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Crazy Jarl's Discount Magic Shop

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Crazy Jarl's
Discount Magic Shop
Image Credit:
"Magic Shop" by Wiebke Scholz
Amulet of Decisive Protection
Wondrous item, rarity varies
This charm is shaped like a shield, with sockets for a
number of small gemstones on its face. The number of gems
in the amulet varies with the amulet's rarity (Uncommon: 1,
Rare: 2, Very Rare: 3, Legendary: 4).
While wearing this amulet, you may choose to cause an
attack that would hit you to miss instead. You may also
choose to succeed on a saving throw you have failed.
After using either effect, one of the amulet's gems shatters.
If the amulet runs out of gems, it loses its magical properties.
Bottomless Trash Bin
Wondrous item, uncommon
This dingy tin bucket is one foot across and one foot high,
weighs half a pound, and is closed with a thin metal lid. When
you open it, it makes a popping sound as air rushes into it.
The bottom of the bin is pure black and allows solid objects
to pass through it freely. Liquids merely sit at the bottom and
do not pass through. Mundane objects that are engulfed
entirely by the trash bin vanish and can never be recovered,
obliterated as though touched by a Sphere of Annihilation.
Objects are only destroyed by the trash bin if the entire
object falls into the blackness. Even the tiniest portion of
exposed matter will prevent it from being destroyed.
The trash bin will reject creatures and magical items that
are inserted into it. Any such entity forced into the bucket will
experience a totally black, airless void for one round before
being ejected out the bucket's opening, or appearing within 5
feet of the bucket if the lid is closed after it.
Bow of Grudges
Weapon (longbow), rare (requires attunement by a Ranger)
This bow is formed of unusually tensile steel, and features
a variety of oaths and curses carved up and down its limbs.
The Bow of Grudges has six charges, each related to one of
the curses engraved on it. It regains 1d6 charges each dawn.
Whenever you make an attack against one of your Favored
Enemies with this bow, you may expend a charge and speak
one of these curses before rolling to hit. If you do, that attack
deals an additional 1d8 Psychic damage.
Brace of Manual Labor
Wondrous item, uncommon
This metal skeleton fits over a medium-sized humanoid's
body and manipulates leverage and force to greatly enhance
the wearer's lifting power. It takes one minute to don, can be
worn comfortably underneath any armor, and does not
impede your movement.
While wearing the brace, you have advantage on Strength
checks made to push, drag, and lift objects.
Censer of Soothing Scents
Wondrous item, uncommon (requires attunement)
Forged of gold and gleaming electrum, this thurible
constantly emits a pleasant-smelling mist. You may use the
Censer as a holy symbol.
The Censer has 5 charges and regains 1d4 + 1 expended
charges each day at dawn. You may expend a charge from the
Censer to cast Cure Wounds as a ritual.
Cleaver of Wild Swings
Weapon (greataxe), rare (requires attunement by a Barbarian)
This monstrous axe is hideously unbalanced. With all its
weight concentrated in its head, it seems built to swing once,
with a prayer to whatever gods may listen that it doesn't miss.
When you use your Reckless Attack feature while wielding
this weapon, its damage die becomes a d20 until the end of
your turn.
Combination Attack Knife
Weapon (dagger), rare (requires attunement by a Rogue)
This switchblade's handle conceals a complex mechanism
for storing kinetic energy. A simple switch releases this
energy, causing the blade to unlock and spring forth for extra
puncturing force.
This knife can hold up to 5 charges and starts with 0. It
gains a charge at the end of a turn on which you make a
Sneak Attack. Before you make a Sneak Attack, you may
expend any number of charges and declare you are adding
that many d6's to the attack's damage.
Cumulus Horn
Wondrous item, uncommon
This hunting horn is made of pearly white metal and
streaked through with veins of cyan crystal. It can be used as
a normal musical instrument by anyone with proficiency in
wind or brass instruments.
Once per day, as an action, you can blow a specific tune on
the horn and cause its bell to emit a thick pillar of cloud. This
cloud is in the shape of a ten-by-ten-foot line that can extend
up to 60 feet in a direction you designate.
