Workshop Week 26 — 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 20th 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 (11)
Tectonic Plate Wondrous Item, uncommon (requires attunement) This oversized plate is made of polished stone and is suitable for use as a plate for meals or even as a tray. You can also use this plate as an improvised thrown weapon with a range of 25/100. When used as an improvised thrown weapon, it can use Dexterity for its attack and damage rolls, and it deals 1d6 slashing or bludgeoning damage. Whether hit or miss, you can speak the plate's command word when your target is standing on loose earth or stone, to cause the plate to sink into the ground and cause tremors on the ground. Roll 1d4 to determine the radius and damage of the earth tremors. Roll | Damage | Effect Radius ----+----------+-------------- 1 | 1d6 | 20 feet 2 | 2d6 | 15 feet 3 | 3d6 | 10 feet 4 | 4d6 | 5 feet Each creature standing on the ground within the radius must succeed on sa DC 14 Dexterity Saving Throw or take bludgeoning damage as shown on the table, or half as much on a success. The area within the effect radius becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. While within 5 feet of the plate, you can speak its command word to retrieve it. When you do, you can also choose to have the difficult terrain be instantaneously cleared. Once you use this feature, you can't use it until the next dawn.
Vessel of Elemental Air This heavy brass canister is worn on the back, and contains a whirling vortex of elemental air seen through its heavily-reinforced glass. It constantly vents a little energy, increasing your movement speed by 10 ft. As an action you can unscrew the valve on its top, releasing the winds within. While it is open you gain a flying speed equal to your walking speed and gain the effects of the gust of wind spell. This effect lasts for one minute or until you screw the lid closed again as a bonus action. Once it has been used, this property cannot be activated again until the following dawn.
Whirlwind Sling This sling has wisps of elemental air sewn into its fabric. Attacks made with this magic weapon deal an additional 1d4 bludgeoning damage and their range is doubled. Additionally, when you take the attack action using this sling, you gain +2 AC against ranged attacks as the wind around you whirls to deflect projectiles.
Skylit Greaves These finely crafted mithral greaves are imbued with elemental air, and crackle with sparks of electricity. You are always under the effects of the jump spell while wearing these greaves. In addition, this item has 6 charges. As an action, you can expend a charge to gain the Air Form ability (as on the air elemental stat block) and immunity to the grappled and restrained conditions or a flying speed of 90 ft. Either of these effects last for 1 minute, and the armor regains 1d4 + 2 charges at dawn. In addition, you can recover 2 charges as a reaction when you reduce an air elemental to 0 hit points. Curse. While attuned to this item, your body becomes lighter and more easily moved. You have disadvantage on checks and saving throws to resist effects that move you against your will.
Stone Candy These candies are small, grey candies with a colorful interior, resembling geodes. A bag of them comes with 5d4 + 7 candies. When you eat one, you must make a DC 5 Constitution saving throw or become petrified for 1 minute; you can choose to fail this saving throw. You can eat up to 10 candies at one time, and each one increases the time by 1 minute.
Earthward Aegis This weighty stone plate armor is carved out of pure elemental earth, engraved with runes to keep its form stable and secure. Your attacks deal double damage to objects and structures. In addition, this item has 6 charges. As an action, you can expend a charge to gain the Earth Glide ability (as on the Earth Elemental stat block) or tremorsense with a range of 60 ft. Either of these effects last for 1 minute, and the armor regains 1d4 + 2 charges at dawn. In addition, you can recover 2 charges as a reaction when you reduce an Earth Elemental to 0 hit points. Curse. While attuned to this item, your skin gains the appearance and texture of unworked stone. You have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on touch.
Eathmover's Greaves This boots, made of heavy stone, are imbued with the might to shape stone itself. It has 7 charges, which it regains at dawn. You can spend an action to stomp the ground, expending a charge to extrude a 5x5 ft stone pillar from any flat stone surface within 60 ft. This pillar can be up to 30 ft tall, and extends perpendicular to the surface. If an unwilling creature would be moved by the pillar, it may make a DC ?? Dex saving throw, moving to an adjacent space on a success. Any creature that it caught between the extending pillar and a hard surface takes XdX bludgeoning damage and is moved to an adjacent space as the pillar pushes it aside. Additionally, you gain tremorsense with a range of 10 ft while wearing these boots. (edited since I realized there are already stone gauntlets, and this is more flavorful)
Bardic Instrument called Earth Wind and Fire 😂
“No Stone” This ordinary looking stone is sliced cleanly in half, with a magnificent Agate interior visible on the clean-cut side. This stone has 3 charges and regains 1d3 expended charges each day at dawn. When you hold this stone so that only the ordinary side is visible, you may say the command word “Unturned” and then turn the stone over so that the clean-cut side is visible to expend one charge. When a charge is expended, the agate side transforms into a gemlike, stylized overhead view of the area within a 20 foot radius of the stone, in the state it was when the command word was spoken. This overhead view reveals all traps in the shown area, as like the “Find Traps” spell as well as highlighting any objects in the area that are magical.
Bangles of the Winds' Blessing These bangles can either be worn on your ankles or your wrists, and has a different effect depending on where they're worn. Both wrists or ankles must be wearing a bangle or it provides no effect. Ankles: While wearing these bangles on your ankles, wind graces your step. You hover half a feet off the ground (but not over liquid), and your movement speed increases by 5. When you fall, you do not take falling damage, as the wind gently lays you down and lets you hover above the ground before falling. Wrists: As a reaction, when you are targetted by a ranged attack, you can attempt to contest the ranged attack roll with your own d20 roll. If your own roll is greater than the attacker's roll (before modifiers), the attack misses. Additionally, air does not run out wherever you are. You know the Gust cantrip. You can also cast the Pass Without Trace spell once per day. Dexterity is your spellcasting ability with these spells.
Twind Blades (Alternative name: Two Wind Blades) This pair of scimitar hilts manifest whirring blades of wind when drawn together. Whenever you take the Attack action or use a bonus action to make a two-weapon fighting attack, you can replace any of your melee weapon attacks with a ranged weapon attack, slicing through the air with a blade of wind. This ranged weapon attack uses the same modifier as attacking with the weapon, has a range of 15/30, and deals 1d6+mod slashing damage. When you hit with this ranged weapon attack, you can choose to forgo rolling damage and instead push the target back 5 feet or knock it prone. As an action while weilding both blades, you can slash forward in a direction. Creatures within a 30-foot line of that direction must succeed on a DC15 Dexterity Saving Throw or take 3d6 slashing damage and be pushed back 15 feet. Once you use this feature, you can't use it again until the next dawn.
