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Poll

Heroic Ideas — Choose 2 community item ideas to be made!

  • 1) Snow Siren’s Flute 18
  • 2) Jinxed Cat String 28
  • 3) Infiltrator's Lantern 35
  • 4) Tincture of the Inedible 12
  • 5) Whenin Roamers 9
  • 6) Splintorch 4
  • 7) Gambler's Folly 26
  • 8) Dune Belt 12
  • 9) Perceptive Pastels 19
  • 10) Tawny's Fantastical Fidget 26
  • 2024-11-22
  • —2024-11-25
  • 189 votes
{'title': 'Heroic Ideas — Choose 2 community item ideas to be made!', 'choices': [{'text': '1) Snow Siren’s Flute', 'votes': 18}, {'text': '2) Jinxed Cat String', 'votes': 28}, {'text': "3) Infiltrator's Lantern", 'votes': 35}, {'text': '4) Tincture of the Inedible', 'votes': 12}, {'text': '5) Whenin Roamers ', 'votes': 9}, {'text': '6) Splintorch', 'votes': 4}, {'text': "7) Gambler's Folly", 'votes': 26}, {'text': '8) Dune Belt', 'votes': 12}, {'text': '9) Perceptive Pastels', 'votes': 19}, {'text': "10) Tawny's Fantastical Fidget", 'votes': 26}], 'closes_at': datetime.datetime(2024, 11, 25, 14, 0, tzinfo=datetime.timezone.utc), 'created_at': datetime.datetime(2024, 11, 22, 20, 36, 8, tzinfo=datetime.timezone.utc), 'description': None, 'allows_multiple': True, 'total_votes': 189}

Content

Hey heroes!

Each week on Discord, community members nominate other members' suggested items to be made into official Saddlebag items. The top two most voted-for item ideas each week get made, following back and forth workshopping and discussion.

You can submit your ideas on Discord, too! Come join us in the #patron-item-workshop channel!

You may recognize some returning item suggestions! Items can be renominated and re-drawn for weekly polls following a week-long cooldown.

Here are the randomly selected item ideas drawn from this week's nominations!

Ideas

1) Snow Siren’s Flute — A flute once used by a siren living in a frigid climate. While attuned, you know ray of frost. You can play a tune on the flute to charm nearby creatures, causing them to move closer to you and take cold damage when close enough to you.

2) Jinxed Cat String — A long sinewy whip connected to a black bone bow handle. You score a critical on 19 or 20 and deal additional damage to the target and those around it. Additionally, you can transform it into a morbid violin bow, granting you a bonus to performance checks when you use it.

3) Infiltrator's Lantern — The light from this hooded lantern is only visible to those within the light's radius. The lantern burns 1 pint of oil over 1 hour.

4) Tincture of the Inedible — This inky potion makes tastes and smells of burning tar. After drinking it, you are suffused with the taste and smell for 8 hours. During this period, creatures take damage if they bite or swallow you. When the potion wears off, you are poisoned for an hour.

5) Whenin Roamers — This pair of footwear adapt to match the aesthetic of the location you are in after spending a certain amount of time there. Additionally, you have advantage on Persuasion and Performance checks with people you spend enough time with.

6) Splintorch — This 2-inch long splinter acts much like a normal torch when lit, providing as much light as one.

7) Gambler's Folly — A coin imbued with volatile abjuration magic that sports a pair of dice on one side, blank on the other. You can flip the coin to gain temporary hit points, or can change to double the number with an additional roll.

8) Dune Belt — A leather belt with an amber-encased scorpion featured on its belt buckle. While wearing the belt, you can speak the command word to create a spectral scorpion tail, allowing you use it to make poisonous attacks for the next minute.

9) Perceptive Pastels — A small box of 1d4 + 1 pastel chalks. You can draw either: an eye, ear, or mouth with the chalk before it crumbles. While the drawing persists you can use an action to look, listen, or speak through it, respectively.

10) Tawny's Fantastical Fidget — This small set of interlocking rings can be arranged in endless configurations but can't ever be separated. Spending 24 hours over 3 days or fewer studying the rings grants you proficiency in Sleight of Hand, after which the rings' magic grows inert for a decade.

Keep on adventuring!

Comments

Steve Heald

None of the above. They all feel contrived and I wouldn't use them in my game. I am a huge fan but these miss the mark fo rme.