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]
Armor (Half Plate) | Very Rare | Requires Attunement
“A once good-hearted mercenary lived near the frozen river north of a snowy mountain range. He was known as a hard worker and a dedicated family man. He would leave home in the early morning to hunt for a living, with his trusty chestplate and dulled sword by his side, and despite the odds, would return home triumphant every night. You see, he was just your average joe with nothing but heart to keep him warm during the winter months. Until one day, years down the line, his luck burned out. He left behind a widow, a young child… and somehow, a now magically imbued chestplate. As even in death he is determined to protect his loved ones.”
This armor provides resistance to cold damage when worn.
This magic armor has 0 charges and gains 1 charge every time you take cold damage while wearing this armor, up to a total of 7 charges. Once the armor has at least 1 charge, it surrounds you with *Ice Shards.
Ice Shards: up to seven charges (sharp ice shards) float and whirl around the armor. When a creature is within 5 feet of you, all your charges (ice shards) are expended and the creature is dealt 1d6 cold damage for each charge. Any creature targeted by the Ice Shards must make a DC 13 Constitution saving throw. On a successful save, the damage is halved.
Armor (Half Plate) | Very Rare | Requires Attunement
“There are those who love the heat and beaches and those who love snowfall. The creator of this amazing armor was said to be an old man with a nasty attitude. Him living in a snow village might’ve had something to do with it. After all, he’s a man who dreads the cold. So much, in fact, that he created leggings capable of resisting most-everything cold.”
This armor provides resistance to cold damage and allows you to traverse arctic terrain more easily. While wearing this armor, you cannot be caught or slowed by cold of any sort and can move through frost as if they were difficult terrain. In addition, while worn and on arctic terrain, you gain +5 movement speed.
Weapon (Greataxe) | Very Rare | Requires Attunement
“After years of absorbing the arctic colds, the Greataxe truly turned great. Having turned into an ice-cold killer, it is now capable of overwhelming enemies with sheer power.”
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This magic weapon has 5 charges and regains 1 expended charge daily at dawn. When in arctic terrain or near cold, the magic weapon absorbs the cold and immediately regains all of its charges. You can use an action to expend 1 charge to *Glacial Slice.
Glacial Slice: You slice a 40 feet line into any chosen direction, raising powerful ice spikes from the ground and dealing 5d6 cold damage to any creature within that range. The slice leaves behind an arctic trail for 10 minutes. Any creature traversing through the trail for the first time must make a DC 12 Constitution saving throw. On failure, the creature takes 2d4 cold damage and has its movement speed slowed by 10 feet. On a successful save, the creature doesn’t take damage.
$5+ Rewards
[Grand Archivist] [Master Chronicler]
Armor (Shield) | Legendary | Requires Attunement
“A demonic creature of frost with his defenses stood strong as a mighty wall. In the end, it never once fell. However, it was captured alive and imbued into a legendary shield.”
While holding this magic shield, you have resistance to cold damage.
This magic shield has 5 charges and regains 1 expended charge daily at dawn. When near arctic terrain or cold, the magic weapon absorbs the cold and immediately regains all of its charges. You can use an action to expend 1 charge to *Raise the Great Wall.
Raise the Great Wall: On any free, solid surface within range, create a wall of ice. You form it by creating a surface of seven 5-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 2 foot thick and lasts for 10 minutes.
If the wall cuts a creature’s space when it appears, the creature within its area is pushed to one side of the wall.
The wall is an object that can be damaged and thus breached. It has AC 12 and 40 Hit Points per 5-foot section, and it is vulnerable to fire damage. Reducing a 5-foot section of wall to 0 Hit Points destroys it.
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