[Workshop Week 36] What kind of item should we make?
Hey heroes! It's time for the next 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 30th 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)
Aspect of the Chimera Wondrous Item, Rare (requires attunement) This charm is worn around the neck and symbolizes the dragon, the lion, and the goat. While wearing this amulet, you gain the following benefits: Aspect of the Dragon: You can understand Draconic, and you have darkvision up to 30 feet. Aspect of the Lion: You gain a +2 bonus to perception, nature, animal handling, and survival checks. Aspect of the Goat: You gain a +1 bonus to your armor class. Three times per day, you have a special reaction that you can take once on any other creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction. Whenever you use this special reaction, choose one of the aspects that you still have a bonus from. You lose its bonuses until the next dawn, but your opportunity attack has bonus based on the chosen aspect. Aspect of the Dragon: The attack deals an extra 2d6 fire damage Aspect of the Lion: The attack has advantage Aspect of the Goat: The target must succeed on a DC 15 Strength Saving Throw or be knocked prone
Chimeric Amulet This necklace is strung with the teeth of all three heads of a chimera, along with round pendants representing them. While you are wearing this necklace your AC becomes 14 + your dexterity modifier when you are not wearing armor, and you gain claws on your hands that change unarmed strikes to 1d6 slashing damage. Additionally, 1/day you can transform into a Chimera for 1 minute or until you lose concentration (as if concentrating on a spell). Curse. This armor contains the essence of a chimera, which is transfers to its wearer. The first time the armor's transformation effect is activated this curse activates, and the armor cannot be removed unless the wearer is targeted by remove curse. Additionally, every time the transformation is activated roll 1d4 - 1. On a roll of 1 or higher the wearer is afflicted with a permanent partial transformation. If they are already affected by that transformation, roll again. 1. You grow a thick mane of golden fur around your neck and your canine teeth grow long and sharp. You feel compelled to eat raw meat and become more aggressive. 2. Small, curling horns grow from your forehead and your pupils become wide and rectangular. You become stubborn and easily frustrated. 3. Tough red scales grow around your body and encircling your face. You are compelled to hoard objects and treasures.
Chimera's Hide (requires attunement by a barbarian or druid) This rugged hide armor is made of the skin of a mighty chimera, and bears some traces of its power. You can add your constitution or wisdom modifier (maximum of 2) in addition to the dexterity modifier (maximum of 2) to your AC while wearing this armor. Additionally, when you rage or activate wildshape, you can choose to take on one of the chimera's aspects, based on its heads. Lion: A mane of golden hair grows around your neck as your teeth grow into pointed fangs. When you take the attack action you can make a special melee bite attack as a bonus action. This attack deals 1d6 piercing damage. Goat: Your hair grows rough and course as large, curling horns grow from your head. When you move at least 20 ft towards a target you can make a special melee attack with the horns as part of the attack action. This attack deals 1d12 damage and the target must make a Strength saving throw or fall prone. Dragon: Hard, red scales grow along your skin and your eyes become reptilian slits. You can replace one attack per turn with Burning Hands cast at 1st level.
Rod of the Chimera This totem-like wooden rod is carved with the forms of a lion, a goat, and a serpent, and has X charges. You can spend an action to grasp one of the figures and speak its command work, transforming the rod based on the creature it represents. Lion: the rod transforms into a wooden shield bearing the image of a roaring lion. As an reaction when you are hit with a melee attack you can expend a charge to cast Burning Hands at X level towards the attacker. Goat: the rod transforms into a maul with a heavy set of horns. You can expend a charge when you hit with a melee attack to add 1d6 damage and force the target to make a Str save or be knocked prone. Serpent: the rod transforms into a writhing snake-like whip. When you hit with an attack made with this whip you can expend a charge to extend its teeth, dealing 1d4 poison damage and allowing you to make a grapple attempt using your to-hit modifier as part of the attack. While a target is grappled this way, it takes an additional 1d4 poison damage at the start of its turns, and you cannot use the whip to attack other targets.
Rod of the Chimera (updated to match 5e's chimera) This totem-like wooden rod is carved with the forms of a lion, a goat, and a dragon, and has X charges. You can spend an action to grasp one of the figures and speak its command work, transforming the rod based on the creature it represents. Lion: the rod transforms into a cat-o-nine-tails whip with lion's claws at the end of each tail. Attacks made with this whip deal an additional 1d4 slashing damage, and you can expend a charge when you hit with an attack to deal an additional 1d4 slashing damage and grapple the target. Goat: the rod transforms into a maul with a heavy set of horns. You can expend a charge when you hit with a melee attack to add 1d6 damage and force the target to make a Str save or be knocked prone. Dragon: the rod transforms into a wooden shield bearing the image of a snarling dragon. As an reaction when you are hit with a melee attack you can expend a charge to cast Burning Hands at X level towards the attacker.
A Chimera Goedendag of Smashing Perfect for any adventuring parties barbarian. if you dont know what a Goedendag is look it up on the youtube channel shadiversity i like looking at all the underappreciated historical weapons series he has!
Chimera Kabuto Wondrous Item, Rare (requires attunement) This traditional helm is decorated with the roaring faces of a lion, a dragon, and a ram in a triangle around the wearer’s face. By spending an action, you can swap one of the creature faces with your own, taking on the visage of the face you chose, while replacing the chosen creature’s face with a still image of your natural face. While adopting a face other than your own, you have disadvantage on Charisma saving throws and skill checks, but gain an ability depending on the face chosen: Lion: As an action, you may roar fiercely at a creature within 10 feet of you. That creature must succeed on a Wisdom saving throw or be frightened until the end of your next turn Dragon: As an action, you may breathe a 15 foot cone of fire. All creatures within the cone must succeed on a Dexterity saving throw or take 3d8 fire damage. Ram: As an action, you may attempt to shove a creature within melee range using your head. If you succeed, you also deal 1d12 bludgeoning damage. Alchemist’s Mobile Transfiguration Circle Shield, Legendary (requires attunement) This black triangle shield has concentric red rings containing various alchemic magic runes decorating the face of the shield. A small silver lion, dragon, and ram head decorates each corner of the triangle shield. While wearing this shield on your arm, as an action, you can hold out this shield towards a beast with a CR equal to half of your proficiency bonus (rounded down) and touch your hands together, forming a circle and activating the magic in this shield. The beast must succeed on a DC 20 Intelligence check or be magically consumed by this shield, fusing with it and causing the shield to display features emblematic of that creature (such as teeth, eyes, claws, etc). You may have up to three beasts fused to this shield at once, and if you attempt to fuse another creature while you have three fused, one random fused beast escapes from the shield. As an action, you may unleash the power of the amalgamated beasts onto a creature within 5 feet of you. For each fused beast, you may choose a single attack one of the fused beasts can attack with and make an attack against that creature using those beasts’ attacks.
For a Chimera item, I got no ideas beyond just taking 3 existing Saddlebag items and fusing them together
Chimera's Call & Control Wondrous item, very rare (attunement optional) A horn taken from a powerful chimera and turned into a warhorn. This horn has 3 charges and regains 1 charge daily at dawn. As an action, you can blow the horn and expend a charge to summon a chimera. The chimera appears in a space within 15 feet of you and is friendly and your allies. The chimera follows your orders and remains for 1 minute or until it is reduced to 0 hit points. If you attune to the horn, you can gain the ability to dominate the minds of wild chimeras. As an action, you can blow this horn and expend a charge. When you do, choose one chimera within 60 feet that can hear you. That chimera must succeed a DC 15 Charisma saving throw or fall under your control and obeys you commands for 8 hours.
