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)
Honorary Beard Wondrous Item, uncommon (requires attunement by a non-Dwarf) This fake beard made of genuine dwarf beard trimmings and is bestowed by dwarves onto non-dwarves who nonetheless have proven themselves able to stand side by side with dwarves when it comes to mining. While wearing this bear, you can use a bonus action to stroke it while you're looking at stonework to gain a dwarf's Stonecunning feature for 1 hour. During this time, you also have darkvision while you are inside a cave or similar stone structure. You can use this property four times per day.
Pickaxe of the Fore-bearers (War-pick) This golden pickaxe with the stylized head engraving of a dwarven ruler was once used by an ancient king who would mine with his people. It has seen countless battles in the mines to protect its people This +2(3?) pickaxe is sharpened to a fine point that never dulls and strikes rock and hard surfaces with frightening force. It deals double damage to structures and to creatures made of stone. Using the pickaxe also allows you to cast Transmute Rock, Meld with Stone, Wall of Stone, and Investiture of Stone using charges. While attuned to the pickaxe you also begin to grow an obsession with mining and shiny valuable ore, trinkets, and coin, much like a dwarf.
**Surface Seeker** *Wondrous item, uncommon* 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 metals, gems, or minerals weighing no more than 1 pound is placed inside the minecart while it is underground, the lantern lights bright white and the cart begins to move on its own. It 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, is capable of moving up vertical surfaces, and leaves behind spectral tracks that vanish after 1 minute. Any materials inside the cart will not fall out regardless of the cart's motion. When more than 1 pound of weight is placed on the cart while it is moving or a creature holds it in place, the cart will stop and the lantern will flash on and off. If the cart is still kept from moving in this way for 1 minute, the lantern goes out. Once it reaches the surface, it remains in place for 1 minute, after which the lantern goes out. If there is no safe path to the surface, the lantern flashes red and goes out. Whether or not the cart is able to find a path to the surface, the metals and minerals placed into the cart vanish when the lantern is extinguished and the cart cannot be activated again until dawn. **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.
Direstone Geode Weapon (greatclub), rare Deep in the Direstone mines are caves lined with stalagmites that grow tall from the mineral-rich earth. In rare cases where the mines remain undisturbed, a mighty geode might be found in the central structure of the stalagmites. Cave trolls have been know to wield these mighty stones as crude clubs to smash any dwarf who wanders to deep into the mines. The *direstone geode* ignores resistance to bludgeoning damage, and has a chance to grow in size and ferociousness with each hit. If you roll the highest number on the weapons damage die when you hit a creature, it increases by one die size after the roll. For example, if the die is a d8 and you roll a 8, it becomes a d10. If it becomes a d12 and you roll a 12, the weapon shatters on impact and each creature in a 10 foot radius must make a DC 15 Dexterity saving throw or suffer 1d12 piercing damage. Once the weapon shatters, it reverts back to the normal damage die of a greatclub.
Cavern lighting Item, uncommon This handheld Dwarvish device is designed to launch specially made artificial light pitons. The light activates only when launched or subject to extreme yet sudden pressure. Each light piton sheds bright light in a 300 foot radius and dim light for an additional 300. Once activated, the light shines for 1d4 hours and cannot be extinguished by non magical or magical means below 3rd level
[Mine] Purple Cave Claws Wondrous item, ? (requires attunement) These dense gauntlets are made from the hide and teeth of a purple worm. While wearing the gauntlets, your Strength is increased by 1. You can spend an action to burrow through solid rock at half your move speed which leaves a 5-foot-diameter tunnel in your wake.
[Mine] Cavein Shelter Armor (shield), rare (requires attunement) This thin but sturdy shield is decorated with protective dwarven runes. While holding this shield, you have a +1 bonus to AC. As a reaction, you can raise the shield above your head and speak the command word written on the inside of the shield. A sphere barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you. The barrier prevents all creatures and objects that you chose from passing through it. Speaking the command word causes the barrier to dissolve, or after 1 hour has passed. Once this ability has been used, it can’t be used until the next dawn.
[Mine] Xorn Eye Coin Wondrous item, uncommon This earthen coin bears the image of a xorn eye and Is usually found in small lead-line boxes. When within 60 feet of precious metals and stones, such as coins and gems, the eye will open and look in the direction of the treasure, vibrating harder the closer you get to it for up to 1 total hour. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this ability. Once this ability has been used, it can't be used again until the next dawn.
Maybe an item that replaces or casts mending? Something that can help players solve puzzles with broken parts. Never seems like one of my players take that spell...
The Digger Majigger. Attunement. This gnomish invention is a pair of claw-like mechanized fist weapons that deal 1d6 + your strength modifier of slashing damage on a hit, and gives the wearer a burrowing speed of 5. These claws start with 4 charges and regain 1d4 charges daily at dawn. While attuned, you can expend a charge to cause the claws to vibrate rapidly for a period of time, increasing the wearer's burrowing speed to 15 and granting the ability to tunnel through solid rock at a rate of 2 feet per round for one minute. In addition, while this effect is active attacks with this weapon gain an additional 1d4+2 damage and lowers the crit threshold by 1. The Dwarves never claimed the Gnome wasn't intelligent, only that he didn't know how to dig and thus couldn't help in their mining operation. The brilliant Gnome took the accusation of not knowing something to heart, however, and crafted these gloves as a way to show that his sheer intelligence could beat out the Dwarf's brute strength any day. He had intended to dig his own tunnel into the mountains and meet up with the Dwarves partway to scoff at them with how quickly he could overtake them in speed. Unfortunately, his body was discovered a few days later in the path of the Dwarve's dig, crushed and battered by a cave in due to the lack of support structures in his tunnels. Surely, the claws gave him the ability to dig. But he still never learned the proper techniques.
Pickaxe of the fallen. This +1 pickaxe was lost and left behind after a cave in left a rescue party trapped as well. While wielding this Pickaxe, you have advantage on one saving throw of your choice or randomly assigned by the DM. Additionally, once you are attuned to this item, it also gives you +1 AC and you may use it to give an attacker disadvantage against an attack against an ally as long as both creatures are within 5 feet of you
