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[Skies] Item - Cirran Winglift

These wings were designed as part of an exercise on exploring different methods of light and fall protection. I had a good deal of weapons and weather items, but not many that grant flight. Unlike cloaks or boots of flight, these winglifts use fibromancy (the art of enchanted cloth - an amazing concept I'd love to later explore further in depth) to animate cloth wings. To differentiate them further from basic flight items that just give you flight durations, they also come with a 1/day bonus ...

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[Skies] Weapon - Fan of the Windwalker

This weapon is the second weapon introduced with the exotic tag. Given the theme, I felt it was appropriate! The warfan is a martial finesse weapon with a d4 damage die, which is ~1 damage lower than a scimitar's d6. To make up for it, its wide size grants half cover to arrows and the like. The properties don't mention actions required to open/close the fan, so just assume it's a simple free interact.

Weapon of Wind and Gale Blast is basically required for any wind-themed fan. 3d4 damag...

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[Skies] Weapon - Sunpath

This compendium introduces two weapons with the exotic tag, which I'm sure everyone's seen before: the boomerang and warfan. Interestingly, though often associated with Aboriginal Australian culture, boomerangs as a concept had been identified globally throughout history!

As a weapon, boomerangs (of course) return to its thrower upon missing a target. My version includes a few alterations that (hopefully) makes it unique. It's hard to simplify the boomerang's return trajectory e.g. in a...

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[Skies] Shield - Stormcrash Shield

This shield's core design existed for several years now, only making its way to art recently. It is designed to trade the shield itself for a strong protective effect (which is a more involved decision tree), and requires gold value to upkeep (for a more meaningful decision impact and world connection). Thematically, its properties reflect lightning and thunder (hey!).

+1 shields are typically uncommon, and since these properties fire off only on occasion, rare seemed like a good place ...

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[Skies] Weapon - Heaven's Dominion

This weapon includes some of my "must-have" design ideas for life aboard a flying city. Skybound hunters need some way to catch prey that would otherwise fall from the sky - hence the slew of returning/teleporting weapons released this week! I imagine an adventurer throwing this spear from a massive distance to catch falling objects and whatnot.

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This helical spear belonged to the Sky Queen, a regal cloud giant who once roamed the open skies rained destruction from the Cast...

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March Theme Poll

Thank you to everyone who continues to dedicate their generous support! It is thanks to the efforts of you and the community around you that lets all this exciting content get made. The development of Cirro and skies have led to some amazing stuff, including unique and cool-as-heck the fiberpunk/fibromancy concept.

In the same vein, a massive shout-out and thank you to those who joined the OpenDND movement and contributed to the reversal of the OGL reversion. This wouldn't be possible w...

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[Skies] Item - Starcatcher's Cape

This cape originally started with the intention of creating items for the lesser-used weapons: nets, lances, etc. I knew that Cirro's resource economy, given they rarely land, would require aerial hunting, and a net makes the most sense for snaring creatures out of the sky (birds). It was initially imagined as an ethereal-like net that the "windhunters" would wear as a way to hold the net, but during art development I realized the aurora also sort of looks like a net and I had never drawn an ...

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[Skies] Clothing - Cloudweave Gambeson

An uncommon/minor item designed to flesh out the fiberpunk aspect of Cirro. I think weight reduction is a pretty fun concept that deserves some explorations. I wonder what you can do with this now that you can mount creatures of your size?

 Fun fact, these were originally floaty socks, but that was stupid. 😅

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These soft below-armor jackets are prized for their magical counterweight properties, particularly by Cirran skywardens who command flying mounts. To off...

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[Skies] Item - Farclasp Wraps

First foray into the fiberpunk/fibromancy aspect of Cirro, the sky City of Vapour. To reduce weight, Cirro uses fabric for much of its building material as well as its  gear. These were a pain to design given their multi-rarity variants, but ... it's probably fine. I mainly wanted them as one of several methods of fall protection. I also hope to explore fiberpunk / fibromancy one day, maybe in a fabric/tailoring/needles theme of some sort.

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These armwraps are originall...

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[Skies] Item - Thunderstompers


Last of the storm-based items for this theme! This month is sky-themed, so I wanted to make sure they're not entirely dominated by storms. Funnily enough, storms actually belong to three themes already (skies, seas, and elementals). Perhaps we can do those again another month.

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Embedded with a piece of aethrum, these boots channel bursts of thunder to allow extended leaps via impressively loud shockwaves. Unfortunately, the boots come with the side effect of bein...

