Our Magic Item Cards are objects you can find in our world, usually accompanying the series we tackle that month. This might help you visualize the world and its creations better: add items for effects on your players, simply 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, here to accompany you and your companions on your 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
“Air swirls around the wearer of this mantle; making them as fast and unpredictable as the wind. The mantle has a famous elven design and is enhanced to reflect the wearer’s surroundings, allowing one to blend in with any terrain. In addition, the fashion statement of a walking shrub is all the rage nowadays.”
While you wear this mantle with its hood down, the wind gently pushes you from behind and carries you swiftly, increasing your walking speed by 15 feet. While you wear this mantle with its hood up, the mantle’s reflective leaves make you look part nature and Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the leaves’ color shifts to camouflage you. Pulling the hood up or down requires an action.
Wondrous Item | Rare | Requires Attunement
“Is it the sound that this magical instrument makes, or the magic inside the instrument that gives it this extraordinary ability? Its origins are ambiguous to say the least, but its power tremendous and influential. With real control over nature, your step never skips a beat as you bind your audiences to your music.”
This magic instrument has 3 charges and regains its expended charges when you take a Short Rest to tune the sound of the lute.
You can use an action to expend 1 charge and cast *Melody of Growth on a creature within 40 feet.
Melody of Growth: A pleasing melody is played and nature is stimulated. For 1 minute, the ground in a 20-foot radius centred around the target grows vines and becomes difficult terrain, and attempts to entangle foes within range.
The target and any creature within range for the duration, must make a DC 12 Dexterity saving throw to attempt to evade the whipping vines. On failure, the creature becomes entangled (Restrained) and takes 2d3 bludgeoning damage at the start of its turn. The effects end early if the creature uses its action to make a DC 12 Strength saving throw to break free from the vines, the duration ends, or until another creature uses an action to remove the vines.
Wondrous Item | Rare | Requires Attunement
“Trees are contradictory—their roots unmoving and firmly grounded, yet their leaves flutter in the wind freely. These bracers, made from the sturdiest trees found in FeyWild, will grow an inseparable bond with your inner self. Little roots sprout from inside their inner bark, connecting their vines through from under your wrists’ skin to your core. Allowing you to change, albeit for just a moment, your very being.”
This magic item has 3 charges and regains 1d3 expended charges daily at dawn.
During an Ability Check, you can use an action to expend 1 charge and magically swap your affected Ability Score with an Ability Score of choice. Once the Ability Check is over, so is the effect. Changing your roots brings great fatigue to your body. Once the effect ends, you must make a DC 13 Constitution saving throw or be heavily fatigued. On failure, you gain 1 level of exhaustion.
€5+ Rewards
[Grand Archivist] [Master Chronicler]
Longbow (Weapon) (Ammunition, 150/600, Heavy, Two-handed) | Legendary | Requires Attunement
“It is said that this bow was created by the sun itself and gifted to elvenkind. The truth, however, is far less grand. For hundreds of years, this enchanted bow had been basking in the light… until one day the light itself became its power.”
You gain a +3 bonus to attack and damage rolls made with this magic longbow.
This magic weapon has 0 charges and you can—when the sun is out, while keeping your bow drawn and targeting a creature—use an action to gain 1 charge. While drawing the bowstring, the bow absorbs the harsh sunlight and materializes a fierce magical arrow. If you take damage, no longer keep your bow drawn, there’s no target, or you are interrupted while charging, the magical energy absorbed dissipates and the magic weapon returns to 0 charges.
You can use an action to expend 1 charge and fire a *Sunfire Shot on your target.
Sunfire Shot: A 150-feet long blinding beam of light streaks toward your target. Make a ranged spell attack against the target. On a hit, it takes 8d8+30 radiant damage and 4d8+12 piercing damage, and it’s blinded until the start of your next turn.
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