Vision through the cloud's area is heavily obscured, and it
lasts for an hour or until a wind of 10 mph or stronger
disperses it.
Defiant Skull Charm
Wondrous item, rare (requires attunement)
This charm is carved of marble in the shape of a human
skull. Its eye sockets are set with two spectral flames that
glow faintly.
The creature wearing this charm makes death saving
throws at advantage.
Flaming Missile
Weapon (dart or ammunition), uncommon
This projectile's tip is formed of red crystal that
occasionally sparks and cracks ominously. When fired or
thrown, the missile bursts into flame.
When you make an attack with this weapon, treat it as
though you were casting Fire Bolt, using Dexterity as your
spellcasting ability. Hit or miss, the projectile burns up after
igniting, turning to ash.
Gauntlets of Healing Hands
Wondrous item, rare (requires attunement by a Paladin)
These steel gauntlets are trimmed with burnished copper.
Their palms are set with two engraved icons that can
function as holy symbols.
When you use your Lay On Hands feature while wearing
these gauntlets, for every 3 hit points you restore to a
creature, the gauntlets restore an additional hit point to that
creature without drawing from your healing pool.
Hammer of Smiting
Mimic-Tooth Necklace
Spell
Rarity
Save DC
Searing Smite
Uncommon
14
Thunderous Smite
Uncommon
14
Wrathful Smite
Uncommon
14
Branding Smite
Rare
N/A
Wondrous item, uncommon
This necklace is a simple rough cord with little adornment.
From it hangs a number of brilliant two-inch-long fangs, all
tarnished with what look like acid marks.
While wearing this necklace, you become aware if you are
within 100 feet of any creatures pretending to be inanimate
objects, such as Cloakers, Darkmantles, Gargoyles, or
(obviously) Mimics.
As an action, you may rattle the teeth on the necklace,
causing an unsettling scraping and clinking noise. Any
creatures within 50 feet subject to the necklace's awareness
must succeed on a DC 14 Wisdom saving throw or rustle and
jostle involuntarily, giving away their position. Be aware that
revealing a creature this way may provoke it to attack.
Blinding Smite
Very Rare
16
Mining Pick
Weapon (any bludgeon), rarity varies (requires attunement)
This hammer's eye is fitted with a bright gemstone. So long
as the gem is lit, you can use the hammer to cast one of the
Smite spells at its lowest possible level. Casting a spell with
the hamer causes the gem to darken until the next dawn.
Which spell the hammer can cast determines its rarity,
which in turn determines the spell's save DC.
Home-Run Bat
Weapon (club), uncommon (requires attunement by a Monk)
This club is made of exceptionally light ash wood, making it
ideal for swinging at small, fast-moving targets.
When you use your Deflect Missiles feature, you may
spend a ki point to swing the Bat with both hands at the
incoming projectile. If you do this, add an extra 1d10 to the
damage you reduce with Deflect Missiles.
If you successfully negate the attack's damage, you
automatically redirect the projectile and can make a ranged
attack for no ki point cost.
Levinrod
Rod, uncommon (requires attunement)
This weighty metal rod is tipped with a blunt prong with
two tines that occasionally arc electricity.
A Levinrod can be used as a weapon, functioning like a
mace that deals Lightning damage instead of Bludgeoning.
The Levinrod has 4 charges and regains 1d4 expended
charges at dawn. When you hit with the rod, you may expend
a charge to send a pulse of electricity through the prongs.
The creature you hit must make a DC 12 Constitution check
or be Incapacitated until the start of your next turn.
Mage Siphon Amulet
Wondrous item, rare (requires attunement by a Sorcerer)
This amulet consists of a golden disc set with a brilliant
star ruby. It seems to draw in ambient magic and glows in the
presence of extremely powerful magical auras.
While wearing this amulet, whenever a spell you cast
targets a single hostile creature, that creature must make a
Wisdom saving throw against your spell save DC. On a
failure, you gain a single sorcery point.
