For this tattoo a small design resembling a birthmark is carefully inked on a baby or child and an adult. The child takes on a familial resemblance to the adult as it grows and is generally accepted by others as the progeny of the adult. After one year the strength of the bond deepens and requires magic/divine intervention to reveal or remove. if the child finds out about the mark (by themselves, through magic, or otherwise) after the period it takes to disappear, over the next year the effects of the bond wear off and they shed all familial resemblance to the adopting parent. Additionally, they may even grow to resent the parent for their lie, even if the parent was kind to them.
This deep red coin pouch is stitched in gold thread and sinched with a black braided serpent carrying an onyx in it’s mouth.
When attuned with this item you can reach into it to pull out a number of copper, silver, or gold pieces that fit in your hand. You can pull out coins worth up 20 gold per day. If you attempt to pull out more than this in a day you must make a Constitution check DC 15. On a failure you reach in and pull your hand out empty handed, taking 1 Necrotic damage per coin you tried to grab.
Time Is Money
If you concentrate on the serpent’s onyx with the name of a destination in mind you, and up to eight willing creatures that are touching you, teleport to within eyesight of the destination that the name best describes as if using the spell
A Fool And His Gold
As a bonus action you can make any metal within a 5-foot cube in sight range appear as if it is actually gold. This does not change the properties of the metal in any way, and if a creature uses its action to examine it they can determine it is not gold with a succesful Intelligence (Investigation) check DC 18. This effect lasts as long as you are touching or able to see the metal.
Curse. After taking out 500 gold, or sleeping while touching this purse, the next night as you rest a Shadow Demon taking the form of a giant snake materializes 120 feet above you with the goal of swallowing the purse. If it succeeds it vanishes and after completing your next long rest you are cursed. If it fails, you get a vision of the current location of Minauros. This repeats each time the conditions are met until the demon succeeds.
When cursed a red and black snake tattoo manifests around your wrist, trailing down your arm. You are no longer considered attuned to the purse but can still use it’s abilities with a snap of your fingers so long as the tattoo remains. This tattoo lets Minauros know your location at all times. Additionally, when you use Time Is Money you now descend from a black maw in the sky, pouring down in a dark ichor that slowly seeps into the ground.
This round brazier is carved from a chunk of dark petrified wood. It has hundreds of small holes bored into it which resembles a starry night sky when lit. Any fire that burns within this brazier blazes blue and white instead of the usual yellows and reds.
If you set up and light this brazier darkness falls over the land at the next dusk. Once activated the sun appears to never rise within a 25 mile radius of this brazier, and any light sources within this radius only produce dim light. If a creature enters this radius during the day the sun appears to set for them over the course of 10 minutes.
This effect lasts until the sunrise after this brazier is put out or moved, and cannot be dispelled by a light spell.
This long glass vial is filled with a constantly shifting smoke as black as night. You can notice subtle blue tones pulsing through the inky darkness if you look closely.
This item holds 10 charges and regains 1 expended charge each day at sunset.
As an action you can unstopper this vial, expending a charge to do so. Over the next minute the smoke continues to pour out of the vial seemingly without end and the sky darkens as if the sun has set. All daylight or moonlight within a 5 mile radius becomes darkness for the next hour. Additionally, light sources within this radius only produce dim light.
For each additional minute the vial is open another charge is expended and the duration of this effect increases by 1 hour. If there are no remaining charges the duration does not increase.
This long glass vial is filled with a constantly shifting smoke. As its roiling within the vial you see wisps of sunset hues slowly winding through the smog.
This item holds 10 charges and regains 1 expended charge each day at sunset.
As an action you can unstopper this vial, expending a charge to do so. Over the next minute the smoke continues to pour out of the vial seemingly without end. All natural light within a 10 mile radius is reduced to dim light for the next hour as an appearance of twilight settles over the land. For each additional minute the vial is open another charge is expended and the duration increases by 1 hour. If there are no remaining charges the duration does not increase.
Designed in an attempt to destroy magic itself, this black sphere looks benign compared to its aspirations. It’s a small 6-inch sphere covered in criss-crossing etchings, and it has a light sheen to it. It is completely immune to all damage, magic or otherwise.
This item has 6 charges and regains 1d6 expended charges each day at dawn. While you are attuned with this item as a reaction to a creature within 60 feet of you casting a spell you can expend a charge to cast
Additionally, as an action you can expend a charge to open the sphere. When you do so it fractures along the etched lines revealing a neon orange core swirling with yellow. For the next minute an antimagic field surrounds the orb as if created by the spell
This appears to be a normal deck of red backed playing cards, but if you inspect it closely there is a faint aroma of spices and the pattern on the cards is tiny mixing bowls, spoons, and aprons. These cards are never in the order you remember, as if they magically shuffle themselves when you arent looking. If a creature has Truesight they can see that each of these cards is in fact a spice or ingredient that has been manipulated to function as a playing card.
As a bonus action you can draw a card from the deck and consume it, return it to the deck, or give it to another creature. If you give it to another creature they may consume the card as a bonus action on their turn if they so choose. When you first put it into your mouth all you can taste is the bitterness of inked paper until suddenly flavor explodes over your tongue.
Flavors
1: The flavor, it is indistinguishable. It is as if all the others have mixed together in the worst way. You spend the next turn wretching and can not take a reaction for the next minute. If you can handle this though, you can handle anything. For the next 10 minutes you can not taste anything, you are immune to the Poisoned effect, and are resistant to Poison damage.
2-3: Chili, cayenne, or pepper. You have never tasted spice this strong before, you take 1d4 fire damage and your mouth nearly glows it is so hot. For the next 10 minutes you can not burn your tongue while eating or drinking, any creature that you bite takes an additional 1d10 fire damage, and you do not feel full while drinking liquids.
