Difference between revisions of "D20 Mechanic: Accessories"

From Trinity Wiki
Jump to: navigation, search
(Head Slot Item Descriptions)
(Arms Slot Item Descriptions)
 
(4 intermediate revisions by the same user not shown)
Line 66: Line 66:
  
 
'''Artifact accessories''' cannot be purchased in any economy whatsoever; they can be sold in the ''mox economy'' as though they had a value of 100 dp to someone who is looking for that particular artifact. There is no particular market for them: to trade an artifact, you must find seek out (or be found by) an individual who wants it. Artifacts are not just unique items, they are also nigh-indestructible fonts of incredible power, and thus cannot be ''desynthesized''. Mortals are incapable of intentionally creating artifacts.
 
'''Artifact accessories''' cannot be purchased in any economy whatsoever; they can be sold in the ''mox economy'' as though they had a value of 100 dp to someone who is looking for that particular artifact. There is no particular market for them: to trade an artifact, you must find seek out (or be found by) an individual who wants it. Artifacts are not just unique items, they are also nigh-indestructible fonts of incredible power, and thus cannot be ''desynthesized''. Mortals are incapable of intentionally creating artifacts.
 +
 +
Materia created from accessories that have been ''desynthesized'' cost only half as much as an accessory of the same grade.
  
 
=Properties and Powers=
 
=Properties and Powers=
Line 179: Line 181:
 
|'''Rarity:''' Common
 
|'''Rarity:''' Common
 
|-align="left"  
 
|-align="left"  
|style="background:#E4D7CA; padding-left: 2em;"|'''POWERS'''
+
|style="background:#E4D7CA; padding-left: 2em;"|'''POWERS (t20v4)'''
 
|-align="left"  
 
|-align="left"  
 
|'''Power (Daily):''' As a reaction, when an adjacent ally to you regains hit points, that ally regains additional hit points as though they had spent a healing surge.
 
|'''Power (Daily):''' As a reaction, when an adjacent ally to you regains hit points, that ally regains additional hit points as though they had spent a healing surge.
 +
|-align="left"
 +
|style="background:#E4D7CA; padding-left: 2em;"|'''PROPERTIES (5e)'''
 +
|-align="left"
 +
|As a reaction when an ally adjacent to you regains hit points, that ally regains additional hit points as though they had spent a hit die.
 
|}
 
|}
 
</div>
 
</div>
Line 1,711: Line 1,717:
 
==Head Slot Item Descriptions==
 
==Head Slot Item Descriptions==
 
Descriptions of items that can occupy your ''head slot''.
 
Descriptions of items that can occupy your ''head slot''.
 +
 +
&nbsp;
  
 
<div id="Casque of Tactics">
 
<div id="Casque of Tactics">
Line 1,729: Line 1,737:
 
|}
 
|}
 
</div>
 
</div>
 
&nbsp;
 
  
 
&nbsp;
 
&nbsp;
Line 1,942: Line 1,948:
 
|-align="left"  
 
|-align="left"  
 
|You gain an item bonus to your healing surge value equal to your level.
 
|You gain an item bonus to your healing surge value equal to your level.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
<div id="Amulet of Warding">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#C9AF94;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">AMULET OF WARDING</font></div>
 +
|-style="background:white;" align="left"
 +
|Polished to a mirror finish, this bronze disk reflects light upon those closest to you, warding them against danger.
 +
|-align="left"
 +
|'''Accessory - Neck'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#E4D7CA; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|When an ally adjacent to you is hit by an attack, as an immediate interrupt, you can spend a ''healing surge'' to grant that ally an item bonus to all Defenses equal to your attunement bonus until the end of your next turn.
 
|}
 
|}
 
</div>
 
</div>

Latest revision as of 14:00, 3 April 2022

Accessories are worn items other than armor that grants some kind of benefit to the wearer. While some accessories are strictly for show, adventuring accessories provide numerous small effects to their wearer.

Unlike weapons and armor, which only rarely have intrinsic effects and instead require materia to provide greater benefits, accessories always have an intrinsic effect upon the wearer. Similarly, whereas weapons and armor always provide a bonus (to attack and damage rolls, and to AC, respectively), not all accessories provide a bonus to something.

Materia and Desynthesis

Accessories, like weapons and armor, can have materia slots.

Because of their intrinsic abilities, accessories can be desynthesized into materia. This process is somewhat involved, taking an hour, and requires a spark of the same Force as the accessory in question. When the process is completed, the item is transformed into a materia that, when slotted into an item, allows that item's wearer or wielder to benefit from the materia as though the item it is slotted into were also the original item.

Example: Troi is currently wearing assault boots, and comes across a pair of anklets of opportunity in a dungeon. He wants the abilities of both accessories, but can only benefit from one. He returns to town to find a mage that can desynthesize the boots; when that's done, he slots the assault boot materia into the anklets. The anklets with the materia now behave as though the accessory was both the anklets and the boots.

Materia created through desynthesis can be slotted into any item, but has a lower attunement cost when slotted into an item of the same type. Materia created in this fashion have the same Force alignment as the item it was desynthesized from.

The attunement cost of a materia created through desynthesis depends on the item's rarity: if common, 1; if uncommon, 2; if rare, 4; if mythic, 8. If you slot a materia into an item that is of a different type than the item from which the materia was made, the attunement cost increases by +1.

Bonuses provided by materia do not stack; that is, if you have two materia that grant you an enhancement bonus to your Reflex, only the highest bonus applies.

Also remember that when materia are slotted into an item, it reduces that item's effective attunement bonus by the attunement cost of all slotted materia.

Economics of Accessories

Accessory Costs
    Value
    kp gp dp
Common --- 2000 ---
Uncommon --- (8000) 8
Rare --- --- 16
Mythic --- --- 32
Artifact --- --- (50)
Desynthesis Common --- 200 ---
Uncommon --- 1000 1
Rare --- --- 2
Mythic --- --- 4
Artifact --- --- ---
(X) Can only be sold in the listed economy as though it had X value.

Accessories are Force items, and as such typically exist only in the mox economy, due to the requirements involved in crafting permanent Force items of any real strength. While minor accessories can be had for mere coins, more powerful items require more exotic currencies.

Common accessories can be purchased for the price of 2000 gp, and can be purchased through the gold economy. The imbuing of Force energies into these objects is not as complex or demanding as more powerful items, and the reagents required to permanently bind the powers to such an item do not require powerful components. Any spark or adept is capable of desynthesizing these accessories, and so charge only a nominal fee in the gold economy. Common accessories have no place in the mox economy.

Uncommon accessories cannot be purchased in the gold economy, but can be sold in it as though they had a price of 8000 gp. Uncommon accessories are the beginnings of true power, in terms of Forces: these are items whose effects are significant, or are combinations of existing abilities set into one item, making it that much more useful. Any spark or adept capable of crafting accessories can desynthesize uncommon accessories; as such, while the availability is reduced, this service can still be attained in the gold economy, though such individuals are also willing to take mox economy currency for their trouble. Uncommon accessories cost 8 dp in the mox economy.

Rare accessories cannot be traded in the gold economy whatsoever. Rare accessories are true power, being imbued with as much energy from their aligned Forces as most mortals can muster: either entire suites of less-powerful abilities, or an effect synonymous with "epic" from its parent Force. Sparks or adepts capable of desynthesizing rare accessories are much rarer, due to required spark level checks; as such, availability is significantly reduced, and those who can render it will expect mox economy goods for the service. Rare accessories cost 16 dp in the mox economy.

Mythic accessories cannot be traded in the gold economy whatsoever. Mythic accessories are extreme expressions of power, often being unique one-of-a-kind items imbued with strange and unusual powers that, while not indestructible, are particularly resilient to deconstruction. Sparks or adepts capable of desynthesizing mythic accessories are ridiculously rare and are often loathe to do so, as such items are incredibly - if not outright impossible - to replicate. Such items are often not traded in the open market, but can sometimes be found in high-brow auctions. Mythic accessories cost 32 dp in the mox economy.

