5e Mechanic: Accessories

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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 someone who can use powers of at least 1st level 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.

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 beam 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 Accessories

Accessory Costs
    Value
    currency mox
Common 20000 ---
Uncommon (80000) 8
Rare --- 16
Mythic --- 32
Artifact --- (50)
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.

Accessories are beam items, and as such typically exist only in the mox economy, due to the requirements involved in crafting permanent beam 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 beam 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 beams: 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 beams as most mortals can muster: either entire suites of less-powerful abilities, or an effect synonymous with "epic" from its parent beam. 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.

Note that some accessories can come in multiple grades.

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

Accessory Item Descriptions

Descriptions of accessories follow.

 

AMULET OF THE HEALER'S TOUCH
An amulet forged from white gold and embossed with symbols of healing and hope.
Accessory - Neck
Special: This item's property only functions if your class role is support.
PROPERTIES (Uncommon)
Whenever you use a power that heals hit points 1st level or higher, increase the size of any dice you roll for that power by 1 step, to a maximum of d12.
PROPERTIES (Rare)
Whenever you use a power that heals hit points 1st level or higher, increase the size of any dice you roll for that power by 2 steps, to a maximum of d12.

 

AMULET OF UNBOUNDED VITALITY
A simple amulet often embossed with an image of wings.
Accessory - Neck
Special: This item's property only functions if your class role is support.
PROPERTIES (Uncommon)
The size of your healing pool is doubled.
PROPERTIES (Rare)
The size of your healing pool is tripled.

 

BUBBLE BELT
A broad leather belt with a large circular silver buckle.
Accessory - Waist
Rarity: Uncommon
PROPERTIES
You gain innate bubble while wearing this belt. (A creature with bubble doubles its current and maximum hit points. An innate condition is one that cannot be removed, dispelled, or otherwise cancelled; however, if an innate condition is granted by an item or other source, removing or dispelling the item or source will cause the condition to be lost.)

 

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
Beam: Primal
Special: This item's property only functions if your power source is primal.
PROPERTIES (Uncommon)
You have advantage on bending checks.
If another effect or power would give you advantage on bending checks, you instead gain expertise on bending checks for that effect's duration. (When you have expertise on a roll, you add your proficiency bonus again.)
PROPERTIES (Rare)
You have expertise with and advantage on bending checks. (When you have expertise on a roll, you add your proficiency bonus again.)
If another effect or power would give you advantage or expertise on bending checks, you instead automatically succeed on bending checks for that effect's duration, though you still cannot bend evocations whose bending DC exceeds 20 + your proficiency bonus.

 

RING OF MASTERY
A relatively simple unadorned band of hematite.
Accessory - Ring
PROPERTIES (Uncommon)
Your Mastery score is 16 while you wear this ring. It has no effect on you if your Mastery score is already 16 or higher.
PROPERTIES (Rare)
Your Mastery score is 19 while you wear this ring. It has no effect on you if your Mastery score is already 19 or higher.


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