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 (11)
ring of tunnelboring very rare, requires attunement by a druid or ranger this ring as 1d8 + 2 charges and regains 1d4+1 charges per long rest this ring allows the wearer to cast shape earth for one charge. each level above the base level costs another charge. Each level above the base adds 10 more cubic feet of earth that can be shaped into a tunnel this way.
Purple Pashmina of Passage Wondrous item, dunno (requires attunement) This wide purple scarf with a rough scale texture of a purple worm has no start or end, and slips over the wearer’s head to sit loosely around their neck. While you are attuned to this scarf, and are forced to make a Dexterity check, you can use your reaction to pull the scarf up over your head. When you do, you become blind, gain tremorsense 30 ft, and instantly burrow 10 ft downwards, including through solid rock, automatically succeeding the saving throw. You can use your reaction again to pop back up through the earth up to 15 feet away. Once this effect has been used, it cannot be used again until the next dawn. Psuedo-Pithy Pin Wondrous item, uncommon (requires attunement) This tiny pin is made from the horn of a pseudodragon glitters with fey magic. When attuned to this pin, you can cast message at will. The pin starts with 2 charges and regains all spent charges at dawn. You can spend a charge to cast sending. When all charges are spent, the magic seems to fade from the pin for 24 hours. Planatary Polyglot Post Wondrous item, uncommon/rare? (requires attunement) This pearlescent earring made from the wing bone of a pegasus grants extraworldly knowledge. While attuned to this earring, at dawn you can pick one of the following languages to understand, read, write and speak as if they were natural to you until the next dawn: Celestial, Elvish, or Sylvan.
**Breaker Drill** *Weapon (pike) very rare (requires attunement)* This heavy pike has a drill-like head carved from the tooth of a purple worm and mounted on a complex mechanical engine. You can activate the engine as an action, which produces a steady roar that can be heard clearly up to 120ft away. While it is spinning, attacks made with this magic weapon deal an additional 1d10 piercing damage and you gain a burrowing speed of 10ft. The burrowing speed is reduced to 5ft when moving through solid material, and you leave a 5ft diameter tunnel. It cannot burrow through magical materials. Additionally, you can use your action to launch yourself forward, forcing all creatures in a line 5ft wide and up to 60ft long to make a DC 16 Dexterity saving throw, taking piercing damage equal to an attack made with this weapon on a failure or half as much on a success. You can burrow through materials with this ability, reducing the maximum range by 2ft for every 1ft of loose material and 4ft for every 1ft of solid material. You then appear at the end of this line. Once used, this property cannot be used again until dawn. **Violet Hunger** *Armor (plate), rare (requires attunement)* This heavy plate is made from the sturdy muscles and armored exoskeleton of a purple worm, with a spiral pattern of its teeth inlaid across the front. As an action, you can focus the gnawing, endless hunger of the worm, opening the front of the armor to reveal a gaping, extradimensional maw. All large or smaller creatures in a 15ft cone must make a DC 15 Strength saving throw or be sucked into a caustic demiplane inside the armor's mouth formed from the purple worm's stomach. A creature that starts its turn within the demiplane suffers 2d6 acid damage, and may use its action to make a DC 15 Strength check to escape, forcing its way out of the mouth. A creature adjacent to you may also attempt this check as an action to pull a creature out. A creature that is killed by this effect is dissolved along with all of its nonmagical equipment, and any magical equipment it was carrying is ejected. Once used, this property cannot be activated again until dusk. The armor is also able to consume corpses held against its mouth. ***Curse.*** This plate armor's hunger must be sated, or it becomes wild and dangerous. If the armor does not consume at least 1 medium or larger creature in a day and its ability has not been used, it will attempt to consume its wearer. The wearer must save against this effect as normal. **Tremor Spike** *Rod, rare* This device has a sturdy tripod built around a pointed metal core. As an action you can deploy the tripod with the spike pointed towards the ground. While it is active the spike repeatedly strikes the ground, producing a distinctive drumming that is audible from as far away as 300 ft. However, creatures with *Tremorsense* are able to detect the spike from up to 1200 ft away, and the range of their *Tremorsense* is halved when within 300 ft of the spike. You can deactivate the spike as an action.
**Boring Lance** *Weapon (lance), uncommon (requires attunement)* An unholy amalgam of artifice and calciomancy, this drill-like lance is spiraled with still twitching spines and teeth from a purple worm, and rapidly spins with each attack. This magic weapon deals double damage to structures. While attuned to this lance, you have a burrow speed of 20 feet. Medium or smaller creatures that are reduced to 0 hit points by an attack made with this weapon are dismembered.
