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Sky-fall Blanket

Wondrous Item, uncommon

This white blanket is made from lightweight and durable fabric, and has an intricate pattern of feathers embroidered onto it. If you hold the blanket by its corners and jump off a high surface, your decent will be slowed down to a rate of 60 feet per round and you take no damage from the fall.

However, using the Sky-fall Blanket requires some strength to hang on properly. You must make a DC 12 Strength (Athletics) check to grab onto the corners of the blanket and hold on tight. On a failed check, you drop the blanket and fall normally. The GM may require additional checks if you encounter difficulties while in the air.

Additionally, the strange magical material can be folded up to seven times without getting any thicker. The whole blanket can be folded small enough to fit in a pocket.

The blanket can still work with some small holes or tears, but too much damage will cause it to lose it's magic. For combat purposes, it has an AC 14 and 20 hit points.

Creation Notes

Inspiration words: jump and blanket.

Nice words! There had to be a reason for this to exist in a world with Rings of Feather Falling. The blanket is more common (and therefore cheaper) and doesn't require attunement.


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Wishing Coins

Wondrous Item, very rare

These small coins are made of gold and each coin has a random letter inscribed on it. They are typically found in bags of around a dozen coins. When the coins are used to spell a word at least four letters long, the used coins twinkle with light, then fade out of existence. The spelled word is treated as a minor wish.

A randomly found bag normally contains 4d4 + 2 (12) coins. The more coins a bag has the more it is worth. The typical cost of a Wishing Coin is far beyond the gold used to mint it.

The minor wish is far less powerful than a typical Wish spell, it can:

  • Create one object worth up the value of the coins used. This object must be non-magical, inanimate, and smaller than 60 feet in any dimension. It appears on the ground in the nearest unoccupied free space.

  • Up to 6 creatures can regain up to half their hit-points.

  • Replicate the effects of a level 5 or below spell.

  • Summon a friendly creature with CR 4 or lower, or two creatures with CR 2 or lower, or four creatures with CR 1 or lower. (You only summon multiple creatures if your word is plural.) These creatures are fey that disappear when they are reduced to 0 hit points, or a day passes.

  • At the GM's discretion, another effect beyond what is described above.

If the wish cannot be satisfied, or is nonsensical, no wish is made, the coins remain and nothing happens.

GM Note: The above rules and limits are not intended to be a trap for the player. Instead, work with the player to try to satisfy the wish as best you can. For example, if the player spells out “TROLL” – a CR 5 creature, you could use an Ettin (CR 4) instead.

Isella spent many years looking for her missing “H.” Then, one day, a wild idea took her. She pulled out the collection of spare wishing coins she had already found and spelled out C-O-I-N. Then, with a twinkle, they were replaced with a single coin embossed with her desired letter. She was finally going back H-O-M-E.

Roll a d100 and consult the following table to generate the letter on a single coin:

Wishing Coins Letters

d100 Letter
1 – 9 A
10 – 11 B
12 – 13 C
14 – 17 D
18 – 30 E
31 – 32 F
33 – 35 G
36 – 37 H
38 – 46 I
47 J
48 K
49 – 52 L
53 – 54 M
55 – 60 N
61 – 68 O
69 – 70 P
71 Q
72 – 77 R
78 – 82 S
83 – 88 T
89 – 92 U
93 – 94 V
95 – 96 W
97 X
98 – 99 Y
100 Z

Or, if you need a quick set, you can use one of these pre-generated bags of 12.

Wishing Coins Pre-generated Bags

d20 Coins
1 A, A, D, E, E, H, I, K, L, N, N, Q
2 E, E, E, F, N, N, O, O, S, U, W, Y
3 B, E, E, E, E, M, O, O, O, O, R, X
4 A, A, E, G, H, L, N, N, R, R, T, V
5 A, A, C, E, E, G, I, I, J, K, M, S
6 A, D, E, G, L, M, M, S, S, T, T, X
7 A, A, D, D, I, L, N, P, R, R, T, Y
8 A, A, A, C, E, E, E, E, F, N, N, Y
9 A, A, B, D, D, E, I, L, O, T, U, U
10 A, A, C, L, O, P, R, R, R, S, U, U
11 D, E, F, L, L, Q, R, R, S, T, T, U
12 D, E, E, F, G, H, I, I, I, L, N, Y
13 A, E, I, K, M, O, O, O, O, V, Z, Z
14 D, E, E, I, N, O, O, R, U, U, Y, Y
15 A, E, E, E, G, N, S, S, T, T, W, Z
16 E, G, G, L, L, N, O, O, Q, R, X, Y
17 A, E, E, H, N, N, N, O, P, S, U, V
18 A, E, E, G, J, N, N, R, T, T, T, T
19 A, E, G, G, I, I, I, N, N, R, T, Z
20 A, D, E, E, E, G, I, L, N, N, N, T

Creation Notes

Inspiration words: coins and literacy.

