April 12, 2020

Workshop Week 38 — Special Support item week! No poll: call for all ideas!

Whoa, two special weeks, back to back?

Support items!

With everything going on in the world now, it was suggested to me to spend a week to focus on items that support, heal, and care for creatures.

We'll be back to our normally scheduled polls next week, but this week I'd love to hear from you about any idea or item you suggest that can be used to spread good will, compassion, and health. While weapons aren't necessarily out of the question, their focus, should you include one, should be on supporting more than hurting.

Please leave a comment with an item idea that's as refined or as vague as you like.

There will be a second poll tomorrow featuring multiple of your commented suggestions using the winning direction from the poll today. 

I'll be going live tomorrow night, April 6th at 7:30 pm EST (GMT-5). You'll receive an email tomorrow evening with the exclusive Picarto link for you to come watch and participate! We'll figure out the exact mechanics together on stream before (and possibly while) I make the illustration for the most voted on item!

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 tomorrow!

Comments (32)

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Benjamin Brill · April 13, 2020

Little mini spiderbot that stitches wounds up

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Jhe · April 13, 2020

Jar of Encouragement Cookies Consumable, Rare This jar contains up to 12 encouragement cookies, and regains 1d12 cookies at dawn. Each cookie has an inspirational, encouraging, motivating quote or something akin to those. A creature can use an action to eat a cookie and gain 2d4 temporary hitpoints for 1 hour. While they have temporary hit points from this, the creature can reduce their temporary hit points by 1 to grant themselves advantage on an attack roll or saving throw.

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Jhe · April 13, 2020

Best Friend's Vest Wondrous Item (Vest), Uncommon (requires attunement) While wearing this soft and warm long-sleeved vest, you can use an action to hug a friendly creature within 5 feet of you. When you do, you can expend any of your remaining hit dice to heal the creature equal to the number rolled. If the hugged creature uses its reaction to hug you back, the creature is healed an additional amount equal to your proficiency modifier times the number of hit dice spent.

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Reginald Yacht · April 12, 2020

Wheel Fiddle of Shared Fortune/Hurdy Gurdy of Help and Guidance Wondrous item (instrument), rare (requires attunement by a bard) This simple wooden hurdy gurdy seems to glow faintly from within with a comforting, golden light. As an action you can play a heartening tune it, and any number of creatures of your choice within 10 ft of you that can hear you gain the benefits of bless until the start of your next turn. Overcrank. When you spend your action to use this hurdy gurdy you can use your bonus action and expend a bardic inspiration die to infuse the song with far greater power, increasing the bonus die from bless to equal the size of your bardic inspiration dice. When you do this, the hurdy gurdy leeches energy from you to power the effect, and you suffer the effects of bane with the same die size as your bardic inspiration until the start of your next turn and you immediately suffer one level of exhaustion. Once you use this feature it cannot be used again until the next dawn.

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DarknessStone · April 12, 2020

Gauntlets of the Dream Spacer Wondrous Item, Very Rare (requires attunement by a monk) This pair or light grey metal gauntlets form a skin tight seal upon equipping to the hands. One they form the skin tight seal, a pattern of dark space and a web of dark purple and light purple lines do along the outside. When attuned, this weapon will improve the striking power, and tear through the dreams of those hit by it, making a mind think that the punch could tear through them at any moment. When you attack with these attuned, you do an extra 3D6 Psychic damage. This is the first one I sent, I hope you like it!

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DomPrez · April 12, 2020

Aspect of the Angel Wondrous item Bracers of glittering ivory trimmed with Pegasus feathers. As an action, you can transform the bracers, and your arms, into a pair of wings which lasts for 10 minutes. During this time, you gain a fly speed of 30 feet, you don't provoke an opportunity attacks when flying out of an enemy's reach, and you gain advantage on saving throws against spells and other magical effects. However, you can't take the attack action, cast a spell that would harm another creature, or do anything that would normally require the use of your arms and hands.

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Zachary Jones · April 12, 2020

I’m trying to make an Emotional Support magic item that lets a player use Calm Emotions at lower levels mostly for this idea I had of a Wild Magic Sorcerer/Berserker Barbarian to calm them down. If anyone is into this idea please help me make this a thing.

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Reginald Yacht · April 12, 2020

Val-kyrja Hjálmr Wondrous item, rare (requires attunement) This ornate winged helmet is carved with runes that blend giant and celestial, and it is always immaculately clean. While you are wearing this helm you are immune to the frightened condition and can speak, read, and write celestial. You can also activate the helmet as an action to form a pair of radiant wings from the helm, taking on the aspect of the Valkyrie. When you do so, you can cast bless and bane (save DC 13) without material components simultaneously on separate targets. You are able to concentrate on these effects as if concentrating on a single spell, and can spend an action to recast both as long as the helmet is activated. These spells end when you lose concentration or the helm's effect ends. Additionally, you gain a flying speed equal to your walking speed and have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks. This form lasts for 1 minute or until you dispel the wings as a bonus action.

