OOC ITEM'S NAME
A pick-up-and-play d20 item system for WoW RP.
A pick-up-and-play d20 & item system for WoW RP.
CHESTPIECES
BASIC ITEMS
Warrior's Armor
Gain a +1 to Strength. Does not expire.
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Wizard's Armor
Gain a +1 to Intellect. Does not expire.
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Armor of Durability
Gain a +1 to Constitution. Does not expire.
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Agile Armor
Gain a +1 to Dexterity. Does not expire.
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Tactician's Armor
Gain a +1 to Wisdom. Does not expire.
Vestment of Kind Greeting
Gain a +1 to Charisma. Does not expire.
Basic items increase your roll modifiers without providing additional bonuses.
In WoW terminology, they'd be considered 'green items'.
Each Basic item gives an additional +1 to Constitution Rating.
HEROIC ITEMS
Armor of Night
Gain +1 to all roll totals when the event takes place from twilight to sunrise.
Constitution Rating: 1
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Armor of Sacrifice
Once Per Event: Heal an injured ally for 8HP, or resurrect a K.O.'d ally and grant them 4HP. After performing this action, take -4HP yourself.
Constitution Rating: 1
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Armor of Starlight
Take 1 less damage from spellcasts of any school when you are struck for more than -3HP.
Constitution Rating: 0
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Beastlord Armor
Take 2 less damage from all attacks from Beasts, down to a maximum of -1DMG dealt.
Constitution Rating: 1
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Bestial Armor
Once Per Event: Charge to an enemy for -2HP in addition to your successful attack roll. This will also move you to melee range of the enemy. (What constitutes a charge is at DM Discretion.)
Constitution Rating: 1
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Bonegrim Armor
Once Per Event: Gain +3 additional Strength for one turn.
Constitution Rating: 1​
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Flickersight Armor
Illuminates dark places, increasing all players’ vision and Perception roll results by +3. Perception checks take a full turn’s action to complete.
Constitution Rating: 1
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Nightmare Weave Armor
Use this power on a target within reasonable distance of soil or sand. Entangling vines of flora restrain the target, dealing -3 damage and ensuring they can't flee or chase after an ally. (DM Discretion)
Constitution Rating: 1
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Stormlord Armor
Once Per Event: During a roll against the GM, when an ally is struck by a spellcast, reroute it to yourself for a bonus of the intended damage dealt to your next roll result; your ally takes no damage from the attack.
Constitution Rating: 2
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Dazzling Plate
Gives a +3 bonus to breaking Fear and Mind Control effects on other allies. (DM Discretion)
Constitution Rating: 1
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Moon Armor
Add +5 to your roll total in regards to defense rolls when under direct moonlight.
Constitution Rating: 0
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Armor of Negation
Receive -1 damage from all incoming attacks greater than -4 damage to you.
Constitution Rating: 0
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Assassinbane Armor
Gain an extra barrier of 2HP when your enemy has an initial strike during a combat phase. This bonus health fades after the enemy phase during which it is used ends.
Constitution Rating: 2
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Bloodtheft Armor
Heal for +2 HP from every successful critical attack landed by you.
Constitution Rating: 1
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Chaos Weave
Three Uses Per Event: When damaged for more than -3HP, you may deal the same amount of damage to the enemy on your next turn, in addition to your roll result. This effect triggers a Taunt.
Constitution Rating: -1
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Bolstering Armor
When your critical attack is successful, all allies in your melee range heal for +1 HP.
Constitution Rating: 1
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Surge Armor
Gain a +3 to all defensive roll results against any AOE damage dealt. This effect diminishes by -1 each use until the end of the event [down to +0].
Constitution Rating: 1
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Thunderhead Armor
Three Uses Per Event: When you take damage equal to half of your health pool rounded up, all enemies within melee range of you take -2 damage.
Constitution Rating: 0
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Armor of Enduring Health
Creates a shield of excess HP when overhealing a target; this shield cannot be greater than half the player’s maximum health pool. The shield cannot be bolstered or extended by further healing, and the player cannot receive further healing until the shield is broken.
