PollHeaders_Elite1.gif
April 10, 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!

Comments (16)

G
Golden Garuda · April 11, 2021

CROWN OF REALMS

R
Reginald Yacht · April 11, 2021

**Blast Javelin** *Weapon (javelin), uncommon* This javelin is of an unusual make, with a large chamber of volatile fluid distilled from the glowing glands of a giant fire beetle beneath its barbed point. The javelin gives off bright light in a 10-ft radius and dim light for an additional 10 feet. When you hit with a melee or ranged attack with this magic weapon, the javelin's barbed head lodges in the target, and if you throw this javelin and target a space or miss an attack against a target the javelin anchors itself where it lands. A creature adjacent to the javelin can make a DC 13 Strength ability check as an action to dislodge it. At the start of your next turn the javelin detonates and is destroyed, forcing all creatures within 20 feet to make a DC 13 Dexterity saving throw or take 6d6 fire damage, or half as much on a success. **Infested Carapace** *Armor (any medium or heavy except hide), very rare (requires attunement)* Note: mechanics could be reflavored for a rare staff or other item This armor is made from the carapace of a colossal insect killed by an infestation of parasitoid wasps, and it contains the lingering hunger of the swarm. You gain resistance to poison damage and advantage on saves against the poisoned condition, and can cast *mage hand* as an action taking the form of a small swarm of spectral wasps. As a bonus action, you can cast the *spiritual weapon* spell, which takes the form of a cloud of spectral wasps. If an attack from this spell reduces a medium or larger creature to 0 hit points or hits a creature with 0 hit points, the parasitic nature of the swarm causes it to multiply, creating a second swarm in the creature's space. You can control any number of swarms created by this spell as part of the same bonus action, and all of them vanish when the spell ends. Once you have used this effect, it cannot be used again until dawn. ***Curse.*** [standard curse/attunement information]. The malice of the swarm is not easily sated. If you complete a long rest without having activated creating at least 1 additional swarm with its special ability, you body is wracked with terrible pain, and your max HP is reduced by 1d10. This reduction lasts until you are targeted with a spell such as lesser restoration or create at least 1 additional swarm with its ability. **Titan Cricket Braces** *Wondrous item, rare (requires attunement)* These unusual leg braces are crafted from the legs of a titanic cricket. While wearing these leg braces, you are considered under the effects of the *longstrider* and *jump* spells, and can jump your maximum jump height and distance without a running start. Additionally, you can rub the braces together to replicate the cricket's signature musical capabilities, functioning as an unusual violin.

R
Rose · April 10, 2021

[Insect] **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.

R
Rose · April 10, 2021

[Insect] Tagge Urit Knuckles Wondrous item, rare This set of reverberating glowing chitin gloves hum softly when you swing. When you roll a 19 or 20 on an unarmed attack roll using these gloves, you deal thunder damage instead of bludgeoning damage as the plates rattle loudly. The target must make a DC 15 Strength save or be pushed back 20 feet, or half the distance on a successful save, as you are pushed back 5 feet. The next attack roll made against this target before the end of your next turn has advantage, thanks to lingering glow on the target until then.

D
Dylan Trahan · April 10, 2021

Helm of the Rhino-beetle This chitinous helm has the intact horn of a giant rhino beetle. When you use the Dash action on your turn you may attempt to shove a creature with the horn on this helmet as part of the Dash. You must move 15ft in a straight like towards the target to do this. On a successful shove, the target is pushed back 15ft and falls prone, taking 2d4 piercing damage from horn in the process. If the shove fails, the creature is only pushed back 5ft and doesnt fall prone nor takes damage.

F
Firohe · April 10, 2021

Sword of the Rust King Weapon (Longsword or greatsword) Legendary, no attunenent This +2 sword is made from chitinous shell of a rust monster and has the creatures antenna crafted into the blade. Any non magical metal it touches begins to oxidize at a rate of 1 sqft per minute. Repeated use will stack the effect up to 5 sqft per minute.

D
DomPrez · April 10, 2021

**Relic of the Crustaceous Guardian** *Rod, uncommon* The chitinous shaft ends in two clasped pincers, modeled to resemble those of a *chuul*. The pincers open when they are within 60 feet of an *aberration*, revealing a writhing mass of hissing tentacles which is audible to each creature within 5 feet.

