Workshop Week 40 — What kind of item should we make?
Hey heroes! It's that time again!
Please vote on a direction and leave a comment with an item idea that's as refined or as vague as you like.
I'll be going live tomorrow night, April 27th 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 (15)
Gauntlet of Compressed Air Wondrous Item, Rare (requires attunement) This gauntlet has been imbued the power of elemental air, allowing you to use to to push and pull and compress air. While attuned to this gauntlet, you can use to to cast the gust cantrip at will (DC 14). This gauntlet has 10 charges, and recovers all expended uses at dawn. As an action, you can expend at least one charge to cause the air around a point to compress. The radius of the area is equal to 10 + 5 feet for every charge spent. Creatures in the affected area must succeed on a Strength Saving Throw (DC 13+charges spent) or be pulled as far as it can be pulled towards the center. Afterwards, you can spend any number of charges again to deal damage in an area centered on a point, as you cause the compressed air to implode. The area is equal to a 5-foot radius per number of charges spent, and the damage is 2d4 force damage per charge spent.
Vortex Bomb Wondrous item, ??? This glass vial contains a swirling mote of unstable air. As an action you can throw the vial up to 60ft, shattering where it hits. All creatures within 30ft must make a DC X Strength saving throw or be pulled adjacent to the center and restrained by swirling winds as the released mote draws all air towards itself. At the start of your next turn the mote overloads and explodes outward, forcing all creature within 60ft to make a Strength saving throw, taking Xd6 bludgeoning damage and being thrown 30ft away from the center on a failure or taking half as much damage and not being moved on a success. Creatures restrained by the wind have disadvantage on this save.
Windcaller Rod Rod, very rare (requires attunement) 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) checks and your speed increases by 5 ft. 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.
Stormpoint Weapon (pike), legendary (requires attunement) This heavy silver pike swirls with air elemental energy and contains a bolt of pure lightning suspended in its core. While holding this pike you gain resistance to lightning damage, are immune to the effects of extreme wind and precipitation, and successful attacks made with it 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. 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 and you are considered to have the benefits of the Stormcry ability. After 1 minute the 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.
Skylit Greaves Wondrous magic item, legendary (requires attunement) These finely crafted mithral greaves are imbued with elemental air, and crackle with sparks of electricity. You gain resistance to thunder and lightning damage while wearing these greaves, and you are always under the effects of the jump spell. 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 10 minutes, 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.
Box of Burgled Breath Wondrous item, legendary (requires attunement) A small silver chest latched with a clasp shaped like a pair of lungs. As an action, you can open the chest and begin stealing the breath of a creature within 20 feet of you, suffocating it. At the end of each of the target's turns, the target must make a Constitution saving throw (DC 20). If the target succeeds on three of these saves, it is no longer suffocating. If the target fails three of these saves, the target dies, its breath is stored within the chest, and the chest gains one charge. Once you use this ability, you can't use it again for seven days. Absorb Breath. While holding your breath, you can expend any number of charges from the box of burgled breath to increase the amount of time you can hold your breath by 1 minute per charge you expend.
Cumulus Wand Wand, rare (requires attunement from a spellcaster) Sleek and almost weightless, this wand trails wisps of misty air when used as a spellcasting focus. While the wand is in your possession, you can sense the coming of large storms 1 hour before it would begin to rain. In addition, this wand has 6 charges and regains 1 charge at dawn, or all charges at dawn if it was exposed to a rainfall or thunderstorm within the last 24 hours. While holding it, you can use an action to expend 1 or more of the wand’s charges to cast one of the following spells from it, using your spell save DC: call lightning (2 charges), gust of wind (2 charges), or jump (1 charges). Curse. When you roll a 1 on the d20 for an attack roll, an ability check, or a saving throw, a small rain cloud appears above your head and begins to rain on you until the end of you next turn.
Hurried Cane Staff, uncommon (requires attunement by a spellcaster) Although shorter than the average staff, it is perfectly suited to being a walking cane and always seems to be just the right length for those that attune to it. After you cast a spell of 3rd level or higher, you can use a bonus action on the same turn to cause a swirling mote of air to surround you. When you do, you gain a fly of 30 feet until the end of your turn and this movement does not provoke opportunity attacks. Once you have use this ability, you can't do so again until the next dawn.
Surcoat of Sudden Skydiving Wondrous Item, Very Rare (requires attunement) This white fleece surcoat is covered with glowing blue signatures of famous daredevil sorcerers and wizards who took up careers in professional feather falling. As an action, you can begin concentrating on a 30 foot radius, 60 foot tall cylindrical area within 120 feet of you as if focusing on a spell. That area begins gathering the potential energy of free falling. At the end of each round you maintain concentration the area gathers the energy of falling an additional 10 feet. When you stop concentrating on this effect, voluntarily or otherwise, all creatures in that area gain the energy held there and begin falling at the rate you have built up. If they are touching the ground, they immediately crumple and take the appropriate fall damage. As a bonus action, you can move the area and all of the energy held within to a different area within 120 feet of you. While concentrating on this effect, wind billows around you increasingly quickly. After you have been concentrating on this effect for longer than 3 turns, you become deafened and the noise becomes audible to all creatures within 600 feet of you for the remainder of the duration. Cumulonimbus Crawler Wondrous Item, Rare This set of airy, light blue shoes seems to always make you surprisingly weightless in the early morning fog. You can swim through clouds and fog as if it were water, using your swim speed to fly. This set of shoes contain 10 charges, which refresh after leaving them outside in the fresh air for 8 hours. As part of your movement, you can spend any amount of charges to create that number of 10x10 cubes of dense fog in locations of your choice within 300 feet of you, arranged how you choose.
Flask of Endless Air: This bunged flask feels light as if it's empty . The flask weighs 1 pound. You can use an action to remove the bung and speak one of three Command words, whereupon an amount of fresh air flows out of the flask. Choose from the following options: • "Breeze" produces 10 minutes worth of fresh air, for 1 creature. • "Gust" produces a moderate wind in a 30ft radius around the flask that lasts until the end of your next turn dispersing any cloud, gas or vapour in the area. • "Tornado" produces a 30-foot-radius sphere of strong wind, centred on the flask that lasts for 1 minute. Each creature that starts its turn in the area must succeed on a Strength saving throw or be pushed 15 feet away from the flask. Any creature in the area must spend 2 feet of movement for every 1 foot it moves when moving closer to the flask.
Rod of Pandemonic Winds Rod, legendary (requires attunement) A 2-foot rod of polished iron capped on both ends with a sphere of turquoise. This magical rod can be used a spellcasting focus and has 3 charges. As an action, you can expend a charge from this rod to conjure a whirlwind of shrieking, maddening winds. Choose a point that you can see within 120 feet of you. Each creature in a 20-foot radius centered on that point must make a DC 20 Constitution saving throw. On a failed save, a target takes 8d8 thunder damage and gains a random form of indefinite madness. On a successful save, the target takes half as much damage and gains a random form of short-term madness.
Orb of Aqua Empowerment When you use this magic item, you summon a ten foot tall wave that pushes a person back 20 feet. This water evaporates after being used to push someone back. maybe something like that?
Belt of Geyser floating. A belt that lets you create a spiralling water spout earound your legs that allows you to float higher off the ground and renders you resistant to difficult terrain, think what Aman does at the end of season 1 of Avatar:Legend of Korra
Aangs quarterstaff that lets you flie! I will accept nothing less!
Already exists! Check out the Rocborne Rod!
