Signature Regalia for A Touch More Class – Scaling Magic Items

The A Touch More Class Kickstarter has been kicking ass and is past $66,000!!!
Thank you to everyone who’s pledged or shared the project! YOU ARE AWESOME!

One of the things I did in the developing edit of the original A Touch of Class was to include the Signature Regalia feat and an item for each of those 7 classes. Someone on Facebook asked to see some tailored magic items for the ATMC roster however, so this afternoon I sat down and put those together. Enjoy!

Real quick reminder that if you are unsure about how DOPE the material in A Touch More Class is, you can download free previews of the Geomancer and Savant classes!

Also a Kickstarter backer asked to see a PDF of this so: here you go, folks!

Signature Regalia (feat)

You find, are gifted, or miraculously possess a signature regalia—a tailored magic item specific to a class that you have levels in (see below). You gain one of the following magic items when you take this feat, with its flavor determined by your Game Master. 

This item is bound to you; it becomes a mundane item in the hands of anyone but you. You treat your signature regalia item with the same reverence you would a holy book or symbol, and if you cast spells you are able to use it as an arcane or divine focus. 

The item grants you certain features while you have it in your possession that are based on your level in the related class, not your total character level (except when no class is specified in the item’s name and you gain its features based on your character level).

You can take this feat multiple times, but only once for each class you have levels in. Each time you take this feat, you gain a second signature regalia item that you do not already possess.

 

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Bloodweaver’s Athame

You have a magical ritual dagger and gain a bonus equal to half your proficiency bonus to attack and damage rolls made with this weapon.

Sanguine Greed. Your sanguine reservoir increases by 1 while you carry this weapon. In addition, when you score a critical hit with this weapon, you regain 1 reservoir point.

Sanguine Focus. Beginning at 10th level, when you use this weapon to inflict damage on yourself as part of using a discipline, you gain a +2 bonus to your spell attack roll or the spell save DC is increased by 2.

Bloodthirst. Starting at 15th level, while you carry this weapon you regain 1d4 reservoir points when you use Vitalicrux. In addition, when you score a critical hit with this weapon, you regain 1d4 reservoir points.

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Fatebender’s Dice

You have advantage on ability checks made using this pair of 6-sided dice. When you use Chaos Theory, you may roll these dice. On an even result it only costs 1 fate point to use the feature, and on an odd result activating the feature requires 3 fate points.

Lucky Strike. While you carry these dice, you have advantage on attack rolls using an improvised weapon that you can wield with one hand. In addition, your maximum number of fate points increases by 1. 

Miraculous Hitting. Starting at 10th level, your improvised weapon attacks score a critical hit on a natural roll of 1.

Lucky Dice. Beginning at 15th level, you can use a bonus action to roll your magic dice. The GM rolls 2d6 and consults Table: Magic Dice. When a 1 is rolled on either die, the effect of the magic dice targets you. Illusions targeting you are clever and situational—a bandit turning the corner, a brick falling from a nearby building, a sudden explosion of flame—and you have no reason to disbelieve such an illusion until you have interacted with it. Creatures conjured by the magic dice do not require concentration and remain for a number of rounds equal to your proficiency bonus or until slain. On a result of 7, the dice have no effect but appear to you and other observers to show another result.

Table: Magic Dice
2d6 Effect
2 conjure elemental
3 minor illusion
4 silent image
5 major image
6 hypnotic pattern
7 no effect
8 minor illusion
9 silent image
10 major image
11 hypnotic pattern
12 conjure elemental

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Gemini’s Eyepatch

Despite being made of solid fabric, you’re able to see through it as if it were made of glass. While wearing this eyepatch, you can use a bonus action to move it from one eye to the other and change which side of your gemini balance is in effect. Once you use this feature, you must finish a short or long rest before you can use it again.

Nimble Duplication. When you use Multiply your semi-real duplicates increase their AC by 2.

Improved Mimicry. Starting at 10th level, when making an ability check using Copycat you gain a +2 bonus.

