Difference between revisions of "5e Mechanic: Implements"

From Trinity Wiki
Jump to: navigation, search
(Economics of Implements)
(Implement Item Descriptions)
 
(One intermediate revision by the same user not shown)
Line 62: Line 62:
 
=Implement Item Descriptions=
 
=Implement Item Descriptions=
 
Descriptions of implements follow.
 
Descriptions of implements follow.
 +
 +
==Arcane==
 +
Descriptions of arcane implements follow.
 +
 +
 
 +
 +
<div id="Cane Regional Variance">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#0070dd;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">CANE OF REGIONAL VARIANCE</font></div>
 +
|-style="background:white;" align="left"
 +
|This cane has different appearances depending upon the angle from which it is viewed, often appearing fiery or icy.
 +
|-align="left"
 +
|'''Implement - Cane'''
 +
|-align="left"
 +
|'''Beam:''' Arcane
 +
|-align="left"
 +
|'''Special:''' This item's property only functions if your class is summoner.
 +
|-align="left"
 +
|style="background:#9FCFFF; padding-left: 2em;"|'''PROPERTIES'''
 +
|-align="left"
 +
|When you summon a creature, you can spend 2 anima. If you do, choose one damage type &ndash; other than bludgeoning, force, piercing, and slashing &ndash; from the damage types in the summon's abilities, and exchange it for another of your choice, with the same restriction. This effect lasts until the summon is dismissed, dies, or you finish a long rest.
 +
|-align="left"
 +
|When you summon a creature, you can spend 3 anima. If you do, you can change its creature type to one of the following: aberration, dragon, fey, monstrosity, plant, or undead. This effect lasts until the summon is dismissed, dies, or you finish a long rest.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
<div id="Staff Monster Growth">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#0070dd;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">STAFF OF MONSTER GROWTH</font></div>
 +
|-style="background:white;" align="left"
 +
|This staff is topped with a stylized crescent moon, inset with an enormous spherical ruby.
 +
|-align="left"
 +
|'''Implement - Staff'''
 +
|-align="left"
 +
|'''Beam:''' Arcane
 +
|-align="left"
 +
|'''Special:''' This item's property only functions if your class is summoner.
 +
|-align="left"
 +
|style="background:#9FCFFF; padding-left: 2em;"|'''PROPERTIES'''
 +
|-align="left"
 +
|As a bonus action, you can spend any amount of anima. If your summoned creature has an ''evolution'' with a CR equal to it's current CR plus the amount of anima you spent, it transforms into that ''evolution'' for 1 minute; its current hit points are proportional to its new maximum hit points, and all of its abilities recharge. This effect is treated as a 3rd level spell for purposes of dispelling. At the end of the duration, it returns to its original form, and its current hit points become proportional to its original maximum hit points. ''(I'm not going to get into defining "evolution" in a strictly d20 sense, here. We all know what this means. Don't try to game it just because it doesn't have a technical definition in RAW.)''
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
==Psionics==
 +
Descriptions of psionic implements follow.
 +
 +
&nbsp;
 +
 +
<div id="Drilbu Punishing Mind">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#0070dd;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">DRILBU OF THE PUNISHING MIND</font></div>
 +
|-style="background:white;" align="left"
 +
|This length of crystal has a small tassle at one end, and stylized to be reminiscent of a whip.
 +
|-align="left"
 +
|'''Implement - Drilbu'''
 +
|-align="left"
 +
|'''Beam:''' Psionics
 +
|-align="left"
 +
|'''Special:''' This item's property only functions if your class is cenobite.
 +
|-align="left"
 +
|style="background:#9FCFFF; padding-left: 2em;"|'''PROPERTIES'''
 +
|-align="left"
 +
|You can use your ''Mind Spike'' feature as though you were trancing, even when not trancing.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
<div id="Gem Spirited Dogan">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#0070dd;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">GEM OF THE SPIRITED DOGAN</font></div>
 +
|-style="background:white;" align="left"
 +
|Carved into this fist-sized gem is a stylized eye, which seems to watch you no matter what angle you look at it from.
 +
|-align="left"
 +
|'''Implement - Gem'''
 +
|-align="left"
 +
|'''Beam:''' Psionics
 +
|-align="left"
 +
