February 2, 2020

Workshop Week 28 — 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, February 3rd 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)

D
DomPrez · February 3, 2020

Strength of Mind Wondrous item, rare (requires attunement) A headband adorned with six gems, each represents one of a creatures attributes. The gems act as a focus to realign your natural skills. You can take 10 minutes to focus your mind, choosing one saving throw that you are not already proficient in, and gain proficiency in that ability for the next hour. When you do, the corresponding gem becomes brighter until this effect ends.

J
Jhe · February 3, 2020

Ether Spirit Talisman Wondrous Item This talisman has 3 charges and regains 1d3 expended charges at dawn. As an action, you can expend one charge to send yourself into the Border Ethereal for one minute. When you do, you leave behind an incorporeal spirit as your shadow in the material plane. The shadow moves as you do, and you can use it to interact with objects in the material plane. It has all your statistics, except it is resistant to slashing, bludgeoning, and piercing damage, and is vulnerable to force damage. Any damage the spirit takes is passed to you. While in the border ethereal, you (and the spirit that represents you) can move through objects in the material plane. This effects ends after 1 minute, when you fall unconscious, or when you end it as an action. When this effect ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

R
Reginald Yacht · February 2, 2020

Spiritbreaker Weapon (club), uncommon (requires attunement) This club impacts surprisingly heavily, and seems to leave marks on the soul itself. You deal an additional 1d4 necrotic damage on attacks made with this magic weapon. Additionally, when you roll a 20 on an attack, your target must make a DC 13 Wisdom saving throw or have their soul temporarily forced out of their body and be unable to take actions until the end of their next turn. Undead and constructs are immune to this effect.

R
Reginald Yacht · February 2, 2020

Spirits of Spirits Potion, rare These glass bottles are a deep blue, and the liquid within is a pale, swirling silver. If the bottle is empty, any creature with the Possession ability can use an action to enter the bottle, refilling it. Alternatively, once per day you can target an applicable creature with the bottle. It must succeed on a DC 13 Cha saving throw or be sucked into the bottle. The labels on these bottle are initially blank, but once it is imbued with a spirit it generates a design based on their personality and history. When you drink from this bottle you gain some component of its personality, gaining one of the skill, tool, or language proficiencies the ghost had in life chosen by them for one hour. You also gain the spirit's flaw for the duration. Additionally, if the spirit is hostile you have to make a saving throw against their possession effect when the effect ends. If the save succeeds or the ghost is not hostile to you, it harmlessly exits your body. The bottle can't be used to contain another spirit until the following dusk.

R
Reginald Yacht · February 2, 2020

Soul Suppressor Wondrous magic item, rare (requires attunement) This silver amulet is set with a ghostly gem that appears translucent and fog-like. As an action you assume a ghostly, spectral form for 1 minute. While in this form you have a fly speed of 40 ft and can only take the dash and disengage actions and the following special action. As an action, you can target a humanoid within 5 ft and attempt to possess it. The creature must make a DC 15 Charisma saving throw. If the creature succeeds on its save your ghostly form ends. If the target fails its save it is affected as by the dominate person spell as your soul enters its body. You are immune to damage while possessing a creature this way and you share a space with the target. If the target takes damage you must make a concentration check as if you had taken the damage. The possession lasts until you lose concentration on the effect or the humanoid is targeted with dispel evil and good. When the effect ends you reappear in an unoccupied space within 5 ft of the creature. Once you have used this feature it cannot be used again until midnight. Curse. When possession ends you must make a DC 15 Charisma saving throw or gain a personality trait from your target. This trait is lost if you are targeted with dispel evil and good or greater restoration.

