Old Gus - Items and Artifacts

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The document provides new magical items to supplement Dungeons & Dragons 5th edition.

It is an uncommon robe that gives the wearer a +1 bonus to AC and saving throws when casting a 1st level or higher spell.

It is a rare wondrous item that takes the form of a mechanical bird or dragon. It obeys the commands of the first person it imprints on for up to 2 hours of activation time.

Old Gus’ Errata:

Items and Artifacts

Magical and legendary objects and items


for the world’s greatest roleplaying game
Designer’s Notes

Old Gus’ Errata: Items and Artifacts, v1.06 (July 6, 2019).


This document provides new magical items to supplement
Dungeon & Dragons 5th Edition. This material is not officially
part of the game and isn’t permitted in Dungeons & Dragons
Adventurers League events. This is unofficial Fan Content
permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the materials
used are property of Wizards of the Coast LLC.

Design, Writing, Layout: Old Gus (Partario Flynn)

Cover Illustration: Gal Or,


https://www.artstation.com/lightwave

Featured Artists:
Illustration by Benedict Odom
Alix Branwyn, https://www.deviantart.com/alixbranwyn
Benedict Odom, https://www.artstation.com/heli0naut
Elvira Shatunova, https://www.artstation.com/filomena Amulet of the Unburnt
gailee, https://www.deviantart.com/gailee Wondrous item, rare
Harkalé Linaï, https://www.deviantart.com/harkale-linai
This amulet hangs from a simple gold chain, and
Inkary, https://www.deviantart.com/inkary
features a black stone at the center. If the wearer is
Lee Smith, https://www.deviantart.com/leesmith
Limin Studio, https://www.artstation.com/liminstudio
subjected to an attack or spell that would deal fire
Максим Студеникин, https://www.artstation.com/virtuousrichat
damage, they can use their reaction to absorb any flames
Oxana Zelenskaya, https://www.artstation.com/zelenskaya322 that would harm themselves, absorbing them into the
Ralitsa Panichkova, https://www.artstation.com/ralkin amulet. The amulet can absorb a maximum of 21 (6d6)
Tom McLean, https://www.artstation.com/tommclean fire damage on behalf of the wearer. When this limit is
Tom Sharp, https://www.artstation.com/sharpen14 reached, the amulet provides the wearer with resistance
Vertry, https://www.deviantart.com/vertry to fire damage.
The amulet remains pleasantly warm, slowly
Special Thanks: Everyone over at Taverns & Dragons, Aboe discharging any heat it has absorbed. Each day at dawn,
Snowpea, and the other Dungeon Masters and their players roll 6d6 for the amount of absorbed fire damage that has
whose feedback has been invaluable. been harmlessly discharged from the amulet.
Contact the Author: [email protected] Apprentice’s Dueling Robe
Wondrous item, uncommon (requires attunement by a
Spells appear in the Player’s Handbook on page 211. sorcerer, warlock or wizard)
SCAG denotes a spell appearing in the Sword Coast This set of periwinkle robes is made from a high-quality
Adventurer’s Guide on page 142. wool bearing a large embroidered patch in the shape of a
XGE denotes a spell appearing in Xanathar’s Guide to shield over the left breast. When you cast a 1st-level spell
Everything on page 150. or higher while wearing the robes, you gain a +1 bonus
to your Armor Class and saving throws until the start of
your next turn.
Looking for updates to this material,
or more of Old Gus’ Errata? Find it online:

Old Gus’ Errata:


