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July 4, 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 (12)

J
Jhe · July 5, 2020

Flute of the Trickster Oni: While playing this flute, you can make yourself appear up to two sizes smaller (up to size Small) or larger (up to size Large) than you currently are, or to turn invisible. This illusion only works against creatures who are hearing the flute's music. These effects last as long as you play the flute, and the effects end after you stop playing for one round. You can also cast prestidigitation and minor illusion while playing the flute.

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Jhe · July 5, 2020

Glaive of the Fallen Oni: The glaive still has the lingering magic of its former oni owner. This glaive always resizes to fit the bearer, so small creatues have no disadvantage from wielding this weapon. Additionally, the weapon has 3 charges it regains daily at dawn. You can use an action to expend 2 charges on your turn to polymorph to a small or medium humanoid, or a large giant, for one hour. Other than your size, your Statistics are the same in each form. While polymorphed into a giant, weapon attacks using the glaive deal an extra damage die. You can also use charges to cast Charm Person (1 charge), Darkness (2 charges), Invisibility (2 charges), or Sleep (1 charge)

J
Jhe · July 5, 2020

Amulet of Oni Health: You can use a bonus action on your turn to regain 1d6 hit points. For the next minute, you regain 1d6 hit points at the start of each of your turns while you have more than 0 hit points. Once per day.

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Reginald Yacht · July 5, 2020

Oni's Guise Wondrous item, rare (requires attunement) This ornate sash is held up by a sturdy, rope-like belt and inscribed with faint runes that allow it to channel the devious, deceitful disguises of an oni. As an action, you can cast alter self (change appearance only). When cast this way, you can choose to change into a large creature, appearing as an oni. Curse. Whenever you activate this cloak's effect, there is a cumulative 5% chance that you retain some visible trait of an oni (tusk-like teeth, horns, unusual skin colors, etc) when the spell ends. These traits can be removed with remove curse. Heart of the Northeastern Wind Armor (plate), rare (requires attunement) This unusual armor is formed from layered plates with a large, ornate helmet, and is forged with the cold malice in the heart of an oni. As a reaction when you are hit by an attack you can unleash a burst of this malice, dealing XdX cold damage to the attacker. Additionally, you can use this armor to cast gaseous form 1/day, and can still use the armor's retributive cold while in gas form. Oni Tabi Wondrous item, uncommon (requires attunement) These heavy socks are designed to allow the wearer to ambush their targets from above. While indoors, you can cast levitate on yourself at will, and have advantage on stealth checks to press yourself into corners or above doorways.

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AllChocolate · July 5, 2020

**Oni’s Kanjuji** *Wondrous Item, common* This decorative lantern is kept outside of households in places where sightings of evil creatures are high. While lit outside of a house or encampment, this firelight cannot be put out by magical means and players can read and understand infernal, abyssal, and giant. By blowing out this lantern in the direction of a demon or giant within the range of light given by this lantern, you cast *faerie fire* on the creature. **Ominous Erhu** *Wondrous Item, common* This single-stringed instrument can play notes of ill omen that strike ire into the hearts of mortals. Whenever a creature would succeed on a skill check, you may use your reaction to play a single ominous note from this instrument. The creature fails the skill check, and only the creature who failed is aware that you played the note that caused the failure.

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DomPrez · July 5, 2020

Oni's Shrunken Hand A magically preserved hand of an oni, shrunken down to a small trinket. It has the ability to transfer some of the oni's natural regenerative powers to the holder. use a command word to activate and regain 10 hp/round for 1 minute. a finger withers and curls each time this ability is used until all 5 fingers are used, becoming a useless trinket. Each time it is used it requires a CON save at the end of the minute to avoid gaining a physical characteristic of an Oni. d4 1 - blue/green skin 2- black/white hair 3 - add/change horns 4 - black teeth & finger nails

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DomPrez · July 4, 2020

Trappers Haunt Wondrous item, uncommon An iron bear trap at the end of a chain that is possessed by the soul of a stray owlbear who was felled after being caught by it. The trap's chain can be spiked into an open area on the ground and activated by speaking its command word as an action. Immediately after it is activated, the spirit of the owlbear comes into existence centered at the point of the trap and can't move more than 10 feet away from the chained spike. It uses the statistics of an owlbear and is also considered undead. It is hostile to all creatures and controlled by the Game Master. The spirit returns to the trap after 1 hour, or if it reduced to 0 hit points. Once the trap has been activated, it can't do fo again until 7 days have passed.