4-5: Peppermint or spearmint. The fresh taste seems to spread, tingling over your whole body. For the next hour your movement speed increases by 15, but everything that you touch is cold, and almost feels electric. You are vulnerable to Lightning and Cold damage for the duration.
6-7: Garlic. The intensity of garlic emanates not just from your mouth but your entire body. For the next day you have disadvantage to any Charisma checks you make while talking to people, but undead will not willingly move within 10 feet of you. Additionally, as a bonus action you can make a breath attack against a creature within 5 feet and that that creature must make a DC 14 Constitution saving throw or take 1d12 Poison damage. This deals 3d12 Poison damage to vampires and vampire spawn.
8-9: Oregano and Sage. The earthy flavors bring you a sense of immense earthly wisdom. For the next hour you have advantage on all Intelligence and Wisdom checks and saves, however for some reason your vision goes fuzzy. For the duration creatures and objects farther than 30 feet away are considered heavily obscured for you.
10: Allspice. The flavors have melded in a pleasant and well refined joy to the tongue. You feel your mind relax and transcend your mortal restraints. Your exhaustion level is reduced to 0, and for the next minute you are proficient in all skills and saving throws.
This foot long ruler has reddish-purple markings on its transparent surface, marking common intervals. When you hold it at arm’s length in front of an object the markings begin flashing and changing their frequency in front of your eyes until they come to rest at their new measurements. When you do this you know the precise height or width of the object you are trying to measure, even if it is extremely far away.
If you try to measure any object that is farther away than 10 miles, the markings will never settle, and begin flashing arcane markings you are unable to interpret.
This large forest green tapestry has a symbol stretching across its length switched in gilded thread. Its accented with white and red and all along its hem is a complicated mantra of magical symbols and signs.
To attune to it a creature must be touching the tapestry for at least 1 minute of the hour attunement and for the rest of the duration must study and memorize the symbol depicted on it. This item can be attuned to by any number of creatures but the creatures must renew their attunement each year.
Even when attuned, a creature can not know the tapestry’s abilities unless they are told by another creature, if they successfully decode the mantra around its edges, or if they cast
If there are more than 6 creatures attuned to the tapestry the symbols emblazoned around its edge begin to slowly glow and its abilities are activated.
Shared Link
While attuned to the tapestry a creature can communicate with any other attuned creature even if they do not share a common language. Additionally, the cantrip Message can be used between attuned creatures regardless of distance as long as they are on the same plane as each other.
Recall Beacon
Any creature that is attuned to the tapestry can teleport to an empty space within 60 feet of it, as long as it is on the same plane of existence, by picturing the symbol on it in their mind and maintaining concentration as if concentrating on a spell for 1 minute. After a creature uses this feature they are unable to use it again for 1d4 days.
Ring of Detection
Any creature attuned to the tapestry can on focus on the symbol on the tapestry as if concentrating on a spell. While concentrating like this they can find the location of any creature that is attuned to the tapestry and within 10 miles by speaking their name. Additionally, they can sense if there are any creatures that are not attuned and within 1000 feet but do not know their location.
Emergency Recall
If a creature who is attuned to the tapestry spends 1 hour casting a ritual while focusing on the symbol on the tapestry they are able to forcefully recall all attuned creatures. All creatures not within sight of the tapestry and within the same plane are teleported to an empty space within sight of the tapestry. If there are no more empty spaces the creatures that did not fit are not teleported. This feature can even recall the bodies of creatures (or what is left of them) if the soul is willing to be recalled, attuned to the tapestry within the last year, and was still attuned to the tapestry at the time of death. Once used this feature cannot be used again for 1d4 months.
This large blue banner is decorated with a flaring yellow crest and mounted on the end of a 10 foot brass pole. As you hold it you can feel the same sense of self confidence that soldiers must when they know their standard is marching right behind them.
The banner has no effect unless it is held aloft by a creature. While holding this banner you can not make any attacks or cast any spells requiring somatic components. While held aloft the banner has an aura that affects all creatures within 250 feet that have either touched it in the last 24 hours, or are wearing a matching crest.
This magical item has 20 charges and regains 2d10 expended charges each day at dawn.
Symbol of Strength
Creatures affected by the banner are immune to being Frightened and any charm effect that would make them endanger another creature affected by the banner has no effect.
Bastion of Fortitude
Whenever a creature affected by this banner must make a saving throw that creature gains a bonus to the saving throw equal to half your charisma modifier rounded up (minimum of 1).
Surge of Hope
As an action you can wave the banner and expend any number of remaining charges to bolster that many creatures affected by the banner. Each bolstered creature gains temporary hit points equal to 3d6 + your Charisma modifier that last until the banner is no longer aloft. Additionally, they are immune to the effects Blinded, Deafened, and Poisoned, while the temporary hit points remain.
This short, dull metallic rod has a note tied around it with string. The note claims that it was crafted to contain the holy light of “the ancient god of some clerics I am pals with. They live on a mountain so you know it’s legit” and is signed with Reynier’s signature. It is partially hollow on one end and has a button on the other.
This rod contains 5 charges and regains 1d4+1 charges each dawn. When you press the button a 6 inch beam of light flashes from the hollow of the rod out to 30 feet before quickly flickering out. The first creature hit by this beam regains 2d8 hit points as they are bathed in the warm light. If there are hit points left over after the creature has reached maximum hit points or the creature is already at maximum hit points they must make a Constitution saving throw equal to 8 + the remaining hit points. On a failure they are Stunned for 1 turn and are Blinded for the next minute as their eyes and mind are overwhelmed with a burning sensation and pure light. At the end of each of its turns, it can make another Constitution saving throw. If it succeeds, the effect ends.