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.
WAIST
BASIC ITEMS
Cinch of the Empowered Brute
Gain a +1 to Strength. Does not expire.
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Sash of Judgement
Gain a +1 to Intellect. Does not expire.
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Baldric of Invigoration
Gain a +1 to Constitution. Does not expire.
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Belt of Vigor
Gain a +1 to Dexterity. Does not expire.
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Meditation Band
Gain a +1 to Wisdom. Does not expire.
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Strap of the Attractive Gaze
Gain a +1 to Charisma. Does not expire.
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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
Backbone Belt
Gain an additional +2 to any defensive rolls against AOE damage once you've been revived in an event.
Constitution Rating: 0
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Baldric of Valor
When struck by an attack, gain +1 to your Strength until the end of the next Player Phase. This effect stacks, up to +5 Strength.
Constitution Rating: 1
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Barbed Baldric
Enemies that grab you, pin you or otherwise prevent you from moving take 1d4 damage at the start of your turn in addition to your attack.
Constitution Rating: 1
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Belt of Endurance
Gain a +2 bonus to your Constitution when passing a grappling check against an enemy. This effect does not stack against the same enemy, but lasts until the end of the encounter.
Constitution Rating: 0
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Belt of Recovery
When you are the target of a critical heal, add the amount you are healed for to your next turn's roll result.
Constitution Rating: -1
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Totemic Belt
Per Event: Gain a +1 bonus to your Strength, Constitution or Dexterity attack rolls until the end of the encounter. This modifier bonus can only be changed out of combat, but it can be changed during an event.
Constitution Rating: 1
Heroic items increase modifiers, give bonus rolls or enable an extra ability.
These could be considered 'blue items'.
Centering Cincture
Use this power when you are struck by an attack. Gain a +1 bonus to your next healing roll result. This effect stacks by how many points of damage are taken, but resets at the end of the next enemy phase.
Constitution Rating: 1
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Cord of Foresight
Per Event: For one defensive turn, reduce the damage of all incoming attacks to -1HP. Next active turn, receive the previously staggered amount of damage taken, with an additional -1dmg taken.
Constitution Rating: 1
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Girdle of Niuzao
When you charge towards a target while they are out of melee range, perform an additional attack for 1d3. Charging towards a target requires a two round cooldown before another can be performed.
Constitution Rating: 0
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Rogue's Belt
When performing a critical attack after leaving Stealth, add an additional 1d4 damage; the target is also stunned for the following enemy phase, and is open for Advantage attacks by other players.
Constitution Rating: 0
MYTHIC ITEMS
Baldric of Tactical Positioning
Once Per Event: Make a heroic leap to an enemy when out of melee range, crashing down on them for 1d3-6 damage in addition to your attack roll.
Constitution Rating: 1
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Belt of Resilience
When healed, gain the amount healed as a bonus to your primary offensive stat during the next Player Phase until the end of that Player Phase. This effect does not work if no health was gained.
Constitution Rating: 1
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Cincture of Vivacity
When you receive healing above your maximum hit points, keep the temporary increase until the end of the encounter. This temporary increase resets once the combat phase ends, and the total increase from this or any other item cannot be greater than half of your base health.
Constitution Rating: 0
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Cord of Divine Favor
Per Event: Use this power when you heal an ally with a critical heal result. You can heal yourself for the same amount. Excess healing from this effect is gain as an overshield, which is rounded up and spread between you and your ally.
Constitution Rating: 0
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Girdle of the Dragon
Per Event: Make two rolls; Roll 1d(Strength) and 1d(Dexterity). The combination of these results is your damage dealt.
Constitution Rating: 1
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Healer's Sash
When successfully rolling to heal a target, store one charge in the sash. When the sash reaches 3 charges, roll 2d2 to heal each member of the party for the amount rolled.
Constitution Rating: 0
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Retributive Girdle
Use this power when you are hit by an attack for equal to or greater than half your current health pool. Gain a +4 to your roll result during the next Player Phase.
Constitution Rating: -1
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Stalwart Belt
When you score a critical hit, gain temporary Dexterity, Strength or Intellect equal to your Constitution modifier. The bonus expires at the end of your next turn.
Constitution Rating: 0
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Survivor's Belt
When confronted with a saving throw against the GM, always roll for Advantage. If you lose the roll, take half the intended damage, rounded up, regardless of the failure.
Constitution Rating: 0
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Vengeance Sash
Once Per Event: Use this power when you are K.O.’d. Continue to roll for the following Player Phase as if you weren't knocked out, but your roll results are halved, rounded up. Any attempts to revive you automatically fail until the next Player Phase.
Constitution Rating: 0
Mythic items are even more powerful versions of Heroic items.
These could be considered 'purple items'.
Baldric of Assault
When an enemy is able to deal damage past any temporary shielding you may have, during your next turn, strike them for 1d3 damage in addition to your roll whether or not it is successful.Constitution Rating: 2​
Baldric of Shielding
Two Uses: Gain a temporary bonus HP shield equivalent to your Constitution modifier. This shield expires at the end of the combat phase.
Constitution Rating: 1
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Baldric of Borrowed Time
Two Uses: Spend a full round’s action infusing the Timeless sand in the belt. In the following round, roll for Advantage. Add an additional 1d2-4 damage or healing.
Constitution Rating: 0
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Belt of the King
Gain a +1 bonus to your Constitution and Strength. Does not expire.
Constitution Rating: 1
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Diamond Cincture
This belt is covered with four perfectly cut diamonds. During your turn, spend the innate power of any number of the diamonds to heal yourself in addition to your roll; gain +1HP for each diamond spent. The diamonds cannot be recharged until after the event is over.
Constitution Rating: 0
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Phoenix Sash
Once Per Event: When an enemy reduces you to 0HP, instead, you recover 1d4 HP, are dazed and cannot act during the next player phase.
Constitution Rating: 0
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Sash of Heroic Inspiration
When an ally in melee range of you scores a critical hit, during the next Player Phase, perform 1d3 points of damage or healing in addition to your attack roll - even if your own roll is not successful.
Constitution Rating: 0
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Wraith's Cord
Per Event: Become insubstantial, taking no damage from attacks or AOE effects, until the beginning of your next turn. This may be activated when taking damage on an enemy phase to prevent damage from being taken; in this case, the player takes no actions in the following player phase.Constitution Rating: 0
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Acrobat's Harness
Two Uses: Roll for Advantage when attacking an enemy already in melee range.
Constitution Rating: 1