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  Magicoulro Items
  Magic Items for Clowns and Clonnish
  Adventurers
  Designer: Willy Abeel  
  Editor: Leon Barillaro  
  Illustrator: Sam Mameli  
  Special Thanks: Joe Chouinard, Chris Diggins, Joe K.
  Created For
  Red Nose Day is a charity campaign by the non-profit
  organization Comic Relief with the goal of ending
  childhood poverty. They use the red nose as a symbol of
  laughter and solidarity. 
  You can learn more and donate directly at 
  https://rednoseday.org/
  Inspired By
  Clown Corps is a comic series by Joe Chouinard that
  features clowns fighting crime and solving mysteries. 
  You can follow along at 
  http://clowncorps.net/
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of
  the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work
  contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
  Community Content Agreement for Dungeon Masters Guild. All other original material in this work is ©2019 and published under the
  Community Content Agreement for Dungeon Masters Guild.
  
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  Gifts of the Magicoulro
  LONG AGO, THERE EXISTED A COVERT GROUP OF
  magical crafters who called themselves the Magicoulro. They
  never appeared in public, nor did they make their faces
  known. The only evidence of their existence came in the form
  of the gifts they left behind, complete with a calling card that
  featured a crudely drawn face with a bulbous nose.
  The Magucoulro would leave their handiwork out in public
  places for anyone to find. These items were colorful and
  inviting, but powerful and unpredictable. They would wreak
  unimaginable chaos in the wrong hands, where they
  frequently fell.
  The original intent of the Magicoulro may be lost to time,
  but their relics have been recently rediscovered and
  successfully reproduced. These reproductions are now used
  for both entertainment and nonlethal security. Those with an
  affinity for wielding this wacky gear may prove to be clues in
  the greater Magicoulro mystery.
  New Magic Items
  Amulet of the Trouper
  Wondrous item, very rare (requires attunement)
  As an action, you can hold the amulet above your head,
  causing a beam of light to project down from the sky or ceiling
  to illuminate a creature you can see within 60 feet of you.
  This spotlight follows your target. While in the spotlight, the
  target has the following properties:
  If they can see the target, opposing creatures have
  disadvantage on attack rolls against anything other than
  the target.
  Any attack rolls against the target have advantage.
  The target must make a DC 15 Wisdom saving throw at
  the start of each of their turns. On a success, they gain an
  additional action on their turn. On a failure, their speed is
  halved, and they lose their reaction until the start of their
  next turn. Clonns, clowns, and individuals who are
  proficient in the Performance skill can make this saving
  throw with advantage.
  On your subsequent turns, you must use your action to hold
  up the amulet, or the spotlight disappears. Once the spotlight
  disappears, you can't target the same individual again until
  you finish a long rest. When the amulet's property has been
  used on a specific individual for a total of 15 minutes, the
  magic no longer works on them.
  Ballooncraft
  Wondrous item, rarity by size
  This flexible bag inflates as it is stretched and twisted. While
  inflated, it rises into the air and can drift away on the wind
  unless it is fastened to something secure. It maintains its
  volume for a whole day before it deflates.
  If an inflated ballooncraft is punctured or destroyed, it
  releases a sudden loud burst of force energy. Creatures within
  range that are close enough to the pop must succeed a
  Wisdom saving throw or be stunned until the start of their
  next turn. The pop DC and the radius of the pop can be found
  below:
  Size
  Rarity
  Pop DC
  Pop Radius
  tiny
  Common
  10
  2.5 feet
  small
  Uncommon
  12
  5 feet
  medium
  Rare
  15
  10 feet
  large
  Very Rare
  18
  15 feet
  You can change its shape by twisting and pinching it with a
  successful Dexterity (Sleight of Hand) check, whose DC varies
  based on the forms below. If you are a clonn or a clown, or if
  you have a background as a clown, you can make this check
  with advantage. Failing this check causes the ballooncraft to
  pop on top of you. Each of the ballooncraft's potential forms
  has its own DC and properties:
  Apparel (DC 10). You can wear the ballooncraft like a hat
  or other accessory. Whenever you would take external
  damage, the ballooncraft pops, affecting everyone in its range
  except yourself.
  Weapon (DC 15). You can wield the ballooncraft like you
  would an appropriately sized mundane weapon. It has all the
  intended weapon's properties, except that it deals 1d4 force
  damage on a successful hit and pops, affecting everyone in its
  range except yourself.
  Creature (DC 18). You can twist the ballooncraft into a
  creature of its size that you have seen before. It will not float
  away. You can command it to take actions as a bonus action
  on your turn. It has all the same properties of that creature,
  except for the following:
  It has an AC of 16 and 2 hit points.
  Its movement speed is reduced by half.
  It is immune to psychic damage and all conditions.
  If it makes a successful attack roll, it deals 1d6 force
  damage and pops, affecting everyone in its range except
  yourself.
  MAGICOULRO ITEMS 
  Magic Items for Clowns and Clonnish Adventurers
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  Clarity Bulb Horn
  Wondrous item, Uncommon (Requires Attunement)
  You can communicate your thoughts and emotions in a series
  of harsh honking noises by squeezing the elastic bulb on the
  back of the horn. Anyone that can hear the honking can
  understand you, even if you don't share a language.
  Honking the horn too much within a short period of time
  can become physically difficult to listen to. Any magical effects
  that are charming creatures to be friendly towards you are
  immediately dispelled.
  Gloves of Pieing
  Wondrous item, rare (requires attunement with exceptions)
  The gloves do not require attunement if you are a clonn or a
  clown, or you have a background as a clown.
  These gloves have 5 charges. While you wear them, you can
  use an action to conjure a tin of nontoxic whipped cream in
  the palm of your hand (expends 1 charge). You can choose to
  immediately throw it as part of the action.
  You have proficiency with this pie, and it has the Thrown
  property (10/30ft.). On a hit, the pie deals 1d4 bludgeoning
  damage, and the target is restrained in whipped cream until
  they break free.
  A pie that misses lands behind the target and covers the 5-
  foot area of ground directly behind them with whipped cream.
  A creature that starts their turn in the cream or enters it
  during their turn must succeed on a DC 15 Dexterity saving
  throw or be restrained by whipped cream until they break
  free.
  A creature restrained by whipped cream can use their
  action to make a Strength check against a DC 12. If they
  succeed, they are no longer restrained.
  Conjured pies last 1 hour before they disappear. While the
  pies are nontoxic, their adhesive nature makes them
  dangerous to consume.
  The gloves regain 1d4+1 of their expended charges daily at
  dawn.
  AMULET OF THE TROUPER
  BALLOONCRAFT
  CLARITY BULB HORN
  GLOVES OF PIEING
  MAGICOULRO ITEMS 
  Magic Items for Clowns and Clonnish Adventurers
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  Mustard's Magnificent
  Umbrella
  Weapon (rapier), rare (requires attunement with exceptions)
  The umbrella does not require attunement if you are a clonn
  or a clown, or you have a background as a clown.
  Opening or closing the umbrella once during your turn is a
  free action.
  While this umbrella is open, it counts as a +1 shield. It also
  provides you with the effects of feather fall for as long as you
  are holding it.
  While the umbrella is closed, it counts as a +1 rapier that
  deals bludgeoning damage instead of piercing.
   
