Elite Workshop — 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 (12)
Arboriculturist’s Staff of Giving Staff, very rare (requires attunement by a spellcaster) This glowing green staff made of fungi and living plant matter has a rare pine cone from a treant mounted on the top that gives off a magical aura. During your turn, all squares of land you tread on during your turn quickly grow plant life causing the ground in those squares to be under the effects of the Spike Growth spell until the beginning of your next turn and turn the land into fertile soil afterwards. Every time you cast a spell of 1st level or higher, a number of tiny fruit equal to the spell level cast grow somewhere on the length of this staff. A fruit can be plucked and consumed by a creature anytime within the next hour after it appears to have that creature gain the benefits of eating a single berry from the Goodberry spell. Bonsai Treant’s Shears Weapon (dagger), rare This set of ornate shears belonged to a druid who cared for the sentient trees in their grove by pruning to them to perfection. Once per day you can cast the Plant Growth spell from these shears. Any time you hit a plant creature, or a creature within the area of effect of the Plant Growth spell’s immediate effect, you can clip them with these shears to make a stylistic cut on them and deal additional damage equal to your Charisma modifier (minimum 1)
**Armor of Arboreal Replication** *Armor (medium or heavy armor, but not hide), rare (requires attunement)* This armor is made of still-living wood held together with woven vines, and has a large knot of curled branches on its back. You are not affected by difficult terrain caused by nonmagical plants, and when you stand perfectly still while wearing this armor, you are indistinguishable from a small tree. Additionally, you can use an action to unfurl the branches, revealing a plant creature that resembles you, formed from branches and vines. This creature acts on your initiative, and uses the *berserker* stat block with the following changes: its creature type is plant, and it gains vulnerability to fire damage. This creature remains for 1 hour, until it is reduced to 0 hit points, or until you recall it into the armor as a bonus action. Once you have used this ability, it cannot be used again until the next dawn. **Scroll of the Arboreal Guardian** *Scroll, ???* This scroll is held in a case of willingly-given treant bark sealed with beeswax, and inscribed with oaths to defend nature. It takes 1 minute to recite the oaths, which confer the following benefits: -You gain 50 temporary hit points -The ground within 30ft of you becomes difficult terrain for any creatures you choose, as small vines and tangled roots grasp at them. -You have advantage on saves on being moved against your will. -You deal double damage to objects and structures. These benefits last for 1 hour and, at the end of this time, the scrolls curls in on itself and becomes a single seed. **Arborguard** *Armor (shield), ???* This heavy wooden tower shield is carved with the image of a circle of trees, with an icon of an armored defender at the center, and is adorned with leaves and vines that regularly grow on its edges. As an action, you can slam the shield into the ground, summoning a grove of trees surrounding you. These trees appear in a 25ft diameter ring around you. Each individual tree fills a 5x20ft cylinder, has 13AC and 30HP, and has vulnerability to fire damage and immunity to psychic damage. While there are trees remaining, you can see and make weapon attacks as if you were in any tree's space, as a doppelganger of you forms out of the tree's bark forms to mimic your movements. The trees remain for 1 minute, until they are reduced to 0 hit points, or until you move, uprooting the shield. Once used, this property cannot be used again until dawn.
Birchbier A potion made with the sap of a treant and flavoured with warm herbs and spices. Drinker deals double damage to objects and structure for duration.
Totem Club A wooden club carved and imbued with the likeness of an animal spirit, conferring supernatural abilities to the bearer (borrowing from Pacific Northwest creatures, the animal determines the rarity). Whale - As an action, you can leap in the air and land in a space within five feet of you, like a breaching whale. Each creature within five feet of your landing space must make a Constitution saving throw, taking 2d(weapon die) thunder damage on a failure, or half as much as a success. (Charges? Probably charges) Wolf - You have advantage on Perception (Wisdom) checks made that rely on hearing or smell. Also, weapon attacks with the weapon deal 1 additional damage for each friendly creature within five feet of you. Bear - The time you take to rest is particularly restorative. When you complete a long rest, you gain temporary hit points equal to twice your level. These temporary hit points last until lost or you complete another long rest. Raven - The weapon bestows a trickster's prowess to the wielder. You may add twice your proficiency bonus to any Deception (Charisma) and Sleight of Hand (Dexterity) checks you make. Fish - you can breathe water as easily as you breath air and you gain a swimming speed equal to your movement speed.
Forefinger of the Ancients Staff, very rare (requires attunement by a spellcaster with a Wisdom score of 13 or higher) A gnarled staff salvaged from the remains of a treant. The staff appears to be kiln dried, but glimmers with rich green life when used as a spell casting focus. This staff has 5 charges and regains 1d4+1 charges at dawn, or all expended charges when you finish a long rest in a forest. While holding it, you can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: awaken (2 charges), barkskin (1 charge), entangle (1 charge), tree stride (2 charges). As an action, you can speak the staff's command word to permanently transform it into a petrified treant, centered on a an unoccupied space you can see within 10 feet. When you do, your attunement to the item immediately ends, and the tree becomes the target of the transport via plants spell. The petrified treant remains rooted to this location as if it were a normal tree. Targeting this treant with greater restoration or similar magic to remove petrification has no effect. In addition, each time this tree is subsequently the target or the destination plant for the transport via plants spell, there is a 10% chance that the spell does not consume a spell slot.
Changestaff Staff, very rare (requires attunement by a druid) This ancient wooden staff bears a gnarled face. You can use an action to plant one end of the staff into the ground to transform the staff into a treant, but with the following changes: - It has Intelligence and Charisma scores of 1. - It can understand your languages, but can't speak. - It doesn't have the Animate Trees action option. The treant remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then reverts to a staff. Once the staff transforms in a treant, it can't due so again until the next dawn, and the staff becomes nonmagical if the treant dies. While it is transformed, the treant is friendly to you and your companions. It obeys any verbal commands you give it (no action required). If you fail to command it, the treant defends itself against attackers but takes no other actions.
for thug, if that ends up going through: Sapper's Club - you can use this club to sneak attack, and creatures that you reduce to 0 hit points are stable
I'm reminded of the Shield Guardian, and how it has an amulet that lets you control it. undead treant pal perhaps?
Boots of the Woods Wondrous Item, rare (requires attunement) These boots were made with enchanted wood from a treant. While wearing these boots, you can also pass through difficult terrain caused by nonmagical plants without being slowed by them, and without taking damage from them if they have thorns, spines, or a similar hazard. These boots have 3 charges, and regains all expended charges at dawn. As an action, you can expend a charge to root yourself in place and choose creatures within 30 feet of you. Chosen creatures must succeed on a DC15 Strength Saving Throw or become rooted and restrained. They are restrained until you move, or you end the effect as a bonus action. While rooted by this effect, you and affected creatures cannot be moved by effects.
Treant's Fist Wondrous Item, uncommon (requires attunement) These gauntlets were made with enchanted wood from a treant. While wearing these gauntlets, you have a +1 bonus to attack and damage rolls with your unarmed stikes using your fists. Whenever you score a critical hit using your fists, you deal an additional 1d6 piercing damage, and magical plants grow around the target, restraining it. While restrained by these plants, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the plants or one that can touch the creature can use its action to make a DC13 Strength check, ending the effect on a success.
Ancient Sentinel's Bow - A longbow made from a treant that lets you cast wall of thorns and ignore the blocked line of sight when making attacks with the bow
Bloodmire treant cap - someone has crafted (somehow worked into; or the cap's just leaf-shaped and red) a bloodmire treant leaf into a cap. gives immunity or resistance to necrotic damage and bloodmire diseases. Also allows the animate blood action?
