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 (14)
Satchel of Smoke Bombs Wondrous Item, rare This satchel contains 2d4+2 smoke bombs. As an action, you can take a smoke bomb from the satchel throw it at a point in the ground within 5 feet of you, creating a 10-foot-radius sphere of smoke. When you do so, you are affected by the Invisibility spell for 1 minute. The sphere of smoke spreads around corners, and its area is heavily obscured. It lasts for 1d4 rounds, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
**Ravenheart Token** *Wondrous item, rare* This strange bone and blackened steel medallion is carved with the emblem of a flock of ravens flying in front of a beautifully carved moon on one side, and a raven skull mask on the other. As an action, you can speak the medallion's command word and shatter the token to cast Seeming. When cast this way, the spell has the following changes: • Unwilling targets automatically succeed on the saving throw against this spell. • The spell can only target humanoids. • The targets appear as humanoid figures wearing raven-feather cloaks with black hoods and strange raven skull masks. • Targets of this spell have advantage on Dexterity (Stealth) checks made while in dim light or darkness. • The spell ends on a target that mimes removing the illusory mask (no action required). **Flashpowder Caps** *Wondrous item, common* These small capsules are filled with a volatile powder that produces a bright light when disturbed, and come in packages of 3. When you are targeted with a melee attack, you can use your reaction to throw down a capsule and force the attacker to make a DC 12 Constitution saving throw or suffer disadvantage on the attack. This has no effect if the target does not rely on sight. **Clockwork Louse** *Wondrous item, rare* This tiny clockwork construct is paired with an ear cuff that has a receiving antenna. You can place the louse on a creature as an action, making a Dexterity (Sleight of Hand) check against the target's passive Perception score to plant it without being noticed. Once placed, it moves to conceal itself on the creature, typically hiding in hair or loose clothing. While the louse is in place and you are within 300ft of it, you can use your action to focus on the ear cuff, hearing as if you were in the louse's space until the start of your next turn. During this time, you are considered deaf in regards to your own senses. While in range you can also use an action to detach it from the target, causing it to move to the nearest hiding spot within 30ft. While it is on a creature or has hidden after detaching from one, a DC 20 Intelligence (Investigation) check is required to find it. **Sheet of Permeation** *Wondrous magic item, rare* This thin, almost transparent gauzy fabric comes in patches large enough to cover a 5x5 square. Over the course of 1 minute, you can stretch it to its full size over a solid flat surface. At the end of this minute, you can speak its command word to bind it to the surface. If the surface is 3 ft thick or shallower, both it and the sheet become somewhat porous, though their appearances do not change. Any creature can move through this surface, but it must spend its full movement to pass through it entirely. As an action, you can speak its command word again to unbind it from the surface, returning the surface to its solid state. **Glass Carver** *Weapon (dagger), uncommon* This dagger has an incredibly fine cutting edge that seems to shine almost like diamond, but otherwise looks relatively plain. As an action, the user can slide the blade along any flat glass surface up to 1 inch thick to make a clean incision through it up to 1 ft in length. If this feature is used to cut out a closed shape the user can make a DC 10 Dexterity (Sleight of Hand) check to remove the piece of glass completely silently. Additionally, you can use an action to pass the dagger over any incision it has previously made, restoring up to a 1 ft section of it to its original uncut state and leaving no evidence that it had been damaged.
[Thief] Swindler's Sai Weapon (dagger), uncommon When you hit a creature with this weapon, you can use your bonus action to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a DC 13 Strength saving throw. On a failed save, it drops the object you choose, landing at the target's feet.
Dwarven Cock Puncher This brass knuckle has narrow sheets of metal that runs across the wielder’s hand and are used by dwarves to take advantage of their height to deliver a shockwave below the belt. When used to make unarmed attack you can change the damage dealt to force damage. As an action, the user can deliver a devastating blow to stun their target. The target must succeed on a Constitution saving throw (DC 14) or be stunned until the end of your next turn. The brass knuckle can't be used this way again until the next dawn.
[Monk] Tagge Urit Knuckles Wondrous item, rare This set of reverberating glowing chitin gloves hum softly when you swing. When you roll a 19 or 20 on an unarmed attack roll using these gloves, you deal thunder damage instead of bludgeoning damage as the plates rattle loudly. The target must make a DC 15 Strength save or be pushed back 20 feet, or half the distance on a successful save, as you are pushed back 5 feet. The next attack roll made against this target before the end of your next turn has advantage, thanks to lingering glow on the target until then.
[Druid Circle] Of Her Grace’s Glaive Weapon (glaive), very rare (requires attunement) The body of this magical glaive appears as if it is made from metallic leaves and vines while the blade is crystalline, greens and purples running through the edge. You gain a +1 bonus to attack rolls/damage. While attuned to of her grace’s glaive, you are blessed with the magics of the fey and cannot be put to sleep by magical means, and gain advantage on being charmed. As the weapon of a guardian of nature, you gain the following benefits while in the forest: - Difficult terrain doesn’t slow your group’s travel - You cannot become lost except by magical means - When you make an Intelligence or Wisdom check related check, you proficiency bonus is doubled if you are using a skill that you’re proficient in
[Thieves' Guild] Ring-a-round Wondrous item, uncommon (requires attunement) This silver band is plain and unmarked except by five thin black stones. As an action, you can say the command word to activate the ring and copy the appearance of a ring that you can see within 10 feet. You can then store the appearance in one of the stones, turning it white. You can store up to five difference appearances and spent an action to forget one. Ring-a-round does not copy any magical effects a ring may have. Instead of copying a ring you can see, you can spend one minute either recalling a ring you have seen or shape the ring to whatever appearance you wish. If a creature uses its action to examine the ring while using an appearance you recalled, the creature can determine that it is a fake with a successful Intelligence (Investigation) check against a DC of 10 + your Charisma (Persuasion) modifier + your proficiency bonus.
Thieves' Guild: Pickpocket's specs Wondrous Item, Uncommon While wearing these specs, you can tap on its left side as an action to cast Detect Magic. When cast through these specs, the spell only detects magic around objects. Additionally, valuable non-magical items, such as gemstones and gold-plated items, within your detect magic aura are also faintly outlined while looking through these specs. Additionally, you can cast Locate Object through the lens. If cast in this way, you can only locate jewelry, gemstones, and gold. Once you use the specs to cast this spell, you can't do so again until the next dawn.
I need items that will entice my players to roll monks.
Why do you hate your players?
Something that has historic value if it’s from a Monastery.
Something related to the druidic circle that 1d3 power points, can cast spells related to plants. On the New Moon you can blight an area of land equal to 1/4 sq acre per 2 levels. On the Full Moon you can bring life back to a barren land or make the land more vibrant to 1/4 sq acre per 2 levels. Either Full Moon or New Moon can be used in a single month but NOT both. Very ROLE play and not ROLL play.
That may be a suggestion for next week. But I'd be curious to see what ideas are made up.
I'd suggest something with plague or disease. Be it as an homage to what we suffered last year.
