August 20, 2019

Workshop Week 07 — What kind of item should we make?


Hey Heroes!

Get ready for the next Wednesday Night Elite Workshop poll! 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.

I'll be going live tomorrow night, August 20th,  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! 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!

Let's make something cool together!

Comments (15)

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DomPrez · August 21, 2019

Zafu of the Wandering Mind (Warlock or Monk) If you sit on this cushion and concentrate for a minute, you can send your consciousness out into the world as you body remains in a meditative state. While you remain meditating, you can send a copy of yourself into the Ethereal Plane. You can see through your copies eyes and hear what it hears up to a 100ft range. During this time, your are deaf and blind with regard to your own senses.

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Pax · August 21, 2019

Reaper’s Scythe: You can use a bonus action to speak this magic sickle's command word, causing eldritch tunes to glow across its blade. While the runes are glowing, the sickle deals an extra 1d6 necrotic damage to any target it hits. When you reduce a humanoid to 0 hit points with this weapon, they must roll a DC 15 Wisdom saving throw. On a failure, you violently rip the soul from the body and cause it to immediately manifest as a ghost under your control. The ghost is unable to speak and remains for 1 hour or until it reaches 0 hit points before its soul passes on. Once you use this feature, you can’t use it again until the following dawn.

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Pax · August 21, 2019

Weird Bottle: This long-necked potion bottle could pass for a wine bottle, if not for the inky blackness that swirls inside. It was pilfered from a hag’s collection, and retains some of the auntie’s strange magic. Once attuned to this bottle, you can use a bonus action to shake the bottle and uncork it once a day, releasing one of the following random effects. Roll a d6 to determine the outcome. 1. Wasps fly from the bottle to stitch your wounds, healing you for 3d8 + 4 hit points. If you have full hit points, they turn into butterflies and drop dead instead. 2. Blackness spews from the mouth of the bottle, casting Darkness with the bottle at its center. The bottle maintains concentration on the spell. 3. Hideous laughter echoes from within the bottle. All creatures aside from you within 30 feet must make a DC 14 Wisdom saving throw or become frightened for 1 minute. 4. Green smoke shoots from the bottle and flies into your nose and mouth, causing your eyes to glow. You gain advantage on the next ability check or attack roll you make. 5. A jet of acid launches from the bottle to the nearest hostile creature as if you had cast Melf’s Acid Arrow. 6. You summon a ghost trapped within the bottle. The ghost appears to have its eyes carved out and it’s mouth sewn shut, and is unable to speak. It obeys any verbal orders given to it to the best of its ability, and remains for 1 minute or until it is reduced to 0 hit points, at which points it is sucked back into the bottle.

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Pax · August 21, 2019

Weird Cauldron: This magical bronze cauldron once belonged to a green hag, and who knows what she used it for. Once attuned to it, you can use a bonus action to speak its command word, activating one of the following properties: - You can alter the cauldron’s size, choosing from three options: the size of a teacup, the size of a typical pot, or large enough to fit an adult humanoid. - You can cause the cauldron to levitate indefinitely over the area you set it on the ground. - Reach into the inky blackness at the bottom of the cauldron to access its extradimensional space pull out a random item from the hag’s long-lost collection. When you reach into the cauldron to pull something out, roll a d8 to determine what happens. Once you use this feature, you can’t use it again until the following dawn. 1. You withdraw a Potion of Healing. 2. Something bites you. Roll a DC 15 Constitution saving throw. On a failure, you are poisoned for 1 hour. On a success, you gain 2d8 temporary hit points. 3. You withdraw a vial of Alchemist’s Fire. 4. Something grabs a hold of your hand. Roll a DC 13 Strength saving throw. On a failure, you are restrained as you are yanked up to your shoulder into the cauldron. You can repeat the saving throw or another creature can use its action to pull you free. 5. You withdraw a poisonous snake that is friendly to you and can understand you. It obeys any orders to the best of its ability. After 1 hour, the snake withers away. 6. You cut your hand on something. You take 1d4 piercing damage. The wound bleeds uncontrollably and is unable to be healed by magical means. At the end of each hour, you take an additional 1d4 damage until you take a long rest. 7. You withdraw a vial of red, blue, green, black, or white dragon’s blood. The color is determined by your DM. When consumed, roll a DC 15 Constitution saving throw. On a success, you gain resistance to that dragon’s breath weapon element for 1 hour. On a failure, you suffer 3d6 of that dragon’s element. 8. Something licks your hand.

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Pax · August 20, 2019

Witch’s Scourge: You gain a +1 bonus to attack and damage rolls made with this multi-tailed, barbed whip. Once attuned to this whip, you gain proficiency with whips if you do not already have it. While you are wielding the scourge, once a day you can use a bonus action to lash yourself twice across the back with it, dealing 2d4 + 4 slashing damage. This damage restores one spell slot. Damage inflicted in this way can not be healed by magical means, nor can it be reduced in any way.

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Pax · August 20, 2019

Occultist’s Athame: You gain a +1 bonus to attack and damage rolls made with this magic dagger. While you have the dagger drawn, you can use it to inflict 1d4+2 piercing damage to yourself to ritually cast the following spells once a day: identify, augury, detect magic, comprehend languages. Damage inflicted in this way can not be healed by magical means, nor can it be reduced in any way.

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Pax · August 20, 2019

Immovable Staff. Acts as an Immovable Rod, but also a +1 magical quarterstaff?

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Rose · August 20, 2019

Mask of the Patron: depending on who you have you pact with changes the appearance. Similar to the Astral Bracelet, each pateon grants a set of spells that can be used once day.

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Mercutiorty · August 20, 2019

Monk: A unique magical heavy weapon that counts as a monk weapon, like a Naginata (Glaive) or a Kanabo (Warhammer/Maul)

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Titanium Tomes · August 20, 2019

Barbarian: a belt that helps negate crits? maybe it actually reaches out when you're attacking recklessly, aka whenever someone has advantage on melee attack against you, to punish them for hitting you? usable once or twice per short rest?

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Steve Rogers · August 20, 2019

Monk: Quarterstaff of balance. Allows you to use the pole as a solid vertical surface 10ft high, and gives you advantage on saves against being knocked prone.

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Jhe · August 20, 2019

Monk: Gloves of Energy Deflection. Allows Deflect Missiles to work on Ranged Spell Attacks. When you reduce the ranged spell attack's damage to 0, you can either send the spell back (same with deflect missiles) or you can absorb the spell, empowering your unarmed strikes to deal additional damage with the same type as the absorbed spell (like the Absorb Elements spell)

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Jhe · August 20, 2019

Monk: Amulet of the Waymaker. Item flavor is a Monk item that encourages them to "pave the way" for teammates and lend their mobility/utility features. When the Monk uses Step of the Wind, allies within 15 feet can use a reaction to move equal to the Monk's bonus movement from their Unarmored Movement feature. When the Monk uses Slow Fall, allies within 15 feet reduce their falling damage equal to half the damage prevented by the Monk's Slow Fall.

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karin adar · August 20, 2019

An Eldritch mask that lets a warlock cast hex once a day without expending a spell slot and lets him/her add their Charisma modifier to the hex damage (doesn't stack with Agonizing Blast) Could be called /mask of Hexes and have a hexagonal pattern on it.

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DomPrez · August 20, 2019

Something that make 2WF actually good for a barbarian. Tornado axes?