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May 30, 2020

Elite Workshop: 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 (9)

I
Ian Guay · May 31, 2020

Shipbreaker Armor Legendary armor, requires attunement This set of half-plate has been infused with the destructive potential of the kraken. While attuned to the armor, all damage you deal is siege damage. You gain a +1 bonus to your armor class while wearing this armor. While wearing this armor, you gain a swim speed equal to your movement speed, and can breath underwater. You also ignore any of the drawbacks caused by a deep, underwater environment. You gain resistance to lightning damage. The armor comes with 4 tentacles that function as additional arms. They have a reach of 10 ft., and these appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment. You can make unarmed strikes with them, dealing 1d6+strength modifier bludgeoning damage. Once a day, you can cast storm sphere from the armor.

A
AllChocolate · May 31, 2020

Davy Jones' Locker Key Trident, Legendary This trident is a large, barnacle covered key that is perpetually covered with a layer of sea salt that coats your hands when you wield it. When you sleep near this key, you experience dreams of being in the deep sea, where something large and ancient telepathically suggests you to take destructive courses of action. You have +2 to attack and damage rolls with this weapon, or +3 if you are fully submerged in water. This weapon has three charges and regains 1d4 -1 charges after you finish a long rest in which you sleep with the key nearby. As an action, you can target a creature within 60 feet of you and spend 1 charge to plunge this weapon downwards into solid material, such as ground, and twist it as if unlocking a lock. When you do, a Kraken tentacle bursts from a portal near the creature and makes a single tentacle attack against that creature. If the tentacle misses or the creature succeeds on escaping from its grapple, the tentacle retracts through the portal. If the tentacle hits and is still grappling the creature at the beginning of your next turn, it uses its Fling attack using the grappled creature at a different creature or location of your choice within range, then the tentacle retracts through the portal. Kraken Hatchling Helm Wondrous Item, Common (requires attunement) This rubbery helm has short tentacles that descend just past the user’s shoulders and has two cute beady black eyes on the front. When you attune to this helm, it adheres to your head and the tentacles come to life. You can vaguely control the tentacles attached to this helm with your thoughts, but the tentacles will grab at anything dangerous or poisonous that comes near your mouth. This control allows you to move through any currents underwater as if they didn’t affect you.

D
DomPrez · May 31, 2020

Helm is awesome 👌

D
DomPrez · May 31, 2020

A sling that fires lightning charged ammunition. Optional: you can make a special melee attack using the sling, where on a hit it would allow you to fling the target.

D
DomPrez · May 31, 2020

Knight's Watch While holding this large 8ft. banner pole, you can stand perfectly still. While remaining motionless, you become indistinguishable from a armored statue.

J
Jhe · May 31, 2020

Knight's Vow Armor (shield), Rare (requires attunement) This shield was made to protect others as much as the bearer. Once per day, you can cast warding bond through the shield, ignoring its usual material components. When warding bond is cast in this way, it lasts for 8 hours, and it only ends when you permanently dismiss it as an action. For the purposes of dispel magic, this spell counts as a 5th level spell. While a target is affected by warding bond in this way, it has an additional +1 to AC and advantage on saving throws against being frightened, and any attempts to cast another warding bond on it automatically fail. You can also use an action to temporarily dismiss the spell, and another action to summon the spell again. It is also temporarily dismissed when you and the target drop to 0 hits points or are separated by more than 60 feet.

J
Jhe · May 31, 2020

Kraken Net Weapon (net), Rare This net is made with the woven remains of a kraken's tentacles. A creature restrained by this net takes 1d6 lightning damage at the start of each of its turns. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. The net has resistance to all damage types. Dealing 15 slashing damage to the net (AC 15) also frees the creature without harming it, ending the effect and tearing the net apart. If more than half of a torn kraken net is brought together, the torn net regrows the next dawn. Otherwise, the biggest chunk of the torn net regrows into a kraken net after 1d4+1 days.

J
Jhe · May 31, 2020

Grasp of the Kraken Wondrous Item (glove), Rare (requires attunement) The fingers of this glove are the tentacles of a kraken. It can be worn even over an arm that is missing a hand, still acting as a functional arm. You can use the hand as a natural weapon. It has a reach of 15 feet and deals 1d6 bludgeoning damage, doubled against objects and structures. Immediately after you attack a creature with the hand, you can use a bonus action to attempt to grapple the target (escape DC 15). While it is grappling a creature, you cannot use it to attack unless you release the creature it is grappling (no action required). A creature grappled in this way is restrained. Curse. When you attune to this item, it merges with your flesh and attaches to you. It cannot be removed by any means except by a remove curse spell. (It's not much of a curse tbh, you just get a non-detachable octopus hand)

M
Moosh · May 30, 2020

Kobold