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DomPrez · July 4, 2020

The Consummate Predators Cowl Wondrous item, rare (requires attunement) A mask which forms into a deadly pointed beak. You can use the sharpened beak to make an unarmed attack as a vicious headbutt. If the attack hits, it deals piercing damage instead of bludgeoning. Additionally, when you hit with this unarmed attack, you can make another unarmed attack as a bonus action with a free hand. When you do, you are temporarily suffused with a predatory ferocity that causes your hands to form into owlbear claws which deal slashing damage instead of bludgeoning and is considered magical for the purposes of overcoming resistances. Hit or miss, the claws vanish after the attack.

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Axio · July 4, 2020

Oni-Tusk Magatama Magical Item, Very Rare (requires attunement) This good luck charm made in the shape of a magatama is hewn from the tusk of a long-dead oni, and is said to ward against the evils that birthed the fang it was carved from. Once attuned to it, wearing the charm grants the following effects: Infernal Strength - While worn, the magatama increases your Strength and Constitution scores by 1, however they cannot exceed 22 in this way. Protection from Fiends - While wearing the magatama, you are under the effects of the Protection from Good and Evil spell, however this protection is only effective against fiends. All other creature types listed by the spell effect are ignored. Casting Protection from Good and Evil on the wearer overwrites this effect for the duration of the spell. Hell's Own Luck - Once per long rest, you may reroll any d20 before you know the outcome of your roll, and choose the new result.

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Anthony Owens · July 4, 2020

Crimson Yokai Mask wondrous item, rare (requires attunement by a rogue) A mask modeled after a red oni face. This mask has three charges and regains all expended charges at dusk. While wearing it, you can expend a charge as an action to turn invisible until the end of your next turn. when you hit a creature with an attack that deals sneak attack damage while invisible, that creature takes an additional d6 of damage.

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Axio · July 4, 2020

Owlbear Mitts (Alternative name, Magnus Mitts, after my Cleric's owlbear snugglebeast named Magnus) Wondrous Item, Rare, (Requires Attunement) Once attuned to these feathery, fluffy fingerless gloves, styled after the ferocious owlbear, you gain the following benefits: Hide of the owlbear - When not wearing armor, your Armor Class is equal to 13 + your Dexterity modifier. You may wear a shield and gain this benefit. Keen Sight and Smell - Like the owlbear, you have Advantage on Wisdom (Perception) checks that rely on sight or smell Claws of the Beast - By using a bonus action to speak its command word, the fabric of the fingerless gloves travel up your arms and down your fingers, transforming your arms and hands into those of an owlbear, ending in wicked, vicious claws. Your unarmed strikes now deal 1d8 slashing damage, however you lose your ability to manipulate items and objects that require fine motor skills, as you have lost your thumbs. Holding a shield, grasping a sword or staff, performing the somatic component for a spell, or reaching into a component pouch (along with all actions similar to those listed) are impossible while your arms are transformed. Additionally, while your arms are transformed, you gain a climbing speed of 30 feet and advantage on Strength (Athletics) checks that deal with the use of your arms. If you are wearing armor while trying to use this feature, speaking the command word will do nothing, and no transformation will take place. Transforming back to normal takes an action, as you try to wrestle the owlbear's ferocity out of your limbs and back into the gloves.

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Anthony Owens · July 4, 2020

Loincloth of the Everglacier Kijin Wondrous item, very rare (requires attunement by a Barbarian) A thick, roughly tanned, white tiger hide worn by barbarous sorcerers that dwell in caverns of the everglacier. While wearing this you have resistance to cold damage and ignore difficult terrain caused by snow and ice. In addition, while you are raging, you can cast cone of cold (DC 13) once. Once you cast cone of cold in this way, you can't cast it again until you finish a long rest.