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 (8)
**Nightcap Pack** *Wondrous magic item, common* This fibrous bag is made out of the interwoven mycelium of a strain of violet fungus which grow in its interior. When the corpse of a Medium or smaller creature is placed inside the bag, the mushrooms quickly break it down, reducing the body to a skeleton and a pile of fertile dirt over the course of 1d4 days. After this occurs, the bag seals shut and the mushrooms root themselves into their surroundings, growing around the skeleton and forming a small, self-sustaining patch of fungus, which uses the *Violet Fungus* stat block. The bag must be kept in a location suitable for growing mushrooms and must be kept still during this process, and its effect does not work on constructs. **Infested Prosthesis** *Wondrous item, rare (requires attunement by a creature missing a limb)* This rough branch is cut from a rotting tree infested with violet fungus spores. To attune to it you must hold it against the missing limb as its roots begin to dig into your flesh. When this process is complete it functions identically to the original limb, you gain resistance to necrotic damage, and unarmed strikes made with this limb count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, the hand or foot of the limb sprouts 3 violet fungus caps. When you hit with an unarmed strike using the limb, you can choose to crush one or more of these caps to deal an additional 1d6 necrotic damage, plus 1d6 for each cap used. The limb regrows all of these caps after a long rest. **Myceliaweave Coat** *Armor (any medium or heavy, but not hide), ???* This armor is made of the interwoven strands and caps of a resilient strain of violet fungus. When you attune to it, the threads work their way under your skin, bonding to your body to provide the following benefits: -Your constitution score increases by 2, to a maximum of 20. -This item has 4 charges, which it regains at dusk. When you take the attack action, you can make a special melee weapon attack as a bonus action, extending a tendril from the armor. You are considered proficient with this attack, which has a range of 10ft and deals 1d4 + your Strength modifier necrotic damage. -When you are healed by a spell or magic item, a small amount of that power is channeled into the armor, granting you 1d6 temporary hit points. **Curse.** Ending attunement to this item is incredibly painful, as the mycelial threads bound to your skin tear from it and you take 8d10 necrotic damage. This effect leaves a massive pattern of scars across your body, which require *greater restoration* or similar magic of equal or greater level to remove.
Eukaryote Chain Weave Armor (chain shirt or chain mail), rare (requires attunement) This soft armor is made of mycelial threads of violet fungus and lightly stings when touched. By bearing the stinging from this armor for the entire length of the attunement, it stops stinging and bonds its lifeforce to your own. While attuned and wearing this armor, you gain an additional 2 hit dice, which are d8s. Whenever you expend hit dice to heal, you may expend up to two hit dice to cause this armor to flourish with fungus, giving you temporary hit points equal to the result. This fungus falls off after six hours or during the next time you expend hit dice. While fungus exists on this armor, it grants you an additional +1 to your AC and whenever a creature hits you with an attack while within 5 feet of you, they suffer necrotic damage equal to the amount of temporary hit points you lose due to the damage they deal. Violet Violence Invokers Weapon (arrows), very rare These overgrown arrows have a tip that is enveloped in violet fungus and a fletching made of trailing mycelial threads. When you take the attack action to make a ranged weapon attack, you can instead fire this ammunition at a point you can see within its normal range. The arrow or bolt explodes into a flourish of growing and sprouting fungus which grasps onto everything within a 10 foot radius of the point the arrow or bolt hit. Each space in this radius becomes filled with violet fungus that can occupy the spaces of other creatures, each of which immediately attacks any creature within its space with its rotting touch, gaining advantage on each attack roll. A creature can only be attacked a maximum of 10 times during this period. After attacking, each violet fungus acquires an initiative of 1 and will attack any creature in its space on its turn.
Violet Fungal Hand Wondrous Item, rare (requires attunement) When you attune to this glove, 1d4 small violet fungi sprout on your arm daily at dawn. You can only have 4 violet fungi sprouts in your arms at a time. When you hit with a melee weapon attack on your turn, you can use a bonus action to expend 1 violet fungi to cast the Inflict Wounds spell (+7 to hit) on the target. Curse. While wearing this glove, your hand has a violet discoloration and it appears wrinkly and shriveled. When you touch a creature (whether through of a spell that requires touch or through creature interaction) and you have at least 1 violet fungi sprout on your arm, the DM can force you to roll a d20. On a 1, you expend 1 violet fungi sprout and you cast Inflict Wounds (+7 to hit) on the creature as a bonus action or as a reaction (DM's choice).
Satin Sparkle Potion, rare or legendary The typical Satin Sparkle is a specialty alcoholic made with exotic breeds of grapes and violet fungi extract. The resulting concoction is a curiously refreshing drink that rejuvenates the drinker's physical energy. The beverage is rich, full-bodied, powerfully-flavored with grapes and blackberries, and has an earthy aftertaste. When you drink this potion, for 1 hour, you are resistant to necrotic damage, and you are immune to any effects that would reduce your maximum hit points. Any effect causing you to have reduced maximum hit points also ends. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage. When you drink the legendary variant of Satin Sparkle, you are become immune to necrotic damage, and you are affected by the Regenerate spell. It also tastes better.
Violet Rotstrand Weapon (whip), rare This whip was created out of a Violet Funguses necrotic tendril. You have a +1 bonus to attack and damage rolls made with this weapon. When you hit a creature with this weapon, the target takes an extra 1d4 necrotic damage. Additionally, you may focus on the ground for 1 minute to extend spectral tendrils through the ground and give yourself blindsight at a range of 30 feet. You lose this sense if you move more than 5 feet a round. If you are pushed by an outside force, you lose this sense.
A single use pendant or trinket that auto casts Spare the Dying cantrip on you when you are knocked unconscious, but also coats you in a fungus with the violet tendrils. any creature that attacks you while stable in this way must make a Dex save or take 4d4 necrotic dmg and causes the attack to miss. you also gain the same amount of hp and then the trinket decomposes.
Violet Tendril - Weapon (whip) - A small unassuming fungus that when squeezed produces a long whip tendril. Contains 1D4 charges that recharge at dawn. Can expend 1 charge to deal an extra 1D8 necrotic damage. Any creature killed with this weapon rapidly decomposes and a violet fungus sprouts from the corpse after 2D6 days.
Fun Guy Mask - while wearing this mask, if in cavernous or rocky terrain and unmoving, you are indistinguishable from the terrain around you. Contains 4 charges. Expend a charge to explode into a beautiful cloud of purple spores, like confetti at a party. For each charge expended, you deal 1d8 necrotic damage to all creatures in a radius (15, 20 ft?). You can reform anywhere within that radius.