A
AllChocolate · February 2, 2020

(Spirit Submission) Aatma Jaaree Weapon (Greatclub), rare (requires attunement) This traditional totokia war club is embued with the passed-down wisdom of generations of tribal leaders, causing the handle to glow with blue runes and the head to radiate the colors of a magnificent flower. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, you gain knowledge of one random hope, desire, or fear that is strongly imprinted in their soul. As a bonus action on the same turn you gain this knowledge, you can manifest a vision that exploits that hope, desire, or fear of that creature. That creature must succeed on a DC 15 Wisdom saving throw or either have disadvantage on all attack rolls targeting you until the beginning of your next turn, or have disadvantage on all attack rolls targeting any creature other than you until the beginning of your next turn. Curse: This greatclub is cursed and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the greatclub, keeping it within reach at all times. Additionally, while you remain cursed, whenever you finish a short or long rest, you gain the desire of one of the tribal leaders that have imbued this weapon with wisdom and swap the gained desire with a different one whenever you finish another short or long rest. These desires can include: Acquire great wealth, find a place to call home and build it into your roost, assimilate those you meet into your tribe, craft a monument to your splendor, tame an area of nature to your whim, or achieve inner peace. The desire you gain manifests in your actions, and you must make progress towards that desire before you are able to take a short or long rest.

R
Reginald Yacht · February 2, 2020

Anima Mirror Wondrous magic item, rare This small, polished hand mirror is a sentient magic item inhabited by a ghostly spirit, with its mental statistics and skill proficiencies determined by the spirit inside of it. When you observe your reflection in the mirror, you can notice that your features are slightly altered with a DC 15 Wisdom (Perception), changed to appear closer to the spirit. The spirit is able to communicate by speaking out of your reflection, and its voice sounds like a combination of your voice and the spirit’s. Additionally, once per day you can ask the mirror any question, and it is forced to answer truthfully if it knows the answer. If the mirror is broken the spirit is released as a ghost, and may be hostile depending on your treatment of it. Once per day the spirit can also force anyone reflected in it to make a DC 15 Charisma saving throw, or be forced to truthfully answer a question it asks. Additionally, dispel evil and good can be used to remove the spirit if it is willing without breaking the mirror, after which another creature with the possession ability can bind itself to the mirror.

A
Axio · February 2, 2020

(Spirit Submission) Diadem of Diaphany Wondrous Item, Rare (Requires attunement) While attuned to this diadem of seemingly humble origins, made of bronze with a heavy patina and set with a single cream-colored pearl, you gain the following effects. Ether-Shifter. You may project your soul into the Ethereal Plane up to three times per day, leaving your body prone and incapacitated. Ether-Fish, Ether-Eagle. While in the Ethereal Plane, you move as if under the effects of the fly spell (with the addition that you may phase through walls and surfaces no more than 5 feet thick), and you can see as if you were under the effects of both the detect magic and true sight spells, perceiving both the Ethereal and Mortal planes. You may only move as far as 30 feet in any direction from where you entered, and you may use an action at any time to rematerialize in the nearest unoccupied space, teleporting your body to you. This item regains all of its daily uses at dusk.

E
Ethan Walters · February 2, 2020

Keen Mind Wondrous item, rare (requires attunement) This palm-sized grey stone has bright purple runes carved into its front. While you have this stone visible on your person, you can use an action to fire a beam of psychic energy at a creature within 10 ft of you. Make a melee attack using your intelligence modifier. On a hit, the target takes 1d10 + your intelligence modifier psychic damage. This item has 5 charges. On the same action you use to attack with this item, you can expend any amount of charges to make that many extra attacks as a part of that action. You do not add your intelligence modifier to these attacks.

E
Ethan Walters · February 2, 2020

Shape of Mind Weapon (handaxe, battleaxe, greataxe), uncommon (requires attunement.) This battleaxe, made of a gray wood and a slightly purple metal, is able to change depending on how you think it to be. This battleaxe adds +1 to all attack and damage rolls made with this weapon. This extra damage is psychic damage. As an action on your turn, you may change the form of this battleaxe into a handaxe or a greataxe, or back into its original form.

C
CocoaMix · February 2, 2020

Soul Warden Wondrous Item+Longsword (requires attunement) Upper chest piece worn in contact with the skin, with a diamond-like gem in the middle that connects to you heart and soul. Projects an astral sword only visible to you, that you can control. Attacks are made using your Wisdom against the creature's Wisdom as the AC. Sword deals radiant or necrotic damage depending on alignment.