March 1, 2020

Workshop Week 32 – Special Evil theme week: 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, March 2nd 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)

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Reginald Yacht · March 2, 2020

Carrion Keeper’s Circlet Wondrous item, very rare (requires attunement) This ring of cold iron and dark feathers grants you the Carrion Keeper’s Cunning. You gain advantage on Wisdom (Perception) checks that rely on sight or smell, your wisdom score increases by 2, and gain advantage on Wisdom (Survival) checks to track creatures that are currently missing hit points. In addition, this item has 6 charges, which can be expended to cast the following spells with a spell save DC of 17 and a spell attack bonus of +9: hunter’s mark (1 charge), hold person (2 charges), or bestow curse (3 charges). Curse. The circlet change your thinking to mimic that of a vulture. You become callous in the face of death, and see any suffering creature as a source of your next potential meal.

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Reginald Yacht · March 2, 2020

Mosquito Flechette Weapon (dart), rare (requires attunement) This dart takes the form of a crudely-carved wooden mosquito, with two yellowed glass reservoirs connected to its needle. When you hit with this magic weapon, the needle shoots out barbs into the target. As a bonus action you can focus on the the dart, injecting acid from one of the dart's reservoirs into the target and dealing 1d4 acid damage. This also absorbs a small amount of blood into the second reservoir, unless the target is a construct or undead. The dart remains attached for 1 minute or until the target or a creature within 5 feet of it uses an action to make a DC 15 Strength (Athletics) check to remove it. After the dart is detached it returns to you, injecting the blood into your veins and restoring hit points equal to the acid damage dealt. Once this dart has been detached from a target, it cannot be used again until the following dawn. Curse. Blood taken by this dart is not purified. If you target a creature that is currently suffering from a poison or disease you must make a save to resist its effects.

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Reginald Yacht · March 2, 2020

Enervating Vambrace Wondrous magic item, rare This blackened, charred wooden bracer is covered in horrific runes and banded with rusted iron. As a bonus action you can recite the bracer's foul oath to imbue your weapons with draining energy. The next time you hit a creature with a melee attack, the attack deals an additional 3d4 necrotic damage. The target must also make a DC 14 Constitution saving throw or roll a d4 and subtract the total from any attack roll or saving throw. These effects last for 1 minute or until you lose concentration (as if you were concentrating on a spell). Once this property has been used, it cannot be used again until the following dusk. Curse: Whenever you activate this bracer, there is a cumulative 10% chance that its draining effect partially rebounds onto you, after which the chance resets. When it rebounds, roll 1d4 on the following table. If the roll indicates an effect you already have, it has no effect. These effects can be reversed if the user is targeted with remove curse. 1. Your skin becomes deathly pale. 2. Your eyes become glassy. 3. The roots of your hair become white. 4. You becomes faintly emaciated. Once the user is affected by all of these changes, the effect on their appearance becomes permanent, and can only be undone by a wish spell.

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Reginald Yacht · March 2, 2020

Hourglass Service Wondrous magic item, rare This finely crafted black tea set consists of a teapot and two cups, each engraved with a red hourglass design. Tea brewed in the teapot is unusually fragrant, and takes 10 minutes to brew completely. Each of the cups has a unique effect when tea from the matching teapot is poured in, and both lose their effects if the drink is poured into another container. The first converts the tea to a draught of resilience, giving you temporary hit points equal to their constitution modifier. The other cup changes it to a virulent poison. When drunk, you must make a DC 15 Con saving throw, taking 4d6 poison damage and becoming paralyzed for 1 minute on a failure or taking half as much damage on a success. This poison cannot be removed by purify food and drink or detected with detect poison, because it is a property of the cup, not the drink. Any person aware of the properties of the tea set is able to discern which cup is which with a successful DC 10 Wisdom (Perception) check, and once the cups have been used they cannot be used again until the next dusk.

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Reginald Yacht · March 2, 2020

Crone’s Case Wondrous magic item, very rare (requires attunement by a non-good creature) This small bag is made of the skin of a number of humanoid races, stitched together to form an unpleasant, arcane pattern. The inside is divided into four sections, each containing a single vial. As an action you can pull out one of these vials and activate its effect. The save DC for all spells and effects is 17, and all spell attacks are made with a +9 attack bonus. Even if you do not use a vial, it vanishes at the end of your turn. To summon a new vial, you need to place the heart of a good- or neutral-aligned creature, along with 5 gold pieces, in the empty section. Any section that is properly filled will summon a new vial at dusk as the heart and gold pieces vanish. Roll 1d8 to determine the effect of the vial. Alternatively, the DM may choose an effect appropriate to the sacrificed creature. 1: An onyx eye with a glowing white pupil. You cast hunter’s mark at 5th level. Cast this way, the additional damage is psychic. 2: A ghoulish finger wearing a wedding ring. You cast ray of enfeeblement. Cast this way, the spell also deals 4d8 necrotic damage. 3: A lock of white hair with a pin of bone. You cast bestow curse at 5th level. This effect requires concentration. 4: A link of rusted, bloody chain. You cast hold monster. 5: A molted bug’s shell, full of inky black liquid. You cast insect plague. 6: A frozen wisp of smoke, with tiny obsidian specks suspended in it. You cast conjure elemental, summoning an air elemental made of unclean, billowing smoke. 7: A blackened knucklebone, frozen in a gem of solidified blood. You cast conjure elemental, summoning a water elemental made of blood, and suspended bones. 8: A trio of green, bony spikes suspended in bloody-tinted water. You summon a barbed devil in an unoccupied space with 30 ft of you that remains for 10 minutes or until you lose concentration. You take 2d10 necrotic damage if the effect ends due to taking damage. It can be ordered to fight or perform labor, but is not compelled to answer questions. Curse. This bag was created by a powerful night hag, who will target anyone in possession of it. The hag knows the direction and distance to the bag if they are on the same plane, and is able to use the nightmare haunting ability on whoever has the bag regardless of distance. The hag is also able to teleport as an action to any spot within 100 ft of the bag, has access to the full shared spellcasting ability without a coven, and anyone carrying the bag has disadvantage on saving throws against the hag's abilities.