I think this is really fun, but might be tough to balance in your game.


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Garland of the Avatar of Nature

Wondrous Item, legendary (requires attunement)

This garland is made of intertwined gold and silver vines, adorned with emerald and peridot leaves. It is said wearing the garland grants the power to transform in to the Avatar of a Nature Goddess.

Attuning to the garland requires you to spend a long rest in a natural setting, such as a forest or a meadow.

The garland has a single charge, which it regains once per year at midday on the summer solstice. (or applicable day in your setting.) You can spend the charge while wearing the garland to transform in to The Avatar of Nature for 1 hour.

While transformed, you use The Avatar of Nature's stat block and have access to it's innate spellcasting abilities and legendary actions. You revert when the avatar reaches 0 hit points, or the hour is up.

While transformed, the player should roleplay the following trait, ideal, and bond.

Trait: The petty squabbling of the humanoid races mean nothing in the bigger picture of nature.

Ideal: Preservation of the natural world. All living beings have the right to exist in harmony with the environment.

Bond: Guardian of nature. I have a deep connection to the trees, plants, and animals of the forest and feel a great responsibility to protect them from humanoids, monsters, or other forces.

The Avatar of The Nature Goddess

Medium celestial, chaotic good

Armor Class: 18 (natural armor)

Hit Points: 200 (20d8 + 100)

Speed: 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 18 (+4) 16 (+3) 16 (+3) 20 (+5)

Saving Throws: Str +9, Dex +11, Con +10, Wis +16, Cha +15

Skills: Athletics +9, Nature +16, Perception +16

Damage Resistances: radiant, bludgeoning, piercing, and slashing from nonmagical attacks

Condition Immunities: charmed, frightened, paralyzed, poisoned

Senses: truesight 60 ft., passive Perception 26

Languages: all, telepathy 60 ft.

Innate Spellcasting. The avatar's spellcasting ability is Wisdom (spell save DC 24, +16 to hit with spell attacks). The avatar can innately cast the following spells, requiring no material components:

Magic Resistance. The avatar has advantage on saving throws against spells and other magical effects.

Legendary Actions

The avatar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The avatar regains spent legendary actions at the start of its turn.

  • Move. The avatar moves up to its speed without provoking opportunity attacks.
  • Summon Plant Creatures. The avatar summons 1d4 dryads, 1d4 sprites, or 1d3 treants to an unoccupied space within 60 feet of it. The summoned creatures are friendly to the avatar and obey its commands.

Creation Notes

Inspiration words: goddess and agriculture.

I can't keep doing these long ones. I don't really have the time to do the proper polishing. Last one for a while, I hope!


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Audial Box

Wondrous Item, rare

This odd square box is made of a greyish red clay and painted with hundreds of tiny concentric circles, in all the colors of the rainbow. The box is a 7 inch cube.

When you open the Audial Box, for the next minute all sound in a 20-foot radius sphere of the box it is suddenly muffled and sucked into it. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures entirely inside are deafened. Casting a spell that includes a verbal component is impossible in the sphere. The box's lid closes on it's own after the minute. You can use this ability once per day.

When the box is opened again, all of the previously captured sound is released at once, causing a thunderous explosion that deals 8d6 thunder damage to all creatures within a 20-foot radius of the box. A successful DC 15 Constitution saving throw halves the damage. Once you have used this ability, it must be recharged by using the above ability before it can be used again.

GMs Note You should consider allowing the Audial Box to be used in creative ways, such as capturing the sound of a thunderstorm or a dragon's roar to release later. Likewise, if a player attempts to “charge” the box somewhere with little or no sound, consider reducing the thunder damage.

Creation Notes

Inspiration words: volume and discharge.


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Pouch of Draconic Protection

Wondrous Item, rare

This small black leather pouch has a dragon's eye painted on it. The pouch is the tool of a Kobold dragon seeker. Collected dragons scales are placed within and enchanted.

This small leather pouch can hold up to 10 dragon scales. To enchant a scale, it must have been shed or given willingly by a living dragon, not taken from a slain dragon. When a dragon scale is placed in the pouch, it becomes enchanted after 1 hour.

As an action, you can remove an enchanted dragon scale from the pouch and gain resistance to the damage type associated with that dragon until the start of your next turn. You can also use this ability as a reaction when you take damage of the same type. When an enchanted dragon scale is removed from the pouch, it crumbles to dust.

