Gauntlets of Weapon Expertise<br /> Lets the wearer use one weapon that is not normally allowed to that class (if necessary for balance reasons, you could use a limited list, but that would be extra book-keeping).<br /> Also, when using a weapon that your class is already proficient in (instead of using the above power) you instead get +2 to hit (if that is too strong it can be just +2 to damage). This secondary power makes the Gauntlets useful for Fighters/Barbarians/Paladins who can already use most weapons. And by only giving a bonus to hit, it doesn't completely eclipse the Gauntlets of Ogre Power. It's yet another *option* for the Gauntlets slot, with pros and cons vs. Ogre Power.<br /> Many players have weapons only usable by classes that they don't normally play. This is a way to let them actually use those tokens instead of letting them collect dust.<br /> This could also fit into the current theme. Since the Druidic society is destroyed by a Rome-like empire, the Rome-like empire would clearly have a martial bent, and the Gauntlets of Weapon Expertise makes perfect sense.<br /><br /><br /><br />Ring of Counterspelling (could also be an Amulet or a Hat)<br /> Lets the spellcaster attempt to counterspell a spell cast by a monster. The user loses his/her next action as a result. (So if you attacked or cast a spell this turn, and then the monster casts a nasty spell, you can try to counterspell it by forfeiting your next turn). There aren't that many monsters that actually cast spells, so a once per combat restriction really isn't needed. Would have been ideal against that Drider!!!<br /> To counterspell, you need to expend memorized spells (or spells per day for the Bard). And you roll a dice (vs. a specified DC) to succeed. The DC can be higher on Nightmare+ difficulty levels, and particular monsters or specific spells might have a higher DC. (Normally in D&D the spell level is a major issue, but since we're only playing 3rd or 4th level characters that limits our options). The user may get a bonus to the counterspell roll if he expends a higher level spell (or you could allow him to expend multiple spells for a bonus). You have some leeway on the exact mechanics.<br /> Thematically, this could be developed by the Druids as a last minute weapon against the onslaught of the Roman-like armies. Or perhaps this was the key that allowed the eeeeevil Romans to overcome the holy Druidic magic.<br /><br /><br /><br />Ring of the Martyr (could be an Amulet or Hat, and it could also be called of Shielding or something else)<br /> Once per combat, as a free action, you may shield another character when that player is attacked by a monster (this free action hinders neither you or the person you shield).<br /> Furthermore, you get an additional benefit when using the standard shielding action. Either it lessens the hindrance to you or the other player (maybe you can still attack but at a significant penalty?). Or you get an AC bonus or take less damage when hit, while you are shielding.<br /> A good way to encourage teamwork and cooperation. Plus, it emphasizes the under-utilized shielding rules.<br /><br /><br /><br />Boots of Levitation<br /> Lets you levitate at will. Only up and down (so it doesn't completely obsolete the Fly Scroll), but you could find creative ways to move horizontally. Great way for countering pits or falling off ledges (better than Feather Fall in this case since you don't actually fall). And perfect against that Illithid!<br /> Since the above benefit seems very adventure-reliant, it might be good to have a secondary combat benefit as well. When using the Boots you can gain a bonus to hit (because of the height advantage), but at the cost of an AC penalty (i.e. gain +1 to hit but -1 AC). The opposite is potentially feasible (+1 AC but -1 to hit), but then it's just an extra AC boost for spellcasters who don't need to attack.<br /><br /><br /><br />Helm of Telepathy<br /> Comprehend Languages at will, allowing you to communicate with any intelligent creature.<br /> Also lets you speak (but only you) when under the effects of a Silence (or similar) effect. You can also speak without making noise (i.e. waking the Giant) since you will be talking telepathically.<br /> Both of those might be too limited for a Purple, so you may want an additional concrete benefit. Once per combat, you may use the Helm to telepathically Command a monster (just like the spell). Or if you want, you can give some sort of + bonus (to hit, AC, shielding, etc.) to emphasize how telepathy helps with teamwork, coordination, and flanking.<br /> Thematically, this could be some sort of sacred relic used by the Druids in their rituals.<br /><br /><br /><br />Amulet of Bribery<br /> Once per room, the user may attempt to bypass the puzzle or monster by bribing the GM. This requires Gold or at the very least reds, to be given (permanently) to the GM. A roll is required, with a bonus depending on how generous the bribe is.<br /> Inspired by the 2008 Riddle Reveal, when it was learned that the Giant could be bribed not to attack. Plus, people have been suggesting more gold sinks, and something to do with their extra +1 weapons....<br />