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 (9)
**Conspiracy of One** *Wondrous item, ???* This odd neck brace is set with raven feathers, with buttons of carved jet. This brace has 5 charges, and regains 1d4 + 1 at dusk. As an action, you can speak its command word and expend 1 or more charges to transform into a number of ravens equal to the charges expended. You are able to move and take actions as each of these ravens simultaneously. This form lasts for 1 minute or until you end it as a bonus action, appearing in the space of one of the ravens (your choice). If all of the ravens are killed, you appear in the space of the last one. **Unkindness** *Weapon (rapier), ???* This rapier is made of black metal, with a handle carved with meticulously carved raven feathers and inset with the skull of a raven. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, you can speak the rapier's command word as an action to transform into a flock of spectral ravens. You can immediately move up to 60ft, do not provoke opportunity attacks, and can pass through other creatures' spaces. Any creature you pass through must make a DC ?? Constitution saving throw or take XdX necrotic damage (half as much on a success). **Ravenkeeper's Token** *Wondrous item (consumable), ???* This strange bone and blackened steel medallion is carved with the emblem of a flock of ravens flying in front of a beautifully carved moon on one side, and a raven skull mask on the other. As an action, you can speak the medallion's command word and shatter the token to cast *Seeming*. When cast this way, the spell has the following changes: -Unwilling targets automatically succeed on the saving throw against this spell. -The targets appear as figures wearing raven-feather cloaks with black hoods and a strange raven skull mask. -Any creature that sees this spell being cast but is not a target must make a DC XX wisdom saving throw or be unaware a spell has been cast, instead assuming that the targets have vanished and been replaced. -Targets of this spell have advantage on Dexterity (Stealth) checks made while in dim light or darkness. -The spell ends on a target if it brushes its hands by its head, as if removing the illusory hood.
Raven's Dream Catcher - reducing a medium or larger creature to 0hp gains a feather. - expend 3 feathers to cast sleep ( 2nd level version).
Mask of Conspiracy Wondrous item Can cast *mirror image* and *seeming* simultaneously. You and your duplicates appear as raven-humanoids. Creatures that see the transformation must make a WIS save or be frightened for 1 turn.
Pauldron of Dark Rest Wondrous item - Massive black bone raven skull, accented with feathers. - Can cast spare the dying cantrip @ 30ft (3/day) - Adv against charm and fear vs Undead - Extra damage against undead
Quoth the Raven Weapon (Halberd), uncommon (requires attunement) This heavy weapon bears a design on its blade that changes to look like someone you are fond of that has died. Whenever you hit a creature with this weapon, it gains a charge, up to a maximum of 4 charges. For each charge on this weapon, an inky-black raven made from pure shadow appears nearby and watches you from a distance, whispering macabre words. No other creatures other than you can see or hear these ravens. Whenever you make an attack with this weapon, you can expend a charge to have a raven dive in and assist the attack, giving you +1 to attack and damage rolls on that attack. Nevermore: You can spend 4 charges from this weapon to have the crows caw a single damning word and burst into shadowy action. All creatures within 30 feet of you with an intelligence score of at least 4 must succeed on a DC 14 Intelligence saving throw or be struck with a wallowing despair and be clawed from the shadows helplessly, taking 3d10 psychic damage. After this effect ends, you find yourself teleported to any unoccupied location within 30 feet of you, with tears streaming down your cheeks.
Conspiracy/Unkind Weapon Weapon (dagger), rare (requires attunement) This black knife attracts the eye wherever it sits and black feathers occasionally fall from this blade when swung. This dagger has three charges and regains 1 charge after finishing a long rest or after killing a humanoid with this weapon. After throwing this dagger, you may caw loudly to expend a charge, bursting into a conspiracy/unkindness of ravens and teleporting to the location of the dagger. All creatures within 5 feet of your original location must succeed on a DC 15 Wisdom saving throw or be frightened until the end of your next turn.
To be honest, crows and ravens see a lot of attention in fantasy media, to the point where they've become an overdone cliché. So: I'mma put forward a suggestion for fish. Tank of Terror Wonderous Item, Rare This palm-sized aquarium is made of an incredibly durable crystal, comes in a variety of shapes, and has a lid to prevent its contents from spilling. Before it can be used, the aquarium must be filled with water that contains at least two Tiny, living, nonmagical fish; otherwise its magic is repressed. The fish must be fed and otherwise cared for as any other mundane pets. As an action, you can tap the side of the fish tank and hurl it to a point you can see within 20 feet. Upon impact, the tank expands into a 10-foot cube or 10-foot radius sphere, depending on the shape of the original aquarium, with an open top that is large enough to contain 1 Large or up to 4 Medium or Small creatures. The sides of the expanding tank are composed of magical force that allows creature to pass into the tank, but not out of it. A creature wholly within the area of the tank when it appears must make a DC 14 Dexterity saving throw. A creature becomes trapped within the tank on a failed saving throw, or is pushed to the nearest unoccupied space outside of it on a successful one. A creature trapped within the tank can climb out of it by using its Action to make make a DC 14 Strength (Athletics) check. The tank is filled with water, and contains a swarm of quippers, which takes its turn immediately after yours, attacking all creatures trapped within the tank. The tank reverts to a Tiny aquarium after 1 minute or if the swarm of quippers inside is reduced to 0 hit points. If the swarm of quippers in the tank is reduced to half its hit points, half the fish within the aquarium die when the tank reverts. If the swarm of quippers in the tank is reduced to 0 hit points, all the fish within the aquarium die when the tank reverts. Once the aquarium has been used, it can't be used again until the next dawn.
Swarm arrows? Shoot a magical arrow that splits into 3. Looks like a swarm of ravens coming at you.
Corvid Cowl Wondrous item, Uncommon This jet black cowl has grey steel feathers stitched into it. While wearing this cowl, you may cast the misty step spell without verbal components. When you do, all creatures within 10 feet of you must make a dc 14 dexterity saving throw or take 2d6 piercing damage, as angry ravens momentarily appear to shepherd you to your location. A creature in dim light or darkness has disadvantage on this saving throw. Once you use this item in this way, you can’t use it again until the next dawn.
