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 (11)
[common] **Vulcanis Vulpes** (less ostentatious name: **Foxfire Charm**) *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. [designed so the party can always have a warm fire at their base to come back to/use as a secret entrance/keep as a pet/use as a familiar]
[Common] False Knob Wondrous item, common This brass rounded door knob is well weathered with use. Pressing the knob against solid surface as an action and speaking the command word instantly creates a false door that doesn't open. Speaking the command word again will cause the door to disappear and the knob to fall off. A DC 13 Investigation check will reveal that the door is fake. A creature can pull the knob off the surface with a DC 10 Strength check.
[Common] Wriggly Rat Wondrous item, common Found with button eyes and a rope tail, this small plush rat doll wiggles about when tickled, though only the person who tickles it can hear the tiny rodent giggles.
[Common] Tone Tuner Wondrous item, common This small metal barbell is decorated with a tiny globe that comes apart with a twist, each half attracted to the other. As an action, when placed against your tongue or lower lip, it magical binds itself to your skin as if it were an actual piercing. While wearing the piercing, you can mimic regional accents you've heard perfectly. Twisting the barbell again releases your skin, unmarred.
Sandstorm Wraps: When worn and attuned, these wraps grant resistance to poison and/or necrotic damage. As an action, you can target a creature within 30 feet of you, forcing it to make a DC __ Constitution saving throw. On a failure, the creature gains vulnerability to all physical damage types until the end of its next turn as sand swirls around it, adding the weight/sharpness of its grains to every strike. If it has resistances or immunities to bludgeoning/piercing/slashing from non magical/nonsilvered sources, it loses its resistances and its immunities become resistances. Once this property of the wraps has been used, it can’t be used again until the next dawn. Curse. This item is cursed, and attuning to it extends the curse to you. Normal curse stuff, you don’t want to let it out of your sight and you can’t unattune etc etc. While cursed by this item, you are infected with the mummy rot disease, but its effects are suspended while you wear the wraps. If you unattune, the disease effects you normally. The disease can only be cured by magical means through a ritual that purifies the wraps. The flavor for this one is that you cause sand to swirl around a target, and the sand gets added to every strike. The sand will make bludgeoning weapons heavier as they enter its AoE, and for slashing/piercing weapons it basically sandblasts the target when you hit them.
Amulet of Camel Speak Wonderous item, common (requires attunenent) While attuned to this fools gold amulet shaped like a Camel, you may speak to and understand Camels as if you shared a language.
Steelpan of the Southern Seas Wondrous Item, uncommon (requires attunement by a bard) The inner side of this pan-shaped steel drum bears multiple precisely made dents, which, when struck, produce a loud, chime sound in different pitches. This type of instrument is often associated with tropical islands and relaxation. When you use your Countercharm class feature, you can play your countercharm on the drum, extending its range out to 300 feet instead of 30. Once this property of the drum has been used, it can't be used again for 1 hour. "Ey, mon, don' cha worry 'bout no ting. Jus' let da sound of calypso wash ova' ya."
Mirage Mines Wondrous Item, common As an action, you can plant these mines and speak its command word. Until the mine is deactivated, an image of your choice no bigger than a 10-feet cube appears on the mine's area. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the image, the creature can determine that it is an illusion with a successful DC 10 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Eye of Horus-Re. Something, something, something an amulet taken from the ankh of the mummy before they became a mummy lord... Something, something, something destroys evil.
Trying to utilize actual mummy lore and 5e Horus-Re lore.
Wand of mirage (or wand of stranded water) uses water as main component to cast Hallucinatory Terrain. Or just casts the hallucinatory Terrain but Can only project the oasis it was found in (which itself was a projection from the wand?)
