Workshop Week 19 — 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, December 2nd 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 (14)
Standard of Passion Weapon (halberd), very rare (requires attunement by a barbarian) This long glaive has a trailing flag opposite its blade, which constantly seems to flutter in the wind. You gain a +1 to attack and damage rolls made with this magic weapon. While you are raging, the symbols on the flag are outlined in light, making the pattern clear and bright. You and all friendly creatures within 10 ft of you gain 4 temporary hit points at the start of your turn, and friendly creatures within this area can add your rage damage modifiers to melee attacks they make using strength.
Wildman's Growing Flail Weapon (flail), rare (requires attunement by a Barbarian) When you rage while wielding this flail, the flail grows in size, its damage dice becomes 1d10, and it gains the reach and versatile (1d12) properties. As an action while raging, you can smash the flail towards a point within 10 feet of you. Each creature within a 5 foot radius of that point must succeed on a Dexterity Saving Throw (DC 8 + your strength modifier + your proficiency bonus) or take bludgeoning damage equal to 2d12 + your strength modifier + your bonus rage damage. A creature that rolls a 1 on its saving throw automatically fails the save and takes additional d12 damage equal to your number of brutal critical dice. The flail returns to normal when your rage ends.
Mania Sphere Weapon (flail), rare (requires attunement by a barbarian) This flail has a plain black metal head. While you are raging, an intricate pattern of deep red lines appear across its surface, and all attacks made with this weapon deal an additional 1d8 psychic damage. Additionally, when you roll a 20 on an attack roll with this weapon the target must make a DC 15 Intelligence saving throw or become irrationally enraged, taking the attack action on its next turn targeting the closest creature within its range, using its movement to do so if necessary. If there are multiple creatures that are the same distance from the target, the creature it attacks is chosen randomly.
Worldbreaker Weapon (maul), legendary (requires attunement by a barbarian) This titanic hammer is made of an incredibly dense black metal, and its head is carved with symbols representing the destruction of the world. You must have a strength score of 20 or higher to wield this hammer. You gain a +1 to attack and damage rolls made with this magic weapon, and attacks with this weapon deal 2d12 bludgeoning damage instead of 2d6. Successful hits against objects are automatically considered critical hits, and you gain a burrowing speed of 10 ft through loose material or 5 ft through solid material. Additionally, you can choose to end your rage early, channeling your raw destructive power to cast earthquake centered on yourself, though you are immune to its effects as long as you hold on to the hammer. You cannot activate rage again while the spell is active. At the end of the spell’s duration, roll a d20. On a 1 the spell's energy rebounds, dealing 10d10+45 bludgeoning damage to you and rendering the maul nonmagical for 1 week. The damage you take cannot be reduced in any way. Once used, this property cannot be used again until 1 week has passed.
Lycan Cowl Wondrous magic item, rare (requires attunement by a barbarian) This hood is adorned with the skin of a dire wolf, and includes a small shoulder cape. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. While raging, the mantle merges into your skull, giving you a wolf-like muzzle as you take on its bestial aspect, growing thick fur over your body and giving you powerful, canine legs. Your gain a +1 bonus to your AC, your walking speed increases by 10 ft, and you can make a bite attack which uses your strength and proficiency modifier and deals 1d6 piercing damage as a bonus action when you take the attack action.
Possible curse: while raging, you do not have resistance to attacks made with silvered weapons.
Mountain's Fury Armor (shield), very rare (requires attunement by a barbarian) This titanic shield is adorned with an image of a tranquil mountain with a ring of clouds surrounding it, and you gain a +1 to AC while holding this shield. Additionally, while you are raging, a glowing pattern of destruction appears across its surface, imbuing you with the force of a natural disaster. You gain immunity to effects that would reduce your speed or move you against your will, and the ground around within 15 ft of you is considered difficult terrain as it begins to shake and split. Any creature that begins its turn within this radius or enters it for the first time on its turn must make a DC 16 Strength saving throw or fall prone.
Bangles of Unavoidable Fury Wondrous Item, Rare (requires attunement by a Barbarian) When you take damage or are forced to make a strength check or any saving throw, you can use your reaction to enter your rage. While raging, you have a +1 bonus to your weapon attacks. Additionally, you can sense the presence of a creature within 10 feet of you, and you know their location. No creature within 10 feet can be hidden from you, and your attacks do not suffer disadvantage from not being able to see them.
For a multiclass Barbarian, I guess? Enraged Mage's Crest Wondrous item, rare (requires attunement by a Barbarian) This small steel shield depicts a screaming face amid flames. While wearing this crest, you may cast non-concentration spells while raging. In addition, when you use your bonus action to rage you may also expend a spell slot of 1st or higher to gain resistance to any damage type.
Twin Giants Maul Weapon (maul), rare (requires attunement by a Barbabarian) The two ends of this maul have two different carvings on them: a smiling frost giant and an angry fire giant. Gentle Giant: When you hit with an attack with this Maul while you aren't raging, your damage applies your rage damage and deals an additional 1d12 cold damage. Whenever you score a critical hit with this weapon while you're not raging, the target must succeed on a DC15 Wisdom saving throw or be charmed by you for 1 minute. The target can repeat this saving throw whenever it takes damage from you or your allies. Grumpy Giant: When you hit with an attack with this Maul while you're raging, you deal an additional 1d12 fire damage. Whenever you score a critical hit with this weapon while you're raging, the target must succeed on a DC15 Wisdom saving throw or be frightened by you for 1 minute. The target can repeat this saving throw whenever it takes damage from you or your allies.
Some sort of item that has to be implanted on the body that boosts the effects of rage or gives some sort of special rage power like a Super Saiyan effect, like a weird chest crystal that fuses into your chest and lets you go crazy over the top with your rage
Necklace of Unrest Wondrous item, very rare (require attunement by a bard) This thin, black necklace sits snugly against the wearer's throat, enhancing their song. When you normally would expend an inspiration die to give a bonus to an ally, you can instead use that due to summon 1d6+ spellcasting modifer undead servant skeletons. Choose piles of humanoid bones with range. Your DM has the creature's game statistics. The skeletons act immediate after your turn on the iniative order. On each of your tunrs, you can use a bonus action to mentally command any creatures you made with this spell if the creature is within 60 feet of you (issuing the same command to each one). You decide what actions the creature will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular room or hallway. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control for 1 minute, after which point the spell ends and they collapse to the ground, lifeless. Curse: When you attune to the necklace and place it on your neck, you can't remove it unless targeted by a remove curse spell. While cursed, each time you spend an inspiration die, you are drained of 1d4 hit die. When your last hit die is drained, you fall to 0 HP and immediately make a death saving throw. If you die from this effect, you raise up as a Nightwalker (huge undead, CE CR 20). The only way to bring you back from this state is after the Nightwalker is slain, is via resurrection, true resurrection, or wish spell.
Divine's Embrace Wondrous item, rare (requires attunement by a Cleric) This white silken sash is embroidered with golden depictions of various celestials. Worn around one's waist, it suffuses its wearer with positive energy and clearmindedness. You gain advantage on Wisdom and Charisma saving throws while wearing this sash. While wearing this sash, you can use it to cast Resilient Sphere on yourself as an action. When cast in this manner, the sphere sheds bright light in a 20 foot radius and dim light for an additional 20 feet. This property of the sash can't be used again until the next dawn.
Conductus Invisibilia Wondrous item, legendary (requires attunement by Bard) You may attach this item to the instrument you play. While attunened to this item, your instrument floats around you and plays automatically at your command. Spells you cast no longer require somatic or verbal components while attuned to this item.
