The foliage-covered Teahouse held a unique air of magic on what could be compared to a Vegas strip. Large stained glass windows offer a glimpse of the treasures that could be acquired inside. As you step in, a sea witch and an elf greets you... sort of. They recognize who you are.
✧ ✧ ✧ ✧ ✧
"We're done with you and all your little stonebows mucking up our pot - do you know how long it takes to clean it out? All that junk for all those good trinkets, seems hardly fair anymore, don't you agree, darlings?" Joti starts off, knowing you're about to ask about the lack of a bubbling cauldron. "Just a simple prize shop this year. Less messy this way."
Gemini nods with affirmation. "I get you have cash to burn, but this is no bargain bin joint. So on agreement with Krov, we will only be accepting your joker cards."
Potion of Decay (3/3 in stock)
The bottle is encased in a skull with a red bubbling liquid. When consumed or thrown, cause 1d12 of necrotic damage. Will instantly decay a corpse to bones.
[PRICE]
3 Jokers
Sugar Skull (3/3 in stock)
This delicious and colorful hand sized sweet allows you to summon 1x Skeleton Soldier that will follow your orders and act after your turn. However, it's HP depends on how much the summoner is willing to give up, doubled. All its stats are a flat 10.
[PRICE]
3 Jokers
Hope (3/3 in stock)
An ornate bottle decorated with a light gold ribbon. Drinking this allows the user to re-roll a failed saving throw once after drinking this potion within 24 hours.
[PRICE]
3 Jokers
Fey Honey (3/3 in stock)
Takes a bonus action to use, upon consuming this very rare honey, you may choose to succeed a single roll of your choice. However you must then roll a DC 10 CON save. On a fail, a surge of wild fey energy erupts from you. Rolling on the Wild Magic Surge table - the results take place immediately. (Single Use)
[PRICE]
3 Jokers
Witch's Brew (3/3 in stock)
Tastes horrible. When consumed roll a 1d20.If you roll an even number you gain 1d4 advantage to any roll. If you roll an odd number, you are turned into a small lizard or amphibian for the rest of the day.
[PRICE]
3 Jokers
Replacement Man (1/2 in stock)
Pendant in the shape of a little man, if damage would reduce you to 0hp while wearing the Replacement Man, you're dropped to 1hp instead and the Replacement Man fades away with a sad smile on his face. One Use.
[PRICE]
4 Jokers
Greater Potion of Probability (3/3 in stock)
This potion will heal or harm a random amount of health when consumed. Roll 4d6. If your result is even, heal that much HP. If it's odd, substract it.
[PRICE]
2 Jokers
Beacon Belts (2/3 in stock)
A pair of identical belts. Once per day, if both wearers are willing, they can swap their positions regardless of distance.
[PRICE]
3 Jokers
Potion of Wild (5/5 in stock)
1 bonus action to take, roll on the wild magic surge table - the result takes place immediately.
[PRICE]
2 Jokers
Chef Potion (3/3 in stock)
When poured out it conjures a great feast that can feed up to 12 creatures, restoring them to full health. If you consume the potion instead, the user's health is fully restored but they become bloated and movement is slowed by 10ft for 1 hour.
[PRICE]
3 Jokers
Ring of Fingerguns (3/3 in stock)
You must say "pew pew" or similar gunshot sound in order to shoot one magic missile bullet that does 1d4+1 force damage. Has 3 charges that replenish at midnight, can be used as action or bonus action.
[PRICE]
3 Jokers
Finisher (3/3 in Stock)
1d6 +2 Piercing Dmg. This dagger has a smaller dagger attached to it by a red thread. If you reduce your target's HP to 1 with this dagger, you deal an additional 1 damage.
[PRICE]
3 Jokers
Magicblock Arrow / Bullet (5/5 in stock)
Single Use. Can only be used with a bow, crossbow or gun. When a creature is hit with it, they take an extra 1d8 force damage on top of the regular weapon attack, and need to do a CON save DC 13, on a fail the target loses concentration on any spells they were casting and cannot cast spells until the end of their next turn.
[PRICE]
2 Jokers
Thorn (3/3 in stock)
Has a +3 bonus to attack rolls. 1d6 Piercing Dmg. Each time a creature is hit by Thorn, it must succeed a DC 10 CON save or fall asleep for 1d4 rounds (it can be awakened by damage taken or if another creature spends an action to take it up).
[PRICE]
3 Jokers
Moonsword (3/3 in stock)
In order to gain the effects of this sword, it must be the only weapon you use during combat. Deals 2d6+5 damage, grants the user 10ft of extra movement, and crits on rolls of 18-20. Requires a STR of 15+
[PRICE]
4 Jokers
Wyvern Tail Whip (3/3 in stock)
Whip made with the bones of a poison wyvern, it's length gives it a 10 ft reach. Doed 1d10+1 blunt dmg, and on a nat 20, the target also takes 4d4 poison damage.
