Our Magic Item Cards are objects in our world, usually accompanying the series we tackle that month. The item might help you visualize the world and its creations better: add items for effects on your players, add them to your treasure box for flavor, or use them as a quest item.
Without further ado, this month's exclusive Item Cards for all "The First Scouts," "First Class Ranger," "Undaunted Pioneer," “Grand Archivist,” and “Master Chronicler” supporters are here to accompany you and your companions’ epic tales:
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€2+ Rewards
[The First Scouts] [First Class Ranger] [Undaunted Pioneer] & [Grand Archivist] [Master Chronicler]
Elixir of Nothic’s Gaze
Consumable (Potion) | Uncommon | Requires No Attunement
A swirling potion filled with tiny, suspended eyeballs of various sizes from Nothic creatures. The liquid shifts unnervingly, and the eyes occasionally blink—something you won’t do for a while…
Many Eyes. Upon drinking this elixir, your vision sharpens for 30 minutes, granting you Advantage on Wisdom (Perception) checks and the ability to see invisible creatures within 30 feet.
While under this effect, you stop blinking entirely, causing your eyes to turn bloodshot, watery, and unbearably itchy during its duration.
Wrappings of the Tomb Guardian
Wondrous Item (Armor) | Rare | Requires Attunement
These ancient, enchanted bandages wrap around the wearer like a second skin, faintly pulsing with restorative magic. Strands of ethereal energy weave through the fabric, binding wounds with a will of their own.
While wearing this armor, you gain a +1 bonus to your Armor Class.
Mummification. The bandages sometimes assert their own will. When making a movement-related action (walking, attacking, casting a spell with somatic components, etc.), your arms suddenly rise stiffly like a ghoul for a quick second, giving you a slightly undead appearance before quickly returning to normal.
Endless Mend. At the start of each of your turns, you regain 1d4 hit points as long as you have at least 1 hit point remaining.
Will of the Woven. As a reaction, when you take damage, you can command the bandages to tighten and fortify your body, reducing the damage by 2d8. Once used, this ability cannot be used again until you complete a short or long rest.
Shamanic Bone Needles
Weapon (Daggers) | Very Rare | Requires Attunement
A leather armband lined with four bone-crafted daggers, each featuring a hollow tip designed to absorb magical venoms from small vials secured along the band. These enchanted daggers are used to weaken foes before a finishing blow.
You gain a +2 bonus to attack and damage rolls made with these magic weapons.
Venom-Tipped Strikes. Before making a melee or ranged attack with one of these daggers, you can dip it into 1 of the attached venom vials. Each vial has 3 uses, and all replenish at dawn.
Paralysis Venom. The target must make a DC 16 Constitution saving throw or be Paralyzed until the end of their next turn.
Hallucinogenic Toxin. The target must make a DC 16 Wisdom saving throw or become Frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Bloodclot Venom. On a hit, the target takes an additional 6d4 necrotic damage and cannot regain hit points until the start of your next turn
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€5+ Rewards
[Grand Archivist] [Master Chronicler]
Widowmaker Venom
Consumable (Vial) | Legendary | Requires No Attunement
A delicate glass vial, its dark silver filigree shaped like spider legs curling around its surface. Inside, a luminescent green-yellow venom pulses faintly, thickening with each movement—like it’s alive and waiting.
Kiss of Death. When applied to a weapon, the next hit poisons the target for 1 minute. At the start of each of their turns, they take 1d10 necrotic damage, increasing by 1d10 per turn (2d10, 3d10, 4d10, etc.). The effect ends if the target succeeds on a DC 18 Constitution saving throw, receives magical healing, or dies.
If the target dies from this poison, their body erupts with thousands of spectral spiders, which scatter and vanish.Widow’s Embrace. If ingested or applied outside combat, the victim suffers creeping hallucinations of spiders for 1 hour, becoming more intense every 10 minutes. At the end of the hour, they drop to 0 hit points.
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Formats: JPG (Print ready)
Sizes: A6, Postcard (4x6”)
Variations: With text, Without category, Without text, 5e Mechanics, Transparent
Download Here:
Liam
2025-04-09 14:05:47 +0000 UTC