D20 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 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 --- 4000 ---
Uncommon --- (16000) 16
Rare --- --- 32
Mythic --- --- 64
Artifact --- --- (100)
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 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 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 16000 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 16 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 32 dp in the mox economy.

Mythic accessories cannot be traded in the gold economy whatsoever. Mythic accessories 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 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 64 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.

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
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.

 

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.

 

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 4000
Anklets of Opportunity When your foe is distracted by an ally, these glittering anklets quicken your step. Uncommon 16
Anklets of Sudden Moves A pair of large leather bands with gleaming mithral rings, which move of their own accord. Rare 32
Assassin's Slippers You are able to press your advantage from several angles while wearing these black chamois slippers. Uncommon 16
Assault Boots These mail boots trip up a foe when you strike a grievous blow. Uncommon 16
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 16
Backtrack Bindings This airy footwear carries you out of whatever trouble you’ve gotten yourself into. Rare 32
Boots of Adept Charging Rushing in is less dangerous in these studded leather boots. Common 4000
Boots of Equilibrium The tough mesh sole of these supple buckskin boots grips even the most slippery surfaces. Common 4000
Boots of the Fencing Master Your swift step befuddles your foes. Common 4000
Boots of Free Movement You deftly avoid entanglement in these well-crafted boots. Common 4000
Boots of Giantkin These boots are made of overlapping flaps of behemoth skin and are extremely heavy. Common 4000
Boots of the Infinite Stride These enchanted boots allow you to teleport once per day. Rare 32
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 16
Boots of Rapid Motion With these polished leather boots, you are hard to slow down. Uncommon 16
Boots of Speed These durable boots are designed to take you farther, faster. Rare 32
Boots of Striding Strong, sturdy leather boots reinforced with iron. Common 4000
Boots of Surging Speed These springy boots let you get out of harm's way when you need to catch your breath. Common 4000
Butterfly Sandals These comfortable leather sandals make you more adept while airborne. Uncommon 16
Cat Tabi This silky black footgear gives you catlike reflexes when jumping or falling. Common 4000
Clearing Cleats These knobbly-soled boots temporarily warp the terrain around you. Rare 32
Defiant Boots These sturdy iron boots grip the ground when you are moved against your will. Uncommon 16
Earthreaver Stompers These heavy, steel-soled boots allow you to sense vibrations as well as give you a powerful stomp. Uncommon 16
Floorfighter Straps Scuffed and worn, these rawhide bands keep you dangerous even when on the ground. Uncommon 16
Foe Chaser Boots Those you’ve chosen to fight find escape less likely when you wear these boots. Common 4000
Ghoststriders These tattered gray boots have a haunting aspect, granting you the elusiveness of a ghost when you need it. Rare 32
Lightstep Slippers These doeskin coverings cushion your step. Rare 32
Oceanstrider Boots Water is no obstacle for you in these thigh-high oilskin boots. Uncommon 16
Phantom Chaussures With your lower legs bound in gossamer silk, you become ephemeral, and sometimes invisible. Uncommon 16
Rushing Cleats These rawhide boot straps are fitted with spikes. Common 4000
Sandwalker Sandals These supple buckskin sandals let you glide through the desert sand like a dolphin through water. Uncommon 16
Shadowsteppers You disappear into the shadows in these matte black fur slippers. Uncommon 16
Surefoot Boots Attached snugly by rows of shiny buckles, these boots help keep your footing. Common 4000
Swiftstrike Shoes These shoes make you able to reach the front lines with ease, and can transport you instantly into the fray. Rare 32
Thornwalker Slippers These padded foot coverings allow you to pass cleanly through cluttered or grasping terrain. Uncommon 16
Time Jumping Boots For a brief moment, these nondescript boots allow you to step out of time. Rare 32
Tumbler's Shoes Though worn, these well-built shoes allow you to move with a cat’s grace through even precarious terrain. Uncommon 16
Wallwalkers These supple spidersilk boots give you the mobility of an arachnid, if only for a brief time. Common 4000
Wildrunners Crafted from the skins of wild plains animals, these boots lend you extraordinary speed. Common 4000
Winged Boots These enchanted boots protect you from falling damage and can be activated to allow you to fly for a short time. Uncommon 16
Zephyr Boots You catch the wind and fly like bird with these light boots. Rare 32

 

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
POWERS
Power (At Will): As a swift action, you can stand up from prone.

 

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 enhancement bonus to your Reflex equal to your attunement bonus.
POWERS
Power (Encounter): As a free action, when you are flanking a creature, you can take a 5-foot step. This ability does not count against your limit of one 5-foot step per turn.

 

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.
POWERS
Power (Encounter): As a move action, you can shift up to one-half your movement speed.

 

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.
POWERS
Power (Encounter): 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
POWERS
Power (Daily): As a reaction, when you become bloodied, you can shift up to your speed.

 

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
POWERS
Power (Encounter): As a swift action, you can shift 10 feet.

 

BOOTS OF FREE MOVEMENT
You deftly avoid entanglement in these well-crafted boots.
Accessory - Feet
Rarity: Common
PROPERTY
You gain an enhancement bonus on any saving throw made against effects that apply the slow or immobilize conditions equal to your attunement bonus.
POWERS
Power (Encounter): As a non-action, you can make a saving throw against an effect that caused slow or immobilize that end 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.
POWERS
Power (Daily): As a swift action, gain an item bonus to Strength checks to grab a creature equal to double your attunement bonus.