[PRICE]
3 Jokers
Fire Tongue (3/3 in stock)
1d8+2, You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
[PRICE]
3 Jokers
Dubloonblaster (3/3 in stock)
1d8 +2 Piercing Dmg. This pistol can turn money into ammo. Thrice per long rest, you can load 20 nums to add +5 your total damage.
[PRICE]
3 Jokers
Staff of Stiking (3/3 in stock)
1d8 bludgeoning dmg. This quarterstaff is decorated with arcane sigils along its length and caped with metal finales. When you hit with a successful melee weapon attack, you deal extra 1d4 force damage. You can use an action to break the staff in half over your knee or against a solid surface, the staff is destroyed and releases the magic from the sigils causing a 20 ft radius explosion that does 4d6 fire damage to any creatire within that radius. (No charms may be equipped to this staff.)
[PRICE]
3 Jokers
Emberblast (3/3 in stock)
1d8 Piercing +1 Fire Dmg. Emberblast spews a forth of flurry sparks and embers when fired. When you make a successful ranged attack with this pistol to a target within melee range of you, you deal an extra 1d4 Fire Dmg. (No charms may be equipped to this pistol.)
[PRICE]
3 Jokers
Heartbreaker (3/3 in stock)
2d6+3 bludgeoning dmg. Two handed maul, decorated with a heart-shaped gem on the top, and a red gem at the very center of it. Must be the only weapon you use in combat, and after two rounds, all friendly creatures within 10 ft get +2 to CON and CHA saving throws. Requires a STR of 14+
[PRICE]
3 Jokers
Gravity Buster (3/3 in stock)
These brass knuckles are decorated with the shifting colors of space and the light sparkle of constellations that seem engraved on them. They add 1d4+2 damage to unarmed strikes and while equipped, make the user's fists count as a magical weapon.
Thrice per long rest, you may target a creature that's up to 20 ft away from you and up to one size bigger, and pull them towards you. They must succeed a DC 16 STR save. If they fail and you succeed an attack roll against them, they take an extra 1d8 force damage. If they succeed, they're unmoved and you lose your attack.
[PRICE]
3 Jokers
Wand of the Two Ravens (1/3 in stock)
1d6 + 2 blundgeoning dmg. Decorated with a dark gem at the base and that splits pass the handle into two short branches, the tip of each holding a small onyx raven, two in total. While holding this wand you gain +2 bonus to spell attack rolls and ignore half cover when making a spell attack.
It also allows you to cast either Locate Object OR Locate Creature once per long rest.
[PRICE]
3 Jokers
"It wouldn't be Yugar if there wasn't a chance to gamble, would it ? Try your luck, grab an unmarked spell scroll and see what you get!"
Roll a 1d8 to determine which spell you get!
Armor of Agathys
Self | No dice | Support
[ACTION] A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
Charm Monster
Single Target | No Dice | Support
[ACTION] You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
Divine Defenses
Multiple Targets | 1d4 duration | Support
[ACTION] Choose up to 3 willing creatures within eyesight. Each creature is protected by a spectral radiant armor conjured by the power of the divines. For the next 1d4 turns, the chosen creatures have a +2 bonus to AC and gain resistance to either Radiant or Necrotic damage (caster's choice). If hit by a melee attack, the attacker takes 2d4 damage of the chosen type.
Cries of the Dead
Ranged | 2d6 | 15ft AoE
[ACTION] You briefly draw suffering spirits out of the realm of the dead and invoke them to produce a cacophony of terrible screams, affecting every creature who can hear them within 15 foot radius, except for the caster. Affected creatures must make a WIS saving throw. On a fail, they take 2d6 psychic damage and are frightened and deafened until the end of their next turn. Undead are immune to this spell.
Hunter's Smite
Melee | 1d8 | 10ft AoE
Can be casted after a successful melee weapon attack. Your attack deals an extra 1d8 force damage and the target becomes marked for 1d8 turns. The target is surrounded by a light glowing aura only you can see and attacks against them are made with advantage.
Snap Shock
Ranged | 2d4 | 60 ft Range
[BONUS ACTION] You point your hand towards a creature you can see within 60 ft and snap your fingers, firing a short streak of lightning. On a hit, the target suffers 2d4 lightning damage and if they casted a spell that requiered concentration, that concentration is now broken.
Wind Whisper
Single Target | No Dice | 120 ft
[BONUS ACTION] You whisper a message of 25 words or less into your palm that takes the form of leaves, a wisp of wind magically carries your message to a creature you can see within range with which you are familiar.
Pins and Needles
Single Target | 1d8 | 30ft
[ACTION] You momentarily shut down a small part of the nervous system of a target you can see within range, before overstimulating it and causing pain. The creature must succeed a CON save (DC 8 + spell casting modifier) or take 1d8 psychic damage. If the target rolls a 1 on the saving throw it has disadvantage on the next attack or saving throw it makes.
Have something specific you're looking for?
Use the suggestions channel in our discord to make a request, and the merchant will do their best to get what you're after, or something close to it during their next restocking trip.