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 (15)
**Blasters' Brew** *Potion, rare* Prized by dwarf miners for both its practical and social applications, this ale seems to constantly vibrate and bubble violently. When you drink it, you gain resistance to thunder damage and are immune to the deafened condition as your body starts to vibrate in tune with its surroundings. While this effect is active, you can use your action to make a DC 5 Constitution saving throw, belching out a blast of thunderous force that mimics the effects of the *thunderwave* spell (save DC 15), or simply hiccupping on a failure. The save DC to use this ability increases by 5 every time you succeed on the save. The effects of this brew last for 1 hour or until you fail the save to use *thunderwave* 3 times, and a single bottle has enough for 3 uses. You can also throw the bottle up to 20 ft as an action if it has at least 1 use left. It bursts at the point of impact, acting as a *shatter* spell cast at a level equal to 1 + the remaining uses. **Brewmaster's Band** *Wondrous item, rare (optional attunement)* This heavy cloth band is stained with the care and effort of a legendary brewmaster, and bears his brewery's symbol. While wearing this band across your forehead or wrapped around your arm, you gain proficiency with brewer's tools, and expertise if you are already proficient, as well as advantage on all checks made related to the brewing process. **Brewmaster's Spirit.** When attuned to this item, you are connected to the spirit of the legendary brewmaster. You gain resistance to poison damage and advantage on saves against poison. Additionally, as an action you can fully channel the brewmaster's spirit, gaining temporary HP equal to your level. You gain half of these temporary hit points (rounded down) at the start of each of your turns. Additionally, once per turn when you hit with a melee weapon attack you can deal an additional 1d6 acid damage as it is imbued with caustic energy. You also gain advantage on ability checks relying on Strength and Constitution. This state lasts for 1 minute or until you end it as a bonus action. **Master's Brew** *Potion, rare* These potions are keyed to empower the abilities of the drinker, and their creation is a closely guarded secret. Each batch contains 6 bottles. When you drink one of these potions, you gain the benefits of *enhance ability* for an ability score chosen at the drink's creation (no concentration required).
[Distillery] 1) **Battlebrew Bomb** An extremely old dwarven liquor that is well past 'aged' and now nothing more than a volatile explosive when exposed to air. As an action, you can throw the tiny keg up to 20 feet to a point you choose within range, shattering it on impact. Each creature in a 10 foot radius centered on that point must make a DC 13 dexterity saving throw or take 2d8 acid damage as the keg sprays out a mist of the heated liquor. For 1 minute after taking acid damage in this way, the target remains coated with the volatile liquid. While coated, any fire damage the target takes is doubled. A creature can use an action to wipe the substance away. 2) **Brawl Stool** As an action you can transform this barstool into a buckler and club by speaking its command word. Speaking it again transforms it back into a stool. While you are sitting on the stool, you have advantage on saving throws to resist becoming poisoned, and any effect of a poison is suppressed while your remain seated.
(Dwarven Brewery) Bottomless bag Wondrous item, Rare This bag is shaped like a powder horn and is stoppered on one end. The bag can hold up to one pound of powder or one gallon of liquid. Once this bag is filled for the first time, it magically refills itself with the substance daily at dawn. If the contents are completely emptied and a new substance put in. The new substance is replaced with the original at dawn.
A copper spoon made to assist dwarven miners. Using it on a beer, ale, or other alcohol gives a +1 to any one main stat for 1d4 hours. A rare variant could give +2 for 1d6 hours.
A tankard and tap that are connected to one another that allows the tankard to automatically refill with beverage in the vessel that the tap has been attached to.
what about a flask that turns alcohol into healing potions, once per day, and if it's not used, it turns back into alcohol.
There's an item in Explorer's Guide to Wildemount that does something very similar!
[Distillery] **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.
Brewers Backpack This large backpack shaped like a keg has many knobs and dials on it functional for the crafting of a good brew. This backpack can be used to hold gallons and gallons of liquid but always feel as if it is 10 pounds. During the course of a day, if the backpack is filled with water you can begin brewing. At the end of the day the water magically turns into a keg of an alcoholic beverage of your choice. A creature who drinks the beverages made from this magic item feels their body toughen and their constitution becomes that of a dwarf, gaining resistance to poison damage and the poison condition and a number of temporary hit points. There is a long hose attached to the backpack mainly used for dispensing the liquid inside, but a knob on it seems to increase the pressure of the hose. When you take the Attack action on your turn you can replace one of your attacks with spraying the hose at a hostile creature within 30ft in attempt to turn the hostile creature drunk. The creature must make a Constitution saving throw or become drunk, going under the poisoned condition and lowered speed, along with rolling a d8 to see what direction they move in.
Fermenting Skin: anything naturally sweet will become converted into an ale, wine or mead, as desired once a command word is spoken. Example: Trying to recreate an old recipe from his youth, Bruno placed honey, golden apples, and a drop of rose nectar into the skin. He concentrates on the mead of his youth, and speaks the command.. and out pours a perfectly chilled mead.. he tastes it.. and smiles.. he's almost got it! Just one more ingredient.. if only he can put a finger on it..
Sunstone compass Uses the natural properties of Sunstone along with divination magic to point towards your destination with a black needle, with ethereal red needles warning of dangers nearby
Sommelier's Wine Skin This fanciful wine skin functions similarly to that of a bag of holding but it can only contain liquids, which are not limited to alcohol. Liquids contained within the wine skin are magically separated so as to not mix or contaminate one another, and the wine skin will not filter or otherwise change the properties of any liquid poured into it. You may pour poisoned ale into the wine skin and thus pour or drink poisoned ale from it, but if you separately pour in ale and then pour in liquid poison you will be able to comfortably drink ale from it without fear of the poison. The wineskin will try to fulfill the drinker's desires to the best of its abilities, but does not take into account the 'purity' or 'quality' of the preferred drink. If wine is requested and the only wine available is soured, still fermenting, poisoned, or recently had something floating in it then that is what they shall receive. If something is requested that the wine skin does not currently contain, it will give the drinker a small sip of the most similar beverage as a sample before continuing to function as normal. This magical wine skin weighs five pounds, no matter how much liquid it is carrying, and a light sloshing noise can be heard from within when shaken. As it can only contain liquids, its opening cannot stretch any further than a non-magical wine skin otherwise would. It cannot be turned inside out to flush all of its contents, but as an action the user can squeeze it tightly to release a hose of liquid in a 20 foot line, loosing 10 gallons of a single liquid it contains at once. A creature struck by this must make a strength save, being pushed back 5 feet on a failure. If there is not at least 10 gallons of the chosen liquid then the target does not need to make a save and is merely doused with the chosen liquid. If a particular liquid is not chosen, one of its contents will be picked at random. Magma/lava and similar materials do not count as liquids.
Mug of ale tasting, emits a loud yell is the ale has gone bad or is poisoned
Ale-Jets - Dwarven jet pack propelled by Dwarven craft ales from the distillery
Some sort of weapon that controls the ship from any location on the ship. Special water related weapons bonuses
