Heroic Relics or Class-Inspired Items for Into the Odd Characters
So me and a few of my coworkers decided we want to start a new campaign. Almost all of them have never touched an RPG before, so I want to run Into the Odd for them, but still sprinkle in a bit of the fantasy-element found in Dungeons and Dragons. To that effect I've started making some items that are themed after the classes in D&D. This will be a series of posts, essentially, where I post 6 items per class.
I'm doing the full array of classes found in 5th Edition, so the order of appearance will be the following:
Bracers of Wind: Wearing these bracers grants the wearer d12 HP. Once per day, the wearer may re-roll the d12. The bracers do not work if worn along with armor.
Greataxe of the Berserker: This mighty greataxe grants the wearer the ability to enter a frenzied state once per day, lasting a number of rounds equal to their Willpower score. While in this state, melee attacks are impaired against the wearer.
Boots of Fleet Foot: These boots increase the wearer's movement speed and grants +d6 Dexterity.
Amulet of Reckless Abandon: This amulet grants the wearer the ability to make a powerful but reckless attack once per day. The wearer’s attack becomes enhanced, but all attacks against them are also enhanced.
Helm of the Relentless: This helm allows the wearer to shrug off some effects that would otherwise hinder or incapacitate them. Once per day, when the wearer would take Critical Damage, they recover 1 HP instead.
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Cloak of the Entertainer: The wearer of this cloak is magically more likable to most creatures that can see them. When prompted to make a WIL save, roll two d20s and pick the one you prefer.
Ring of the Song of Rest: Once per day, this ring allows the wearer to play a soothing tune that helps their allies recover more quickly during a Short Rest. Allies who can hear the tune gain d4 temporary HP.
Boots of the Dancing Blade: These boots allow the wearer to perform a series of quick steps and flourishes in melee combat. Three times per day, the wearer may roll their damage die twice and pick the best of the two. Alternatively, the wearer may once per day treat their melee weapon as a blast weapon.
Amulet of the Inspiring Leader: This amulet grants the wearer the ability to inspire their allies. If an ally that can see the wearer fails a WIL save, the wearer may attempt a WIL save on their behalf using the wearer’s Willpower.
|Image generated with Midjourney.
Hallowed Vestments: These sacred vestments allow the wearer to channel divine energy to turn undead creatures. Once per day, the wearer can force undead creatures that can see the wearer to make a WIL save. On following turns the wearer can maintain this effect by passing a WIL save.
Staff of Spirit Weapon: This staff allows the wearer to summon a spirit weapon (d8) that can attack enemies at a distance. It lasts until the wearer takes a short rest. The staff may be activated three times per day.
Bracers of Divine Favor: These bracers grant the wearer the ability to bless their allies, granting them the ability to re-roll one roll per turn. The wearer can use this ability once per day and lasts until the wearer takes a short rest.
Ring of Sacred Guardian: This ring grants the wearer the ability to cast a protective spell. Once per day, the wearer can designate an area around them where enemies must pass a Willpower save to attack anyone within the area. On following turns the wearer can maintain this effect by passing a WIL save.
Helm of Divine Insight: This helm allows the wearer to channel divine wisdom to gain insight into a situation or answer a question. Once per day, the wearer can ask the Referee for guidance on a specific situation or query. The Referee will provide an answer based on the wearer’s belief.