Elite Workshop Day 1 — What kind of item should be 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 (7)
A belt with a trisymetrical design. Can activate it to extend 3 earthen legs out to the ground. Your speed becomes 0, but you gain Tremorsense.
Enchanted Xorn Robes Wondrous item, uncommon (requires attunement) When you use the Hide action in rocky terrain while wearing these robes, you have advantage on the Dexterity (Stealth) check, and until the end of your next turn, you can detect creatures you are hidden from within 15 feet of you as if you have tremorsense.
Xornsense Greaves Wondrous Item, rare (requires attunement) As an action on your turn, you can speak these greaves' command word to activate them. For 1 minute, you have a burrow speed of 20 feet, and tremorsense out over 60 feet. During this time, you can burrow through nonmagical, unworked earth and stone, and you don't disturb the material you move through while doing so. You can also pinpoint the location of precious metals and stones, such as coins and gems, within your tremorsense. Once you use this property, you can't use it again until the next dawn.
Xorn Eye Coin Wondrous item, uncommon This earthen coin bears the image of a xorn eye and Is usually found in small lead-line boxes. When within 60 feet of precious metals and stones, such as coins and gems, the eye will open and look in the direction of the treasure, vibrating harder the closer you get to it for up to 1 total hour. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this ability. Once this ability has been used, it cannont be used again until the next dawn. ”By the hole in my pocket, I swear I’ve got something in my eye.” – Thieves’ Cant for a high-valued target being nearby
___ Mask of the Xorn Wondrous item, uncommon (requires attunement) This mask covers the nose and mouth and has been fashioned to resemble a massive gaping maw. The mask has 3 charges and regains 1d3 charges daily at dawn. While wearing the mask, you can use your action to expend 1 charge to gain the ability to pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of you for 1 minute. ___ Suit of the Earthdiver Armor (studded leather), rare (requires attunement) This armor has been crafted from the hide of a xorn. While wearing it, have a +1 bonus to AC, and have advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Additionally, you can use an action to gain the following benefits for 10 minutes or until you are no longer wearing the armor. * You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. * You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a DC 15 Dexterity saving throw or be knocked prone. * You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, and you are stunned until the end of your next turn. Once this special action is used, it can't be used again until the next dawn. ___
Eye of Xorn: Wonderous item, uncommon. As an action, you can raise this magical sapphire to your eye and speak it's command word to look through it. Any item you look at, you can instantly tell it's value (not to incredibly, no numerical) and if it's magical or not. If you spend more than three turns looking though it this way, you are blinded in that eye for 1d4 hours for each turn past the 3rd.
Orb of Breath Absorption Wondrous Item, rare (requires attunement) When you take damage from a dragon's breath weapon, you can hold this orb up as a reaction to absorb some of the breath weapon's energy. Roll 10d6, and reduce the damage you take by the number rolled. The orb then gains charges equal to the reduced damage. As an action on your turn, you can expend all remaining charges on the orb to deal damage to a 15-foot cone or 30-foot line (your choice) originating from you, dealing damage equal to the number of charges expended, of a type the same as the dragon's breath weapon. At the end of each of your turns while the orb has charges, roll 1d12. The orb loses that amount of charges, and you take damage of the dragon's breath weapon type equal to the number of charges lost. While the orb has charges, it can't be used absorb a dragon's breath weapon.
