Workshop Week 12 — 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, October 2nd 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 (16)
Simulacrum Seed Wondrous magic item, rare This seed is small and deep red, looking almost like a miniature heart. When planted with the skeleton of a beast (could be extended to other types, as appropriate), it shoots out vines that tie it to the bones. After 24 hours it completely encases the skeleton, forming a new body out of plant matter. This new form has the stats of the beast used to grow it (with the creature type changed to plant), but does not have their memories. When the plant is killed, the vines retract back into the seed, leaving behind the skeleton.
Guardian Seed Wondrous magic item, legendary (requires attunement) This seed is massive, and radiates comforting warmth. When planted, it immediately takes root. Over the next month, it grows rapidly to a height of 300 ft and a radius of 15 ft. Once it is fully grown, it no longer requires attunement, but if attunement is broken at any point during the process the tree reverts to a seed. Once fully grown, the tree has the following properties. -The area directly surrounding the tree is permanently under both effects of plant growth, with their respective radii. -A dryad is born from the tree. It is loyal to the one who planted the tree unless they would endanger the tree, but cannot move farther than half a mile from it. -If the tree is directly attacked, it creates a treant to defend it. This treant will follow the commands of the one who planted the tree unless they would endanger the tree, but cannot move more than 100 ft away from it. -The tree itself is hollow, and has “floors” grown in every 30 ft. Its interior is under the effects of the spell hallow, with effects chosen by the planter. -The tree itself is incredibly durable, bordering on indestructible.
Seed Sling Weapon (sling), rare This sling is a living plant with three small, dense pods. When you make an attack with this sling, you can choose to pick and launch one of these pods. Whether you hit or miss, the pod then roots into the ground, casting a DC 15 entangle spell centered at the target. When the sling spends 8 hours planted in dirt, these pods regrow.
Alternatively, the three pods could correspond to entangle, spike growth, and plant growth, respectively.
It looks like plantable is going to win so here's my "okay" idea plantable/growable Ranger's buds These long stringy beans are sold in pairs, when planted in fertile soil around 2 feet from each other they will grow small roots to each other. Upon the next dawn 1d6+2 thorny arrows can be harvested from between the beans. These arrows cannot be recovered once fired from a bow as they splinter on impact dealing an extra 1d4 slashing.
Grasp of the Dead Growable These grey, dry, almost finger like stones are found in a small burlap sack. Throwing one at the ground will cause the stone to burst into a cloud of fungi spores that covers a 10-foot radius area. From the ground, the fungi grows nearly instantly, taking the shape of decaying hands, grasping and wrapping around whatever is in the area. Enemies that start their turn in the circle take 1d10 necrotic damage and must make a strength check to break free, otherwise are rooted. Fungi lasts for 1 minute.
Growable, very rare: Arcane Oyster - This Oyster produces a magical Pearl that can cast spells. Each pearl has a different color and represents one of the 8 schools of magic. Roll a d8 to determine the color of the pearl, which also determines the spell it can cast: 1: Blue - Dispel Magic 2: Yellow - Thunderstep 3: White - Clairvoyance 4: Pink - Enemies Abound 5: Red - Lightning Bolt 6: Purple - Hypnotic Pattern 7: Black - Vampiric Touch 8: Green - Haste Once a pearl has been taken from the Oyster, it would take another 1d4+3 days to grow another pearl. When you cast a spell using the pearl, the spell does not require concentration. However, you must be holding the pearl in your hand for the duration of the spell or the spell ends. When a spell you cast with the pearl ends, its color briefly turns into a murky brown before it disintegrates.
Plantable/Growable, Legendary Tree of the Archomentals' Blessing: This tree has been blessed by the archomentals of elemental good. Every tenday, the tree produces a fruit. Each fruit's effect lasts for 24 hours, and is enough nourishment for a whole day. Roll a d4 to determine what fruit is produced: 1 - A fire red fruit. It has a strong spicy flavor. When you consume the fruit, you have resistance to fire damage, and on each of your turns, you can use an action to breath out fire in a 30-foot cone in front of you. Targets must succeed on a DC 17 Dexterity Saving Throw or take 4d8 fire damage. Additionally, Elementals aligned with fire are friendly to you unless you or your companions harm them. 2 - A sea blue fruit. It has a sweet and vibrant flavor. When you consume the fruit, you have resistance to cold and acid damage, and you have a swimming speed equal to your walking speed, and you can breathe underwater. You can also walk on water without sinking. Additionally, Elementals aligned with water and ice are friendly to you unless you or your companions harm them. 3 - A light green fruit. It has a light sour flavor. When you can consume the fruit, you have a flying speed equal to your walking speed. While in the air, you are surrounded by gentle gusts of air. If you would fall, the air shifts around you, allowing you to not take falling damage. While you're flying, arrows, bolts, and other ordinary projectiles launched at you have disadvantage on attack rolls. Additionally, Elementals aligned with air are friendly to you unless you or your companions harm them. 4 - A dark brown fruit. It has a deep earthy flavor. When you consume the fruit, you have resistance to bludgeoning, slashing, and piercing damage. You also have advantage on checks and saving throws against effects that would force you to move, and you can move across difficult terrain made of earth or stone without expending extra movement. Additionally, Elementals aligned with earth are friendly to you unless you or your companions harm them. Each fruit only lasts on the tree for three days, after which it withers away. If the fruit is picked from the tree before then, it will remain edible for a year.
