TEXT: Magical and legendary objects and items
  for the world’s greatest roleplaying game
  Magical and legendary objects and items
  for the world’s greatest roleplaying game
  Old Gus’ Errata:
  Items and Artifacts
  Old Gus’ Errata:
  Items and Artifacts
  
   
  Old Gus’ Errata: Items and Artifacts – v1.06 
   
  2 
  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: 
  Alix Branwyn, https://www.deviantart.com/alixbranwyn  
  Benedict Odom, https://www.artstation.com/heli0naut  
  Elvira Shatunova, https://www.artstation.com/filomena  
  gailee, https://www.deviantart.com/gailee  
  Harkalé Linaï, https://www.deviantart.com/harkale-linai  
  Inkary, https://www.deviantart.com/inkary  
  Lee Smith, https://www.deviantart.com/leesmith  
  Limin Studio, https://www.artstation.com/liminstudio  
  Максим Студеникин, https://www.artstation.com/virtuousrichat  
  Oxana Zelenskaya, https://www.artstation.com/zelenskaya322  
  Ralitsa Panichkova, https://www.artstation.com/ralkin  
  Tom McLean, https://www.artstation.com/tommclean  
  Tom Sharp, https://www.artstation.com/sharpen14  
  Vertry, https://www.deviantart.com/vertry  
   
  Special Thanks: Everyone over at Taverns & Dragons, Aboe 
  Snowpea, and the other Dungeon Masters and their players 
  whose feedback has been invaluable. 
   
  Contact the Author: partario.flynn@gmail.com 
   
  Spells appear in the Player’s Handbook on page 211.  
  SCAG denotes a spell appearing in the Sword Coast 
  Adventurer’s Guide on page 142. 
  XGE denotes a spell appearing in Xanathar’s Guide to 
  Everything on page 150. 
   
  Looking for updates to this material,  
  or more of Old Gus’ Errata? Find it online: 
  Old Gus’ Errata: 
  Additional Player Options 
   
  Illustration by Benedict Odom 
  Amulet of the Unburnt 
  Wondrous item, rare 
  This amulet hangs from a simple gold chain, and 
  features a black stone at the center. If the wearer is 
  subjected to an attack or spell that would deal fire 
  damage, they can use their reaction to absorb any flames 
  that would harm themselves, absorbing them into the 
  amulet. The amulet can absorb a maximum of 21 (6d6) 
  fire damage on behalf of the wearer. When this limit is 
  reached, the amulet provides the wearer with resistance 
  to fire damage. 
  The amulet remains pleasantly warm, slowly 
  discharging any heat it has absorbed. Each day at dawn, 
  roll 6d6 for the amount of absorbed fire damage that has 
  been harmlessly discharged from the amulet. 
  Apprentice’s Dueling Robe 
  Wondrous item, uncommon (requires attunement by a 
  sorcerer, warlock or wizard) 
  This set of periwinkle robes is made from a high-quality 
  wool bearing a large embroidered patch in the shape of a 
  shield over the left breast. When you cast a 1st-level spell 
  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. 
  
   
  Old Gus’ Errata: Items and Artifacts – v1.06 
   
  3 
   
  Illustration by Elvira Shatunova 
  Avian Construct 
  Wondrous item, rare 
  This item takes the form of a delicate, aerodynamically 
  sound mechanical bird or dragon. An inconspicuous 
  button under its left wing activates its reactor. After a few 
  seconds, it becomes active and aware, and imprints upon 
  the first individual it senses. For the duration, it obeys 
  their commands. 
  Deduct the time the avian construct is active, in 
  increments of 1 minute, from its reactor’s maximum 
  operation duration of 2 hours. Pressing the button 
  underneath the left wing again deactivates it. The Avian 
  Construct is unable to deactivate itself. For each 
  uninterrupted period of 12 hours the reactor remains 
  inactive, it regains 1 hour of operation. If the reactor is 
  completely depleted, the avian construct loses its 
  imprint. If not, it remains imprinted on the same 
  individual the next time it is activated.  
  While inactive, the avian construct is unconscious, 
  restrained and incapacitated. While active, the avian 
  construct shares statistics of a hawk, except that it is a 
  construct instead of a beast, and it understands 
  Common, but cannot speak, and it has one additional 
  bonus action:  
  Record/Playback. The avian construct records up to 1 
  minute of what it sees and hears. It can play that 
  recording back as three-dimensional illusion if the 
  individual it is imprinted upon presses an inconspicuous 
  button hidden underneath its right wing. The recorded 
  illusion is played back at a scale of 1:10. These 
  recordings are immediately erased if its reactor is 
  depleted. 
  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. 
   
