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!
Comments (11)
**Rootbrace** *Wondrous item, ???* This expansive network of roots binds itself to your body, wrapping around your limbs and working to amplify your strength and movements. You are unaffected by nonmagical difficult terrain caused by plants, your strength score and max increase by 2, and your carrying capacity is doubled. Additionally, you can grapple targets an additional size category larger than you, as the roots curl out to help you grasp it and brace against the ground. **Nutrient Spear** *Weapon (spear), ???* This spear is carved from a mythic root, and carries its nutrient absorbing properties. As a bonus action, you can extend the root. Until the start of your next turn, attacks made with this magic weapon have reach and deal an additional die of damage. Additionally, when you hit with an attack while the root is extended, you gain temporary hit points equal to half the damage dealt by the attack. You can use this property 3 times, and it regains all uses at dawn.
Crown of Knotted Roots - this wondrous item requires attunement by a druid or ranger. While attuned, you gain access to the spells: Speak with Plants, Commune with Nature, Plant Growth, Grasping Vine, and Barkskin. This item is cursed. You are slowly turning into a tree and gain vulnerability to fire damage.
For a bar fight: gloves or gauntlets which magically empower any improvised weapons you wield. Gives them +1 to attack and damage, maybe on a critical hit the improvised weapon explodes into splinters?
Root of many woods Item, rare, requires attunement. This long, slender teal colored root is made from the magic trees of an unknown world and counts as an arcane focus. As an action, you can have the root take the form of any wood weapon. (Wand, staff, bow, etc). After it takes a form, the first attack made with it has advantage and all attacks after have +2 to the attack value. Once this property has been used, it cannot take another shape aside from the root form for the next 24 hours.
[Root] Of Her Grace’s Glaive Weapon (glaive), rare (requires attunement) The body of this magical glaive appears as if it is made from metallic roots and vines while the blade is crystalline, greens and purples running through the edge. While attuned to of her grace’s glaive, you are blessed with the magics of the fey and cannot be put to sleep by magical means, and gain advantage on being charmed. As the weapon of a guardian of nature, you gain the following benefits while in the forest: - Difficult terrain doesn’t slow your group’s travel - You cannot become lost except by magical means - When you make an Intelligence or Wisdom check related check, you proficiency bonus is doubled if you are using a skill that you’re proficient in
Gulthia’s Bow This bow is made from the roots of a fallen Gulthia’s Tree, still holding its latent dark magic within it. The bow has X charges and can be spent to cast Vampiric Touch, except the spell has the bow’s range and uses your bow’s to-hit modifier. Humanoids killed by this bow can also be brought back to life immediately under your control as a Blight, expending charges to raise them as stronger blights. If no charges are spent, the body becomes overgrown in thorns and brambles, becoming difficult terrain and cannot be brought to life without first clearing the debris.
Uprooted Bow: rare (maybe very?) Attunement: yes This bow was made from a magical oak, blessed by a dryad. This bow has (x) charges that replenish at dawn. You can use a charge to grow thorns along the arrow that immediately release on impact (whether or not the shot hits it's intended target) all creatures in a 10 foot area must make a dex save of 14 or take 2d4 poison damage. Half on success.
Lashroot Weapon (whip), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this weapon and it deals an extra 1d4 slashing damage on a hit. As an action, you can cause the whip to burrow into the ground at your feet and spring up elsewhere. Choose a creature you can see within 30 feet. That creature must make a Dexterity saving throw (DC 14) or take 2d4 piercing damage and be restrained until you use the whip to make a melee weapon attack or it makes a Strength saving throw (DC 14).
tree root: rare extract from tree root which, used like a potion, gives back one spell slot.
Homeroot This gnarled root of a once great tree, blessed by the circle of druids that once protected it and who protected them in turn, still wishes to offer its services to those in need of shelter. You can bury this root beneath the dirt and over the course of a minute the root will steadily grow into a hollowed out stump. Upon entering the stump, you will slide gently downward a distance of ten feet before entering a subterranean dwelling, dimly lit by bio-luminescent fungi. The 'room' is circular and approximately fifty feet in diameter. It is surrounded on all sides by thick roots, interwoven between each other to create a sturdy, although not unbreakable, wall from any burrowing creatures. In addition, some roots seem to be vaguely shaped to form seating arrangements and cots that will magically shift to accommodate size when in use, with more than enough soft foliage to form bedding, and large, squishy mushrooms for pillows. There is one offshoot from the main area, a passage leading further away to an easily climbable escape tunnel, which is hidden from outside view by heavy amounts of flora, sixty feet away from the entrance stump. A small root in the shape of a hook hangs in plain view inside the tunnel near the exit, and tugging on it once all living things have exited the dwelling will cause the room to magically collapse and restore the area to the way it was before it was buried. A Druid that resides in this dwelling can vaguely sense anything traversing in a 60 foot radius around the entrance stump, but only its general location, what size it is (small, medium, large, etc), how many feet it walks upon (bipedal like a human, quadrupedal like most beasts, in between or otherwise), and its gait (whether it hops like a frog, struts like a human, or prances like a horse). Additionally, they can cast Druidcraft from inside this dwelling and have its effects reach above ground as though cast from the roots themselves, luring or chasing away potential dangers with a rustling in the bushes, a low growl, or the scent of a much stronger beast, or perhaps guiding expected comrades to the entrance with a bird's call. Touching the root walls from the inside and casting Shillelagh will cause the entrance stump and the exit burrow to both close up until they are either broken through or Shillelagh is cast again.
In my D&D game recently I was looking to give the players some kind of jewellery crafted by pixies. I was thinking a ring or bracelet of intertwined vines with a glowing green gem or something similar. It has some kind of Druidic ability like charges to cast entangle or animal friendship or something similar. Really couldn’t find any art anywhere that was what I was looking for!