Additional Player Options

Old Gus’ Errata: Items and Artifacts – v1.06 2


Illustration by gailee

Balthazaar’s Big Boring Book


Wondrous item, very rare
Illustration by Elvira Shatunova A leather-bound book with a marvelously detailed cover:
two dragons locked in a battle, one cast in silver, the
Avian Construct other in gold.
Wondrous item, rare Lulling Allure. An unoccupied (not in combat or
This item takes the form of a delicate, aerodynamically otherwise immediately preoccupied with a task)
sound mechanical bird or dragon. An inconspicuous humanoid that can read and gazes directly at the cover
button under its left wing activates its reactor. After a few must succeed a DC 14 Wisdom saving throw or be
seconds, it becomes active and aware, and imprints upon compelled to open the book and read it. The reader is at
the first individual it senses. For the duration, it obeys first completely engrossed by the book’s contents, but
their commands. after 1 minute, they grow increasingly disaffected and
bored. The reader must then succeed a DC 14 Wisdom
Deduct the time the avian construct is active, in
saving throw at disadvantage or fall asleep for 1d8 hours.
increments of 1 minute, from its reactor’s maximum
The book can only affect a creature once.
operation duration of 2 hours. Pressing the button
underneath the left wing again deactivates it. The Avian Barbed Whip of Cruelty
Construct is unable to deactivate itself. For each
uninterrupted period of 12 hours the reactor remains Whip, rare
inactive, it regains 1 hour of operation. If the reactor is You gain a +1 bonus to attack and damage rolls made
completely depleted, the avian construct loses its with this magic weapon. The heavy metal construction
imprint. If not, it remains imprinted on the same removes the Finesse property. Attacks made with this
individual the next time it is activated. whip must use your Strength for the attack and damage
While inactive, the avian construct is unconscious, rolls.
restrained and incapacitated. While active, the avian Cruel Barbs. When you hit a creature with this whip,
construct shares statistics of a hawk, except that it is a its barbs deal an additional 1d6 slashing damage to the
construct instead of a beast, and it understands target.
Common, but cannot speak, and it has one additional
bonus action: Beguiling Hoop
Record/Playback. The avian construct records up to 1 Wondrous item, common
minute of what it sees and hears. It can play that A 1-inch diameter gold hoop earring, engraved with a
recording back as three-dimensional illusion if the series of braided, twisted mouths. The earring has 2
individual it is imprinted upon presses an inconspicuous charges and regains 1d2 expended charge daily at dawn.
button hidden underneath its right wing. The recorded
illusion is played back at a scale of 1:10. These When you make a Charisma (Persuasion or
recordings are immediately erased if its reactor is Intimidation) check, you can expend 1 charge to adding
depleted. additional 1d4 as a bonus to the roll.
If the avian construct is reduced to 0 hit points, it can
be repaired with 50g of materials, 1 hour of labor and a
successful DC 15 check made with tinker’s tools.

Old Gus’ Errata: Items and Artifacts – v1.06 3


Illustration by Максим Студеникин

Blade of the Fifth Wind


Shortsword, legendary (requires attunement by a monk) Illustration by Inkary

You have a +2 bonus to attack and damage rolls with this


magic weapon.
Boots of Fleet Feet
Wondrous item, common
Lighter as a Feather. While attuned the sword, and it
is on your person, you gain the following benefits: A pair of supple red leather boots with silver laces. The
boots have 1d4 charges, and once expended, the silver
• You do not need to breathe.
and blue fade, becoming a mundane, if well-made set of
• You are cannot be deafened by windy conditions, nor do they
impede your movement.
leather boots.
• You have advantage against any saving throw that would As an object interaction, you can click your heels
result your being knocked prone. together and expend 1 charge, doubling your movement
• You are immune to falling damage. speed and the distances you can cover making a long or
• Your movement speed increases by 10 feet. high jump until the start of your next turn.
The Fifth Wind. Additionally, while the sword is in
your hand, you can use your ki to duplicate the effects of
certain spells, using Wisdom as your spellcasting ability:
• You can cast the Sword Burst cantrip.
• When you make an unarmed strike, you can choose to cast
the Gust cantrip instead.
• You can spend 2 ki point to cast Jump.
• You can spend 3 ki points to cast Gust of Wind or Warding
Wind XGE.
• You can spend 4 ki points to cast Fly.
• You can spend 6 ki points to cast Steel Wind Strike XGE.
Windy Servant. As an action, you can spend 6 ki
points to create an Air Elemental. You concentrate, as if
concentrating on a spell, and for the duration, you are in
complete control of the elemental, which takes its turn
immediately after yours. If your concentration is broken,
the elemental disappears. You can maintain
concentration on the elemental for up to 1 hour, after
which it dissipates. The DM has the elemental's
statistics.

