Cuuko's Magick Emporium

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Cursed Letter

Wondrous Item, rare

This letter appears to be an ordinary leaf of parchment. Upon opening and reading the letter, the recipient receives a powerful curse that causes them to have horrific nightmares whenever they attempt to sleep.

Curse: Anyone who read the Cursed Letter is immediately afflicted by its curse. The curse prevents the recipient from gaining the benefits of a long rest, and they gain one level of exhaustion every 24 hours until the curse is removed. The curse can be removed by making and sending four copies of the letter to four different recipients, or by using a Remove Curse spell or similar magic.

To make a copy of the Cursed Letter, the recipient must first make a DC 15 Intelligence (Arcana) check to understand how the curse works. They can then use this knowledge to create four copies of the letter using the same method. Once the copies are made, they must be sent to four different recipients. The curse will be lifted once all four copies have been sent.

Destroying the letter does not end the curse, and the recipient must track down another if they wish to make their own copies.

Creation Notes

Inspiration words: soul and forward.

What if those annoying forwards really worked?


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Thug's Knife

Weapon (dagger), rare (requires attunement)

At first glance this dagger appears to be chipped and poorly maintained, but on closer inspection the jagged edge is keen and the grip fast.

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

If you use the knife to make a sneak attack and roll a 19 on the attack roll, it is considered a critical hit.

Creation Notes

Inspiration words: thugs and knife.

Knife was another good wildcard word. I had to skip another offensive combination.


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Weeks 3 & 4 Review

Potions week went pretty well. Although I did have to stretch some of my ideas a bit. [[potion-of-tactical-retreat]] may have worked better as a wondrous item.

There have been a lot of good items from the past fortnight, but if I had to pick a favourite it would be the [[mirror-of-fabulous-style]].

I had to discard two sets of words over the two weeks for being potentially offensive.

On a review, my rarities haven't been too consistent. I'll try to be mindful of this going forward. At some point, I may need to go back and adjust some rarities.

I've started work on a tool to import the items in to fantasy grounds. It's a work in progress, and I'll likely have to adjust it as I experiment with more item types. But it does alright! See the image below.

At some point soon I need to go through the existing list and add some extra “meta” data such as item weight, name when unidentified, etc. This will help when compiling in to a book later. The sooner I do this, the better – I don't want it to build up in to a huge task. Then I can add the meta data as I go from then on.

I've still only got two weapons. So the next week will be weapons week! The first weapon, [[the-paladins-conscience]], is already up!

Image


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The Paladin's Conscience

Weapon (greatsword), legendary (requires attunement)

This exquisitely made great-sword has simple, clean lines and is made of a steel with a slight golden hue. The handle and pommel are decorated with holy symbols.

The great-sword is sentient, and contains the soul of a once great paladin. The sword is lawful-good and refuses to kill unless it is absolutely necessary to protect the innocent. It can communicate telepathically with it's owner and uses this ability to offer guidance towards this goal. In extreme circumstances, it can remove it's attunement from it's owner to prevent misuse. The great-sword follows the paladin's Tenents of Devotion.

You have a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an additional 2d6 radiant damage to any creature it strikes.

The great-sword has 5 charges, regaining 1d4 charges each dawn.

  • If you strike a creature with the great-sword, a charge is wasted.

  • As an action, you can spend a charge to cast the Protection from Evil and Good spell with a spell save DC of 17, without providing the material components.

  • As an action, you can spend a charge and a creature you touch regains a number of hit points equal to 2d4 + 2.

Creation Notes

Inspiration words: exquisite and necessary. It's weapons week!

My players would hate this.


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Weapon (Shoddy)

Weapon (any), common

This weapon is made using inferior components and techniques, and it can be easily broken.

When you score a critical hit with this weapon and deal damage, the weapon breaks and becomes useless. The weapon can be repaired using Smith's Tools, but once repaired it retains this property.

Shoddy weapons are typically worth 1/5th of the normal cost, if you can find someone willing to buy it. They are of obvious poor quality, and are difficult to pass off as normal weapons.

Creation Notes

Inspiration words: equipment and budget. It's weapons week!


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Anti-Escape Arrow

Ammunition, uncommon

This finely crafted magical arrow has been specifically designed to pin foes. When fired from a ranged weapon, it deals an additional 1d6 force damage on a hit, and the target must make a Strength saving throw (DC 15) or be pinned to the spot, unable to move until the end of your next turn.

Once it hits a target, the ammunition is no longer magical.

Creation Notes

Inspiration words: weighs and runner. It's weapons week!


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Weapon of the Pale Moonlight

Weapon (any), rare

This weapon is made with a silvery metal that glows faintly blue in the moonlight.

You have a +1 bonus to attack and damage rolls made with this magical weapon. When wielded in direct moonlight, the bonus increases to +2, and it acts as a silvered weapon.

Additionally, while in direct moonlight, the weapon illuminates a 40-foot radius with a dim blue light.

Creation Notes

Inspiration words: pale and required. It's weapons week!

Very thematic for a character with a moon-deity.


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The Explorer's Hammer

Weapon (warhammer), rare (requires attunement)

This ancient warhammer has maze-like patterns carved in to it's head, and it's handle is made of solid oak with inset dwarven runes. The weapon was crafted by a nomadic dwarven clan, to assist in the exploration of lost dungeons.

The Hammer of Exploration has 2 charges, which are renewed every dawn. As an action, you can expend 1 charge to:

  • Cast the Knock spell without using a spell slot.

  • Locate the nearest hidden door within 30 feet of you. Once you have found the door, the hammer vibrates slightly in your hand. If there is no such door, nothing happens.

While attuned to the Hammer of Exploration, you have advantage on Wisdom (Perception) checks made to detect secret doors (including trapdoors) within 30 feet of you.

