Our Magic Item Cards are objects you can find 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]
Wondrous Item | Uncommon | Requires No Attunement
“Eat your veggies,” they said. “There are no harm in vegetables…” are famous last words. Never trust carrots, ever. Or you may find yourself reduced to a limb or two. Set the trap, and wait for the unsuspecting to waltz over it, springing a carrotplosion of epic proportions.
This small device can be planted as a trap on any 5-by-5-foot flat surface.
When a creature steps on the trap, a 20-foot radius vegetable explosion is triggered. Creatures within the explosion radius must succeed a DC 13 Dexterity saving throw to evade the sharp carrot shards or take 10(2d6+3) piercing damage. The ground within the explosion radius is now considered difficult terrain.
Shortsword (Weapon, dual-wielded) | Rare | Requires Attunement
Who would’ve known that an agricultural implement with teeth for gathering cut grass, hay, or the like or for smoothing the surface of the ground could turn into a weapon intended to rake in deaths? The Harvester takes plowing to another level.
You have a +1 bonus to attack and damage rolls made with these magic weapons.
When you hit a creature with these magic weapons, they become seeded. When you hit a seeded creature with these magic weapons again, its seeded status disappears, and they are harvested, taking an additional 7(2d6) slashing damage.
Wand (Weapon) | Very Rare | Requires Attunement
Meeeh. Baa.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This magic weapon has 4 charges and regains 1d3 + 1 expended charges daily at dawn.
While holding this magic weapon, you can use an action to expend 1 charge to cast the polymorph (save DC 15) spell from it. However, they can only be polymorphed into a sheep for no longer than one turn. When a polymorphed creature returns to its original form at the end of its turn, they are confused. Confused creatures can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior for that turn.
1-4: The creature uses its Action to make a melee Attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
5-6: The creature can act and move normally.
At the end of its turns, a confused creature can make a DC 13 Wisdom saving throw. If it succeeds, they are no longer confused.
€5+ Rewards
[Grand Archivist] [Master Chronicler]
Ranged Weapon, 4d10 piercing, Ammunition (range 40/200), burst fire, heavy, reload (45 shots), two-handed, short burst (3), Stabilizing | Legendary | Requires Attunement
Made of vines and a grinning pumpkin, this magical weapon will leave a lasting impact. Be hit by a seed during its barrage of shots, and be sure to grow one of its kin—a pumpkin head.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
Creatures hit by this magic weapon grow a pumpkin around their head. A creature with a pumpkin head has no vision (blinded). At the end of its turns, an affected creature can make a DC 15 Strength saving throw to remove the pumpkin head from its head forcibly.
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Liam
2023-02-28 20:42:36 +0000 UTCJay ManX
2023-02-28 20:40:59 +0000 UTC