viewIsolation Band
Wondrous Item, uncommon
This band is crafted from a thick black fabric and padded with a sound-dampening material. The band is flexible and can be easily stretched to fit over the heads of most creatures of large size or smaller. While on a creatures head, it obscures sensory perception. Depending on the positioning of the band, it can cover one or more (or even all) of the following, resulting in the given effects:
Covered |
Effect |
Eyes |
The creature is blinded. Any check that requires sight automatically fails. A creature with truesight can see through the band. |
Ears |
The creature is deafened. Any check that requires hearing automatically fails. Additionally, the creature has resistance to thunder damage. |
Nose |
The creature loses the ability to smell. Any check that requires smell automatically fails. |
Mouth |
The creature is incapable of speaking, or making any other sound from their mouth. They unable to cast spells with verbal components. |
The Isolation Band is crafted with immense skill and never fails to work if positioned correctly. However, it is not a magical item.
Creation Notes
Inspiration words: deafened and weave.
Great for taking prisoners. Great for players
Some might argue this item is not needed, and characters could just use a standard blindfold & gag. At my table even when blindfolded you would get checks, just with a high DC. This item guarantees automatic failures.
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viewCanvas of Conjuration
Wondrous Item, very rare
The Canvas of Conjuration appears to be an ordinary canvas, measuring approximately 3 feet by 4 feet and is adorned with arcane symbols along its edges. A painter can harness its magic to summon inanimate objects with a stroke of their brush.
The painter must make a tool use check using Painter's Supplies (adding their proficiency bonus to the check if proficient) to paint the object they wish to summon. It is not possible to paint an object if you don't know what it looks like, but at the GM's discretion a detailed description may be sufficient. The quality of the summoned item is determined by the result of the check. Once the item is summoned, the canvas becomes non-magical.
Roll |
Item Quality |
10, or less |
The summoned object resembles the desired item, but is merely a cheap or flawed copy. The summoned object is non-magical. |
11 – 17 |
The summoned object closely resembles the desired item. It is fully functional if the item is mundane. If the desired item is magical, the summoned object has similar but lesser magical properties. |
18, or more |
The summoned object is a flawless replica of the desired item, crafted with extraordinary precision. It retains any magical properties of the original item, if applicable. |
The summoned object is subject to the following restrictions: it must be inanimate, non-legendary, and its value must be less than or equal to the value of the canvas itself. If the painting falls foul of these restrictions, nothing is summoned, and the canvas can be repainted.
If a player wishes to invent a new object to paint, one that does not already exist in the setting, the GM decides if the magic works.
Creation Notes
Inspiration words: lacks and illustration.
I was torn between making it very rare and a one-shot, or legendary and reusable.
I discarded the words “large entire” for being too nonsensical. Maybe I could have done something with these. But I haven't used that veto yet.
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viewHorns of The Minotaur
Wondrous Item, rare (requires attunement)
These magnificent curved horns are crafted from a rare material found only in the deepest corners of the Feywild. They are connected to a metal band, allowing a snug fit on the head. Attuning to the horns awakens your inner minotaur, and while wearing them you gain the following ability:
Gore: Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. The attack is considered an unarmed strike. If the attack hits, it deals 1d6 plus your strength modifier bludgeoning damage.
Creation Notes
Inspiration words: gore and opponent.
I assume the word “gore” came straight from the minotaur's stat block. Unless there's a bull in the SRD?
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viewWeeks 7 & 8 Review
Over these weeks, my favourite item was probably the very first one – [[chronopticon-goggles]]. I think these could be really neat in a mystery game.
Rings week made me realise that pretty much any of the wondrous items I've come up with so far could be rings. I'm not sure what the takeaway here is. Perhaps I should be thinking more about what form the magic items take and why. Out of the rings, the [[ring-of-majestic-marquee]] is probably my favourite. Even if it's not really that useful. The next themed week is Armor week – so far I have done no armours, so this ought to be interesting. The first armour, [[armor-of-cruel-bargains]] is already up.
This nicely leads to the next issue: UK vs US spelling. There are certain keywords in D&D, where I feel obliged to keep the US spelling. “Armor” is a good example. But in I've been using UK spelling otherwise. This hybrid approach is not great. In the Ataland Project we settled on US spelling everywhere. I'm doing the same here. I've updated all previous items to use US spelling and that will be the case going forward. Blog posts will remain in UK English.
After item 50 I decided to change one of the challenge rules. (They are my rules, after all.) Originally, I could only generate words after the last item was finished. I've now decided to allow myself to “pool” up to 5 pairs of words. I think this is going to help because I can work on the words that are inspiring me the most, and I shuffle words around to help with the themed weeks. I'm still not allowed to discard words.
