top of page
LL Logo Web.png

This 5e magic Tattoo is available as a card in printer-friendly format to Patrons of the Lorelock! Become a patron at patreon.com/lorelock.

 
5e Magical Item

An old custom. From before we developed a taste for the salts that poison your kind. The needles were made from metals mined deep in the mountains. They would taint our blood with spice, so those with tattoos would die an early death. It became superstition that some of the more fervent among us still believe. But my people are a practical people and it is good to always have a light in the mountains.

 

Bright Ink

Potion, Uncommon


Over the course of a long rest, you can use this potion to tattoo patterns beneath your skin. After doing so, you can use an action to cause the tattoos to shed bright light in a 15-foot radius and dim light for an additional 15 feet.


 

Become a patron at patreon.com/lorelock! This post is made possible by the patrons of the Lorelock! Patrons get access to tons of bonus content like the Broken Sun Guidebook, a weekly drop of TTRPG content, and so much more!

This 5e magic Warhammer is available as a card in printer-friendly format to Patrons of the Lorelock! Become a patron at patreon.com/lorelock.

 
5e Magical Warhammer


When I retired, my old friend Trismegistus enchanted this for me. He told me that if I planned to open an inn, I would need something better than a bouncer.


 

Last Call

Weapon (Warhammer), Legendary, Requires Attunement


You gain a +3 bonus to attack and damage rolls made with this magical weapon.

When you score a critical hit on an attack roll using Last Call, the target becomes drunk and must roll on the following table suffering the drunken effect rolled. A creature is immune to this effect if it is has legendary actions or the GM decides that the creature is incapable of being drunk. Such a creature instead takes an additional 6d8 bludgeoning damage from the hit.

1d6

Drunken Effect

1

Become incapacitated for 1 minute.

2

Intoxicated. Become poisoned until the end of next long rest.

3

Dizzy. All terrain becomes difficult terrain for one hour.

4

Cross Eyed. Disadvantage on attack rolls for one hour.

5

Rambling. Disadvantage Charisma checks for 24 hours.

6

Cocky. -2 penalty to Armor Class until the end of next long rest.


 

Become a patron at patreon.com/lorelock! This post is made possible by the patrons of the Lorelock! Patrons get access to tons of bonus content like the Broken Sun Guidebook, a weekly drop of TTRPG content, and so much more!

This 5e magic weapon is available as a card in printer-friendly format to Patrons of the Lorelock! Become a patron at patreon.com/lorelock.

 
5e Magical Weapon


Grafts are magical items implanted into the bodies of their wielders. A grafted item must be implanted into a character with the help of a Non-Player Character who specializes in grafting or a Player Character proficient in the Medicine skill. The Grafter must succeed on a DC10 Wisdom (Medicine) check or else trigger this item’s “Improperly Implanted” feature.

 

Blunderbust

Grafted Item, Uncommon, Requires Attunement


Once per day, you can use an action to fire a spray of burning metal from the cannon grafted into your chest. Each creature in a 15-foot cone must make a Dexterity saving throw equal to 8 + your Constitution modifier + your proficiency bonus. The target takes 3d6 fire damage on a failed save or half as much on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.


Improperly Implanted. If the Blunderbust is improperly implanted, you must succeed on a DC15 Constitution saving throw when it is fired or take 3d6 fire damage.


 

Become a patron at patreon.com/lorelock! This post is made possible by the patrons of the Lorelock! Patrons get access to tons of bonus content like the Broken Sun Guidebook, a weekly drop of TTRPG content, and so much more!

Lorelock Footer C.png
Lorelock Footer C-moshed-09-18-16-03-06-275.png
Lorelock Logo White.png
bottom of page