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 | Rare | Requires Attunement
The eastern deserts were ruled by a king who could see everything—from every speck of sand in his kingdom to the malice in his subordinates’ hearts. As a result, he became a paranoid, insomniac ruler. Sleepless, the king grew increasingly irritated and weary. Then, one day, he could no longer keep his eyes open, and they fell closed… forever.”
This magic necklace has 5 charges and regains all expended charges after getting shut-eye from a Long Rest.
While wearing this necklace, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: Detect Magic (1 charge), Detect Evil and Good (1 charge), See Invisibility (2 charges), Find Traps (2 charges), Clairvoyance (3 charges), Arcane Eye (3 charges), True Seeing (5 charges).
Wondrous Item | Rare | Requires Attunement
“The cold north speaks of an enigma that appeared when lightning struck. They hailed the creature as a god and myths still speak of him today. Whenever he arose, he brought three items with him that would boost his already incredible strength to unparalleled levels. The Voltaic Power-Belt is said to have been one of them.”
When you wear the belt, your maximum hit points are increased by 8(2d6+1). When your hit points total is reduced to a number lower than the hit points increase (i.e. 7), you gain *Electric Charge.
Electric Charge: You feel an electric current from the belt pulse into your being. You gain +3 STR or DEX (your choice) for 1 turn. This effect can only be triggered once a day and resets daily at dawn.
The belt’s effects disappear when you remove the magic belt (to a minimum of 1 hit point). Its effects do not stack or reset when removed and worn again.
Weapon (Maul) | Rare | Requires Attunement
“Made out of pure gold, this weapon was forged by an almighty hero. He went on three impetuous journeys to prove his might. He beheaded a serpent in the sea, bested a hoofed creature in the woods, and strangled a lion to death in its den. He returned home triumphant, bringing back proof of his endeavors. Boastful, he immortalized his accomplishments by ordering the creation of magic items based on his glory.“
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
When you hit a creature with this weapon, the weapon lets out a lion’s roar, adding an additional +1 bonus to attack and damage rolls made with it. This stacks up to a maximum of 3 times and lasts 1 minute.
€5+ Rewards
[Grand Archivist] [Master Chronicler]
Weapon (Quarterstaff) | Legendary | Requires Attunement
“The mythical 20-foot staff reduced in size and weight when once handled by a legendary figure. It is said that the staff sweeps at the heavens and uproots hell.”
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
While in your hands, you become able to manipulate the weapon’s size at will. During combat, you are capable of the following effects (1 per action):
Enlarge, Slam: The staff grows in length, increasing your reach by 20 feet. On your next attack, you slam the staff in a direct line in the direction of your choice. Any creature within the weapon’s line takes damage.
Enlarge, Sweep: The staff grows in length. On your next attack, you sweep the staff around you in a 20-foot radius. Any creature within reach takes half as much damage.
Enlarge, Jump: While holding the staff's edge, it grows in length, launching you 40 feet away into any direction of your choice. If the movement is obstructed, you land 5 feet from the obstruction and must make a DC 13 Dexterity saving throw or take 1d6 damage on an unsuccessful landing.
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