Constitution Rating: 1
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Counterstrike Armor
Two Uses Per Event: When struck in combat, during the next player phase applicable, target that enemy and strike them for -3DMG in addition to your roll result.
Constitution Rating: +1
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Runic Armor
Two Uses Per Event: When resurrected from a K.O., add +5 to your next roll result for the Player Phase after you are resurrected.
Constitution Rating: 1
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Shadow Hound Armor
Per Event: When brought to or below 2HP during an Enemy Phase, fade into the shadows, preventing further damage dealt; you cannot be brought below 2HP during this Enemy Phase.
Constitution Rating: 0​
Heroic items increase modifiers, give bonus rolls or enable an extra ability.
These could be considered 'blue items'.
Darkforged Armor
Absorbs a stacking amount of +1 damage per turn, up to +3 damage absorbed for 3 sequential turns. Effect resets back down to +1 damage absorbed after reaching 3 stacks, or +3 damage absorbed.
Constitution Rating: 1
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Fortification Armor
Whenever damage higher than -3HP is rolled against you, roll out of 20. On a result of 15+, the damage taken is lessened by -1.
Constitution Rating: 1​
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Immunizing Armor
Gain immunity to stacking/recurring poison attacks. (DM Discretion)
Constitution Rating: 2
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Lifegiving Armor
Heal an ally for +1 in addition to your successful attack roll.
Constitution Rating: 1
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Reflexive Armor
Increase your Dexterity by +2 for the following Player Phase when failing a defensive check or when hit by an AOE attack. This bonus is removed following the end of the boosted player phase.
Constitution Rating: 0
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Reinforcing Armor
When taking damage from an attack, gain a flat +1 Constitution for each attack received, up to a maximum of half of your base health pool, rounded down. The extra points of health are kept as an overshield until the end of the combat phase.
Constitution Rating: 1
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Armor of Eyes
Gain +3 to all of your own Perception check roll results. Perception checks take a full turn’s action to complete.
Constitution Rating: 2
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Armor of Sapping
Gain +2 to your next roll result when struck by an ambush or from an enemy emerging from stealth.
Constitution Rating: 0
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Salubrious Armor
Any time you heal yourself, gain a +1 to your next roll result. Effect stacks with itself, up to +3 added to any combat-related roll result. Effect restarts when combat phase ends.
Constitution Rating: 1
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Slick Armor
Add +3 to roll results that require skilled acrobatics or escape attempts.
Constitution Rating: 2
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Snakefang Armor
Two Uses Per Event: If you take damage that K.O.s you, the enemy that landed the finishing blow immediately takes half of your inflicted damage, even if it was overkill.
Constitution Rating: 1
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Stoneborn Armor
During a Player Phase, gain an additional HP amount that is equivalent to your current Constitution. This effect ends following the next Enemy Phase.
Constitution Rating: 1
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Versatile Armor
You take a -5 penalty to all roll results, but ignore non-combat check rolls against your Dexterity.
Constitution Rating: 0
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Warsheath Armor
Two Uses: Gain +1 to your Strength modifier for a Player Phase when attacking an enemy already in your melee range. Effect stacks by +1 for each enemy in your melee range, but resets following the end of the Player Phase in which it’s been activated.
Constitution Rating: 1
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Zealot's Armor
When successfully attacking an enemy with a critical hit, add +2 damage.
Constitution Rating: 1
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Armor of Dark Deeds
Once Per Event: When leaving Stealth, attack as if you had scored a critical hit. You may perform a secondary attack roll on the same target without modifiers, and return to Stealth.
Constitution Rating: 0
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Gambler's Suit
Three Uses: Add +2 to your roll result this turn. Take -3dmg next turn.
Constitution Rating: 0
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Marauder’s Armor
Per Event: Heal yourself for the amount of damage you dealt in the last round + your Dexterity.
Constitution Rating: 1
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Spiderweb Robe
Three Uses: When struck in combat by a melee attack, roll 1d6; on an even result, take 1 less damage from the attack (you cannot take less than -1dmg, unless specified by another item, consumable or Set Bonus); on an odd result, the enemy becomes Rooted in place by spiderwebs that last for two enemy phases, or until half the enemy’s remaining HP is dealt.
