October 29, 2019

Workshop Week 16 — What kind of spoooooky 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 30th 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 exciting together! See you tomorrow!

Comments (16)

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Reginald Yacht · October 30, 2019

Slayer’s Siphon Wondrous item, rare (requires attunement) This heavy bracer is seemingly made of pure silver with an inlaid ruby, 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. The damage you take cannot be reduced in any way. The bracer regains 1d6 + 4 charges at dusk. Curse. If you expend the item’s last charge, roll on the following table as the signs of vampiric drain become visible. These effects can be reversed if the user is targeted with remove curse. 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 faintly emaciated.

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Reginald Yacht · October 30, 2019

Count’s Form Wondrous magic item, very rare (requires attunement) This cravat (can also be worn as a scarf) is a foggy grey, with a single stormy blue gem set into it. While attuned to this item, you gain the shapechanger and misty escape traits as on the vampire stat block. You can use shapechanger once, regaining the ability on a long rest. You can additionally use it to transform into a wolf, in which case your speed becomes 40 ft; in this form you cannot speak or cast spells that require a verbal component. While in bat form you are unable to attack or cast spells that require a verbal component. You can designate a location or object as your resting place by spending a long rest within it. You can choose to designate a new resting place at the end of a long rest you spend in an applicable location. Curse. While wearing this cravat, you are entirely compelled to keep it on, and cannot remove it entirely unless targeted by remove curse. Additionally, you gain a fear of sleeping in large, open spaces. You do not gain the benefits of a long rest unless you spend the duration completely within an enclosed container, such as a coffin or crate.

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Reginald Yacht · October 30, 2019

Parasite's Fang Weapon (blowgun), rare This bone blowgun is carved with dark runes, which fill up with blood as the item gains charges. Attacks made with this magic weapon deal an additional 1d6 necrotic damage as they draw out the target’s blood. Every successful hit gives the item one charge, up to a maximum of 5. These charges last for 1 hour. When the blowgun has 5 charges, you can use an action to drink the blood from it, which acts as a healing potion.

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Hellfire · October 30, 2019

Blood Blobs Sugarbombs: A carnivorous exclusive! The blobs are soft and super easy to break (does not dissolve though, must be broken by minimal force -biting-), once broken the juicy blood spills out and covers your entire mouth! Once this happens a varying number of effect occur depending on the blood the creature belonged to! Types: Fay (target looks as though their weightless. makes it so that the person get's the ability to fay step for 10 minutes, could be other abilities or benefits), Dwarf (height shortens however width extends. grants the iron dwarf strength, giving a +2 to all strength rolls), Giant (increases the size of the consumer by 1, so a medium creature becomes a large creature), Human (lose any visible attributes that humans don't have (skin color doesn't change though, so if you are a tiefling you'd lose your horns, tail, etc. for the duration of the effect. gains a +1 to intelligence and charisma rolls), Reptilian (skin becomes scaly, if already scaly then small horns start appearing (like on the backbone on every vertebrae a horn would appear. gains resistance to heat dmg), Undead (bad blood, skin becomes more pale. Quenches the target's hunger and thirst for a day however they begin to crave fresh blood and must consume some otherwise they'd get poisoned), Ooze (skin becomes gooey making it resistant to explosive dmg), Plant (skin becomes green, gains the ability to communicate with plants (might even get to see through their eyes?)), and Demonic (skin becomes red, a tail grows, horn(s) appear(s), and eyes become either fully red (no whites or pupils, just red) or fully black. grants the ability to communicate to demons and the spell fireball for the duration)

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Hellfire · October 30, 2019

you can add more creatures (I'm not nearly creative enough to add all of them) and even change up their benefits. Alternatively you can make it so that they only gain the ability to speak the creature's language. I like the idea of harmless visible changes though

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Jhe · October 30, 2019

Vampire's Umbrella (Shield): While wielding the shield, you are magically protected from light. You suffer no ill effects from sunlight if you normally would. When you take radiant damage, you can use a reaction to gain resistance against radiant damage against the triggering damage. When you make a saving throw to avoid being blinded caused by light, you can use your reaction to gain advantage on the saving throw against that effect.

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Jhe · October 30, 2019

Vampire: The Fang and The Stake: These twin daggers are made of different materials; Fang is made of teeth and stake is made of wood. These weapons contain the fragments of a creature's soul: a vampire who was also a vampire hunter. (The weapons may or may not actually be sentient). When you engage in two weapon fighting while wielding both weapons, you can add your ability modifier to the damage of the second attack. The weapon has 7 charges and regains 1d4+3 charges per day. When you hit with Fang, you can expend a charge to deal an additional 1d4 damage and heal for an amount equal to the total weapon damage dealt. When you hit with Stake, you can expend a charge to deal an additional 1d4 damage, and deal maximum damage from the weapon (including the additional d4) instead of rolling, and the target cannot recover hit points until the start of your next turn. You can expend 3 charges to cast Spirit Guardians. The spirit guardian takes the form of the vampire spirit in the weapon. The spell has a DC of 15. When the spell is cast from this weapon, humanoids and undead have disadvantage on the saving throw. Humanoids always take necrotic damage, while undead always take radiant damage when the spell is cast from this weapon.

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Raymond Warner · October 29, 2019

Something to do with mummies or werewolves would be really cool!

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Necrodadcer · October 29, 2019

Mummy Lord's Tablet Has pages made from the wrappings of a mummy lord, with various incantations written in ink created from creatures a mummy has turned into dust with Rotting Fist. Each page allows the use of one of the Mummy Lord's legendary actions once per day: Blinding Dust Blasphemous Word Channel Negative Energy Whirlwind of Sand Cursed: Reading from a page reduces your hit point maximum by 1d6 (or x value) until the page has been restored (recharges at dusk maybe?)

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Riley Roberts · October 29, 2019

Pike of the Vampire Slayer. A pike that once slew a powerful vampire and absorbed that creature's power. The tip of this pike is made of a magically sharpened Stake rather than metal, a design that allowed the original wielder to stay at a much safer distance from the monsters they slew. The weapon has an unusual draw against creatures of the night (undead) and deals additional damage against them. You can make an opportunity attack against undead when they enter your reach, and if you hit with the attack their speed is reduced to 0ft. until the start of their next turn.

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zap4th · October 29, 2019

Sanity charm: (requires attunement by a creature with lycanthropy). When you transform you may rolls wis save with a dc 10 that increases by 1 each time you succeed, resetting when you fail.

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Romeo Domenichini · October 29, 2019

Sacred jar - some sort of item where you can store a part of yourself inside of it, it imposes a level of exhaustion but if you are killed whilst the jar is active, you are resurrected immediately at the point of wherever the jar is. Something like that

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Jacob Barlow · October 29, 2019

The Toller's Ankh - Wondrous Item, Rare (Requires attunement; cursed) A pure golden symbol that is typically warn as a crest, amulet, ring, or even sometimes a tattoo. While attuned, you are under the effects of Death Ward. If Death Ward triggers, it cannot trigger again for 1 week. If you are killed while attuned to the symbol, your body is preserved as if by Gentle Repose. Curse. When you trigger the Death Ward spell, you age 3d4 years.

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DomPrez · October 29, 2019

a Scarab or an Ankh shaped trinket that can be affixed to a surface (similarly to Glyph of Warding) and the effects are that of Bestow Curse (7th or 9th level version).

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DomPrez · October 29, 2019

a single linen arm wrap that can wield light weapons, giving you a free hand. can also make a weapon attack with an extended range (15ft?) as a bonus action. it otherwise functions as a mage hand.

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Darion Nutter · October 29, 2019

Vampiric Blood Whip!