Cuuko's Magick Emporium

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Rod of Invisibility

Rod, rare

This foot-long rod is completely invisible. It is still a solid object that can be felt and held. The rod is wrought of adamantine, but it may be difficult to determine this.

If the rod is destroyed, any remaining parts lose their magical invisibility.

Creation Notes

Inspiration words: transparent and awkward.

What did you think it would do..? πŸ˜‚


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Staff of Surveillance

Staff, rare (requires attunement)

This ordinary looking wooden walking stick is, in fact, a secret scrying device. When attuned you can spy on the staff's location. The innocuous staff can be intentionally left at a location without raising suspicion or strategically placed to keep an eye on distant objects or people.

As an action, you can use the staff to scry on its current location. This allows you to see and hear what is happening in the vicinity of the staff. The staff must be on the same plane of existence as you, and within 1 mile of your current location. You must also know the staff's location, and if the staff is moved, there is a chance the connection will be broken.

If the staff is moved, the connection remains intact for 1d4 minutes. After this time has elapsed, if the staff is no longer moving, you have the opportunity to reestablish the connection by rolling a Wisdom saving throw (DC 15). On a successful save, you regain the scrying connection. Otherwise, the connection is broken, and you must attune to the staff again to establish a new connection.

While scrying, you have a visual and auditory connection to the staff's location. You can perceive your surroundings as if you were there physically, although you are still physically present at your current location. While in this state you are unaware of your actual surroundings. The scrying effect lasts until you end it, which you can do at will.

A suspicious magic user could cast Detect Magic to determine the stick is magical. Casting Identify on the staff not only reveals it's nature, but the identity of the attuned creature, if any.

Creation Notes

Inspiration words: supports and surveillance.


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Rod of Alphabetical Objects

Rod, uncommon

This smooth iron rod is engraved with 24 letters, one for each in the common alphabet, excluding β€œX” and β€œZ”. The rod can summon small potentially useful objects, but you can never be quite sure what you are going to get.

If you speak an engraved letter aloud while holding the rod, the letter disappears from the rod, then an object appears either in your hand or on the ground depending on it's size. Roll on the appropriate table to determine which object is summoned. Then roll a d4, on a 1 the rod cannot be used again until next dawn.

Once the last letter disappears, the rod becomes and ordinary iron rod.

GM's note: An alternate way to use this item is to flip a coin to decide if the item will be useful, then choose an item that starts with the given letter. If it is useful choose an item that meets the player's needs, or if that is impossible one that is generally useful. If it's not useful, give something funny. If the funny item also plays in to the situation, more the better. Keep a dictionary handy!

The GM may choose to reveal the below tables only when the rod has been identified.

Rod of Alphabetical Objects β€œA”

d6 Object
1 Apple
2 Ale (Mug)
3 Antitoxin
4 Animal Trap
5 Arrow
6 Acid (vial)

Rod of Alphabetical Objects β€œB”

d6 Object
1 Backpack (empty)
2 Bedroll
3 Ball Bearing (1)
4 Bread (loaf)
5 Broom
6 Bandage

Rod of Alphabetical Objects β€œC”

d6 Object
1 Chalk
2 Candle
3 Crowbar
4 Cooking Pot
5 Compass
6 Climber's Kit

Rod of Alphabetical Objects β€œD”

d6 Object
1 Dice (six-sided)
2 Dart
3 Dress
4 Drum
5 Dog whistle
6 Dagger

Rod of Alphabetical Objects β€œE”

d4 Object
1 Earplugs (wax)
2 Egg (chicken's)
3 Easel
4 Emerald (worth 40 gp)

Rod of Alphabetical Objects β€œF”

d4 Object
1 Feather
2 Flint and steel
3 Frying pan
4 Fishing rod

Rod of Alphabetical Objects β€œG”

d6 Object
1 Gold piece
2 Glue
3 Grappling hook
4 Glassblower's tool
5 Greataxe
6 Gemstone (worth 50 gp)

Rod of Alphabetical Objects β€œH”

d6 Object
1 Hammer
2 Hourglass
3 Handaxe
4 Holy Water
5 Horn (drinking)
6 Healing Potion (Potion of healing)

