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June 19, 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 (8)

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Reginald Yacht · June 20, 2021

**Poltergeist's Trappings** *Armor (studded leather), rare (requires attunement)* This armor is almost weightless and slightly transparent, seemingly woven out of ghostly fabric. As an action you can connect yourself to the essence of the armor, taking on an ethereal, ghostly appearance for 1 minute. In this form, attack rolls against you have disadvantage, you have advantage on Charisma (Intimidation) checks, and you are able to pass through solid materials. This ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt, and if you attempt to pass through an object that is too think you take 1d10 force damage and are pushed out. You can also end the ability early as an action to affect a single creature or object as by the Telekinetic Thrust ability of a poltergeist. If the target is a creature, the strength check has a DC of 15, and if it is an object the to-hit modifier is +7. Once you have used this ability, it cannot be used again until dusk. ***Curse.*** This armor bears the curse of the lingering malice and hatred of the spirit used to create it. Whenever you take a long rest while attuned to this armor, your dreams are disturbed by ominous, violent visions of its death, and you must make a DC 10 Wisdom saving throw. On a failure, you do not regain any hit dice from the long rest. This effect remains until you are targeted by remove curse, which immediately ends your attunement. **Trumpet of Bardic Transposition** *Wondrous item, rare (requires attunement by a bard)* This ornate trumpet bears a mark of conjuration magic and has a faint ethereal sheen. When you give a willing creature a bardic inspiration die you can choose to switch places with it. If there is not enough space for one of the creatures to teleport the effect fails. Additionally, you can use the trumpet to cast *dimension door*. Once this feature has been used, it cannot be used again until the next dawn. **Who Watches** *Wondrous item, rare* This bullseye lantern is worn from years of use on a guardsman's patrols, and contains the soul of an experienced night watchman. As an action while holding the lantern, you can speak the name of a creature you are familiar with or can describe. For 1 hour or until you lose concentration (as if concentrating on a spell), if the light cast by the lantern overlaps with a position the creature has moved through in the past hour the creature appears as an ethereal afterimage in that location. This effect ignores invisibility, and the creature gains no benefit from being invisible while in the light. Once this ability has been used, it cannot be used again until dusk. **Sentience.** The lantern is a lawful neutral sentient item with an intelligence of 11, a wisdom of 19, and a charisma of 13. It can see the area illuminated by its light, and has normal hearing within 60ft. The soul is bitter and old, but highly experienced and willing to offer advice to those who show respect. It may refuse to function for creatures that attempt to use it to break the law.

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Nancy Luo · June 19, 2021

Phase Spider Dart - dart weapon that deals force damage. Three charges per day, expend a charge to make a creature roll a saving throw. On a failure the creature is temporarily shunted to the Etheral Plane for one turn.

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Dylan Trahan · June 19, 2021

Ghostlight Lantern This magical lantern has been infused with fire only found in the Ethereal Plane. As an action you can also cast Etherealness with the lantern. While lit, the lantern cannot be extinguished except by the wielder, dispel magic, or inside an anti-magic area. When you light this lantern choose any number of creatures you can see. You and those creatures are the only ones who can see the light coming from the lantern and gain said benefits of the light. A creature with truesight can still see the light or one that is within the Ethereal Plane, even if you did not choose them.

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Alex Gale · June 19, 2021

Psychopomp's Staff Staff, Rare (Requires Attunement) This grey ash staff was once used by a strange spirit that ushered the souls of the dead to their final resting places. While holding this staff, when a creature that's small or larger dies within 120ft of you, you instantly learn its name and distance from you when it died. The staff has the following additional properties. When one of these properties is used, it can't be used again until the next dusk. Commune: When a creature within 120ft of you dies, you can use your reaction to cast Speak With Dead targeting that creature. The creature's soul appears in front of you to answer your questions, departing once the spell ends. If the creature's soul can't appear in front of you the spell fails, but you learn the general reason why that is the case (e.g. "their soul was trapped in a physical vessel") Repose: You can cast the gentle repose spell from the staff. Unlike normal uses of Gentle Repose, days spent under the influence of this spell do count against the time limit of spells such as raise dead, potentially preventing a creature from being revived or reincarnated.

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Firohe · June 19, 2021

Etherial Hourglass Rarity varies This hourglass is 1 foot tall and six square inches on it's sides. Inside the glass is colorful swirling energy that does not seem to flow with gravity. As an action, you may destroy the hourglass to release the energy. As the colored energy is released each creature in a vicinity must make a DC 13 (uncommon), 15 (Rare), or 17 (Very rare) saving throw or be affected by the color they were hit by.

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Firohe · June 19, 2021

White, 2, 3, 4 d6 radiant (respective to rarity) Red, Terrified for 1 minute Orange, 1, 2, 3 d4 fire damage and a tiny fire elemental or mephit spawns beside Yellow, Regain 2, 3, 4 d4 hitpoints (respective to rarity) Green, Poisoned for 1d4 hours Blue, Charmed for 2, 3, 4 d6 minutes (respective to rarity) Purple, 2, 3, 4 d6 Necrotic damage (respective to rarity) Black, petrified for 1d6 days. Normal removal methods still apply

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Rose · June 19, 2021

Fyn’s Phased Flute Wondrous item, legendary (requires attunement by a bard) This hollowed leg of a phase spider has been repurposed into an ethereal flute. While attuned to this wind instrument, you gain a +3 to any performance check while playing it and can see into the ethereal plane up to 60 feet as you play. The flute has a total of 5 charges and regain all expended charges daily at dawn. While playing it, as an action, you can expend 1 charge to jaunt yourself and up to the number of willing creatures of your choosing equal to your Charisma modifier into the Ethereal Plane and can remain there for up to 10 minutes or until you stop playing the flute, as if under the effect of the etherealness spell. While in the Ethereal Plane, anyone in the Material Plane can hear a faint echo of your music.

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DomPrez · June 19, 2021

[Ethereal Plane] **Paranormal Trapper** A small disc etched with ethereal runes that glow dimly. It can be thrown to a point on a surface you can see within 30ft. When you do, you can speak the command word as a bonus action to activate the trap. The disc lights up, emitting bright light in a 20 foot sphere for 1 minute. When an undead creature enters the lit area for the first time on a turn or starts its turn there, it must make a DC 13 Wisdom saving throw. On a failed save, the creature becomes restrained until the end of its turn, and loses any damage resistances it may have. **Paranormal Plate** (breast plate, requires attunement) This armor blurs the line between life and death. While attuned to this item, you take the form of ghostly spirit when you are unconscious and at 0 hit points. While you are in this spirit form, you can't be targeted by attacks, spells or harmful environmental effects. As a spirit, you can only take the help action on your turn, but are able to communicate in the same way as your corporeal form. While you remain unconscious, your spirit form gains a fly speed equal to you walking speed, but can only hover 1 ft. above the ground. Your spirit remains tethered to the spot where you were reduced to 0 hit points by a trail of misty energy, and can't be farther than 30 feet from that point. You make death saving throws at disadvantaged if you spirit is not within 10 feet if that point. If you regain consciousness, the spirit is instantly drawn back into your body, which reappears at the point where you were reduced to 0 hit points. In addition, you retain any information the spirit would have perceived during the time that you were unconscious.