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Reginald Yacht · April 12, 2020

Strategos Crest Wondrous item, rare (requires attunement) This tarnished helm still bears a noble, feathered crest and the symbol of a legendary commander. When you roll for initiative and are not surprised, all allies within 30ft may immediately move up to their speed as long as they end this movement adjacent to another ally, taking up strategic positions. Additionally, you may forgo one attack made as part of the attack action to shout a word of command to an ally within 30 ft, allowing them to make a weapon attack as a reaction.

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AllChocolate · April 12, 2020

Prophetic Pincushion Wondrous Item, rarity varies (uncommon to very rare) This transparent pincushion has a small replica of a brain inside. Pins constantly float around this cushion and move out of the way of any hand that tries to grab it. As a bonus action, you can begin concentrating on a creature as if concentrating on a spell until the beginning of your next turn. You verbally warn that creature not to attack…or else. On that creature's next turn, the first attack they make that hits causes a pin to puncture the pincushion . The damage they deal from that attack is reduced by 1d4 and they take psychic damage equal to the amount reduced. The damage reduction and damage dealt by this pincushion increases as the rarity of this pincushion increases - 2d4 (rare), 3d4 (very rare). Hilt of Lifesaving Hiatus Wondrous Item, Rare This magically built sword hilt can be attached to any non-magical melee weapon that deals slashing or piercing damage. While attached, the weapon's hilt gains a wide glass hourglass that contains a tiny demiplane inside, which you can see as a sandy plain filled with shrubs. When you hold the blade of this weapon downwards and pierce an unconscious creature, that creature is sucked into the demiplane, where they appear as a tiny unconscious figure. The hourglass then immediately begins to pour out its sand to the other side. The creature is ejected from this plane if the weapon then stays unsheathed for any time longer than one round, or if the hourglass runs out of sand (1 hour). While in the demiplane, the creature is immune to all effects and harm and time does not affect the creature, meaning if the unconscious creature was making death saving throws before entering the demiplane, they do not need to make another saving throw until they are outside the demiplane. Once the creature is ejected, the weapon must be turned upwards for an equal amount of time to pour the sand back into the demiplane and be able to use this effect again.

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Dust · April 12, 2020

gift of blab - a weapon that lets you do an extra d4 of a damage type depending on what you say to it. If it's a joke, it deals psychic damage. If it's an insult, it deals slashing damage. Et cetra.

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D H · April 12, 2020

Rose of Nemor- Very Rare: This baby blue rose can only be found in the darkest of caverns and in the purest of waters that have been altered by the toxins of a blue slime. It gives off an alluring scent that brings back a forgotten memory. When touched in gives a sense of peace and calm. Sheds light in a 10 foot radius and dim light in a 5 foot radius. Can used as a spell component for a healing spell and will allow an additional 2 dice. Each casting draws on the power of the Rose and causes it to wilt more. This can be done 3 times before the rose dies.   Can be used to brew a healing potion and will double the effects (i.e. normal is 4d4+2). [Consumes the Rose] If Attuned to the Rose of Nemor, then upon the moment of death the Rose will wilt and transfer is essence into the holder casting the spell Resurrection. (each use of the Rose as a spell component adds +3 days to the recovery time.)

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Anthony Owens · April 12, 2020

Hell Totem of Bloodlust Wondrous item, rare (attunement optional) A 4-foot long, iron stake adorned with an fiery infernal rune and crowned with the skull of an imp. Hellish legions use this to fortify their ranks during battle. As an action, you can plant this stake in the ground and speak its diabolical command word to grant each creature in a 30-foot radius around the totem a +2 bonus to melee attack and damage rolls, and a -2 to AC. If you attune to the totem, you and up to 4 creatures of your choice do not receive a -2 to AC.

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Camelslayer · April 12, 2020

Warding Sentinel Short Bow, Rare A short bow with four simplistic runes carved into each limb, representing fire, cold, lightning, and acid. You gain +1 to attack and damage made with this magic weapon. This weapon has 2 charges; you can spend one attack to fire an enchanted arrow at a willing target; an unwilling target requires an attack roll. The target takes no damage from the arrow, but instead gains resistance to a damage type you designate- either fire, cold, lightning, or acid, for 3 turns. This effect does not stack with existing resistances, and only one resistance can be active on a creature at a time. This weapon regains all charges each dawn.

