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!
Comments (11)
Apothecary: Magical icy hot. A cream/salve that can help remove a level of exhaustion and/or give cold/fire resistance?
[Apoth shop] Tiny Mimic baby. So smol. Acts like a limited bag of holding but with alarm when someone tries to open it. That's it. Just eat gems and protect, maybe sentient like purse piglet.
**Contingency Band** *Wondrous magic item, uncommon (requires attunement)* This leather strap is fitted to wrap around the upper arm, and has a slot to attach a regular sized potion bottle. As an action, you can slot a potion item into the strap. When you do so, you also describe a circumstance under which you want to potion to activate. The first time these circumstances are fulfilled, the potion is injected into you and you gain its effects as if you drank it. Once placed in the band, it takes 1 minute of careful manipulation to remove the potion without using or breaking it. **Stone Candy** *Wondrous item, uncommon* This simple satchel is full of small, grey candies with a colorful interior, resembling geodes. A bag of them comes with 5d4 + 7 candies. When you eat one, you must make a DC 5 Constitution saving throw or become petrified for 1 minute; you can choose to fail this saving throw. You can eat up to 10 candies at one time, and each one increases the time by 1 minute. **Spectre's Spice** *Wondrous magic item, common* This small, grey packet of spice smells faintly acidic, and bears the image of a grinning skull. When it is used to season food, the meal appears horrific and rotting, made out of twisted plants and monster parts. This effect is purely illusory, and the actual flavor and consistency do not change. **Potion of Eternal Exchange** *Potion, very rare* This potion, stored in a heavy bottle of smoked glass, appears to be blood. Its magic is activated once the flesh of a dead humanoid is placed into the bottle, which immediately begins to boil and emit a caustic, iron-like smell. This effect remains for 1 minute before the potion once again becomes inert. If you drink the potion during this time you immediately die and your body is reshaped into the creature whose flesh was placed into the potion. If the creature is willing, it may return to life as by the *true resurrection* spell in your body. This effect fails if drunk by an unwilling creature. Any creature killed by this potion cannot be returned to life except by a *wish* or *true resurrection* spell.
[Spoopy apothecary] Savvy Snacks Wondrous item, uncommon Savvy Snacks are typically found in large jars containing 1d4+8 snacks. These jelly delights are actually portions of brain matter that have been preserved. When you consume one of these snacks, you gain proficiency with a skill or tool selected by the GM or chosen at random. If you already have proficiency with that skill or tool, your proficiency bonus is doubled. While you have this new-found proficiency, you may be subject to random memories of the creature that the brain belonged to (at the GM's discretion). Immediately after eating one of these snacks, you are overcome by nausea as your body tries to reject the necromantic magic used to preserve brain matter. Make a DC 15 Constitution saving throw. On a failed save, you take 2d8 necrotic damage and retch until you regurgitate the Savvy Snack, and its magic is lost. The effect ends after you complete a long rest or until you consume another Savvy Snack, where you must repeat the saving throw.
Whatever you find in a spooky apothecary, could have a sentient capacity, but only to pain.
Spooky Scary Secretary Wondrous item, rare (requires attunement) Many wizards and apothecaries decorate their work spaces in macabre themes to add an air of import and mystery. That air is slightly dampened when the decorations address you in friendly, professional tones. This skull can be genuine or artificial, and has been enchanted to animate while there are creatures within 30 feet of it. It is an intelligent construct (not an undead) and is aware of its owner's current agenda, but not their exact location, and can answer general questions unless doing so would countermand one of its instructions. It addresses creatures in polite and professional but friendly tones. The skull can take messages, which it relays as instructed. As examples, you can instruct the skull to inform any creatures that come seeking you that you are currently busy and accepting no visitors at this time, that you are going out to lunch and should return shortly after noon, or instruct the skull to ask and recall the names, contact information, and purpose of any creature seeking you out and to relay that information to you upon your return. The skull can recall any number of instructions you give it, but can only remember up to 250 words worth of messaging to relay at a time.
A mortar and pestle that when used to make poison draws necrotic energy into the portion. Creating a simple poison adds additional dice of damage or makes the poison more resilient for more uses.
[Spooky Apothecary] Hag's Vial Rack of Tooth Samples Wondrous item, rare This vial rack has magical vials. When found, it has 1d4+2 of its 6 vials have a preserved tooth in it. Over a period of 10 minutes, which can be done during a short or long rest, you can fill a vial with a piece of tooth from a beast and an amount of essential oils and incenses based on the beast's CR level (50 GP worth for CR 1 and below, and an additional 50 GP for each CR level above 1, up to CR 10). The tooth is magically preserved in the liquid concoction while the vial is placed on the rack. As an action, you can take one vial from the rack and throw it to the ground. The vial breaks, and you summon a spirit that takes the form of the beast that the tooth sample is taken from, which appears on an unoccupied space within 5 feet of you. The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise take no actions. The summoned spirit vanishes when it drops to 0 hit points or after 1 hour. The rack magically regenerates 1d6 broken vials each day at dawn.
In the spider queen lair i think we can find a loom capable of altering destiny.
Coin of Passage Uncommon This large gold coin is depicted with images of a boat on a misty river with a shadowy figure on the other side. While you are holding this coin, you have advantages on Charisma (Persuasion) checks for escaping capture while at sea.
For an item a stowaway would have, thinking it would be an item that helps you hide among crates and barrels. Sort of like an "invisibility blanket" that makes you look like a wooden container.