  Illustration by gailee 
  Balthazaar’s Big Boring Book 
  Wondrous item, very rare 
  A leather-bound book with a marvelously detailed cover: 
  two dragons locked in a battle, one cast in silver, the 
  other in gold. 
  Lulling Allure. An unoccupied (not in combat or 
  otherwise immediately preoccupied with a task) 
  humanoid that can read and gazes directly at the cover 
  must succeed a DC 14 Wisdom saving throw or be 
  compelled to open the book and read it. The reader is at 
  first completely engrossed by the book’s contents, but 
  after 1 minute, they grow increasingly disaffected and 
  bored. The reader must then succeed a DC 14 Wisdom 
  saving throw at disadvantage or fall asleep for 1d8 hours. 
  The book can only affect a creature once. 
  Barbed Whip of Cruelty 
  Whip, rare 
  You gain a +1 bonus to attack and damage rolls made 
  with this magic weapon. The heavy metal construction 
  removes the Finesse property. Attacks made with this 
  whip must use your Strength for the attack and damage 
  rolls. 
  Cruel Barbs. When you hit a creature with this whip, 
  its barbs deal an additional 1d6 slashing damage to the 
  target.  
  Beguiling Hoop 
  Wondrous item, common 
  A 1-inch diameter gold hoop earring, engraved with a 
  series of braided, twisted mouths. The earring has 2 
  charges and regains 1d2 expended charge daily at dawn. 
  When you make a Charisma (Persuasion or 
  Intimidation) check, you can expend 1 charge to adding 
  additional 1d4 as a bonus to the roll. 
   
  
   
  Old Gus’ Errata: Items and Artifacts – v1.06 
   
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  Illustration by Максим Студеникин 
  Blade of the Fifth Wind 
  Shortsword, legendary (requires attunement by a monk) 
  You have a +2 bonus to attack and damage rolls with this 
  magic weapon. 
  Lighter as a Feather. While attuned the sword, and it 
  is on your person, you gain the following benefits: 
  • You do not need to breathe. 
  • You are cannot be deafened by windy conditions, nor do they 
  impede your movement. 
  • You have advantage against any saving throw that would 
  result your being knocked prone. 
  • You are immune to falling damage. 
  • Your movement speed increases by 10 feet. 
  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. 
   
   
  Illustration by Inkary 
  Boots of Fleet Feet 
  Wondrous item, common 
  A pair of supple red leather boots with silver laces. The 
  boots have 1d4 charges, and once expended, the silver 
  and blue fade, becoming a mundane, if well-made set of 
  leather boots. 
  As an object interaction, you can click your heels 
  together and expend 1 charge, doubling your movement 
  speed and the distances you can cover making a long or 
  high jump until the start of your next turn. 
  
