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]
Weapon (Dagger) | Uncommon | Requires Attunement
This holy dagger is a radiant weapon with a silver hilt and white metal blade adorned with holy engravings that glimmers in the light when wielded by a righteous warrior.
The dagger glows with soft white light, inspiring those around you. You gain a +1 bonus to attack and damage rolls made with this weapon.
When you hit an undead creature with this dagger, it takes an additional 1d6 radiant damage. Additionally, any undead creature within 10 feet of you must make a DC 12 Wisdom saving throw or be turned for 1 minute. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions.
Wondrous Item | Rare | Requires Attunement by a Paladin
This shining silver helmet is adorned with golden wings and a visor that glows with divine energy.
While wearing this helmet, you gain a +1 bonus to AC.
Additionally, as a bonus action, you can call upon the power of your oath to gain temporary hit points equal to your paladin level. Once you use this feature, you can't use it again until you finish a short or long rest.
Finally, once per day, the wearer can use the helm to cast the spell Crusader's Mantle, which lasts for 1 minute. While the spell is active, the wearer and all friendly creatures within 30 feet of them deal an additional 1d4 radiant damage on all weapon attacks.
Armor (Plate) | Rare | Requires Attunement
This shining plate armor is crafted with the same shining silver material as the Helm of the Holy Avenger and bears the same golden wing motif. When worn together, the helmet and armor create an impressive sight that radiates divine energy.
While wearing this armor, you gain a +1 bonus to AC and have resistance to radiant damage.
Additionally, once per day, the wearer can use the armor to cast the spell Aura of Vitality, which lasts for 1 minute. While the spell is active, the wearer regains 2d6 hit points at the start of each of their turns for the duration of the spell.
€5+ Rewards
[Grand Archivist] [Master Chronicler]
Weapon (Greatsword) | Legendary | Requires Attunement
The Nightflame Blade is a legendary weapon that commands respect and admiration. Its massive blade is forged from an unknown metal, and the entire length of the blade is engulfed in a bright blue flame that burns with an otherworldly intensity.
The greatsword radiates an aura of raw power, inspiring awe in those around you. You gain a +3 bonus to attack and damage rolls made with this weapon. Additionally, any creature hit by the blade must make a DC 17 Dexterity saving throw or take an additional 2d6 fire damage.
Flame Wave: The greatsword also grants you the ability to unleash a devastating flame wave. As an action, you can swing the greatsword in a wide arc, creating a wave of blue fire that travels 30 feet (cone) in front of you. Each creature in that area must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much on a successful one. Once you use this ability, you can't use it again until the next dawn. Alternatively, you may recharge the ability by igniting the blade with fire.
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