Workshop Week 33 — 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 (even something really loose!) 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 9th 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 (17)
Balloon Observatory Wondrous Item, Very Rare (requires attunement) This giant balloon carries a hardy basket underneath. The balloon and basket change color to blend in with the sky around it, making it invisible to everything beyond 60 feet from it. While attuned to this balloon it always floats between 1,000 and 10,000 feet above the ground directly above you, and you can mentally command it to change altitude over the course of 10 minutes. By focusing for 1 minute, you can teleport from the ground to the balloon’s basket or vice versa, with anything you are wearing or carrying traveling with you. The basket is 10 feet wide and long and has a depth of 5 feet and hold up to 1000 pounds of material and items in addition to you. Once per day, by using an action, you can call down an airstrike from the balloon onto a spot you can see within 600 feet of you. At the beginning of your next turn, the projectile lands and every creature you choose within 30 feet of that spot must succeed on a DC 17 Dexterity saving throw or take 12d6 fire damage, or half damage on a success.
Bangles of the Winds' Blessing These bangles come in pairs and can either be worn on your ankles or your wrists, and has a different effect depending on where they're worn. Both wrists or ankles must be wearing a bangle or it provides no effect. Additionally, while wearing these bangles, you can cast the fly spell once per day, targetting only yourself. The spell does not require concentration, but it ends when you take off one of the bangles. Ankles: While wearing these bangles on your ankles, wind graces your step. You hover half a feet off solid ground (but not over liquid), and your movement speed increases by 5. When you fall, you do not take falling damage, as the wind gently lays you down and lets you hover above the ground before falling. You also know the Longstrider and Pass Without Trace spells, which you can cast once per day each. Wrists: While wearing these on your wrists, ambient air around you disrupts ranged attacks and makes you harder to hit. You are always considered to have at least half cover against ranged attacks. You also know the Wind Wall and Gust of Wind spells (DC 14), which you can cast once per day each.
Squallbreaker This heavy silver pike swirls with air elemental energy and contains a bolt of pure lightning suspended in its core. Successful attacks made with this spear deal an additional 1d10 lightning damage. Stormcry. As an action you can focus the elemental lightning to create a storm centered on yourself. The swirling wind makes the area in a radius of 30 ft difficult terrain, and when you make an attack with the pike on your turn its range is increased by 20 ft and attacks made beyond its regular range deal lightning damage instead of piercing. If you are outdoors in stormy conditions the radius increases to 60 ft, the additional attack range increases to 50 ft, and you can deal an additional 1d10 lightning damage on an attack once on your turn. The storm can be heard out to 300 ft. This effect lasts for 1 minute or until you dispel it as a bonus action. Once used, it cannot be used again until the next dawn. Stormfracture. As an action you can destabilize the suspended lightning to shatter the spear, imbuing you with its elemental energy. The weather around you immediately becomes a torrential storm as by control weather, and this effect even creates storm conditions within enclosed areas. An electrical copy of the pike that deals lightning damage forms in your hand which you can wield and you are considered to have the benefits of the Stormcry ability. After 1 minute the electrical energy overwhelms you, blasting outward in a colossal wave of energy. All creatures within 60 ft must make a DC 17 Dexterity saving throw or take 8d6 lightning damage, or half as much on a success. You automatically fail this saving throw and suffer a level of exhaustion.
Windcaller Rod This finely crafted mithral rod is unnaturally light and contains a glass reservoir of swirling elemental air. Windblown. While holding this rod you have advantage on Dexterity (Acrobatics). Spells. You can cast featherfall, jump, longstrider, and levitate (self only) using their standard casting times while holding this rod. Only one of these spells can be active at any time. Windblown Vortex. As an action while holding this rod you can release the rod's elemental energy to create a colossal vortex of air. This vortex has a radius of 30 ft centered on a point within 120 ft and remains for 1 minute. The area is considered difficult terrain and all creatures that start their turn within or enter the area for the first time on their turn must make a DC 17 Strength saving throw taking 2d6 bludgeoning damage and being pulled 15 ft towards the center on a failure or taking half as much damage on a success and not being pulled.
Vessel of Elemental Air This heavy brass canister is worn on the back, and contains a whirling vortex of elemental air seen through its heavily-reinforced glass. It constantly vents a little energy, increasing your movement speed by 10 ft. As an action you can unscrew the valve on its top, releasing the winds within. While it is open you gain a flying speed equal to your walking speed and gain the effects of the gust of wind spell. This effect lasts for one minute or until you screw the lid closed again as a bonus action. Once it has been used, this property cannot be activated again until the following dawn.
