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]
Weapon (Dagger) | Common | Requires No Attunement
“It was thrown together by desperate prisoners to protect themselves; made of any randomly sharp material they could find lying around: metal scraps, bolts, and rusted iron from prison bars. The occasional stabbing has been done with the Rusty Shiv and will no doubt give you more than an unwelcome gash.”
When a living creature is hit by this weapon’s attack, the creature must succeed a DC 10 Constitution saving throw or suffer subsequent *Infection (Injury).
Infection (Injury): Creatures suffering from Infection are considered poisoned and regain only half the normal number of Hit Points from any source. A poisoned creature has disadvantage on Attack rolls and Ability Checks.
The effect ends if a creature uses its action to make a DC 12 Wisdom (Medicine) check to clean the infection.
Weapon (Whip) | Rare | Requires Attunement
“Three sharp daggers are attached to a large metal chain and are used to torture defiant prisoners. It inflicts deep gashes on the skin and dozens have succumbed to the bleeding it had caused.”
When a creature of flesh and blood is hit by this weapon’s attack, the creature starts *Bleeding. This effect can stack up to 3 times; each stack raising the severity of the bleed.
Bleeding (1): At the end of each of the creature’s turns, the creature must make a DC 13 constitution saving throw. On failure, the creature takes 1d4 necrotic damage. On success, the wound closes.
Bleeding (2): At the end of each of the creature’s turns, the creature must make a DC 13 constitution saving throw. On failure, the creature takes 2d4 necrotic damage. On success, the wound closes slightly and lowers in severity by one.
Bleeding (3): At the end of each of the creature’s turns, the creature must make a DC 13 constitution saving throw. On failure, the creature takes 3d4 necrotic damage. On success, the wound closes slightly and lowers in severity by one.
The severity of the bleeding is lowered by one if the creature regains Hit Points from magic or a creature uses its action to make a DC 15 Wisdom (medicine) check to staunch the bleeding.
Weapon (Whip) | Very Rare | Requires Attunement
“These metal chains bear a weight unlike any other.”
You can use an action to throw a spectral chain out at a creature within 60 feet of you, magically binding it to you. The creature must make a DC 13 Dexterity saving throw to evade the chain. On failure, the creature becomes tethered to you for 1 minute and any damage you take is also dealt to the creature (including resistances). The binded creature can use an action to attempt to break free and sever the binding by making a DC 15 Charisma check at the start of its turn. On success, the spectral chain returns to its original form and the effect disperses.
You can only be tethered to a single creature. To magically bind to another, the effect must first disperse or the binded creature must die. You can use an action to forcibly end the magical binding early.
$5+ Rewards
[Grand Archivist] [Master Chronicler]
Weapon (Greataxe) | Legendary | Requires Attunement
“It was an ordinary greataxe used by The Executioner to behead evildoers—but after many years of being affected by the enormous heat of the underground, it evolved. The blood of those it granted death melted itself with the axe’s metal and gave it unique properties. It has now become even deadlier.”
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When a creature is hit by this weapon’s attack, the creature is affected by the Axe of Flames’ *Flame Burn effect:
Flame Burn: The creature must make a DC 15 Dexterity saving throw to attempt to resist the effect. On success, the fire doesn’t catch on. On failure, the creature is caught by flames and takes 1d12 fire damage at the start of its turn. The effect disperses after 3 of the creature’s turns have passed. Flame Burn cannot be stacked, instead, burning the creature again renews the effect. The effects end early if the creature uses its action to make a DC 13 Dexterity saving throw to extinguish the flames or until another creature takes an action to douse the fire.
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