If you use the hammer to make an attack roll on a door, the door takes double damage.

A door is normally an object that was designed to be opened and closed, and is made of a mundane non-magical material. What does and doesn't count as a door is at the discretion of the GM.

Creation Notes

Inspiration words: discover and obstacle. It's weapons week!


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Quickdraw Weapon

Weapon (any ranged), rare (requires attunement)

This magical weapon has a carved grip that fits comfortably in your hand.

During your turn, you can draw or stow this weapon without using your free object interaction. This allows you to quickly switch between other weapons or items.

In addition, when a creature within range of the weapon becomes surprised, you can use your reaction to make a ranged weapon attack with this weapon targeting the creature. If this attack hits, it deals an extra 1d6 damage of the weapon's type.

Creation Notes

Inspiration words: response and draw. It's weapons week!

For that pistols-at-dawn appointment.

I skipped two potentially offensive combos.


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Adaptive Blade

Weapon (shortsword), legendary (requires attunement)

This sword appears ordinary in every way. In fact, it is a legendary magical weapon imbued with the ability to adapt itself to seek it's wielder's approval. It learns from its wielder's actions and choices, becoming more powerful and versatile over time.

The sword begins as a very plain, ordinary shortsword. As it grows, it's appearance slowly changes to suit it's holder. A paladin's Adaptive Blade might be intricate and golden, while a necromancer's could be a gnarly looking and made of bone.

The blade starts with one adaption point. Whenever you gain a level while attuned to the blade, it gains an additional point. During a long rest, you can spend any number of points to make an adaptation from the adaption table to the blade permanently. If a adaptation has a prerequisite listed, the blade must already the prerequisite to obtain the new adaptation. The new adaptation always replaces the prerequisite adaptation. Each adaptation can only be gained once, unless otherwise stated.

Once a creature has attuned to the blade, and the blade has at least one adaptation, the blade refuses to attune to other creatures. One month after the attuned creature dies, the blade loses all adaptations and reverts back to it's original form.

GM Note: GMs are encouraged to work with players to create custom adaptions beyond those provided.

Adaptions Table

Adaption Name Point Cost Prerequisite Description
+1 weapon 1 - You have a +1 bonus to attack and damage rolls made with this weapon.
+2 weapon 2 +1 weapon You have a +2 bonus to attack and damage rolls made with this weapon.
+3 weapon 3 +2 weapon You have a +3 bonus to attack and damage rolls made with this weapon.
(Changed Type) 1 - Change this weapon from it's current type to one of the following: battleaxe, dagger, glaive, greataxe, greatsword, halberd, handaxe, longsword, rapier, scimitar, shortsword, or sickle. It gains or loses properties as appropriate.
This adaptation can be made multiple times.
Defensive 2 - While wielding this weapon, you gain a +1 bonus to your AC.
Resolute 4 Defensive While wielding this weapon, you gain a +2 bonus to your AC.
Life Stealing 3 - When you roll a critical on an attack roll with this weapon, you gain temporary hit points equal to half the damage dealt by the weapon (rounded down).
Patulous 1 - Curse: You are unwilling to part with the weapon, keeping it within reach at all times. (This curse is lifted when this adaptation is replaced.)
Covetous 1 Patulous When a creature other than you willingly touches the weapon, they must make a Dexterity saving throw, DC 14, or take 2d6 force damage and be pushed back 10 feet.
Harmonic 4 Patulous While you are attuned to this weapon, you can attune to an extra magic item.
Lucky 2 Patulous Once per day, when you make an attack roll with this weapon, you can choose to roll an additional d20. You can choose after you roll the die, but before the outcome is determined. You choose which of the d20s is used.
Perforation 1 - This weapon ignores resistance to piercing and slashing damage.
Subtle 1 Perforation This weapon ignores resistance and immunity to piercing and slashing damage.
Forceful 3 Perforation This weapon ignores resistance to any kind of damage it can deal from a melee attack.
Sharp 2 - When making an attack roll with this weapon, 19 or 20 counts as a critical hit.
Keen 3 Sharp When making an attack roll with this weapon, 18, 19 or 20 counts as a critical hit.
Silvered 1 - This weapon has the silvered property.
Spell-Whispering 2 - The blade can store a level 1 spell, as with a Ring of Spell Storing.
Spell-Speaking 2 Spell-Whispering The blade can store 3 levels worth of spells, as with a Ring of Spell Storing.
Spell-Singing 2 Spell-Speaking The blade can store 5 levels worth of spells, as with a Ring of Spell Storing.
Unbreakable 1 - This weapon cannot be broken or destroyed.
Vicious 1 - When you roll a critical on an attack roll with this weapon, the target takes an extra 2d4 damage of the weapon’s type.
Savage 3 Vicious When you hit a creature with this weapon, it takes an extra 2d4 damage of the weapon’s type.
Fiery 1 Savage When you hit a creature with this weapon, it takes an extra 2d6 fire damage.
Cold 1 Savage When you hit a creature with this weapon, it takes an extra 2d6 cold damage.
Freezing 1 Cold When you hit a creature with this weapon, it takes an extra 2d6 cold damage and has its movement speed reduced by 10 feet until the end of your next turn.
Necrotic 1 Savage When you hit a creature with this weapon, it takes an extra 2d6 necrotic damage.
Thundering 2 Savage When you hit a creature with this weapon, it emits a loud thunderclap, audible up to 300 feet away, and the target takes an extra 3d6 thunder damage.

Creation Notes

Inspiration words: learns and approval. It's weapons week!

I uh, went a bit overboard on this one, and didn't really have time to give it to normal balance polishing. I may have to return to this one at the end. Finishing weapons week with a bang, though!


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