Workshop Week 04 — What kind of item should we make?
Hey Heroes!
Get ready for the next Wednesday Night Elite Workshop poll! I'll be going live tomorrow night, July 24th, at 7:30 pm EDT (GMT-4). You'll receive an email tomorrow evening with the exclusive Youtube link for you to come watch and participate!
Please vote on a direction below and comment with a general idea of an item you have that would fit the direction you voted for! There will be a second poll tomorrow featuring up to three of your commented suggestions using the winning direction from the poll today.
We'll figure out the exact mechanics together on stream before (and possibly while) I make the illustration for the most voted on item!
Remember that this will be an official Saddlebag item and will not credit anyone for the ideas generated through this process. Please only bring ideas you're comfortable with sharing to the workshop!
Comments (14)
A suit of armour or shield that allows the user to make a reaction to absorb some lightning (or elemental) damage (maybe roll a 1d6, and reduce the damage by the total rolled). For every reaction used to absorb the damage, the armour/shield gains a charge, maybe up to 5. Then, as an action, the user can expend a charge and expel the damage outward, dealing an AoE effect similar to Fireball focused on them (no damage to user from discharge), but lightning (or other element). The size of the radius and the damage depends on how many charges are used at one time.
Two different armors, based on two different monsters. The first one is based on a shambling mound, gives resistance to lightning damage, and gives temp HP equal to half the damage taken from lightning. The second is based on an ochre jelly, also gives resistance to lightning damage, and grants an AC boost/reaction attack/small ochre jelly summon/misc. buff on taking lightning damage, possibly based on charges.
Brass Knuckles, one fire one ice. Generic, sure, but fun
Wisp Net: made of a "tamed" wisp, this net has the ability to unerringly seek out life, removing the disadvantage on attack rolls from attacking outside of its normal range. Deals lightning damage to a restrained creature, and to both the restrained creature and any creature who tries to aid them when someone else makes a check. Also, higher HP, AC, check DC, and resistance to nonmagical damage, and returns to the user when broken. Can also be manually called back.
Electromagnetic Boots: Gives you the ability to walk up, down, and across vertical surfaces and upside down along ceilings as long as they're made of metal, and you have advantage against effects that would forcibly move you or knock you prone while standing on a metallic surface. Also lets you cast thunderwave once a day.
Stormguard Sanctuary, basically a giant electricity field projector that surrounds an entire building in a shield of lightning. There aren't many massive scale magic items around.
hmm...... a wind up tazer! does 1d6 per charge and gains 1 charge for every 1 action you take to wind it up.
Winter cloak or coat covered in the fluffy fur of a winter wolf. The bristles of fur are enchanted with storm giant magic to hold a large static charge. When struck, the fur discharges and the attacker could take damage and/or get paralyzed, depending on how strong the item is. Original inspirations are the shock frills from Shadowrun for mechanics, and the tobi-kadachi gear from Monster Hunter for looks.
A lightning wand that acts as a lightning rod for AoE effects: it can be planted in the ground and, when it is within the area of an effect that deals lightning damage, it absorbs the damage (maybe preventing all damage dealt by it, or maybe just allowing everyone else to succeed on the save automatically) and gains a charge up to some maximum total. While it is charged, attempting to absorb lightning damage again causes it to rebound, dealing damage in an area around itself (or forcing a failure on all people in the AoE effect). Alternatively, charges can be used to cast certain lightning spells.
Frankenstein-inspired metal bolts that can be used to reanimate dead, and provide the zombie with an AoE lightning effect!
Bracers that charge bow attacks as part of the attack. As if they generate a static charge each time the fletching passes along it. It adds 1dX lightning dmg, and on a crit the target is stunned until the end of your current turn, but you also take equal lightning dmg.
A shield with a metal outer surface so magically cold that any character or monster attacking its wielder with natural weapons has a high chance to get stuck to it. Like when your tongue gets stuck to a pole in the winter.
Three metal rods that when planted in the ground (within a certain distance limit of each other), create a triangular wall of lightning. Lightning arcs back and forth between the rods, shocking anything that passes through. Rods can be placed beforehand and activated with a command word
Sounds interesting and gave me an idea. What about a set of matching rings that can create links of lightning between the attuned bearers, in the same vein as your lightning rods?