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Darion Nutter · April 12, 2020

Ring of the Draconic Healer Wondrous item, very rare (requires attunement by a Dragonborn) This ring infuses the bearer with healing energy just waiting to be released. When you use your Breath Weapon ability you can choose instead to exhale healing energy in a 30 foot cone, every creature within the area regains hit points equal to your Breath Weapon damage.

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CocoaMix · April 12, 2020

Dart of Transference Weapon (Dart), Very Rare This dart is wrought from a natural crystal and has 6 glyphs carved into it. As a bonus action, you can prick yourself with the dart, dealing 1 damage. When you do, you may infuse the dart with 2 stat points from yourself of the same stat (ie. Strength, Wisdom, etc), reducing that stat by 2, which causes the respective glyph to begin glowing. As an action, you can throw the dart at a creature. On a hit, the stat points are transferred to the creature, increasing the respective stat by 2. After 10 minutes, the creature loses the points and you regain them. If a dart infused with stat points is not used within 10 minutes, the points returns to you.

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CocoaMix · April 12, 2020

Staff of Adjustment Weapon (Quarterstaff), Very Rare (requires attunement by Monk) This staff is commonly used by monks to train and sharpen their minds. This quarterstaff has 2 charges and regains all expended charges each dawn. As an action, you can hit a willing creature on the head using this weapon and briefly enter their mind to refocus them. You must succeed on a Wisdom check versus the creature's Wisdom. On a success, you readjust their thoughts just enough. The creature gains a +1 bonus to its proficiency bonus for 10 minutes. You become afflicted by short-term madness through the experience.

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CocoaMix · April 12, 2020

Crystal Warcrier Weapon (Shortsword), Rare (requires attunement) This sword was forged from a magical diamond, crafted by powerful barbarians of old. It still holds some of their latent energy and pulses a deep red through the blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attune to this weapon, you learn an ancient warcry to instill power in your allies. As an action, you can hold the sword aloft and yell the warcry. Any willing, friendly creature within 60 feet of you that can hear you becomes riled up and filled with barbarian energy for 1 minute. An affected creature gains a +2 bonus to damage rolls and resistance to to bludgeoning, piercing, and slashing damage. This feature may be used once per day and recharges at the next dawn.

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Zachary Fiskin · April 12, 2020

Tome of Community This magical book goes into depth on how to enrich the lives of those around you. After completing a reading of this book, you feel inspired to pass on this knowledge by transferring posession of this book to another individual. After willingly surrendering this book, you gain the following benefits: If you received this book from another creature that has read it, you gain a +1 bonus to any skill check made to aid or assist that, and only that, creature. You can gain a +1 bonus to any skill check made to aid or assist the creature you give this book to, starting after that creature gains the benefits for reading the book and passing it along themselves. A creature may only benefit from reading the book once. The book remains magical after being read. If a creature that has gained the benefit of this book kills another such creature, all creatures that ever gained the benefit from the book, between and including the two involved creatures' turns of posession, lose the benefit, as the community has fallen, and the book's text fades away for a century.

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Rose · April 12, 2020

Quick Field Fix Wondrous item, common These linen bandages have a faintly glowly silver thread that run through their full length. Using an action, you can apply these bandages to a creature and they are immediately stabilized.

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Anthony Owens · April 12, 2020

Hands of Comfort Wondrous item, uncommon (requires attunement by a Paladin) Soft, silken, lavender gloves adorned with vine and floral patterns. These gloves worn in place of gauntlets by knights that desire to help ease the minds of their companions. While wearing these gloves, you can expend 3 hit points from your pool of Lay on Hands to target that creature with an effect from the calm emotions spell.

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Rose · April 12, 2020

Lucky Leeches Wondrous item, rare (requires attunement) This pair of earrings are in the shape of small leeches that twitch every so often. When attuned to the earrings, you are cured of any poison you are suffering, or of one random poison if you afflicted with multiple. You gain advantage on saving throws against poison effects and poison damage.

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JStrickland · April 12, 2020

The Doctors Spectacles Spectacles that have belonged to a long line of healers and physicians simply wearing these old and timley glasses provides you with insights into how to fight diseases and malady's. When using this item to examin a subject, you can make a DC 15 medicine check to determine what the disease afflicting the creature is and also a vauge notion as to how to cure it. If you succeed on the medicine check by 5 or more, you gain knowledge on how to cure the disease