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Jhe · March 2, 2020

Plaguespreader Weapon (Blowgun), Uncommon (Requires Attunement) This blowgun spreads poison and decay. You have a +1 to attack and damage rolls with this weapon. Attacks from this blowgun deal an additional 1d4 poison damage. Whenever you hit a target with an attack from this weapon, it must make a DC 15 Constitution Saving Throw or become poisoned for 1 minute. At the end of each of a poisoned creature's turns, it can make a DC 15 Constitution Saving Throw. On a failed save, it takes 1d4 poison damage. On a success, it suffers half as much damage, and the effect ends. For each creature poisoned by this weapon's attack, the weapon deals an additional 1 poison damage on a hit. If a creature dies while poisoned in this way, it shrivels into a decaying corpse (if appropriate). Creatures who start their turn or move within 5 feet of a decayed corpse must make a DC 15 Constitution Saving Throw of become poisoned for 1 minute, as if hit by this weapon's attack. Curse. When you roll a 1 on an attack roll using this weapon, its toxic magic backfires and spreads to you. You take 1d8 poison damage and become poisoned for one minute. At the end of each of your turns, you can make a DC 15 Constitution Saving Throw. On a failed save, you take 1d8 poison damage. On a success, you suffer half as much damage, and the effect ends.

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DomPrez · March 1, 2020

--Putr-- Beautification No.5 Potion, uncommon This potion comes in a perfume bottle dispenser and contains 1d4+10 uses in each bottle. As an action, a creature can dose themselves in a magical scented mist, granting them advantage on Charisma (deception) and Charisma (persuasion) checks for the next hour. After 1 hour, the scent begins to sour, and instead gives you disadvantage on Charisma (deception) and Charisma (persuasion) checks for the next 24 hours, or until you remove the scent by taking a bath. If a creature uses the potion more than once in a 24 hour period, they must make a DC 15 Constitution saving throw. On a failed save, the creature is poisoned and develops horrid boils on their skin. They remain poisoned this way until targeted by "lesser restoration" or similar appropriate magic. The young maiden came bounding into her front foyer with a smile that reached her ears, as she called out to her sister. "You will not believe what I just bought! And, it's perfect for my date tonight. I got it from this lovely lady outside of town- she was so pretty- anyway, she said one spray of this and Hennrik will be unable to take his eyes off of me!" She took the small elegant bottle out of its wrapping, and recklessly pumped. Once- twice- three times- and stepped into the glittering green mist. It smelt so lovely! Her sister took the bottle to inspect it. There was a small corner of the label lifting, and curiously she picked at it, revealing a second grimy label beneath. "Oh dear..." "What is it-" She barely got the words out before she started to hack and wheeze as her once flawless face began do boil into a hideous visage.

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AllChocolate · March 1, 2020

Unsweeping Broom Wondrous Item (Broom), Rare (Requires Attunement) This waxy, blackened broom is made from the flesh of large mushrooms harvested in the feywild and is imbued with disorderly magic given by hags. When you are not paying attention to the broom, it will sweep behind you as you walk or sweep the room around you. The broom leaves dust and cobwebs where it sweeps and intentionally will knock over objects in its sweeping path. You can command it to dirty or mess up the outfit of someone within 30 feet of you, scrape along the ground in an intensely irritating way, or gather tiny bugs and critters in a 30 foot area to you. Once per long rest, you can command the broom to move next to a creature within 30 feet of you and unleash a cloud of spores and grime onto them. The creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and perceive everything around them as being disgustingly grimy, preventing them from willingly touching or activating spells with a range of touch until the end of your next turn.

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AllChocolate · March 1, 2020

Covid’s Cacophonous Plague Mask Wondrous Item (Beaked Mask), Rare (requires attunement by a magic user) This tan, leather mask with two glass eyeholes constantly drips yellowish liquid from the eyeholes while worn. An attuned creature gains a fever, rasping cough, and shortness of breath that cannot be cured while attuned to the mask. These symptoms give the wearer disadvantage on Constitution saving throws. Whenever the attuned creature casts a spell that requires concentration and forces the affected creatures to make a Constitution saving throw, you may activate the contaminating powers of this mask. All creatures that fail the Constitution saving throw become infectious. On all future constitution saving throws an infectious creature makes against this spell, failing the save causes a creature of your choice within 30 feet of the infected creature to also become affected by the spell, forcing them to roll a constitution saving throw to avoid suffering the effects.

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Raymond Warner · March 1, 2020

I feel like there really isn’t anything demonic out there for magic items

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Darion Nutter · March 1, 2020

One issue, wouldn’t the demons spread destruction and the devils spread misery?