Artifact accessories cannot be purchased in any economy whatsoever; they can be sold in the mox economy as though they had a value of 100 dp to someone who is looking for that particular artifact. There is no particular market for them: to trade an artifact, you must find seek out (or be found by) an individual who wants it. Artifacts are not just unique items, they are also nigh-indestructible fonts of incredible power, and thus cannot be desynthesized. Mortals are incapable of intentionally creating artifacts.

Materia created from accessories that have been desynthesized cost only half as much as an accessory of the same grade.

Properties and Powers

Accessories have abilities that come in two forms: properties and powers.

Properties are passive effects that you benefit from while you are wearing the item and it is attuned to you. Properties do not stack: if two properties provide a bonus to the same stat, use the higher bonus.

Powers are active effects that you can activate. Powers come in several varieties.

  • At Will: You can use these powers at any time without restriction.
  • Encounter: You can use these powers once per encounter, or once every 5 minutes.
  • Daily: You can use these powers once per day. Daily powers refresh at sunrise each day.

If an item has multiple at will powers, you can use all of them.

If an item has multiple encounter powers, you can use one of them each encounter or every 5 minutes, regardless of how many powers it has.

If an item has multiple daily powers, you can use one of them each day, regardless of how many powers it has.

Arms Slot

Unlike other types of accessories, the arms slot consists of two subtypes of items: bracers and shields.

If you desynthesize an arms slot item into materia, also note the item's subtype. The additional cost for being slotted into an inappropriate item is applied if the materia is slotted into an item not of the same subtype.

Table

There will be a table of these here eventually.

Arms Slot Item Descriptions

Descriptions of items that can occupy your arms slot.

 

ABSORBING SHIELD
This steel shield absorbs the power from attacks, protecting both you and allies.
Accessory - Arms (Shield)
Rarity: Uncommon
POWERS
Power (At Will): As a reaction, when an area effect misses you but hits an ally, the triggering effect instead misses that ally.

 

ANGELSTEEL SHIELD
This fine, steel shield flickers with light that flows out at times to help defend your allies.
Accessory - Arms (Shield)
Rarity: Common
POWERS
Power (Daily): As a reaction, when an adjacent ally is hit by an attack, that ally gains a power bonus to the defense that attack targeted (AC, Reflex, Fort, or Will) equal to your attunement bonus until the end of the encounter.

 

ARMBANDS OF POWER
These plate armbands enhance the damage you dole out.
Accessory - Arms (Bracers)
Rarity: Common
PROPERTY
Gain an item bonus to melee damage rolls equal to your attunement bonus.

 

BARRAGE BRACERS
While you wear these bracers, when you attack rapidly, you can focus more power into your attacks.
Accessory - Arms (Bracers)
Rarity: Uncommon
PROPERTY
When you hit a creature with a melee attack, you gain a +1 untyped bonus to attack rolls against that target until the end of your turn.

 

BATTLEFORGED AEGIS
Covered in Dwarven and Draconic runes, this shield aids badly wounded allies.
Accessory - Arms (Shield)
Rarity: Common
POWERS (t20v4)
Power (Daily): As a reaction, when an adjacent ally to you regains hit points, that ally regains additional hit points as though they had spent a healing surge.
PROPERTIES (5e)
As a reaction when an ally adjacent to you regains hit points, that ally regains additional hit points as though they had spent a hit die.

 

BLOODGUARD SHIELD
As your foe’s weapon strikes deep, this bronze shield flares red and covers you in a protective aura.
Accessory - Arms (Shield)
Rarity: Varies
POWERS
Power (Daily): As a reaction, when a critical hit is scored against you, gain resist damage equal to your level until the start of your next turn.

 

BLOODHOUND BRACERS
You can track a wounded foe and strike it down when it's most vulnerable.
Accessory - Arms (Bracers)
Rarity: Uncommon
PROPERTY
Creatures that are bloodied grant you combat advantage.

 

BRACERS OF DEFENSE
These enchanted armbands can be activated to reduce the damage you take from a single attack.
Accessory - Arms (Bracers)
Rarity: Common
POWERS
Power (Daily): As a reaction, you can reduce the damage you take from a melee attack by an amount equal to 5 + 5/four levels (max 30 at 20th level).

 

CLIMBER'S BRACERS
Your hands are as effective as an animal's claws at climbing while wearing these rough leather bracers.
Accessory - Arms (Bracers)
Rarity: Uncommon
PROPERTY
You gain a climb speed equal to your movement speed.

 

EXECUTIONER'S BRACERS
These ornamental black bracers help you hit harder.
Accessory - Arms (Bracers)
Rarity: Varies
PROPERTY (Common)
Weapons you wield have +1 item bonus to their critical multiplier.
PROPERTY (Uncommon)
Weapons you wield have +2 item bonus to their critical multiplier.
PROPERTY (Rare)
Weapons you wield have +3 item bonus to their critical multiplier.

 

FLAMEWARD SHIELD
Stylized golden flames adorn this deep red shield.
Accessory - Arms (Shield)
Rarity: Uncommon
PROPERTY
You gain resist fire equal to your level.
POWERS
Power (At Will): As a reaction, when you are targeted by an effect with the [fire] descriptor, all other targets of that effect gain resist fire equal to your level.

 

MOX ARMLET, AMETHYST
An exquisitely-cut amethyst set into a simple silver bracer, imbued within it a mote of mox, and pulses with an eerie purple light.
Accessory - Arms
Rarity: Varies
PROPERTY (Uncommon)
You gain PR 10 + your level.
PROPERTY (Rare)
You gain PR 15 + your level.

 

MOX ARMLET, CITRINE
An exquisitely-cut citrine set into a simple silver bracer, imbued within it a mote of mox, and pulses with an eerie brown light.
Accessory - Arms
Rarity: Varies
PROPERTY (Uncommon)
You gain CO 10 + your level.
PROPERTY (Rare)
You gain CO 15 + your level.

 

MOX ARMLET, EMERALD
An exquisitely-cut emerald set into a simple silver bracer, imbued within it a mote of mox, and pulses with an eerie green light.
Accessory - Arms
Rarity: Varies
PROPERTY (Uncommon)
You gain NI 10 + your level.
PROPERTY (Rare)
You gain NI 15 + your level.

 

MOX ARMLET, JET
An exquisitely-cut jet set into a simple silver bracer, imbued within it a mote of mox, and pulses with an eerie black light.
Accessory - Arms
Rarity: Varies
PROPERTY (Uncommon)
You gain VI 10 + your level.
PROPERTY (Rare)
You gain VI 15 + your level.

 

MOX ARMLET, PEARL
An exquisitely-cut pearl set into a simple silver bracer, imbued within it a mote of mox, and pulses with an eerie white light.
Accessory - Arms
Rarity: Varies
PROPERTY (Uncommon)
You gain DI 10 + your level.
PROPERTY (Rare)
You gain DI 15 + your level.

 

MOX ARMLET, RUBY
An exquisitely-cut ruby set into a simple silver bracer, imbued within it a mote of mox, and pulses with an eerie red light.
Accessory - Arms
Rarity: Varies
PROPERTY (Uncommon)
You gain SR 10 + your level.
PROPERTY (Rare)
You gain SR 15 + your level.

 

MOX ARMLET, SAPPHIRE
An exquisitely-cut sapphire set into a simple silver bracer, imbued within it a mote of mox, and pulses with an eerie blue light.
Accessory - Arms
Rarity: Varies
PROPERTY (Uncommon)
You gain UO 10 + your level.
PROPERTY (Rare)
You gain UO 15 + your level.

 

MOX ARMLET, TOPAZ
An exquisitely-cut topaz set into a simple silver bracer, imbued within it a mote of mox, and pulses with an eerie yellow light.
Accessory - Arms
Rarity: Varies
PROPERTY (Uncommon)
You gain IO 10 + your level.
PROPERTY (Rare)
You gain IO 15 + your level.

 

MOX ARMLET, ZIRCON
An exquisitely-cut zircon set into a simple silver bracer, imbued within it a mote of mox, and pulses with an eerie silver light.
Accessory - Arms
Rarity: Varies
PROPERTY (Uncommon)
You gain TR 10 + your level.
PROPERTY (Rare)
You gain TR 15 + your level.

