Workshop Week 20 — 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 9th 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 (8)
Sash of the Guiding Hand Wondrous item, uncommon (requires attunement by a monk) While wearing this circlet, you can spend 1 ki point as a bonus action to give a creature within 30 ft of you advantage on its next attack. If the attack hits, it deals additional damage equal to your martial arts die + your Wisdom modifier.
Serpent's Strike Wondrous item, rare (requires attunement by a monk) This brilliant green belt almost seems to twist and move on its own. The belt can elongate and sink hidden fangs into an enemy's flesh. Once per turn, you may forgo one of your regular attacks to mentally command the belt to attack instead. The belt counts as an unarmed attack with a reach of 10 feet and deals poison damage. Additionally, you can communicate simple ideas with snakes while wearing this belt.
Hand Wraps of Vicious Return Wondrous magic item, very rare (requires attunement by a monk) While wearing these hand wraps, your strength score increases by 2 to a maximum of 20, and the damage reduction from the deflect missiles feature is increased to 2d10 + your strength score + your dexterity score + your monk level. Additionally, if you reduce the damage of a projectile to 0 and you have both hands open, you can make a ranged attack with the projectile as long as it weighs 5 times your strength score or less and it deals an additional martial arts die of damage.
Tension Needles Weapon (darts), uncommon (requires attunement by a monk) These needle-like darts come in small pouches of 6, which are are long and thin, covered in spiraling, ornate patterns. When you make an attack with one of these needles, you can spend 1 ki point and choose to target either an ally or an enemy. If you target an ally with this dart, you can forgo making an attack roll and instead grant the target temporary hit points equal to your martial arts die + your dexterity modifier, as you aim to needle to relieve tension in the body. If you target an enemy, you can try to use the needle's precision to loosen their muscles. On a successful hit, the target must make a DC 13 Con saving throw or have disadvantage on its next attack. Once used, the magic fades from the dart, though it can still be retrieved or replaced. If they are placed back in the pouch 1d6 of the darts regain their magic at dawn.
Druid belt that let's you spend a second use of wildshape while already shifted to gain the aspect of another form you know (wings, head for bite attack, tail for tail attack, legs for jump distance, etc)
Fuel injected braced. (Very rare/legendary) whenever you use your action surge, you're pumped full of adrenaline, allowing you to take an extra bonus action, reaction and doubling your speed, aswell as your aditional action.
Batons. Low-ish rarity. Allow for some minor bonus to attack when used in 2WF. You can also take a Dodge action as a BA instead (or a boosted AC, like a parry)
Evil punch gauntlets that fuse to your hands and boost your strength and dex potentially
