Thoughts:
1. Bead of Health:
Other HP granting rares have primarily been named "X of vitality." I would change Bead of Health to Bead of Vitality to make it align with:
tokendb.com/token/belt-of-vitality/
(+3 hp)
tokendb.com/token/earcuff-of-vitality/
(+2 hp)
tokendb.com/token/folio-of-vitality/
(+5 hp, one use turn in at start)
tokendb.com/token/shirt-of-vitality/
(+3 hp)
I'd consider making it +3 HP as well, because bead seems to be working out to a powerful slot.
For context:
*There are 2 Rare "X of health" tokens: a 2021 boots that give +3 to HP, and a 2013 shirt that makes on immune to disease
* There are many HP granting "X of Health" tokens at C/UC
2. Belt of the Cat:
This seems too weak:
* Rare 2021 Belt of the Sweetwoods gives +2 to DEX and +1 to CON.
* UR 2014 Viper Strike Belt gave +3 DEX and was part of the viper strike set.
I'd try to find a way to boost Belt of the cat somehow:
* +2 to DEX and +1 to ranged damage
* +2 to DEX and +1 to AC
* +2 to DEX and +1 to hit with ranged
Or similar.
3. Boots of the Buccaneer.
These seem
much too strong:
* Rare rings, earcuffs, hats, charms, and beads grant +3 or +4 to a single save
* +5 to each of two saves feels like a Relic level token to me
I would make this something like:
* +2 to Reflex and Fort saves
* +2 to DEX and +3 to Fort Saves
4. Charm of Providence:
A Rare +1 AC charm seems week to me.
We just had a +2 to saves UR that is part of the lucky set last year. That would suggest that a +1 to saves Rare Charm is about correct.
+1 to saves is often considered to be better than +1 to AC.
This could be changed to:
* +1 to saves
* +2 to AC
* +1 to AC and something else small (Rare Bracers of the Toad gave +1 AC and +2 to Fort saves)
* +1 to DEX
5. Charm of Sacrifice:
This feels like it should be limited to some classes like Cleric, Druid, Paladin, however it also looks like a volunteer token so maybe it is best to be usable by all.
6. Cloak of Iron Will:
This should either be called "Cloak of Fortitude," or should benefit Will saves.
I think it could use a bump to +4 to one save, or maybe even +5.
Back slot has historically been the best slot for saves, and we already have:
* Rare Bead Clerics Piety is +4 to will saves
* Rare Ring of Iron Will is +4 to Will saves
* Rare Earcuff of Enlightenment is +3 to Will Saves
* Rare Crown of Enlightenment is +4 to Will saves
* Rare Charm of Enlightenment is +4 to Will Saves
7. Goggles of Protection:
+1 AC in a Rare eye slot item seems too weak:
Compare with UR level eye slot items:
* UR Lenses of Agility: +3 DEX and Rogue sneak attack w/bows and crossbows
* UR Lenses of the Fae: +3 DEX and no 50% miss chance vs. incorporeal
* UR Goggles of the Deadshot: +3 to hit with ranged and set bonus
I think these could be:
* +2 DEX
* +2 AC (and maybe even something extra like can't be surprised outdoors)
8. Ioun Stone Ruby Spindle and Ioun Stone Ruby Orb:
These seem too weak, and also furthering an asymmetrical situation for offensive oriented Ioun stones.
In 2020 Melee just got both:
* Rare +2 to melee damage Ioun Stone Jasper Ellipsoid (completion token)
* Uncommon +1 to melee damage Ioun Stone Jasper Prism (completion token)
Melee currently has 7 Iouns that can boost melee damage:
* Three that boost damage directly
* Four STR boosting Iouns that boost both melee to-hit and to damage
Missile/Ranged/Spell have 1 damage boosting Ioun.
(There are also 4 DEX boosting Iouns which add to ranged to-hit).
I would:
Either:
a. Make one of these +2 damage to missile attacks
b. Make the other +2 damage to spells
c. Add a new completion tokens that is +1 damage to ranged
Or:
x. Make one of these +2 damage to ranged
y. Make the other one +1 damage to ranged
So that Melee/Missile/Spell each have one +2 damage and one +1 damage Ioun completion tokens.
9. Shirt of Flame Resistance:
This might be too weak:
* There are Rare -3 from fire: Ioun, Ring, and Bead
* There are Uncommon -2 from fire bracers and gloves
There
is a -1 from fire damage uncommon shirt from 2020 though, so maybe -2 is just right.
It feels like this could be -3 from fire damage.