Merciful Weapon
Weapon (any melee), rare (requires attunement)
This weapon's hilt is gilded and etched with patterns
reminiscent of olive branches. Holding it seems to calm your
temper, and you feel hesitant to use it on your fellow man.
When you make an attack with this weapon against a
creature that would bring it to 0 hit points, you may instead
bring it to 1 hit point and automatically knock it prone.
You have advantage on Charisma checks made to
intimidate or persuade the creature, as it knows you have
willingly spared its life.
Weapon (war pick), uncommon (requires attunement)
This heavy iron pickaxe is chipped and pitted, though it
parts earth and stone as if it were brand new.
Attacks made with this weapon have advantage to hit
creatures made of earthen or metallic material, such as
Golems, Constructs, or Modrons.
In addition, you have a burrow speed of 5 feet through
unworked, unenchanted stone and earth. Ground you burrow
through with the pick is reduced to dust and rubble, leaving a
clear tunnel behind you.
Misty Dagger
Weapon (dagger), uncommon (requires attunement)
While this dagger's hilt and handle are not very noteworthy,
its blade appears spectral and transparent. When thrown or
swung, the blade trails wisps of vapor that rapidly dissapate.
While attuned to this weapon, you can use a bonus action
to make it vanish in a burst of mist, after which there is no
trace of it and it is impossible to find. You may cause it to
rematerialize in your grip or on your person with another
bonus action.
Oaken Cudgel
Weapon (club), uncommon (requires attunement by a Druid)
This gnarled tangle of roots has bound together tightly
enough to function as a decent bludgeon. It seems very
receptive to nature-aligned magic.
While under the effect of the Shillelagh spell, the Cudgel
swells to the size of a large tree limb, becoming a Greatclub
with a damage die of 1d12.
Ocaringa
Ring, uncommon
This thick blue ring is made of ceramic and features twelve
holes around its band. A small nozzle projects from the band
and, when blown, it sounds just like a normal ocarina.
This ring can function as a musical instrument, and
proficiency with any wind instrument will allow you to treat
the Ocaringa as though you were proficient with it.
A Bard that is not proficienct in any wind instrument can
spend a short rest learning to play the Ocaringa, after which
they become proficient with it.
Personal Ballista Pendant
Wondrous item, uncommon (requires attunement)
The weighty charm on this pendant is forged of wrought
iron and shaped like an oversized crossbow bolt.
Once per day, as part of a ranged weapon attack, you may
declare you are using the pendant's magic before making
your attack roll.
The projectile you fire grows to three times its normal size,
adding two of its damage dice to the attack's damage. The
attack roll for this attack is made at disadvantage against
creatures of Medium size or smaller.
Pomegrenade Tree
Wondrous item, uncommon
This shrub is no more than a foot tall and grows in a sturdy
clay pot. To remain healthy, it only requires regular sunlight
and a half-pint of water per day.
The fist-sized fruit that grows from this plant is known as
the pomegrenade. A single plant produces 1d4 + 1 fruit in a
week. Pomegrenades can be eaten and a single fruit is
nutritious enough to serve as a day's rations.
Pomegrenades can also be thrown up to 30 feet, exploding
in a blast of seeds and concussive force on impact. All
creatures within 10 feet of the exploding fruit must succeed
on a DC 14 Dexterity save or take 2d6 thunder damage and
2d6 piercing damage, taking half as much on a success.
Prismatic Ring
Ring, uncommon (requires attunement)
The metal of this ring is streaked with a rainbow pattern
that shimmers and shifts around constantly.
As an action, you may speak one of the following words to
the ring, or a word closely related to one of them: "Fire,"
"Cold," "Lightning," "Acid," or "Poison."
All weapon attacks you make have their damage type
replaced with the damage type you stated for one minute.
This does not make the damage count as magical unless the
weapon was already magical.
You may not use the ring again until the next dawn.
Ring of Actual Magical Missiles
Ring, uncommon (requires attunement)
This simple silver ring is set, not with a gem, but a bright
white sphere of force.
The ring holds 8 charges and regains 1d8 charges every
dawn. As an action, you may expend up to five charges to fire
that many magic darts, as per the Magic Missile spell. If the
ring uses its last charge, its force sphere goes out until dawn.