|'''Special:''' This item's property only functions if your class is cenobite.
 +
|-align="left"
 +
|style="background:#9FCFFF; padding-left: 2em;"|'''PROPERTIES'''
 +
|-align="left"
 +
|You can use your ''Trance'' feature as a non-action.
 +
|-align="left"
 +
|When you roll initiative, you can use your ''Trance'' feature.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
<div id="Orb Hateful Ire">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#000000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ORB OF HATEFUL IRE</font></div>
 +
|-style="background:white;" align="left"
 +
|Roughly-etched angry eyes have been hacked into this otherwise-smooth orb.
 +
|-align="left"
 +
|'''Implement - Orb'''
 +
|-align="left"
 +
|'''Beam:''' Psionics
 +
|-align="left"
 +
|'''Special:''' This item's property only functions if your class is cenobite.
 +
|-align="left"
 +
|style="background:#9FCFFF; padding-left: 2em;"|'''PROPERTIES (Uncommon)'''
 +
|-align="left"
 +
|The mark caused by your ''Demand'' feature does not end when you use that feature again, but instead if you have already marked another creature. ''(You can have up to two creatures marked at a time.)''
 +
|-align="left"
 +
|style="background:#dfbffe; padding-left: 2em;"|'''PROPERTIES (Rare)'''
 +
|-align="left"
 +
|The mark caused by your ''Demand'' feature does not end when you use that feature again, but instead if you have already marked another two creatures. ''(You can have up to three creatures marked at a time.)''
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
<div id="Orb Steel Fortress">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#0070dd;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">STEEL FORTRESS ORB</font></div>
 +
|-style="background:white;" align="left"
 +
|This heavy steel orb is engraved with psionic circuitry.
 +
|-align="left"
 +
|'''Implement - Orb'''
 +
|-align="left"
 +
|'''Beam:''' Psionics
 +
|-align="left"
 +
|'''Special:''' This item's property only functions if your class is iron fortress cenobite.
 +
|-align="left"
 +
|style="background:#9FCFFF; padding-left: 2em;"|'''PROPERTIES'''
 +
|-align="left"
 +
|Your ''Iron Fortress'' feature deals additional damage equal to your proficiency bonus.
 +
|}
 +
</div>
 +
 +
&nbsp;
 +
 +
==Primal==
 +
Descriptions of primal implements follow.
 +
 +
&nbsp;
 +
 +
<div id="Spring Renewal Totem">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#000000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">SPRING RENEWAL TOTEM</font></div>
 +
|-style="background:white;" align="left"
 +
|This totem carries the primal power of spring, representing the power to restore life.
 +
|-align="left"
 +
|'''Implement - Totem'''
 +
|-align="left"
 +
|'''Beam:''' Primal
 +
|-align="left"
 +
|style="background:#ACD4AC; padding-left: 2em;"|'''PROPERTIES (Common)'''
 +
|-align="left"
 +
|When you hit an enemy with an evocation 1st level or higher, one ally within 30 feet of you gains ''regen 5'' for 1 minute. If you score a critical hit, one ally within 30 feet of you regains 1d6 hit points. ''(A creature with regen regains the listed amount of hit points at the start of each of it's turns. A creature at 0 hp at the start of its turn must still make a death saving throw.)''
 +
|-align="left"
 +
|style="background:#9FCFFF; padding-left: 2em;"|'''PROPERTIES (Uncommon)'''
 +
|-align="left"
 +
|When you hit an enemy with an evocation 1st level or higher, one ally within 30 feet of you gains ''regen 10'' for 1 minute. If you score a critical hit, one ally within 30 feet of you regains 3d6 hit points. ''(A creature with regen regains the listed amount of hit points at the start of each of it's turns. A creature at 0 hp at the start of its turn must still make a death saving throw.)''
 +
|-align="left"
 +
|style="background:#dfbffe; padding-left: 2em;"|'''PROPERTIES (Rare)'''
 +
|-align="left"
 +
|When you hit an enemy with an evocation 1st level or higher, one ally within 30 feet of you gains ''regen 15'' for 1 minute. If you score a critical hit, one ally within 30 feet of you regains 5d6 hit points. ''(A creature with regen regains the listed amount of hit points at the start of each of it's turns. A creature at 0 hp at the start of its turn must still make a death saving throw.)''
 +
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
Line 74: Line 241:
 
|-align="left"  
 
|-align="left"  
 
|'''Beam:''' Primal
 
|'''Beam:''' Primal
|-align="left"
 
|'''Special:''' This item's property only functions if you are a shaman.
 
