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 (10)
[Mountain] Crater’s Carabiner Wondrous item, ? This belt magically contains all the items necessary for climbing traitorous mountainsides. Each of the eight packets act similar to a miniature bag of holding, able to contain up to one cubic foot of material weighting as much as 10 points. You can spend an action securing magical anchor to a solid surface such as unworked rock which allows you to summon up to 100 feet of magical rope which can hold up to 1,000 pounds at a time. The anchor and rope last up to an hour before disappearing. When this feature is used, it cannot be used again until dawn.
[Mountain] Comet’s Gaze Wondrous item, very rare (requires attunement) This silver eyemask, once belonging to a great celestial leader known for his quickness, circles around the head and obscures the eyes. When attuned to this mask, your Charisma score is raised by 1, up to a maximum of 20, and you gain advantage on all Charisma checks. Your base speed is also increased by 10 feet. Curse. When you attune to the Comet’s Gaze, your true name is suddenly lost to the cosmos, following in the foot steps of the leader who gave up his name to fight in the wars. You must pick a new name. This new name becomes the name that all know you as, past, present, and future. This curse can only be removed by a wish spell, or by the blessing of a white unicorn.
[Mountain] Last Oath, Muttered Wondrous Item, rare (requires attunement by a paladin) This small amulet swirls with a spark of divine power. When your hit points drop to 0, you can utter a final oath. When you do, select an ally within 30 feet of you and grant them the effects of your paladin auras for 1 minute. If you die, your oath is amplified, granting all allies within 60 feet of you the effects of your paladin auras for 1 minute. Once this effect has been used, the necklace can’t be used again until the next dawn.
**Climber's Axe** *Weapon (hand axe), uncommon (requires attunement)* This unusual axe is designed to aid in ascending and descending mountains, and has a flexible band that tightens on your wrist when you hold it, attached to the axe with a lengthy rope. When you make a ranged attack with this axe, it is immediately pulled back to your hand. Additionally, you have advantage on checks made to climb difficult surfaces. Additionally, as a reaction while falling, you can stab the head of the axe into any surface you can reach, stopping yourself on a successful DC 15 Strength (Athletics) check. You can make the check at disadvantage to throw the axe to a surface out to its normal range. **Sphere of Rapid Descent** *Wondrous item, uncommon* This odd, rubbery ball has a small pull cord attached to it. As a reaction when falling or sliding down a dangerous slope, you can pull the cord to expand the orb, duplicating the effects of the *resilient sphere* spell targeting yourself with the following changes: -You cannot roll the sphere from inside it. -You do not take damage from the sphere impacting surfaces or falling. -The spell lasts until the sphere stops moving. When the spell ends, the orb bursts, detroying itself. **Winter Ward** *Wondrous item, very rare (requires attunement)* This warm ushanka bears the symbol of a clan of winter wolves, made as a gift to a hunter who aided them against an invasion of giants. While wearing this hat, you gain resistance to cold damage and advantage on Wisdom (Perception) checks that rely on hearing or smell and Dexterity (Stealth) checks made to hide in snowy terrain. Additionally, you can speak Winter Wolf, and have advantage on charisma checks made to interact with winter wolves. **Cold Company.** This hat is bound to a celestial spirit loyal to the winter wolf clan. You can focus the ushanka's magic to cast the *find steed* spell with the following changes: • The spirit assumes the form of a winter wolf and its creature type is always celestial. When summoned this way, its *Cold Breath* recharges after it takes a short or long rest. • When you dismiss the spirit as an action, it cannot be summoned again until dawn. • If the spirit drops to 0 hit points, it bursts into a flurry of snow and cannot be summoned again until 7 days have passed. *Note: though this may seem less directly mountainous, everywhere winter wolves are described as appearing is a high, mountainous area
Mountaintop Blossom Wondrous item, Very Rare Mountaintop Blossoms only bloom in extremely high mountain altitudes, and sometimes are cared for by people who often visit mountain tops, such as Rocborne. When you pick a Mountaintop Blossom, it wilts within 3d6 days, but it retains its color and scent up to its last moment. Before the Mountaintop Blossom wilts, you can spend 10 minutes as a ritual to cast the Teleport spell, and the destination is where the Mountaintop Blossom was originally picked. Once you do, the flower instantly wilts. A picked Mountaintop Blossom regrows after 1 year.
Something you'd find at the top of a mountain: Mountaineer's Reward A magical flag/standard that upon being planted into the top of a mountain, casts two spells. It casts a version of the "Tiny Hut" spell on itself, where anybody is free to enter and leave the area of the spell, and also casts the "Create Food and Water" spell within that area. The general idea of this item is that a mountaineer can plant this into the top of the mountain, to finally have a moment to relax and recover before having to scale down the mountain again.
Power Pebble This small pebble is the size of a button and easily missed, but glows ever so faintly with magical energy. The item feels as heavy as if it was 5 pounds but is only shown to be way less by every other means. This pebble counts as +2 ammo when used for a sling. Additionally, you can activate its command word for free as part of an attack with the pebble through a sling or as an action to cause the pebble to immediately expand to the size of a Large boulder. Each creature within 5 ft of the target, including the target, must make a Dexterity saving throw or take 3d10 bludgeoning damage and fall prone. The Large boulder then stays in place and shunts other creatures out of its space it occupies. You can turn the boulder back to its pebble form by activating its command word again (no action required). Basically a pebble that you can activate into a boulder. I wanna leave it versatile enough to be used in a sling (even if players rarely use sling) as well as just everyday use such as rolling it down and hill and activating its command word so a boulder now is going towards enemies.
Something you'd find at the top of a mountain: Circlet of Frost Blossoms Attunement While wearing this delicate wreath of flowers you always seem to feel a faint, chill breeze, every step you take seems to bring with it a slight 'crunch' as though stepping through shallow snow, regardless of the terrain, and when you stick your tongue out you could swear you could feel snow flakes falling upon it. While attuned you gain advantage on saves against intense heat, and as an action you can become immune to slippery conditions such as those caused by ice or the grease spell for one minute.
Something you'd have when falling asleep: The Cookie Bandit Attunement This child's toy has been sneakily enchanted to allow whomever sleeps with it while attuned to possess the toy while the user sleeps. While possessing the toy in this way, your body is able to sleep soundly while your mind inside the toy is able to perform normal functions that one could expect from an animated toy and you gain the benefit of a full rest even if you spend the entire rest as the toy. While possessing the toy you are able to understand any language you normally could while awake, but you are unable to speak a language intelligible to adults. Children and young teens can understand you perfectly, but an adult will only hear noises appropriate to whatever shape the toy has taken. As the toy, you have a movement speed of 10 and you can wander up to 200 feet away from your body before the connection to your body begins to weaken and you start to wake. If you wake while the toy is outside this range, the attunement will end. It is otherwise impossible to unattune from the toy while possessing it. While possessing the toy you are in a deep slumber and can only be awakened, and thus ending the connection to the toy, by an action to shake you awake (or something more forceful), or by returning the toy to within 15 feet of your body and choosing to wake. Your body is considered blind and deaf while you are possessing the toy.
An item that an awakened horse could use to defend itself.
