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 (9)
Regalia of Eroding Empires Armor (Ring Mail), Rare This royal armor of the wastelands made from the hide of a rust monster has a collar and ascot made from rust monster antennae and constantly leaves flakes of decayed skin and metal wherever the wearer walks and sits. This armor has 5 charges. While wearing it you can expend a charge as a reaction to being hit by a nonmagical metal weapon or piece of metal ammunition. The creature must roll the damage dice of the weapon twice, using the lowest result as the damage for the attack. If all the damage dice rolled for this attack are 1s, the weapon breaks into rusted fragments after the attack is complete. This armor regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll 1d10. On a 1, the armor disintegrates into rust and any nonmagical metal weapons on your person rust to the point of being useless. Rod of Robigus Rod, common (requires attunement by a cleric or paladin) This rod is constructed of rusted rebar and wheat stalks, with an emblem of a rust monster imbued on the head of the staff. This rod was constructed in a moment of spite and still bears the ability to undermine the detect and undermine the craftmanship of metalwork. If you are a paladin and you use your divine sense while wielding this rod, in addition to other things you sense you learn of any nonmagical metal weapons and ammunition any creature in the area is wielding or carrying on their person. If you are a cleric and you use your Turn Undead channel divinity power, the ability also affects any creature wielding a nonmagical metal weapon, though any creature affected by this may drop their metal weapon at any time to immediately end the effect upon them.
Raider's Dust Wondrous item, uncommon A unique alloy dust developed by a group of dwarven adventurers that were tired of having to back track after each attempt to navigate through cavernous dungeon to buy new equipment. It is particularity appealing to *rust monsters* and can overwhelm their desire to seek out any other metal. It comes in a cylindrical container and contains enough dust for one use. The dust can spread out over a 5 foot square area, and appears as a fine white powder. If a *rust monster* starts its turn within 60 feet of the dust, it must make a DC 13 Wisdom saving throw. On a failed save, it spends its turns trying to move as close to the dust as it can. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Arrows that ignore metal armor
antenna arrows... the rust monster tails look like they have arrow fletching so its a good visual theme!
Sword of the Rust King Weapon (Longsword or greatsword) Legendary, no attunenent This +2 sword is made from chitinous shell of a rust monster and has the creatures antenna crafted into the blade. Any non magical metal it touches begins to oxidize at a rate of 1 sqft per minute. Repeated use will stack the effect up to 5 sqft per minute.
**Rusting Bident** *Weapon (trident), uncommon* A light, chitinous bident topped with petrified antennae of a rust monster. These antennae have been bent to a curve and sharpened to prongs, but still retain their power of corrosion. This magic weapon has the finesse property. While wielding this weapon, you can corrode a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, you must hit the creature with an attack made with this weapon. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held weapon, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.
Whip of the Rust Monster-whip made of a preserved Rust Monster antennae enchanted to corrode any non magical ferrous metal object on a successful hit.
Roper Leather Armor-treated Roper hide enchanted to allow the wearer to be indistinguishable from cavern or other subterranean surroundings as long as they are motionless.
Rusty Lad!
