Cuuko's Magick Emporium

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Carriage Golem

Large Construct, Unaligned

Armor Class: 12

Hit Points: 80 (10d10 + 20)

Speed: 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 4 (-3) 10 (+0) 1 (-5)

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned

Senses: Darkvision 60 ft., passive Perception 10

Languages: Understands the languages of its creator but can't speak

Special Traits

Construct Nature: The carriage golem doesn't require air, food, drink, or sleep.

Magic Bound: The carriage golem is bound to a specific magical item, such as a Crystal Orb of Control, which allows a wielder to issue simple commands to the golem. If the bound magical item is destroyed, the golem becomes inactive until a new magical item is bound to it. It can follow simple commands such as “go forward,” “turn left,” “stop,” etc., issued by the wielder.

Carriage Form: The carriage golem physically resembles a large, ornate carriage made of sturdy materials.

Transportation: The carriage golem can carry up to six Medium-sized creatures or their equivalent weight in cargo. It moves smoothly but may experience bumps and jolts like a regular carriage.

Actions

Slam: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) bludgeoning damage.

Creation Notes

Inspiration words: vehicle and construct.

Redo. This is a replacement for the original item “Folding Boat” that I was not happy with.


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Chromatic Weapon

Weapon (any melee), rare (requires attunement by a dragonborn)

This weapon is engraved with extravagant draconic motifs. The handle is adorned with scales and a clear gemstone. When a dragonborn attunes to the weapon, the gemstone changes color to match their scales. The weapon harnesses the draconic heritage of the wielder, channeling the energy of their breath weapon, imbuing the blade with a matching element. Weapons of this type are highly sought among dragonborn warriors.

The weapon deals an additional 2d6 damage of the type matching the wielder's breath weapon on a hit.

Creation Notes

Inspiration words: chromatic and aggressive.

I had to drop “duergar broadband,” which was sort of a shame. I also had to drop a potentially offensive combo. The first in a while. Finally, I got a nonsense word from the theme dictionary: “hourthis.” No point correcting the dictionary this close to the end.


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Flowing Handwraps

Wondrous Item, rare (requires attunement by a monk)

These delicate silk handwraps have been painstakingly embroidered with gossamer silver thread. The fragility of the handwraps serves to remind a monk wearing them to be deliberate and mindful with their strikes.

While wearing the handwraps, whenever you hit a target with an unarmed strike, you can choose to expend 1 ki point to attempt to control the target's movements. The target must make a Dexterity saving throw against the monk's ki save DC. On a failed save, the target's speed is reduced to 0 until the end of their next turn.

Creation Notes

Inspiration words: controlling and monk.

Not my favourite, I've not used monks much. Why do you keep giving me monk stuff random word generator? It wasn't even the theme word!


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Cork of Mischief

Wondrous Item, common

This unassuming cork looks and feels just like a regular cork. The Cork of Mischief allows you to disrupt the effectiveness of projectiles and firearms, creating opportunities for misdirection and chaos.

As an action, you can place the cork on an arrow or bolt. When the corked projectile is fired, it deals 1 bludgeoning damage instead of its regular damage.

Similarly, as an action, you can cork the barrel of a firearm. The next time the corked firearm is fired, the shot automatically misses its intended target. Roll a d6. On a result of 1 or 2, the firearm is damaged and will require repair before it can be used again.

The cork is surprisingly resilient, and neither of these uses damage it.

Uncorking an object requires an action. Once uncorked, the projectile or firearm returns to its regular functionality.

You can attempt a Dexterity (Sleight of Hand) check against the passive perception of others to cork an item without being noticed.

Creation Notes

Inspiration words: cork and cancel.

This might just be a normal cork. 🤷‍♂️


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Phial of Emotion

Potion, very rare

This small crystal phial is filled with a liquid that shimmers when disturbed. The essence of an emotion has been captured within the potion. In order to create it, the mixer must sacrifice a memory tied to the desired emotion. This sacrifice infuses the potion with the essence of that emotion.

If you consume the potion, you immediately experience the emotion contained within. The effect is instantaneous, uncontrollable, and you are utterly consumed by the emotion for the next hour.

The emotion is raw and volatile. A Phial of Emotion should be used with great care. It can lead to unexpected – even life-changing – consequences.

Phial Emotion Types

d6 Emotion Suggested 1 hour effect
1 Joy You have advantage on Persuasion checks and saving throws against fear effects. You have disadvantage on Intimidation checks.
2 Anger You have advantage on strength saving throws and melee attacks.
3 Sorrow You have advantage on Charisma skill checks. You have disadvantage on saving throws.
4 Fear You can't be surprised. You have disadvantage on attack rolls.
5 Compassion You have advantage on Insight and Persuasion checks.
6 Tranquility You have advantage on Wisdom saving throws. You have disadvantage on initiative rolls.

Roleplay

The “suggested effect” above is just a place to start when thinking about the effect of this potion. How does the imbiber process this emotion? Is there a connection to their backstory, or current circumstances? Is it a new experience for them to experience this emotion so intensely? Or, have they felt this way before? Often? Will this experience change their outlook going forward?

It is important to remember that this potion does not change a creature's alignment or personality. However, it might cause them to act out of character. A Phial of Joy might cause the normally stoic paladin to cut loose a little.