 

SHIELD OF DEFLECTION
This enchanted shield reduces the damage you suffer from ranged attacks.
Accessory - Arms (Shield)
Rarity: Uncommon
PROPERTY
Gain resist damage against ranged attacks equal to 5 + 5/ten levels (max 15 at 20th level).

 

SHIELD OF PROTECTION
This enchanted shield can be activated to provide you and an ally with magical protection for a short time.
Accessory - Arms (Shield)
Rarity: Common
POWERS
Power (Daily): As a standard action, you and an adjacent ally of your choice gain protect until the start of your next turn.

 

Feet Slot

Description of things that can go here, etc.

Table

Accessory - Boots
Name Description Rarity Cost
Acrobat Boots These enchanted boots enhance your acrobatic skills. Common 2000
Anklets of Opportunity When your foe is distracted by an ally, these glittering anklets quicken your step. Uncommon 8
Anklets of Sudden Moves A pair of large leather bands with gleaming mithral rings, which move of their own accord. Rare 16
Assassin's Slippers You are able to press your advantage from several angles while wearing these black chamois slippers. Uncommon 8
Assault Boots These mail boots trip up a foe when you strike a grievous blow. Uncommon 8
Avalanche Boots These heavy leather boots are covered in thick rock dust, and will not clean off no matter how well they are scrubbed. Uncommon 8
Backtrack Bindings This airy footwear carries you out of whatever trouble you’ve gotten yourself into. Rare 16
Boots of Adept Charging Rushing in is less dangerous in these studded leather boots. Common 2000
Boots of Equilibrium The tough mesh sole of these supple buckskin boots grips even the most slippery surfaces. Common 2000
Boots of the Fencing Master Your swift step befuddles your foes. Common 2000
Boots of Free Movement You deftly avoid entanglement in these well-crafted boots. Common 2000
Boots of Giantkin These boots are made of overlapping flaps of behemoth skin and are extremely heavy. Common 2000
Boots of the Infinite Stride These enchanted boots allow you to teleport. Rare 16
Boots of the Mighty Charge Your footsteps thunder as you charge in these boots, making bounds of steps and allowing you to deliver a mighty blow. Uncommon 8
Boots of Rapid Motion With these polished leather boots, you are hard to slow down. Uncommon 8
Boots of Speed These durable boots are designed to take you farther, faster. Rare 16
Boots of Striding Strong, sturdy leather boots reinforced with iron. Common 2000
Boots of Surging Speed These springy boots let you get out of harm's way when you need to catch your breath. Common 2000
Butterfly Sandals These comfortable leather sandals make you more adept while airborne. Uncommon 8
Cat Tabi This silky black footgear gives you catlike reflexes when jumping or falling. Common 2000
Clearing Cleats These knobbly-soled boots temporarily warp the terrain around you. Rare 16
Defiant Boots These sturdy iron boots grip the ground when you are moved against your will. Uncommon 8
Earthreaver Stompers These heavy, steel-soled boots allow you to sense vibrations as well as give you a powerful stomp. Uncommon 8
Floorfighter Straps Scuffed and worn, these rawhide bands keep you dangerous even when on the ground. Uncommon 8
Foe Chaser Boots Those you’ve chosen to fight find escape less likely when you wear these boots. Common 2000
Ghoststriders These tattered gray boots have a haunting aspect, granting you the elusiveness of a ghost when you need it. Rare 16
Lightstep Slippers These doeskin coverings cushion your step. Rare 16
Oceanstrider Boots Water is no obstacle for you in these thigh-high oilskin boots. Uncommon 8
Phantom Chaussures With your lower legs bound in gossamer silk, you become ephemeral, and sometimes invisible. Uncommon 8
Rushing Cleats These rawhide boot straps are fitted with spikes. Common 2000
Sandwalker Sandals These supple buckskin sandals let you glide through the desert sand like a dolphin through water. Uncommon 8
Shadowsteppers You disappear into the shadows in these matte black fur slippers. Uncommon 8
Surefoot Boots Attached snugly by rows of shiny buckles, these boots help keep your footing. Common 2000
Swiftstrike Shoes These shoes make you able to reach the front lines with ease, and can transport you instantly into the fray. Rare 16
Thornwalker Slippers These padded foot coverings allow you to pass cleanly through cluttered or grasping terrain. Uncommon 8
Time Jumping Boots For a brief moment, these nondescript boots allow you to step out of time. Rare 16
Wallwalkers These supple spidersilk boots give you the mobility of an arachnid, if only for a brief time. Common 2000
Wildrunners Crafted from the skins of wild plains animals, these boots lend you extraordinary speed. Common 2000
Winged Boots These enchanted boots protect you from falling damage and can be activated to allow you to fly for a short time. Uncommon 8
Zephyr Boots You catch the wind and fly like bird with these light boots. Rare 16

 

Feet Slot Item Descriptions

Descriptions of items that can occupy your feet slot.

 

ACROBAT BOOTS
These enchanted boots enhance your acrobatic skills.
Accessory - Feet
Rarity: Common
PROPERTY
You can stand up from prone as a swift action.

 

ANKLETS OF OPPORTUNITY
When your foe is distracted by an ally, these glittering anklets quicken your step.
Accessory - Feet
Rarity: Uncommon
PROPERTY
You gain an item bonus to your Reflex equal to your attunement bonus.
As a free action, when you are flanking a creature, you can shift 5 feet. This ability does not count against your limit of one shift per turn, but can only be used once each round.

 

ANKLETS OF SUDDEN MOVES
A pair of large leather bands with gleaming mithral rings, which move of their own accord.
Accessory - Feet
Rarity: Rare
PROPERTY
You can draw or sheathe a weapon, or draw or stow an item, once per round as a free action.
You can shift up to one-half your movement speed as a move action.

 

ASSASSIN'S SLIPPERS
You are able to press your advantage from several angles while wearing these black chamois slippers.
Accessory - Feet
Rarity: Uncommon
PROPERTY
You can treat any square adjacent to you as the square you occupy for purposes of flanking creatures.

 

ASSAULT BOOTS
These mail boots trip up a foe when you strike a grievous blow.
Accessory - Feet
Rarity: Uncommon
PROPERTY
When you confirm a critical hit with a melee weapon, all targets of that attack are knocked prone.

 

AVALANCHE BOOTS
These heavy leather boots are covered in thick rock dust, and will not clean off no matter how well they are scrubbed.
Accessory - Feet
Rarity: Uncommon
PROPERTY
Whenever you hit with an attack that pushes a target, you push the target an additional 5 feet.
After you charge, you can shift 5 feet before your turn ends.

 

BACKTRACK BINDINGS
This airy footwear carries you out of whatever trouble you’ve gotten yourself into.
Accessory - Feet
Rarity: Rare
PROPERTY
You gain an enhancement bonus to your Reflex equal to your attunement bonus.
As a swift action, at the end of your turn, you can teleport to the square you began this turn in if it is within 60 feet.

 

BOOTS OF ADEPT CHARGING
Rushing in is less dangerous in these studded leather boots.
Accessory - Feet
Rarity: Common
PROPERTY
You can shift 5 feet at the end of any turn in which you charged.

 

BOOTS OF BLOOD
These red leather boots come alive when your blood is spilled.
Accessory - Feet
Rarity: Uncommon
PROPERTY
When you become bloodied, you can shift up to your speed as a reaction.

 

BOOTS OF EQUILIBRIUM
The tough mesh sole of these supple buckskin boots grips even the most slippery surfaces.
Accessory - Feet
Rarity: Common
PROPERTY
You can move normally on slippery surfaces, such as ice or grease, that would require a Balance check to avoid falling prone.

 

BOOTS OF THE FENCING MASTER
Your swift step befuddles your foes.
Accessory - Feet
Rarity: Common
PROPERTY
You can shift 10 feet as a move action.

