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December 26, 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 (17)

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Reginald Yacht · December 27, 2020

**Breaker Drill** *Weapon (pike) very rare (requires attunement)* This heavy pike has a drill-like head mounted on a complex mechanical engine. You can activate the engine as an action, which produces a steady roar that can be heard clearly up to 60ft away, and deactivate it as a bonus action. While it is active, attacks made with this magic weapon deal an additional 1d10 piercing damage and you gain a burrowing speed of 10ft. You can burrow through nonmagical stone at half of your burrow speed and leave a 5 foot diameter tunnel in your wake. Additionally, you can use your action to launch yourself forward, forcing all creatures in a line 5 feet wide and up to 60 feet long to make a DC 16 Dexterity saving throw, taking piercing damage equal to an attack made with this weapon on a failure or half as much on a success. You can burrow through materials with this ability, reducing the maximum range by 1 foot for every 1 foot of loose material and 3 feet for every 1 foot of stone. You then appear at the end of this line. Once used, this property cannot be used again until dawn. **Surface Seeker** *Wondrous item, rare* This tiny model minecart has a functional front lantern, which casts light with the same radius and brightness as a torch. When 10 gp worth of precious metal or minerals is placed inside the minecart, the lantern lights in bright white and begins to move on its own. The cart follows the most direct path to the surface that would keep it from taking damage from the environment at a speed of 30ft per round, and it leaves behind spectral tracks that vanish after 1 minute. If there is no safe path to the surface, the lantern flashes red and goes out. **Refstophobic Stake** *Rod, rare* This heavy stake repels any liquid in contact with it, and always feel uncomfortably dry. As an action, you can stab this stake into the ground to release is power. All nonliving liquids within 10ft of the stake are pushed away and, while the stake remains in the ground, it continues to force all nonliving liquids out of this area. The stake can remain active for 1 hour, with each use taking a minimum of 1 minute from this duration. For every 6 hours it remains inactive it regains 15 minutes of use. **Seismic Mortar** *Weapon (heavy crossbow), very rare (requires attunement)* This heavy stone cylinder holds a reservoir of superheated magma that generates its ammunition as it rapidly cools, and is designed to be held while mounted on the shoulder. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which deals bludgeoning instead of piercing damage. Additionally, this weapon has 10 charges, which can be used when you make an attack to activate the following effects. -You infuse additional heat into the projectile, causing it to deal an additional 1d10 fire damage on a hit. -You partially liquify the projectile to a thick, tar-like consistency. On a successful hit, the target must make a DC 16 Strength saving throw or be restrained for 1 minute or until it uses an action to make a DC 16 escape check. -You supercool the projectile, making it incredibly brittle. On a successful hit, all creatures within 10ft of the target must make a DC 16 Dexterity saving throw or take 1d10 piercing damage as it shatters. -[Additional abilities] **Eruption.** As an action, you can focus the energy of this weapon to create a colossal burst of magma. All creatures in a 100ft long, 5ft wide line originating from you must make a DC 16 Dexterity saving throw or take 4d10 bludgeoning and 4d10 fire damage, or half as much on a success. Additionally, the ground under this line becomes difficult terrain as it is coated in a layer of rough, rapidly-cooled stone. Once this ability has been used, it cannot be used again until dawn.

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DomPrez · December 26, 2020

*[Underwater cave/Volcano]* **Pipes of the Seamount** *Wondrous item, rare* This panflute was naturally formed by volcanic activity, deep within an underwater sea cave. Scents of brine and sulfur permeate the air when it it played. The pipes have 6 charges and regain 1d6 expended charges at dawn. As an action, you can play a note and expend charges as listed below to activate one of its abilities: ***Bubble (no charge).*** You cast the *minor illusion* cantrip as if creating the image of an object, except the image appears as a cloudy water bubble. ***Boil (2 charges).*** You duplicate the effects of the *fog cloud* spell, except the fog is a superheated steam cloud that lasts until the end of your next turn. When a creature enters the area for the first time on a turn or starts its turn there, it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 2d8 fire damage, or half as much on a successful save. ***Burst (4 charges).*** You duplicate the effects of the *wall of fire* spell, except the wall originates from a point adjacent to you, and lasts until the end of your next turn. You can spend an additional charge as a bonus action on a subsequent turn to extend the duration of the wall for an additional round. If you expend the last charge, roll a d20. On a 1, the flute melts into a small, 5-foot pool of lava and is permanently destroyed.

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Ginray · December 26, 2020

Cautionary Canary Wondrous item This tiny clockwork bird surreptitiously flits around whoever is attuned to it. Crafted with a quartz heart at its center, it offers a warning when trouble is coming. The first time you roll initiative or you have to make saving throw, the little quartz heart breaks and you and each creature within thirty feet of you gains a +5 bonus to their initiative rolls or their saving throw if they're rolling for the same effect. The canary ceases to move or function after giving this bonus, but can be restored by spending a 2nd-level or higher spell slot to cast any divination spell on it.

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Ginray · December 26, 2020

Zephyr Mask Wondrous item This gossamer mask features a breezy pattern and securely covers the wearer's mouth and nose when tied on. While wearing this mask, you are immune to the effects of any noxious gas, magical and non-magical.

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Ginray · December 26, 2020

Mantle Pick Weapon (warpick) This pick's head glows bright with the radiant heat of lava through shifting patches of slag. Attacks made with this pick deal an additional 1d8 fire damage. The pick also has three charges, which it regains daily at dawn or after an hour in a campfire or larger fire. Whenever you hit a creature with this pick, you can expend a charge to dislodge a clump of lava and slag to stick to the creature you hit. While the creature has one or more clumps on it, it takes 3d6 fire damage at the start of each of its turns for each clump of slag on it. Any creature can use its action on its turn to remove a clump from itself or another creature.

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Mark Widner · December 26, 2020

Found in underwater cave, Lode Stone boots, rare, requires attunement, Ignores movement penalties in water including fighting, half movement out of the water when in a hurry or in combat, Cannot be knocked prone and Strength counts as double when anchoring a rope.

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Rose · December 26, 2020

[Volcano] Tropic Fleur Lei Wondrous item. ?, requires attunement Ignore difficult terrain in the mountains, resistance to fire

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Darth Kay'Tahna · December 26, 2020

You could find just about anything in the belly of a beast. But perhaps some legendary or artifact-level item that the wearer thought would protect them from this sort of thing, but it didn't.

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Daniel Kenward · December 26, 2020

Perhaps a dagger sheath that is linked to the belly of a massive fire creature, blades pulled from it and either thrown or used in combat deal fire damage?

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Ian Hunt · December 26, 2020

Some kind of molten helm, forged by the Dragonborn who live under the molten lava.

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KiraOne · December 26, 2020

Smith's Tools of the Azure: Maybe grants the ability to cast heat metal when they're being used to smith. (Something like that)

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The Griffon's Saddlebag · December 27, 2020

Check out the Redsmith Hammer! https://www.patreon.com/posts/35288903

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yxzzy · December 26, 2020

what if the volcano is a creature living underwater?

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Christian Smith · December 26, 2020

Crystallized magma that summons an azer/salamander/other fire spirit

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Caleb Ludrick · December 26, 2020

Maybe some kind of artifact - a ring that was forged in the fires of a volcano, and can only be destroyed if it’s returned there? Just brainstorming idk

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DomPrez · December 27, 2020

Artifacts are left for Griff, and are largely going to be tied to a specific setting. There is only a finite amount of room for those items in the saddlebag, so he needs to be extra thoughtful with them. Although, no reason that couldn't be worked down to a legendary item.

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Starry Night · December 26, 2020

Volcano Anvil!