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July 17, 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 (18)

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Reginald Yacht · July 18, 2021

On the off chance there's a turnabout in favor of maintaining a house: **Vulcanis Vulpes** *Wondrous item, common* This rough ebony ornament is carefully molded into the shape of a fox's head, and always feels faintly warm. When placed in a sufficiently hot flame (a forge, a campfire, an oven, etc.) that fills up to a 10 ft cube, it accumulates a mass of fire around itself to form a tiny fox-like elemental creature with the ornament acting as its head. The fox uses the *cat* stat block with the following changes: its type is changed to *elemental*, it cannot make attacks, it is immune to fire damage, and any creature that makes physical contact with it takes 1 fire damage. It is connected to the fire that created it and, if that fire begins to go out, will search the nearby area for fuel to sustain it. The fox has advantage on any checks made to find fuel. It is friendly to any creature that supplies fuel to its fire, and any creature it considers a friend is immune to damage from the fox's heat and the heat of its fire. If the fox is reduced to 0 hit points or touches water or if its originating fire goes out it dissipates, leaving the ornament behind.

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Reginald Yacht · July 18, 2021

**Soul of the Valkyrie** *Wondrous item, rare (requires attunement)* This ornate winged helmet is carved with flowing runes, and it is always immaculately clean. While you are wearing this helm you are immune to the frightened condition and can speak, read, and write celestial. You can also activate the helmet as an action to form a pair of radiant wings from the helm, taking on the aspect of the Valkyrie. When you do so, you can cast bless and bane (save DC 15) without material components simultaneously on separate targets. You are able to concentrate on these effects as if concentrating on a single spell, and can spend an action to recast both as long as the helmet is activated. These spells end when the helm's effect ends. Additionally, you gain a flying speed equal to your walking speed and have advantage on Charisma (Persuasion) and Charisma (Intimidation) checks. This form lasts for 1 minute or until you dispel the wings as a bonus action. **Scroll of Intercession** *Scroll, very rare* This ornate scroll is held in a glass cylinder that seems to pulse with divine power. You can read the scroll as an action to attempt to call on divine aid. Describe the assistance you seek, and roll percentile dice. If you roll a number less than or equal to your level, the scroll and cylinder are consumed by a burst of divine energy and a deity intervenes. The DM chooses the nature of the intervention, and if you are not connected to any deity, the request is instead granted by a nebulous celestial force. This force is neutral, and will attempt to fulfill the exact wording of the request. If the roll is unsuccessful, the scroll vanishes and reappears in the cylinder, which cannot be opened again until dawn. **Living Relic** *Wondrous item, legendary (requires attunement by a creature missing an arm)* This ornate prosthetic arm is a reliquary with glass set into it, revealing the skeletal arm and hand of a saint who devoted his life to protecting others suspended inside. You gain a +1 bonus to your AC and saving throws, which you can transfer to another creature you can touch as a bonus action. Additionally, the arm has X charges. You can expend 1 or more charges to cast the following spells, using their normal casting time: *protection from evil and good*, *lesser restoration*, *remove curse*, *dispel evil and good*, *greater restoration*, and *word of recall*. The arm regains XdX + X charges at dawn. ***Final Sacrifice.*** As an action, you can cast *mass heal* or *true resurrection*. When you do so, the reliquary is dissolved in a massive burst of divine light. This effect also regrows the missing arm.

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DomPrez · July 18, 2021

[Upper planes] **Bifröst Belt** A wide leather belt with giant designs that can be lashed out from around your waist by speaking it's command word as an action. When you do, it create as 100-foot long by 10-foot wide flaming rainbow bridge that extends out in a direction of your choice. You can walk on the bridge as if it is solid ground, but it harmlessly passes through all other objects and creatures. It anchors itself to the ground at your space but can extend out without requiring any additional supports. You can designate any number of creatures when you activate the bridge to not be affected by its flames. All other creatures who end their turn on the bridge take 1d4 fire damage. The bridge can be returned to a belt by speaking its command word again as an action while standing at either end of the bridge. Once activated, it can't be used again until the next dawn.