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[Skies] Weapon - Maelstrom

This weapon's concept was probably one of the oldest I had come up with - maybe 2+ years ago. The idea of spinning momentum aligns well with potential extra attacks. This sword is most useful to martial classes that are not Fighter since these replace the already-high number of attacks the Fighter gets. Other classes could theoretically use it too, though that would require some investment. Would you choose this or a basic +2 greatsword?

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The greatsword Maelstrom belongs to...

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[Skies] Item - Weathercaster's Mote

As I did research for the brainstorming, I discovered there weren't actually that many different types of clouds - a good number of them are derived from various combinations of nimbus, cumulo, cirro, and strato. Anyways have some more good cloud rendering.

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Where typical mages surround themselves with strange pets or helpful familiars, weathercasters instead employ tiny elemental motes. Each mote is formed from coalesced arcane energy, siphoned through a strong connection ...

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[Skies] Item - Nimbus Cloak

Welcome to the first item of February's theme: Among the Open Skies! I think this will be a very cool month - I'm trying out some new ideas and hopefully some more unique themes. During brainstorming, I had to stay away from the more established flying cities (like Avalir) and even partial similarities to the Cogwork Citadel's mobile city. I hope to explore storms and elementals in a future theme in more detail.

This is probably one of my cooler cloaks I've designed. In...

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[Preview] - Aboard the Cogwork Citadel

This is a preview for January's Aboard the Cogwork Citadel compendium! This 24-page compendium presents 15 new items and 12 new monsters alongside gorgeously illustrated art, as well as 8 pages of lore, features, and adventure hooks for the roving Cogwork Citadel and the Bureau of Fundamental Law. 

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Want to see more? Purchase it now either through 2023-01-25 15:01:00 +0000 UTC View Post

[Compendium] - Aboard the Cogwork Citadel

I was slightly worried at the start of the brainstorming period because I only had abstract ideas, but nothing concrete. I'm pleasantly surprised to see how well this turned out, and without overworking myself either. I made the (good) decision early on to separate the plane/archon/demigod Axiom from the Citadel itself, allowing more focus on the cogwork aspect and letting a potential future month explore the plane of law.

The Citadel is pretty straightforward in areas, serving as a hom...

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[Cogwork] Monster - Gelatinhedrons

Like the polymajigs, these oozes also reflect the balanced nature of the regular polyhedron. And as a wonderful side effect, they also explain the bizarre cubic nature of the gelatinous cube. Across all three oozes (including the cube), they all retain a fragment of their transparent nature (though the art doesn't reflect just how transparent they are lol), but instead change the type of thing they feed on. The bipyramid (octahedron) can easily absorb and rebuke spells!

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[Cogwork] Monster - Polymajigs

The polymajigs are a race named after the "thingamajig" term. I was inspired by the lawful regular polyhedrons of the dice and wanted to design constructs that would similarly reflect the extreme balanced nature of a regular polyhedron. While designing them, I was very tempted to give them random effects based on their polyhedral die size, but I also knew that would lean too far into chaotic. In the end, I opted to match their weapon damage and Recharge dice sizes.

My favorite unique-(i...

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[Cogwork] Weapon - Alignment Adjudicator

It's no coincidence this device's appearance matches that of a celestial halo, a fiendish portal sigil, or the great wheel from which the planes of existence revolve around the Material Plane. This is one of many tools calibrators use to measure the balance between the alignments of order, chaos, good, and evil during the Great Calibration.

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Alignment Adjudicator
Weapon (chakram), exotic, uncommon (requires attunement)

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[Cogwork] Item - Arcana Counter

Part of the Cogwork Citadel's job is the measurement and calibration of the cosmos, and this piece of equipment is one that fits the theme. I had initially envisioned it to be more like a Geiger counter, but I figured, why bother with boring old rectangular shapes?

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Cogwork calibrators use arcane counters to measure and define the properties and characteristics of magic on the Material Plane. Such counters are typically attuned to certain planes as they tend to follow diffe...

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February Theme Poll

Thank you everyone who has supported me, especially those who weathered the December month. That was a weird month during which Patreon rendered new sign-ups impossible during a billing pause, so I'm happy to welcome new patrons who joined after that pause ended!

As I'm sure many of you are aware, Wizards of the Coast (company that owns D&D) has plans to update the Open Game License for which custom content is legally created. The prospects don't look great for creators and I'm stil...