Plantable, very rare or legendary: The Multreeplier - When the seed is planted, it grows into a small 8 foot tall tree after a tenday, a height that allows its fruits to be plucked easily. On its own, the tree does not produce its own fruit. However, there is a hole in the middle of the tree. When a fruit, berry, or similar type of produce is placed in the hole, the tree consumes it and the hole closes. After 1d3+4 days, copies of the produce consumed by the tree appear as the tree's fruits. It produces 4d4 copies of common fruits, 3d4 copies of uncommon fruit, 2d4 copies of rare fruit, and 1d4 copies of very rare fruit. This tree cannot reproduce fruits of rarity legendary or greater. Once all fruits have been picked from the tree, the hole reopens, allowing fruit to be placed inside again. When a Tear of Gaia is placed in the hole together with a fruit, the tree produces 1 additional fruit for each d4 rolled to determine the number of fruit produces (i.e., 4d4+4, 3d4+3, 2d4+2, and 1d4+1 for each rarity).
Hollow Point Kunai These special Kunai will pass through the first item it hits it will then materialize and impact the second object that is behind the first.
Plantable could summon a companion of sorts, like a Treant or Dryad seed
The Mega-Fruit Tree. A species of tree that are known across the multiverse for growing the most delectable and desirable of magical fruit. Each fruit is incredibly poisonous when consumed raw but over the ages many individuals have created ways of using the hidden properties of these large fruit. Gathered juice can be used to create potions that increase intelligence for a limited time, while the stems of each fruit are incredibly durable and sharp, perhaps making strong weapons. A single seed from each fruit holds enough magic to grow another Mega Tree, but only the truly prepared should to try and grow their own tree, lest it grows out of control and destroys local ecosystems. If this seed is consumed it grants incredibly increased mental stats (Intelligence, Wisdom and Charisma) for 10 minutes, after which the individual experiences loss of motor and brain function for 24 hours. Some artificers say that each Mega Seed carries an intelligence of its own, and each tree could perhaps be sentient, but that has never been proven.
Real quick, tomorrow night is Wednesday, Oct 2nd! As for some contribution: The Shadeoak Tree - A species of tree native to Shadowfell. When one of the nuts of this tree is planted on the material plane, in a shady area with lots of canopy cover, it will grow into a small withered tree standing 15 feet tall and it's crooked branches stretching out in a 20 foot radius. This tree has a magical connection to Shadowfell and has been said to be used as a gateway between the these planes. It's leaves are simliar to that of maple tree, but they grow in grays and blacks and prevent any light from passing. The area under the canopy of a shadeoak is considered complete darkness and only creatures with dark vision can see. Shadeoak cannot grow in direct sunlight and exposure to sunlight will cause the leaves to turn white and fall from the tree before the bark itself is bleached and the connection to Shadowfell is severed. The shadeoak is valued by theives guilds and dark cults as it provides valuable resources and ingredients. The sap of a shadeoak can be boiled into a viscous syrup and prepared with other reagents that when consumed will allow the drinker to merge with shadows themselves. For one hour, the imbiber is under the effect of the Pass without Trace spell without the need to concentrate. The syrup can also be set aflame and thrown as a grenade, doing so will create a 20-foot-radius sphere of black, necrotic gas. The cloud spreads around corners, and its area falls under magical darkness. The cloud lingers in the air for a minute. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against DC 14. On a failed save, the creature takes 1d6 points of necrotic damage. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. A dawn spell instantly disperses it. Other parts of the tree, from it's wood, to it's leaves have been used to create various shadow infused magic items.
Fixed the date! Thank you for pointing that out and for the suggestions!
peb-BOULDER a tiny rock that can be thrown or used as ammo for a sling. transforms in mid air into a boulder. has some splash damage on impact. smash.
The Zefern (Zephyr + fern) and its associated item the Wind Leaf - A fusion of Air Elemental magic and Plant magic, the leaves of this plant harbor the very power of the winds within them. While they are most likely consumable or charge based as opposed to attunement, you can use them to either cast Feather Fall, Gust of Wind. I want to come up with more uses but not sure on balancing. The Cindertree - What happens when you plant a burning coal or ember in the earth, and druidic magic is infused inside it? Behold! A tree that radiates warmth, its branches are suited to cast Produce Flame (I think you had a druidic fire wand that did something similar to this already) and the leaves can be used to create potions of fire breath or fire resistance. The Feywild Willow - A curious species that originated in the Feywild, this tree is infused with with magic. Armor made from the wood from this tree is particularly dense, and you are considered to be under the effects of Barkskin while wearing it. Branches from this tree are considered to always be under the effects of a Shillelagh cantrip.
