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November 14, 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 (13)

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Ginray · November 14, 2020

[Tavern] Phoenix Still (wondrous item) - This distillation apparatus uses the heat and magic of a phoenix feather to craft restorative potions. When administered, the potions can cure one disease or poison, lift one curse, or wake a downed player and restore them to half health, depending on the ingredients used. The still usually comes with a recipe guide, but if the guide is lost, the brewer can make a great hangover cure no matter what ingredients they use.

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Ginray · November 14, 2020

A variation of animated armor that acts as a bouncer.

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Ginray · November 14, 2020

[Tavern] Bent Elbow (wondrous item) - The coppery plates on this pauldron and vambrace combination sport a faint and swirling patina pattern reminiscent of cocktail ingredients being mixed together. This gear has two charges which it regains daily at dawn, and you gain a +1 bonus to AC while you are attuned to and wearing it, as long as you're not wearing armor nor using a shield. As an action, you can expend a charge and cast the Charm Person spell (1st level, DC - 15 or your spellcasting save if you have one). The target won't know you attempted to charm it, successfully or not, as long as you offer it a drink as you cast the spell. Additionally, as a bonus action, you can bend your elbow on the side wearing the pauldron and say the command word (usually "cheers") to create a spectral shield that glows in bright neon colors, increasing the AC bonus to +3. You don't have to keep your elbow bent to maintain the shield, and you can dismiss it at any time as a free action. There are many variations of this gear, but the most common kind creates a shield that features the script for "open" in one language or another.

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Rose · November 14, 2020

[Tavern} Cad Cork Wondrous item, varies These small corks, inscribed with tiny runes of small locks, carry enough magic to make sure that getting into a bottle is a hassle. Upon placing a cork inside the mouth of a bottle and speaking the magic word, the cork with change size to fit snugly inside. A DC 10 (common), DC 15 (uncommon), or DC 20 (very rare) Strength check is required to forcible remove the cork without the magic word. If the bottle is smashed open, the cork instantly returns to its original shape and falls out of the mouth.

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Ginray · November 14, 2020

[Tavern] Last Call (brooch/pendant) - This bauble resembles a drinking stein styled after an hourglass with nearly no sand remaining in its top chamber. While attuned and wearing it when you would be reduced to 0 hit points, you can use your reaction to enter a resilient state of defiance for one minute. While in this state, your movement speed increases by 10 feet, any damage that would reduce you to 0 hit points reduces you to 1 hit point instead, and you gain advantage on all ability checks and saving throws you make. When the state ends, you fall unconscious for 1d4 days and gain 1d6 - 1 levels of exhaustion (minimum 1).

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Ginray · November 14, 2020

[Tavern] Sodden Table Leg (club or greatclub) - A table leg that has been warped from being soaked and swollen with countless spilled drinks, which more than a few were magical, and can knock a creature into a drunken stupor. You gain +1 to attack and damage rolls made with this club. This weapon has 4 charges that it regains after pouring one pint of alcohol on it, and it cannot regain charges this way again until after the next dawn. When you hit a creature with this weapon, you can expend one or more charges to cast the Confusion spell (DC - 15), affecting only the creature you hit with the attack, increasing the DC by one for each charge expended after the first. Casting the spell this way does not require your concentration.

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DomPrez · November 14, 2020

Wild Card A typical sized playing card with a joker on its face and a blank white back. While holding this card, you can use a bonus action to change the card's face and back to match any other playing card in the set, or to change it back again. You must maintain concentration on the card's new appearance as if concentrating on a spell.

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DomPrez · November 14, 2020

Brawl Stool A stool that transforms into a buckler and a club as an action with a command word. It can transform back into a stool with a second command word. While it is a stool, you do not suffer any of the effects of being drunk (or poisoned) if you are sitting on it.

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Codex · November 14, 2020

Tavern Keeper's Armistice Armor (shield), rare (requires attunement) An unassuming flat disk that is used by tavern keepers when the patrons are getting too rowdy, giving the town guards a chance to arrest those involved with ease. While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. As a bonus action you can change this shield's size from a normal shield to the size of a coaster or back again. Once per day as an action, you can throw this shield to an unoccupied space you can see within 60 feet. When you do so, a 30-foot radius sphere appears for 1 minute. Whenever a creature enters the sphere or starts their turn there, all simple or martial weapons they are holding or wearing vanish into a pocket dimension and remain there until the sphere disappears or the creature leaves the sphere, at which point the weapons reappear on the creature's person. Additionally, creatures that you choose within the area when the sphere is created gain 1d6 + 4 temporary hit points and are immune to the frightened and charmed condition until they exit the area or the sphere disappears.

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Javier Garcia · November 14, 2020

A mounted animal head in the tavern that's been cursed. Or a rusty weapon that's mounted on the wall behind the bar.

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Jhe · November 14, 2020

Chardonnay's Signature Fiddle Musical Instrument, rare (requires attunement) This fiddle once belonged to a popular tiefling bard, who went on to establish his own tavern. While you are playing this instrument while you are in a tavern, a restaurant, a banquet hall, or a similar location, you have advantage on Charisma checks, and creatures who can hear you play this instrument have disadvantage on saves against being charmed and frightened by you. This item has 5 charges, and regains 1d4+1 expended charges at dawn. When you or a creature you can see within 30 feet of you must make an ability check or a saving throw, you can use your reaction to expend 1 charge to grant advantage to the roll if it uses Charisma, or 2 charges if it uses an ability other than Charisma.

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Darth Joker · November 14, 2020

I'm thinking like a dusty candelabra that lights up at a specific trigger like Undead are near or somebody is lying or something like that. From the abandoned mansion of course.

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Firohe · November 14, 2020

Hah! I finally get to add my Horn of the Mead hall! Wondrous item, uncommon This horn made of a wooden mug smells strongly of mead and has four charges. As an action, you can blow the horn and expend two charges to cast the "Stinking Cloud" spell at base level. When you do so the horn sounds similar to a very obnoxious fart. The horn regains 1d4 charges daily at dusk