Old Gus’ Errata: Items and Artifacts – v1.06 4


Channeler’s Ring
Wondrous item, uncommon
A copper ring with a small clear gem that shimmers
slightly, even in the dark. It is crudely crafted, showing
scuffs and scratches abound along its crude loop. Yet
there is something quaintly charming about its simple
design.
The ring can be attuned to a single cantrip the wearer
knows, increasing any damage it deals by 1.

Illustration by Harkalé Linaï

Candle of Studious Devotion Illustration by Oxana Zelenskaya

Wondrous item, very rare Cloudstone


Found in bundles of 1d4 candles bound by an orange silk
Wondrous item, very rare
ribbon. If you prepare spells during a long rest by the
light of this candle, you gain one additional spell slot Activating this stone seeds the sky with moisture,
each of 1st and 2nd-level for 24 hours. Up to two creating thick rain clouds within 5 miles of it for 8 hours.
creatures can benefit from the candle’s effect The stone must be outdoors with a clear path to the sky
simultaneously. Once consumed, the candle melts into a to be activated.
puff of purple smoke and disappears. Once activated, the stone changes the current weather
conditions, which are determined by the DM based on
Candle of Willful Flame the climate and season, moving them toward a heavy
Wondrous item, common rainstorm. It takes 1d4 minutes for the new conditions to
take effect. Once they do, another 1d4 minutes passes
When lit, this candle hisses and sparkles, shedding
before the change again. After 2 hours of rainfall, the
bright light in a 5-foot radius, and dim light for an
stone consumes itself, and the weather gradually returns
additional 10 feet. The candle burns, but does not
to normal.
consume itself.
Stage Effects of Change on Weather
The candle has 12 hit points and is capable of making
saving Constitution saving throws against any attempt to 1 Light clouds
snuff out its flame at +4 bonus. The flame can be doused 2 Overcast
if it is completely submerged in an inflammable liquid. 3 Drizzling rain
4 Steady rain
5 Torrential rain

Old Gus’ Errata: Items and Artifacts – v1.06 5


Hat of Hirsutism
Wondrous item, rare (requires attunement)
A handsome pink hat with a jaunty yellow feather.
Hirsute Curse. The moment you don this hat, it begins
to cause your body’s hair to grow at ten times its normal
rate until you have a fantastic and unruly mane around
your entire body. As your hair grows, you are enthralled
by the combination of the hair and hat, and are unwilling
to remove either until you are targeted by the Remove
Curse spell or similar magic.

Handyman’s Sledge
Warhammer, rare
You gain a +1 bonus to attack and damage rolls made
with this magic weapon.
Shrink. While holding the hammer, you can press a
button just above its leather grip as a bonus action.
Pressing the button shrinks the hammer down to the
size and inconspicuous appearance of a carpenter’s
hammer. For the duration, the hammer can be used as a
part of carpenter’s tools, granting a +1 to checks made
with them. It still usable as a weapon while reduced, but
its damage dice are reduced to 1d4. Pressing the button
a second time restores the hammer to its full size.

