Elite Workshop Day 1 — What kind of item should we make?
Hey heroes! It's time to make a new item together!
Please vote on a direction and leave a comment with an item idea that's as refined or as vague as you like.
Three or more 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!
Keep on adventuring!
Comments (10)
Circlet of Planetar's Blessing Wondrous Item, common (requires attunement) This circlet, made of a shining crocoite (or other mysterious mineral), is spiky and jagged, yet is extremely comfortable and soothing to wear. As a reaction when you see an allied creature within 60 feet of you attempt a skill check, you may utter words of prayer and roll a religion (intelligence) skill check, causing the circlet to glow and rise above your head for a few seconds. After the two of you make the skill checks, the creature may choose which sum to use for the result of the check. Once you use this feature, you may not use it again until you finish a short or long rest. Pale Planetar’s Judgement Armor (any medium or heavy armor), common This armor is made of jade-infused steel and appears unearthly in sunlight. By concentrating on this armor as if it were a spell, you may choose to have any insignia or symbol you know appear anywhere on this armor in any size you want as if it were engraved or branded on this armor. In addition, while you are concentrating on this effect, you may choose to have any humanoid that sees you for the first time perceive you as wearing regalia or uniform belonging to a creature that is higher rank than them.
**Bracers of Divine Duality** *Wondrous item, rare (requires attunement)* These gold bracers bear the celestial sigils for both life and death, and have 7 charges. When you hit with a melee weapon attack, you can expend up to 3 charges, dealing an additional 1d8 radiant damage plus 1d8 for each charge expended. Alternatively, you can replace an attack with a healing touch, expending up to 3 charges to cause the target to regain 1d8 hit points for each charge expended. The bracers regain 1d6 + 1 charges at dawn.
**Sash of the Planetar's Protection** *Wondrous item, very rare (requires attunement)* This simple cloth sash is laced with powerful celestial sigils that bind the lingering will of a deceased planetar. You gain a +1 bonus to AC and saving throws, resistance to radiant damage, and advantage on saves against the charmed, exhaustion, and frightened conditions while wearing this sash. Additionally, when you take a long rest, you can choose to enter a divine trance. You gain the benefits of the *spirit guardians* spell, which manifests in the form of a spectral planetar. Creatures within the spell's area have full cover from effects originating outside of it. The trance lasts for 8 hours or until you take damage. Once used, this property cannot be used again until 1 week has passed.
Phasing Daggers Wondrous, Rare On a critical strike the damage is opened to the Ethereal Plane and requires a short rest and use of healing dice to heal. Using a command word in abyssal energizes the daggers and they can strike an opponent 30 feet away as if they were engaged. The daggers/fangs tear a tiny hole between you and the target. Lasts for one minute or until the target drops to 0.
Divine Shard - A gem that is worn on the center of your forehead (over the mind's eye). Attuning to this changes your alignment to lawful, and your eyes to opalescent white. You also gain a flat +5 to Insight.
