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September 26, 2020

Elite Workshop — What kind of item should we make?

Hey heroes! It's time to make a new item together! There was a lot of interest in the thug last week, so I decided to bring it back in for a second time for this week to see how stacks up against other monsters!

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 (14)

J
Jhe · September 27, 2020

Maw Pauldrons Wondrous Item, rare (requires attunement) While wearing these pauldrons fashioned from t-rex maws, you can use an action to clap your hands and cause these pauldrons to fly towards and clamp down on a target within 5 feet of you. Make a melee weapon attack against the target. On a hit, it takes 4d12 piercing damage and it is grappled (escape DC 15). Until this grapple ends, the target is restrained. When the target escapes this grapple, when you end your turn more than 30 feet away from the target, or when you choose to end it (no action required), the maws fly back to your shoulders. Once you use this property, you can't use it again for 1 hour.

A
AllChocolate · September 26, 2020

Cretaceous Revenge Weapon (shortsword), very rare This shortsword made of pure bone is a tyrannosaurus arm and hand with the forearm splintered into a sharp point with veins of green lizard blood running across it. While wielding this sword, the skeleton hand grabs hold of your wrist as if it were still alive. Whenever you are dealt damage, your blood runs down into this sword and it begins to grip more firmly. After this sword has absorbed 40 hit points, you may plunge this sword into dirt to expel the stored magic into the ground and form an entire Tyrannosaurus skeleton from the sword which comes alive and envelops you in its rib cage. For the next minute you remain trapped inside the skeleton, unable to take your turn as normal, but you can use your turn ordering it to move and do actions as if you were polymorphed into a tyrannosaurus rex. The skeleton is treated as if it was a living tyrannosaurus rex except it only has 40 hit points. When the minute ends or if the skeleton is reduced to 0 hp, the skeleton collapses into bone dust with only this sword remaining. Theropod Plate Armor (Plate), rare/very rare? This special plate armor is built so that a Tyrannosaurus’s skeleton tail extends from the back. When a creature proficient in heavy armor is wearing this, they can spend all of their movement as part of an attack to use the tail of this armor to strike, attacking as if they were using a Tyrannosaurus’s Tail attack.

J
Jhe · September 26, 2020

Maul of Meatier Meteors Weapon (maul), legendary (requires attunement) This maul was created by a celestial for the purpose of hunting down dinosaurs terrorizing the land. You have a +1 bonus with attack and damage rolls made with this magic weapon, increased to +3 against beasts. This weapon has 7 charges, and regains 1d6+1 charges daily at dawn. As a bonus action, you can expend 1 charge to cause a small meteor to crash and explode at a point of your choice within 120 feet of you. Creatures within a 10-foot radius centered on the point must make a DC 17 Dexterity Saving Throw. On a failed save, a creature takes 2d6 bludgeoning damage and 2d6 fire damage. Beasts make this saving throw with disadvantage, and they take an additional 1d6 bludgeoning damage and 1d6 fire damage on a failed save.

I
IvyReed · September 26, 2020

For the troll, something with a regeneration property, similarly for the T-Rex, something that a feature similar to the Tough feat.

S
Sam Hain · September 26, 2020

Scepter of the Lizard Kind Rod, rare (requires attunement by a spellcaster) This cane has been carved from ash wood to resemble vertebrae, and is topped by an ovoid piece of amber containing a perfectly preserved ancient biting insect that fed on the blood of a tyrannosaurus before being trapped in tree sap. While you are hold this rod, you can cast the infestation cantrip (Xanathar's Guide to Everything). When a dinosaur fails its saving throw against this cantrip, the rod gains 1 charge. The rod can hold a maximum of 10 charges. As an action, you can spend a number of the rod's charges to cast the following spells from it: conjure animals (3 charges) or conjure fey (6 charges). You can only summon dinosaurs with a spell you cast from the rod. For the listed charge, you cast the lowest-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. "Life finds a way."

D
Darion Nutter · September 26, 2020

Jawbone of the Tyrant King Greatsword made from the toothed jawbone of a Tyrannosaurus, probably can inflict some sort of bleed effect from the teeth acting like a saw

M
Marmarz · September 26, 2020

Enforcers Shillelagh- The cane of an Enforcer, this cane was made to bludgeon humanoids, so when attacking a humanoid creature, you get a +1 to damage. Also, when you hit a humanoid creature. With this cane, at least three-time the creature must roll a con save (dc 14-15). If they fail, they are knocked prone. "They'll go down someday, and I'll be there standing above them when they do."

D
DomPrez · September 26, 2020

- Giant's Reject (U*) - a great club that partially transforms you into a troll (casts enlarge from enlarge/reduce), but with loathsome side-effects based on a d20 roll: 1-10: nothing else happens 11-14: one leg is partially malformed, giving disadvantage on Dex saves. 15-18: you gain claws that you can use to make an unarmed strike (deals 1d6+Str damage). 19-20: you regenerate 1d10 hit points at the start of your turn. The spell and transformation ends early if you take fire or acid damage.

C
Chris Spradlin · September 26, 2020

The King's Rage - a sword made from a rex talon, grants Barbarian rage feature 1/day. After the feature is used, you have disadvantage on any Intelligence based checks or saves until you rest, because channeling a t-rex.

D
DomPrez · September 26, 2020

- Dino King's Curse (R*) - A withered, shrunken hand of a t-rex (rod/wand?). Can force a target to make a CON save or have their arms shrunk down to a ridiculously small size. weapon attacks are made at disadvantage and it also makes it impossible to wield a weapon with the heavy or two handed property. Target can repeat the save at the end of each turn.

D
DomPrez · September 26, 2020

- Fool's Gold Toof (R*) - An iron pyrite tooth replacement. Increases your CHA by 1 and bolsters your deception checks, giving you a bonus to attack (or advantage) against targets you have fooled in the last 10 minutes. Rolling a 1 on a deception check makes the tooth tarnish until the next day, removing the CHA bonus.

J
Jayden · September 26, 2020

and I may as well pull forward my thug suggestion from last week while I'm at it. Sapper's Club: you can use this club to sneak attack, and creatures that you reduce to 0 hit points are stable

J
Jayden · September 26, 2020

Rex Skull Gauntlets: magic gauntlets, one resembling the upper jaw of a t-rex and the other resembling the lower jaw. You have a +1 bonus to attack and damage to unarmed strikes made with these gauntlets, and you can expend a charge of the gauntlets (or only do it once a day) to use them together to make an attack dealing 4d12 plus strength as you reawaken the t-rex and use the gauntlets to make a t-rex bite attack against a target.

J
Jayden · September 26, 2020

Troll's Barricade: a portable wall that can be deployed in a line or circle, and can only be passed by creatures who make a successful intelligence check to answer a riddle.