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)
Fingers crossed I'm not too late, I guess. **Cane of Cubic Cultivation** *Staff, uncommon (requires attunement)* This unusual cane has a perfectly-shaped cubic head and faintly adheres to your hand. It has 10 charges, and regains 1d6 + 4 at dawn. As an action you can tap the staff against the floor and expend 1 or more charges to create 1 solid, gel-like cube for each charge expended. The cubes must be created in an unnoccupied space adjacent to you or another cube created as part of the same action. These cubes are medium objects that fill their entire space and have 10 AC, 30 HP, and resistance to piercing and acid damage. The surface of the cubes is considered difficult terrain for any creature except for you. The cubes remain for 1 minute or until reduced to 0 hit points, after which they dissolve into a thin layer of caustic slime. **Enervating Vambrace** *Wondrous magic item, rare* The back of this brass bracer is covered in vials of alchemical acid. As a bonus action you can drain the vials, coating your hands and any held melee weapons in caustic gel. The next time you hit a creature with a melee attack, the attack deals an additional 3d4 acid damage. The target must also make a DC 15 Constitution saving throw or roll a d4 and subtract the total from any attack roll or saving throw. These effects last for 1 minute or until you lose concentration (as if you were concentrating on a spell). Once this property has been used, it cannot be used again until the following dawn. **Percussion Powder** *Wondrous item (consumable), rare* This thick canvas pouch is full of fine black powder. There is enough of it for one use. You can toss the dust into the air as an action, filling the air in a 30 ft radius with fine particles. These particles remain for 1 minute, until dispelled by a moderate or stronger wind, or until ignited. If the powder is ignited every creature in the area must make a DC 15 Dexterity saving throw or take 8d8 fire damage, or half as much on a successful save.
[Alchemist] Noxious Concoction Poison, uncommon As an action, you can throw this glass bottle at a point within 20 feet of you. Each creature within a 5-foot radius of the point must succeed on a DC 12 Dexterity Saving Throw or take 2d4 acid damage and 2d4 poison damage. Afterwards, noxious gas erupts from the bottle, affecting a 10-foot radius of the point with the Stinking Cloud spell (DC 12) for 1 minute.
[Alchemist] Frefil's Regenerating Lolly Sugarbomb Wondrous item, very rare When you use an action to eat this sugarbomb from its stick, you recover 3d4 hit points. Whenever you roll a 4 when you recover health with this item, you recover an additional 1d4 health. The stick of this sugarbomb regenerates the consumed sugarbomb every day at dawn.
Caustic Carom Dart - Weapon (dart), rare Faint green mist trails this dart after it is thrown, and when it hits a target a sickening sizzle can be heard. This dart deals an additional 1d4 acid damage and attacks with it score a critical hit on a roll of 19 or 20. Additionally, when you score a critical hit with this dart, it ricochets off towards a random hostile creature within 20 feet of the original target (selected by the Game Master). Make a ranged weapon attack roll against the new target, repeating this process if it scores another critical hit. At the end of your turn, the dart flies back to your free hand, or lands at your feet if you don't have one. - Fibweed Potion - Potion, common Derived from a harmless jungle plant, this flavouring agent can fool even the most experienced of alchemists. This potion comes in a slender vial and can be safely combined with any other potion or up to 1 gallon of another liquid. Anyone who attempts to identify the substance through taste believes it to be poisoned. - Pseudo-Jelly - Wondrous item, common While trying to synthesize a material that would replicate the physiology of an ooze, a mad alchemist accidentally created a special coating that could turn any mundane projectile into a non-lethal variant. A jar of this pseudo-jelly contains enough liquid to cover 1d6+4 pieces of non-magical ammunition. Once applied, the ammunition can no longer deals its normal damage, and instead deal 1 non-lethal bludgeoning damage. The ammunition remains coated indefinitely unless a drop of universal solvent is used to dissolve the jelly.
[Alchemist Lab] Lucky Leeches Wondrous item, rare (requires attunement) This pair of earrings are in the shape of small leeches that twitch every so often. When attuned to the earrings, you are cured of any poison you are suffering, or of one random poison if you afflicted with multiple. You gain advantage on saving throws against poison effects and poison damage.
A scarf that when wrapped around your face can allow you resist poison and disease effects in the air. It otherwise always keeps you warm.
