The Charlatan's Trench Coat | Free Magic Item for D&D 5e and Pathfinder 2e
Designed by Claire Martin; Pathfinder 2e conversion by Bill Fischer
Looking to add a bit of deception and flair to your game? The Charlatan’s Trench Coat offers both fashion and function for the sly and sneaky. Whether it's disguising two goblins stacked under one coat or magically producing knockoff goods for a quick sale, this uncommon magical armor is the perfect tool for those who prefer to work in the shadows. Want to give your players a clever edge in their next heist? Discover the mischievous magic of the Charlatan’s Trench Coat!
The Charlatan’s Trench Coat - D&D 5e
Armor (leather), uncommon
This trench coat is perfect for those seeking to seem inconspicuous. Not only does it look mysterious and fashionable on anyone, but it also possesses the following properties.
Two Goblins. The trench coat can fit either one Medium or larger creature or two Small or smaller creatures, with one standing on the other’s shoulders. When worn, the trench coat emits an aura of inconspicuousness around itself, concealing the wearer(s). Seeing through this effect requires a creature to make a DC 15 Intelligence (Investigation) check while inspecting the coat. Otherwise, the coat makes it appear as though the creature(s) isn’t out of place. Creatures intimately familiar with whom or what belongs in a given area (such as an elite guard protecting a secret location that nobody is supposed to know even exists) have advantage on their check.
Salesman. Magical pockets that at first appear empty line the trench coat’s interior. A creature wearing the trench coat may use a bonus action to speak the command phrase (“You wanna buy a [any small nonmagical item]?”) while opening the trench coat. The pockets become filled with the item specified in the command phrase, except they are all fakes and cheap knockoffs. The wearer gains a +1 bonus for any checks made to sell these items.
The Charlatan's Trench Coat - Pathfinder 2e - Item 5
Uncommon, Invested, Magical
Price 155 gp
Usage worn armor; Bulk 1
This trench coat provides protection equivalent to leather armor, but it has the Comfort and Flexible traits. The coat magically adjusts its size to fit one Medium or larger creature, or two Small or smaller creatures with one standing on the other’s shoulders.
The coat is also the perfect piece of clothing for those looking to remain inconspicuous. Anyone who sees you wearing the coat must attempt an initial DC 18 Will save, with effects below. Affected creatures receive another Will save every time they directly interact with you (if they pat you down for weapons, for example) or if you do or say something that seems out of place. This is an Enchantment and Mental effect.
Critical Success The creature is unaffected and becomes temporarily immune to the effect for 1 hour.
Success As failure, but the creature gains a +4 circumstance bonus to further Will saves against the effect.
Failure The creature believes you aren’t out of place, no matter the location or situation. The effect lasts for 1 hour, at which point the creature realizes you were out of place after all.
Critical Failure As failure, but the creature trusts its initial impression of you, taking a –4 circumstance penalty to further Will saves against the effect.
The inside of the trench coat is lined with magical pockets. The pockets appear empty, but you can fill them with specific items by opening the coat and speaking the coat’s command phrase (“You wanna buy a [nonmagical item of light or negligible Bulk]?”).
Activate [two-actions] command, Interact; Frequency once per day; Effect The pockets of the coat fill with the item specified in the command phrase, except they’re all fakes and cheap knockoffs of the actual item. You gain a +1 item bonus to Diplomacy checks made to sell these items.
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