TEXT: Enchanted Trinkets: Patron Tokens | EN World EN5idEr
  Patron Tokens
  F
  amiliars, tomes, and 
  weapons are among the 
  most impressive gifts other-
  worldly 
  patrons 
  grant 
  their 
  servants—other things are simply 
  baubles designed to delight or 
  unsettle the recipient and those 
  around them. Warlocks typi-
  cally receive these tokens after 
  completing a significant task, 
  such as when they defeat the 
  patron’s enemies or further their 
  interests in the mortal realm. A 
  servant may deliver it directly, 
  or a gift may appear myste-
  riously among the warlock’s 
  belongings while their attention 
  is focused elsewhere.
   
  WRITING William Fischer
   
  COLOR ART Sade
   
  EDITING Mike Myler
   
  LAYOUT Frank Michienzi
  
  Enchanted Trinkets: Patron Tokens | EN World EN5idEr
  Open Game Content | The game rule information in this 
  article is designated Open Game Content. All other material 
  in this article, including maps and illustrations (including 
  illustrations in the public domain), in-character and out-of-
  character narrative and descriptive text, character and place 
  names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” 
  EN Publishing product and article titles, and  
  EN World and EN Publishing logos, are designated 
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  P
  ATRON TOKENS function only for the warlock 
  who receives them. Though the flavor of the 
  items presented here suggests the type of other-
  worldly patron that might grant them, GMs can 
  adapt the descriptions to make them more suitable 
  for characters of a different stripe. For example, 
  a warlock with the Fiend patron may receive a 
  confidante’s journal bound in demon flesh, while the 
  Archfey might grant their servant a seven-sided coin 
  stamped with images of fey creatures.
  A patron token grants its owner a minor magical 
  benefit, but the warlock may unlock greater power 
  at the risk of destroying the item (possibly to their 
  patron’s displeasure). To better reflect the expend-
  able nature of these tokens, it is suggested the GM 
  refer to the gold piece value of the token (rather 
  than its rarity) when determining a token’s value.
  failure, the creature is sent back to its home plane 
  (as if it had failed its save against a banishment spell). 
  Burning the bookmark has no effect if the creature 
  is already on its home plane. Regardless of whether 
  the banishment succeeds, the bookmark is reduced 
  to ash.
  Badge of Seasons
  Wondrous item, uncommon (150 gp)
  Glowing, magical symbols of spring, summer, 
  autumn, and winter decorate this wooden badge. 
  So long as at least one of the symbols remains on 
  the badge, fey creatures regard you as a figure of 
  authority. You gain advantage on Charisma (Intim-
  idation and Persuasion) checks made to influence 
  such creatures.
  Whenever you create your pact weapon, you can 
  choose to imbue it with the magic of one of the 
  badge’s four symbols. For the next minute or until 
  your pact weapon disappears, you gain a benefit 
  related to the chosen symbol:
  Spring: Whenever you hit a hostile  
  creature with your pact weapon, you 
  regain 1d4 hit points.
  Summer: Attacks made with your pact 
  weapon deal an additional 1d6 fire damage.
  Autumn: Whenever you hit a hostile 
  creature with your pact weapon, the 
  target deals half damage with weapon 
  attacks until the end of your next turn.
  Winter: You can use a bonus action to 
  teleport up to 15 feet to an unoccupied 
  space that you can see. Creatures within 
  5 feet of the space you left each take 1d4 
  cold damage.
  The symbol disappears after its effect ends. Once 
  you’ve used all four symbols, the badge becomes a 
  mundane item.
  Angel-Hide Bookmark
  Wondrous item, uncommon (75 gp)
  This thin leather bookmark is a strip of skin 
  flayed from the back of an angel. While it is placed 
  between the pages of your Book of Shadows, when-
  ever a creature other than you opens the book, the 
  air is filled with tormented wails.
  You can use an action to touch the bookmark to 
  an open flame (such as a lit torch). A Good-aligned 
  creature you choose who witnesses the blasphe-
  mous act must succeed on a Charisma saving 
  throw against your warlock spell save DC. On a 
  
