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:
€2+ Rewards
[The First Scouts] [First Class Ranger] [Undaunted Pioneer] & [Grand Archivist] [Master Chronicler]
Weapon (Shortsword) | Rare | Requires Attunement
This gem-imbued shortsword is a relic of a city lost in the void of time, its powers a remnant of the mysterious forces that shroud the timeless ruins. The Chrono Blade’s presence echoes the city's enigmatic nature, allowing its wielder to harness temporal energies to its advantage.
You gain a +1 bonus to attack and damage rolls made with this weapon.
This magical weapon has 3 charges and regains all expended charges at dawn.
Temporal Strike: When you hit a creature with the Chrono Blade, you can expend a charge to warp space around your strike. The target must succeed on a DC 14 Constitution saving throw or be paralyzed until the start of your next turn.
Void Flicker: As a reaction when you are hit by an attack, you can expend 1 charge from the Chrono Blade to briefly phase out of reality, causing the attack to pass harmlessly through you. You take no damage from the triggering attack.
Weapon (Longbow) | Very Rare | Requires Attunement
The Astral Boltbow stands as a testament to an advanced civilization's mastery over astral forces. Its unique abilities allow the wielder to unleash potent barrages of astral arrows, striking down foes while harnessing the enigmatic energies of the cosmos.
You gain a +2 bonus to attack and damage rolls made with this weapon.
This magical weapon has 3 charges and regains all expended charges at dawn.
Astral Ammunition: The bow creates its ammunition through astral energy. You can fire these astral arrows without needing a quiver or conventional arrows. The astral arrows are made of pure energy and have no physical form, making them immune to effects that would destroy normal arrows. Due to their astral nature, the arrows deal force damage instead.
Astral Barrage: As an action, you can expend 1 charge from the Astral Boltbow to fire two astral arrows at a single target. Both arrows fired are considered a skillful shot with a -5 to hit.
Weapon (Great Axe) | Very Rare | Requires Attunement
Forged in the fires of a demonic realm and now trapped within the timeless ruins, the Astral Demoncleaver exudes an aura of malevolent power. Its cruel and jagged blade, infused with astral energy, hungers for destruction, making it a formidable weapon against any who dare to stand in its way.
You gain a +2 bonus to attack and damage rolls made with this weapon.
This magical weapon has 3 charges and regains all expended charges at dawn.
This Great Axe draws upon the abyssal energies of its demonic origin, providing both offensive and defensive capabilities but at the cost of potentially draining your vitality.
Astral Siphon: When you hit a creature with the Astral Demoncleaver, you can expend 1 charge to siphon astral energy from the target. The creature must succeed on a DC 15 Constitution saving throw or take an additional 2d6 necrotic damage, and you regain hit points equal to half the necrotic damage dealt.
Demonic Onslaught: You can use an action to enter a state of demonic fury. While in this state, your attacks with the axe deal an additional 2d6 necrotic damage, and you have advantage on Strength checks and saving throws. However, after 1 minute, the fury ends, and you gain one level of exhaustion. You must finish a long rest before you can use this ability again.
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€5+ Rewards
[Grand Archivist] [Master Chronicler]
Wondrous Item | Legendary | Requires Attunement
This astral hammer resonates with astral energy, able to infuse items with its otherworldly essence.
While wielding the forgehammer, you gain proficiency with smith's tools if you don't already have it.
You can only wear or wield 1 item with the same enhancement title (.e.g., Chrone).
Timeless Forge: You can use an action to try to enhance a magical or non-magical weapon or suit of armor. To determine whether your crafting is successful, roll a 1d6. On a 1, you failed, and the item you tried to enhance crumbles apart. Any other roll is considered a success and increases the item's rarity by one step (e.g., from common to uncommon).
The item is imbued with the essence of space. Once a day, as a reaction when you are hit by an attack, you can briefly phase out of space and teleport up to 10 feet to an unoccupied space that you can see, causing the attack to pass harmlessly. You take no damage from the triggering attack. The item gains the Chrono title (e.g., Sword is now Chrono Sword).
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