   
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  Illustration by Harkalé Linaï 
  Candle of Studious Devotion 
  Wondrous item, very rare 
  Found in bundles of 1d4 candles bound by an orange silk 
  ribbon. If you prepare spells during a long rest by the 
  light of this candle, you gain one additional spell slot 
  each of 1st and 2nd-level for 24 hours. Up to two 
  creatures can benefit from the candle’s effect 
  simultaneously. Once consumed, the candle melts into a 
  puff of purple smoke and disappears. 
  Candle of Willful Flame 
  Wondrous item, common 
  When lit, this candle hisses and sparkles, shedding 
  bright light in a 5-foot radius, and dim light for an 
  additional 10 feet. The candle burns, but does not 
  consume itself. 
  The candle has 12 hit points and is capable of making 
  saving Constitution saving throws against any attempt to 
  snuff out its flame at +4 bonus. The flame can be doused 
  if it is completely submerged in an inflammable liquid. 
  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 Oxana Zelenskaya 
  Cloudstone 
  Wondrous item, very rare 
  Activating this stone seeds the sky with moisture, 
  creating thick rain clouds within 5 miles of it for 8 hours. 
  The stone must be outdoors with a clear path to the sky 
  to be activated. 
  Once activated, the stone changes the current weather 
  conditions, which are determined by the DM based on 
  the climate and season, moving them toward a heavy 
  rainstorm. It takes 1d4 minutes for the new conditions to 
  take effect. Once they do, another 1d4 minutes passes 
  before the change again. After 2 hours of rainfall, the 
  stone consumes itself, and the weather gradually returns 
  to normal. 
  Stage 
  Effects of Change on Weather 
  1 
  Light clouds 
  2 
  Overcast 
  3 
  Drizzling rain 
  4 
  Steady rain 
  5 
  Torrential rain 
  
   
  Old Gus’ Errata: Items and Artifacts – v1.06 
   
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  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. 
  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.  
   
   
  
   
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  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 
  Constitution save or retch, becoming incapacitated for 1 
  round. The musky smell lasts for 24 hours. 
  Life-Drinker Hilt-Cloth 
  Wondrous item, rare (requires attunement) 
  A dark red velvet hilt-cloth which can wrap around the 
  grip of a weapon. Once wrapped, a wielder can attune 
  the cloth and weapon to themselves by gripping the 
  handle and leaving the deadly parts of the weapon 
  lodged in their flesh for 1 hour, dealing the weapon’s 
  damage die.  
  Once attuned, the weapon deals an additional 1 
  necrotic damage. However, this enhancement does not 
  render a non-magical blade magical. 
   Drink Life. The weapon has one charge and it regains 
  it daily at dawn. When you reduce a creature to 0 hit 
  points with this weapon, you can use your reaction to 
  heal for a number of hit dice equal to your proficiency 
  bonus. 
  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 Tom McLean 
  Pipes of Mass Distraction 
  Wondrous item, uncommon 
  These large bladder-pipes are beautifully made from a 
  rich mahogany wood, artfully carved and centered on a 
  green silk-covered bladder and bellows. The pipes can be 
  played normally by anyone proficient with pipe 
  instruments. The pipes have 3 charges and recover 1 
  charge daily at dawn.  
  In addition to playing them normally, you can use your 
  action and expend a charge to produce a blaring, loud 
  sound from the pipes, which is audible within 500 feet. 
  The sound does no damage, but any spellcaster 
  maintaining a concentration spell within a 100-foot 
  radius of the awful noise must make a DC 14 
  Constitution saving throw or lose their concentration. 
  
   
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  Psionic Circlet 
  Wondrous item, very rare (requires attunement by a 
  creature with an Intelligence score of at least 13) 
  While wearing this circlet, you can know the Mage Hand 
  cantrip. The circlet has 6 charges and regains 1d6 
  charges daily. You can use an action to expend 1 or more 
  of its charges to cast one of the following spells from it: 
  Tenser’s floating disk (1 charge), calm emotions (1 
  charges), detect thoughts (2 charges), mind spike (2 
  charges, plus 1 charge per additional spell level, up to 
  4th), telekinesis (5 charges).  
  The spells have a DC of 14, or 8 + your proficiency 
  bonus + your Intelligence modifier, whichever is higher. 
   