Ring of Cubic Force
Ring, uncommon (requires attunement)
This ring is made of electrum and set with a square panel,
decorated with a single embossed rune.
As an action you may conjure an opaque 5-foot cube of
force flush against your palm. The cube floats in space and
does not move until over 500 pounds is applied to it, at which
point it vanishes. The cube also vanishes after existing for 1
hour or if you dismiss it as an action.
After using this ring's power once, you cannot use it again
until the next dawn.
Ring of Holy Acrimony
Ring, rare (requires attunement)
This ring is made of polished marble and set with a single
medium-sized gem.
Once per day, as an action, you may hold the ring aloft and
speak a word of power, causing it to glow brightly. All
creatures that can see you within 60 feet that are of the type
corresponding to the ring's gemstone must succeed on a DC
14 Wisdom saving throw or be turned for 1 minute or until
they take damage.
A turned creature must spend its turns trying to move as
far away from you as it can, and it can’t willingly move to a
space within 30 feet of you. It also can’t take reactions. For its
action, it can use only the Dash action or try to escape from
an effect that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.
Gem
Creature Type
Onyx
Undead
Emerald
Fey
Ruby
Fiend
Sapphire
Celestial
Bismuth
Aberration
Ring of Intangible Convenience
Ring, uncommon (requires attunement)
This ring is made of polished dark wood, with a large
diamond held in a carved hand.
This ring maintains the Unseen Servant spell at all times.
The servant vanishes if you move more than 50 feet away
from it, if you dismiss it, or if it is reduced to 0 hit points.
After the servant vanishes, you may re-summon it as an
action after one hour.
Ring of Magical Missiles
Ring, uncommon (requires attunement)
This ring is fashioned to look like a very long golden arrow,
twisted into a triple braid around the finger.
Once per day, as a bonus action, you may use this ring to
conjure a single magical dart or piece of ammunition with a
+1 bonus to attack and damage rolls. This projectile vanishes
after you make an attack with it or after an hour has passed.
Ring of the Pugilist
Ring, uncommon (requires attunement)
This ring is made of brass, adorned with a single sharp
spike that never dulls or chips.
While wearing this ring, your unarmed strikes deal 1d6
plus your Strength modifier in Piercing damage.
Ring of Second Chances
Ring, uncommon
This pure silver ring is set with a bright white gemstone.
If the creature wearing this ring is dead, the ring
immediately casts Revivify on it. This spell is cast even if the
creature has been dead for more than a minute. After casting
the spell, the ring's gem turns black and it loses all magical
properties.
Rings of Transposition
Rings, uncommon (requires attunement)
These twin rings are made of flawless, highly polished
electrum. When you peer into the surface of one, you see the
reflection from the other.
These rings come in a set of two and must be attuned to
separate characters to function. While within 100 feet of
each other and on the same plane of existence, one character
may activate their ring as a bonus action. The other character
becomes aware of this, and can immediately use their
reaction to do the same.
If both rings are activated before the end of the turn, their
bearers instantly swap position, regardless of any objects or
terrain in between them.
Ring of Unity
Ring, rare (requires attunement)
This silver ring's band is fashioned to resemble a chain of
tiny humanoid figures, locked arm in arm.
Up to five characters may attune to this ring and may do so
during a single short rest, but only one may wear it.
Whenever the character wearing this ring deals damage to
a creature, any number of other characters attuned to the
ring may use their reaction to add 1d4 to the attack's damage.
Sling of Giant Slaying
Weapon (sling), uncommon (requires attunement)
This sling is made of supple leather and cannot be torn,
punctured, or deformed in any way.
This sling deals 1d6 damage normally. When attacking
Giants or any creature at least two size larger than you, it
instead deals 2d6 damage.
Stylish Gear
Weapon or shield, rare (requires attunement)
No single item defines this category of gear. While you are
wielding this impeccably-made equipment, it imparts
knowledge of how to use it most effectively.