Constitution Rating: 1
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Time Link Armor
Per Event: Unhappy with the results of your roll? Reroll an attack/defense roll with an additional +5 to either Strength, Intellect or Dexterity. You must keep the second roll, even if it is worse.
Constitution Rating: 0
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MYTHIC ITEMS
Armor of Attraction
Increase damage dealt to an enemy that did not deal damage to you in the last enemy phase by +1. This effect stacks until the enemy directly damages you.
Constitution Rating: 1
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Bloodfire Armor
Gain +2 to all attack roll results when below half health.
Constitution Rating: 1
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Champion's Armor
When reaching a K.O. status, during the next Player Phase, revive with HP equal to the overkill damage of the attack that K.O.'d you [up to 1/2 of your health].
Constitution Rating: 0
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Deflection Armor
Two Uses: When struck by an enemy spellcast, negate 2 points of damage dealt.
Constitution Rating: 2
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Silithid Carapace Armor
When you are struck by an attack that deals more than -4dmg, you and a willing nearby ally each take half the damage (rounded down, if uneven).
Constitution Rating: 1
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Laughing Death Armor
Undead targets take 1d2 damage or healing in addition to all of your successful roll results.
Constitution Rating: 1
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Mirrorsheen Armor
Three Uses: Deflect a spell cast on you onto another target, either an ally or an enemy, for its full damage. If the deflected spell struck an ally, receive a bonus to your next roll result equivalent to the damage dealt.
Constitution Rating: 1
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Kirin Tor Life Preserver
Per Event: When reaching 2HP, the latent magics in this armor activate, teleporting you away from melee or spell range of an enemy and to a safe place. In addition, you are healed for +3HP.
Constitution Rating: 1
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Armor of Quills
Three Uses: Spines cover the entirety of this armament. You still take the damage, but following the enemy phase in which the damage is dealt, roll 2d4 and add that to your attack roll total.
Constitution Rating: 1
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Armor of Scintillation
This robe reflects existing light, lighting up dark areas for everyone within your melee range. Per Event: Strike enemies with a 1d3 + Intelligence attack in addition to your roll or action.
Constitution Rating: 2
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Robe of Stars
Per Event: All enemies that attack you are temporarily blind until the end of the next Player Phase, lessening their roll results by -10.
Constitution Rating: 2
Mythic items are even more powerful versions of Heroic items.
These could be considered 'purple items'.
Shocking Armor
Use this power on a target that misses you with an attack. During your phase, attack them for 1d(twice your Wisdom) instead of your normal attack.
Constitution Rating: -1
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Skeletal Armor
Add +1 to your base Strength. Per Event: Perform a melee attack on an enemy for 1d3-6 damage in addition to your attack roll.
Constitution Rating: 1
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Solar Armor
Once Per Event: When taking damage that would K.O. you, instead instantly regain 1d3 + your Constitution in HP.
Constitution Rating: 0
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Stalker's Armor
At the beginning of a combat phase, when Stealthed, add +5 to your initial attack roll results.
Constitution Rating: 1
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Sacrificial Armor
Choose a willing ally when struck by a critical attack. This ally takes the damage instead of you.
Constitution Rating: 1
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Verve Armor
Allies that you revive from a K.O. receive a bonus +1HP specifically from your healing.
Constitution Rating: 2
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Death's Brink Armor
Per Event: When reaching 0HP, reroll against the attack that would have KO'd you. Beating it deals -2dmg to the enemy that would have felled you, and keeps you alive with 1HP.
Constitution Rating: 1
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Formidable Armor
Two Uses: When you are the target of a critical attack, instead treat the damage as if it were halved, rounded up.
Constitution Rating: 0
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Healer's Garb
Per Event: Single-target heal one player equivalent to 2d3+Wisdom.
Constitution Rating: 1
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Warmage's Raiment
Choose any target, enemy or ally. This target takes an additional -2 DMG from all spellcasts until they are K.O.d. This effect does not stack with other instances of itself.
Constitution Rating: 1