 

BOOTS OF FREE MOVEMENT
You deftly avoid entanglement in these well-crafted boots.
Accessory - Feet
Rarity: Common
PROPERTY
You gain an item bonus to your Defenses against effects that apply the slow or immobilize conditions equal to your attunement bonus.
At the end of your turn, you can make an additional saving throw against a slow or immobilize effect that ends with a saving throw.

 

BOOTS OF GIANTKIN
These boots are made of overlapping flaps of behemoth skin and are extremely heavy.
Accessory - Feet
Rarity: Common
PROPERTY
You gain an item bonus to Strength checks to grab a creature equal to your attunement bonus.
As a move action, you gain an item bonus to Strength checks to grab a creature equal to double your attunement bonus until the start of your next turn.

 

BOOTS OF THE INFINITE STRIDE
These enchanted boots allow you to teleport once per day.
Accessory - Feet
Rarity: Rare
PROPERTY
As a move action, you can teleport up to 1 mile. You must have line of sight and line of effect to your target destination.

 

BOOTS OF THE MIGHTY CHARGE
Your footsteps thunder as you charge in these boots, making bounds of steps and allowing you to deliver a mighty blow.
Accessory - Feet
Rarity: Uncommon
PROPERTY
When charging, you gain a +10 feet item bonus to your movement speed.
When you charge, you can use any martial maneuver with the (Strike) type you know instead of a basic melee attack, so long as that attack includes the creature you charged.

 

BOOTS OF RAPID MOTION
With these polished leather boots, you are hard to slow down.
Accessory - Feet
Rarity: Uncommon
PROPERTY
You treat the slow status ailment as always being "save ends."
As a swift action, gain a +5 item bonus to your movement speed until the end of your turn.

 

BOOTS OF SPEED
These durable boots are designed to take you farther, faster.
Accessory - Feet
Rarity: Rare
PROPERTY
Once each turn, you can spend a swift action to gain a move action.

 

BOOTS OF STRIDING
Strong, sturdy leather boots reinforced with iron.
Accessory - Feet
Rarity: Common
PROPERTY
You gain an item bonus to your movement speed equal to 5 per point of your attunement bonus.

 

BOOTS OF SURGING SPEED
These springy boots let you get out of harm's way when you need to catch your breath.
Accessory - Feet
Rarity: Common
PROPERTY
When you use your second wind, you can shift 10 feet as a free action.

 

BUTTERFLY SANDALS
These comfortable leather sandals make you more adept while airborne.
Accessory - Feet
Rarity: Uncommon
PROPERTY
You gain a +10 feet item bonus to your fly speed. If you do not have a fly speed, this property has no effect.

 

CAT TABI
This silky black footgear gives you catlike reflexes when jumping or falling.
Accessory - Feet
Rarity: Common
PROPERTY
Whenever you take falling damage, you instead take half damage.
Whenever you fall, you always land on your feet.

 

CLEARING CLEATS
These knobbly-soled boots temporarily warp the terrain around you.
Accessory - Feet
Rarity: Rare
PROPERTY
You ignore difficult terrain.

 

DEFIANT BOOTS
These sturdy iron boots grip the ground when you are moved against your will.
Accessory - Feet
Rarity: Uncommon
PROPERTY
Whenever you are subject to forced movement, reduce that movement by 10 feet.

 

EARTHREAVER STOMPERS
These heavy, steel-soled boots allow you to sense vibrations as well as give you a powerful stomp.
Accessory - Feet
Rarity: Uncommon
PROPERTY
You gain tremorsense 20 feet.
As a standard action, you can stomp the ground. Make a physical attack based on Constitution against Reflex against all creatures within 10 feet; if you hit, that creature takes potency 2 earth damage and is knocked prone.

 

FLOORFIGHTER STRAPS
Scuffed and worn, these rawhide bands keep you dangerous even when on the ground.
Accessory - Feet
Rarity: Uncommon
PROPERTY
While you are prone, creatures do not gain a +4 bonus to hit you with melee weapons, and you can shift normally.
When you stand up from prone, you can shift 5 feet as part of that action. This ability does not count against your limit of one 5-foot step per turn.

 

FOE CHASER BOOTS
Those you’ve chosen to fight find escape less likely when you wear these boots.
Accessory - Feet
Rarity: Common
PROPERTY
When charging a creature you have marked, you gain a +10 feet item bonus to your movement speed.
As a reaction, when a creature you have marked makes an attack that does not include you, you can teleport to a space from which you threaten that creature.

 

GHOSTSTRIDERS
These tattered gray boots have a haunting aspect, granting you the elusiveness of a ghost when you need it.
Accessory - Feet
Rarity: Rare
PROPERTY
Whenever you run, you gain insubstantial until the start of your next turn.

 

LIGHTSTEP SLIPPERS
These doeskin coverings cushion your step.
Accessory - Feet
Rarity: Rare
PROPERTY
You gain a +2 item bonus to stealth potency rolls.
You do not activate traps or hazards triggered by stepping into a particular square.
You cannot be detected by tremorsense.

 

OCEANSTRIDER BOOTS
Water is no obstacle for you in these thigh-high oilskin boots.
Accessory - Feet
Rarity: Uncommon
PROPERTY
You gain a +10 feet item bonus to your land move speed.
You can move across and stand on horizontal liquid surfaces as though they were solid ground. You still take damage from hazardous liquid surfaces upon which you stand (such as acid and magma).

 

PHANTOM CHAUSSURES
With your lower legs bound in gossamer silk, you become ephemeral, and sometimes invisible.
Accessory - Feet
Rarity: Uncommon
PROPERTY
If you move at least half your speed, you gain concealment until the start of your next turn.
If you move at least your speed, you gain invisible until the start of your next turn.

 

RUSHING CLEATS
These rawhide boot straps are fitted with spikes.
Accessory - Feet
Rarity: Common
PROPERTY
You gain an item bonus to all d20 checks when making a bull rush equal to your attunement bonus.
Whenever you make a melee attack that can push or slide a creature, increase the push or slide by 5 feet.

 

SANDWALKER SANDALS
These supple buckskin sandals let you glide through the desert sand like a dolphin through water.
Accessory - Feet
Rarity: Uncommon
PROPERTY
You gain a burrow speed equal to your movement speed while in sand.
You can breathe sand as though it were air.

 

SHADOWSTEPPERS
You disappear into the shadows in these matte black fur slippers.
Accessory - Feet
Rarity: Uncommon
PROPERTY
As a move action, you can teleport up to 30 feet and gain insubstantial until the start of your next turn.

 

SUREFOOT BOOTS
Attached snugly by rows of shiny buckles, these boots help keep your footing.
Accessory - Feet
Rarity: Common
PROPERTY
When you are knocked prone, you can stand up without provoking opportunity attacks as a reaction.

 

SWIFTSTRIKE SHOES
These shoes make you able to reach the front lines with ease, and can transport you instantly into the fray.
Accessory - Feet
Rarity: Rare
PROPERTY
You gain a +30 feet item bonus to your movement speed until the end of your first turn in each encounter.
As a move action, teleport up to your speed to a space from which you threaten an enemy you can see.

 

THORNWALKER SLIPPERS
These padded foot coverings allow you to pass cleanly through cluttered or grasping terrain.
Accessory - Feet
Rarity: Uncommon
Property
You can move normally and safely through natural environmental hazards that affect movement, such as quicksand, dense foliage, or deep snow.

 

TIME JUMPING BOOTS
For a brief moment, these nondescript boots allow you to step out of time.
Accessory - Feet
Rarity: Rare
PROPERTY
You gain an item bonus to Reflex equal to your attunement bonus.
As a move action, you gain eject until the start of your next turn. You can take a standard and two swift actions while suffering from this status effect, but you can only target yourself with abilities. At the start of your next turn, you are dazed until the end of your turn.

 

WALLWALKERS
These supple spidersilk boots give you the mobility of an arachnid, if only for a brief time.
Accessory - Feet
Rarity: Common
PROPERTY
If you begin your turn standing on a horizontal surface, you can walk on walls as if they were horizontal surfaces. If you are not on a horizontal surface sufficient to bear your weight at the end of your move, you fall to the ground, taking damage accordingly.