Attunement to this item grants you a specific Fighting Style
if you did not already have it. What style the item gives you
depends on what type of item it is.
Category
Fighting Style
Ranged Weapon
Archery
One-Handed or Versatile Weapon
Dueling
Two-Handed Weapon
Great Weapon Fighting
Shield
Protection
Twin Light Weapons
Two-Weapon Fighting
Token of Median Outcomes
Wondrous item, uncommon (requires attunement)
This coin is made of iron. One face depicts a bored man of
average looks, the other a scale measuring equal weights.
Flipping the coin will always result in the opposite of the
previous flip.
While attuned to the token, whenever you make a skill
check, saving throw, or attack roll, roll 2d10 instead of a d20.
Trained Die Mimic
Wondrous item, uncommon
This tiny cube appears to be made of mahogany wood, with
black concave pips on each face numbering 1 through 6.
Occasionally, one of the pips will open to reveal an eye,
which will glance around before closing. Stroking the die on
its "6" face causes it to vibrate gently, as if purring.
In reality, this die is an infant mimic, trained to hide in its
owner's pockets and feed on lint and bugs.
As an action, you can throw the mimic up to 30 feet away.
Roll an actual d6 to see what face the mimic lands on. When
the mimic comes to a stop, it opens all the eyes on that face
and fires a beam of energy out of each eye at the nearest
creature within 15 feet. Each beam is a ranged attack with a
+5 bonus to hit that deals 1d6 force damage.
After landing and firing its beams, the mimic skitters back
to you, crawls into your pocket, and falls asleep until the next
dawn. However, if it lands on a 1, it instead flees after making
its beam attack, hiding in the nearest dark corner. Finding it
requires a DC 15 Intelligence (Investigation) check.
Wand of Illegal Tender
Wand, uncommon
This wand is a cylinder, seemingly forged of solid gold.
However, the paint has chipped in several places, revealing
low-quality iron underneath.
Once per day, you may wave this wand over up to ten coins,
reciting the command phrase: "He who controls the fools'
gold, controls the fools." They become indistinguishable from
platinum pieces for one hour, after which they return to their
original appearance.
Wand of Magic Tricks
Wand, uncommon
This wand's ivory shaft is decorated with three spirals that
run up its length -- one green, one purple, and one gold.
You may use the wand to cast Druidcraft, Prestidigitation,
and Thaumaturgy at will. While one of these spells is active,
its respective color will glow softly on the wand.
Woki-Toki Earring
Wondrous item, uncommon
This earring is made of balsa wood and depicts a tribalstylized face with a large mouth and ears.
While wearing one of these earrings, you can hear anything
spoken by a creature wearing another. You may "deafen" your
earring at will, preventing it from receiving any sound.
Yin-Yang Staff
Weapon (quarterstaff), uncommon (requires attunement)
This staff's wood is half dark ebony and half pale white
spruce, coming to a clean divide in the exact center. Each half
has a single spiralling stripe of the other color up its length.
The staff has 10 charges and regains all expended charges
at dawn. As an action, you may expend a charge to touch a
creature with one end of the staff.
The white end of the staff subjects the target to the Bless
spell. The black end of the staff subjects the target to the
Bane spell with a DC of 12.
Neither of these effects require concentration; however,
you may only use the staff to maintain one Bless and one
Bane at a time. The effect must end before you may use it
again.
Jarl Earl the Mad's Premium Arcana Reserve
Ilgana's Incredible Icebox
Wondrous item, very rare
This white box is 5 feet high, 5 feet wide, and 10 feet long.
It weighs 100 pounds while empty. When the lid on its top is
opened, the inside is revealed to be incredibly cold, though
there appears to be no mechanism making it so.
Any food placed into the icebox immediately cools down
and becomes well-preserved, not subject to spoil or rot so
long as it remains in the icebox. Once removed, it
immediately warms up to a palatable temperature.
Food kept in the icebox for 24 hours becomes enchanted.
This enchantment lasts until eaten or after the food has been
outside the box for 1 hour.
Eating food from the icebox cures you of all diseases and
poisons, increases your hit point maximum by 2d8, and
restores that many hit points to you. This effect lasts for 24
hours.
