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Relics

Source GM Core pg. 308 2.0
Some extraordinary magic items grow in power along with a character, gaining abilities that add to an adventurer's legend. These are called relics, and owning one can define a character more than any other magic item.

Click here for the full rules on Relics.

Luck Gifts

Beginner's LuckMinor Gift

Legacy Content

Divination Fortune 
Source Treasure Vault pg. 199 1.1
Aspect luck
Activate [reaction] envision; Frequency once per day; Trigger You attempt a d20 roll you're untrained in; Effect You treat your proficiency bonus as equal to half your level, or if the relic is 7th level or higher, as equal to your level. Then, roll twice, taking the better of the two results. This doesn't allow you to use a skill's trained actions.

Swap LuckMinor Gift

Legacy Content

Abjuration 
Source Treasure Vault pg. 199 1.1
Aspect luck
Activate [reaction] envision; Frequency once per hour; Trigger You roll a failure or critical failure on a saving throw against an effect with multiple targets; Effect You swap rolls with another target who's willing to swap with you. Each of you determines the new results with your new rolls.

WhammyMinor Gift

Legacy Content

Misfortune Transmutation 
Source Treasure Vault pg. 199 1.1
Aspect luck
Activate [reaction] envision; Frequency once per day; Trigger An enemy within 30 feet rolls a success on an attack roll, saving throw, or skill check; Effect Your relic sends out a wave of bad luck, forcing the creature to reroll and take the worse result.

Clean LuckMajor Gift

Legacy Content

Abjuration Fortune 
Source Treasure Vault pg. 199 1.1
Aspect luck
Activate [reaction] envision; Frequency once per 10 minutes; Trigger You attempt a d20 roll affected by a misfortune effect; Effect Negate the misfortune effect. Any other fortune effect still applies.

Steal LuckMajor Gift

Legacy Content

Contingency Divination 
Source Treasure Vault pg. 199 1.1
Aspect luck
Activate [reaction] envision; Frequency once per day; ; Trigger You or a creature within 30 feet of you rolls two d20s for a fortune or misfortune effect and you like the higher roll; Effect You steal the higher of the two numbers the triggering target rolled; the target must use the other result. Until you make your next daily preparations, you can substitute that number for one d20 roll made for a saving throw or skill check you have to make against an effect created by an enemy, hazard, or the environment. Doing so is a fortune effect. If you fail to do so before your next daily preparations, you lose the stored number.

Against All OddsGrand Gift

Legacy Content

Abjuration Fortune 
Source Treasure Vault pg. 200 1.1
Aspect luck
Activate [reaction] envision; Frequency once per 10 minutes; Trigger You attempt a skill check with a DC that is at least 15 higher than your bonus in the skill; Effect You roll twice and take the better result.