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 (6)
Werehunter's Talisman Wondrous item, legendary (requires attunement) This talisman was worn by a legendary werehunter. This talisman is adorned with an etched tally of the number of lycanthropes that you have killed since attuning to this talisman, which resets whenever a new creature attunes to it. While wearing this talisman, you have advantage on saving throws to resist lycanthropy. This talisman gains a charge whenever you kill a lycanthrope, and can hold a total of 12 charges. The number of charges resets whenever a new creature attunes to this talisman. While this talisman has charges, it gains the following new properties at certain charges. 1 charge: Your weapon attacks count as magical for the purposes of overcoming resistance and immunity of lycanthropes, and your first weapon attack against them on your turn have advantage. 3 charges: Your weapon attacks against lycanthropes have a +1 bonus to attack and damage rolls, unless you already have a bonus. 5 charges: Your attacks against lycanthropes score a critical hit on a roll of 19 or 20. 7 charges: Your weapon attacks against lycanthropes have a +2 bonus to attack and damage rolls, unless you already have a bonus. 9 charges: Once per long rest, you can cast the Divine Word spell, targeting only lycanthropes. 11 charges: Your weapon attacks against lycanthropes have a +3 bonus to attack and damage rolls, unless you already have a bonus. 12 charges: You can feel the presence of any lycanthrope within 120 feet of you. They have disadvantage on all attacks against you.
**Werewarrior's Hide** *Armor (hide), rare (requires attunement by a barbarian)* This rough hide armor is made of course black wolf fur, and seems to bond to the skin when worn. While wearing this armor, your armor class is 12 + your Constitution modifier. When you rage while wearing this armor, tough black fur grows over your body, increasing your AC by 1. **Curse.** While wearing this armor, you gain vulnerability to damage from silvered weapons while raging and do not benefit from the resistance to bludgeoning, piercing, and slashing damage against silvered weapons. **Hunter's Moon** *Weapon (whip), rare (requires attunement)* This whip has a bright silver cresent at its head, and the handle is engraved with the phases of the moon. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and when you hit a creature with the *shapechanger* subtype it takes an additional 1d4 radiant damage and must make a DC 15 Constitution saving throw or revert to its original form. Additionally, you can use your action to cast *moonbeam* with the following changes: -The spell is centered on you and affects the area within 5ft of you. -The area moves with you. -You are immune to the spell's effects. **Moon's Masquerade** *Wondrous item, common* These strange masks cover the top half of your face and resemble the head of a lycanthrope's hybrid form. As an action, you can hold one to your face and speak its command word to attach it. When you do so, you manifest illusory traits that correspond to the original creature: -Bear: Smooth hair seems to grow across your body, and you appear more robust. -Boar: All of the hair on your body appears coarse, thick, and stiff. -Rat: You appear physically wiry and slightly hunched. -Tiger: Your hair appears immaculately groomed and striped with orange and black. -Wolf: Your teeth appear to grow into sharp, vicious canines. You can remove the mask by speaking its command word again, which ends the illusory effect. It can also be removed with a DC 12 Strength check. **Curse.** If you are in the light of a full moon while this mask is attached to your face, it bonds to you and cannot be removed until dawn. Additionally, your form is transformed to match the mask's illusory effect. This change can only be removed with *remove curse* or a similar spell of higher level.
Brookbeard’s Gloves (name can change as needed) Wondrous item, rare (requires attunement by a monk) These gloves were made from the hide of a were-creature who attempted to reach peace with his condition by joining a monastery. While wearing these gloves, you can spend 2 ki points to activate the power latent in these gloves, or 1 point if under the full moon. When you do so, the gloves stretch and adhere to your skin while growing fur and sharp claws. The change lasts for 10 minutes and while it remains you become incapable of holding anything in your hands, including weapons. During this duration, your Ki features improve and gain new powers as listed below: - Flurry of Blows: In addition to the other benefits of this feature, if you hit with an unarmed strike and it is your third attack that successfully hit this turn, the target becomes razed by your claws and takes your martial arts die in damage at the beginning of each of its turns until it receives at least 1 point of healing or spends an action treating the wound. - Patient Defense: In addition to the other benefits of this feature, if a target hits you with an attack that deals bludgeoning, slashing, or piercing damage, you may use your reaction to guard yourself with your claws and give your resistance to the damage unless the attack’s source was silvered. - Step of the Wind: As an alternative to the normal benefits of this feature, if you go prone by going onto all fours, you can propel yourself like a nimble were-creature, allowing you disengage and then travel up to 40 feet. Hood of Silver Soul Wondrous item, very rare (requires attunement by a sorcerer) This furry silver cloak is embellished with humanoid teeth around the length of the hood that change into longer sharper wolf teeth at night. While wearing this hood, your metamagic options cost 1 fewer sorcery points while you can see the full moon. In addition, you gain two new metamagic options: - Bloodthirsty Spell: You may spend 3 sorcery points to fill your magic with a werewolf’s bloodlust. If the spell you cast requires a saving throw be made by any number of creatures, the saving throw changes to become a Strength saving throw. - Unhallowed Spell: You may spend 5 sorcery points to fill your magic with a werewolf’s unholy curse. If a creature would be dealt damage by this spell but has resistance or immunity to the damage type dealt, it instead is treated as not having those resistances or immunities unless it is wearing or wielding something silver.
What about Moonstone Bracers? Maybe these are moon rocks on a string, like a bracelet with large beads. When attuned, the lycanthrope or shifter creature gains damage resistance? When a non-lyacnthrope or shifter attunes to this item, they gain the ability to polymorph to a wolf, bear. jackal, tiger, gnoll (I forget the list) as if they had cast the polymorph spell. # of charges depends on rarity, or 1 per day. Recharge at dawn.
It would be cool if it was for a wereshark
Claws of the Lycan Wondrous Item, rare (requires attunement) This moon-styled amulet is engraved with a claw insignia and glows more brightly the closer it is to a full moon. If you are a lycanthrope, you gain the following benefits: While in your hybrid or animal form, your natural attacks deal an extra 2d6 damage and count as magical for the purposes of overcoming damage resistance. Additionally, the save DC for passing on your curse of lycanthropy is increased by 2. If you are not a lycanthrope, you gain the following benefits: As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. Your choice of your strength or dexterity increases to 17, if it isn't already higher. While transformed in this way, you gain a claw attack that deals 2d6 slashing damage and counts as magical for the purposes of overcoming damage resistance. You are proficient with this attack, and your attack and damage rolls use your choice of strength or dexterity. Once you use this feature twice, it can't be used again until the next dusk.
