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October 31, 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 (6)

A
Axel · November 1, 2020

Saddle of the Wyvern Knight Crafted from the tough hide and scales of a fallen wyvern, this saddle grants the following bonuses to the rider and their flying mount: - You have advantage on animal handling checks made to control your mount. - You cannot be forcibly knocked off your mount. - While you are riding your mount, it is perpetually under the effect of the Sanctuary spell - (Possibly one or two other benefits depending on how powerful/rare we want the item to be?)

L
LeFaye · November 1, 2020

Sky Venom, a two handed strength based whip (one handed with a 16+ strength?) 2d6 piercing and first hit on a turn a con save or poison damage half on successes. "After felling the wyvern, Uthock the barbarian took the tail as a trophy. a trophy he hits people with, gentle repose had Ben Cas on it so many times now not only does it not decay but has miraculously begun to produce its toxin once more .". {yeah it literally just the tail but its fun, and Uthock loves it... you wouldn't want to anger Uthock would you ?}

G
Ginray · November 1, 2020

Figurine of Wondrous Power: Leaden Wyvern - small figure can be activated to become a large wyvern. Its primary use is to aerially ship heavy loads and has a distance limit rather than a time limit (can carry a single payload of up to 500 lbs. as far as 500 miles, can't be used again for 5 days, or something like that). Alternatively, it can be loosed in the air where, upon reaching a certain altitude (10 ft. in the air?) it can then divebomb-grapple a target. Upon landing on a creature, it reverts back to its leaden form, but remains large for up to 1 hour, pinning large or smaller creature in place for the duration before reverting to its smaller figurine size. The pinned creature can make a hefty athletics (strength) check to topple the lead statue off of itself and escape. If it misses the divebomb, it reverts to a small figurine and can be used for either mode.

R
Reginald Yacht · November 1, 2020

**Skyscale Whistle** *Wondrous item, common* This whistle is carved from the dense bone of a dragon, and is enchanted by a sect of wyvern-riding knights. When blown the whistle seems to make no noise, but dragons and creatures with the keen hearing trait are able to hear it out to 300ft. Additionally, you gain advantage on Wisdom (Animal Handling) and Charisma (Persuasion) checks made to influence the actions of wyverns while using this whistle. **Wyvern's Wing** *Wondrous item, rare (requires attunement)* This heavy leather cloak is formed from the folded wings taken from a downed wyvern. When you take the attack action, before making one of the attacks you can choose to fly up to 30ft in a straight line and immediately make the attack. This movement does not provoke attacks of opportunity, and if you hit with the attack the target takes an additional 4d6 poison damage. If you end this movement in the air, you descend at a rate of 60ft per round until you land. You can use this ability 3 times, and regain all expended uses at dawn. **Sky Anchor** *Weapon (spear), rare* This massive spear has a vicious barbed head, and was designed to hunt mountain-dwelling wyverns. When you throw this spear, you can speak its command word to manifest a spectral chain that links to the ground at your feet. When you hit, the target must make a DC 15 Strength saving throw or be tethered to that point and unable to move farther than the range of the attack. The creature can make a DC 15 Strength check as an action to dislodge the spear, taking an additional 1d8 piercing damage as it tears from their body. At the start of each of your turns while the creature is tethered in this way, the chain shortens by 10ft and pulls the creature 10ft towards that point. Once this property has been used, it cannot be used again until the next dawn. **Wyvernsoul Armor** *Armor (half plate), rare (requires attunement)* This armor is forged from the hardened scales of a wyvern, carved with runes that connect to the echoes of its soul. As an action, you can manifest a spectral aura in the form of the creature. You gain a +1 bonus to your AC, a fly speed of 80ft, and your melee weapon attacks deal an additional 1d6 poison damage. This form lasts for 1 minute or until you dispel it as a bonus action. Once used, you cannot activate this property again until the next dawn. In addition, you have advantage on Wisdom (animal handling) and Charisma (persuasion) checks made to interact with wyverns.

D
DomPrez · November 1, 2020

Sky Stinger Serum A syringe-like potion that refills itself magically over some period of time. (Could have the stinger motif?) When ingested, it transforms your arms into wyvern wings for a substantial period of time (1 hour?). You make a CON save or take some poison damage when ingested for the first time. taking several doses in short succession has a higher save DC and could potentially deal more poison damage

G
Ginray · October 31, 2020

A wyvern-hide cloak that you can activate, transforming it into a wyvern's stinging tail and giving you a bonus attack with it for a short duration.