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 (13)
**Strategos Crest** *Wondrous item, rare (requires attunement)* This worn tricorner hat still bears a noble, feathered crest and the symbol of a legendary captain. When you roll for initiative and are not surprised, all allies within 30ft may immediately move up to their speed as long as they end this movement adjacent to another ally. Additionally, you may forgo one attack made as part of the attack action to shout a word of command to an ally within 30 ft, allowing them to make an attack as a reaction. **Ballast Boots** *Wondrous item, common* The heavy stone boots are carved with rough dwarven runes that glow a subtle blue. While wearing these boots your speed on land is halved. However, when you enter water, the glow of the runes intensifies, you sink to the bottom at a rate of 60ft per round and take no falling damage once you land, you lose the ability to swim, and you can move along the bottom at your full walking speed. **Captain's Pride** *Armor (studded leather), rare (requires attunement)* This well-crafted leather armor comes with a sturdy, enveloping longcoat, bearing on its back the insignia of a well-known pirate captain. While wearing this armor you gain a climbing speed equal to your walking speed and a swim speed of 60ft, and you can breath underwater. As a bonus action, you can shift into a watery, elemental form, gaining the following benefits: -You can immediately take the dash action as part of the bonus action, and as a bonus action on subsequent turns. -You gain resistance to acid, bludgeoning, piercing, and slashing damage, and have advantage on checks to avoid being grappled and saves to avoid the paralyzed and restrained conditions. -Your movement does not provoke attacks of opportunity. -You are considered invisible when submerged. This form lasts for 1 minute or until you lose concentration (as if concentrating on a spell). You have advantage on saving throws to maintain concentration on this effect. Once this ability has been used, it cannot be used again until dawn.
Lady Phantasma Wondrous item, very rare (requires attunement) Covered in barnacles and pitted with rust, this relic of an anchor still holds the memory of the ship it once belonged to. Once attuned to this item, it transforms into a small silver charm. You can speak the anchor's command word (the name of the ship), to call forth a sailing ship from the Ethereal Plane to the Material Plane. The ship arrives 1 minute after you call for it, appearing in a ghostly mist. It can only sail between dawn and dusk, and requires the attuned creature to helm the vessel. Each day at dusk, while the ship remains in the Material Plane, the silver anchor charm magically returns to the full-sized anchor which is chained to the ship. The ship is prevented from moving until dawn, during which time the entire ship, its cargo, and all of its passengers enter the Ethereal Plane. The anchor always returns to you as a charm when the ship is not anchored. If the attuned creature is not onboard the ship at dusk, the ship and its cargo vanish to the Ethereal Plane and cannot be recalled for 7 days.
The Brass Sail Armor (shield), rare An asymmetrical kite shield that sometimes seems to ripple when a strong wind blows past. Emblazoned on the front of the sheild is a setting sun on a wavy horizon. As an action, you can toss the shield over a body of water and speak its command word to transform it into a sailing ship. The ship's sail is the same shape as the shield and also has the setting sun emblem, in a similar brass colour against the white canvas. This transformation lasts for 8 hours or until you speak the command word as an action again, returning it to a shield. Once this ability has been used, it can't do so again until the next dawn.
The Glitter Crab This magical crab figurine glitters with golden specks around its carapace. As an action you can activate this tiny construct to begin searching for treasure within a mile. The crab will magically scan the area for 1 minute then begin moving towards the most valuable treasure it could sense. It has a walking speed of 20ft while it travels. If the treasure is buried with no access via caverns, the crab will attempt to dig to it, but its not very good at it and can only go through dirt or sand.
[Pirate] 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.
[Pirate] Chuul Shell Hand Charm Wondrous item, uncommon This small plates of chuul shell are linked together by green and gold chains, securing over one finger and around the wrist. Some of the shells still contain their sensitivity to magic. You can spend one minute focusing on the small vibrations that the shells give off to sense magic within 120 feet of you for the next minute. This trait otherwise works like detect magic spell but isn’t itself magical. Once this ability has been used twice, it cannot be used again until the next dawn.
[Pirate] Bodyguard’s Flask Wondrous item, uncommon (requires attunement) This weathered flask is often found on the hips of personal guards. Inside, the flask is separated into three equal sections, with each section being large enough to hold one potion or drink. As a bonus action, you can drink one entire section of your choice. Filling a section requires an action. While the flask is capped, no odor can escape it.
The Captain's Share: A gold coin emblazoned with a decorated tricorn hat. A person can use their action to imprint their signature onto this coin, marking themselves as its owner and changing the hat to a stylized caricature of their face . If a creature other than the coin's owner touches it thereafter, they must make a Constitution saving throw or have the face burned onto their hand. While they are marked by this face, the owner knows the distance and direction to them at all times, as if they are the target of a Locate Creature spell. Once the coin has marked a creature in this manner, it cannot do so again for the next 24 hours.
Bottle of the Marooned: Wonderous item, very rare A clear wine bottle, rum bottle or moonshine jug that holds a small island and tiny model ship inside. This glass jug has 6 charges and regains 1d4+2 charges each day at dawn. As an action, You may spend one charge to you may call out to a creature you can see within 60ft. The target must make a Wisdom Saving Throw against the item to avoid responding verbally. If they have seen the bottle before and knows what it does, they have advantage on the save. If they fail the save, they are trapped within the bottle as if targeted by the spell Banishment. The creature is released after 1 minute or if you uncork the bottle (no action required). A released creature reappears in a non-hazardous space of your choice within 60ft of the bottle. The bottle can only hold one creature this way. If you trap another creature in the bottle this way, the previously bottled creature is released. Alternatively, you can spend 6 charges as an action and call out to a creature in the same way. If they fail the saving throw in this way, they are instead trapped in the bottle as if targeted by the spell Imprisonment with the Minimus Containment option. When a creature is trapped this way, the bottle becomes a non magical ship-in-a-bottle. If the bottle is broken, the trapped creature is released.
Pirates evergold This leather pouch has 10 gold coins in it. When you spend gold from this pouch, it magically disappears after 1d4 hours and reappears in the pouch. Curse While attuned to the pouch, you can only spend this gold on frivolous items such as alcohol and trinkets.
Amulet of Water-breathing A necklace with an ancient enchanted coin attached to it, grants the bearer the ability to stay submerged in deep water for an amount of minutes equal to your Con modifier (min of 1 minute)
Gluttonous Goblet A large, beautifully crafted gold goblet that when the command word is spoken fills with intoxicating mead
Keelhauler's Gloves A pair of unassuming tightly knit, but lightly frayed, hempen gloves. These gloves start with 10 charges. As a bonus action you can expend 1 charge to tug on a loose strand of fabric from one of the fingers of the glove, pulling ten feet of magical rope that last for twelve hours, or until dispelled, from the glove and unraveling the respective finger in the process. You can continue drawing rope in this way, expending 1 charge and unraveling one finger per every ten feet. As an action, and only on a glove that has all five fingers remaining, you can clench one hand around another and yank off all five fingers at once, expending five charges in the process, and throw them at a target to magically bind them on a failed DC 15 dexterity saving throw. 1d4+1 charges are restored every dawn. When these gloves have expended all their charges they lose their magical properties and become plain fingerless gloves, but give advantage on athletics checks related to climbing and swimming.