 

WILDRUNNERS
Crafted from the skins of wild plains animals, these boots lend you extraordinary speed.
Accessory - Feet
Rarity: Common
PROPERTY
Increase your speed multiplier for running by 1; this effect counts as an item bonus.

 

WINGED BOOTS
These enchanted boots protect you from falling damage and can be activated to allow you to fly for a short time.
Accessory - Feet
Rarity: Uncommon
PROPERTY
You take no damage from a fall and always land on your feet.
As a swift action, you gain a fly speed equal to your movement speed until the end of your turn. At the end of your turn, you float down to the ground if you are not already there.

 

ZEPHYR BOOTS
You catch the wind and fly like bird with these light boots.
Accessory - Feet
Rarity: Rare
PROPERTY
While you are not wearing Heavy armor and carrying no more than a light load, you gain a fly speed equal to your move speed.

 

Hands Slot

Description of things that can go here, etc.

Table

There will be a table of these here eventually.

Hands Slot Item Descriptions

Descriptions of items that can occupy your hands slot.

 

GAUNTLETS OF BLOOD
The blood of wounded foes streams along the joints of these rusty-looking gauntlets.
Accessory - Hands
Rarity: Common
PROPERTY
Gain an item bonus to damage rolls equal to your attunement bonus against creatures that are bloodied.

 

GAUNTLETS OF DESTRUCTION
These armored gloves turn glancing blows into solid ones.
Accessory - Hands
Rarity: Common
PROPERTY
When rolling damage on melee attacks, reroll all 1s until they come up as something other than a 1.

 

GAUNTLETS OF DISCONTINUITY
Cosmic energy crackles over these gauntlets, disrupting teleportation.
Accessory - Hands
Rarity: Common
POWER
Power (Daily): As a reaction, when a creature within 30 feet of you teleports, you can negate that teleportation, and that creature cannot teleport until the start of your next turn.

 

GAUNTLETS OF THE RAM
These armored gloves bear the symbol of a ram’s head.
Accessory - Hands
Rarity: Common
PROPERTY
Add 5 feet to the distance of any push effect you create.

 

GLOVES OF GRACE
While wearing these gloves, you help a companion recover quickly with but a touch.
Accessory - Hands
Rarity: Common
POWERS
Power (Daily): As a swift action, you allow an adjacent ally to make a saving throw against a status ailment or effect that a saving throw can end.

 

GLOVES OF ICE
Encrusted with elemental ice, these gloves don't freeze your hands while worn.
Accessory - Hands
Rarity: Uncommon
PROPERTY
Choose one of the following properties. You can switch properties as a swift action.
You gain an item bonus to ice damage you deal equal to your attunement bonus.
Whenever you deal ice damage, you ignore an amount of resist ice equal to 5 + 5/four levels (max 30 at 20th).

 

HAND OF VIRAXIS
A solid chunk of ruby mox, roughly carved into the shape of a human's left hand. It pulses with a combination of Magical and Divine power - a reminder of a long-forgotten age when gods yet ruled...
Accessory - Hand
Rarity: Artifact
Force: Magic, Divine
Special: To benefit from this item, you must place this item on the stump of your left arm.
PROPERTY
You gain an enhancement bonus to Intimidate and Sense Motive checks equal to +10 or double your attunement bonus, whichever is greater.
You can always choose to use your Strength modifier as your key ability modifier for any class feature that uses a key ability modifier.
Whenever you strike a creature with the enemy of Viraxis quality with a weapon, you deal +2d6 arcane damage.
POWERS
Power (At-Will): Free. When you successfully hit a creature with a melee touch attack, if the attack also hits that creature's Will with a -5 penalty, you also learn the target's surface thoughts.
Power (At-Will): Standard. Make a melee touch attack, using Charisma rather than Dexterity, against a creature; this attack resolves against Reflex. If you hit, the target takes potency 3 arcane damage, and you can slide the target up to 10 feet.
Power (At-Will): Reaction. When you are targeted by a Magic effect, you gain SR equal to 10 + your character level against the effect. If you have multiple Accessories with the name "of Viraxis" equipped, the SR you gain increases by 5 for each additional such Accessory.
Power (Encounter): Standard. Make a ranged touch attack, using Charisma rather than Dexterity, against a creature; this attack resolves against Will. If you hit, until the start of your next turn, whenever the target would roll a d20, they must roll twice and take the worse result.
Power (Daily): Swift. The hand temporarily detaches itself from your arm and floats on its own accord. You effectively gain reach out to 30 feet. This ability lasts for 1 round.

 

Head Slot

Description of things that can go here, etc.

Table

Eventually.

Head Slot Item Descriptions

Descriptions of items that can occupy your head slot.

 

CASQUE OF TACTICS
Favored by sergeants and commanders, this utilitarian helm improves your hearing and field of vision.
Accessory - Head
Rarity: Uncommon
PROPERTY
You gain an item bonus to Initiative equal to your attunement bonus.
When you roll Initiative, you can swap your result with that of a willing ally you can see.

 

HEADBAND OF INTELLECT
This ornamental silk cord strengthens your mental retention, recall, and powers.
Accessory - Head
Rarity: Uncommon
PROPERTY
When you make a d20 roll that is based off your Intelligence, you can spend an action point to gain your attunement bonus as an item bonus to the roll.

 

EYE OF VIRAXIS
A solid chunk of ruby mox, with what is clearly intended to be an eye etched into it. It pulses with a combination of Magical and Divine power - a reminder of a long-forgotten age when gods yet ruled...
Accessory - Head
Rarity: Artifact
Force: Magic, Divine
Special: To benefit from this item, you must place this item in an empty eye socket.
PROPERTY
You gain an enhancement bonus to Spellcraft and Spot checks equal to +10 or double your attunement bonus, whichever is greater.
You gain truesight with a 30-foot radius.
You can always choose to use your Intelligence modifier as your key ability modifier for any class feature that uses a key ability modifier.
You gain innate libra. (A creature with libra knows the current hit points, weaknesses and resistances, and Force alignment of any creature they look at within 60 feet.)
Whenever you strike a creature with the enemy of Viraxis quality with a weapon, you deal +2d6 arcane damage.
POWERS
Power (At-Will): Standard. Make a ranged touch attack, using Charisma rather than Dexterity, against a creature; this attack resolves against Will. If you hit, the target takes potency 2 arcane damage, and you are invisible to that target until the start of your next turn.
Power (At-Will): Reaction. When you are targeted by a Magic effect, you gain SR equal to 10 + your character level against the effect. If you have multiple Accessories with the name "of Viraxis" equipped, the SR you gain increases by 5 for each additional such Accessory.
Power (Encounter): Standard. Make a ranged touch attack, using Charisma rather than Dexterity, against a creature; this attack resolves against Will. If you hit, the target takes potency 3 arcane damage, and you and all allies are invisible to that target until the start of your next turn.
Power (Daily): Swift. You generate an aura of clear sight, with a radius of 50 feet, that lasts for 1 round. You gain a +10 bonus to all attack rolls, skill checks, and ability checks made against targets within the area.

 

Neck Slot

Description of things that can go here, etc.

Table

Eventually.

Neck Slot Item Descriptions

Descriptions of items that can occupy your neck slot.

 

AMULET OF DOUBLE FORTUNE
Good luck begets even better luck when you wear this amulet.
Accessory - Neck
Rarity: Common
PROPERTY
When you confirm a critical hit, you can make a saving throw against one status ailment you are suffering from that a successful save can end; you gain an item bonus to that saving throw equal to your attunement bonus.

 

AMULET OF FALSE LIFE
This dark blue amulet with a crimson center can be activated to grant you temporary hit points.
Accessory - Neck
Rarity: Common
POWERS
As a swift action, you can spend an action point to gain temporary hit points equal to your healing surge value; these temporary hit points last until they are lost. You can only use this ability while bloodied.

 

AMULET OF MIGHTY FISTS
This amulet translates its power into your fists, enhancing your damage.
Accessory - Neck
Rarity: Common
PROPERTY
You gain a +1 item bonus to damage potency when attacking unarmed.

