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)
[Farmland] **Bard's Bounty** *Wondrous item, common* This tiny clay pot contains a cutting of a robust berry bush whose fruit is highly energizing and has a unique, spicy taste. Given its small size it can only grow a single berry at a time. After you eat it, once within the next 10 minutes you can add a d4 to an attack roll, ability check, or saving throw. You must take a long rest before you can gain the benefit of one of these berries again. Once picked, the berry remains magical for 24 hours, after which it shrivels up. Once a berry has been picked, a new one grows after 7 days have passed. **Stalwart Yoke** *Wondrous item, uncommon* This heavy wooden yoke is carved with the pattern of a donkey's head, and is sized to fit over a humanoid. It takes 1 minute to put or on take off the yolk. While wearing the yoke your carrying capacity is doubled and you have advantage on Strength (Athletics) checks to pull objects.
[Cleric] **Guardian's Reliquary** *Wondrous item, legendary (requires attunement by a creature missing an arm)* This ornate prosthetic arm is a reliquary set with glass windows, revealing the suspended skeletal hand and arm of a saint who devoted their life to protecting others. When you attune to the arm it functions identically to the missing limb and you gain a +2 bonus to your AC and saving throws. You can transfer this bonus to another creature you can touch as a bonus action. This bonus remains until that creature dies or you return the bonus to yourself as a bonus action. Additionally, the arm has 20 charges. You can expend 1 or more charges to cast one of the following spells as an action: *dispel evil and good* (5 charges), *greater restoration* (5 charges), *lesser restoration* (2 charges), *protection from evil and good* (1 charge), *remove curse* (3 charges), and *word of recall* (1 charge). The arm regains 1d10 + 5 charges at dawn. ***Final Sacrifice.*** As an action, you can use the arm to cast *mass heal* or *true resurrection*. When you do so, the reliquary is consumed in a massive burst of divine light. This effect also regrows the missing arm. **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.
[Cleric] 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.
[Cleric] Lower Level Linguist Loop Wondrous item, uncommon (requires attunement) This bone like earring made from the hoof of a nightmare grants otherworldly 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 dusk: Abyssal, Infernal, or Undercommon
Cleric: Healing Bomb Effectively a "mass cure wounds" projectile that can be thrown up to mid-long range, useful against an undead swarm, or to heal the party when the spell just won't reach
**Harvest Blade** *Weapon (sickle), rare (requires attunement)* This ornate sickle has been used in rituals of sacrifice, fertility, and harvest. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you deal an additional 1d4 slashing damage. The sickle has 4 charges and regains 1d4 charges daily at dawn. You can expend a number of charges as an action to cast one of the following spells: *entangle* (1 charge), *goodberry* (1 charge), *plant growth* (3 charges), *spike growth* (2 charges; the spikes are made of thorny briars). Additionally, when you kill a creature using the sickle, all plants in a half-mile radius centered on the place where the creature died become enriched for 1 year, as if under the 8-hour casting effects of the *plant growth* spell.
Cleric's shield. The outside is symbols of the cleric's god. On the inside is like a chalk board. It's painted black with all of her daily devotionals and prayers written on top in white.
*requires attunement by a cleric or paladin
**Rosary of Miracles** *Wondrous item, very rare (requires attunement)* The wooden beads of this rosary are carved in the shape of rosebuds. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. Additionally, the rosary has 5 charges and regains 1d4 + 1 charges daily at dawn. As an action, you can expend a number of charges to cast the following spells: *banishment* (4 charges), *create food and water* (3 charges), *control water* (4 charges), *detect evil and good* (1 charge), *dispel evil and good* (5 charges), and *protection from poison* (2 charges). Alternatively, you can expend 5 charges to regain a use of your Channel Divinity.
Eerie farm equipment tied to the harvest
Cleric: Scepter of Emergency Powers Rod, rare (requires attunement by a Cleric) While wielding this scepter, you cannot be surprised, and you have a bonus to your initiative rolls equal to your Wisdom Modifier. Whenever you roll for initiative, you can immediately cast a Cleric spell or use your channel divinity, provided that it has a casting time of 1 action or 1 bonus action. Alternatively, you can regain a use of your channel divinity feature. Once you've used the property to regain a use of channel divinity, you cannot use it again until the next dawn.
Farm tool that is connected to house spirits that are looking for new home/ home owner to defend and help.
A set of tools you would find on a farm that can be used as weapons to defend hearth and home. It's abilities are better when attuned to a location.
[Hellhound] Blazen Claws. Armor, gauntlet These claws were cut from a Hellhound and designed to fit any hand or paw. A creature can use the claws to make an unarmed strike dealing slashing and fire damage. If a creature already has claws, this effect adds to it.