Over half-way done!
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viewArmor of Cruel Bargains
Armor (any), rare (requires attunement)
This armor has a strange purple sheen to it.
While attuned to this armor, after completing a long rest, you can choose a damage type from the following become resistant to: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. This resistance lasts you choose a new damage type, or remove the armor.
Curse: Once you don this cursed armor, you can't remove it unless you are targeted by the remove curse spell or similar magic.
Additionally, whenever you choose a damage type to be resistant to, you become vulnerable to a damage type. Roll on the following table to determine the type. If you roll the same type of damage you chose to be resistant to, re-roll. This vulnerability lasts as long as the resistance.
Cruel Bargains Damage Vulnerability
d100 |
Damage Type |
1-12 |
Bludgeoning |
13-24 |
Piercing |
25-36 |
Slashing |
37-44 |
Fire |
45-52 |
Cold |
53-60 |
Lightning |
61-68 |
Acid |
69-76 |
Poison |
77-84 |
Radiant |
85-92 |
Necrotic |
93-96 |
Psychic |
97-98 |
Force |
99-100 |
Thunder |
Creation Notes
Inspiration words: major and vulnerable. It's armor week!
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viewBarrier Armor
Armor (any), rare (requires attunement)
This armor is inscribed with symbols of protection. The enchanted armor is infused with protective magic that forms an visible barrier around its wearer, which takes the form of a blue-green field of energy hovering half an inch away from the armor.
Once per day, when you don the Barrier Armor, you gain 10 temporary hit points. As these hit points are depleted, the visible barrier becomes cracked and splinted, and eventually disappears.
The temporary hit points last until they are depleted, or you doff the armor, or until you finish a long rest. The barrier regains it's magic at dawn. Unspent temporary hit points from previous days do not accumulate.
Creation Notes
Inspiration words: power and openly. It's armor week!
Bit of weak connection to the words. I wanted the armor's power to be openly visible.
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viewShield of Annihilation
Armor (shield), rare (requires attunement)
This sturdy shield is make from a dark wood that almost seems to absorb the light around it. It bears intricate etchings of swirling vortexes and destructive energies. While wielding the shield, you can activate a vortex of annihilation in response to ranged attacks.
As a reaction when you are hit by a ranged attack, you can raise the Shield of Annihilation to gain a +4 bonus to your AC against that attack. If the attack now misses, the vortex opens, annihilates the ammunition or weapon used in the attack, and snaps closed.
Once 3 items have been gobbled up by the vortex, this ability cannot be used again until next dawn.
Creation Notes
Inspiration words: spear and delete. It's armor week!
To celebrate shields no longer being armor in the OneDND playtest... a shield on armor week!
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viewPapier-mâché Plate Armor
Armor (padded), common
This armor is a decorative replica of plate armor, laboriously crafted using layers of papier-mâché and painted to resemble weathered metal plates. While it lacks the protective qualities of true plate armor, it is visually very similar in appearance suitable for ceremonial purposes, performances, or masquerades.
The well made costume is better than no armor at all, equivalent to wearing padded armor. However, it is not built for real combat, and would likely be ruined after a single fight.
A perception check is required to identify the armor as a replica. The GM should set the DC depending on the distance to the armor and the situation.
Creation Notes
Inspiration words: materials and silly. It's armor week!
Well, it's made of a silly material.
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viewImitation Leather Armor
Armor (leather), uncommon
This armor provides similar maneuverability and protection as leather armor, but is not made of leather. Instead, it is woven from ethically sourced materials by skilled artisans who ensure the well-being of the animals involved. Such armor is a popular choice for Druids.
While wearing the armor, you have an uncanny way with animals, and you have a +1 bonus on Animal Handling (Wisdom) checks.
Creation Notes
Inspiration words: leather and decent. It's armor week!
Leather's a good word to have on armor week. Ironically, it's not made of leather.
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viewWatcher's Studded Leather
Armor (studded leather), very rare (requires attunement by a warlock)
This studded leather armor is adorned with two mesmerizing eyes that appear to be constantly observing their surroundings. As you attune to the armor, you can sense the presence of your patron peering through the eyes on the chest, its gaze ever watchful and judgmental.
You have a +2 bonus to AC while wearing this armor.
However, the power of the armor is closely tied to the favor of your patron. If your patron disapproves of your actions or choices, the bonus provided by the armor can be reduced to +1 or even +0. Conversely, if you manage to please your patron through exemplary service or achievements, the bonus provided by the armor might be temporarily increased to +3, as your patron rewards your loyalty.
Creation Notes
Inspiration words: warlock and dynamic. It's armor week!
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