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 (12)
**Astral Voyager's Visor** *Wondrous item, rare (requires attunement)* This glass visor swirls with constellation-like patterns, seemingly at the whim of a wandering mind. This visor is a sentient magic item with an intelligence of 16, a wisdom of 16, and a charisma of 10. It is neutral and has the personality of a researcher, constantly analyzing your surroundings and displaying information in the form of its constellations. It is also familiar with both mundane and occult matters related to the stars. While wearing this visor, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight, as well as any Intelligence checks made to recall information about constellations or stellar phenomena or navigate while the stars are visible. Additionally, you can focus the visor's analytical capabilities to cast the *bless* spell targeting yourself and three other creatures. When you do so, all creatures you target with this ability gain a spectral version of the visor. When cast in this way, you and all targets can also add 1d4 to any ability checks you make. If you lose concentration on this effect, you retain the benefits, but the spectral copies of the visor vanish. Once this ability has been used, it cannot be used again until dusk. **Astral Voyager's Suit** *Armor (plate), very rare (requires attunement)* This unusual armor is formed from plates of a rigid white material, etched with faint blue runes. While wearing this armor you are able to breath freely regardless of the surrounding environment, are immune to the effects of extreme heat and cold, and have advantage on saves against poisons in gaseous form. Additionally, this item has 2 charges, which it regains at dusk. You can expend a charge as an action to gain one of the following effects: -You gain the benefits of the *fly* spell without requiring concentration. -You gain the benefits of the *longstrider* and *jump* spells for 1 hour. **Astral Griffon's Design Pack** *Wondrous item, rare* This heavy leather backpack has a heavy bronze cylinder mounted on top of it which can fold out up to 4 dexterous metal arms. As an action you can name any set of artisan's tools, which the arms will immediately retrieve from the pack and hold ready for you to use. **Arcane Design.** As an action you can speak a special command word to make the arms retrieve a crystalline sphere which glows with internal light from the pack. When it activates you gain the ability to create spectral objects within a 15 ft diameter sphere centered on yourself for as long as you maintain concentration (as if concentrating on a spell). Though illusory, you can physically interact with these objects, but they cannot be moved out of the sphere’s area. These forms cannot be animate objects. As an action, you can manipulate all of the currently existing forms in the following ways: - You add or remove one or more objects from the pattern surrounding you. - You rotate, move, resize, or reflect one or more of the objects. - You combine two or more of the components into a single mechanism. These pieces behave in a reasonable facsimile of reality. When you work with the pack to model a specific project for 1 hour, you can add 1d6 to an artisan's tools ability check made to work on that project.
Nexus Mirror (shield) • 4 Charges for spells: misty step (2 charges), or dimension door (4 charges), and for flavor, both use the shield as a portal. • The shield can be used in place of a tuning fork for the plane shift spell, and you need only name the plane of existence you wish to travel to. • While attuned, you do no age on the prime material plane. Curse. Each time you travel between planes, you age 1d6 years.
Astral Dragon's Visage This Kiteshield has a beautiful painting of an Astral Dragon on its native plane and gives you a bonus to your AC in addition to the shields normal bonus. As an action, you may raise the shield and speak its command word to make the image move and appear as if the Astral Dragon is attacking. Any creature in a 15 foot cone that can see the shield must make a DC X wisdom saving throw or take Xd10 psychic damage. Once this property has been used, cannot be used again until the next dawn. If on the Astral plane, this property can be used once per turn as long as you are on that plane
Something that lets you gain the cooperation of an ooze for 10min-30min. I would suggest a minute...but then the fun's over too soon.
Slimy glove of lightning resistance. Maybe leaves obvious sticky fingerprints wherever you put your hand.
Ooze Item: Spread over an item to repair damage to it and restore lost hp or hardness.
small exploding caltrops that when tossed to the ground, sit in the Astral plane until someone activates them, causing psychic damage. could be spotted with arcane or detect magic.
The Griffon's Sewing Needle What otherwise looks like a normal, if fancy, sewing needle is, upon closer inspection, golden in color with the tiny surface surrounding the needle's eye decorated with colors and imagery reminiscent of the Astral Griffon. This sewing needle does not need thread, pulling it directly from the Astral Griffon's personal supply as needed when in use. Clothing created using thread from this needle is just as sturdy as the legendary griffon saddlebag itself, unable to be damaged by anything short of an artifact. This does not prevent the wearer from receiving the damaging effects of spells, non-magical weapon attacks, and lesser magical items. Clothing created using the needle is considered magical with no particular school, but does not otherwise grant any additional effect. Clothing that becomes damaged does not make its way to the Astral Plane or the Griffon's forge, but if the Griffon's Needle is used to repair it the stitching will vanish and the patched fabrics will seamlessly blend together. While using this needle, checks made to create or repair clothing are made with advantage and the normal time to do so greatly reduced, as though you had several skilled hands assisting you simultaneously. Using this needle in combination with a medical kit will create a thread that cleans the wound around the stitches, granting a small bonus to healing and advantage against poison and disease.
Yes!
An Astral Seed, it places the effects of being in the Astral Plane on you. So maybe you stop Aging, needing to eat or sleep. Maybe you can remove gravity for a bit as you make the area around you like the Astral plane.
One of those sticky hands toys made from an ooze
The Astral Griffon’s Workbench
