Workshop Week 22 — Holiday Edition! 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!
This will be a special PUBLIC stream on a new platform that has, so far, been really good. Be sure to come hang out, tell your friends, and make an item with me!
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 (7)
Yule Log of Merriment Weapon (greatclub), very rare (requires attunement) This great branch is decorated in holly, mistletoe, bells, and an assortment of red and green ribbons. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this weapon, you gain proficiency in Charisma (Performance) checks. This weapon has 10 charges and regains 1d6 +4 expended charges daily at dawn. Spells. While wielding this weapon, you can use an action to expend some of its charges and cast one of the following spells from it, with a DC 16 spell save: hideous laughter (1 charge), create food and water (3 charges), or irresistible dance (6 charges). Water to Wine. You can use an action to expend 1 charge and wave this weapon over up to 1 gallon of water and transform it into a cheap, but pleasant-tasting, alcoholic beverage. Raucous Exuberance. You can use a bonus action to expend 3 charges to increase your movement speed by 15 feet and gain an additional reaction until the start of your next turn.
Coalheart Brand Wondrous magic item, uncommon (requires attunement) This talisman is made of dense coal in the form of a complex brand. You can use the amulet to cast hunter's mark once per long rest. When cast this way the additional damage is fire damage, and both you and the target take 1d6 fire damage at the start of your turn; if the target is a good creature, you instead take 2d6 fire damage and the target takes none. This damage does not force you take make a concentration check. Curse. When attuned to this brand, it attaches to your skin and cannot be removed except by remove curse. Even when removed, only greater restoration or a similar spell of higher level can erase the scar.
Chooser's Coin Wondrous item, uncommon This scratched wooden coin only displays its magical properties when given to those in need. When this coin is freely given to a humanoid in an act of charity it generates 1d6 +4 gold pieces when inside a pocket, coin purse, or similar container. The coin cannot produce anymore coins again until it has been given to another humanoid, and it will only function for each humanoid once in their lifetime.
For something nice and/or comforting: Mother's Love and Care Potion, rare This ornate potion bottles contains a slightly viscous brown liquid that smells of sweet cocoa. Drinking this potion restores 6d4 + 4 hit points and removes one level of exhaustion. The potion tastes wonderfully decadent: rich chocolate with notes of vanilla, cinnamon, and nutmeg.
Blade of Lament Weapon (longsword), uncommon (requires attunement) This executioner's sword is blunt and heavy, with a long prayer inscribed on the blade. You gain a +1 to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack with this blade, drops of salty water begin to manifest along the blade and the inscribed prayer can be faintly heard. The target of the attack must make a DC 13 Wis saving throw or fall prone and be unable to take actions for 1 minute or until they take damage, as they are struck by the admonishments of the blade. Creatures that are immune to charm or have less than 3 intelligence are immune to this effect.
Winter Haunt's Wickerwork Wondrous magic item, rare (requires attunement) This large basket is made of rough wicker with a large lid, and is roughly large enough to contain an adult humanoid. When you reduce an evil- or neutral-aligned humanoid to 0 hit points, you can use your reaction to suck it into the basket. This immediately stabilizes the creature, but they cannot regain hit points until they are removed from it. When you imprison a humanoid in this way, this item gains 3 charges. You can expend a charge as an action to draw the life force from the target, gaining one of the following effects: gain one skill, tool, or language proficiency that the target has, gain the effects of alter self to appear as the creature, or gain temporary hit points equal to 1/4 of the target's maximum hit points. All of these effects last for 10 minutes. Once all 3 charges are expended, the target immediately dies. If the creature is removed, all unexpended charges are immediately lost. Once used, the basket cannot be used to contain another creature until the following dusk. Curse. While attuned to this basket, you are constantly under the magical supervision of its original creator, a horrifying wintery demon who preys on the wicked. If you commit an extremely evil act while attuned to this basket, you must make a DC 15 Charisma saving throw or be immediately reduced to 0 hit points and stabilized within the basket, breaking attunement.
**Claymoral** *Claymore, rare* This sword has 3 charges. When you hit a creature, you can expend 1 charge. When you hit an evil aligned creature with this weapon, it deals an additional 2d6 radiant damage. When you hit a good aligned creature with this weapon, it heals the creature instead of damaging. The sword regains all charges at dawn.