Whirlwind Sling This sling has wisps of elemental air sewn into its fabric. Attacks made with this magic weapon deal an additional 1d4 bludgeoning damage and their range is doubled. Additionally, when you take the attack action using this sling, you gain +2 AC against ranged attacks as the wind around you whirls to deflect projectiles.
Skylit Greaves These finely crafted mithral greaves are imbued with elemental air, and crackle with sparks of electricity. You gain resistance to lightning damage and are always under the effects of the jump spell while wearing these greaves. In addition, this item has 6 charges. As an action, you can expend a charge to gain the Air Form ability (as on the air elemental stat block) and immunity to the grappled and restrained conditions or a flying speed of 90 ft. Either of these effects last for 1 minute, and the armor regains 1d4 + 2 charges at dawn. In addition, you can recover 2 charges as a reaction when you reduce an air elemental to 0 hit points. Curse. While attuned to this item, your body becomes lighter and more easily moved. You have disadvantage on checks and saving throws to resist effects that move you against your will.
Headdress of Twisted Rage Helm, Rare (requires attunement by a Barbarian) This tribal headdress is made from mangled feathers of large birds that spiral outwards. A mild wind constantly whistles through the headdress. When you activate your Rage, a Tornado erupts from your head and swirls above you for the duration. You become deafened and gain +2 AC against ranged attacks for the duration. Creatures within 10 feet of you fall if they are flying and must use twice the normal amount of movement speed to move away from you. Whenever you hit a creature with a melee weapon attack, that creature must succeed on a DC 15 Strength saving throw or lose its grip on one item, weapon, or shield of your choice that it is carrying, which flies up into the tornado and sails 120 feet away in a random direction.
Meteorologist’s Report Warhammer, Rare (requires attunement by a Paladin) This Warhammer is made from a meteor that landed in a holy temple. It has a barometer built into the head and a thermometer that is built into the handle. Whenever you use your Divine Sense, you immediately learn the weather conditions in your local area for the next hour. Whenever you use your Divine Smite, you learn of the weather condition in your area at the current moment and can choose to create an extreme version of that weather: Calm Day: You create the effects of the *daylight* spell. Calm Night: You create the effects of the *darkness* spell and don’t need to concentrate on the effect. Rainy: You create the effects of the *wall of water* spell and don’t need to concentrate on the effect. Foggy: You create the effects of the *fog cloud* spell cast at 3rd level and don’t need to concentrate on the effect. Windy: You create the effects of the *gust of wind* spell and don’t need to concentrate on the effect.
Roc Wrestler Mask Wondrous item, uncommon An ornately embroidered leather mask, stylized with Roc feather motif. You can say the command word as a reaction while falling to dive-bomb a small or larger creature you can see within 10 feet. The fall damage you receive is halved and the target also takes the same amount of damage. "Roc-oooo!"
For grass, some kind of scythe that allows you to cast entangle/plant growth.
1. A sword that heals with the power of the grasslands 2. A scimitar-boomerang that always returns 3. A warhammer that impacts with the strength of an oncoming wave
Wyrmling Scale Bracers Wondrous item, very rare (requires attunement) These bracers are crafted from the harvested scales of a chromatic Wyrmling. They offer extra protection for adventurers that choose freedom of movement over the encumbrance of thick armor and shields. While wearing these bracers, you gain a +1 bonus to AC if you are not wearing medium or heavy armor and using no shield. In addition, these bracers still retain some of their elemental power, granting you resistance to that damage type. Additionally, you can use a bonus action to make a weapon attack with the sharpened point of the bracer, using the statistics of a shortsword, which deals elemental damage instead of piercing damage. Your damage resistance and weapon attack damage with this item are determined by the Wyrmling color that was used in the creation of these bracers.
Aquila's Cry Wondrous item, rare A polished bronze horn with a muzzle fashioned in the shape of an eagle's head. As an action, you can blow this horn to release a torrent of howling wind in a 30-foot cone. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 4d8 thunder damage and is pushed 15 feet. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet away from you by the spell's effect, and the bellow of the horn audible out to 300 feet. Once you use this ability, you can't use it again for 24 hours.
Stunbomb of the Atmosphere wondrous item, very rare A mirror-like, smooth ball with a pin, forged in the wild energies above the world. Can pull the pin to create a harsh ringing noise which stuns nearby creatures Can throw the device. If the pin is pulled, when the device collides with a hard surface, the device unleashes its stored magics, strong winds blast the area, knocking things prone and leveling objects.
Idea: Cloud braces that alleviate falling damage, or after a set amount of charging the clouds get darker and generate water and/or lightning.
I have an idea! A wooden scythe (for druids) that deal some kind of extra damage and helps increase the amount of food a crop harvested with it gives!
