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 Attunement
This ingenious invention finds itself at the hands of the wardens in the depths of the Infernal Prison. As if being surrounded by scorching flames and lava fumes weren’t enough of a daily occurrence, wardens find themselves huffing and puffing even more of their devilish lungs away with this glorified pipe capable of discerning truth from lies and allowing its user to ward those close to them.
This magic pipe has 3 charges and regains all expended charges by using an action to add a flammable source equivalent in size to half a cup of ale inside the small compartment on top of the pipe.
While holding the pipe, you can use an action to expend 1 charge to envelop your direct surroundings with the pipe’s smoke, casting either Warding Bond or Zone of Truth.
Only one spell can be active at a time.
Weapon (Sling) | Rare | Requires Attunement
With nothing to do but feel an endless stream of misery as a lifelong inmate of Infernal Prison, the ingenious inventor Lacouché Shortarm created the Shooting Star. Imbued with incredible magic, sling powerful stars upon your enemies.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
This magic weapon has 5 charges and regains 1d3(+2) expended charges daily at dawn.
When you attack with this weapon, you can expend 1 charge to imbue the projectile with *Infernal Fire.
Infernal Fire: When shot, the projectile catches fire and grows into an abnormally large ball of fire. The target and any creature within 10 feet of the target must succeed on a DC 15 Dexterity saving throw or take 26(4d8+8) fire damage on a failed save, or half as much on a successful one.
Armor (Shield) | Rare | Requires Attunement
Devilish, in essence, this torture shield is intended to inflict pain in every way possible. Whether used as a shield to defend or thrown out of desperation, torture is on the agenda.
While holding this shield, you have a +1 bonus to AC. Additionally, you gain a +1 bonus to attack and damage rolls made with this shield.
While holding the shield, whenever you take a hit from up close, the attacking creature must make a DC 14 Dexterity saving throw or take 1d6 slashing damage from your shield's sharp edges.
You may choose to unequip the shield and make one Ranged Weapon Attack with the shield. This attack hits up to 5 enemy creatures within 50 feet of range, prioritizing closer creatures first. Creatures targetted by the shield must succeed a DC 14 Dexterity saving throw to evade the shield or take 15(4d6+1) slashing damage. The shield returns to your hand at the start of your next turn.
€5+ Rewards
[Grand Archivist] [Master Chronicler]
Weapon (Special) (Ammunition, 50/100, damage (2d8), Heavy, Loading, Two-handed) | Legendary | Requires Attunement
Once loaded, this magic weapon threatens enemies near and far. Bring the heavy cavalry and scorch your enemies alive or burn them to a crisp.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
This magic weapon has 3 charges and cannot be used without charges.
You can use an action to fill the magic weapon’s tank with a flammable source equivalent in size to three cups of ale to regain all expended charges.
You can use an action to expend 1 charge and attack with this magic gun. The weapon sprays fire in a direct line to the targeted creature and any creature within that line take damage. Additionally, creatures hit take 7(2d6) fire damage at the start of their turns, not stacking with itself. A creature may attempt to douse the fire by succeeding a DC 17 Dexterity check.
While holding the flame gun, your speed is reduced by 5 feet, and you have disadvantage on any hit you take.
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