Seismic Sledge
Weapon (warhammer), very rare (requires attunement)
This sledgehammer seems to be made entirely of solid
feldspar. When swung, it trails light drifts of sand.
You have a +2 bonus to attack and damage rolls made with
this weapon.
In addition, three times per day, you may use an action to
swing the hammer in a grand overhead arc, bringing it down
on the ground in front of you. When the hammer hits the
ground, a wall of solid stone springs from the ground at a
point you designate.
The wall is a rectangle 10 feet high, 20 feet wide, and 3
inches thick. It can be oriented any direction you wish, but
must be connected to solid stone at some point, allowing you
to create bridges or ramps if you so desire.
If the wall pushes through a creature's space, that creature
is shoved to one side of the wall (your choice). The wall has
AC 15 and 90 hit points.
Slumbering Bane
Weapon (any martial melee), very rare (requires attunement)
This weapon's blade was once pure white metal, its
platinum hilt fashioned like angelic wings. Now, however, the
weapon seems absolutely ruined. Its precious metals are all
tarnished and its business end is rusted and pitted.
This weapon's damage counts as magical, but it has no
other unique properties until you critically hit with it.
Each time you critically hit with this weapon, one of the
three gems inlaid on its grip flares to life. For each gem lit
this way, the weapon gains a +1 bonus to attack and damage
rolls. If all three gems are lit, the weapon also deals 2d4 extra
Radiant damage when attacking Undead creatures.
If three days pass without this weapon striking a creature
with a Challenge Rating of at least 1, one of its gems goes out.
Another gem goes out every 3 days until the weapon strikes
such a creature.
Entrancing Mirror
Armor (shield), very rare (requires attunement)
This mirror is shaped like a great tower shield and has
convenient handles on the back. It is impossible to scratch or
deface, and the image reflected in it seems almost real.
You have a +1 bonus to your AC while wielding this shield.
As an action, you may present the mirror and speak its
command phrase: "Capio Animus." All creatures in a 30-foot
cone that can see the Mirror must succeed on a DC 16
Wisdom save or be enthralled as it warps and produces
impossible, fascinating images.
Creatures affected by the Mirror are Incapacitated and
have their speed reduced to 0. The effect ends on a creature if
that creature takes damage, cannot see the mirror, is ever
more than 30 feet away from the mirror, or if someone uses
their action to wake them.
The Mirror's power lasts for one minute. After using it this
way, you cannot use it again until the next dawn.
Ring of the Specialist
Ring, very rare (requires attunement)
This ring is divided into six segments, each made of a
different material and inlaid with the image of a different
animal. While attuning to it, you must focus on one animal.
You have that animal's associated ability score and its
maximum increased by 2, while all other ability scores and
their maximums are reduced by 1.
Animal
Material
Ability Score
Bull
Ebony
Strength
Cat
Silver
Dexterity
Bear
Marble
Constitution
Fox
Quartz
Intelligence
Owl
Ivory
Wisdom
Eagle
Gold
Charisma
Mask of the Pale Stalker
Wondrous item, very rare (requires attunement)
This porcelain mask has no features upon its face, save two
dark eyeholes and a simple grin. A crack runs from top to
bottom, splitting one of the eyes in half. None of your facial
features can be made out through the mask's "face," though
you can see out without any trouble.
This mask is deeply unsettling. While you wear it, you have
disadvantage on Charisma checks made to interact positively
with other people. However, you have advantage on Charisma
checks made to threaten, intimidate, or frighten someone.
The Mask has 3 charges, and regains 1d3 each day at
dawn. As an action, you may expend a charge to focus the
mask's disquieting aura on a creature that can see you. That
creature must succeed on a DC 15 Wisdom saving throw or
become Frightened of you.
A creature under the Mask's effects must attempt the
Wisdom saving throw again at the end of each of its turns,
taking 3d10 Psychic damage on a failure. The effect ends
after the creature succeeds on the saving throw, is out of
sight of you at the end of your turn, or after a minute has
passed.
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