 

AMULET OF PROTECTION
This light blue amulet increases your defenses.
Accessory - Neck
Rarity: Common
PROPERTY
You gain an item bonus to saving throws equal to your attunement bonus.

 

AMULET OF RESOLUTION
Whether the affliction be of mind or body, this mithril necklace gives you a second chance to ward it off.
Accessory - Neck
Rarity: Common
POWERS
When you fail a saving throw, you can spend an action point to reroll the saving throw as a free action.

 

AMULET OF SCALES
A fetish made from dragon scales and claws.
Accessory - Neck
Rarity: Uncommon
POWERS
As a reaction, when you are subject to an effect that deals energy damage, gain barrier against that energy type until the end of your next turn.

 

AMULET OF THE UNBROKEN
Encrusted with vibrant gems that flash when it is used, this magnificent amulet proves that some heroes never say die.
Accessory - Neck
Rarity: Rare
POWERS
As a reaction, when you would drop below 0 hit points, you can spend an action point; if you do, you can expend any number of healing surges and regain hit points as normal for each surge spent.

 

AMULET OF VIGOR
This silver amulet bears an engraved prayer for health and healing on its back.
Accessory - Neck
Rarity: Common
PROPERTY
You gain an item bonus to your healing surge value equal to your level.

 

AMULET OF WARDING
Polished to a mirror finish, this bronze disk reflects light upon those closest to you, warding them against danger.
Accessory - Neck
Rarity: Common
PROPERTY
When an ally adjacent to you is hit by an attack, as an immediate interrupt, you can spend a healing surge to grant that ally an item bonus to all Defenses equal to your attunement bonus until the end of your next turn.

 

CAPE OF THE MOUNTEBANK
With a flourish of this silk-hemmed garment, you transport out of harm’s way.
Accessory - Neck
Rarity: Common
POWERS
As a reaction to being hit by a melee or ranged attack, you can teleport up to 30 feet and gain combat advantage against the attacker for 1 round.

 

CLOAK OF DISPLACEMENT
This shimmering cloak conceals your precise location.
Accessory - Neck
Rarity: Uncommon
PROPERTY
At the beginning of an encounter, you gain an item bonus to your AC and saving throws equal to your attunement bonus until an attack hits you or you fail a saving throw. This property refreshes at the end of an encounter or after 5 minutes.
POWERS
As a reaction, when you are subject to a melee or ranged attack, you can spend an action point to force the attacker to reroll the attack roll. If the attacker misses you, you can teleport 5 feet.

 

CLOAK OF INVISIBILITY
This gold-hemmed cloak can be activated to turn you invisible for a short time.
Accessory - Neck
Rarity: Rare
POWERS
As a swift action, you become invisible until the end of your next turn, or until you take damage.

 

CLOAK OF RESISTANCE
This crimson-hemmed cloak can be activated to provide minor resistance to all attacks.
Accessory - Neck
Rarity: Common
POWERS
As a swift action, you gain resist damage equal to your level until the end of your next turn. (Resist damage reduces all damage you would take from any source.)

 

GUARDIAN'S CAPE
This dark blue cape can be activated to allow you to teleport and switch places with an ally.
Accessory - Neck
Rarity: Uncommon
POWERS
As a move action, you can teleport into an ally's space within 50 feet; that ally simultaneously teleports to your original space. You do not need line of sight or line of effect to the ally's space.

 

MOX AMULET, AMETHYST
An exquisitely-cut amethyst hangs on a simple silver chain, imbued within it a mote of mox, and pulses with an eerie purple light.
Accessory - Neck
Rarity: Varies
Special: This item's properties only function if you are a manifester.
PROPERTY (Uncommon)
You gain bonus PP equal to your level.
PROPERTY (Rare)
You gain bonus PP equal to your level.
You can maintain concentration on one additional power each round.

 

MOX AMULET, CITRINE
An exquisitely-cut citrine hangs on a simple silver chain, imbued within it a mote of mox, and pulses with an eerie brown light.
Accessory - Neck
Rarity: Varies
Special: This item's properties only function if you are an anarchist.
PROPERTY (Uncommon)
Whenever you would draw at least one whim from your deck, you can draw an additional whim.
PROPERTY (Rare)
Whenever you would draw at least one whim from your deck, you can draw an additional whim.
Your deck can have up to a number of cards fewer or more equal to one-quarter your level, rounded down.

 

MOX AMULET, DIAMOND
An exquisitely-cut diamond hangs on a simple iron chain.
Accessory - Neck
Rarity: Varies
Special: This item's properties only function if you are an initiator.
PROPERTY (Uncommon)
When created, the creator specifies a number of maneuvers from a single Warrior class whose total level is no greater than 6. If a piece of mox is imbued into the item as part of the creation process, the creator can instead imbue a number of maneuvers from a single Adept class whose total level is no greater than 4.
You gain access to the maneuvers stored in this item, as though they were maneuvers you knew; if you have multiple initiator classes, they are treated as maneuvers known for all your initiator classes. If this item is Force-aligned and you would be opposed to that Force, you gain no benefit from wearing this item.
PROPERTY (Rare)
When created, the creator specifies a number of maneuvers from a single Warrior class whose total level is no greater than 9. If a piece of mox is imbued into the item as part of the creation process, the creator can instead imbue a number of maneuvers from a single Adept class whose total level is no greater than 6.
You gain access to the maneuvers stored in this item, as though they were maneuvers you knew; if you have multiple initiator classes, they are treated as maneuvers known for all your initiator classes. If this item is Force-aligned and you would be opposed to that Force, you gain no benefit from wearing this item.

 

MOX AMULET, EMERALD
An exquisitely-cut emerald hangs on a simple silver chain, imbued within it a mote of mox, and pulses with an eerie green light.
Accessory - Neck
Rarity: Varies
Special: This item's properties only function if you are a geomancer.
PROPERTY (Uncommon)
Your stress limit for all suites is increased by your level.
PROPERTY (Rare)
Your stress limit for all suites is increased by your level.
When you tap an element, you roll your flux die twice and take the result of your choice.

 

MOX AMULET, JET
An exquisitely-cut jet hangs on a simple silver chain, imbued within it a mote of mox, and pulses with an eerie black light.
Accessory - Neck
Rarity: Varies
Special: This item's properties only function if you are a nihilist.
PROPERTY (Uncommon)
You gain a bonus to your max void debt equal to one-half your level, rounded down.
PROPERTY (Rare)
You gain a bonus to your max void debt equal to one-half your level, rounded down.
You can use the higher of your given wu wei bonus or your level for your wu wei checks.

 

MOX AMULET, PEARL
An exquisite pearl hangs on a simple silver chain, imbued within it a mote of mox, and pulses with an eerie white light.
Accessory - Neck
Rarity: Varies
Special: This item's properties only function if you are a petitioner.
PROPERTY (Uncommon)
You gain an enhancement bonus to your petition check equal to one-half your level, rounded down.
PROPERTY (Rare)
You gain an enhancement bonus to your petition check equal to one-half your level, rounded down.
Your maximum number of blessings at any one time increases by one. When you make a petition, you gain an additional blessing of the lowest grade you are granted.

 

MOX AMULET, RUBY
An exquisitely-cut ruby hangs on a simple silver chain, imbued within it a mote of mox, and pulses with an eerie red light.
Accessory - Neck
Rarity: Varies
Special: This item's properties only function if you are a caster.
PROPERTY (Uncommon)
Your maximum mana pool increases by your level.
PROPERTY (Rare)
Your maximum mana pool increases by your level.
You regain 5% of your maximum mana at the end of any turn in which you cast a spell, rounded down.

 

MOX AMULET, SAPPHIRE
An exquisitely-cut sapphire hangs on a simple silver chain, imbued within it a mote of mox, and pulses with an eerie blue light.
Accessory - Neck
Rarity: Varies
Special: This item's properties only function if you are a memeticist.
PROPERTY (Uncommon)
You gain +1 memory.
PROPERTY (Rare)
You gain +1 memory.
You gain a +1 bonus on all recharge rolls for memes, including for creatures under your control.

