in a set, and therefore possesses more than one set die, all of the items' set dice can be used for any set item feature. For example, if a creature possesses both items mentioned above, it could add the set dice from both items to the damage of the weapon, or roll both set dice and add the combined result to the DC for the saving throw prompted by the second item. There is no limit to the number of set dice from a single set that can be roll together for a single use.

Set dice represent a resource. Whenever a set die is used, it it spent and cannot be used again. The owner of the set recovers all spent set dice after completing a long rest. If and when the creature acquires all items in a set, it recovers all spent set dice after completing either a long or short rest.

If a creature has multiple items from multiple sets, only the dice from one set can be used and recovered. The creature makes this decision upon attuning to the set items and can choose which set grants access to its set dice after completing a long rest.

Set dice rolled as damage use the damage type of the item (if applicable) or as described by the relevant feature. This dice is doubled or rolled again if the item makes a critical hit, unless otherwise specified by the feature.

EggKookoo
2018-12-05, 11:57 AM
So here's an example. In the campaign I'm building these for, every set is associated with a deity, which in my setting is really an ancient legendary hero elevated to supernatural and/or divine status by their actions (similar to but not exactly the same as someone like Hercules). In this example, the set is associated with twin god but as the description implies it's likely he was really one person, perhaps with some degree of split personality.



Anine & Azay

Also known as the Split God, Anine (life) and Azay (war) are popularly portrayed as twin brothers. The older myths, however, treat them as a single entity who suffered from dramatic shifts in personality and temperament, and most historians believe this to be the more accurate visualization.

Both brothers are seen as well-muscled qnd capable brawlers, as well as armed (but never armored) soldiers. Where Anine fought for righteousness, sportsmanship, and in good-natured bouts, Azay often fell prey to bloodlust. Anine is often depicted as charming and reserved and merciful, and Azay as savage and animalistic: a hunter of humans (and humanoids). The Tragedy of Aninazay (which, tellingly, treats them as a single person with a combined name to match) is well-known a story of how the hero's unquenchable rage led to him slaughtering his own daughter, and is taken by many scholars to mark the psychological split that manifests today in his dual nature.

Anine and Azay long to be together and are loathe to be separated for any length of time.

Axe of Anine and Axe of Azay

Weapons (handaxes), (requires set attunement). Set die 1d6 (each)

The Axes of Anine and Azay are a pair of matching tomahawks. They are unusually finely-crafted, allowing them to be used with high precision. Their handles appear to be some kind of bone or antler material, with the grips wrapped in thick, smooth, dark leather. The mass of each head is stone inset with metal etching. The Axe of Azay's etching is harsh and angular, while Anine's Axe is swirling and graceful. The blade of each weapon is polished steel.

When attuned to and wielded by one creature, the two axes emit a subtle warmth and a pleasant hum, detectable only to the wielder.

Both weapons have the following features:

Deft: These axes are specially balanced. They possess the finesse property and can use the wielder's Dexterity modifier.

Geminate Weapons: These axes are meant to be used together, even if they're not initially discovered as a set. You can add your ability modifier to the damage of an attack made with your bonus action when you are two-weapon fighting with both axes. You cannot be disarmed of either axe as long as you are wielding and attuned to both. Also, as long as you possess one axe, you know the location of the other as long as it is on the same plane of existence, and you may summon it with a bonus action.

In addition, each axe has its own specific features.

Axe of Anine

Augmenting Blow: When you make a successful melee attack with the Axe of Anine, you may add your set dice to the damage. If the result is enough to reduce the creature to zero hit points and incapacitate it, you gain a number of temporary hit points equal to the excess damage.

Axe of Azay

Guillotine: When you make a successful melee attack with the Axe of Azay, you may add your set dice to the damage. If the result is enough to reduce the creature to zero hit points and incapacitate it, it must make a Constitution saving throw with a DC equal to 8 + the ability modifier used in the attack + the amount of excess damage (i.e. what was left over after being brought to zero). If the save fails, the creature is slain, and if anatomically possible, you may choose to decapitate it.

Flaunty Topper

Wondrous item, set (Eclipse, requires set attunement). Set die: 1d6

This large flamboyant hat fits sungly yet comfortably once attuned. Despite its overbearing design, complete with a large feather in the headband and a wide, floppy brim, anyone seeing you wear it will be impressed by your fashion sense. It will always seem appropriate attire regardless of the event or circumstances, although any creature able to see through illusions will perceive its original form. This will not prevent the Topper's features from working.

Brain Barrier: No form of magic will allow a creature, item, or other feature to read your thoughts without your permission. If you possess the power of telepathy or a similar feature, it will still function.

Charmer: You can cast charm person as a 1st level spell. You can increase the level of the spell by one for each additional set item you have attuned to and equipped. The DC for the target's Wisdom save is 8 + your Charisma modifier + your proficiency bonus. Once you use this feature, you must complete a short or long rest before using it again.

Rad Hatter: You may add your set dice to any Charisma (Deception) or Charisma (Persuasion) checks you make. You become proficient in Charisma saving throws if are not already.

Sharp Sights

Wondrous item, set (Eclipse, requires set attunement). Set die: 1d6

This set of wireframe spectacles are simple and unassuming. They have round, slightly tinted lenses inside unadorned thin copper frames. When worn, however, your vision is overlaid with moving, scrolling amber runes that appear to float ghost-like about a meter from your face. The runes cluster to the periphery of vision and do not cause undue distraction. They are for the most part inscrutable -- vestiges of a long-lost language perhaps. No known process will reveal their exact meaning.

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already possess Darkvision, the range is increased by 60 feet.

Eagle Eyes: You become proficient in Wisdom (Perception) checks that rely on sight if you are not already. In addition, if you make a ranged weapon attack, you can roll your set dice. The normal range of the attack increases by an amount in feet equal to the result multiplied by 10. The maximum range does not increase directly but will never be less than the normal range.

Soul Tracker: Select a creature you can see clearly within 30 feet of you. As long as you maintain concentration, you can continue to see that creature even if it gains cover, moves behind a barrier, becomes obscured in any way, or even turns invisible (losing the disadvantage penalty of the last). The creature will appear as an amber silhouette whenever it is otherwise obscured. Activating this feature does not cost an action but you can only do so on your turn. This effect will end if the creature moves more than 500 feet from you, if you track another creature, you become incapacitated, or if you choose to end it on your turn.