   
   
   
   
   
  Nightcap
  Wondrous item, uncommon (one horn), rare (two horns), very
  rare (three horns) (requires attunement with exceptions)
  The hat does not require attunement if you are a clonn or a
  clown, or you have a background as a clown.
  A nightcap horn hangs low, falls gently from the hat, and is
  tipped with a soft ringing bell. As an action, you can pull on a
  horn to cause your eyes to immediately close shut and put
  yourself into a sleep-like trance for the next hour.
  While in this state, you gain the following effects:
  You have blindsight out to a range of 20 feet.
  Your speech is slurred.
  You are under the effects of the Dodge action.
  Any damage dealt by you is halved.
  You can use your action to spend a Hit Die like you would
  at the end of a short rest.
  This state uses your concentration. When your
  concentration is broken, you wake up. After pulling a nightcap
  horn, you shouldn't pull the same horn again for a full day.
  Doing so will cause you to not gain Hit Dice or take advantage
  of any of the effects of your next long rest.
   MUSTARD'S 
    MAGNIFICENT 
  UMBRELLA
  NIGHTCAP
  MAGICOULRO ITEMS 
  Magic Items for Clowns and Clonnish Adventurers
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  Taffy Sleeves
  Wondrous item, very rare (require attunement with
  exceptions)
  The sleeves do not require attunement if you are a clonn or a
  clown, or you have a background as a clown.
  These sleeves are a little sticky to the touch. They can be
  worn on either your arms or your legs.
  The sleeves have 2 charges. When taking an action on your
  turn or while falling, you can use your reaction to expend a
  charge on your taffy sleeves, suddenly stretching the limbs
  they cover. Until the start of your next turn, you gain the
  following benefits:
  If worn on your arms
  You have advantage on grapple checks.
  When you make a melee attack on your turn, your reach
  for it is 5 feet greater than normal, or 10 feet greater with
  disadvantage.
  You can perform minor interactions with your limbs, such
  as activating buttons, using touch spells, or retrieving small
  items, from a distance of up to 10 feet.
  If worn on your legs
  You have advantage on Dexterity (Acrobatics) checks.
  You are granted the effects of freedom of movement.
  You are considered to have a running start when jumping.
  You can move an additional 10 feet.
  If you are a clonn, the taffy sleeves can be activated at the
  same time as you would use your Stretch ability.
  The sleeves regain 1d2 of their expended charges daily at
  dawn.
  Wall of Wonder Tube
  Wondrous item, common
  This small, colorful tube is packed tight with a mysterious
  paper-like material. When it is destroyed it erupts into a
  colorful wall of flittering cloth and paper. The size of the wall
  depends on the tube's form.
  If the wall cuts through a creature's space when it appears,
  that creature must succeed on a DC 15 Dexterity saving throw
  or be stunned until the wall disappears. The wall provides
  three-quarters cover and heavily obscures vision. The wall's
  space is difficult terrain. The wall vanishes at the end of your
  next turn.
  The tube either comes as a popper or an arrow. A popper
  can be fashioned into an arrow (if you have a spare arrow) or
  vice versa with a successful DC 15 Dexterity (Sleight of Hand)
  check. Failing this check causes the tube to break on top of
  you.
  Popper. The tube features a string on one end. You can aim
  the popper and pull the string either as an action, or as a
  reaction to being targeted by an area of effect attack,
  destroying the tube. The wall appears right in front of you, up
  to 10 feet high and 5 feet long.
  Arrow. The head of this arrow is encased by the tube. You
  can use this arrow like you would a normal arrow and target
  either a creature or a point on the ground. The tube is
  destroyed on impact, bursting into a wall up to 5 feet high and
  10 feet long.
  TAFFY SLEEVES
  WALL OF WONDER TUBE
  MAGICOULRO ITEMS 
  Magic Items for Clowns and Clonnish Adventurers
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