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.
GLOVES
BASIC ITEMS
Gloves of Debilitating Blows
Gain a +1 to Strength. Does not expire.
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Gloves of Empowering Intelligence
Gain a +1 to Intellect. Does not expire.
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Gloves of Barbarian's Fortitude
Gain a +1 to Constitution. Does not expire.
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Gloves of Agility
Gain a +1 to Dexterity. Does not expire.
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Gloves of Adept Casts
Gain a +1 to Wisdom. Does not expire.
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Cestus of Prestidigitation
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
Wrestler's Gloves
Gain a +3 bonus to rolls attempting to grab and throw an enemy. Successfully throwing an enemy removes them from your melee range.
Constitution Rating: 2
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Burning Gauntlets
Successful non-critical attacks deal an additional +1 damage to your target.
Constitution Rating: 0
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Cat Paws
Two Uses: If you lose access to your weapons, you can attack with clawed fingers for 1d4 damage without modifiers instead of your normal attack roll.
Constitution Rating: 1
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Leeching Gauntlets
On a successful attack roll result of 18+, restore the total damage dealt in health back to you.
Constitution Rating: -1
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Gauntlets of Brilliance
Use this power when you strike with a critical attack. Deal an additional 1d3 damage.
Constitution Rating: 0
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Giant Gloves
Per Event: While you have a creature of your size or smaller grabbed, you can end the grab by throwing the creature out of melee range for 1d6 damage.
Constitution Rating: 1
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Lancing Gloves
Gain an additional +2 to your roll result while mounted. You must stay mounted for this effect to persist.
Constitution Rating: 1
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Vitriol Gloves
On a successful roll of 17+, the target takes an additional 1d3 in damage or healing.
Constitution Rating: 1
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Spell Anchors
Two Uses: When you are the target of a critical spell attack, instead, take no damage, and on your next turn, deal that amount of damage back to the enemy that targeted you.
Constitution Rating: 1
Heroic items increase modifiers, give bonus rolls or enable an extra ability.
These could be considered 'blue items'.
Gloves of Camaraderie
Use this power when an ally within melee range of you gains a harmful effect; you gain that condition or effect, and the ally loses it.
Constitution Rating: 0
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Gloves of Dimensional Repulsion
Per Event: When successfully casting a spell against an enemy, you may also teleport that enemy to a location on the battlefield of your choosing. This effect may only be used against one enemy at a time. (DM Discretion applies)
Constitution Rating: -1
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Gloves of the Grateful
Three Uses: When performing a group heal, the healer’s chosen target recovers an extra 1d3 HP.
Constitution Rating: 0
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Holy Gauntlets
Per Event: Deal holy spell damage with the Light through the enemy’s armor for 2d4.
Constitution Rating: 0
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Knifethrower's Gloves
Three Uses: You can draw and attack with a dagger as part of your attack roll for an additional flat -1HP, regardless of attack roll results.
Constitution Rating: 1
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Luckbender Gloves
Two Uses: Use this power after you make your roll. Reroll, then add the damage or healing that would have been dealt with your previous roll total.
Constitution Rating: 1
MYTHIC ITEMS
Breaching Gauntlets
Per Event: With your next attack roll, act as if you had hit the next 'tier' up as damage dealt. (-1 becomes -2, -2 becomes -3, -3 becomes -4 and a nat20 deals 5 damage).
Constitution Rating: 1
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Dwarven Throwing Wraps
Per Event: Make a ranged attack with your melee weapon, using and doubling your Strength modifier to add to the roll result. Your weapon automatically returns to your grip after the attack.
Constitution Rating: 2
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Flaying Gloves
The armor of your enemy is flayed with a critical strike, revealing a weak point; the next successful attack you perform deals double damage. This effect does not stack, and resets after the enemy phase during which it applies.
Constitution Rating: 1
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Gauntlets of Blinding Strikes
Two Uses: Roll for an attack or a heal twice in one round; take the lesser of your roll results, triple it, and treat it as your attack or healing roll result.
Constitution Rating: 1
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Gloves of Accuracy
Your ranged bow/crossbow/gun attacks ignore armor, always dealing at least -1HP to the enemy regardless of roll results.
Constitution Rating: -1
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Gloves of Eldritch Admixture
Your attacks deal leeching damage to an enemy, restoring 1HP for every 3 damage dealt.
Constitution Rating: 1
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Green Thumbs
Use the gloves to create a wall of thorny vines in front of allies, protecting them from all damage for one turn; enemies that attempt to melee through the wall become stuck for one turn taking -1 DMG per turn for 3 enemy phases.
Constitution Rating: 1​
Hedge Wizard's Gloves
Two Uses: Add an additional 1d2-4 attack to your successful spellcasting attack roll.
Constitution Rating: 2
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Lightning Reflex Gloves
Once Per Event: Use this power when an enemy is stunned or otherwise prone; immediately attack for an additional 1d6 damage, regardless of whether or not your attack roll landed.
Constitution Rating: 1
Mythic items are even more powerful versions of Heroic items.
These could be considered 'purple items'.
Feinting Gloves
Gain Advantage when rolling a 3 or below to attack.
Constitution Rating: -1
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Gauntlets of Blood
Gain a +1 to your successful attack roll results to targets that are brought below half HP.
Constitution Rating: 1
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Gauntlets of Discontinuity
Per Event: When a target attempts to flee, teleport immediately to that target and deal 1d4 damage. The target is pinned in place for the following Player Phase (DM Discretion).
Constitution Rating: 1
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Gloves of Manipulative Folds
These gloves add an additional +3 to any roll attempts to Stealth, sneak around, or pickpocket a target.
Constitution Rating: 1
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Gloves of Grace
You receive a bonus of +1 to any saving roll against a GM.
Constitution Rating: 1
Great Hero's Gauntlets
Per Event: When you sustain damage that brings you to 0HP, select an enemy in melee range. That enemy receives the damage of the last attack you took, tripled.
Constitution Rating: 0
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Whirlwind Wraps
On a successful critical strike, deal an additional 1d3 damage to all other targets in melee range. Roll only once, regardless of the number of targets in range.
Constitution Rating: 1​
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Vampiric Gauntlets
Per Event: Leech 1d4 + Constitution health from an enemy.
Constitution Rating: 1
Illusionist's Gloves
Once Per Event: Slip into illusionary invisibility with a projection of yourself left, avoiding an attack that is directly targeting you. The projection has 2HP and lasts for two player phases. After the projection vanishes due to expiration, re-emerge in a different location on the battlefield that can be feasibly reached during the round’s playtime.
Constitution Rating: 2