Elite Workshop: What kind of item should we make?
Hey heroes!
As you may have seen in the update on Thursday, these polls have been moved to today: Saturday! Please vote on a direction and leave a comment with an item idea that's as refined or as vague as you like.
ree of your commented suggestions relating to the winning item direction will be up for a follow-up vote tomorrow!
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 back here tomorrow!
Comments (12)
Stormseer's Glass Wondrous item (spyglass), legendary (requires attunement) This spyglass is wrought from dark, glacial ice with lenses of purer, crystal-clear ice. Looking through it, the image is perfectly clear and allows you to focus on any object up to the horizon. However, everything viewed through this spyglass appears to be locked in perpetual winter, regardless of the actual weather. You gain immunity to the effects of extreme weather and immunity to cold damage. When gazing through this spyglass you can cast Control Weather centered at any point you can see. Cast this way, the spell always tends to higher stage conditions until it creates an incredibly intense blizzard. The effect also does not require concentration, but cannot be ended early. Once used, this ability cannot be used until 1 week has passed. Curse. This spyglass drains the warmth, both physical and emotional, from its user. Your skin becomes pale and deathly cold, and your emotions are dulled. These effects intensify every time the Control Weather effect is used. Additionally, after the first time you use that effect, you become unwilling to part with the spyglass under any conditions.
Whiteout Lantern Wondrous item, rare (requires attunement) This silver lantern is fueled by a self-replenishing fuel exposed to the magic of the Everheart. When you light the lantern, it creates a massive flurry of snow in a 60ft sphere, making the area heavily obscured. You can see through this flurry normally. Additionally, any creature that starts its turn in the sphere or enters it for the first time on its turn that does not have resistance or immunity to cold damage or clothing appropriate to harsh winter conditions takes 1d6 cold damage. You can douse the lantern as a bonus action, causing the snow to immediately dissipate. This effect can be used for up to 1 hour, and each use removes at least 1 minute of its duration. The lantern regains 3d20 minutes of use at dusk.
Blizzardcage Rod Rod, rare This rod is carved geometrically out of fine ice, and contains a mote of swirling snow. If you touch this rod to an object it is immediately cooled, and prolonged contact with skin causes frostbite. As an action you can create a hollow 10ft cube of ice with a snowstorm raging at its center. Any creature that would be within this area must make a DC 15 Dexterity saving throw, trapped within the cube on a failure or moved to an adjacent space on a success. This effect immediately fails if a huge or larger creature is within its area of effect. Creatures inside the cube take 3d8 cold damage and are deafened, and the area is considered heavily obscured. The cube itself has 50 hit points and immunity to cold, poison, and psychic damage. The cube shatters after 1 minute or when reduced to 0 hit points, and all creatures within 30ft must make a DC 15 Dexterity saving throw or take 1d8 cold and 1d8 slashing damage damage, or half as much on a success. Once this ability has been used, it cannot be used again until dusk.
Glacial Guardian Wondrous Item, Rare This glass pendant contains a glowing white crystal with swirling flurries surrounding it. A layer of frost constantly clings to the clothes, armor, and belongings of the creature that wears this pendant, and icy fog flows as they walk. While wearing this pendant, you are immune to the effects of cold weather. Whenever you fail your second death saving throw or would take damage that would kill you instantly, the crystal bursts with blue light that encases you in a block of hard rime. While encased in this rime, you become stuck at two death saving throws and do not make any more death saving throws until freed from the rime. If you receive healing while encased in this rime and become conscious, the only action you may make on your turn is to attempt a DC 20 Athletics skill check to free yourself. The rime has 30 hp, an AC of 15, and is immune to cold damage. Once this feature of the pendant has been used, it cannot be used again for 24 hours. Flurry Fury Weapon (a heavy, two-handed weapon), Very Rare (requires attunement by a barbarian) This heavy weapon leaves a trail of flurrying snow and icy fog behind it after each swing and skin sticks to it, whether that be the tongues of curious allies or the pelts of your enemies. This effect grants you a +1 to attack and damage rolls with this weapon. When you enter a rage, the temperature in the area around you noticeably drops until your rage ends and you gain resistance to cold damage in addition to other damage resistances granted by your rage. Once per rage, when you use your Reckless Attack, you can infuse your attack with icy malice. If your attack hits, the attack deals an additional die of cold damage of the type the weapon uses and a blizzard wave erupts from the strike zone, which impedes enemies’ targeting enough so that they do not have advantage on attack rolls against you as normally granted by Reckless Attack.
Frostrose Wand, rare (requires attunement) This wand is in the form of a spike of crystal-clear ice with a pale blue rose frozen in its core. It has 7 charges. As an action you can expend a charge and designate a point within 60ft to grow a titanic rose of pure ice. The rose is a medium object. When it takes damage it bursts into a flurry of cutting ice, and all creatures within 30ft must make a DC 15 Dexterity saving throw or take 5d8 slashing and 5d8 cold damage. You can also detonate any number of roses as an action, and may expend 1 charge as part of this action to create another rose. If you expend the wand's last charge, roll a d20. On a 1, the ice melts and leaves behind the rose. If the rose is exposed to the Everheart in the Everglacier, the ice regrows after 1 week.
Frozen Soul Weapon (rapier), very rare (requires attunement) This weighty rapier bears the image of a raging white dragon, and is covered in a permanent layer of frost. As an action you can focus the rapier's freezing energy into a swirling blizzard, which fills a 30ft sphere centered on you that moves with you. While the storm is active you have 3/4 cover against ranged attacks and any other creature that starts its turn in the storm or enters it for the first time must make a DC 15 Constitution saving throw or take 2d8 cold damage, or half as much on a success. Additionally, your melee weapon attacks deal an additional 1d8 cold damage and you can use a bonus action to dissolve into swirling snow and teleport to any point within the storm. The storm remains for 1 minute or until you lose concentration (as if concentrating on a spell). Once you have activated the storm, it cannot be used again until dusk.
Whirlpools sound super interesting, I wonder what you'll do with them in the future! I hope you... give it a whirl.
WIth the sandstorm option currently in the lead there is really only one option.....
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. You are also unaffected by difficult terrain caused by sand. Spells: While holding the rod, you can use an action to cast create or destroy water or longstrider (self only). Dunecaller: as an action you can remove the seal at the end of the rod to create an immense, roiling sandstorm. All creatures within a 60ft cube must make a DC 16 Dexterity saving throw or be battered by the rush of sand, taking 4d12 slashing damage on a failure or half as much on a success. Moving within the cube requires 3 ft of movement for every foot of distance covered, the area is heavily obscured, and any creature that begins its turn in the sandstorm or enters it for the first time on its turn takes 1d12 slashing damage from the whirling sand. The sandstorm remains for 1 minute or until you use a bonus action to cap the rod, drawing the sand back into it. Once the sandstorm ends the area is coated in a layer of fine sand, and this property cannot be used again until dawn.
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, which is especially intense in a 25 ft diameter 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.
Scouring Splint Armor (splint), very rare (requires attunement) This armor is designed to breath surprisingly well, and while wearing it 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 2d6 piercing damage. If you are in a pre-existing sandstorm you gain three-quarters cover and the damage increases to 4d6. 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.
Some sort of Conductors Baton that lets you mess with local weather, perhaps? Or a Clockwork Drone that does the same