   
  Illustration by Lee Smith 
  Stormbow 
  Weapon (any bow), very rare (requires attunement) 
  You have +2 bonus to ranged attack and damage rolls 
  with this magic weapon. The weapon itself is a fine 
  copper-alloy bow with delicate engravings of lightning 
  bolts cast in gold along the limbs. The handle is thick, 
  insulated rubber. The bow has 4 charges and recovers 
  1d4 charges each day at dawn. 
  Lightning Arrow. Whenever you make a ranged 
  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. 
  Returner's Shield 
  Shield, legendary (requires attunement) 
  While holding this circular, lightweight, and perfectly 
  balanced adamantine shield, you have a +3 bonus to AC. 
  This bonus is in addition to the shield's normal bonus to 
  AC. You have a +3 bonus to attack and damage rolls 
  made with this shield when using it as a weapon. 
  A clever thumb trigger on the shield’s mounting brace 
  allows the disc to be detached to detached from the 
  brace or re-summoned to it using your bonus action.  
  The shield has 6 charges for the following properties. 
  It regains 1d6 charges daily at dawn.  
  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 
  feet of you. If it hits, the creature becomes the target of 
  the triggering attack. 
  Ricochet. You can use your bonus action and expend 2 
  charges to make a ranged weapon attack against a 
  creature you can see within 45 feet of you. If it hits, the 
  shield deals 1d8 bludgeoning damage. You concentrate 
  (as if on a spell), and for the next 1 minute, you can use 
  your bonus action on your turn to command the shield to 
  attack another creature, or to return to the mounting 
  brace. For the duration, you can your hand freely, but do 
  not benefit from the shield’s AC bonus. If your 
  concentration is interrupted, the shield falls to the floor. 
   
  
   
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  9 
   
  Illustration by Limin Studio 
  Rebuking Shield 
  Wondrous item, rare (requires attunement by cleric or 
  paladin) 
  While holding this finely crafted from a hardwood shield, 
  you have a +1 bonus to AC. This bonus is in addition to 
  the shield's normal bonus to AC. The shield has 3 
  charges and regains 1d2+1 expended charge daily at 
  dawn.  
  Rebuke the Unholy. If an undead or fiend creature 
  misses you with an attack, you may use your reaction 
  and expend one charge to deal 1d6 radiant damage to 
  your attacker, and shove them if you wish. 
  Ring of Solar Symbiosis 
  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. 
  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 
  spell is absorbed into the ring, and if your saving throw 
  would result in you taking half damage, you instead take 
  no damage from the spell. For example, if you attempt to 
  absorb the Witch Bolt spell, and it was cast at 3rd level, 
  the spell requires 5 charges of the ring’s available 
  capacity to absorb. 
  If you absorb a spell that causes the ring to exceed its 
  available capacity, you immediately take 1d12 force 
  damage for each charge in excess of the ring's available 
  capacity, and the spell is not absorbed. 
  Release Stored Spell. As an action, you can cast one 
  spell that has been absorbed, releasing the spell from the 
  ring. When you do, you use the spellcasting ability as the 
  original caster of the spell as your spellcasting ability, 
  and it is cast at the same level it was absorbed at. The 
  expended spell's charges become inert, and can be 
  converted back to available capacity the following dawn. 
  
