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January 16, 2021

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 (8)

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Reginald Yacht · January 17, 2021

**Breaker's Anvil** *Weapon (war pick), rare (requires attunement)* This magic weapon is a stake anvil that is magically lightened to be wielded in one hand. While wielding this anvil you can use a bonus action to summon a spectral light hammer or warhammer in your other hand. You can make one attack with this hammer as a bonus action after you take the attack action using the anvil, and if it is a light hammer it reforms in your hand immediately after making a ranged attack. The hammer remains for 1 minute or until you release either weapon. Additionally, when the anvil's stake is driven into a suitable hard surface, such as a tree stump or the hardy hole of a larger anvil, you can summon the hammer as long as you are within 30 ft of the anvil. When summoned this way the hammer has a design suitable for use in blacksmithing, and you gain a +5 bonus on Strength (Smith's Tools) checks made to forge equipment using the anvil. **Titans' Bellows** *Shield, rare* This strange shield is built as a hinged bellows. As an action you can compress the shield to launch a blast of air at a creature within 15ft. That creature must make a DC 13 Strength saving throw or be pushed 5ft away from you. You can also activate this ability as a reaction when you are hit with a melee weapon attack, targeting the creature that attacked you. Additionally, this shield can be used as a proper forge bellows. When used in this way, any fire you attempt to stoke generates twice as much heat as it would otherwise and consumes twice as much fuel. **Vulcanis Vulpes** *Wondrous item, common* This bauble is carefully carved into the shape of a fox's head, and always feels faintly warm. When tossed into a sufficiently hot flame (a forge, a campfire, an oven, etc.), it accumulates a mass of fire around itself to form a tiny fox-like elemental creature with the bauble acting as its head. The fox uses the *cat* stat block with the following changes: its type is changed to *elemental*, it cannot make attacks, it is immune to fire damage, and any creature that makes physical contact with it takes 1 fire damage. It is connected to the fire that created it and, if that fire begins to go out, will search the nearby area for fuel to sustain it. The fox has advantage on any checks made to find fuel. It is friendly to any creature that supplies fuel to its fire, and any creature it considers a friend is immune to the fox's heat and the heat of its fire. If the fox is reduced to 0 hit points or touches water or if its originating fire goes out it dissipates, leaving the bauble behind. **Fist of the Forgemaster** *Wondrous item, very rare (requires attunement by a creature missing an arm)* This heavy metal prosthetic was designed to aid in the work of a legendary forgemaster. When you attune to this item it bolts itself into your skin, securing it in place. You gain resistance to fire damage and your AC increases by 1 while you are attuned to this arm. When you are targeted with an attack you can use your reaction to add 2 to your AC against that attack, as the arm's design fans out into a wide shield for an instant. When you make an unarmed strike with the arm or a melee weapon attack using a weapon held with the arm, you add 1d6 damage of the attack's damage type as the arm magically strengthens your swings. Additionally, this arm has the functionality of a full set of Smith's Tools, and you gain advantage on all checks made using Smith's Tools while attuned to this arm. You can focus on a nonmagical metal item that you are touching with the arm and fits within a 5ft cube for 1 minute to heat it to the point of malleability.

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Jayden · January 17, 2021

Forgekeeper Spark Wondrous item, (un)common? This tiny, sentient piece of coal occasionally springs into existence in a blacksmith's forge. While it is in the fires of a forge it can control the fire to assist with forging, granting a creature using the forge advantage on checks made with blacksmith's tools to craft metal items, and that creature can craft metal items takes half the time while using the forge. Sentience. The Forgekeeper Spark is a sentient unaligned item with an Intelligence of 1, a Wisdom of 6, and a Charisma of 1. It is immune to fire damage. It can't speak or read, but obeys your commands as best as it understands them. Personality. The Forgekeeper Spark is happiest in the fires of a forge, but also enjoys bathing in campfires. It enjoys assisting with metalworking and likes to admire weapons and armor it has helped to create.

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Rose · January 17, 2021

[Blacksmith] Keen Coals Wondrous item, uncommon This protective leather pouch is found with 1d6+2 ever smoldering coals that are hot to the touch. When placed into a forge filled with coals, the forge will stay hot for 8 hours. You can spend an action pressing a coal against a non-magical weapon, granting it +1 to attack rolls and damage for the next 8 hours. Doing so turns the coal mundane but usable.

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DomPrez · January 17, 2021

Emberwind's Dust Wondrous item, uncommon This acrid powder smells of brimstone, but looks like ordinary iron fillings. It contains enough dust to cover 100 square feet, and must use at least 25 square feet with each use to be effective. As an action, you can sprinkle some or all of the dust in a 5-foot square, unoccupied space. That area is set on fire 1d6 + 4 minutes later, or earlier if it's exposed to an open flame. When the fire appears, each creature in its area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage, or half as much damage on a successful save. A creature must repeat the save when it enters the fire for the first time on a turn or ends its turn there. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.

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DomPrez · January 17, 2021

(Redsmith's) Trailblazer Wondrous item, uncommon This handheld brazier is exceptionally efficient in conserving the energy required to maintain its flame. It functions as a normal torch but burns for 24 hours instead of its normal duration. As an action, you can use the brazier to cast *continual flame* by touching the brazier to a solid surface and cause a new torch made entirely of flickering flame appear anchored to that point. When cast this way, the torch only last for 1 hour, or until a creature uses an action to douse the fire. Its flames are harmless, but leave behind black scorch marks once the flames are extinguished. Each time the spell is cast, the brazier's burning duration is reduced by 1 hour. The brazier regains 1d8+4 hours of burning duration each day at dawn.

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Ethan Nestel · January 16, 2021

An anvil that is super lightweight but when a command word is spoken becomes heavy. Another command word can be spoken and a handle is pulled out of the bottom making it into a warhammer.

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Luca Malato · January 16, 2021

Great Weapon Mold Weapon (greatclub) rare This magical metal mold is made of a matérias that can only be smelted in the fires of the 9th circle of hell. You can use this mold as a magical +1 great club. During a 10 minute ritual, you can change its shape to become a mold of any weapon that has the heavy or two handed property. Any weapon forged with this mold, becomes a magical +1 weapon.

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Mercutiorty · January 16, 2021

I dont know why, but Blacksmith immediately reminded me of a relic from the game Slay the Spire. Anywho, how about a set of blacksmithing tools, including tongs, hammer, and maybe an apron, that were once used to forge golems and living constructs. While attuned to them with either blacksmith or tinkerers tools proficiency, you can use your proficiency in those skills to replace medicine proficiency in medicine checks. Furthermore, any magical or mundane healing that specifically states it doesnt work on constructs will work as if the target was a humanoid. Finally, you may cast find familiar as a ritual, creating a construct familiar instead of a celestial, fey or fiend.