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September 25, 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 (9)

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Reginald Yacht · September 26, 2021

**Sovreignseed Satchel** *Wondrous item, ??? (requires attunement)* This unassuming leather satchel is embroidered with a floral pattern and connects to an extradimensional garden that produces seeds with powerful effects. When you complete a long rest, you can pull X seeds from the garden to appear in the satchel's pouches. When you remove a seed from the stachel, its magic dissipates if it has not been used by the beginning of your next turn. -***Bamboo Bridge.*** You can plant this shoot in earth or unworked stone as an action, causing it to grow at an incredibly rapid pace to form a solid structure. The tightly woven bamboo forms a cylinder 5 feet in diameter and up to X feet in length perpenicular to the surface it is planted in. Any checks made to climb or maintain balance on these structures are made with advantage. The bamboo remains stable for 8 hours, after which is begins to splinter and break apart. -***Binding Bur.*** This bur can be thrown as an improvised weapon [range 10/30] or used as ammunition for a sling. When you hit a creature with this bur, it must make a DC XX Strength saving throw or suffer the effects of *entangle* for 1 minute as the bur bursts into a network of spiny threads. At the start of each of the creature's turns it takes XdX damage as the threads cut into it. -***Cloak Cotton.*** This boll can be thrown as an improvised weapon [range 10/30] or used as ammunition for a sling. It replicates the effect of the *fog cloud* spell where it hits, with the area functioning as difficult terrain and lasting until it takes any fire damage. -***Detonation Dandelion.*** This unusually hard dandelion seedhead can be thrown as an improvised weapon [range 10/30] or used as ammunition for a sling. When it hits, the seeds burst into a cone of sharp seeds. All creatures within the cone must make a DC XX Dexterity saving throw or take XdX damage, or half on a success. -***Fern Ferry.*** When placed into water as an action, this seed rapidly unfurls into a massive fern, functioning as a small watercraft able to carry ten people. This craft remains for 1 hour, after which it curls in on itself and withers away. -***Launch Lotus.*** You can plant this seed as an action, causing it to rapidly grow into an unusual rubbery flower. This flower covers the ground in a 5 foot diameter. When standing in this space, a creature's jump distance is tripled and it can jump its full distance without moving 10 feet beforehand. Additionally, jumps made from this space only use half of the normal movement required (for example, a 30 foot jump would only expend 15 feet of movement). The lotus remains for 1 hour, after which it withers an turns to dust. -***Radiant Rose.*** This golden seed can be planted as an action, immediately growing a golden, glowing rose. This rose provides bright light in a 50 foot radius and dim light for an additional 50 feet. Up to five petals can be removed from the rose. When a petal is removed, it emits bright light in a 10 foot radius and dim light in an additional 10 feet. For each removed petal, the radius of the rose's bright and dim light decrease by 10 feet. -***Rune Root.*** You can plant this tuber as an action to replicate the effects of *glyph of warding*, forming an explosive rune that deals acid damage and is activated by any creature coming within 5 feet of the tuber's location. The tuber remains for 8 hours or until activated. Additional seeds may become available based on DM discression. - A sort-of renewable Robe of Useful Items with more botanical flair, and some practical applications for a sling.

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Jarred Beauchemin · September 25, 2021

Greenman's Thumb Winderous Item (Uncommon) This bone trowel is unevenly made and stained green. When used to plant a piece of a plant of at least an inch long the plant magically grows to 1 foot tall + 2d6 inches over the corse of 10 min. This works on dried pieces of plant or fresh cut peices. This ability cannot be used on a piece of the initial growth caused by this item but can be used on any new growth after that. Once per day you can stick the trowel into the ground to cast goodberry. The goodberries appear on a small bush that suddenly springs from the ground, instead of your hand. The bush withers away after 10 minutes. While holding this trowel you have advantage on Intelligence (Nature) checks to identify plants.

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Rose · September 25, 2021

[Garden] Nature’s True End Wondrous item, rare (requires attunement by a druid) This twisted skull charm carries the faint smell of death on it. You may use this as a druidic spell focus. You can benefit from the charm, as described below, even if you aren’t attuned to it. While wearing this charm, creatures have disadvantage on Wisdom (Survival) checks to track you via scent. While you are sleeping or engaged in light activity, you emit an aura of faux death in a 15-foot radius. A wild beast of CR 1 or lower that enter the area must make a DC 13 Constitution saving throw. On failure, the creature is turned for 1 minute. A turned creature must spend its turn trying to move as far away from you and cannot willing move towards you. On success, they are immune to this effect for 24 hours. While attuned to this charm, rotting vines grow from the eyesockets. When you cast a spell that would deal necrotic damage, you may reroll any 1s or 2s and must use the new roll even if it is lower. Additionally, when you fail your third death saving throw and die, you are instantly under the effect of gentle repose. Curse. This charm is cursed and by attuning to this charm, the curse is extended to you. While cursed, the vines of the charm sink into your body, fusing to your skin, making it impossible to willingly remove unless targeted by a greater restoration spell or other similar magic. If 10 days pass while under the effect of the charm’s gentle repose and you are not revived, your body suddenly bursts into a mass of rotting vines and fungi. You cannot be brought back to life except by a reincarnate, resurrection, true resurrection, or wish spell.

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Ginray · September 25, 2021

A plant whose leaves turn to actual gold when they naturally wilt and fall off.

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Ginray · September 25, 2021

A decorative statue fountain that enchants water than runs through it. Creatures who drink the water stop aging for one year and other magics can't alter their age.

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Ginray · September 25, 2021

A wheelbarrow that can mimic the Tenser's Disc spell as long as you're holding onto its handles.

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Ginray · September 25, 2021

Terra Cotta Pot Helm A clay helmet you can use to petrify and disguise yourself by turning into an inanimate statue of yourself.

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Ginray · September 25, 2021

Angels' Trumpet A magical flower that can be put in the mouth of a creature that has 0 or fewer hit points. The creature is reanimated for 10 minutes with 1 Hit Point and Temporary HP equal to its Hit Point maximum, it gains new and incredible divine powers (I imagine a healing pulse and a ranged radiant attack or additional smite-like damage on attacks) and follows your commands. After the duration or when the creature is reduced to 0 or fewer hit points, it falls dead (or unconscious in the case of a PC )once more. The flower is consumed this way when it is used.

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Firohe · September 25, 2021

Harvest staff Weapon (quarterstaff), uncommon. 1/day charge to cause any tree, shrub, or similar plant to grow a bounty of fruits, nuts, berries, etc. Duplicating the effects of the Goodberry spell.