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KvFxLoneWolf · July 17, 2021

I mean I actually want all of these lmao

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Pax · July 17, 2021

**Liondog Gate Guardians** *Wondrous item, rare* Carved from stone found in the Upper Planes, this pair of liondog statues each stand 1 foot tall and weigh 20 pounds. When placed at opposite sides of the entryway of a structure, such as a gate or doorway, they become permanently bonded to the location. The statues can detect the presence of fey, fiends, and undead within 30 feet of them. If one of the creature types passes between the statues, the statues emit a loud bark that is audible out to 300 feet. Once per day, you can use an action to touch one or both statues and cast the spell *faithful hound*.

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Alex Gale · July 17, 2021

Angelfeather Daggers Dagger, rare (Requires attunement) A matched set of seven daggers made from discarded angel feathers, sharpened and shaped into deadly blades. The daggers come set on a soft non-magical leather bandolier adorned with flowing golden patterns. They have a throwing range of 40/80, and they deal radiant damage instead of piercing damage. The daggers were designed to be thrown, and thwart any attempts to use them differently. When you attempt to make a melee weapon attack with one of these daggers it deals no damage, brushing harmlessly against any hit creature as if it were a feather. After you make a ranged attack with one of these daggers, it disappears in a shimmer of golden light. If you hit a creature, if that creature is adjacent to an ally you may have that ally gain temporary hit points equal to half the damage dealt. These hit points last for 1 round. 1d4+3 thrown daggers reappear on your person with the soft chime of a bell daily at dawn

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Titanium Tomes · July 17, 2021

Maintain house- I’d just love to see a magic version of your everyday claw hammer, probably low rarity, designed to make construction easier somehow.

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Titanium Tomes · July 17, 2021

Upper planes- the abandoned halo of an angel that they left when they fell- could be used by good characters for holy powers or by evil characters for necrotic powers?

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Rose · July 17, 2021

[Upper Planes] Ring of Contempt ring, rare (requires attunement) This blue faceted band is warm to the touch and is slightly opaue when held up to the light. When you attune to the ring, choose a creature type: aberration, celestial, dragon, elemental, fey, fiend, or undead. While wearing the ring, its normally warm band begins to grow cold when a creature of the selected type is within 60 feet of you. In addition, when you take damage from a creature of the selected type, it takes 2d6 cold damage and you gain half of the damage dealt as temporary hit points. While seeming to be frozen, the band is only cold to your touch. Creeping frost crawls across the surface when the magics are in effect. Curse. Once you attune to the ring and place it on your finger, you can’t remove it unless targeted by a remove curse spell. While cursed, you have disadvantage on any Charisma checks or Wisdom saving throws checks you make that involve a creature of the selected type. In addition, while within 60 feet of one or more creatures of that type, you have disadvantage on any attack rolls or spell attacks you make that target a creature of a different type.

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Val · July 17, 2021

a holy ring gifted to a long forgotten hero, as an action, you can cast hunter's mark once per day from the ring. the ring has 5 charges and regains all charges at dawn. you can expend a charge to gain +2 on attack rolls against the target with your hunter's mark, and your hunter's mark deals radiant damage instead

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Steve Underhill · July 17, 2021

Tipsy the Marvelous Mechanical Mixologist This enchanted automaton appears as a simple desk-top bell, like you would use to alert a shopkeep. When rung, it expands to a height of 10 inches and deploys four dexterous limbs that can extend as far as 5 feet. The limbs can grasp any size bottle or bar implement and manipulate them without danger of dropping. When referring to Tipsy by name and subsequently naming or describing a mixed drink or other beverage, Tipsy will use an action to concoct the requested drink. If an ingredient is missing, Tipsy will expend a charge to transmute an available ingredient into the missing requirement. Tipsy has five such charges, which are restored each dawn. If asked to concoct something beyond its capabilities, Tipsy will shake its bell-top regretfully.