  
  Enchanted Trinkets: Patron Tokens | EN World EN5idEr
  Barbed Devil’s Bracelet
  Wondrous item, uncommon (75 gp)
  The hand on which you wear this bracelet trans-
  forms into a claw covered with a dozen wicked 
  spines. Your unarmed attacks with the claw deal 
  1d6 piercing damage, and you have advantage on 
  Dexterity (Sleight of Hand) checks made to steal 
  small items. Your hand returns to normal if you 
  remove the bracelet. 
  As an action, you can draw upon the claw’s magic 
  to cast produce flame. Whenever you use the claw in 
  this way, one of the bracelet’s spines disappears. 
  your hit point maximum is reduced by 1d8. This 
  reduction lasts until you finish a long rest. If this 
  effect reduces your hit point maximum to 0, you 
  die and your body permanently transforms into a 
  barbed devil. When the bracelet has no more spines 
  it becomes a mundane item.
  Confidante’s Journal
  Wondrous item, uncommon (75 gp)
  Living vines hold shut this journal’s cover and 
  part only for you. Your patron can read anything 
  you write in the journal and can cause brief 
  messages to appear on its pages.
  If you spend a long or short rest writing your 
  most secret thoughts in the journal, you can choose 
  to gain Inspiration instead of regaining expended 
  Pact Magic spell slots. The seventh time you gain 
  Inspiration in this way, you fill the journal’s pages 
  and can’t write in it again.
  Fathomer’s Ring
  Ring, uncommon (50 gp) 
  This ring reeks of muck dredged from the ocean 
  floor. While you wear it, you automatically know 
  the depth of any body of water you can see.
  As an action, you can cause one submerged, unat-
  tended object up to the size of a Large sailing vessel 
  to rise to the surface of the water at a rate of 500 
  feet per round. You don’t need to be able to see the 
  object you affect, but you must be familiar with it or 
  at least possess a general description of it. Once the 
  object reaches the water’s surface, it floats there for 
  1 hour or until you use another action to return it to 
  its resting place. Once you’ve used the ring in this 
  way, it loses its magic and 
  becomes a mundane item.
  Focusing Eye
  Wondrous item, uncommon (150 gp)
  This thumb-sized ruby is carved to resemble 
  an open eye. As an action, you can affix it to your 
  forehead, where it remains in place until you use 
  another action to remove it. While you wear the 
  eye, you have advantage on Wisdom (Insight) 
  checks you make while speaking telepathically 
  with another creature.
  The eye has 3 charges. You can use an action to 
  expend 2 charges and cast detect thoughts on any 
  creature with whom you have communicated tele-
  pathically during the last 24 hours, regardless of 
  your distance from the creature. Alternatively, you 
  can expend 3 charges to cast clairvoyance centered 
  on the creature’s current location.
  The eye regains 1 expended charge daily at 
  dusk. When you expend the last charge, the eye 
  permanently affixes to your 
  forehead but otherwise 
  becomes a normal opal.
  
  Enchanted Trinkets: Patron Tokens | EN World EN5idEr
  Hungry Quasit
  Wondrous item, uncommon (75 gp)
  This Tiny bloodstone is carved in the shape of a 
  grinning, pot-bellied quasit. Whenever you would 
  gain temporary hit points, you can choose to store 
  them inside the quasit instead. Unlike normal 
  temporary hit points, the hit points you store inside 
  the quasit stack, although the maximum number of 
  temporary hit points the quasit can hold at one time 
  is equal to your Charisma modifier + your warlock 
  level (minimum 1).
  You can use an action to activate the quasit and 
  gain all the temporary hit points currently stored 
  inside it, which last for up to 1 hour. Whenever you 
  activate the quasit, roll a d20. On a result of 1, you 
  don’t gain any temporary hit points. Instead, the 
  quasit animates and flies off, never to be seen again.
  Infernal Triptych
  Wondrous item, uncommon (50 gp)
  This slim wooden case unfolds to reveal a brightly 
  painted triptych depicting twisted, infernal crea-
  tures tormenting mortal souls. The scenes change 
  subtly each time you observe them.
  Whenever you use Dark One’s Blessing to gain 
  temporary hit points, you can add the image of the 
  creature you reduced to 0 hit points to the triptych. 
  If you do, you gain an additional 1d6 temporary 
  hit points. Once you’ve used this feature 9 times, 
  the triptych bursts into harmless black flames and 
  disappears.
  Paramour’s Daisy
  Wondrous item, uncommon (50 gp)
  This bright yellow daisy never wilts or fades. The 
  daisy has exactly 20 petals when you first receive 
  it. While the daisy has an even number of petals, 
  both your personality and physical appearance 
  become vibrant. You make Charisma (Persuasion) 
  checks with advantage, but you have disadvantage 
  on Dexterity (Stealth) checks. While the daisy has 
  an odd number of petals, your presence fades into 
  the background. You make Dexterity (Stealth) with 
  advantage, but you have disadvantage on Charisma 
  (Persuasion) checks.
  You can use an action to pluck one petal from 
  the daisy. The daisy loses its magic once you 
  remove its final petal.
  Satyr Boots
  Wondrous item, uncommon (100 gp)
  You have advantage on Charisma (Performance) 
  checks made to dance while you wear these finely-
  crafted boots. As an action, you can transform 
  your legs and feet into the furry haunches and 
  cloven hooves of a goat. The transformation lasts 
  for 1 minute or until you use another action to 
  return to your normal form. While trans-
  formed, your walking speed becomes 40 
  feet, you have advantage on Dexterity 
  (Acrobatics) checks, and you ignore 
  nonmagical difficult terrain. When 
  the effect ends, the boots fall apart 
  and become useless until a prop-
  erly trained satyr cobbler repairs 
  them for you.
  
