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August 28, 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 (14)

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Jhe · August 29, 2021

Sea Wizard's Map Parchment Wondrous Item, rare This 5 ft x 5 ft magical map parchment is waterproof and used by wizards at sea to produce specialized maps. A spellcaster can perform a special ritual with this map parchment by submerging it in seawater for 1 hour and expending a spell slot. A map is then magically drawn on the parchment giving a rough outline of the surrounding landmasses in the area centered on your current position, with each a side showing up to 10 miles per level of the spell slot spent.

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Reginald Yacht · August 29, 2021

**Unfaltering Foghorn** *Wondrous item, uncommon* This heavy horn is carved with rough giant runes. As an action you can blow into it, producing an incredibly loud, low note. All creatures within 600 feet can hear this horn and know its precise direction and distance, regardless of deafness or magical effects that suppress sound. This effect also awakens any creature within its area and acts as a strong wind for the purposes of dispersing fog or cloud-like spells. Once used, this property cannot be used again until dusk. **Dayfinder's Glass** *Wondrous magic item, common* When you look through this spyglass you see the sky as if it were night, including the current phase of the moon and star positions. This also ignores cloud cover, making the sky appear clear regardless of the weather. Everything else appears as it would at night, dark and obscured. **Fathom Sounder** *Wondrous item, common* This fishing rod-like device has a heavy stone weight in place of a hook. When you cast the weight into the water the line extends seemingly infinitely. A mechanical number display on the spool displays the depth of the water. Regardless of the depth the weight always takes precisely 1 minute to reel in. **Earth's Embrace** *Armor (studded leather), rare (requires attunement)* This armor draws from the strength of the earth to bolster its user. While wearing this armor, you gain the following benefits: -When you finish a long rest, you gain 15 temporary hit points as the earth builds itself up around you. -As an action, you can cast the *plant growth* and *spike growth* spells. Once used each spell cannot be cast again until dawn. -You ignore difficult terrain caused by earth, stone, and plants. -You have advantage on Wisdom (Survival) checks in natural terrain. ***Curse.*** This armor is bound to the earth, and so becomes erratic when separated from it. You have disadvantage on all Wisdom (Survival) checks when travelling by water or by air, and this effect applies to any vessel or creature that is transporting you.

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Firohe · August 29, 2021

Pirates Evergold This leather pouch contains 10 gold coins, when you spend gold from this pouch, it magically re-appears in the pouch 1d4 hours later Curse: While attuned to this pouch, you can only spend this gold on frivolous items, such as alcohol and trinkets. Frying Pain This iron skillet has an internal fire. You do not need a fire to cook with this pan and it can also be used as a magic mace. This mace has 4 charges and regains all charges after you cook a meal in it over the course of a short or long rest. You may expend any number of charges when you hit a creature with an attack roll made with this magic weapon to deal an additional d4 fire or bludgeoning damage, your choice. Forecasters Gauge This strange vial looks like a peculiar rain gauge. When the vial is filled with precipitation, such as rain, sleet or snow, you may empty the vial to prevent that precipitant from falling in a 100' radius of the point it was emptied for 1d8 hours.

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RaeDragon · August 28, 2021

With Wild beyond the witch light coming out, people will have fey on the brain. You never know what may or may not offend a fey, having appeasement in your grasp could drastically change the course of a campaign

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DomPrez · August 28, 2021

[Lost ship] - Sailor's Swab A magical mop/staff that can wielded as a +1 quarterstaff. It can cast the *create or destroy water* spell, but only alternating between the create water and destroy water options.

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Pax · August 28, 2021

**Totem of the Tides** *Wondrous item, rare (requires attunement)* Dangling from this verdigris and barnacle-covered necklace are scrimshawed whalebone, shark teeth, and seashells. While wearing the necklace, you can breath air and water. The necklace has 6 charges and regains 1d4 + 2 expended charges daily at dawn. As an action, you can touch the necklace to cast the *polymorph* spell on yourself and expend a number of charges based on which of the following creatures you choose: giant crab (1 charge), giant sea horse (1 charges), hunter shark (2 charges), killer whale (3 charges), octopus (1 charge). When you use the necklace to transform, you retain your Intelligence, Wisdom, and Charisma scores.