   
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  Satchel of Beastly Treats 
  Wondrous item, rare 
  This leather bag is full of treats shaped like various 
  animals. It can dispense 2 treat per day, and magically 
  refills at dawn. Offering a beast a treat is the equivalent 
  of casting the Animal Friendship spell (DC 14) upon it. 
  Druids assuming a Wild Shape creatures polymorphed 
  into beasts are immune. 
  If you are a proficient in the Animal Handling or 
  Medicine skills, you can use your action to administer a 
  treat to a beast within 20 feet of you. If the target is more 
  than 5 feet away from you, it must succeed a DC 10 
  Dexterity (Acrobatics) check to catch the treat. If they 
  succeed, they are healed for a number of hit points equal 
  to your Wisdom modifier (minimum: 1). If they fail, the 
  treat hits the ground and immediately vanishes. Beasts, 
  including polymorphed creatures and Druids in a Wild 
  Shape assuming the form of a beast can benefit from this 
  healing. 
  Serpent’s Maw 
  Weapon (any sword or scimitar), very rare (requires 
  attunement) 
  You gain a +1 bonus to attack and damage rolls made 
  with this magic weapon. On the left side of the blade is 
  an engraving of a grinning mouth.  
  Acidic Maw. The scimitar has 2 charges and regains 
  1d2 expended charges daily at dawn. As a bonus action, 
  you can speak the command word to expend 1 charge, 
  causing the mouth to open, revealing hideous gnarled 
  teeth and a long, green forked tongue from within the 
  blade’s mouth. The weapon remains in its awakened 
  state for one minute. For the duration, it deals an 
  additional 1d6 acid damage, and gains the reach 
  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. 
   Tartini’s Terrible Instrument 
  Wondrous item (any musical instrument), legendary 
  (requires attunement by a bard with proficiency in the 
  instrument) 
  When you attune yourself to this instrument, you learn 
  the thunderwave spell as a bard spell if you don’t already 
  know it. 
  Busker’s Delight. The instrument has 6 charges and 
  regains 1d4+2 charges daily at dawn. As an action, you 
  can expend 1 charge to gain advantage on Charisma 
  (Performance) checks you make while playing it for 1 
  hour and if you are busking or performing in an 
  establishment during this time, you earn twice as much 
  money as you normally would. 
  Fiddler’s Frenzy. While holding the instrument, you 
  can use your action to play a number of phrases equal to 
  your proficiency bonus, making a ranged spell attack 
  (range 50/100 feet) for each phrase you play. Each 
  phrase that hits deals 1d4 + your Charisma modifier 
  thunder damage, and reduces the creature’s movement 
  speed by 5 feet until the end of their next turn.  
  When you take the Attack action using the instrument 
  and you hit a creature with at least one note, you can use 
  your bonus action in one of three new ways: 
  Accent. Target one creature you have hit with a phrase 
  this turn and deal one additional phrase of damage to 
  them without the need to make an attack roll. 
  Tune. Tune the instrument, granting yourself 
  advantage on the attack roll of the first phrase you play 
  on your next turn. 
  Finale. Expend 3 charges and a bard spell slot of your 
  choice to cast the thunderwave spell. When you do, 
  choose a creature you hit with an accent this turn. The 
  spell’s effects are centered on the target. 
  
   
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  11 
   
  Illustration by Alix Branwyn 
   
  You know, I can’t even recall where I came across 
  the damned thing. Near as I can remember, it just 
  showed up in my pocket one day. 
  I kept it with me for years- racked up a tidy sum 
  at a few card tables – until one day, I carelessly 
  tossed the last card away without realizing what I’d 
  done.  
  I still sometimes wonder where it ended up. 
  ~Old Gus 
  Wild Joker 
  Wondrous item, very rare (requires attunement by a 
  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 
  can expend one charge to create (or refill) a deck of 54 
  playing cards (an ace through king of clubs, hearts, 
  diamonds, and spades, and two jokers). The cards are 
  blank until drawn, dealt, or discarded, and become 
  mundane playing cards a few seconds after being 
  removed from the deck. Divination magic cannot reveal 
  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 
  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 
  concentration saving throw at disadvantage. 
  Queen 
  The target takes 1d12 damage according to its 
  suit + 1d8 radiant damage. 
  King 
  The target takes 2d6 damage according to its 
  suit and must succeed a DC 14 Strength saving 
  throw or be knocked prone. 
  Joker 
  The card deals 13 psychic damage. Draw two 
  more cards. Deal the first card’s damage and any 
  additional effects to the target, and the second 
  to yourself. You do not add your Dexterity 
  modifier to the damage of these additional 
  cards. 
   
  If you discard all the cards from the deck, you lose your 
  attunement to it, and it enters the Astral Plane for 10d10 
  days, reappearing elsewhere on the Material Plane at 
  location of the Dungeon Master’s choosing. 
   
  Unlike other magical 1d12 weapons, the potential damage of 
  the deck deals changes with each card removed from the 
  deck. A clever gambler counts the cards drawn from their 
  deck, and will use their action and the deck’s charges to refill 
  the deck strategically, ensuring a both good damage rate and 
  hedging against pulling an inconvenient Joker or critical hit 
  that might cause the deck to become lost. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Old Gus - Items and Artifacts v1.06.pdf