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 (11)
Vampire Bat Weapon (greatclub), rare (requires attunement) This greatclub was infused with the life draining powers of a vampire. You have a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you score with a critical hit against a creature using this weapon and the target is not a construct, plant, or undead, you deal an additional 3d6 necrotic damage and you regain hit points equal to the necrotic damage dealt.
Night Peruser’s Eveningwear Wondrous Item, rare This comfortable, yet formal silken outfit is made of threads of neutral-colored material that harmonizes with the wearer’s skin and hair tones, with accents that change color to match the user’s eye color. While wearing this outfit at night and wearing no other armor or clothing that covers it, the wearer is considered proficient in the persuasion skill and has advantage on skill checks needed to convince someone to let them enter a building or party. Additionally, while in dim light or darkness, the creature wearing this outfit may use their reaction whenever they succeed on a saving throw against a spell or effect that causes radiant damage to instead take no damage instead. Still-Night’s Breathtaker Weapon (dagger), very rare This purple-hilted letter-opener was used by a vampire to both open important parcels as well as slit the throats of conspirators within their own court. This letter-opener has 3 charges and regains 1d4-1 (minimum 1) charges daily at midnight. By using a bonus action and expending a charge, you can move up to 30ft without provoking opportunity attacks and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check for this movement. After moving, if you are next to a creature, you have advantage on the next attack you make with this weapon against this creature this turn and if you hit on this attack you slit their throat, rendering them unable to speak and dealing an additional 2d6 necrotic damage plus an additional 2d6 necrotic damage at the beginning of each of their turns until they receive at least 1 point of healing.
**Mistcaller Armor** *Armor (studded leather), ???* This black armor is woven with intricate silver designs, with the chestpiece depicting a fortress wreathed in fog. While wearing this armor you gain a +1 bonus to your AC, and it emits a stream of mist to form a cape behind you. As an action, you can amplify the fog to cover the ground around you within a 15ft radius. This fog gives creatures of your choice half cover and they are able to take the hide action while inside the fog's radius. Additionally, as a bonus action you can teleport to any point within the fog. The fog remains for 1 minute or until you lose concentration (as if concentrating on a spell). Once this property has been used, it cannot be used again until the next dawn. **Blooddrain Gauntlets** *Wondrous item, ???* These fine metal gauntlets have thin channels carved into the fingers. These gauntlets have X charges, and regains X at dusk. As a bonus action, you can charge them with vampiric energy. The next time you hit with a melee weapon attack, the target takes an additional 2d8 necrotic damage and must make a DC XX Constitution saving throw or suffer the effects of *bane* for 1 minute as its blood is drained into the gauntlet and its vitality is drained. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. **Night's Menagerie** *Wondrous item, ???* This black iron circlet is set with a large, cloudy diamond and carved with images of vicious animals. It has X charges, and regains X at dusk. As a bonus action you can speak its command word to expend 1 charge and create one of the following effects: -**Wolf**: a ghostly wolf manifests beside you and bites a target within 5ft of you. Make a melee spell attack with a +X modifier. This attack deals 2d4 + 2 damage, and if it hits you have advantage on melee weapon attacks against the target until the start of your next turn as the wolf harries it. -**Bat**: a spectral bat appears above your head. You can immediately make a Wisdom (Perception) or Intelligence (Investigation) check with advantage and you gain *blindsight* with a range of 30ft until the start of your next turn. -**Rat**: a swarm of rats seemingly formed of smoke forms within 30ft of you, and you can immediately teleport to its location and take the hide action. Creatures have disadvantage on Wisdom (Perception) checks to locate you until the start of your next turn.
Robes of the Jiangshi - while wearing, your hands become claws that do piercing damage, when you use unarmed strike you gain temporary hit points,; your jump distance increases (or movement increases, but only if you are hopping); you have advantage on stealth rolls when in darkness.
you gain vampire abilities or immunities with none of the drawbacks
Scepter of the Sired Rod, rare (requires attunement) This scepter once belonged to a rising vampire noble, and still retains much of its power. This rod had 6 charges, and regains all charges daily at dusk. As an action, you can expend 1 charge from the rod to activate one of the following effects: - You cast Polymorph, targeting yourself. You can only choose to turn into a bat or a giant bat. You have advantage on saving throws to maintain concentration with this spell. - You cast Gaseous Form, targeting yourself. - You can cause a swarm of bats to surround you for one minute. Whenever a hostile creature starts its turn within 5 feet of you or moves within 5 feet of you for the first time on a turn, it must make a DC 15 Dexterity Saving Throw or take 3d6 piercing damage, as it is assaulted by the bats. A creature has advantage on this save if it is in sunlight. When you expend the last charge of this item while in sunlight, roll a d20. On a 1, the scepter crumbles into dust as the last vestiges of the vampire's power dissipates from it.
you gain vampire abilities or immunities but none of the drawbacks
I like the idea of something from a Unicorn but something that isn't the usual. Not the usual wand made from the horn but something else. Like something made from tail hair, or carved from their hooves.
Blood-Drinker's Fang - A dagger that gives its user temporary hitpoints when it deals damage; can also be used to cast dominate person on a creature that's been "drained" by the dagger
Magnifies a vampires bloodlust within the wearer as a curse.
Vampiric cape, very rare, when worn and attuned, you have resistance to necrotic damage, you also gain the resistance to death like a vampire. Once you hit 0 Hp but not outright killed you go back to 1 Hp and, you can use a reaction to transform to mist instead to escape, and recover. The mist can be dispelled early with an action to take forth when and where ever you want.