 
|-align="left"  
 
|-align="left"  
 
|style="background:#ACD4AC; padding-left: 2em;"|'''PROPERTIES (Common)'''
 
|style="background:#ACD4AC; padding-left: 2em;"|'''PROPERTIES (Common)'''
 
|-align="left"  
 
|-align="left"  
|When you bend an evocation that heals hit points, any creature healed by that evocation regains an additional 1d6 hit points.
+
|When you bend an evocation 1st level or higher that heals hit points, any creature healed by that evocation regains an additional 1d6 hit points.
 
|-align="left"  
 
|-align="left"  
 
|style="background:#9FCFFF; padding-left: 2em;"|'''PROPERTIES (Uncommon)'''
 
|style="background:#9FCFFF; padding-left: 2em;"|'''PROPERTIES (Uncommon)'''
 
|-align="left"  
 
|-align="left"  
|When you bend an evocation that heals hit points, any creature healed by that evocation regains an additional 2d6 hit points.
+
|When you bend an evocation 1st level or higher that heals hit points, any creature healed by that evocation regains an additional 3d6 hit points.
 
|-align="left"  
 
|-align="left"  
 
|style="background:#dfbffe; padding-left: 2em;"|'''PROPERTIES (Rare)'''
 
|style="background:#dfbffe; padding-left: 2em;"|'''PROPERTIES (Rare)'''
 
|-align="left"  
 
|-align="left"  
|When you bend an evocation that heals hit points, any creature healed by that evocation regains an additional 3d6 hit points.
+
|When you bend an evocation 1st level or higher that heals hit points, any creature healed by that evocation regains an additional 5d6 hit points.
 
|}
 
|}
 
</div>
 
</div>

Latest revision as of 15:37, 3 May 2023

Implements are to sparks what weapons are to warriors: tools of the trade, enhancing your abilities within a particular realm. For implements, each beam has at least one type of implement associated with it: these are item types that are, by their nature, naturally aligned to the beam in question, and through investing beam energy into these types of items, that energy can be returned in the form of impact upon the user's abilities.

Materia and Desynthesis

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

Because of their intrinsic abilities, implements can be desynthesized into materia. This process is somewhat involved, taking an hour, and requires a spark of the same beam 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.

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.

Economics of Implements

Implement Costs
    Value
    currency mox
Common 40000 ---
Uncommon (160000) 16
Rare --- 32
Mythic --- 64
Artifact --- (100)
Desynthesis Common 2000 ---
Uncommon 10000 1
Rare --- 2
Mythic --- 4
Artifact --- ---
(X) Can only be sold in the listed economy as though it had X value.

Implements provide no benefit beyond those found in each individual implement enhancement's description.

Common implements can be purchased for the price of 4000 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 implements, and so charge only a nominal fee in the gold economy. Common implements have no place in the mox economy.

Uncommon implements cannot be purchased in the gold economy, but can be sold in it as though they had a price of 16000 gp. Uncommon implements 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 implements can desynthesize uncommon implements; 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 implements cost 16 dp in the mox economy.

Rare implements cannot be traded in the gold economy whatsoever. Rare implements 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 implements 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 implements cost 32 dp in the mox economy.

Mythic implements cannot be traded in the gold economy whatsoever. Mythic implements are extreme expressions of power, 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 implements 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 implements cost 64 dp in the mox economy.

Artifact implements 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.

Implement Item Descriptions

Descriptions of implements follow.

Arcane

Descriptions of arcane implements follow.

 

CANE OF REGIONAL VARIANCE
This cane has different appearances depending upon the angle from which it is viewed, often appearing fiery or icy.
Implement - Cane
Beam: Arcane
Special: This item's property only functions if your class is summoner.
PROPERTIES
When you summon a creature, you can spend 2 anima. If you do, choose one damage type – other than bludgeoning, force, piercing, and slashing – from the damage types in the summon's abilities, and exchange it for another of your choice, with the same restriction. This effect lasts until the summon is dismissed, dies, or you finish a long rest.
When you summon a creature, you can spend 3 anima. If you do, you can change its creature type to one of the following: aberration, dragon, fey, monstrosity, plant, or undead. This effect lasts until the summon is dismissed, dies, or you finish a long rest.