The Pouch of Draconic Protection is found with 2d4 dragon scales inside. Roll a d10 that many times to determine the type of the scales.

Dragon types and resistance

d10 Dragon Resistance
1 Black Acid
2 Blue Lightning
3 Brass Fire
4 Bronze Lightning
5 Copper Acid
6 Gold Fire
7 Green Poison
8 Red Fire
9 Silver Cold
10 White Cold

Creation Notes

Inspiration words: dragon and numerous.

Goes with the [[dragon-egg-backpack]].


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Girdle of Carrying

Wondrous Item, rare (requires attunement)

This sturdy leather girdle is adorned with metal buckles and straps, and is of the type used by strongmen. When worn, the girdle magically enhances the wearer's endurance, allowing them to carry an incredible amount of weight without strain.

While wearing the Girdle of Carrying, your carrying capacity is doubled. This applies to the maximum amount of weight you can carry, push, drag, or lift. Additionally, you gain advantage on Constitution checks made to avoid exhaustion caused by carrying heavy loads.

Creation Notes

Inspiration words: pounds and give.

Inspired by the ADOM item.


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Lute of Discordance

Wondrous Item, rare

This lute appears to have been destroyed then repaired multiple times, and is now made of at least three different kinds of wood. When played, it emits a discordant sound that can cause harm to those around the performer.

While holding the lute, you can use an action to make a Charisma (Performance) check. All other creatures within a 30-foot radius that can hear the performance must make a Wisdom saving throw, with a DC equal to 22 minus the result of your performance check. If they fail, they take 2d6 psychic damage, or half as much if they succeed. If you rolled a natural 1 on the performance check, the damage is increased to 4d6.

Once the Lute of Discordance has been used, it cannot be used again until the next dawn.

For example, if you rolled a 12 on your Performance check and have a +1 bonus, the DC would be 22 - (12 + 1) = 11.

Creation Notes

Inspiration words: musical and atrocity.

Amazing words. 😂 I hope I did them justice.


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Weeks 5 & 6 Review

I wrote a bonus item, [[simons-hat]].

I enjoyed weapons week. I think the [[adaptive-blade]] stands out, but is probably not something I should have attempted in a single day. It really needs a little more attention and probably some playtesting. I'm going to follow it up with rings week, starting Monday.

Over the two weeks, my favourite is probably the [[audial-box]]. I think players could have some creative fun with this one. I am considering making some of the possible creative uses for this one more explicit in the descriptions.

On the subject of modifying old items, so far I've only made changes to fix spelling and other errors. Part of the point of this challenge is to prevent myself from making too many revisions of each item. So, I am going to reserve any changes for the end.

I have also added meta-tags on all previous items giving a weight and unidenitified-name to each item. I'll fill these in as I create new items going forward. At the moment, this is only used for my Fantasy Grounds import script. But I may add this to the blog view.

I also corrected a minor bug in the RSS feed that was causing readers to see some items twice.

Today's item is the [[chronopticon-goggles]].


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Simon's Hat

Wondrous Item, uncommon

This brimless pointy wizard's hat is made of a purple material and embroidered with gold stars. The interior of the hat acts like a standard Bag of Holding, allowing the wearer to store items within its extradimensional space.

Simon's Hat functions exactly like a Bag of Holding, except items do not fall out when it is up-ended. It has a maximum capacity of 64 cubic feet or 500 pounds of items.

Creation Notes

Bonus item. Since I did [[frogsbane-potion]] I've had this on my mind. Simon the Sorcerer's hat is the coolest version of a bag of holding...


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Chronopticon Goggles

Wondrous Item, legendary (requires attunement)

These goggles have intricate gear-work attached to them and the lenses are rose-tinted. When worn, they allow the user to peer over the curvature of time and observe events from the past.

The goggles have 3 charges and regain 1d3 charges at dawn.

The goggles have a dial on the side that can be set to any time in the past 24-hours. Once the dial is set, the user can activate the goggles by pressing a button on the side and spending a charge. The dial cannot be adjusted while the googles are activate.

When activated, the goggles grant the wearer the ability to see as if they were standing where they are at the given time on the dial. This effect lasts for 10 minutes or until the user dismisses it as a bonus action.

The wearer can hear both sounds from the present and chosen time simultaneously. The GM may require Wisdom (Perception) checks to make out specific sounds or speech depending on the situation.

GMs Note: Depending on how you want this item to work in your campaign, you may wish to adjust the how far back the googles can see.

Creation Notes

Inspiration words: vision and respective.


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