Workshop Week 31 — 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 24th 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 (10)
Dunecaller's Baton Rod, very rare (requires attunement) This glass rod is full of glittering white sand with an ornate seal on one end. The sand inside seems to constantly shift, flowing with unnatural fluidity. Desert Wanderer: While holding the rod, you have advantage on Wisdom (survival) and Intelligence (nature) checks. Spells: While holding the rod, you can use an action to cast one of the following Spells from it: create or destroy water, longstrider, or pass without trace using this rod. Dunecaller: as an action you can remove the seal at the end of the rod and propel the sand forward to create an immense, crushing dune. All creatures within a 60x60x15 ft cube must make a DC 17 Strength saving throw or be battered by the rush of sand, taking 4d12 bludgeoning damage on a failure or half as much on a success. Large or smaller creatures that fail the save are also engulfed by the dune, causing them to be restrained and unable to breath. Restrained creatures take 1d12 damage at the start of each turn and may use their action to repeat the save. Any creatures that can succeed on the save end up at the top of the dune. The dune itself is considered difficult terrain as the sand constantly shifts. The dune remains for 10 minutes or until you use an action to reseal the rod, sucking the sand back into it. This property can't be used again until the next dawn.
Dune Cowl Wondrous item (head gear), requires attunement A wide brim hat with an attached face and neck covering. Creatures with the sunlight sensitivity feature ignore the penalty imposed by being in direct sunlight. Additionally, a scorpion under your control can be magically called out from within the hat as an action and subsequently grown into a Giant Scorpion on its next turn. It remains a giant scorpion under your control until reduced to 0 hit points or until dismissed as an action. When is disappears, it dissolves into a pile of sand and the scorpion cannot be summoned again for 7 days.
Scroll of the Sandstorm Scroll, rare This scroll has the rough texture of sandpaper and covered in runes that shift like dunes. As an action you can read from this scroll to summon a sandstorm around you, with is especially intense in a 25 ft dimater sphere centered on you, giving you half cover against ranged attacks. Any creature that starts its turn within or moves into this area for the first time on its turn must make a DC 17 Dexterity saving throw or take 2d8 piercing damage. Additionally, while the storm is active you can extend a tendril of sand as a bonus action to make a melee spell attack against a creature within 60 ft. You have a +9 bonus to this attack and it deals 4d8 bludgeoning damage. This sandstorm remains for 1 minute or until you lose concentration (as if concentrating on a spell). Once the effect ends the scroll dissolves into course, flowing sand.
Portable Oasis Wondrous item, consumable When outside in a clear open area or natural terrain, you can cause an oasis to grow from the ground over the course of 10 min. The oasis has a pond of crystal clear potable water, exotic fruit bearing trees that can nourish up to X creatures. The oasis is always under the effects of an Alarm spell, and any creatures that are not permitted inside the space are immediately attacked by a Swarm of Poisonous Snakes, who's rattling tails also act as the alarm. area of effect, duration, etc, tbd
Boots of the Dunetreader Wondrous item, uncommon (requires attunement) The cloth-wrapped boots are meant for walking safely over sand. You are unaffected by nonmagical difficult terrain caused by sand. Additionally you can stomp on the ground as an action to target an area of sand or loose earth within 60 ft to create a sandtrap in a 15x15 square. This area is considered difficult terrain and any creature moving away from the center must make a DC 13 Strength saving throw or need to use 4 ft of movement for every foot it moves. This effect lasts for 1 minute or until you lose concentration (as if concentrating on a spell). Once this ability has been used it cannot be used again until dusk.
Scouring Splint Armor (splint), very rare (requires attunement) This armor is designed to breath surprisingly well, and is covered by a light fabric cover, and you gain a +2 to your AC and immunity to the effects of extreme heat. As an action you can channel the force of the desert where the armor was forged, summoning a swirling cloud of stinging sand. While the sandstorm is active you have half-cover against ranged attacks and any creature that starts its turn or moves within 5 ft of you for the first time takes 1d6 piercing damage. This cloud remains for 1 minute or until you lose concentration (as if concentrating on a spell). You can also end the effect early as a bonus action to turn into a swirl of sand, teleporting as by the misty step spell. Once this ability has been used it cannot be used again until dawn.
“Robe of the Dream Desert” Wondrous Item, rare (requires attunement) This robe is made of incredibly fine, vaguely damp black sand that sticks together and moves smoothly as a unit. While wearing this, the attuned creature is immune to the effects of environmental heat conditions. This robe has 3 charges which refresh after soaking this cloak in water for 4 hours. You can expend a charge from this robe to shift the black sands into a mirage of dreamlike colors which take on a unique meaning to each creature witnessing it from a distance. All creatures within 120 feet of you, but farther than 5 feet away, must succeed on a DC 15 Intelligence saving throw or see you as a manifestation of a deeply held desire for 1 minute or until they are no longer in the strict range of this effect. Each creature may make remarks or act appropriately to seeing such a sight. A creature under the influence of this effect cannot target you with attacks or damaging spells unless you are the only target they can perceive. Each time you take the attack action or cast a spell while this effect is active all creatures being affected by this ability can reroll the saving throw, ending the effect on a success.
Iron-sand whip!
“The Desert Dreams of Red Rain" Weapon (greatsword), very rare (requires attunement) This greatsword is seemingly made of red desert glass, but is gritty to the touch and tends to leave residues of sand wherever it touches. This weapon deals an additional 1d6 slashing damage due to biting wisps of sand that surround the weapon during your strikes. Whenever you would make an attack with this weapon, you can instead invoke the magic sands making up this weapon to unleash a dust devil slash. Each creature of your choice within 10 feet of you must succeed on a Constitution saving throw or take double the damage dice this weapon can deal in damage and be blinded until the end of this attack action. After using this ability, the weapon becomes a longsword, or if it was already a longsword it becomes a dagger without the ability to use the dust devil slash. This weapon can only regain its lost form by absorbing spilt blood. By planting this weapon in ground that has been soaked in 30 total damage worth of blood within the last 10 minutes, the ground dries into cracked and sandy wasteland over the course of an hour. At the end of the hour, the weapon can be drawn from the ground, at which point it will be a longsword if it was previously a dagger, or a greatsword if previously a longsword.
For sand a hollow glass bow filled with sand, sand forms the string via magic and the arrows are bolts of sand
