Workshop Week 29 — [Valentine's Day Special!] 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 10th 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 (9)
Warm and Tender Mace and Cloak, rare (requires attunement) This set of Mace and Cloak is bonded and count as one item attuned when both are attuned to the same creature. The warm, brass mace (Tender) has the beginning of a phrase of comfort on its handle and the thick, comforting cloak (Warm) has the ending sewn into its lining. You have +1 to attack and damage rolls with Tender and +1 to AC with Warm. When one creature is attuned to both, they get the feeling of comfort that they experienced during their times with their parents. These items have a combined total of 3 charges when attuned together. When you are dealt damage by a creature, you may expend 1 charge to cause Warm to reduce the damage by 1d10. When you do so, the next attack you make that successfully hits with Tender deals additional damage equal to the amount absorbed. The charges are all regained after completing a long rest.
Bands of Troth Ring, rare (requires attunement) This thick ring can be split into two thin bands that conform to fit the size of the wearer’s ring finger. When two people wear these rings at the same time and speak an identical command word together, they both attune to these rings. When attuned, these rings glow a soft color that always reflects the mood of the other creature wearing the ring, and allows telepathy between the two creatures at any distance, including not being on the same plane. Both of the creatures have advantage on saving throws to resist Enchantment spells. As an action, a creature attuned to one of these rings can say the command word they used when attuning to their ring and lose hit points up to their character level. When they do so, the other creature attuned to the ring gains hit points equal to the amount lost. Additionally, if any of the receiving creature’s ability score modifiers are lower than the ability score modifiers of the other creature, those modifiers rise to be equal to the modifiers of the other creature until the beginning of the other creature’s turn. CURSE: When either of these two creatures unattune from their rings, the other creature unattunes as well and both have non-magical items and coins equal to half their material wealth disintegrate.
Should have signed the prenup
Scorned Heart Armor (any breastplate), rare (requires attunement) This armor's design is highlighted by a central fissure that runs down its center. While attuned to this armor, you gain a +1 bonus to your AC for every 2 allies within 5 feet of you. In addition, you can cast hellish rebuke once per day without expending a spell slot. Curse. While attuned to this armor, you are overcome with thoughts of past breakups, lost loved ones, or other equally heart wrenching tragedies. Each time you attempt to take a long rest, you must make a DC 13 Wisdom saving throw. On a failure, you spend the whole night crying and commiserating on the sad life events and do not receive the benefits of the long rest. The curse can be broken until to the following long rest if 2 or more allies spend an hour with you eating sweet treats like chocolates or ice cream.
Passion Pins Wondrous item, rare A pair of two rose gold filigree hearts, they both shimmer in unison, hinting at the magical link that bonds this pair of brooches. While you can see the other creature who is wearing the matching brooch, you can add that other creature's Charisma bonus any Charisma (performance) or Charisma (persuasion) skill check. Once this ability has been used, you can't do so again until after a long rest where both brooches stay within 10 feet of each other. Curse. While either of the creatures that is wearing one of these brooches is unconscious, the other creature takes a penalty to their attack rolls, an ability checks, or saving throws equal to the unconscious creature's Charisma bonus. --- From my heart, to yours
Valente's Voucher Wondrous item, rare A pale pink ticket that looks to be plucked from a lager roll. You can speak the command word to cast magnificent mansion with the following changes: the spells duration is 1 hour, the only room in the mansion is a massage parlor, and the servants are all highly trained massage therapists. Any creature who spends the entire hour in the mansion receiving a massage and being otherwise pampered also receives the full benefits of a long rest. Once this item has been used, it becomes a non-magical keepsake. --- "Honey, you're gonna love this years gift."
Love Bug Wondrous item, common A tiny clockwork device fashioned to look like its namesake, the march fly. It's crafted entirely of dark wrought metal except for its bright red thorax. The Love Bug can be used to cast the message cantrip with the following changes: The Love Bug replaces the material components required for the spell, the message is whispered to the bug and directed towards a target you can see and can't pass through solid objects, and the target may only reply with a yes or no. --- "Will you accompany me to the Lover's Fair?"... ... ... ... ... Yes.
Truffle Trove [Sugarbombs] Wondrous item, rare A heart shaped box filled with 12 assorted chocolate truffle treats. When you eat one of the truffles, roll a d12 to determine what is inside, using the table below. You can eat a truffle using a bonus action. d12 | Filling ---------------------------------------------------------------------------------------------------------- 1 | Pure Truffle. Very delicious, but no effect. 2 | Lemon Praline. You gain an amount of temporary hit points equal to twice your character level. 3 | Orange Praline. You gain advantage on Constitution saving throws for the next hour. 4 | Hazelnut. You gain immunity to being charmed for the next hour. 5 | Coconut. Your Inteligence and Wisdom score becomes 20 for the next hour. 6 | Raspberry. You gain a +3 to all Charisma skill checks for the next hour. 7 | Peanut Butter. You are unaffected by difficult terrain for the next hour. 8 | Strawberry. You can understand and speak 1 exotic language of your choice until the next dawn. 9 | Caramel. You can cast *disguise self* at will, without expending a spell slot until the next dawn. 10 | Date. Your Charisma and Constitution scores become 20 until the next dawn. 11 | Diamond. You take 1d4 piercing damage, and find a diamond worth 100gp x the damage received. 12 | You can choose any one of the fillings from this table. [add Upset stomach. if it is a Sugarbomb]
I feel like this is gonna be very one sided
