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Relics

Source Gamemastery Guide pg. 94
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 could.

Relic Gifts

Gifts are divided up into three tiers. Minor gifts grant useful, often scaling abilities and are available early in a character’s career. Major gifts define a relic, determining its true purpose and granting powerful abilities. Grand gifts are the pinnacle of power, and most relics never have more than one.

The more gifts there are of one aspect, the more the relic reflects that aspect, and the more influence the aspect has on the character who wields it. An item with multiple shadow gifts might begin to lose its color. With four or five, the character that wields it might take on an ashen tone and the relic might become entirely made of shadow.

Gift Saves and Spell Attack Rolls

Many gifts allow for a saving throw or have other abilities that change as the relic goes up in level. The DC for any saving throw called for by a gift is its owner’s class DC or spell DC. The spell attack modifier of a gift is 10 lower than that DC. A relic’s counteract modifier is equal to its owner’s counteract modifier.

Soul Seeds

Part magical item, part undefined mote of sentience, soul seeds are sources of magic that come to reside within a creature, granting diverse and powerful abilities. In the rare cases when a soul seed isn't already bound to a living soul, it looks like a glowing mote with a crystal-like center, often centering on a point of light. For more detailed rules on soul seeds, read here.

Click here for the full rules on Relics.

Luck Gifts

Beginner's LuckMinor Gift

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

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

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

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

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

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.