November 24, 2019

Workshop Week 18 — What kind of item should we make?


Hey heroes!

Get ready for the next Monday 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, November 25th at 7:30 pm EST (GMT-5). 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)

M
Moosh · November 25, 2019

I foresee that you want to choose divination

J
Jhe · November 25, 2019

Divine Eye's Amulet Wondrous Item, Rare (requires attunement) As a bonus action on your turn, you can target a creature you can see within 30 feet of you. The target must succeed on a DC 15 Wisdom Saving Throw or be marked by the amulet's divination magic for 1 hour. While marked, you have a clear view of the target's movements, and you know its general direction while it is within 1 mile of you. It has disadvantage on all attacks against you, and your attacks against it have advantage. It also cannot become hidden from you, and you can see it even if it turns invisible or it runs through darkness while you don't have darkvision. You can only attempt to target a creature with this once per day, and once you successfully mark a creature, you cannot mark another creature with it until the next dawn.

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Reginald Yacht · November 25, 2019

Stones of Status Wondrous magic item, rare These carved stones come in sets of five, each one carved with a slightly different pattern. While you are carrying one of these stones, you know the health, status affects, and emotional state of anyone carrying another one of the stones who is willing to share this information as long as they are within 1000 ft. of you. You are able to ascertain the identity of the creature if you are familiar with it.

J
Jhe · November 25, 2019

Rings of the Everlasting Bond Wondrous Item, Very Rare These rings come in pairs, and are meant to be worn by two different creatures. When worn by two different creatures, they become a bonded pair. While bonded, you always know where the other creature is even if you are on different planes of existence. A wearer of this ring can use a bonus action to perceive through the senses of their bonded pair up to the start of their next turn, regardless of their distance or planes of existence. If one of them has any special sight such as having truesight or seeing through invisibility or magical darkness, they both share this sense while bonded. Whenever a bonded creature takes damage, the wearer of the other ring senses this, and they can use a reaction to take half the damage and/or teleport to a space within 5 feet of the bonded creature if they are within 1 mile of each other and are on the same plane of existence. A bonded creature can also cast warding bond through the ring, targeting the wearer of the other ring. Once you use the ring to cast this spell, you can't do so again until the next dawn.

J
Jhe · November 25, 2019

Sightstealer's Mask Wondrous Item, Rare (requires attunement) While wearing this mask, you can use an accept to attempt to steal a creature's sight within 30 feet of you. The target must make a DC 15 Charisma Saving Throw. A creature willing to lend its vision to you can choose to fail this saving throw. On a failed save, it becomes blinded, and you receive any special sight it has, such as having truesight or seeing invisible creatures or through magical darkness. You can concentrate on this effect for up to an hour, as if concentrating on a spell. The effect ends when you lose concentration, after an hour, or if you are 300 feet away from your target. Once you use this feature, you can't use it again until the next dawn.

J
Jhe · November 25, 2019

Shield of Mind Ringing Shield, Rare (requires attunement) Whenever you are directly targeted by magic that allows other creatures to read your thoughts, determine whether you are lying, or a spell from the school of divination, while this shield is on your person, the caster must make a DC 15 wisdom saving throw. On a failed save, the caster takes 3d8 psychic damage, and the spell is wasted. On a successful save, the caster takes only half damage and the spell is cast. If the spell is a concentration spell, the caster must repeat this saving throw at the start of each of its turns. This item is immune to all divination magic, except Identify and Legend Lore, and attempts to cast any other divination spell on it forces the caster to make a DC 15 wisdom saving throw, taking 3d8 psychic damage on a failed save and half as much on a success. While you are attuned to this item, another creature attempting to cast Identify or Legend Lore on it takes 3d8 psychic damage and the spell fails. Cursed: When you cast Identify or Legend Lore on this item, you take 3d8 psychic damage and you automatically become attuned to this item. Whenever you attempt to cast a spell from the school of divination, you must first make a saving throw using your spellcasting ability. The DC is 10 plus the spell's level. On a successful save, you cast the spell. On a failed save, you take 1d8 psychic damage per level of the spell, and the spell is wasted. Ambient mental noise created by this item makes it is impossible to communicate with you telepathically while attuned to this item.

