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October 9, 2021

Elite Workshop Day 1 — What kind of item should we make?

Whew! What a weird Saturday. Thanks for your patience with me getting the poll posts right today! Sorry for the earlier errors!

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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Reginald Yacht · October 10, 2021

**Strategos Crest** *Wondrous item, rare (requires attunement)* This tarnished helm still bears a noble, feathered crest and the symbol of a legendary commander. When you roll for initiative and are not surprised, all allies within 30ft may immediately move up to their speed as long as they end this movement adjacent to another ally. Additionally, you may forgo one attack made as part of the attack action to shout a word of command to an ally within 30 ft, allowing them to make an attack as a reaction. [I am honestly a sucker for combat formations and dramatic pointing, both of which this enables] **Mercenary's Pauldron** *Wondrous item, uncommon (requires attunement)* This solid steel pauldron has an icon of a sword and shield inscribed over the shoulder. It has 6 charges, and regains 1d6 expended charges at dawn. As a bonus action you can expend 1 charge to gain one of the following effects. -You gain advantage on your next weapon attack. If this attack hits, you can expend 1 charge to deal an additional 1d6 damage of the weapon's damage type. -You gain resistance to bludgeoning, piercing and slashing damage until the start of your next turn. When you activate this effect, you can expend 1 additional charge to gain 1d6 temporary hit points. [Magic, but of a very down-to-earth, practical kind] **High-tension Armor** *Armor (half plate), rare* This armor stores the energy from your motion, holding it in a network of complex components and releasing it to allow a massive burst of speed. When you use *action surge* you gain the benefits of the *haste* spell (no concentration required) with the following changes: it lasts until the start of your next turn and you do not suffer a wave of lethargy when this effect ends. [Just a straightforward item that turns a decent fighter into a nightmare (for a bit, at least)] **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. [Elite guards have to deal with high-grade threats, and a lot of those tend to be mind-affecting ones]

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Rose · October 10, 2021

[Elite] Bloodstone Maul Weapon (maul), rare (requires attunement) The head of this maul is made from a large piece of bloodstone, bands of dark iron wrapped around it. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Whenever you score a critical hit using this weapon against a creature, that creature must make a DC 15 Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet from you. If it succeeds on this saving throw, this effect doesn’t restrict the target’s movement for that turn.

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Rose · October 10, 2021

[Elite] Last Oath, Muttered Wondrous Item, rare (requires attunement by a paladin) This small amulet swirls with a spark of divine power. When your hit points drop to 0, you can utter a final oath. When you do, select an ally within 30 feet of you and grant them the effects of your paladin auras for 1 minute. If you die, your oath is amplified, granting all allies within 60 feet of you the effects of your paladin auras for 1 minute. Once this effect has been used, the necklace can’t be used again until the next dawn.

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Rose · October 10, 2021

[Elite] 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.

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DomPrez · October 9, 2021

(Elite) Merciless Ring A ring that can cast *compelled dual* or similar effect on a willing creature and be placed on the ground to expand into a X-foot sphere. An invisible wall surrounds it as if by the *wall of force* spell. It fails if there is insufficient room for the sphere to appear. The effect ends when you or the target reach 0 hit points, or after 10 minutes. When it ends, both you and the target regain any lost hitpoint while inside the ring. (If possible, would be nice to also have away to allow spell slots to be recovered, effectively just turning this into a VR simulation training room) *Don't hold back!*

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Tomas Wynne · October 9, 2021

Elite guards need more tricks than the rank and file city watch. Maybe a counter to invisibility? Eye drops or magic powder bombs?

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Firohe · October 9, 2021

(Elite guard/camping) Relentless Sentry Weapon (rod) You may open the tripod on the end if this rod and place it on a surface within reach. A placed rod has an AC of 15, 20 hit points and blindsight to a range of 60 feet as well as tremmorsense to a range of 30 feet. When the rod detects movement with either sense, you are immediately alerted and can see what the rod does. You are blind in regards to your own senses for the duration. The rod can stay active for up to 8 hours and recharges at dusk.

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s0525mg2 · October 9, 2021

Some sort of crocodile item that gives increase water breath or swim speed

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Moltozar · October 9, 2021

Perhaps something that an elite squad needs to gain an edge against magic users. Maybe a translocation snare that you can throw at a teleporting wizard to stop them/get pulled along with a couple other guards? Or a consumable item that makes it impossible to concentrate on spells in an AoE?

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Mucelch · October 9, 2021

I like uitlity items. We have enough weapons and armor, in my opinion.

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witchcatcher · October 9, 2021

Animated crocodile mask that allows a bonus action bite attack

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Titanium Tomes · October 9, 2021

Would love to see a crocodile belt and/or boots item!

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Dan Dittmer · October 9, 2021

crocodile fanny pouch. attunes to wearer. and if someone tries to steal from it, crocodile teeth bite into them for 1d10 pts of piercing damage.

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DomPrez · October 9, 2021

**Durheim Elite Bands** *Wondrous item, rare (requires attunement)* While wearing this headband you have a relentless resolve to stay in the fight where others would falter. When a weapon attack from a hostile creature would reduce you to 0 hit points but not kill you outright, you can attempt a DC 15 Wisdom saving throw to drop to 1 hit point instead. Pass or fail, once this ability has been used, it can't be used again until the next dawn. Whenever you are within 5 feet of an ally who is also wearing a Durheim elite band, you can use a reaction in one of the following ways when your ally is the target of melee weapon attack: • You grant your ally a +2 to AC, potentially causing the attack to miss. • Immediately after the attack, you make one melee weapon attack against the attacking creature if it is within 5 feet of both you and your ally. • Immediately after the attack, you or your ally can move up to half of your speed without provoking attacks of opportunity.