Sharper Image. Beginning at 15th level, the damage of your and your duplicate’s Metallic Storm increases to 8d8.

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Geomancer’s Rune

While this elaborate piece of carved jade is affixed to your sacred stone, your geomancer spells are more potent. When using Elemental Magic spell slots to cast a spell you gain a +1 bonus to spell attack rolls and spell save DC.

Improved Divinations. When you cast augury two or more times before completing your next long rest, there is only a cumulative 10 percent chance for each casting after the first that you get a random reading (instead of 25 percent).

Improved Detection. Beginning at 10th level, you can cast detect magic and detect poison and disease at will. In addition, your bonus to Elemental Magic spell attack rolls and spell save DCs increases to +2.

All-Seeing. Starting at 15th level, your uses of Inerrant Sight recharge between short rests.

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Gunfighter’s Pistol

This sleek matte-black firearm is always warm to the touch. You gain a bonus equal to half your proficiency bonus to attack and damage rolls made with this weapon. In addition, it never needs to be reloaded.

Experienced Agility. While you are wearing no armor and not wielding a shield, you gain a +2 bonus to AC.

Impossible Shooting. Starting at 10th level, once per turn when the natural roll of your attack roll is 10 or less, you may reroll the attack roll. You must use the new result.

Rapid Shooting. Beginning at 15th level, whenever you are using a firearm you can attack three times when you take the Attack action on your turn. 

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Lodestar’s Diadem

While wearing this crystalline headband, your maximum number of lodestones increases by 1.

Orbital Deflection. You regain any expended uses of Lodestone Shielding whenever you finish a short or long rest.

Farshot. Beginning at 10th level, the range of your Orbital Slingshot increases to 120 feet.

Lodestone Locus. Starting at 15th level, when you use Vortex Shroud your lodestones return to orbit at the end of your turn.

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Monster Tamer’s Whip

You gain a bonus equal to half your proficiency bonus to attack and damage rolls made with this weapon, as well as to Wisdom (Animal Handling) checks.

Trick Mastery. Choose two monster tricks. While you are carrying this whip, your pet knows these two monster tricks. When you gain a level in monster tamer, you can choose one of these monster tricks and replace it with another monster trick that you could learn at that level.

Tougher Hide. Starting at 10th level, you gain double the normal benefit from Toughened Hide.

Impossible Endurance. Beginning at 15th level, you can use Monstrous Endurance twice between short or long rests, but no more than once per round.

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Savant’s Monocle

While you are wearing this monocle, you gain a +2 bonus on Intelligence ability checks and your trick save DC increases by 1.

Tricky Indeed. Choose two savant tricks. While you are carrying this monocle, you know these two savant tricks. When you gain a level in savant, you can choose one of these savant tricks and replace it with another savant trick that you could learn at that level.

Dubious Paranoia. Beginning at 10th level, your uses of Intelligent Caution recharge between short rests.

Know It All. Starting at 15th level, you learn all the savant tricks you can learn in addition to a single savant trick from a different Aptitude so long as it doesn’t require a feature you do not have. In addition, your trick save DC increases by 2 (instead of 1).

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Tinkerer’s Any-Tool

You gain proficiency with this weapon (which has the Light and Finesse properties), and a bonus equal to half your proficiency bonus to attack and damage rolls made with this weapon. By spending a bonus action, you can change the 1d4 weapon damage it deals to one of the following types: bludgeoning, piercing, or slashing. The any-tool can be used in place of artisan’s tools, thieves’ tools, and tinkerer’s tools.

Better Machines. When casting a tinkerer spell you gain a +1 bonus to spell attack and spell save DC.

Discharge Conductor. Starting at 10th level, the damage dice of your Affect Discharge and Improved Affect Discharge increase to d10s.

Brilliant Defenses. Beginning at 15th level, you gain a +1d4 bonus to Intelligence ability checks and saving throws, and you can use Intelligence in place of any ability score when making a saving throw (although you do not gain your proficiency bonus with any saving throw you are not proficient with).

 

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