D
DomPrez · April 10, 2021

**Exo Chitin ** *Wondrous item, uncommon* This set of boots have long chitin bands, connected at various joints which extend all the way to a creatures midsection. The boots magically shrink or expand to fit any medium or small creature and take 1 minute to don or doff. While wearing them, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. *Lift with your legs.*

C
Chobin · April 10, 2021

Iridescent Chitin Shield When struck by a critical hit, this +1 magical shield will render the critical hit a normal hit, and react with the spell color spray that only affects the attacker, causing a minor fracture in the shield in the process. After receiving five such critical hits, the shield will shatter, lose its magical properties, and cast Hypnotic Pattern centered on you, with no concentration. Edited to word it so that it could be possibly repairable with the Mending cantrip before it shatters, if the player wants to hold on to it? Since Mending can repair a broken magical item, it just can't restore magic to an item that has lost its magical properties.

A
Axio · April 10, 2021

Insect Theme Stinglash Spear Weapon (spear/whip), rare (requires attunement) This weapon, which is tipped with a scorpion's stinger, can change forms between a spear and a whip by speaking its command word -- a series of clicks and chirps -- as a bonus action. You gain a +1 to attack and damage rolls made with this weapon. This weapon has 5 charges, and regains all expended charges at dusk. You can expend a charge as part of an attack roll against a target to inject them with venom. You can use this feature regardless of the form it's in. The target takes 11 (3d6) poison damage and is blinded for 1d3 hours; a successful DC 15 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.

J
Josh Blankenship · April 10, 2021

Crown of the Aether Kings - Allows you to once a day become a ghost, granting phasing and resistance to all damage except fire. Allows you to prepare ghost like spells, regardless of class(providing three spell slots if you have none), with Wis as spellcasting mod. Additionally, you gain a spell to cast at will, no spell slot required.

C
Chobin · April 10, 2021

Headband of the Beloved and Fickle Attunement This beautifully adorned headband once belonged to an esteemed and well liked noble, a gentle soul, who eventually lost himself to the voices in his head. He frequently shut himself away, but when the loneliness grew too much to bear he would throw a ball, gather donations for charity, and attempt to mingle with the townsfolk. Despite his great popularity and charisma, he always felt like the compliments he received were secretly intended as a twist of the knife, which ultimately led to a descent into madness, a pact with an edlritch fiend, and the loss of the many lives he once held so dear. This headband has 3 charges. While wearing and attuned to this jeweled headwear, as a bonus action you can expend a charge to gain advantage on charisma skill checks for one minute. This item regains 1d3 charges daily at dawn. [CURSED] After expending a charge and for the duration of the item's effect, all the responses the wearer hears come off as sarcastic, rude, and demeaning, particularly if they were intended to be complimentary. The wording the other party uses does not change, nor does the other party's appearance or expression, and the wording does not come off as hostile if they were not already. The wearer merely hears the intonation and stress points of certain words in such a way as to come across as rude and uncaring. More of a roleplay curse, clearly, but I thought it would be neat.

C
Chobin · April 10, 2021

Lost Limb of the Hive Mind Attunement This barbed and still faintly twitching limb is the remains of a creature that was able to form a weak mental connection with its prey in order to predict its movements and hunt more effectively. While attuned to this item, once per combat the limb is able to perform the Use an Object action as a free action. Additionally, while being held in the user's hand the user gains an extra five feet of reach for the purposes of interacting with an object. You cannot perform the attack action in this way. Edit: Not sure if I want to directly add it to the effect, but the possibility of being able to use this attuned limb for the somatic portion of your spell components would be neat.

D
Daniel Kearns · April 10, 2021

Capricornocopia Once per day at sunset the enchanted horn of a giant goat produces a banquet for 1d8 adventurers providing enough nourishment for one day and replenishing 2d8 hit points and granting half that in temporary hit points

k
koalakatherine · April 10, 2021

Weaver’s Shell. Once belonging to a powerful swarmkeeper, this armoured cape created from the remains of a giant Hercules beetle provides its wearer with the tightly controlled flight that many insects are known for, granting the wearer a fly speed of 50 feet and the ability to hover in place. It also shields the wearer from the hostile effects of their own swarms, such as from the Insect Plague spell or a summoned swarm of insects.

H
HipsterGabe · April 10, 2021

The Crown of Orostead This magical crown said to be a prize of a wizard’s tournament hold the concentration for the first spell cast that required concentration allowing you to cast another spell requiring concentration. Whenever you need to make a concentration check on the spell roll for both yours and the crowns concentration