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Pax · August 28, 2021

**Bottled Ship** *Wondrous item, rare* This elaborate ship in a glass bottle is sealed with a wax-stoppered cork. As an action, you can uncork the bottle to summon a *sailing ship* in an unoccupied space within 30 feet of you that is in a body of water large enough to accommodate the ship. When you do, the bottle shatters. A crew of 20 near-transparent servants attends all who board the vessel. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. The servants can fetch things, clean, mend, cook and serve food, lower sails, and so on. The servants can go anywhere on the ship but can’t leave it.

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Rose · August 28, 2021

[Boat] Chuul Shell Hand Charm Wondrous item, uncommon This small plates of chuul shell are linked together by green and gold chains, securing over one finger and around the wrist. Some of the shells still contain their sensitivity to magic. You can spend one minute focusing on the small vibrations that the shells give off to sense magic within 120 feet of you for the next minute. This trait otherwise works like *detect magic* spell but isn’t itself magical. Once this ability has been used twice, it cannot be used again until the next dawn.

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Rose · August 28, 2021

[Boat] Submerged Reins Wondrous item, rare (requires attunement) This heavy necklace is made from thick seaweed woven together, small water lilies blooming around parts. While wearing the necklace, you are able to breath under water. As an action, you can use a free hand to pull the necklace off and cast the *find steed* spell with the following changes: • Your steed appears as a white warhorse whose hair is made of seaweed. • Your steed has a swim speed of 30 feet. • Your steed is under the effect of the *water walk* spell except it isn’t forced to the surface. • You have advantage against rolls that would forcibly knock you off this mount. As a bonus action while mounted, you can target a creature you can see within 30 feet. The creature must succeed on a DC 15 Constitution saving throw or take 1d8 cold damage, and on your turns, you can use your bonus to deal 1d8 cold damage to the target automatically (requires concentration). While the target is affected by this ability, it is considered to be holding its breath. The effect ends if you use your bonus action to do anything else, the target drops to 0 hit points, or you end your concentration. Additionally, at the end of each turn, the target can make another Constitution saving throw. On a success, the effect ends. Once this ability has been used, it can’t be used until the next dawn.

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Rose · August 28, 2021

[Boat] Lucky Leeches Wondrous item, rare (requires attunement) This pair of earrings are in the shape of small leeches that twitch every so often. When attuned to the earrings, you are cured of any poison you are suffering, or of one random poison if you afflicted with multiple. You gain advantage on saving throws against poison effects and poison damage.

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Jhe · August 28, 2021

On a boat lost at sea: Oar of the Lost Ones Staff, (very?) rare (requires attunement) This oar still carries the essence of creatures who died stranded in the middle of the sea, who wished that no one else share their fate. You have a +1 bonus to attack and damage rolls made with this magic weapon. Attacks made with this weapon deal an additional 1d6 necrotic damage. This item can store up to a total of 10 charges. Whenever you take a long rest in the middle of the sea, this oar gains 1 charge, otherwise, it loses 1 charge. Once per day, you can expend 1 charge to cast the control water spell. Alternatively, while you are in the middle of the sea, you can expend 10 charges to teleport yourself, the sea vehicle you are currently riding, and any creatures in it (or creatures of your choice within 10 feet of you if you are not riding a sea vehicle) into the nearest seaside settlement. After you teleport in this way, roll a d20. On a 10 or lower, the vehicle becomes badly damaged if you teleported with it, and on a 1, the oar breaks in half and becomes nonmagical.

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Luca Malato · August 28, 2021

Something cool to appease an archfey. A book that can steal memories. If a creature rights it's name on the book, the owner of the book can cast the modify memory spell, but has to write the memory instead.

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Sage · August 28, 2021

A crafted rune, that once placed on a attuned item, converts the effect of the attuned magic item to be permanent, at the cost of a attunment slot.

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Alpha1 · August 28, 2021

If I'm understanding this correctly, that would be incredibly overpowered.