 

STAFF OF MONSTER GROWTH
This staff is topped with a stylized crescent moon, inset with an enormous spherical ruby.
Implement - Staff
Beam: Arcane
Special: This item's property only functions if your class is summoner.
PROPERTIES
As a bonus action, you can spend any amount of anima. If your summoned creature has an evolution with a CR equal to it's current CR plus the amount of anima you spent, it transforms into that evolution for 1 minute; its current hit points are proportional to its new maximum hit points, and all of its abilities recharge. This effect is treated as a 3rd level spell for purposes of dispelling. At the end of the duration, it returns to its original form, and its current hit points become proportional to its original maximum hit points. (I'm not going to get into defining "evolution" in a strictly d20 sense, here. We all know what this means. Don't try to game it just because it doesn't have a technical definition in RAW.)

 

Psionics

Descriptions of psionic implements follow.

 

DRILBU OF THE PUNISHING MIND
This length of crystal has a small tassle at one end, and stylized to be reminiscent of a whip.
Implement - Drilbu
Beam: Psionics
Special: This item's property only functions if your class is cenobite.
PROPERTIES
You can use your Mind Spike feature as though you were trancing, even when not trancing.

 

GEM OF THE SPIRITED DOGAN
Carved into this fist-sized gem is a stylized eye, which seems to watch you no matter what angle you look at it from.
Implement - Gem
Beam: Psionics
Special: This item's property only functions if your class is cenobite.
PROPERTIES
You can use your Trance feature as a non-action.
When you roll initiative, you can use your Trance feature.

 

ORB OF HATEFUL IRE
Roughly-etched angry eyes have been hacked into this otherwise-smooth orb.
Implement - Orb
Beam: Psionics
Special: This item's property only functions if your class is cenobite.
PROPERTIES (Uncommon)
The mark caused by your Demand feature does not end when you use that feature again, but instead if you have already marked another creature. (You can have up to two creatures marked at a time.)
PROPERTIES (Rare)
The mark caused by your Demand feature does not end when you use that feature again, but instead if you have already marked another two creatures. (You can have up to three creatures marked at a time.)

 

STEEL FORTRESS ORB
This heavy steel orb is engraved with psionic circuitry.
Implement - Orb
Beam: Psionics
Special: This item's property only functions if your class is iron fortress cenobite.
PROPERTIES
Your Iron Fortress feature deals additional damage equal to your proficiency bonus.

 

Primal

Descriptions of primal implements follow.

 

SPRING RENEWAL TOTEM
This totem carries the primal power of spring, representing the power to restore life.
Implement - Totem
Beam: Primal
PROPERTIES (Common)
When you hit an enemy with an evocation 1st level or higher, one ally within 30 feet of you gains regen 5 for 1 minute. If you score a critical hit, one ally within 30 feet of you regains 1d6 hit points. (A creature with regen regains the listed amount of hit points at the start of each of it's turns. A creature at 0 hp at the start of its turn must still make a death saving throw.)
PROPERTIES (Uncommon)
When you hit an enemy with an evocation 1st level or higher, one ally within 30 feet of you gains regen 10 for 1 minute. If you score a critical hit, one ally within 30 feet of you regains 3d6 hit points. (A creature with regen regains the listed amount of hit points at the start of each of it's turns. A creature at 0 hp at the start of its turn must still make a death saving throw.)
PROPERTIES (Rare)
When you hit an enemy with an evocation 1st level or higher, one ally within 30 feet of you gains regen 15 for 1 minute. If you score a critical hit, one ally within 30 feet of you regains 5d6 hit points. (A creature with regen regains the listed amount of hit points at the start of each of it's turns. A creature at 0 hp at the start of its turn must still make a death saving throw.)

 

TOTEM OF THE LAST LIGHT
This totem is decorated with symbols of light and life.
Implement - Totem
Beam: Primal
PROPERTIES (Common)
When you bend an evocation 1st level or higher that heals hit points, any creature healed by that evocation regains an additional 1d6 hit points.
PROPERTIES (Uncommon)
When you bend an evocation 1st level or higher that heals hit points, any creature healed by that evocation regains an additional 3d6 hit points.
PROPERTIES (Rare)
When you bend an evocation 1st level or higher that heals hit points, any creature healed by that evocation regains an additional 5d6 hit points.


Back to Main Page d20 Mechanics Equipment