Worm Gullet Weapon (net), rare A 1-foot diameter loop attached to a short handle sports rows of jagged teeth along its inner edge, and a purple leathery membrane that fills its center. When you make an attack with this net, it magically expands and the membrane becomes elastic enough to allow any large or smaller creature or object to be consumed by the opening. Unlike a normal net, this net is not a ranged weapon and doesn't have the thrown property. A creature hit with this net attack takes 1d8 piercing damage and is blinded and restrained, and has total cover against attacks and other effects outside of the net. In addition, a creature inside the net takes 1d6 acid damage at the start of each of your 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. Dealing 30 damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
**Purple Punchers** *Magic Item, Rare, Requires attunement by a monk* These large gauntlets are made from the scutes of a purple worm, and are dangerously sharp. While attuned to these weapons, you gain the following effects: Tunneller: You gain a burrow speed of half your movement speed, and can dig through solid rock at a pace of 5 feet per minute. Doing so is noisy and causes you to make Dexterity (Stealth) checks at disadvantage. All forms of burrowing leave an appropriately-sized hole in your wake. Attacks made with this weapon have a +1 enchantment bonus to hit and damage. Modular: Based on the way you use the ends of the sharpened scutes, or the flattened middle of them, weapon attacks made with this item can do either bludgeoning, piercing, or slashing damage. Damage type must be announced when making the attack, and always defaults to bludgeoning. Violet Vitriol: You may clang the gauntlets together as a bonus action, releasing their poison. The next time you land a melee attack against a creature, that creature must make a DC 14 Constitution save as it suffers the effects of the poison. A failed save results in 3d6 Poison damage, and the creature remains poisoned for an hour after failing the check, rerolling the save every hour. At the end of 8 hours, the poison naturally fades. A successful save reduces the damage to 1d6 and has no lingering effects. Once you have used this ability, you may not use it again until the dawn of the next day.
Pegasus Rings of Promise These rings come in pairs and symbolize the blessing of a Pegasus couple, creatures who mate for life. While the wearers of both rings are within 30 feet of each other, they are always considered to be under the effects of a Detect Evil and Good spell. Additionally, a creature wearing the ring can cast Protection from Evil and Good at range of 30 feet, targeting only the creature wearing the other pair of the ring. When cast in this way, the spell does not need material components, and it lasts its full duration without requiring concentration. Once you cast this spell, it can't be cast again until the next dawn.
**Pegasus Panflute** *Magic Item, Instrument, Uncommon* This pan flute is made with the feather shafts of a Pegasus, expertly trimmed and tuned. Such flutes are always made with feathers willingly given up by a Pegasus, as feathers stolen or found will sap the magic from the item, rendering it useless. This panflute has a maximum of 3 charges, and regains 1d2+1 expended charges every dawn. Expending a charge takes an action, and requires the panflute to be held to your mouth by a free hand, as well as the use of your breath. Crescendo: Choose one Large or smaller creature that you can see within 60 feet. That creature must succeed a DC 14 Dexterity saving throw or be lifted 20 feet into the air (or as high as the ceiling will permit). It remains there until the end of your next turn, when it falls to the ground prone.
Celestial Celerity Bracers 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. Once the bracers have been activated, the cannot do so again until after a long rest.
**Pseudodragon Sensedrops** *Magic Item, Potion, Rare* This small vial of light blue liquid swirls of its own volition, and has a pearlescent sheen. Made from the ethical and humane collection of teardrops from a pseudodragon, anointing each of one’s eyes with the concoction grants one hour of the following effects as the nature of the pseudodragon fills you: Darkvision: You gain Darkvision with a range of 60ft. If you already possess Darkvision from another source, its range is extended by 60ft for the duration. Blindsight 10ft: You gain Blindsight with a range of 10ft. If you already possess Blindsight from another source, its range is extended by 10ft for the duration. Keen Senses: You have advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. Magic Resistance: You have advantage on saving throws against spells and other magical effects. Failure to anoint all of a creature’s eyes with a drop of this potion in a timely manner results in all drops used to be wasted, and grants no effects. Due to the diminutive size of a pseudodragon’s tears, this potion is brewed in extraordinarily small batches, with most vials containing just 1d4+1 drops.
**Figurine of Wondrous Power, Citrine Pegasus** *Wondrous item, rare* This polished citrine pegasus can become a pegasus for up to 24 hours. The pegasus can speak and has an AC of 13. It also fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. If you have a evil alignment, the figurine will ignore your orders, including a command to revert to figurine form.