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Klexor · April 12, 2020

Healing Hose Wondrous Item, Rare This hose is an odd clockwork contraption connected to a tank filled with strange red liquid. It has a maximum of 15 charges, regaining 1d6 charges daily at dawn; Additionally, you can refill charges within the tank manually using potions of healing. By pouring the potion into the tank, the Healing Hose will regain charges equal to the number of dice the potion would provide in healing. The Healing Hose weighs 50lbs and is the size of a small creature, it has wheels and a pulley for ease of transport, as well as collapsing into a smaller form that can fit inside a regular sized container. It has straps and can be worn like a backpack, but doing so reduces your movement speed by half unless you have a strength score of 16 or greater. You can use an action to spend 1 or more charges for the following: Healing Stream (2 or more charges): Choose a creature within 50ft of the hose, the creature is struck with a stream of magical healing liquid, repairing injuries and even re-attaching missing limbs. The creature regains 2D10 HP, with one additional D10 for every additional charge spent Overheal: (1 or more charges): Choose a creature within 20ft of you that is at their maximum hit points, that creature gains 1d12 temporary hit points, losing 1 temporary hit point every minute. The creature gains an additional 1d12 temporary hit points for every additional charge spent. Overclock (10 charges): Choose a creature within 15ft of you, you connect a stream of pure energy that coats their body, Granting them immunity to all damage until the end of your next turn.

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DomPrez · April 12, 2020

Pride's Call Wondrous item, rare (requires attunement by a cleric) A talisman that aids a cleric when they attempt to beseech their deity. When you roll for divine intervention, you can re-roll one of the percentile dice. If your deity intervenes, you can't use this feature again until you gain a level in the cleric class.

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DomPrez · April 12, 2020

Pep's Helping Hand Wondrous item, rare A pair of finger-less gloves, bedazzled beyond anything reasonable. When you roll for initiative, the gems on the glove sparkle and glitter with excited energy, gaining one charge that lasts for a minute. You can expend a charge to take the help action as a bonus action to bolster, which further bolsters the target, granting them a d6 which they can add to their next attack roll that benefited from the help. If the attack hits, you and the target of the help action gain a number of temporary hit points equal to twice the number rolled on the d6. "This should put a little *pep* in your step."

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DomPrez · April 12, 2020

Lantern of Blessed Light Wondrous item, rare A cylindrical glass lantern which depicts a faint silhouette of the holy symbol determined by its holder. The lantern functions as hooded lantern, but does not require oil to burn. To light the lantern, you must hold it to your holy symbol for 1 minute while you concentrate in prayer. It stays lit indefinitely, or until you extinguish it as an action by touching it to your holy symbol again. This lantern has 7 charges and regains 1d6+1 charges at dawn. Each creature that is within the lanterns bright light can use a reaction to expend one of its charges if they are subjected to an effect that requires a saving throw to resist an affect that would cause them to be charmed, frightened, paralyzed, or poisoned. Any creature that does draws on the power of the divine light to gain advantage on that roll. "Stay close to the light, children. It will guide us."

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DomPrez · April 12, 2020

Watchman's Staff Staff, rare Sitting atop of the staff is a figurine of a lighthouse, which sheds dim light in a 5 ft radius. This staff has 3 charges and regain 1d3 charges at dawn. You can expend 1 charge as an action to cast beacon of hope without requiring concentration, or 3 charges to cast heal. When its last charge is expended, roll a d20. On a result of 1, the staff is shattered and destroyed, casting daylight centered on the staff's space.

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Camelslayer · April 12, 2020

Spellchef's Sorcery Skillet Wondrous Item, Very Rare This finely-made iron skillet has a variety of magical runes on the inside, designed to magically augment any food made in it. Once per day during a short or long rest, the Spellchef's Sorcery Skillet can be used to cook a meal infused with magic that can feed up to 3 medium creatures. When a meal is cooked, you can enchant it with one of the following benefits of your choice: 1) Your food grants 1d4 inspiration until the next long rest. This increases to 1d6 if the skillet is used by a sorcerer. 2) Your food grants 2d6 temporary hit points until your next long rest. This increases to 2d8 temporary hit points if the skillet is used by a sorcerer. 3) Your food grants a +2 bonus to a saving throw of your choice until your next long rest. This increases to a +3 bonus if the skillet is used by a sorcerer. 4) Your food makes one much more ready for battle; eating it grants a +3 bonus to initiative for 8 hours. This increases to a +4 bonus if the skillet is used by a sorcerer.

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Donovan Lowell · April 12, 2020

Mask of Plague Prevention Wondrous item, uncommon (requires attunement) While a creature wears this mask, they are immune to inhaled poisons, and similar inhaled effects, such as the cloudkill and stinking cloud effect. In addition, they have advantage on saving throws to avoid disease.

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AliceTheShark · April 12, 2020

An incense burner of fortification. Uses some amount of gold worth of materials each use. Can be used with a group during a long rest. Gain temp hp based on amount/quality of materials. Lasts 8 hours.

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Donovan Lowell · April 12, 2020

Magic Ring? I’m not sure what kind. Maybe a Ring of Wound Closer.