Illustration by Tom Sharp

Dandy Dan’s Dapper Duds


Wondrous item, very rare (requires attunement)
You gain a +1 bonus to AC while wearing this enchanted
set of garments and no armor. It includes a pair of
slacks, a jacket, a shirt, and an array of optional
accessories: a vest, a tie, a tie clip, a pocket square, a pair
of cufflinks, a pair of socks, and a pair of shoes. The
garments have 4 charges, and regain 1d4 charges daily
at dawn.
If you remove the clothes, you can expend 1 charge
and speak the command word, and the garments will
clean and mend themselves (as if casting the
Prestidigitation and Mending cantrips upon themselves).
After 1 hour, the garments neatly press, fold and, (if a
suitable peg or hangar is available) hang themselves.
As an action, you can expend 2 charges and can speak
the clothing’s command word to alter the garments’
appearance, fabric choice, or details, for example: adding
a frilled cuff to a shirt, change the jacket from velvet
single-breasted to pinstripe linen double-breasted, and
the tie from a paisley cotton to a solid silk. The
retailoring process takes 1 hour.
As an action, you can expend 3 charges to cast the
Enhance Ability spell on yourself.

Old Gus’ Errata: Items and Artifacts – v1.06 6


Maestro Marvin’s Marvelous Mixer
Wondrous item, uncommon (requires attunement)
A large wooden spoon with a small red crystal affixed to
the end of the handle. When the spoon is placed into a
bowl or cauldron, speaking its command word will cause
the spoon to autonomously mix and stir the contents at
your direction. It cannot stir with more force than the
Mage Hand spell is able to generate, and it ceases to
function if removed from its assigned bowl or container.

Illustration by Vertry

Jar of Beastly Stink


Wondrous item, uncommon
A small tub of jelly that reeks of animal musk. When the
handful of jelly is removed and applied to an object or
person, the smell will frighten off small beasts, but
attract medium to large rutting beasts within a 1-mile
radius. The first time a humanoid comes within 10 feet
of the source of the smell, they must succeed a DC 10 Illustration by Tom McLean
Constitution save or retch, becoming incapacitated for 1
round. The musky smell lasts for 24 hours. Pipes of Mass Distraction
Life-Drinker Hilt-Cloth Wondrous item, uncommon
Wondrous item, rare (requires attunement) These large bladder-pipes are beautifully made from a
rich mahogany wood, artfully carved and centered on a
A dark red velvet hilt-cloth which can wrap around the
green silk-covered bladder and bellows. The pipes can be
grip of a weapon. Once wrapped, a wielder can attune
played normally by anyone proficient with pipe
the cloth and weapon to themselves by gripping the
instruments. The pipes have 3 charges and recover 1
handle and leaving the deadly parts of the weapon
charge daily at dawn.
lodged in their flesh for 1 hour, dealing the weapon’s
damage die. In addition to playing them normally, you can use your
action and expend a charge to produce a blaring, loud
Once attuned, the weapon deals an additional 1
sound from the pipes, which is audible within 500 feet.
necrotic damage. However, this enhancement does not
The sound does no damage, but any spellcaster
render a non-magical blade magical.
maintaining a concentration spell within a 100-foot
Drink Life. The weapon has one charge and it regains radius of the awful noise must make a DC 14
it daily at dawn. When you reduce a creature to 0 hit Constitution saving throw or lose their concentration.
points with this weapon, you can use your reaction to
heal for a number of hit dice equal to your proficiency
bonus.

