December 15, 2019

Workshop Week 21 — 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 16th 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 (13)

J
Jhe · December 16, 2019

Plate of the Oathkeeper Armor (half-plate or platemail) This armor has your holy symbol emblazon on its chest. It has charges equal to your Charisma modifier (minimum 0) + 1, and regains expended charges at dawn. You can expend 1 charge as a reaction as follows: - When you have to make an attack roll, saving throw, or ability check with disadvantage, you insteaad make the check without disadvantage. - When you fail on a constitution saving throw to maintain your concentration, you can reroll, and you must use the new roll. - When you make an ability check and the total is less than your Charisma score, you can use your Charisma score as the total instead. - When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Additionally, you can expend 3 charges to use your Channel Divinity, even if you have no more uses remaining.

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Jhe · December 16, 2019

Gauntlets of Divine Wrath While wearing these gauntlets, the damage dice of your Divine Smite and Improved Divine Smite becomes d10s, instead of d8s. When you use your Divine Smite, you can choose one of the following effects: - The creature must succeed on a wisdom saving throw or be charmed or frightened by you for one minute (your choice). A creature charmed or frightened in this way can repeat the saving throw whenever it takes damage. - The creature must succeed on a wisdom saving throw or be forced to target you with any attack or spell that it makes (whether the spell is harmful or beneficial). If it cannot target you, it can choose any target as normal, but it makes any attack roll with disadvantage. The creature can repeat its saving throw at the end of its turns. - Another creature of your choice within 10 feet of the target must succeed on a wisdom saving throw or it takes radiant damage equal to half of the damage dealt from your divine smite. - The creature must succeed on a wisdom saving throw or it glows with light for one minute. While glowing, the creature can't become invisible, and attacks against it have advantage. The creature can repeat its saving throw at the end of its turns. - The creature must succeed on a wisdom saving throw or be worn down by divine energy. The creatures subracts a d6 on each of its rolls. The creature can repeat its saving throw at the end of its turns. The Save DC is your Paladin Save DC. After you've used the gauntlet to amplify one of your Divine Smites, you cannot do so again until the next dawn.

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Reginald Yacht · December 15, 2019

Lightbreaker Weapon (maul), very rare (requires attunement) The glass head of this colossal hammer seems to glow with an internal light. Attacks made with this magic weapon deal an additional 1d6 radiant damage. Additionally, when you hit with a divine smite, you can choose to blast the energy outward. The smite deals half damage, and all creatures of your choice within 10 ft of the target take the smite's damage.

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Reginald Yacht · December 15, 2019

Shining Sabre Weapon (rapier), rare (requires attunement by a paladin) This ornate glass sabre seems to glow with an internal light. It sheds bright light in a 15 ft radius and dim light for an additional 15 ft. You gain a +1 to attack and damage rolls made with this magic weapon. Additionally, when you use the divine smite feature on an attack, you can choose to channel the energy into a lance of light. All creatures in a 15 ft line behind the target must make a dexterity saving throw equal to your spell DC or take damage equal to the smite. Once you have used this feature, you cannot use it again until the next dawn.

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Reginald Yacht · December 15, 2019

Oathshield Armor (shield), rare (requires attunement by a paladin) This shield normally appears as a blank ribbon of parchment. When you attune to it, it wraps around your lower arm, and the words of your oath appear on it. On your turn you can grip the end of the ribbon as long as you have a free hand, changing the ribbon into a parchment-like shield (no action required). This item has 5 charges, which you can spend to cast any spells from your Oath Spells list by spending a number of charges equal to the spell's level as long as you are high enough level to cast the spell normally. This shield regains 1d4 + 1 charges at dawn.

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DomPrez · December 15, 2019

Bastion Bracers (paladin) Slamming these bracers together as a bonus action creates a radiant shield in front of you. until the start of your next turn, you are considered to be wielding a shield and taking the dodge action, so long as you remain stationary.

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Rose · December 15, 2019

Last Oath, Muttered Wondrous Item, very rare? (requires attunement by a paladin) This small amulet holds a fragment of an outsider’s celestial spark. When the wearer’s hit points drop to 0, they can utter a final oath before their first death saving throw. If an ability or spell would kill the wearer, be it instantly (skipping death saving throws) or through the final saving throw, the oath is amplified. Word of Ancients: All enemies within 30 feet are instantly restrained until the end of their next turn. Amplified Word: All allies within 60 feet gain resistance to damage from spells for the next minute. Word of Conquest: All enemies within 30 feet are instantly frightened until the end of their next turn. Amplified Word: All enemies within 60 feet who are frightened have their speed reduced to 0, and take 4d6 psychic damage. Word of Crown: All enemies with 30 feet cannot willingly move more than 30 feet away from you until the end of their next turn Amplified Word: All allies within 60 feet take half damage (rounded down) until the end of their next turn. etc for the other oaths

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DomPrez · December 15, 2019

Favored Reservoir (Ranger) A pendant that can store bits of terrain, or small pieces of a slain foe. While you are attuned to this item, you can extend to benefits of your favored enemy or natural explorer features to include the enemy or terrain of the corresponding type contained within the pendant. Once an item is stored in the reservoir, it is magically sealed and cannot be re-opened, unless using a wish spell. Additionally, a ranger can use the item to cast Commune with Nature without expending a spell slot. It cannot do so again until the next dawn.

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Reginald Yacht · December 15, 2019

Icon's Circlet Wondrous item, uncommon (requires attunement by a paladin) This solid steel circlet has the symbol of a sword and shield inscribed in the front. It holds 6 charges. As a bonus action, you can use 1 charge to gain advantage on your next attack roll or gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. When you hit with an attack made with advantage from this circlet's effect, you can expend 1 charge to add 1d6 damage of the attack's damage type. When you activate the resistance effect, you can expend 1 charge to gain 1d6 temporary hit points that remain until the start of your next turn. The circlet regains 1d4 + 2 charges every dawn.

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Erratum 404 · December 15, 2019

Oathkeeper's Resolve Armor (shield), very rare (requires attunement by a Paladin) This gleaming shield of brass enrobes you in a faintly shimmering energy, granting an additional +1 bonus to your AC while you wield it. This energy further strengthens your willpower and constancy; you have advantage on Wisdom saving throws and Constitution saving throws to maintain concentration on a spell. Pillar of Purpose. As an action, you can choose to doff your shield and throw it to a point on the ground within 30 feet. The shield transforms into an immovable glimmering pillar of energy, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Once per turn, you can use your bonus action to inspire a creature within the pillar's light and grant them 1d10 temporary hit points. Additionally, the pillar is imbued with your resolve and produces the same effects as all of your class features that produce an aura, using your Charisma modifier. You can reequip the shield as an action while touching the pillar. The shield reverts to its original form if you fall unconscious.

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Garrett Sturgill · December 15, 2019

Need more HOLY SMITE stuff for my paladin!

J
Josh · December 15, 2019

Got to go with paladin! Repping it for my paladin brothers and sisters up in here

A
Andy Davis · December 15, 2019

Perhaps a charm or item that works with a beast master's pet. Or something that works with the survival aspects of the ranger.