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August 21, 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 (15)

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Reginald Yacht · August 22, 2021

**Ravenheart Token** *Wondrous item, rare* This strange bone and blackened steel medallion is carved with the emblem of a flock of ravens flying in front of a beautifully carved moon on one side, and a raven skull mask on the other. As an action, you can speak the medallion's command word and shatter the token to cast *Seeming*. When cast this way, the spell has the following changes: • Unwilling targets automatically succeed on the saving throw against this spell. • The spell can only target humanoids. • The targets appear as humanoid figures wearing raven-feather cloaks with black hoods and strange raven skull masks. • Targets of this spell have advantage on Dexterity (Stealth) checks made while in dim light or darkness. • The spell ends on a target that mimes removing the illusory mask (no action required). **Clockwork Louse** *Wondrous item, rare* This tiny clockwork construct is paired with an ear cuff that has a receiving antenna. You can place the louse on a creature as an action, making a Dexterity (Sleight of Hand) check against the target's passive Perception score to plant it without being noticed. Once placed, it moves to conceal itself on the creature, typically hiding in hair or loose clothing. While the louse is in place and you are within 300ft of it, you can use your action to focus on the ear cuff, hearing as if you were in the louse's space until the start of your next turn. During this time, you are considered deafened in regards to your own senses. While in range you can also use an action to detach it from the target, causing it to move to the nearest hiding spot within 30ft. While it is on a creature or has hidden after detaching from one, a DC 20 Intelligence (Investigation) check is required to find it. **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. **Concealing Coat** *Wondrous item, rare* This large, heavy coat is sized to cover armor. When you pull this coat closed as an action, any armor you're wearing is sent to an extradimensional storage space. In addition, items underneath the coat or in its pockets, along with the cloak itself, cannot be detected by abilities like *detect magic* or targeted by divination spells. As a bonus action you can throw the coat open, returning your armor and automatically donning it.

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Firohe · August 21, 2021

Pick and pocket (thief) A pair of tiny automatons, one capable of picking any lock, with disadvantage against magic locks, the other a coin pouch size bag of holding that can store up to 1 cu ft of loot.

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Thor Anderson · August 21, 2021

A hookshot. Basically like the item in any Zelda game, but stored on your arm like an assassins creed blade. Use it to close the distance and make an attack at advantage, or scale XX amount of feet at a time. Maybe it needs 1 or 10 minutes to “wind up/recharge,” but ideally it would make terrain and travel interesting, with a minor combat enhancement. Potentially you could increase the rarity and be able to use it to pull someone to you (large or smaller) a la scorpion from mortal combat.

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Jokmagic · August 21, 2021

Something that a Goliath tribe might have to use to traverse the Mountain trails and paths either as an individual or something to help the tribe as a whole.

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Rose · August 21, 2021

[Thief] 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.

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Rose · August 21, 2021

[Thief] Ring-a-round Ring uncommon (requires attunement) This silver band is plain and unmarked except by five thin black stones. As an action, you can say the command word to activate the ring and copy the appearance of a ring that you can see within 10 feet. You can then store the appearance in one of the stones, turning it white. You can store up to five difference appearances and spent an action to forget one. Ring-a-round does not copy any magical effects a ring may have. Instead of copying a ring you can see, you can spend one minute either recalling a ring you have seen or shape the ring to whatever appearance you wish. If a creature uses its action to examine the ring while using an appearance you recalled, the creature can determine that it is a fake with a successful Intelligence (Investigation) check against a DC of 10 + your Charisma (Persuasion) modifier + your proficiency bonus.

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Rose · August 21, 2021

[Thief] Xorn Eye Coin Wondrous item, uncommon This earthen coin bears the image of a xorn eye and Is usually found in small lead-line boxes. When within 60 feet of precious metals and stones, such as coins and gems, the eye will open and look in the direction of the treasure, vibrating harder the closer you get to it for up to 1 total hour. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this ability. Once this ability has been used, it can't be used again until the next dawn. ”By the hole in my pocket, I swear I’ve got something in my eye.” – Thieves’ Cant for a high-valued target being nearby

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michael merchant jr · August 21, 2021

Grapping hook launcher would be cool.

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Ashley K. · August 21, 2021

A dagger with a glass blade as strong as steel. Looking through the glass highlights any hidden items (Weapons, money, vials of poison) somebody is hiding on them.

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Chobin · August 21, 2021

Blurred Mirror This lightly smudged mirror is incapable of being fully cleaned, and the smudge appears to change places on occasion. The original commissioner wanted to hide its true purpose and so had an Illusion Wizard cast Nystul's Magic Aura so that any attempts to derive its purpose would glean only that it's a magical item with some sort of divination enchantment. In reality, the mirror has been enchanted with the spell Unseen Servant, and the light smudge on its otherwise reflective surface is the image of the creature, visible only through the mirror. The Unseen Servant can only interact with objects visible within the mirror's reflection and otherwise follows the limitations of the Unseen Servant spell, but it is able to take one item no larger than two cubic feet and no heavier than 20 pounds and temporarily seal it away inside the mirror until the bearer wishes to retrieve it. While an item is sealed inside the mirror, the surface becomes smudged beyond recognition and the Unseen Servant is unable to be used. After retrieving the item from the mirror it stays inert until the next dawn.

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killbud · August 21, 2021

Hag's Nail A remnant taken from a defeated hag that takes the place of one of your fingernails. Probably copies the Hag's Magic Resistance by providing advantage to saving throws against magical effects, though it could also provide a unique bonus depending on what type of hag the nail came from.

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Chobin · August 21, 2021

Scruffy Old Gloves A pair of unassuming tightly knit, but lightly frayed, hempen gloves. These gloves have 10 charges, with 1d4+1 charges restored daily at dawn. As a bonus action you can expend 1 charge to tug on a loose strand of fabric from one of the fingers of the glove, pulling ten feet of magical rope that last for twelve hours, or until dispelled, from the glove and unraveling the respective finger in the process. You can continue drawing rope in this way, expending 1 charge and unraveling one finger per every ten feet. As an action, and only on a glove that has all five fingers remaining, you can clench one hand around another and yank off all five fingers at once, expending five charges in the process, and throw them at a target to magically bind them on a failed DC 15 dexterity saving throw.

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Tornlin F T W · August 21, 2021

A set of Caltrops that casts Faerie Fire on the target or blinds them until the end of their turn maybe? if its Faerie Fire - Could call it something like "The Double whammy" or if its blindness could name it "Blinding Pain Caltrops"

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Its Just Dave · August 21, 2021

Perhaps an item like a shawl taken from the Hag to give some magical immunities/resistances.

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Christopher Eldridge · August 21, 2021

A rope and grappling hook that allows for a wider range of movement.