Old Gus’ Errata: Items and Artifacts – v1.06 7


Psionic Circlet Returner's Shield
Wondrous item, very rare (requires attunement by a Shield, legendary (requires attunement)
creature with an Intelligence score of at least 13) While holding this circular, lightweight, and perfectly
While wearing this circlet, you can know the Mage Hand balanced adamantine shield, you have a +3 bonus to AC.
cantrip. The circlet has 6 charges and regains 1d6 This bonus is in addition to the shield's normal bonus to
charges daily. You can use an action to expend 1 or more AC. You have a +3 bonus to attack and damage rolls
of its charges to cast one of the following spells from it: made with this shield when using it as a weapon.
Tenser’s floating disk (1 charge), calm emotions (1 A clever thumb trigger on the shield’s mounting brace
charges), detect thoughts (2 charges), mind spike (2 allows the disc to be detached to detached from the
charges, plus 1 charge per additional spell level, up to brace or re-summoned to it using your bonus action.
4th), telekinesis (5 charges).
The shield has 6 charges for the following properties.
The spells have a DC of 14, or 8 + your proficiency It regains 1d6 charges daily at dawn.
bonus + your Intelligence modifier, whichever is higher.
Block. If you aren't incapacitated, you can expend 1
charge to add the shield's AC bonus to any Dexterity
saving throw you make against a spell or other harmful
effect that targets only you.
Shove. When you take the attack action on your turn,
you can use your bonus action and expend 1 charge to
attempt to shove a creature. When you do, add the
shield's AC bonus to your Strength (Athletics) check.
Smash. When you take the attack action on your turn,
you can use your bonus action and expend 1 charge to
make a melee weapon attack with the shield. If it hits, it
deals 1d8 bludgeoning damage.
Reflect. When a creature misses you with a ranged
attack, you can use your reaction and expend 2 charges
to redirect the attack toward another creature. Make a
ranged attack against a creature you can see within 30
Illustration by Lee Smith feet of you. If it hits, the creature becomes the target of
the triggering attack.
Stormbow Ricochet. You can use your bonus action and expend 2
Weapon (any bow), very rare (requires attunement) charges to make a ranged weapon attack against a
creature you can see within 45 feet of you. If it hits, the
You have +2 bonus to ranged attack and damage rolls shield deals 1d8 bludgeoning damage. You concentrate
with this magic weapon. The weapon itself is a fine (as if on a spell), and for the next 1 minute, you can use
copper-alloy bow with delicate engravings of lightning your bonus action on your turn to command the shield to
bolts cast in gold along the limbs. The handle is thick, attack another creature, or to return to the mounting
insulated rubber. The bow has 4 charges and recovers brace. For the duration, you can your hand freely, but do
1d4 charges each day at dawn. not benefit from the shield’s AC bonus. If your
Lightning Arrow. Whenever you make a ranged concentration is interrupted, the shield falls to the floor.
weapon attack with the bow, you can expend 1 charge to
imbue the fired arrow with lightning. If it hits, lightning
arcs between the bow and the target. The target takes
the attack’s normal damage, and each creature
occupying a space between you and the target must
make a DC 15 Dexterity saving throw, 2d6 lightning
damage on a failure, or half as much on a success.

Old Gus’ Errata: Items and Artifacts – v1.06 8


Ring of Spell Absorption
Ring, very rare (requires attunement)
This magical ring is adorned with an engraved brass lid
with an internal chamber capable of storing a quantum
of magical energy.
The ring has a maximum capacity of 2d10 charges,
and it converts 1d10 expended charges back into
available capacity, up to the maximum, daily at dawn.
Spells absorbed into the consume capacity as charges, in
accordance with the following table:
Spell Level Charges
1st 2
2nd 3
3rd 5
4th 6
5th 7

