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 (14)
**Painter's Flight** *Wondrous item, uncommon (requires attunement)* This long white coat is covered in patches of paint and appears surreal, almost like an impressionist painting. While wearing it you can use your hands as a set of *painter's tools.* Additionally, you can speak the coat's command word and touch a flat surface as an action to transfer yourself onto it, becoming an exact painting reproduction of yourself. While in this form you cannot interact with the world, but you can move along the surface you touched, treating the edges of the surface as solid and being affected by gravity as normal if you're on a vertical surface. You can transfer to any other surface in contact with it as long as you can touch it. While you are not moving you are indistinguishable from a mural, and if you come into contact with any existing piece of art your form shifts to match its style. You can remain in this form for 1 hour, until you use a bonus action to revert to your normal form, or until the surface you're on is destroyed, after which you appear in the nearest unoccupied space. Once this ability has been used, it can't be used again until the next dawn. **Sheet of Permeation** *Wondrous magic item, rare* This thin, almost transparent gauzy fabric comes in patches large enough to cover a 5x5 square. Over the course of 1 minute, you can stretch it to its full size over a solid flat surface. At the end of this minute, you can speak its command word to bind it to the surface. If the surface is 3 ft thick or shallower, both it and the sheet become somewhat porous, though their appearances do not change. Any creature can move through this surface, but it must spend its full movement to pass through it entirely. As an action, you can speak its command word again to unbind it from the surface, returning the surface to its solid state. **Compression Suit** *Armor (studded leather), rare (requires attunement by a medium humanoid)* This armor is made up of a number of tough, belt-like bands, which become extremely tight when worn. You are considered to be a small creature and have advantage on Dexterity (Acrobatics) checks made to escape grapples while you are wearing this armor. **Rapid Decompression.** When you remove this armor, you suffer the effects of a rapid reversion in size. You have disadvantage on attack rolls, ability checks, and saving throws that use Strength, Dexterity, and Constitution for 10 minutes or until you don the armor again. **Hypercompression.** As an action you can focus on the armor's compressive bands to further intensify its effect, replicating the effects of *freedom of movement* targeting you and reducing your size to tiny. This effect lasts for 10 minutes or until you lose concentration (as if concentrating on a spell). When it ends, you suffer the effects of *Rapid Decompression* for 1 minute. Once used, this property cannot be used again until the next dawn.
[Castle] Backhanded Gloves Wondrous item, uncommon (requires attunement) These gloves seem to be for the wrong hand and feel uncomfortable until you attune to it. Upon attunement, your hands twist and crack, warping to match the hands of a Rakshasa. You gain advantage to Dexterity (Slight of Hand) and gain advantage on all saves against being disarmed. Due to the abnormal form of your hands, any Charisma (Persuasion) checks made after the first time you shake someone's hand is made at a disadvantage.
[Castle] Foxtail Belt Wondrous item, rare (requires attunement) This fine leather belt is padded with fox fur and has a large fox tail attached to the back of it that shimmers with fey magics. Once attuned and wearing the belt, your movement speed increases by 5 feet. The foxtail belt comes with 3 charges and regains them at dawn. When you are using your move action, you can expend a charge to dive and blink out of existence and into the Etheral Plane. You can either finish your turn in the Etheral Plane or return to the Material Plane in any unoccupied spot within 15 feet of you and finish using the rest of your movement speed. If you finish your turn in the Etheral Plane, you are forceably returned at the end of the your next turn to the nearest unoccupied space.
