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
Made from an arctic-dwelling winter wolf’s snow-white fur, their natural coverage gives you significant advantages in snowy regions.
While wearing the Shawl of the Wolf, you gain resistance against the cold and cold damage.
Wondrous Item | Rare | Requires Attunement
Inspired by giant northern bears, this magical padding gives you an extra cushion to take a hit. With fur on the inside and tanned leather on the outside, it is a shoulder piece worth boasting about. It is said that an unknown bear’s spirit dwells inside the metal ornament, occasionally letting out a growl or two.
While wearing the pauldron, you gain a +1 bonus to Constitution.
The bear’s spirit, unyielding and steadfast, keep you standing in dire straits. Once per day, while wearing this magic pauldron, you cannot lose more than 20 hit points from one attack. This effect resets daily at dawn.
Halberd (Weapon) | Very Rare | Requires Attunement
Your swings leave ice trails, and your thrusts penetrate the harshest of blizzards. When facing this magical spear, freeze any thought of getting away scot-free, or get overwhelmed by an unyielding storm of frost that freezes your very being.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
You can use an action to slam the ground with the halberd’s tip, instantly releasing an icy storm in a 15-foot radius around you. Creatures may attempt to evade the incoming frost by succeeding a DC 16 Dexterity saving throw or become Frozen, reducing their speed by 15. Frozen creatures may attempt to break free from this state by succeeding a DC 17 Strength or Consitution check (their choice), or by warming themselves up.
In addition, every creature considered Frozen takes 1d6 cold damage at the start of their turn.
€5+ Rewards
[Grand Archivist] [Master Chronicler]
Crossbow (Ranged Weapon), Heavy | Legendary | Requires Attunement
Hunters know that patience is a virtue. They hide within the mountains, their backs covered by snow and a blizzard raging about in front of them. Their vision is blurry, and their bones are chilled. However, their focus remains steadfast. All for that one, perfect shot when the critter appears from within the snow’s dents. One shot is all they get. It’s all or nothing… one shot, one kill.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The weapon starts in its 1st form.
1st Form (normal). Your range is 100/200. Creatures hit by this magic weapon take an additional 10(2d6+3) piercing damage.
2nd Form (snipe). Your range is 100/400. You must first use an action to set up Hunter’s Critical Aim. As long as you remain still and uninterrupted, you can use an action to shoot an unavoidable, sure-fire critical hit shot at your target. A creature hit by the shot takes critical piercing damage and an additional 21(2d20) piercing damage.
The moment you move or are interrupted, the Hunter weapon returns to its 1st form.
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