Rod of Alphabetical Objects β€œI”

d4 Object
1 Ink (in bottle)
2 Incense
3 Ice (1 x 1 x 1 foot cube)
4 Iron (bar of iron, 4 lbs)

Rod of Alphabetical Objects β€œJ”

d4 Object
1 Jam Jar (glass jar of juniper jam)
2 Jester's Cap
3 Jug (empty)
4 Javelin

Rod of Alphabetical Objects β€œK”

d6 Object
1 Knapsack
2 Kettle
3 Kite
4 Keg
5 Kilt
6 Knife

Rod of Alphabetical Objects β€œL”

d6 Object
1 Leather (2 x 2 foot square)
2 Lute
3 Lockpicks
4 Lock (with key)
5 Locket (silver, worth 5 gp)
6 Lantern (hooded)

Rod of Alphabetical Objects β€œM”

d6 Object
1 Milk (jug)
2 Mirror
3 Magnifying Glass
4 Manacles
5 Mead (jug)
6 Morningstar

Rod of Alphabetical Objects β€œN”

d6 Object
1 Needle (sewing)
2 Necklace (gold, worth 5 gp)
3 Nightgown (silk)
4 Notebook (leather bound, empty)
5 Nectarine
6 Net

Rod of Alphabetical Objects β€œO”

d6 Object
1 Onion
2 Obsidian (shard)
3 Oak sapling
4 Opal (worth 30 gp)
5 Oar (rowing boat)
6 Oil (flask)

Rod of Alphabetical Objects β€œP”

d6 Object
1 Pouch (leather coin pouch)
2 Parchment (blank)
3 Perfume (vial)
4 Playing cards (deck)
5 Pipe
6 Pickaxe

Rod of Alphabetical Objects β€œQ”

d4 Object
1 Quill
2 Quicksilver (vial, worth 30 gp)
3 Quartz Crystal (worth 3 gp)
4 Quiver (empty)

Rod of Alphabetical Objects β€œR”

d6 Object
1 Rake
2 Ring (silver, worth 5 gp)
3 Ruby (worth 40 gp)
4 Rapier
5 Ration (single day)
6 Rope (hemp, 40 foot)

Rod of Alphabetical Objects β€œS”

d6 Object
1 Sack
2 Soap (bar)
3 Shovel
4 Sickle
5 Scale (merchant's)
6 Spyglass

Rod of Alphabetical Objects β€œT”

d6 Object
1 Turnip
2 Tankard (empty)
3 Tinderbox
4 Torch
5 Tent
6 Trident

Rod of Alphabetical Objects β€œU”

d4 Object
1 Urn (empty)
2 Underwear
3 Uniform (a guard's uniform)
4 Unicorn's horn

Rod of Alphabetical Objects β€œV”

d6 Object
1 Vial (empty)
2 Vinegar (jug)
3 Velvet (2 x 2 feet square)
4 Vase
5 Veil (silk)
6 Viol

Rod of Alphabetical Objects β€œW”

d6 Object
1 Waterskin (filled with water)
2 Wine (bottle of fine wine)
3 Whistle
4 Wood (log)
5 Whip
6 Warhammer

Rod of Alphabetical Objects β€œY”

d4 Object
1 Yam
2 Yarn (ball of white yarn)
3 Yeast (bag)
4 Yoghurt (bowl)

Creation Notes

Inspiration words: alphabetical and stuff.

Why did I do this?? (Because the words told me to.)


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Flute of Knowledge

Wondrous Item, rare (requires attunement by a bard)

This oak flute has been precision crafted to produce a mathematically perfect melody. Its soothing tones bring to mind great halls of knowledge.

While wielding the Flute of Knowledge, when you use your Bardic Inspiration feature and grant a bardic inspiration die to a creature, if that die is used on an Intelligence-based check, the recipient adds an additional d6 to the roll.

Creation Notes

Inspiration words: flute and know.


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Spring Bow

Weapon (hand crossbow), uncommon

This strange tiny crossbow-like weapon has been paired down to a minimalist design consisting of just a powerful spring and a launching tube. Its compact size allows for easy concealment in a sleeve, making the Spring Bow an ideal weapon for assassins or criminals seeking a discreet advantage.

The Spring Bow's compact size and lightweight construction grant advantage on Sleight of Hand checks made to conceal or hide the weapon.