Spell Absorption. When a creature misses you with a


spell attack, or you succeed on a saving throw against a
spell of 1st-5th level that is cast by a creature, you can
use your reaction to attempt to absorb the spell into the
ring. Spells you attempt to absorb must target you, and
only you. Roll a d20 and add your proficiency bonus to
the result, and contest that number against the triggering
spell's attack roll or spell save DC. If you succeed, the
Illustration by Limin Studio spell is absorbed into the ring, and if your saving throw
would result in you taking half damage, you instead take
Rebuking Shield no damage from the spell. For example, if you attempt to
Wondrous item, rare (requires attunement by cleric or absorb the Witch Bolt spell, and it was cast at 3rd level,
paladin) the spell requires 5 charges of the ring’s available
capacity to absorb.
While holding this finely crafted from a hardwood shield,
you have a +1 bonus to AC. This bonus is in addition to If you absorb a spell that causes the ring to exceed its
the shield's normal bonus to AC. The shield has 3 available capacity, you immediately take 1d12 force
charges and regains 1d2+1 expended charge daily at damage for each charge in excess of the ring's available
dawn. capacity, and the spell is not absorbed.
Rebuke the Unholy. If an undead or fiend creature Release Stored Spell. As an action, you can cast one
misses you with an attack, you may use your reaction spell that has been absorbed, releasing the spell from the
and expend one charge to deal 1d6 radiant damage to ring. When you do, you use the spellcasting ability as the
your attacker, and shove them if you wish. original caster of the spell as your spellcasting ability,
and it is cast at the same level it was absorbed at. The
Ring of Solar Symbiosis expended spell's charges become inert, and can be
converted back to available capacity the following dawn.
Wondrous item, common (requires attunement)
An adamantine loop with an elegant insignia of the sun.
The ring has 1 charge and regains any expended charge
daily at noon if the ring is exposed to direct sunlight. Any
charge the ring has is immediately expended as the ring
is removed from its attuned bearer.
Solar Symbiosis. You can expend 1 charge to cast the
Healing Word spell at its lowest level. Use your
spellcasting ability modifier if you can cast spells. If you
are not a spellcaster, Wisdom is your spellcasting ability
for the spell.

Old Gus’ Errata: Items and Artifacts – v1.06 9


Satchel of Beastly Treats Tartini’s Terrible Instrument
Wondrous item, rare Wondrous item (any musical instrument), legendary
This leather bag is full of treats shaped like various (requires attunement by a bard with proficiency in the
animals. It can dispense 2 treat per day, and magically instrument)
refills at dawn. Offering a beast a treat is the equivalent When you attune yourself to this instrument, you learn
of casting the Animal Friendship spell (DC 14) upon it. the thunderwave spell as a bard spell if you don’t already
Druids assuming a Wild Shape creatures polymorphed know it.
into beasts are immune. Busker’s Delight. The instrument has 6 charges and
If you are a proficient in the Animal Handling or regains 1d4+2 charges daily at dawn. As an action, you
Medicine skills, you can use your action to administer a can expend 1 charge to gain advantage on Charisma
treat to a beast within 20 feet of you. If the target is more (Performance) checks you make while playing it for 1
than 5 feet away from you, it must succeed a DC 10 hour and if you are busking or performing in an
Dexterity (Acrobatics) check to catch the treat. If they establishment during this time, you earn twice as much
succeed, they are healed for a number of hit points equal money as you normally would.
to your Wisdom modifier (minimum: 1). If they fail, the Fiddler’s Frenzy. While holding the instrument, you
treat hits the ground and immediately vanishes. Beasts, can use your action to play a number of phrases equal to
including polymorphed creatures and Druids in a Wild your proficiency bonus, making a ranged spell attack
Shape assuming the form of a beast can benefit from this (range 50/100 feet) for each phrase you play. Each
healing. phrase that hits deals 1d4 + your Charisma modifier
thunder damage, and reduces the creature’s movement
Serpent’s Maw speed by 5 feet until the end of their next turn.
Weapon (any sword or scimitar), very rare (requires When you take the Attack action using the instrument
attunement) and you hit a creature with at least one note, you can use
You gain a +1 bonus to attack and damage rolls made your bonus action in one of three new ways:
with this magic weapon. On the left side of the blade is Accent. Target one creature you have hit with a phrase
an engraving of a grinning mouth. this turn and deal one additional phrase of damage to
Acidic Maw. The scimitar has 2 charges and regains them without the need to make an attack roll.
1d2 expended charges daily at dawn. As a bonus action, Tune. Tune the instrument, granting yourself
you can speak the command word to expend 1 charge, advantage on the attack roll of the first phrase you play
causing the mouth to open, revealing hideous gnarled on your next turn.
teeth and a long, green forked tongue from within the
Finale. Expend 3 charges and a bard spell slot of your
blade’s mouth. The weapon remains in its awakened
choice to cast the thunderwave spell. When you do,
state for one minute. For the duration, it deals an
choose a creature you hit with an accent this turn. The
additional 1d6 acid damage, and gains the reach
spell’s effects are centered on the target.
property. When used as a reach weapon, the weapon
deals only its acid damage, not its slashing damage.