[Castle] Ballroom Breaker Wondrous item, uncommon (requires attunement) This elegant ballroom mask comes in a variety of colors, though black with gold accents is the most commonly found. While wearing the mask, you gain advantage on Charisma (Persuasion) checks from dusk to dawn. Additionally, while wearing the mask, you can spend an action to speak the command word to change your clothing appearance to a formal set of your choosing, one that matches the mask’s colors. All armor and clothing are hidden perfectly flat under this new clothing. Spending an additional action to speak the command word once again causes the formal clothing to disappear.
for castle infiltration, a cloak that you may attune to which allows you to blend against a wall, appearing as if you were an intricate tapestry on the wall, using rules of meld into stone to hide
Grantite's Key A delicate key formed from limestone that when placed against a wall and water poured on both creates a keyhole which only the key can open. It creates a 3' x 5' door that smells faint of a quarry. The door remains open for N rounds where N is your Wisdom modifier. Once used the key dissolves and reforms as a lump of limestone and takes 1d4 days to reform into a key. Can even open a magically created wall.
Void Rapier (weapon, Rapier, Uncommon or rare) This rapier is made of an obsidian like metal found in the astral plane. As an action, you may use it on a wall no thicker than 3 feet to create a gash in reality allowing passage through the wall to the other side of it until the start of your next turn. Any gash made by this weapon seals up seamlessly and without a sound. This ability has no effect on anything other than inanimate walls.
[demonic temple] **The Fetid Flail** A weaponized censer that deals extra AoE poison damage on a crit. It can also cast *magic circle* 1/day, except fiends are unaffected. When you do, you simultaneously summon a dretch as an ally that lasts for the duration of the magic circle spell. There is a cumulative 10% chance that the dretch becomes hostile to you each time the spell is cast. [castle infiltration] **Knight's Watch** While holding this large 8ft. banner pole, you can stand perfectly still. While remaining motionless, you become indistinguishable from a armored statue.
oh Knight's Watch is simply great
(Temple) Agathys Armor (any) Once attuned, you can use an action and expend a charge to cast the Armor of Agathys spell at a level equal to you proficiency bonus.
(Infiltrate) - Enter-mites A handful of clockwork termites that are no bigger than grains of rice. As an action and using a command word, you place them on the ground by a wall or other creature-made surface/structure that you wish to breach. Over 24 hours, the entermites burrow, chew, and otherwise compromise the integrity of the structure in an area of a 5-foot cube while leaving the surface unharmed and the surrounding structure intact and sound. The entermites can work up to three days and move onto the next area you chose as you instructed when using the command word. After three days, they wear out and are irreparably broken. Creatures passing within five feet of the wall can make a DC - 19 Perception check, hearing the entermites working on a success. Once a structure is compromised, moving through it is no more difficult than walking through a paper wall.
(Infiltrate) - Trespass A three-foot long +1 greatsword that gives proficiency in stealth upon attunement and has charges that can be used with an action to cut a 5'x5'x3' hole in a wall or any non-magical surface.
(Infiltrate) - Tag Along Tag This ebon coin is the size of an average gold piece. As an action, you can cast the coin into a creature's shadow. When in lands in the creature's shadow, it disappears into the shade, tagging that creature. As an action for the next 24 hours, you can project your senses into the space occupied by the creature's shadow, becoming blinded and deafened to your body's surroundings. While projecting your senses, you can force the tagged creature to make a charisma saving throw. On a failure, you and each creature touching you is teleported to the shadow's space, or the nearest unoccupied space(s), and the tagged creature is teleported to the space you left. When you teleport this way, the projection of your senses ends. (It's pretty obvious and suspicious to throw something in someone's shadow only to have it suddenly disappear. "Accidentally" spilling your coinpurse, however...)
(Infiltrate) - Spring-Heel Pack This satchel contains XdY+Z pairs of thin, false boot soles. As an action, a creature can apply a pair of soles to their feet or any footwear they have on. When applied, the maximum distance of the next high jump or long jump the creature makes is multiplied by five. Approaching landing, the soles burst in a cloud of black vapor that quickly dissipates and softens the creature's landing as though they'd made a gentle hop in place. After landing, the pair of soles is destroyed. A creature can have up to two pairs of these soles applied to their feet or footwear at a time, and each jump only uses up one pair (allowing one jump over high walls to gain entry, and one more for an exit strategy).