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Reginald Yacht · November 25, 2019

Staff of the Mind's Eye Staff, very rare (requires attunement by a spellcaster) The head of this staff is carved of crystal glass in the form of an ornate eye. You have resistance to psychic damage while you hold this it. This staff has 10 charges. While holding it, you can use an action to expend charges to cast one of the following spells from it, using your spell save DC: Locate Object (2 charges), Clairvoyance (3 charges), Locate Creature (4 charges), or Scrying (5 charges). The staff regains 1d6 + 4 charges at dawn. If you expend the last charge, roll a d20. On a 1, the staff busts into a full set of nonmagical tarot cards.

R
Reginald Yacht · November 24, 2019

Staff of Distributed Vision Staff, rare (requires attunement) The head of this ornate staff is orbited by three gems, each patterned to vaguely resemble an eye. While carrying this staff, you have advantage on Wisdom (Perception) checks and allies within 30 ft of you cannot be surprised while you are not incapacitated. Additionally, the staff has 3 charges. As an action, you can expend 1 charge to cast arcane eye. When cast this way you must designate a creature within the spell's range as part of the casting to attach the eye to them. The eye remains directly above the target's head for the duration, and moves with it. You can also expend additional charges, attaching another eye to a target for each charge spend above the first. While you are concentrating on this spell a number of gems equal to the active eyes glow as if targeted by the light spell.

R
Reginald Yacht · November 24, 2019

Dayfinder's Glass Wondrous magic item, common When you look through this spyglass you see the sky as if it were night, including the current phase of the moon and star positions. This also ignores cloud cover, making the sky appear clear regardless of the weather. Everything else appears as it would at night, dark and obscured.

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Reginald Yacht · November 24, 2019

Seer’s Sling Weapon (sling), uncommon (requires attunement) This sling is shaped as an eyepatch, and can be worn as one. When worn this way, you do not have disadvantage on ranged attacks as a result of losing an eye. Additionally, this item has 3 charges, and regains 1d3 at dawn. When you throw a stone with this sling, you can choose to imbue it with divination magic. Once it hits a target or lands, you mentally receive visual information from the stone, which has normal vision and Darkvision out to 30 feet. The stone can look in every direction, though it does not physically rotate. This magic lasts for 1 minute or until you decide to break the connection as a bonus action.

z
zap4th · November 24, 2019

Bow of warping.

N
Necrodadcer · November 24, 2019

Jar of 100-year-old eyes. A jar full of eyes removed from executed murderers, and pickled in a brine of grave dust and the spinal fluid of a ghast for 100 years. You can eat an eye to gain the effects of the Eyebite spell for 1 minute, but are sickened for the duration (or maybe take necrotic damage?)

E
Erratum 404 · November 24, 2019

Mindmaster's Monocle Wondrous item, very rare (requires attunement) This small golden monocle will magically stay in place when worn, no matter the amount of jostling the wearer undergoes. While wearing the monocle, you gain advantage on Intelligence (Insight) checks and have darkvision out to 30 feet. The monocle has 10 charges and regains 1d6 + 4 charges daily at dawn. Spells. While wearing the monocle, you can use an action to expend some of its charges to cast one of the following spells from it, with a DC 15 spell save: detect thoughts (2 charges), see invisibility (2 charges), or telepathic bond (5 charges). Mental Assault. While wearing the monocle, you can use a bonus action and expend 3 charges to attempt to disrupt a creature's concentration. The creature must pass a DC 15 Constitution saving throw or lose their concentration.

E
Erratum 404 · November 24, 2019

(Since I've been playing through Portal again...) Conjuration: Bracelets of Rift Opening These two hammered copper bangles are etched with conjuration runes. While wearing the bracelets, you can use an action to send them flying from your wrists to two points you can see within 60ft. The bracelets then enlarge into 5-foot radius portals, linking the two points together, Creatures and objects that past through one portal teleport to the other portal's space. The portals last for 1 minute or until you use a bonus action to call them back to your wrists. Once the bracelets have been used in this manner, they cannot be used again until the following dawn. Maybe some force damage if someone is occupying the space outside one of the portals.

T
Tyler Hildebran · November 24, 2019

This poll is also broken, sorry Griffin!

T
The Griffon's Saddlebag · November 24, 2019

Broken? Oh, you mean that you can multiselect? That's fine for direction polls! I try to remember to limit them to single votes during item choices, though.