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June 20, 2020

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 (7)

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AllChocolate · June 21, 2020

“The Bends” of the Abyss Sling/Javelin/Spear, uncommon This sling/javelin/spear is made of fish scales from a horrific creature of the deep that inflicts horrific madness onto its victims. The sling has no disadvantages from being used underwater. Additionally, when a creature is hit by this ammunition, that creature has the wind knocked out of them and begins to suffocate if they don’t have access to air, and any magical effects that allow that creature to breathe in circumstances they could normally not breathe end. If you hit a creature that is already suffocating with ammunition from this weapon, that creature must roll on the short-term madness table and suffer the consequences. Abyssal Maw Net, uncommon This net is made of squid tentacles and teeth from colossal undersea creatures. When you throw this net, its tentacles propel it forward as it “swims” against the target, doubling the normal and long range of this net. If you miss an attack with this net, you can use another attack in the same turn to command it to turn around and attack the same creature. If this net hits a creature, it must roll on the short-term madness table and suffer the consequences.

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Reginald Yacht · June 21, 2020

Tether Harpoon Weapon (pike), rare This massive harpoon is sized for the monstrous Merrow, and is attached to a winding, waterproof rope meant to wrap around your wrist. It gains the thrown property (range 10/30, doubled to 20/60 underwater). When you hit with a ranged weapon attack using this weapon, its barbs hook into the target, locking the harpoon in place. As a bonus action, you can pull the harpoon back to you. If it is currently embedded in a large or smaller target, make a contested Strength (Athletics) check against the impaled creature to pull the creature 10 ft towards you (doubled to 20 underwater). Whether the check succeeds or fails the harpoon detaches from the creature. The harpoon also detaches if the target moves beyond the weapon's long range.

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Reginald Yacht · June 21, 2020

Flood Pauldron Wondrous item, uncommon (requires attunement) This brass pauldron has the distinctive shape of a conch shell, and, while you wear it, it manifests a shoulder cloak seemingly made of dark water. You gain a swimming speed equal to your walking speed and can breathe in water. Additionally, as an action, you can release the cloak to create a sphere of water with a radius of 10ft centered on you that remains for 1 minute. Any creature in this area when the sphere forms must make a DC 13 Strength saving throw or take 4d6 bludgeoning damage and be pushed outside the area. The sphere moves with you, and you can swim in any direction as long as part of the sphere remains in contact with solid terrain or a body of water. Once used, this effect cannot be used again until dusk.

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Anthony Owens · June 20, 2020

Mask of the Relentless Wondrous item, very rare (requires attunement) A burial mask worn by the desiccated tomb watchers of Hearth. Even when removed from their husks, this mask retains their unwavering persistence and relentless nature. While wearing this burial mask, you are immune to exhaustion. In addition, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

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DomPrez · June 20, 2020

Wraps of the Restless Wondrous item, rare (requires attunement) This set of arm wraps never seem to stop writhing and shifting. Once attuned, you can make a special melee attack as a bonus action from the wraps as if wielding a whip (which does not require the use of a free hand). The damage type of this attack is necrotic instead of slashing. In addition, the wraps have 6 charges and regain 1d4+2 charges at dawn. As an action, you can expend 2 charges or more to blast a torrent of sand forward from your palms in a 15 foot cone. Each target in range must succeed on a DC 15 Constitution saving throw or take 1d10 slashing damage, plus 1d6 necrotic damage for each spent charge and is blinded until the start of their next turn. On a successful save, a creature takes half as much damage and is not blinded. Curse. While attuned to this item, recovering during periods of rest become more difficult. When you roll hit dice to recover hit points during a short rest, you roll each hit dice twice and take the lower result.

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Joshua Moreland · June 20, 2020

A necklace that allows the bearer to change into a merfolk, giving them water breathing and swim speed If it's from merrow, it should be cursed with a negative to intelligence and maybe cause them to turn on allies

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Herbert Coddington · June 20, 2020

A bag that dispenses mephits under the control of the bearer up to a certain amount per day.