 

MOX AMULET, TOPAZ
An exquisitely-cut topaz hangs on a simple silver chain, imbued within it a mote of mox, and pulses with an eerie yellow light.
Accessory - Neck
Rarity: Varies
Special: This item's properties only function if you are a chronist.
PROPERTY (Uncommon)
Your max quanta increases by your level.
PROPERTY (Rare)
Your max quanta increases by your level.
When you gather quanta, you gather as though you had spent the next higher action type (swift is treated as move, move is treated as standard, standard treated as full-round).

 

MOX AMULET, ZIRCON
An exquisitely-cut zircon hangs on a simple silver chain, imbued within it a mote of mox, and pulses with an eerie silver light.
Accessory - Neck
Rarity: Varies
Special: This item's properties only function if you are a student.
PROPERTY (Uncommon)
When you activate a device's clutch, that device cannot malfunction while the clutch effect is active.
PROPERTY (Rare)
When you activate a device's clutch, that device cannot malfunction while the clutch effect is active.
Reduce the malfunction rate of all your devices by 1, to a minimum of 0.

 

PERIAPT OF WISDOM
This silver amulet increases your wisdom and can be activated to greatly enhance the strength of your will.
Accessory - Neck
Rarity: Uncommon
PROPERTY
When you make a d20 roll that is based off your Wisdom, you can spend an action point to gain your attunement bonus as an item bonus to the roll.

 

SCARAB OF INVULNERABILITY
This night black amulet can be activated to make you invulnerable for a short time.
Accessory - Neck
Rarity: Rare
POWERS
As a swift action, you can spend an action point to gain damage immunity until the end of your next turn. (Damage immunity makes you immune to damage from any source.)

 

Ring Slot

Description of things that can go here, etc.

Table

Accessory - Boots
Name Description Rarity Cost
Ring of Adaptation A simple band of polished iron that seems to never rust. Uncommon 8
Ring of Deflection A prismatic band that shimmers in the light, shielding you from harm. Uncommon 8
Ring of Draconic Zeal This platinum ring gleams with crimson light. Uncommon 8
Ring of Free Time You slip the bonds of time while you wear this simple silver band, allowing you to act faster than your foes. Rare 16
Ring of Fury This ring gleams with hate. Uncommon 8
Ring of Invigoration This dull iron ring is engraved with what appear to be a dire bear’s paw print. Uncommon 8
Ring of Protection This simple silver band projects a shimmering field of energy that absorbs some of the force of physical attacks. Rare 16
Ring of Regeneration This ring of plain silver is adorned with a blood red ruby. Rare 16
Ring of Sustenance A simple band of carved, polished wood that always looks clean and healthy. Uncommon 8
Ring of Zzyzx What was once clearly a simple silver ring has been twisted and bent, as though its original owner's shape was in a constant state of flux, its edges and faces marked with the passage of a thousand tiny insects. A single bug clings to the shard of metal, but no matter what you do, it never goes away... Mythic 32

 

Ring Slot Item Descriptions

Descriptions of items that can occupy your ring slot.

 

RING OF ADAPTATION
A simple band of polished iron that seems to never rust.
Accessory - Ring
Rarity: Uncommon
Special: This ring's properties only come into effect after the item has been worn for a week.
PROPERTY
You do not need to breathe.
You gain immunity to gases.

 

RING OF DEFLECTION
A prismatic band that shimmers in the light, shielding you from harm.
Accessory - Ring
Rarity: Uncommon
PROPERTY
You gain damage resist equal to your attunement bonus.

 

RING OF DRACONIC ZEAL
This platinum ring gleams with crimson light.
Accessory - Ring
Rarity: Uncommon
PROPERTY
As a swift action, you can make a basic attack.

 

RING OF FLIGHT
This delicate silver ring bears a feathery pattern.
Accessory - Ring
Rarity: Rare
PROPERTY
You take no damage from a fall and always land on your feet.
As a standard action, you gain a fly speed equal to your movement speed for 5 rounds.

 

RING OF FREE TIME
You slip the bonds of time while you wear this simple silver band, allowing you to act faster than your foes.
Accessory - Ring
Rarity: Rare
PROPERTY
You gain an additional swift action on each of your turns.

 

RING OF FREEDOM OF MOVEMENT
This sky blue band seems to shimmer and move around your finger.
Accessory - Ring
Rarity: Uncommon
PROPERTY
You gain an item bonus to checks made to escape a grab and on saving throws to end the immobilized, restrained and slowed conditions equal to your attunement bonus.

 

RING OF FURY
This ring gleams with hate.
Accessory - Ring
Rarity: Uncommon
PROPERTY
As a reaction, when you are first bloodied in an encounter, you can make two basic attacks.

 

RING OF INVIGORATION
This dull iron ring is engraved with what appear to be a dire bear’s paw print.
Accessory - Ring
Rarity: Uncommon
PROPERTY
As a reaction, when you would drop to 0 hit points, you can spend a healing surge.

 

RING OF INVISIBILITY
This simple golden ring bears elven runes etched lightly across its surface.
Accessory - Ring
Rarity: Uncommon
PROPERTY
As a standard action, gain invisibility until the end of your next turn.

 

RING OF PROTECTION
This simple ring of white gold is engraved with a tiny shield.
Accessory - Ring
Rarity: Uncommon
PROPERTY
You gain a +1 item bonus to saving throws.
As a reaction, when you are hit by an attack, gain a +2 item bonus to all Defenses against that attack.

 

RING OF REGENERATION
This ring of plain silver is adorned with a blood red ruby.
Accessory - Ring
Rarity: Rare
PROPERTY
You gain an item bonus to your healing surge value equal to your level.
As a swift action, gain a temporary healing surge that lasts until the end of your next turn.

 

RING OF SUSTENANCE
A simple band of carved, polished wood that always looks clean and healthy.
Accessory - Ring
Rarity: Uncommon
Special: This ring's properties only come into effect after the item has been worn for a week.
PROPERTY
You do not require food or water to survive.
You only need one-quarter the normal amount of sleep to benefit from a long rest.

 

RING OF TRUE SEEING
This gold band sports a white pearl that appears like an eye upon your finger.
Accessory - Ring
Rarity: Uncommon
PROPERTY
As a swift action, until the end of your turn, you can see invisible creatures as if they were visible. You also ignore the attack penalty for concealment or total concealment.

 

RING OF ZZYZX
What was once clearly a simple silver ring has been twisted and bent, as though its original owner's shape was in a constant state of flux, its edges and faces marked with the passage of a thousand tiny insects. A single bug clings to the shard of metal, but no matter what you do, it never goes away...
Accessory - Ring
Rarity: Mythic
Force: Psionic, Nature
PROPERTY
You do not require food or water to survive.
You do not need to sleep; you must still rest for at least two hours to gain the benefits of a long rest.
You do not need to breathe.
You gain immunity to gases.
You gain immunity to poison.
You gain immunity to fear.
You gain an item bonus to your AC and Reflex equal to your attunement bonus.
You gain an item bonus to your Initiative equal to your attunement bonus.
While you wear this ring, the manifestation time for kayachikitsa is reduced to a move action.
As a swift action, gain two temporary healing surges that last until the end of your next turn.

 

Waist Slot

Description of things that can go here, etc.

Table

Eventually.

Waist Slot Item Descriptions

Descriptions of items that can occupy your waist slot.

 

BACKBONE BELT
Coupled with your second wind, this belt helps you stay in the fight longer.
Accessory - Waist
Rarity: Uncommon
PROPERTY
When you use your second wind, you also gain a +2 bonus to AC and all saving throws until the start of your next turn.

 

BALDRIC OF TACTICAL POSITIONING
This belt gives you greater command of the battlefield by helping you keep your enemies off-balance.
Accessory - Waist
Rarity: Common
POWERS
Power (Encounter): As a swift action, choose one square adjacent to you. That square counts as an ally for purposes of flanking until the start of your next turn.

 

BALDRIC OF TIME
This rough-textured belt seems to be coated in the sands of time.
Accessory - Waist
Rarity: Uncommon
PROPERTY
When you roll a natural 20 on your Initiative check, you gain an additional standard action on your first turn.

