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]
Gravedigger’s Shovel
Weapon (Shovel, 1d6 bludgeoning) | Uncommon | Requires No Attunement
This weathered shovel of bones and steel is stained with dirt and rust. It has dug countless graves in the dead of night. Imbued with dark magic, it proves more potent in combat than it appears.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Dirt Toss. When standing on soil or dirt, you can use a bonus action to fling a clump of dirt at a creature within 15 feet of you. The target must succeed on a DC 13 Constitution saving throw or be blinded until the start of your next turn.
Witch’s Doll
Wondrous Item | Rare | Requires Attunement
This hand-stitched doll is imbued with dark magic, allowing it to form a magical connection with a creature.
This hand-stitched doll can be magically linked to a target creature by attaching a piece of their hair, clothing, or a treasured item. The connection lasts 1 minute, provided the target is within 60 feet. The doll can only be used once per day and regains its power at dawn.
Binding Ritual. Use an action to attach one of the following to the doll, triggering a corresponding effect:
Hair (Shared Pain): You and the target become linked. When you take damage, the target takes half that damage. The target can make a DC 15 Constitution saving throw to resist this effect.
Clothing (Mimicry): You take on the target’s appearance, smell, and voice. A creature can see through the disguise with a DC 15 Intelligence (Investigation) check. Your stats remain the same.
Beloved Item (Infatuation): The target must succeed on a DC 15 Wisdom saving throw or become charmed by you for 1 minute, considering you a close friend, ally, or lover based on their attachment to the item. The DM determines the relationship.
Cursed Scarecrow Effigy
Wondrous Item | Rare | Requires Attunement
This life-sized scarecrow emanates an eerie presence. It is often found guarding cursed fields, though, in the hands of the right person, it can do much more than scare away crows.
Awaken Effigy. As an Action, you can place the effigy in an unoccupied space within 30 feet of you. The effigy animates for up to 1 minute. You can use this ability once per long rest.
Sow Fear. Creatures within 30 feet of the animated effigy must succeed on a DC 15 Wisdom saving throw or be Frightened for as long as they remain within 30 feet of the effigy. A creature that succeeds on the saving throw is immune to this effect for 24 hours.
Harvest’s Curse. All creatures frightened by the effigy take an additional 1d6 psychic damage when hit by an attack. This effect lasts for the duration of the effigy’s animation and only applies while the creature is frightened.
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€5+ Rewards
[Grand Archivist] [Master Chronicler]
Witch Hour Staff
Weapon (Staff) | Legendary | Requires Attunement
This twisted staff is crowned with a glowing, eerie pumpkin that flickers like a lantern. The staff hums with dark energy, said to summon mischievous Pumpkin Dwellers and wield the power of witch fire.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Witchfire Lantern. While attuned to the Witch Hour Staff, creatures within 10 feet of you are outlined in a sickly green glow, granting advantage on attack rolls against them if they aren’t invisible. The glow ends when a creature leaves the radius.
Summon Pumpkin Dwellers. As an action, you can summon 3 Pumpkin Dwellers within 30 feet of you. Each Pumpkin Dweller has AC 15 and 15 hit points and automatically moves 20 feet toward the nearest hostile creature at the end of each of your turns. Upon reaching a target, the Pumpkin Dweller explodes, dealing 6d8 fire damage to all creatures within 10 feet. Creatures struck by the explosion must succeed on a DC 17 Dexterity saving throw, taking half damage on a success.
If a Pumpkin Dwellers is reduced to 0 hit points before reaching its target, they explode prematurely in the same way. You can summon Pumpkin Dwellers once per long rest.
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Formats: JPG (Print ready)
Sizes: A6, Postcard (4x6”)
Variations: With text, Without category, Without text, 5e Mechanics, Transparent
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