Legendary Focuses

Shape the weave with unprecidented power using these legendary arcane focuses. Each one is set in place and dominates its surroundings, providing a bastion for those who hold it and an insurmountable obsticle to those who would take it from them. While you are attuned to these focuses, all spells require the use of them and you cannot use another spellcasting focus.

The Observatory

Arcane Focus (Gargantuan), Legendary (requires attunement by a wizard)

Atop a mountain or great tower sits The Observatory, from this vantage a powerful mage can watch and act from afar.

When attuned you can cast Khanzarate's Arcane Eye at will within the The Observatory. This form of the Arcane Eye spell does not require concentration and any other spell can be cast from the eye, treating the location of the eye as the position of the caster. You can have a number of Arcane Eyes equal to your Intellegence modifier. When attuned to The Observatory a wizard is considered to have all the spells in their spellbook prepared. The Observetory is warded against extra planer travel and teleportation magic. Credit: Frictional Games

The Sanctum

Arcane Focus (Gargantuan), Legendary (requires attunement by a cleric)

On ground recorded in the annuls of religous orders lies The Sanctum, where mortals know intimately the presence of the divine. This place is in the heart of a cathedral or hallowed gardens. It is certainly the product of godly will.

When you attune to the The Sanctum it comes under the effects of the Hallow spell and you can use an action to change these effects within the confines of the spell.

Once per round, you or a creature of your choice within The Sanctum can cast one of your Domain Spells at 5th level without expending a spell slot. A spell cast in this way uses your spellcasting modifier.

Additionally, by spending 10 minutes in prayer in The Sanctum you can regain one use of Channel Divinity or change your prepared spells.

The Throne

Arcane Focus (Large), Legendary (requires attunement by a sorcerer)

Lying in a focal point of ancient arcane significance is a large runed chair. The Throne's presence captivates all in the space. A Detect Magic spell reveals a dangerous flux of raw magic around the throne. Sitting in the throne deals 5d12 force damage to any creature that is not a sorcerer, a spell caster can make a DC 20 saving throw using their spell casting modifer to take half damage.

When attuned to The Throne you do not need to sleep, eat or drink and you gain temporary hit points equal to your sorcerer level at the start of your turn. While you have these hitpoints your concentration cannot be broken by taking damage. While attuned you can use your action to regain 1 sorcerery point. When you leave The Throne your attunment to it is broken, the DC to remove you forcefully is your spell save DC.

A sorcerer using The Throne as an arcane focus receives the following enhancements when they use their prexisting metamagic options.

Careful Spell

A chosen creature is not subject to the effects of the spell.

Distant Spell

The new range of the spell is multiplied by 10 instead of doubled. A spell that had a range of touch has a new range of 120 feet.

Empowered Spell

When you roll damage you can deal maximum damage instead of rolling.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, the spell lasts until you lose concentration. If concentration was not required for the spell it is required when cast in this way.

Heightened Spell

All targets of the spell have disadvantage on their first saving throw made against the spell.

Quickened Spell

You can cast a second spell on your turn.

Subtle Spell

A creature not subject to the effects of the spell must make a Perception check to notice the spell's effects.

Twinned Spell

The number of additional targets of your spell can equal up to 10 minus the spell level. The sorcery point cost of this option scales with the number of targets.