Workshop Week 11 — 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, September 25h, 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!
Comments (21)
Trident of Twin Essences: You have a +3 bonus on attacks and damage rolls made with this weapon. This trident has a black edge on its left, a silver edge in the middle, and a white edge on its right. As an action, you can speak the trident's command word to split the black and white edge off the trident. A black shadow wielding a black spear and a white shadow wielding a white spear appear on opposite sides 5 feet from you. The shadows look like you, wear equipment that looks like all your equipment and share all your stats and modifiers, except they have an AC of 12 and hitpoints equal to 4 times your character level. You are left with a spear that only has a +1 bonus, and each shadow's spear also has a +1 bonus to attack and damage rolls. As a bonus action on your turn, you can command one or both of the shadows to move up to your speed and make a melee weapon attack against a target within 5 feet, using your own modifier and proficiency for their attack and damage. The light shadow deals 1d6 (versatile 1d8) + modifier + 1 radiant damage, and the dark shadow deals 1d6 (versatile 1d8) + modifier + 1 necrotic damage. The shadows last 10 minutes or until one of them is reduced to 0 hit points. After the effect ends, the black and white edge reappear on your spear, once again becoming a +3 trident. Once you use this feature, you can't use it until the next dawn.
Eclipse Dusters Weapon (club), very rare (requires attunement) These knuckle dusters are attuned as a pair, one dark and glittering with stars (Starfield), the other shining like the sun (Sunspot). You gain a +2 bonus attack and damage rolls made with these weapons, as well as and additional 1d4 necrotic or radiant damage, respectively. In addition, these weapons have a shared pool of 3 charges. You can expend a charge on a successful strike, granting an additional effect based on which weapon was used. For Starfield, the target takes an additional 2d4 cold damage and must make a DC 15 Con saving throw or be affected as the spell slow. For Sunspot, the target takes an additional 2d4 fire damage and must make a DC 15 Con saving throw or be affected with blindness as the spell blindness/deafness. Neither of these effects require concentration. Additionally, you can expend 2 charges to strike the knuckles together, producing an eclipse-like effect. All creatures aside from you within a 20 ft radius must make a DC 15 Dex save or be outlined in a glowing corona as by the spell faerie fire with a save at the end of every turn and take 2d4 radiant and 2d4 necrotic damage, or half as much damage on a success with no additional effects.
Potions of Mixing and Cancellation Potion, rare There are two types of this potion, light and dark. The individual bottles are built to be attached together, merging and activating the contents. Each combination produces a unique effect. -Light + light: You can drink this potion to regain 6d4 + 6 hit points and gain resistance to radiant damage for one minute. -Dark + dark: You can drink this potion to gain perfect vision in magical and nonmagical darkness out to 60 ft and resistance to necrotic damage for one minute. -Light + dark: The two varieties meld together into an incredibly volatile mixture. As an action, you can throw the bottle up to 60 ft, forcing each creature within a 20 ft radius to make a DC 15 Dex saving throw, taking 12d4 force damage on a failure or half as much on a success.
Annihilator Weapon (heavy crossbow), very rare (requires attunement) This crossbow has an ornate design depicting a struggle of light and dark, with a large icon near its center. This weapon does not require ammunition. The icon can be rotated as a bonus action to switch between two firing modes. The first fires beams of prismatic light, dealing radiant damage instead of piercing. Additionally, any enemy hit with one of these shots must make a DC 10 Dex saving throw or the next attack against them has advantage as they’re outlined in a bright light lasting until they are attacked or the start of your next round. The second firing mode launches a burst of congealed darkness, dealing necrotic damage instead of piercing. They must also make a DC 10 Con saving throw or have their speed halved until the start of your next turn. As an action you can spin the icon extremely rapidly, building up both light and dark energy. Shots fired in this state deal 1d10 radiant and 1d10 necrotic damage and have the secondary effects of both firing modes. However, each shot fired has a cumulative 10% chance of misfiring, releasing a colossal burst of force as the light and dark energy cancel out, forcing all creatures within 20 ft to make a DC 15 Dex saving throw, taking 8d6 force damage on a failure or half as much on a success. When this happens, the Annihilator is rendered unusable for 1d4 hours.
Embrace of Light and Dark: *Light* Armor. Whenever you take radiant or necrotic damage, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn. Once per day, you can use a bonus action to manifest a pair of black and white wings. While manifested, you gain a flying speed equal to your walking speed (minimum 30 feet), you have resistance to both radiant and necrotic damage, and once per turn, when you deal damage, you can deal an additional 1d4 radiant damage and 1d4 necrotic damage.
Twilight's Offering: Half of this bow is dark colored and the other half is light colored. When you attack a creature in bright or dim light with this weapon, it deals an additional 1d4 necrotic damage. When you attack a creature in darkness with this weapon, it deals an additional 1d4 radiant damage. When you attempt to attack a creature and light or darkness would impose disadvantage on your attack, such as through Sunlight Sensitivity, lack of Darkvision, or because of Magical Darkness, the weapon gives you a fleeting glimpse of the target's location, allowing you to ignore the disadvantage imposed. The weapon can also cast Darkness, Daylight, and Darkvision once each per day. When casting Darkvision with this weapon, you can see through magical darkness.
Shard grenades- icey crystal grenades that deal cold and fire damage. And leave behind a steam (fog) cloud.