If the potion was taken by a player character, the Game Master should work with that player to figure out what the effect should be.

Creation Notes

Inspiration words: keeps and emotionally.

I didn't want this to be just another anti-fear potion. This is more roleplay focused, and hopefully more fun.


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Weeks 11 & 12 Review

The penultimate review. There will be two items left after the last review. I want to do something special for them, but I haven't figured out what yet.

These two weeks were the opposite of the last two. The theme week was fairly easy, and the other 7 were much harder. Why didn't I do any wands before? They are so easy to figure out! The answer is, there's only so many interesting ways you can spin “you can cast these spells.” Hopefully, I spun a few! It's difficult to even pick a favourite, I like them all so much. Since I have to pick one, the [[wand-of-wards]] is simple, thematic, and a item I'd love to have in my backpack.

To pick a non-wand favourite, the [[ring-of-deaths-embrace]] has some cool roleplay possibilities.

The [[folding-cart]] is the first one that I've done that I am really not happy with. I was too tied to my interpretation of the random words given and wound up sucking all the utility from it. As it stands, it's not a very useful item. (And I received feedback to that effect.) I'm not sure what I am going to do about that yet.

I've progressed quite far with the final book version. It will include all the items, but also details of Cuuko's Magick Emporium – the mysterious shop where your players can find them for sale.

Book Preview Image

Part of the point of this exercise is not to obsess and continually revise items. However, as I get to the compiling-in-a-book stage, it's really necessary to give every item a fresh reading to fix errors and omissions. I've already done one pass, where I made some very minor changes. More passes will follow at the end.

The final theme week will be rods & staffs week. The first of which is already up: the [[staff-of-arcane-insight]].


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Staff of Arcane Insight

Staff, rare (requires attunement by a creature proficient in Arcana)

This old mahogany staff has been smoothed and worn by many successive hands. The staff allows you to tap into the collective Arcana knowledge of it's previous owners, which comes in the form of faint whispers only the holder can hear.

To attune to the staff you must spend an hour conversing with it about arcane matters. Only those already proficient in Arcana are deemed a worthy holder by the staff.

Once per day, you can call upon the staff's reservoir of knowledge to gain insight into the mysteries of magic. By concentrating and consulting the staff, you can automatically achieve a result of 20 on an Arcana check.

Additionally, when otherwise making an Arcana check, the voices whisper advice to you, allowing you to double your proficiency bonus.

The Staff of Arcane Insight can also be used as a spellcasting focus for its attuned wielder.

Creation Notes

Inspiration words: acuity and retire.


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Rod of Many Lights

Rod, rare

This rod is crafted from a smooth polished metal, except the tip, which is a solid lump of glass. Along its surface are several small buttons, each labeled with symbols representing different functions.

Fiddling with the buttons requires an action, but you can press as many buttons as you wish during that action.

Buttons

  • On/Off: The largest button allows you can activate or deactivate the rod, causing it to emit or cease emitting light.
  • Intensity Control: By pressing the buttons labeled with numbers, you can adjust the intensity of the emitted light, ranging from a subtle ambient glow (dim light out to 10 feet) to a blinding brilliance (bright light out to 30 feet, and dim light an additional 30 feet.)
  • Color Control: The colored buttons allow you to change the color of the emitted light. A wide spectrum of colors are available, including vibrant hues and ethereal shades.
  • Light Type: By pressing the buttons adorned with symbols representing different light sources, you can cycle through several options, including a steady beam, pulsating, or even a flickering flame-like effect.

Creation Notes

Inspiration words: torch and spectacle.

You can also control it with an app on your phone.


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Rod of Mining

Rod, uncommon

This rod is as a sturdy iron shaft with a leather grip at one end, about 2 feet in length. The Rod of Mining has three additional forms, each activated by a different command word. This 3-in-1 tool is a popular choice for wealthy dwarves, owing to it's convenience and build quality.

Command Word Form
Excavate Miner's Pick
Dig Shovel
Demolish Sledge Hammer
Revert Rod

As the rod transforms, any new parts unfold and lock in to place, and any disappearing parts neatly fold away inside the rod.

Creation Notes

Inspiration words: addition and mine.


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Staff of The World Tree

Staff, rare (requires attunement by a druid)

This staff is carved from a sturdy piece of ancient wood.

While attuned to this staff, as an action, you can drive it into dirt, causing it to transform into a magnificent tree. The tree is a kin of the legendary World Tree. It stands 20 feet tall and has a canopy spread of 15 feet in diameter, its branches teeming with lush foliage. The tree is imbued with an ethereal glow that sheds dim light in a 10-foot radius. It has an AC of 15 and 25 hit points. If the tree is destroyed, the staff is also destroyed.

During a long rest, the tree produces 1d4+2 healing fruits. The number of fruit on the tree cannot exceed your druid level. The fruit resembles apples, but they have a golden sheen. Each fruit, when consumed as an action, restores hit points equal to 1d6 plus your druid level. Once the fruits have been harvested, they lose their magical potency after 24 hours.

By speaking the command word, the tree reverts back to its staff form. Any fruit still on the tree transform with it, and are restored next time the staff becomes a tree.

The staff can also be used as a quarterstaff, and a magical focus.

Creation Notes

Inspiration words: world and reasoning.

To give the word “reasoning” it dues, I tried to make it so usage of the fruit is strategic.


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