 

BARBED BALDRIC
Hooked metal barbs spring from this belt on command, making it dangerous for anyone to grab you.
Accessory - Waist
Rarity: Common
PROPERTY
At the start of your turn, you deal potency 2 slashing damage to any creature that is grabbing you.

 

BELT OF BLOOD
This bloodstained belt helps you recover from serious injuries.
Accessory - Waist
Rarity: Uncommon
PROPERTY
While you are bloodied, gain a bonus to your healing surge value equal to your Constitution modifier.

 

BELT OF FERAL MIGHT
This belt channels your fury into staying power.
Accessory - Waist
Rarity: Common
PROPERTY
When you gain temporary hit points, increase the amount by your Strength modifier.

 

BELT OF FRAGILE GUARD
This wide leather belt makes it easier to dodge, but you take the hits harder.
Accessory - Waist
Rarity: Common
POWERS
Power (At Will): As a swift action, gain a power bonus to your AC equal to your attunement bonus, but gain damage vulnerability equal to your level, until the start of your next turn.

 

BELT OF GIANT STRENGTH
This wide leather belt is studded with iron and enhances your strength.
Accessory - Waist
Rarity: Common
PROPERTY
Gain an item bonus to your Strength equal to your attunement bonus.

 

BELT OF LUCKY STRIKES
When wearing this belt, you can hit when you need to.
Accessory - Waist
Rarity: Common
POWERS
Power (Daily): As a reaction, when you miss at least one creature with a melee attack, you can reroll the attack roll and use the better result.

 

BELT OF MOUNTAIN ENDURANCE
The steel buckle of this leather belt is engraved with the image of a mountain.
Accessory - Waist
Rarity: Uncommon
PROPERTY
Gain a bonus to your healing surge value equal to your Strength modifier.

 

BELT OF RECOVERY
When you suffer a telling blow, this belt bolsters your defenses, giving you a moment to recover.
Accessory - Waist
Rarity: Common
PROPERTY
Whenever you are subject to a critical hit, you gain an item bonus to Defenses equal to your attunement bonus until the end of your next turn.

 

BELT OF SACRIFICE
This belt of leather allows you to help others heal.
Accessory - Waist
Rarity: Uncommon
PROPERTY
All allies within 30 feet of you gain an item bonus to their healing surge value equal to your attunement bonus.
POWERS
Power (Daily): As a swift action, you lose two healing surges. An ally of your choice within 30 feet gains a healing surge.

 

BELT OF THE FLANKER'S BANE
When wearing this belt, a subtle shift of your weight is all you need to send a flanking enemy scrambling.
Accessory - Waist
Rarity: Common
POWERS
Power (Encounter): As a reaction, when an enemy who flanks you makes an attack against you, you can slide that creature up to 10 feet to another square adjacent to you.

 

BELT OF VIGOR
This chain metal belt improves your recuperative abilities.
Accessory - Waist
Rarity: Common
PROPERTY
You gain an item bonus to your healing surge value equal to your attunement bonus.

 

BELT OF VIM
You feel hale and hearty while wearing this wide belt.
Accessory - Waist
Rarity: Common
PROPERTY
You gain an item bonus to your Fortitude equal to your attunement bonus.

 

BELT OF VITALITY
This belt helps you keep death at bay.
Accessory - Waist
Rarity: Rare
PROPERTY
You gain an item bonus to your Fortitude equal to your attunement bonus.
POWERS
Power (Daily): As a non-action, when you make a death saving throw, you can spend a healing surge.

 

BLINKBACK BELT
Your weapons are always on hand with this sturdy belt on your waist.
Accessory - Waist
Rarity: Uncommon
PROPERTY
When you throw a melee or thrown weapon, it teleports back to its sheath at the end of your turn.

 

CENTERING CINCTURE
With this simple sash, you fend off attacks against your body.
Accessory - Waist
Rarity: Common
POWERS
Power (Daily): As a reaction, when you are hit by an attack, you gain a power bonus to your Fortitude equal to your attunement bonus until the start of your next turn.

 

CINCTURE OF VIVACITY
Wearing this heavy damask wrap, you can exceed your body’s normal recuperative ability.
Accessory - Waist
Rarity: Uncommon
PROPERTY
When you are healed for an amount that would put you above your maximum hit points, you can retain the extra as temporary hit points, to a maximum amount of one-half your maximum hit points, which last until used or for 5 minutes.

 

CINGULUM OF COMBAT RUSHING
This heavily decorated belt pushes you straight through your foes.
Accessory - Waist
Rarity: Uncommon
POWERS
Power (Daily): Swift. You can move into squares occupied by enemies until the end of your next turn. Your movement provokes opportunity attacks as normal, and you cannot end your move in an occupied space.

 

CONTORTIONIST'S CORD
This extremely flexible snakeskin binding allows you to quickly squeeze through even the tightest spots.
Accessory - Waist
Rarity: Common
PROPERTY
While squeezing, you move at full speed and do not take penalties to attack rolls, but you still grant combat advantage.

 

CORD OF HEALER'S FAVOR
A healer’s garment, this cinch lets you tend to yourself as you aid others.
Accessory - Waist
Rarity: Uncommon
POWERS
Power (Encounter): As a reaction, when you heal an ally with an ability that allows them to spend a healing surge, you can also spend a healing surge.

 

CORD OF FORESIGHT
With the insight provided by this woven silk belt, you brace your body for physical danger.
Accessory - Waist
Rarity: Uncommon
PROPERTY
After each extended rest, deduct 1 healing surge and gain temporary hit points equal to your healing surge value. These temporary hit points remain until lost, or until you take an extended rest.

 

DELAYING SASH
The amber glow spreading from this behemoth-hide belt swirls into your aura, shielding you until the glow flares red.
Accessory - Waist
Rarity: Common
PROPERTY
You gain 1 healing surge; this counts as an item bonus.
POWERS
Power (Encounter): As a reaction to taking damage, you gain damage resist 15 against that attack. You lose 10 hit points at the beginning of your next turn.

 

DIAMOND CINCTURE
The diamonds on this platinum belt grant great fortitude, which you can sacrifice in a moment of need.
Accessory - Waist
Rarity: Rare
PROPERTY
So long as this item has charges remaining, you gain an item bonus to your Fortitude equal to your attunement bonus.
This item has 3 charges; it recharges at sunrise each day.
POWERS
Power (At Will): As a swift action, spend a charge. You regain hit points as if you had spent a healing surge.

 

HEALER'S SASH
With this white homespun wrap, you can keep your allies going long after they have exhausted their healing resources.
Accessory - Waist
Rarity: Uncommon
PROPERTY
This item has 5 charges; it resets to 1 charge at sunrise each day and after you take an extended rest.
POWERS
Power (At Will): As a swift action, you or an adjacent ally expends a healing surge, but does not gain hit points. Instead, this item gains 1 charge.
Power (Encounter): As a reaction, when an ally within 30 feet of you takes damage, you can spend a charge. The ally regains hit points as though he had spent a healing surge, plus an additional potency 1 healing.

 

IRONSKIN BELT
The first of these belts of chain links was forged by a dwarf armorsmith. It can be activated to provide protection against weapon attacks.
Accessory - Waist
Rarity: Common
POWERS
Power (Daily): As a swift action, gain resist weapon damage equal to your level until the start of your next turn.

 

LIFESAVER
This double-thick leather and scale belt might literally be the only thing holding your guts together.
Accessory - Waist
Rarity: Common
PROPERTY
When you drop to 0 hit points or fewer, you gain a +4 item bonus to your first death saving throw.

 

MULEBACK HARNESS
This unadorned leather harness allows you to carry and drag heavier loads.
Accessory - Waist
Rarity: Common
PROPERTY
Gain an item bonus to your Strength score equal to your level for purposes of determining your carrying capacity.

 

TINTINNABULUM
A plain white leather belt, slung with a large bell.
Accessory - Waist
Rarity: Rare
PROPERTY
Whenever you move, heal 1 hp for each 5 feet you moved. Forced movement does not trigger this effect.


Back to Main Page d20 Mechanics Equipment