Pendant of Divine Equilibrium - a pendant that gives resistance to either radiant or necrotic damage, but vulnerability to the opposite.
Spear of the Caged Dark Weapon (spear), rare (requires attunement) The head of this rune-engraved spear is a bright gem with a tiny mote of darkness in the center. You gain a +1 to attack and damage rolls made with this weapon, and it deals an additional 1d6 (or 1d8 when used with both hands) radiant damage on a successful hit. As an action you can shatter the gem, releasing the darkness inside of it and forming a long scythe-like blade. When it is in this form, you gain a +2 to attack and damage rolls and the spear deals an additional 2d6 (or 2d8 when used with both hands) necrotic damage on a successful hit. This transformation lasts for 1 minute, after which the shadow dissipates and weapon becomes a magical quarterstaff until the gem reforms at dawn.
Well, I screwed up and forgot that Snuff exists, so I'm going to attempt to salvage this concept. Spear of the Caged Dark Weapon (spear), rare (requires attunement) The head of this rune-engraved spear is a bright gem with a tiny mote of darkness in the center. You gain a +1 to attack and damage rolls made with this weapon, and it deals an additional 1d6 (or 1d8 when used with both hands) radiant damage on a successful hit. You can cast light on the head of the spear as a bonus action. As an action you can shatter the gem, releasing the darkness inside of it and forming a shadowy spearhead to replace the gem. You gain the ability to see perfectly in magical and nonmagical darkness out to 60 ft, and a 20 ft radius sphere of darkness forms centered on you that moves with you. When the spear is in this form, you gain a +2 to attack and damage rolls and the spear deals an additional 2d6 (or 2d8 when used with both hands) necrotic damage on a successful hit. These effects last for 1 minute, after which the shadow dissipates and weapon becomes a nonmagical quarterstaff.
Soul Siphon Wondrous item, rare (requires attunement) This heavy bracelet/bracer/choker/other jewelry is seemingly made of pure gold with inlaid pearl, but its interior is rough, twisted black metal. When you attune to it this metal digs into your flesh, dealing 1d4 piercing damage and locking it in place. The siphon has 10 charges, which it regains at dusk. Why you hit with a weapon attack, you can expend up to 3 charges, taking 1d4 necrotic damage and dealing 1d10 radiant damage for each charge used as the user’s blood is transformed into an aura of golden ichor around the weapon. Curse: Every tenth time this item is used, roll on the following table as the wear on the user’s soul becomes visible, ignoring any result that the user is already afflicted with. 1. The user’s skin becomes deathly pale. 2. The user’s eyes become glassy. 3. The roots of the user’s hair become white. 4. The user becomes visibly gaunt. Once the user is affected by all of these changes, the effect on their appearance becomes permanent, and can only be undone by a wish spell.
For Radiant and Necrotic please do a Light and Dark gauntlet that lets you unarmed strike with bonus Necrotic or radiant damage and cast some spells, also maybe boost a stat
I voted Thunder/Lightning because I'd love to see an item that gives speed/reach but also packs a wallop. I'd love to see gauntlets or boots used for the item as well.
What I think would be really cool is if you tackle the Double-Bladed Scimitar from Wayfinder's Guide to Eberron, but in this sense, making a polearm-type weapon that has one element on one head, the other on the other end. You can call them Convergence weapons and the idea is you have to keep the balance.
Maybe a dual sword combo that combine into a great sword or double sided lightsaber style sword. One sword being angelic/radiant, the other sword being deathly/necrotic. Thinking of a Valkyrie style angel and Grim Reaper combo. Maybe forbidden lovers influence?
the bolting boots/shadow sandles/bonfire boots. requires monk attunement. essentially it causes damage at the expense of movement (make difficult terrain everywhere you move and/or something akin to the fire dervish cloak)
Necrotic/Radiant Give and Take: Give, a silver/white rapier [deals radiant damage] paired with Take, a slim black dagger [deals necrotic]. Can be used separately but together, gain bonus AC, use reaction to parry and reposte if successfully parry attack. For higher rarity, Give has some low level healing/radiant spells, Take has low level harming/necrotic spells. Two-Faced Fate: A double sided coin, one side highlighted in gold, the other onyx. The coin starts with X charges, regaining Y each morning. Flipping the coin grants you access to a small spell list depending on which face you get, radiant/healing for gold, necrotic/damage for onyx. [I want to add something ridiculous here, like roll a d100 each time you spend a charge. If it comes up 100, then something otherworldly happens, haven’t gotten this far to think it through.]
Coin lands on its edge, and chaos bolt targets you.
Heavenly Blightning Bolt - Ammunition - very rare A arrow of dark magical energy, encased in a pure white crystal structure that shatters upon impact. Wherever the arrow impacts, a bolt of dark, necrotic energy strikes. Creatures within a 5ft radius take 2d8 necrotic damage and 1d6 lightning damage. If the arrow strikes a creature, the creature takes an additional 2d8 radiant damage and is affected by the Faerie Fire spell for one minute.
I’m imagining the trope of a holy weapon corrupted like Ashbringer in WoW, or a deadly Scythe/evil weapon blessed by the Gods
Im choosing thunder and lightning purely so that the flavor text can quote Bohemian Rhapsody. Very very frightening.
