February 16, 2020

Workshop Week 30 — 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 17th 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 (12)

J
Jhe · February 17, 2020

Riff's Dimensional Ripper Weapon (scimitar), rare (requires attunement) Made by a Horizon Walker Goblin, this Scimitar allows you to slip into the ethereal plane for a split second for the express purpose of getting past a creature bigger than you. As an action while within 5 feet of a creature at least one size larger than you, you can force the creature to make a Charisma Saving Throw (DC 14). Creatures at least two sizes larger than you have disadvantage on this saving throw. On a failed save, you teleport to the direct opposite side of the creature and you can use a bonus action to make a melee weapon attack against the creature using the scimitar. You have advantage on this attack if the creature is at least two sizes bigger than you. Because of the dimensional force the scimitar cuts through while slipping through planes, this attack deals an additional 2d6 force damage.

J
Jhe · February 17, 2020

Goblin Item: Wand of the Nilbog Wand, Uncommon (requires attunement) This wand has been built to absorb the curse of the Nilbog, and its power can be channeled through this item. While attuned to this item, goblinoids have disadvantage on attack rolls against you. You can use the wand to cast the Mage Hand and Vicious Mockery (DC12) cantrips. This wand has a 8 charges, and regains 1d6 + 2 charges daily at dawn. You can expend a charge to cast the Charm Person or Hideous Laughter spell. Goblinoids have disadvantage on the saving throw. Reversal of Fortune: When a creature deals damage to you, you can expend a charge to reduce the damage taken by 2d6. When you do, you gain the negated damage as temporary hit points. Curse: While attuned to this item, all healing is only half effective to you. Note: In case Nilbogs aren't SRD, we might be able to change the flavor of the item while retaining the effects.

D
DomPrez · February 17, 2020

Rusted Caltrops Wondrous item (adventuring gear), uncommon In addition to the normal effects of caltrops, these rusty iron spikes have developed a nasty secondary effect. Any creature that fails the dexterity saving throw to avoid taking damage from the caltrop is also poisoned and cannot regain hit points for the next minute. -"They's katchin' us!" -"Not for longs"

R
Reginald Yacht · February 17, 2020

Kneecapper Weapon (light hammer), uncommon This weapon is built with a crude, heavily-weighted head built for crushing bone. When you make a successful attack against a humanoid whose size is larger than yours that creature's speed is reduced by 10 until the start of your next turn. When you roll a 20 on an attack against a larger humanoid that creature must also make a DC 13 Strength saving throw or be knocked prone.

A
AllChocolate · February 17, 2020

Yagi's Boomshield Shield, rare (requires attunement) This tower shield is an abomination of goblin overengineering, sporting gears, whistles, rudimentary motors, and gunpowder tanks. This shield requires a minimum of 15 strength to wield. An attuned creature can plant the butt of this shield into the ground as a bonus action, or unplant it as a bonus action. While planted, the creature's movement speed is reduced to 0 and it can’t be moved involuntarily. While planted, the creature can spend an action to unleash a blast of shrapnel in a 15 foot cone. Each creature within that cone must make a Dexterity saving throw , taking 1d12 fire damage and 1d12 piercing damage on a failure, or half on a success.

R
Reginald Yacht · February 17, 2020

Trick Piccolo Wondrous item (flute), common This poorly-wrought tin whistle has a roughly-carved icon of a goblinoid on its side. When played the sound it produces is undetectable to most races, and is seemingly silent. However, all goblinoids and creatures with the Keen Hearing trait are able to hear it from up to 300 ft away. Creatures unused to this sound will often react with confusion or distress.

D
Darion Nutter · February 17, 2020

Triccolo

R
Reginald Yacht · February 17, 2020

Percussion Powder Wondrous item (consumable), rare This thick canvas pouch is full of fine black powder. There is enough of it for one use. You can toss the dust into the air as an action, filling the air in a 30 ft radius with fine particles. These particles remain for 1 minute, until is dispelled by a moderate or stronger wind, or until ignited. If the powder is ignited every creature in the area must make a DC 15 Dexterity saving throw or take 8d8 fire damage, or half as much on a successful save.

R
Reginald Yacht · February 17, 2020

Nightcap Pack Wondrous magic item, uncommon This fibrous bag is made out of the interwoven mycelium of a number of mushrooms which grow in its interior. When the corpse of a Medium or smaller creature is placed inside the bag, the mushrooms quickly break it down, reducing the body to a skeleton and a pile of fertile dirt over the course of 1d4 days. After this occurs the bag seals shut and the mushrooms root themselves into their surroundings, growing around the skeleton and forming a small, self-sustaining patch of fungus. The bag must be kept in a location suitable for growing mushrooms and must be kept still during this process, and its effect does not work on creatures that cannot be decomposed.

R
Reginald Yacht · February 17, 2020

Goblinradish Wondrous magic item, common This small, grey packet of spice tastes bitter and bears the image of a grinning goblin's skull. 1 pouch contains enough spice to season 1d4 + 1 meals when found. When it is used to season food the meal appears horrific and rotting, made out of twisted plants and monster parts. This effect is purely illusory, and the actual flavor does not change.

A
AllChocolate · February 16, 2020

Mocking Snare Wondrous Item (Drum), uncommon (requires attunement) This snare drum is made from a cast iron pot that goblins commonly use to cook with. After using the robes of a powerful bard to clean it “accidentally”, the goblins found that it carried magical properties. By molding it, embellishing it with goblin war runes, and giving it a new pain job, it gained powers when turned over and used a drum. A creature that attunes to this drum learns the vicious mockery cantrip and casts it by playing the drum. When a creature within 30 feet of the attuned creature rolls a natural 1 on an attack roll, saving throw, or skill check, you can use your reaction to cast vicious mockery on that creature, except instead of gaining disadvantage they fall prone.

R
Reginald Yacht · February 16, 2020

Bands of the Makeshift Mauler Wondrous magic item, uncommon (requires attunement) While you wear these worn and stained leather wristbands, you gain a +1 bonus to attack and damage rolls made with improvised weapons and the damage you deal with improvised weapons is considered magical for the purposes of overcoming damage resistance. One-handed improvised weapons you use deal 1d6 damage instead of 1d4, and two-handed improvised weapons deal 1d8. Additionally, when you roll a 20 on an attack roll made with an improvised weapon, the target must make a DC 13 strength saving throw or fall prone.