January 12, 2020

Workshop Week 25 — 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, January 13th at 7:30 pm EST (GMT-5). You'll receive an email tomorrow evening with the exclusive Picarto 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 (4)

R
Reginald Yacht · January 13, 2020

Incomprehensible Ink Wondrous magic item (common) When you write using this ink, the letters twist into eldritch and unreadable forms. And creature that attempts to decipher this text must make a DC 12 Wisdom saving throw or become frightened of the writing until the beginning of its next turn.

J
Jhe · January 13, 2020

The Old One's Helmet While wearing this helmet, you have resistance to psychic damage and you advantage on saving throws against spells from the School of Divination. Whenever you succeed on a saving throw against such a spell, it deals no damage if it would deal damage, and you can use a reaction to deal 3d8 psychic damage against the caster. Curse: While wearing this helmet, it is impossible to communicate with you telepathically, and creatures who try only hear an ambient static noise.

J
Jhe · January 13, 2020

Bow of the Eldritch Archer Arrows fired with this bow deal 1d10 force damage. This bow has 10 charges, and regains 1d6 + 4 charges at dawn. Whenever you hit a creature with an attack from this bow, you can expend a charge to gain temporary hit points equal to half the damage dealt. Additionally, you can regain a spell slot with by expending a number of charges equal to twice the spell slot's level as a bonus action.

R
Reginald Yacht · January 12, 2020

Mindbreaker Talisman Wondrous magic item (uncommon), requires attunement This talisman of greenish stone is ever-shifting and allows you to tap into realms far beyond what can be understood by mortal minds. While wearing this talisman you have resistance to psychic damage. Additionally, any creature that attempts to read your mind or communicate with you telepathically against your will must immediately make a DC 13 Intelligence saving throw or take 1d6 psychic damage and immediately lose the connection. Curse. When you take a long rest while attuned to this talisman you must make a DC 5 Intelligence saving throw or regain none of your hit dice as your sleep is plagued with horrific visions. Rolling a 1 on this saving throw is always considered a failure.