PollHeaders_Elite1.gif
September 18, 2021

Elite Workshop — 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 (12)

R
Reginald Yacht · September 19, 2021

**Warp Anchor** *Rod, rare* These metal batons come in pairs of two, which are linked upon creation. If you cast *teleport* while holding one of the batons, you can teleport to a space adjacent to the other baton, and it is considered an associated object for the purposes of its chance of failure. Additionally, it can be used in place of the material component of *plane shift*. When used this way, the spell can only be used to transfer to the location of the other baton. [Can get you to planes or away from them, depending on your circumstances] **Terrarium of the Climes** *Wondrous item, rare* This glass terrarium is initially empty, with a hinged lid that seems to be stuck open. As an action, you can speak the terrarium's command word and plant it on the ground in an area of natural terrain. Over the course of 1 minute, it will gradually draw in elements of the ground it is placed on and its surrounding environment, creating a version of it in microcosm that replicates its weather, temperature, and terrain conditions, although it is not a precise recreation of the surrounding area or its features. Once this process is complete, the terrarium seals itself. While holding the terrarium, you can take an action to speak its command word and open the lid to pour the terrarium out, with the contents turning to dust and the lid locking open again. While it is tuned to a particular set of conditions, you can place it on the ground and speak its command word again. Over the course of 1 minute, a 30ft sphere centered on the terrarium will gradually transition to replicate the conditions it is tuned to. These conditions are only capable of modifying natural terrain, and are unable to cause harm. Nonmagical weather, including wind and precipitation, is repelled by this sphere, and the weather and conditions within the sphere cannot affect the area outside of it. These effects remain for 8 hours or until the terrarium is moved, and revert over the course of 1 minute afterwards. Once this ability has been used, it cannot be used again until dawn. [Just a little slice of home, wherever you are] **End of Divinity** *Weapon (dagger), legendary* This darkened steel dagger has a horrific history as the weapon used to slay a god. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and attacks made with this dagger ignore any magical effects that increase the target's AC. Additionally, damage dealt with this dagger as well as from effects or spells that increase its damage, such as the *divine smite* ability or the *branding smite* spell, ignore the target's damage resistances and treat its damage immunities as resistances. [Other planes are where you find gods, after all; may as well be properly prepared] **Ring of Self Understanding** *Ring, rare* This silver ring has a center band that is initially blank white, but shifts color to match its wearer's emotional state. In addition, it glows a lurid pink when you are charmed and a solid black when you are frightened. If you are under an effect that causes you to be charmed or frightened and can see the ring, you can use your action to cast the *calm emotions* spell targeting only you, regardless of whether the effect would normally restrict or control your actions or incapacitate you. Once this property has been used, it cannot be used again until dawn. [a bit unusual, but this one is due to how many extraplanar creatures have *incredibly* nasty abilities that key off of charmed and frightened]

D
DomPrez · September 18, 2021

[Lower Planes] **The Fiend's Pot** *Wondrous item, uncommon* A crooked smoking pipe that always gives off an acrid smell of brimstone and sulfur as if from the Hells. You can use the pipe to cast the *detect thoughts* or *disguise self* spells at will, provided you use 100 gp worth of fine tobacco each time which the spell consumes. Each time the spell is cast this way, make a DC 14 Constitution saving throw. On a failure, you become poisoned for 8 hours.

D
DomPrez · September 18, 2021

[Lower Planes] **The Fiend's Retribution** *Wondrous item, uncommon (requires attunement)* This broach offers a unique protection, granted to it by the same devils that created the Rakshasas. When a creature within 5 feet of you would reduce you to 0 hit points but not kill you outright, you can immediately use a reaction to make one melee weapon attack against that creature before going unconscious. If your attack reduces the target to 0 hit points, you instead drop to 1 hit point. Once this ability has been used, it can't do so again until the next dawn.

F
Firohe · September 18, 2021

Aetheric Tether. A compass like contraption that allows you to sacrifice it to cast Planeshift on yourself to travel to a set location on a set plane, excluding the one you are currently on.

R
Rose · September 18, 2021

[Planes] Ring of Contempt Ring, rare (requires attunement) This blue faceted band is warm to the touch and is slightly opaue when held up to the light. When you attune to the ring, choose a creature type: aberration, celestial, dragon, elemental, fey, fiend, or undead. While wearing the ring, its normally warm band begins to grow cold when a creature of the selected type is within 60 feet of you. In addition, when you take damage from a creature of the selected type, it takes 2d6 cold damage and you gain half of the damage dealt as temporary hit points. While seeming to be frozen, the band is only cold to your touch. Creeping frost crawls across the surface when the magics are in effect. Curse. Once you attune to the ring and place it on your finger, you can’t remove it unless targeted by a remove curse spell. While cursed, you have disadvantage on any Charisma checks or Wisdom saving throws checks you make that involve a creature of the selected type. In addition, while within 60 feet of one or more creatures of that type, you have disadvantage on any attack rolls or spell attacks you make that target a creature of a different type.

R
Rose · September 18, 2021

[Planes] Portable Pocket Pitcher Wondrous item, rare This small stake is decorated with tiny runes of bells surrounding a tent. Driving the stake into the ground causes a new, clean tent to appear. This tent operates the same way a tiny hut does, except the tent is a 10 foot cube. The surrounding 20 foot radius is marked by an alarm spell that alerts all within the tent. Both effects last 8 hours.

R
Rose · September 18, 2021

[Planes] 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.

C
Cryosleep 3011 · September 18, 2021

Owlbear themed weapon for Barbarians

D
Dan Dittmer · September 18, 2021

sewers!

F
Firohe · September 18, 2021

Crown of the Owlbear A headdress covered in Owlbear feathers that grant bonuses to intimidation and wisdom

D
DomPrez · September 18, 2021

[Owlbear]**Trapper's Haunt** *Wondrous item, uncommon* An iron bear trap at the end of a chain that is possessed by the soul of a stray owlbear who was felled after being caught by it. The trap's chain can be spiked into an open area on the ground and activated by speaking its command word as an action. Immediately after it is activated, the spirit of the owlbear comes into existence centered at the point of the trap and can't move more than 10 feet away from the chained spike. It uses the statistics of an owlbear and is also considered undead. It is hostile to all creatures and controlled by the GM. The spirit returns to the trap after 1 hour, or if it is reduced to 0 hit points. Once the trap has been activated, it can't do so again until 7 days have passed.

D
Daniel Kearns · September 18, 2021

A hooded owlbear cloak giving advantage to strength checks to grapple and if a creature is grappled you can make an attack to head but with the hood's beak dealing 1d4 piercing damage