  Enchanted Trinkets: Patron Tokens | EN World EN5idEr
  Seven-Sided Coin
  Wondrous item, uncommon (125 gp)
  The origins of this dully gray coin are impossible 
  to identify. Though visually the coin has only two 
  sides, flipping it yields one of 7 different results. 
  You can flip the coin as an action. The effects of 
  the flip last for 10 minutes or until you flip the coin 
  again. Roll a d8 to determine the result: 
  d8    Effect
  1
  Black Sun: Choose one warlock cantrip you  
  don’t already know. You know that cantrip for 
  the duration.
  2
  Broken Temple: You gain a +1d4 bonus to Wisdom 
  saving throws.
  3
  Guiding Star: Whenever you make an Intelligence 
  (Arcana, History, Nature, or Religion) check, you 
  can treat a d20 roll of 9 or lower as a 10.
  4
  Lidless Eye: You see invisible creatures and 
  objects as if they were visible, and you can  
  see into the Ethereal Plane.
  5
  New Moon: You have advantage on Dexterity 
  (Stealth) checks.
  6
  Pact Blade: You gain a +2 bonus to melee  
  attack rolls.
  7
  Twisted Rod: Whenever you cast a spell that deals 
  damage, you can choose to reroll one of the 
  damage dice. You must use the second result.
  8
  The coin folds in on itself and disappears forever.
  Sidereal Lens
  Wondrous item, uncommon (150 gp)
  If you replace the lens of a normal spyglass 
  with this lens, the spyglass becomes magical and 
  objects viewed through it are magnified to 10 times 
  their actual size. Given a proper vantage point, the 
  spyglass can be used to scan locations miles away. 
  Any creature (not just you) can use the spyglass in 
  this way.
  Whenever you spend at least 1 hour scanning the 
  night sky with the spyglass, you can roll percen-
  tile dice. If the result is equal to or lower than 
  your warlock level, you locate the home planet of 
  your patron. This discovery grants you powerful 
  but fleeting insight. You immediately learn one 
  eldritch invocation of your choice. You must meet 
  the prerequisites of the invocation in order to learn 
  it. Once you’ve chosen an eldritch invocation, roll 
  a d10. After a number of days equal to the result, 
  your knowledge of the invocation fades, and the 
  lens becomes cloudy and useless.
  Star Milk
  Wondrous item, uncommon (25 gp)
  A strange, milky liquid fills this heavy glass jar. So 
  long as you can see the stars, a ship appears inside 
  and points in the direction you indicate making it 
  so only powerful magic can cause you to become 
  lost. Familiars find star milk delicious. If you allow 
  your familiar to drink the milk, it gains temporary 
  hit points equal to 1d4 times your warlock level.
  True Shape Mirror
  Wondrous item, uncommon (50 gp; requires attunement)
  The faces of scowling fey decorate the frame of 
  this hand mirror. As an action, you can cause the 
  image of any creature reflected in the mirror over 
  the past 24 hours to appear inside the glass. You 
  have advantage on checks made to impersonate 
  such a creature. However, 
  the mirror breaks if it 
  reflects the image of a 
  shapechanger. e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 330 - Enhanced Trinkets, Patron Tokens.pdf