 

BOOTS OF THE INFINITE STRIDE
These enchanted boots allow you to teleport once per day.
Accessory - Feet
Rarity: Rare
POWERS
Power (Daily): 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.
POWERS
Power (Daily): When you charge, as a reaction, you can use any martial maneuver with the (Strike) type 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
POWERS
Power (Encounter): As a reaction, when you gain the slow status, you can immediately make a saving throw to attempt to end the effect.
Power (Daily): As a swift action, gain a +5 item bonus to your movement speed until the end of the encounter.

 

BOOTS OF SPEED
These durable boots are designed to take you farther, faster.
Accessory - Feet
Rarity: Rare
POWERS
Power (Encounter): As a swift action, you gain a move action.

 

BOOTS OF STRIDING
Strong, sturdy leather boots reinforced with iron.
Accessory - Feet
Rarity: Common
PROPERTY
You gain an enhancement bonus to your land 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.

 

BUTTERFLY SANDALS
These comfortable leather sandals make you more adept while airborne.
Accessory - Feet
Rarity: Uncommon
PROPERTY
Increase your existing fly speed by 10 feet. 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
You gain an enhancement bonus to Jump checks equal to your attunement bonus.
Whenever you take falling damage, you instead take half damage.
Whenever you fall, you always land on your feet.
POWERS
Power (Encounter): As a reaction to falling more than 10 feet, you take no damage from a fall and do not land prone.

 

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.
POWERS
Power (Encounter): As a standard action, you can stomp the ground. Make a melee touch attack against all creatures within 10 feet; if you hit, that creature takes potency 1 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 take 5-foot steps normally.
When you stand up from prone, you can take a 5-foot step 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.
POWERS
Power (Daily): 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 an enhancement bonus to Move Silently checks equal to your attunement bonus.
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 enhancement 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.
POWERS
Power (Encounter): As a free action, when you have moved 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 enhancement 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
POWERS
Power (Daily): 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
You gain an enhancement bonus to Tumble checks equal to your level.
POWERS
Power (Encounter): As a reaction to being knocked prone, you can stand up without provoking attacks of opportunity.

 

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.
POWERS
Power (Daily): As a move action, teleport up to 100 feet 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
POWERS
Power (Encounter): Until the start of your next turn, you can move through difficult terrain. You also 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.
POWERS
Power (Daily): 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 affect yourself. At the start of your next turn, you are dazed until the end of your turn.

 

TUMBLER'S SHOES
Though worn, these well-built shoes allow you to move with a cat’s grace through even precarious terrain.
Accessory - Feet
Rarity: Uncommon
PROPERTY
You can take 10 on Tumble checks, even if threats or distractions would normally prevent you from doing so.

 

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 enhancement 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.
POWERS
Power (Daily): As a non-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 wearing light or no armor and carrying no more than a light load, you gain a fly speed equal to one-half 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).

 

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.

 

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
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 Hit Dice against the effect.
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 enhancement 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
Power (Daily): As a swift action, you 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 PROTECTION
This light blue amulet increases your defenses.
Accessory - Neck
Rarity: Common
PROPERTY
You gain an enhancement 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
Power (Daily): When you fail a saving throw, you can reroll the saving throw as a free action.

 

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

 

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
Power (Daily): As a reaction, when you would drop below 0 hit points, 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 enhancement bonus to your healing surge value equal to your level.

 

CAPE OF THE MOUNTEBANK
With a flourish of this silk-hemmed garment, you transport out of harm’s way.
Accessory - Neck
Rarity: Common
POWERS
Power (Daily): 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
Power (Daily): As a reaction, when you are subject to a melee or ranged attack, you can 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
Power (Daily): As a swift action, you become invisible until the end of the encounter or for 5 minutes, 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
Power (Daily): As a swift action, you gain resist damage equal to your level until the start 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
Power (Encounter): 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.

 

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
You gain an enhancement bonus to Insight checks equal to your attunement bonus.
POWERS
Power (Encounter): As a reaction, gain an enhancement bonus to your Will equal to your attunement bonus against one effect.

 

SCARAB OF INVULNERABILITY
This night black amulet can be activated to make you invulnerable for a short time.
Accessory - Neck
Rarity: Rare
POWERS
Power (Daily): As a swift action, you gain damage immunity until the start 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

There will be a table of these here eventually.

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.
Accessory - Ring
Rarity: Common
PROPERTY
You gain a deflection bonus to your AC equal to your attunement bonus.

 

RING OF DRACONIC ZEAL
This platinum ring gleams with crimson light.
Accessory - Ring
Rarity: Uncommon
PROPERTY
You gain an enhancement bonus to Intimidate checks equal to your attunement bonus.
POWERS
Power (Daily): As a free action, make a base attack (melee or ranged).

 

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 resist damage 5.
You gain an additional swift action on each of your turns.

 

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
You gain an enhancement bonus to Vitality checks equal to your attunement bonus.
POWERS
Power (Daily): As a reaction, when you would drop below 0 hit points, you can expend a healing surge and regain hit points equal to your healing surge value.

 

RING OF REGENERATION
This ring of plain silver is adorned with a blood red ruby.
Accessory - Ring
Rarity: Rare
PROPERTY
You gain an enhancement bonus to your healing surge value equal to your level.
Whenever you use one of this item's encounter or daily powers, you gain fast healing equal to your level until the end of the encounter (or 5 minutes) or until you spend a healing surge.
POWERS
Power (Daily): As a swift action, regain one healing surge.

 

RING OF SUSTENANCE
A simple band of carved, polished wood that always looks clean and healthy.
Accessory - Ring
Rarity: Common
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.

 

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 AC equal to your attunement bonus until the start 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.

 


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