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Rose · July 17, 2021

[House] Red Cap Bell Wondrous item, uncommon This small desk bell is decorated with the front of a tavern and several staff members, as well as the name of the establishment. The bell holds 5 charges and regains all expended charges daily at dawn. Speaking the name of the tavern while ringing the bell will expend 1 charge and cast the unseen servant spell with the following changes: • The servant can appear visible in a formal attire akin to those who work inside a fancy hotel. • The servant is able to cast is mending and prestidigitation cantrips. • The servant will offer small compliments and will express expressions when told stories.

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Rose · July 17, 2021

[Upper Planes] Mystranian Bonded Sparks Wondrous item (a set of rings), legendary (requires attunement by a spellcaster) A pair of deep purple rings are linked together by the very threads of magic, each adorned with four blue star sapphires. The rings start with 4 charges each and regain all charges at dawn. When both are attuned to spellcasters, the two share intimate knowledge of the others spells. As long as the other attuned caster is within 60 feet of you, you have line of sight of them, you can expend 1 charge to cast any prepared spell they have if you have a spell slot for it, expending your spell slot in the process.

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Rose · July 17, 2021

[Upper Planes] Planatary Polyglot Post Wondrous item, uncommon (requires attunement) This pearlescent earring made from the wing bone of a pegasus grants extraworldly knowledge. While attuned to this earring, you can choose one of the following languages to read, write and speak as if they were natural to you until the next dawn: Celestial, Elvish, or Sylvan.

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Chobin · July 17, 2021

Mordenkainen's Faithful Watchfrog This enchanted figurine has an ever present amphibian spirit connected to it. When at rest, it appears to do nothing but seem somewhat pretty. But those who can see the invisible will notice an ethereal toad, drifting about through the air, as though swimming in a great pond, phasing effortlessly through physical objects and organisms alike as though they weren't there, seeking any insectoid life or other pests within a hundred foot range and popping into the material plane for but the briefest of moments to swallow them whole before disappearing once more into the ethereal. Useful for romps through swamps as well as tiny home invaders, this figurine will keep you safe from mosquitoes and your home free of termites in quick fashion.

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Mark Widner · July 17, 2021

A tea set of hospitality that is always the proper temperature and when served gives either advantage on persuasion checks if using Earl Grey, reduces the hours for a long rest with Camomile, or adds a D4 to hit dice on a short rest with Cinnamon, reduces fatigue with eucalyptus.

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Chobin · July 17, 2021

Happy Hunting Mask (Attunement) What may appear to be a vicious snarl or a grizzly show of aggression to those less knowledgeable, is, in actuality, as close to a friendly grin as one could manage on this beastly mask. Coming in a wide variety of creatures, no one being more prominent than any other, it could quite easily be confused for a ritual mask made by ancient tribal folk. Finely carved and adorned with feathers or fur or scales or chitin depending on the creature the masks depicts, this mask was created with the Happy Hunting Grounds in mind, or more correctly known as the Beastlands. While attuned to this mask, the wearer is passively under the effects of Speak with Animals and has advantage on Animal Handling checks (or Persuasion checks while interacting with animals, whichever seems more apt).

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Chobin · July 17, 2021

Embrace of the Great Oak This finely crafted 'plate armor' was made from the remains of a great and ancient treant who had fallen in combat protecting its home. Given the treant's blessings with its dying breath, the druid circle it shared its strongest bonds with shaped its bark and its body with magics, creating multiple suits of this armor, engraved with druidic runes and covered with soft foliage and flowers that never wilt around the neck and joints to cushion its wearer as well as silence the otherwise loud 'thunk' of wood as it moves. Strong as the finest steel but half as heavy, heavy armor proficiency is not required to wear it and it does not impose disadvantage to stealth, even granting advantage while hiding in the foliage of the forests and other lush landscapes. This armor has three charges. You may expend one charge to cast Thorn Whip at its lowest level, but pulling the target 15 feet closer instead of 10. It regains all expended charges daily at dawn. In addition, once per day as an action, the wearer can use the command word to cause roots to erupt from the ground within range as per the Entangle spell.