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[Cogwork] Item - Cogling Hexapod

Unlike the dracon, this hexapod is primarily a scouting-based cogwork object, designed to share its senses with you. It basically functions like a short-term semi-familiar. The best part is because attunement is optional, it can still be kept around as a cute mechanical pet.

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Coglings are a common sight aboard the Cogwork Citadel, built as tiny helpers for the inhabitants' works. Their appearances often reflect creatures on the Material Plane out of whimsy. The hexapod's ph...

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[Cogwork] Item - Cogling Aviad

Unlike dracon, this aviad is designed to be more of a scout or a semi-familiar, as it can help you deliver spells. I feel like it's been too long since I drew metal. I'm losing some of the high contrast reflectivity consistent with metal textures. Nevertheless, I really like how this one turned out, much better than the dracon.

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Coglings are a common sight aboard the Cogwork Citadel, built as tiny helpers for the inhabitants' works. Their appearances often reflect creatures...

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[Cogwork] Item - Cogling Dracog

Coglings are super cute to play around with. I think it helped to assign it similar statistics of an existing 5e creature, which allowed them to be a sort-of-familiar without rehashing the full spell. Unfortunately they were hard to draw and took a long time.

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Coglings are a common sight aboard the Cogwork Citadel, built as tiny helpers for the inhabitants' works. Their appearances often reflect creatures on the Material Plane out of whimsy. The dracog is of a high...

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[Cogwork] Item - Elementalist's Gauge

Fun fact - there was an earlier version of this wand design which had 5 prongs - one for each of the arcane elements. It ended up looking quite cumbersome and look unlike the metal detector wand I had envisioned. When I finished it, I also noticed there were no cogs on it. So I did a quick redraw and I'm much happier with this.

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This gauge is designed to measure the fluctuations and balance of the arcane elements across the cosmos. Calibrators carefully wave the wand throug...

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[Cogwork] Weapon - Equivalent Exchange

I'm intrigued by this weapon's mechanics and how it might work in a game. I imagine it'd be a great way to open combat with auto-max damage - the only difference would be how much damage your character might take based on your damage roll. The overall balance should be equal in a vacuum (since same hit points are exchanged); its use depends on its timing. Also note that the target takes damage equal to how much damage you took, so you can't really benefit from the exchange when you're on 1 hp...

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[Cogwork] Shield - Brasstion Cog

I can't believe it took a couple days before I remembered I could do radial symmetry on Photoshop. That really helped create some of the more interesting designs like this swirling one, though I didn't too far.

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The cogs of the Cogwork Citadel are magically enchanted to repel all sorts of damage to the moving fortress. The occasional cog that falls off the citadel are quickly scavenged and repurposed as deflecting shields.

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Bras...

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[Cogwork] Item - Scales of Order

 No cogwork/lawful theme would be complete without some sort of balancing scales. These scales were strangely difficult to design since a majority of a scale's working mechanics are generally visible and are hard to alter. The final design is alright, but I think I'd change up some of the hovering cogs' dimensions if it were redrawn.

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Law-abiding adjudicators and governors of the Cogwork Citadel usually carry these magical scales with them, which provide them ...

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[Cogwork] Item - Gearshift Stopclock

I'm in awe of the edge embossing and center engraving details that can be done quickly in Photoshop. It looks really ornate (from a distance anyway). Each of the edge designs do seem to imply some sort of connection to the planes - could you figure out what they are?

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Usage of these special chronometers are approved only for the wardens of the temporal division, extensively training in its safe and effective use.

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Gearshift Stopclock
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[Cogwork] Weapon - Relentless March

Unlike the other hands, the hour hand is thematically centered on being unmoving and unstoppable, no matter how slow. It also provides an extra quick short rest that lets your party catch a breath and continue pushing through the adventure, as well as a special aging effect. Luckily 2d4 years is quite small, so you shouldn't have to worry about players aging the BBEG to death ... though if they are that persistent you might as well reward them.

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This shortsword is the hour ...

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[Cogwork] Weapon - Nick of Time

In case anyone didn't know, "nick" can also mean a small scratch or cut, hence the longsword name. Unlike the second hand, which is designed around the rhythm of the tick, the minute hand is all about self-buffing and being fast. I particularly like the interaction between Minuteman's extra attack's increased potential for crits and Cycle of Time. Last Minute Boon allows the weapon to remain relevant even if you've used the 1/day Minuteman.

Now Minuteman also doesn't stack with hast...

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