Ammunition: The Spring Bow uses specialized bolts that are specifically designed for its unique mechanism.

Loading: It requires a bonus action to compress the powerful spring and reload the bolt.

Creation Notes

Inspiration words: tiny and dangerous.


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Champion's Belt

Wondrous Item, legendary (Requires attunement by a fighter or barbarian)

This leather belt has a huge copper center plate, with an inscription declaring the bearer β€œChampion.” The belt is a symbol of triumph and martial prowess.

Whenever you reduce a hostile creature to 0 hit points, the belt gains a star, which is magically etched on to the center plate. If you are reduced to 0 hit points, the belt loses a star. When you reach certain milestones, the belt manifests its powers. Milestone Powers can also be lost when losing stars.

If you die and remain dead for 7 days, the star count is reset to 0.

Star Milestone Power

Stars Power
3 The belt refuses to attune to creatures other than you.
10 Once per day, you can spend a bonus action to gain temporary hit points equal to your proficiency bonus. The temporary hit points are lost next time you take a long rest.
20 You gain advantage on intimidation checks.
40 You can no longer be surprised.
60 You gain resistance to all damage.

If you lose a fair, one-on-one fight against an equally-matched opponent, the GM may decide that you have lost attunement to the belt, and it has instead become attuned to the creature that defeated you. The GM has discretion on what situations this applies to.

When a belt is found, it might have stars. The GM can roll a d6 to determine how many.

Belt starting stars

d6 Stars
1 – 3 0
4 – 5 1
6 2

Creation Notes

Inspiration words: dazzling and achievement.

Similar to [[adaptive-blade]], this one sort of breaks the rarity rules. Legendary items are normally only for very high-level characters. But you could give this to a mid-level character and it'll get better as it goes.


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Potion of Regrowth

Potion, uncommon

This vial contains a blue-tinted potion with thousands of tiny silver flecks suspended within it. When consumed, the potion can regrow lost body parts. This potion's components are becoming difficult to source, making it increasingly harder to buy.

Upon drinking the potion, the body's natural healing processes are boosted and accelerated. Any missing body parts, limbs, fingers, tails and so forth, immediately begin to regenerate and regrow. The full process takes around 1 hour, after which the replacements are good as the original body part. This process only works on body parts that were lost within the last year.

Creation Notes

Inspiration words: regrow and realize.

I need one of these for a character.


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Weapon of the Lycanthrope Soul

Weapon (any), rare (requires attunement)

This weapon has intricate engravings depicting the phases of the moon along it.

You have a +1 bonus to attack and damage rolls made with this magic weapon.

The Dagger of the Lycanthrope Soul is a +1 weapon, granting a +1 bonus to attack rolls and damage rolls made with it.

Moonlit Empowerment: The magical properties of the Lycanthrope Soul intensify with the shifting phases of the moon. The bonus to attack provided by this weapon changes based on the current phase of the moon. If it is a New Moon, the weapon loses the bonus. If it is a Full Moon, the bonus becomes +3.

Lycanthrope Harmony: If the creature attuned to the weapon is afflicted with lycanthropy, the weapon deals an additional 1d6 damage of the weapon's type on a successful hit.

Creation Notes

Inspiration words: depends and offensive.

Perhaps a bit to similar to [[weapon-of-the-pale-moonlight]].


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Mote of Destruction

Wondrous Item, rare

This crystal orb has tiny, swirling mote of energy suspended in it's center. The mote gives the orb a faint ominous orange glow.

If the crystal orb is breached, the mote instantly explodes. Each creature in a 30-foot-radius sphere centered on the mote must make a Constitution saving throw, DC 15. A creature takes 6d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

Creation Notes

Inspiration words: mote and shatter.


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Necklace of the Gnomish Paragon

Wondrous Item, rare (requires attunement by a creature with the Gnome Cunning trait)

This trinket is a beautifully carved wooden acorn, hung on a simple twine thread. The acorn was carved by gnomish masters and infused with protective charms. When held to the ear, you can hear faint whispers of gnomish words of protection.

While wearing the necklace, your Gnome Cunning is enhanced. You have advantage on saving throws against all magical effects, not just those that target Intelligence, Wisdom, or Charisma.

Creation Notes

Inspiration words: gnome and favourable.


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