Workshop Week 13 — Item direction runoff! What kind of item should we make?
It's that time again, 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.
Runoff workshops feature the second-place item directions from the previous three polls. This time, we have something from an Ooze, something with Thunder and Lightning, or something Throwable / Crushable to choose from! Which will rise after a previous defeat?
As part of these runoffs, the normally exclusive livestream will be freely accessible. Come hang out with the larger community tomorrow night and make an 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 exciting together! See you tomorrow!
Comments (14)
Ooze: Reforming Jelly Net: When a creature is restrained by this net. roll a 1d3 at the start of each of its turns. Its armor is partly corroded and takes a permanent and cumulative penalty to the AC it offers equal to the roll. The armor is destroyed if the penalty reduces its AC to 10. The net has resistance to all damage. If the net is destroyed, it reforms itself after 1 minute as long as at least half of it is brought together.
Ooze: Splitting Squishy Sticky Skullsplitter (Maul): You gain a +2 bonus to attack and damage rolls with this maul, and it deals an additional 2d4 acid damage. As a bonus action, you can split the maul into two light hammers. Each light hammer has a +1 bonus to attack and damage rolls, and deals an additional 1d4 acid damage on a hit. The maul and light hammers is made of sticky substance. You can use them for climbing by striking them to walls like pitons. Additionally, when you hit a creature with an attack using either form of the weapon, you can use a bonus action to grapple the target.
Ooze: Metalmelter Whip: You gain a +1 bonus to attack and damage rolls with this whip, and it deals an additional 1d4 acid damage on a hit. Whenever you hit with a weapon attack using this weapon and the target is wearing nonmagical armor made of metal, you can choose to forgo damage and instead roll 1d3. Its armor is partly corroded and takes a permanent and cumulative penalty to the AC it offers equal to the roll. The armor is destroyed if the penalty reduces its AC to 10. Whenever a creature within 10 feet of you misses you with a attack melee attack with a nonmagical weapon, you can use your reaction to attempt to weaken or destroy the attacker's weapon. Make a melee weapon attack with the whip. On a hit, the attack does not deal damage, but roll a 1d3. The weapon takes a permanent and cumulative penalty to Damage Rolls equal to the numbe rolled. If its penalty drops to -5 or lower, the weapon is destroyed.
Ooze Blaster 5000 This pump-action hollow cylindrical chamber is fitted at the end with a gourd that houses a small colony of purple slime. The chamber has six charges, and regains 1d4+1 charges daily at dusk. As an action, you can expend a charge to make a ranged attack against a creature or object by firing a single patch of purple slime from the chamber. A creature that is hit or comes into contact with the purple slime takes 2d6 acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, purple slime deals 4d6 acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed. Any effect that cures disease, or deals cold, fire, or radiant damage destroys a patch of purple slime.
Stormrider Made from the horn of a blue dragon combined with the ingenuity of a Tabaxi tinkerer, This monumental warhammer requires a Strength of 17 or higher to wield. You gain a +2 bonus to attack and damage rolls made with this magic weapon. The warhammer holds up to 8 charges and regains 1d8 expended charges each day at dawn, these regained charges do not trigger the Overcharged effect. As long as there is at least 1 charge remaining, attacks made with it deal an extra 1d8 lightning or thunder damage (wielders choice) to any target it hits. Whenever the last charge is used roll a d20, on a 1 the hammer will no longer charge and becomes a + 2 warhammer. Reverberating Recharge. The warhammer regains 1d3 charges each time you roll a 20 on an attack roll with it and makes a sound like thunder audible out to 300 feet. Uncontrolled Power. When a 1 is rolled on an attack roll the wielder looses control of the power contained within the hammer as it looses 1d3 charges and the wielder takes 1d8 lightning or thunder damage (randomly decided) per charge lost this way and it makes a sound of thunder audible out to 300 feet. Overcharged Grounding. If during combat a Reverberating Recharge would take the total number of charges over eight the wielder takes 1d8 lightning or thunder damage (randomly decided) per charge over eight. Discharge. As an action, you can expend 3 or more of the weapon's charges to discharge the stored power in front you. When you do, a lightning bolt 5 feet wide and 30 feet long erupts from the hammer. Each creature in the line must succeed on a Dexterity saving throw or take lightning damage equal to 1d8 per charge spent. If you expend all of the weapon's remaining charges in this way, the bolt deals an extra 3d8 thunder damage and creatures take half damage on a successful save instead of none at all. The DC for this saving throw is equal to 8 + your proficiency bonus + the number of charges spent. Any creature wearing metal armour is at a disadvantage for this save.
B-Ooze Wondrous Item, Uncommon Consumption of this item releases a noxious fog cloud.
A poison! It slowly eats at the person from the inside out, and if they die while the poison is in their system, they turn into an ooze!
Tiss-ooze (like tissues, but with ooze where the -ues is.) A box of tissues with a certain amount of arcane tissues in them. They allow you to summon a certain type of ooze depending on which tissue you use. Summoning them requires you blowing your nose and instead of snot coming out, a large ooze drips out of the tissue.
A shield made of ooze that corrodes weapons that hit it. (You could consider that a weapon hits the shield when it would hit you without the shield but misses you with it). Can also make a bash attack with the shield that corrodes armor.
oozing blade weapon this blade has killed so many oozes that it now has ooze ingrained in the blade. Whenever you crit with this weapon add 2d8 acid damage. If the target is wearing metal armor and the acid damage is above 10 damage subtract 1 from the targets armor class
Captured Oozeling Wondrous Item, Uncommon The green jello-like creature in the flask twists and writhes looking to be set free. As an action you can make a ranged attack with the flask against a creature within 30 ft. On a hit, the flask breaks and the Oozeling spills out onto the creature grappling it until it succeeds on a DC 13 Strength saving throw. The creature may repeat the save at the end of each of it's turns. ___ This is probably gonna need a rewrite but I think we can get the jist of it.
Tacky Feet Wonderous item The bottom of these boots are coated with the remains of an ooze, leading to the wearer's movements slowed. Your movement is halved but you now gain the ability to walk on walls at half your movement speed.
Isn’t that just spider climbing boots but worse?
OOOOOOOZZZEEE