Gorget of the Holy Soldier Wondrous item, legendary (requires attunement by a good-aligned creature) A gorget of opalescent green metal trimmed with gold and imbued with the divine power of a planetar. This magical neck piece has been passed down through multiple generations, manifesting a different power for each wearer. While attuned to the magic item, you have resistance to radiant damage and gain the following benefits: Investiture of the Planetar. If you have 10 or more levels in the Barbarian class, your Strength increases by 2 and while you're raging, creatures you hit with a weapon attack take extra damage equal to 1d6 radiant damage. Litany of Heaven. If you have 10 or more levels in the Bard class, you gain the ability to speak and understand all languages. In addition, when you give a creature a Bardic Inspiration die, that creature regains hit points equal to your charisma modifier. Divine Judge & Jury. If you have 10 or more levels in the Cleric class, you always have the spells commune, dispel good and evil, and raise dead prepared, and they don't count against the number of spells you can prepare each day. In addition, you can cast the raise dead spell without requiring material components. Once you use this ability, you can’t use it again for seven days. Herald of the Gods. If you have 10 or more levels in the Druid class, you always have the spells control weather and insect plague prepared, and they don't count against the number of spells you can prepare each day. In addition, you can use a bonus action to manifest a pair of white-feathered wings from your back. While the wings are present, you have a flying speed of 60 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action. Unstoppable Legionaree. If you have 10 or more levels in the Fighter class, you gain immunity to the charmed, frightened, and exhaustion conditions. In addition, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Angelic Grace. If you have 10 or more levels in the Monk class, your walking speed increases by 10 feet and can’t be reduced to less than 40 feet. In addition, while you are unarmored you gain a +1 bonus to your AC. Caress of Life. If you have 10 or more levels in the Paladin class, your pool of Lay on Hands increases by 10. Whenever you restore 15 or more of a creature’s hit points with your Lay on Hands, it is freed from any curse, disease, poison, blindness, or deafness. Sight of Celestial Warder. If you have 10 or more levels in the Ranger class, you gain Truesight out to 20 feet. In addition, you can see up to 1 mile away with no difficulty and are able to discern fine details as though looking at something from no more than 100 feet away. Heavenly Messenger. If you have 10 or more levels in the Rogue class, you can cast invisibility at will, targeting only yourself. In addition, you can telepathically speak to any creature within 40 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Luminous Soul. If you have 10 or more levels in the Sorcerer class, you learn the light and dancing lights cantrips, and the guiding bolt spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, the target must make a Constitution saving throw against your spell save DC or be blinded until the beginning of your next turn. Pact of Veracious Awareness. If you have 10 or more levels in the Warlock class, you know if you hear a lie. If you hear a creature tell a lie, you can attempt to force that creature to tell the truth. The creature must make a Charisma saving throw against your spell save DC or be compelled to tell the truth. You can use the ability a number of times equal to your Charisma modifier, and regain all expended uses when you finish a long rest. Armaments of the Planetar. If you have 10 or more levels in the Wizard class, your AC becomes 14 + your Dexterity or Intelligence modifier and you have advantage on saving throws against spells and other magical effects. In addition, you learn the spells blade ward and flame strike. These spells are considered wizard spells for you.
Blood Gultch Mace Warhammer - Very Rare - Requires attunement This instrument of death once belonged to a powerful pit fiend and still radiate's some of it's former master's aura of fear. this weapon deal an extra 1d6 psychic damage on each hit. When you reduce a creature's hit points to 0 with an attack from this weapon, deal any excess damage to all creaturesin a ten foot radius from the originally stuck creature as that creature explodes, raining boiling blood on all nearby, you are immune to this damage.
Planetar has so many cool options! And celestial weapons arent really common I think. I think a sword that deals extra radiant damage, and the ability to cast spells through it via charges for detect lies, fly, and possibly some healing
**Mark of the Pit Fiend** *Wondrous item, legendary (requires attunement by a Tiefling)* This magical mark appears as a small sphere of fiery red, infernal energy containing the infernal rune of the pit fiend. When you attune to it, the sphere vanishes and the rune appears prominently displayed on your forehead. Once you attune to it, it can't be removed unless you choose to do so. While attuned to the mark, you gain immunity to fire damage and radiate an overwhelming aura of fear and despair. Any creature hostile to you that starts its turn within 15 feet of you must make a DC 17 Wisdom saving throw, unless you are incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to your aura for the next 24 hours. ***Power From Below.*** When you attune to two items with this feature, you gain the ability to see normally in magical and nonmagical darkness out to 60 feet. When you attune to three items with this feature, you can see normally in magical and nonmagical darkness out to 120 feet, and you have advantage on saving throws against spells and other magical effects.
A great itemidea would be a sword that deals extra radiant damage and let's you sprout angelical wnings that vie you a flying speed, or a helmet that would let you knowwhen someone lies around you, great for RP