Sterling Helm of Sacrifice


Wondrous item, very rare (requires attunement)
This shining silver helm has a series of concentric circles
engraved upon the forehead.
Projectile Absorption. If a creature you can see
within 20 feet of you becomes the target of a nonmagical
ranged attack, you can use your reaction to redirect that
attack towards your head instead. If the attack hits you, it
deals an additional 1d4 damage.

Old Gus’ Errata: Items and Artifacts – v1.06 10


any missing or destroyed cards, refilling and reshuffling
the deck. You can shuffle your remaining undrawn cards
as a bonus action.
While holding the undrawn cards in the deck, you gain
the following benefits:
• You have advantage on checks made to play or perform with
the cards. This feature only works when the deck is full.
• You know the Sword Burst SCAG cantrip. Dexterity is your
spellcasting ability for the spell, and its range is increased to
10 feet. As a part of the casting action for the spell, discard
10 cards from the top of the deck.
• While holding the deck in one hand, you can draw the top
card of the deck with the other, and make ranged weapon
attacks (30/60 feet) with the drawn card. Cards used for such
attacks are destroyed. If you hit, the card deals damage
according to its value, and of a type according to suit. If you
roll a 20 on your attack roll, draw one additional card and
add its damage and effects to the attack, but do not add your
Dexterity modifier a second time.
Card Damage and Additional Effects
Club The card deals fire damage equal to its value.
Heart The card deals cold damage equal to its value.
Diamond The card deals acid damage equal to its value.
Spade The card deals lightning damage equal to its
value.
Jack The target takes 1d12 damage according to its
suit and has disadvantage on the first attack it
makes until the end of its next turn. If it is
concentrating on a spell, it makes its
Illustration by Alix Branwyn concentration saving throw at disadvantage.
Queen The target takes 1d12 damage according to its
suit + 1d8 radiant damage.
You know, I can’t even recall where I came across
King The target takes 2d6 damage according to its
the damned thing. Near as I can remember, it just
suit and must succeed a DC 14 Strength saving
showed up in my pocket one day.
throw or be knocked prone.
I kept it with me for years- racked up a tidy sum Joker The card deals 13 psychic damage. Draw two
at a few card tables – until one day, I carelessly more cards. Deal the first card’s damage and any
tossed the last card away without realizing what I’d additional effects to the target, and the second
done. to yourself. You do not add your Dexterity
I still sometimes wonder where it ended up. modifier to the damage of these additional
~Old Gus cards.

If you discard all the cards from the deck, you lose your
Wild Joker attunement to it, and it enters the Astral Plane for 10d10
days, reappearing elsewhere on the Material Plane at
Wondrous item, very rare (requires attunement by a
location of the Dungeon Master’s choosing.
creature with proficiency in a card-based gaming set)
This enchanted joker card has two charges, and regains
1d2 expended charge daily at dawn. As an action, you Unlike other magical 1d12 weapons, the potential damage of
can expend one charge to create (or refill) a deck of 54 the deck deals changes with each card removed from the
playing cards (an ace through king of clubs, hearts, deck. A clever gambler counts the cards drawn from their
diamonds, and spades, and two jokers). The cards are deck, and will use their action and the deck’s charges to refill
blank until drawn, dealt, or discarded, and become the deck strategically, ensuring a both good damage rate and
mundane playing cards a few seconds after being hedging against pulling an inconvenient Joker or critical hit
removed from the deck. Divination magic cannot reveal that might cause the deck to become lost.
what order the cards are in. As long as one undrawn
card from the deck remains in your possession, you can
use your action and expend one charge to re-summon

Old Gus’ Errata: Items and Artifacts – v1.06 11

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