Create AI Cumsluts 💦
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July 31, 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 (9)

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Reginald Yacht · August 1, 2021

**Worldbreaker** *Weapon (maul), legendary (requires attunement by a creature with 17 strength or higher)* This titanic hammer is made of an incredibly dense black metal, and its head is carved with symbols representing the destruction of the world. You gain a +1 to attack and damage rolls made with this magic weapon, and attacks with this weapon deal 2d12 bludgeoning damage instead of 2d6. Successful hits against objects are automatically considered critical hits, and you gain a burrowing speed of 30 ft, or 15 ft through solid stone. While tunneling through stone you leave a 5 ft diameter tunnel. Additionally, you can use this hammer to cast *earthquake* centered on you, though you are immune to its effects as long as you hold on to the hammer. At the end of the spell’s duration, roll a d20. On a 1 the spell's energy rebounds, dealing 10d10+45 bludgeoning damage to you and rendering the maul nonmagical for 1 week. The damage you take cannot be reduced in any way. Once used, this property cannot be used again until 1 week has passed. **Cosmic Memento** *Weapon (flail), legendary (requires attunement)* This unusual, miniscule meteor is bound by magnetic forces to a complex rod. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which also deal an additional 1d8 force damage. ***Astral Ward.*** As a bonus action you can detach the meteor from the rod to cast *Spiritual Weapon* with the following changes: -The spell uses your Strength modifier for attacks and you gain a +1 bonus to its attack and damage rolls. -The weapon appears in an unoccupied space adjacent to you, and appears as a larger version of the meteor. -It is a medium object with HP equal to half your hit point maximum. -It can move up to 60ft when you use your bonus action to control it. -For the duration of the spell the flail cannot be used, and the spell ends if the meteor is reduced to 0 HP or you end it as a bonus action. This feature can be used three times, and regains all expended uses at dawn. ***Astral Shelter.*** As a 1 minute ritual, you can expand the meteor to its original size, hovering in an unoccupied space adjacent to you. The meteor itself fills a 20ft cube, and has a locked hatch identical in construction to the rod that can be opened by creatures you designate. The interior is dimly lit by unusual gems embedded in the walls. It remains at this size for 8 hours or until you perform another 1 minute ritual. Any creatures inside the meteor when this effect ends is pushed into an unoccupied adjacent space, and any objects that are not being worn or carried remain inside that space and appear when the ritual is performed again. This ability can be used once, and is regained at dawn. **Lodestone Bolts** *Weapon (ammunition), rare* These bolts are made of low-grade starmetal with a heavy, weighted head. When you make an attack using one of these bolts, you can choose to have it affect either you or your target. If you choose to affect yourself, the bolt either pulls you 10ft towards or pushes you 10ft away from the target. If you choose to affect the target, it must make a DC 15 Strength saving throw if you hit with the attack or be either pulled 10ft towards or pushed 10ft away from you. Once a bolt has been used, the starmetal is depleted and it becomes nonmagical.

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DomPrez · August 1, 2021

Comet Ballista Weapon (heavy crossbow) A crossbow that lacks the traditional bow arms, and instead magically propels tiny sling bullets as ammunition. When fired, the bullets pass through the decorative maw at the end of the cross bow and transform into a miniature comet. When you hit on a ranged weapon attack using this crossbow, you can choose another creature within 5 feet of the target to make a DC(XX) Dexterity saving throw. On a failed save, that creature takes cold damage equal to the amount of piercing damage dealt to the original target. Conjure Meteorite Shower. As an action, you can shoot a bullet upwards that disappears towards the heavans. At the start of your next turn, choose a point you can see with 60 feet to cause a localized meteorite shower to fall in a 10-foot radius, 30-foot high cylinder. Each creature in that area must succeed on a DC(XX) Dexterity saving throw. A creature takes 10d4 cold damage on a failed save, or half as much damage on a successful one. Once this property has been used, it can't be used again until the next dawn.

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DomPrez · August 1, 2021

Starmetal Mimetic Wondrous item, uncommon On rare occasions when a starmetal meteorite is found, it sometimes contains tiny amounts of liquid metal at its core that can be harvested. A vile of this liquid Starmetal contains enough material for 3 uses and can be used to fundamentally alter the properties of many nonmagical items. You can place the 1 use of starmetal mimetic in contact with a non-ferrous item weighing less than 25 pounds. If they remain in contact with eachother for 10 minutes, the liquid leaches into that item and causes it to permanently act as if it was made from iron. An item infused in this way shows no physical signs of being altered. If a nonmagical weapon has 2 uses of the mimetic infused into it, that weapon permanently gains the heavy property.

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Firohe · July 31, 2021

(Meteorite) Bio-Steel blade Any metal weapon, requires attunenent This strange metal rarely found in meteorites has an identifiable living component. When given a proper median between welder and metal, the weapon is all but one with the wielder. While attuned to a weapon made of this metal, you get a +2 to your attack and damage rolls in addition to being able to use it as your arcane focus. In addition, whenever you are the target of a melee attack, you may roll a d6 and add the number rolled to your DC as the weapon reacts with you to block the incoming attack.

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Tosari · July 31, 2021

An ornate box, when the Sextant and Compass are in their padded locations within the box, you close the box and say the command word. The box begins to glow and the sea and sky in 100 yard radius are clear and calm.

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RaeDragon · July 31, 2021

I heard that “cold iron” comes from meteors. In reference to fey can’t tolerate the touch of cold iron. Depending on the mythos

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Donavyn Jorgensen · July 31, 2021

An axe or war hammer that sheds bight light 5 ft from it and dim light 5ft after that. You can use an action or maybe a bonus action to activate an ability called Freezing Blast, where all creatures except yourself within the light are damaged for cold damage if they fail a Con save. It’s cold damage because meteorites are freezing when they come down from the sky.

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Adam Vult von Steyern · July 31, 2021

Would be cool to perhaps see some sort of artefact made from materials originating in Mount Celestia. Something that "fell from heaven" so to speak.

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Iyan Smits · July 31, 2021

Starmetal Shard Weapon (pike), uncommon (requires attunement) This weapon consists of 4 sharp fragments of starmetal that are magically linked together. As a bonus action, you can separate or combine 1 or more shards. Different combinations of shards function as different weapons; 4 shards function as a pike, 3 as a spear, 2 as a shortsword, and 1 as a dagger. While attuned, you are considered proficient with this weapon. In addition, when you hit with this weapon, you can choose to leave 1 shard impaled in the target of the attack (no action required). A creature can use an action to remove an impaled shard. When a shard is removed from a creature, it takes 1d4 slashing damage. As an action, you can pull on the magical tether between these shards to quickly draw them back towards yourself and recombine them all in your hands.