Our Magic Item Cards are statted equipment and (magical) objects you can find in our world, accompanying the series we tackle that month. Add magic 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 No Attunement
“It’s a highly ordinary barrel—so superbly ordinary, in fact, that it’s easily overlooked by any who passes by. Legend has it that the old owner of the barrel was never seen again. Truth be told, his old brittle bones still lie there slowly decaying.”
The owner of the barrel can use an action to *Hide in Barrel the self or a single willing creature within 5 ft. Creatures must be medium or a smaller size.
Hide in Barrel: you spend 1 minute getting the self or a willing creature into the barrel. Once you are hidden this way and remain still, you gain a +10 bonus to Dexterity (stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you’re no longer hidden and must Hide In Barrel again for it to be effective.
Wondrous Item | Rare | Requires No Attunement
“This magical multi-tool is a lifelong companion tinkered together by an aloof Gnome called Ceculo Wonderhand. He was renowned for his little hands and for his ability to use his small and slender fingers to create detailed tools of art. Those lucky enough to own the device said it truly made their life easier… forgot your keys? In spontaneous need of a hammer? Poof, slide it out and it’s there.”
This magic device has 3 charges and regains 1d3 expended charges daily at dawn.
While holding the device, you can use an action to expend 1 or more of its charges to *Conjure Object. You can have up to 3 simultaneous conjures.
Conjure Object: You create a single, simple, non-magical object that you have seen before in your hand. This object must be something that the user can comprehend and that can be held in one hand. This item lasts for 1 hour unless the item takes damage, is dispelled, stowed, dropped, or otherwise lost from your hand(s). Objects created through this spell have no gold cost.
If you expend the last charge, roll a d20. On a 1, the device vanishes in a cloud of vapor, lost forever.
Martial Ranged (Hidden) Weapon (Ammunition, 40/120, Light, Loading) | Rare | Requires Attunement
“Concealed at the wrist, the crossbow can be deadly without anyone seeing their quick demise coming. Just like a card trick, it could be over before you figure out the trick.”
This weapon has 6 charges and regains 1d4+2 expended charges daily at dawn
When you fire a ranged attack using this weapon, you can expend 1 charge to enfuse an arrow with *Magic Coating.
Magic Coating: the weapon magically coats your ammunition with a random effect that, once hit, leaves the targeted creature with a Condition. Roll a d6 to determine the effects and properties of the coating: (1) Deafened, (2) Blinded, (3) Restrained, (4) Poisoned, (5) Paralyzed, (6) Charmed.
The creature must make a DC 15 Constitution saving throw to attempt to resist the coating’s effects. At the end of each of its turns the creature must make a DC 13 Constitution saving throw for each coating's effect. On success, the effect disperses. The effects end early if the creature uses its action to make a DC 15 Wisdom (Medicine) check to rid harmful effects.
$5+ Rewards
[Grand Archivist] [Master Chronicler]
Wondrous Item | Legendary | Requires Attunement
“Some say it’s the unhatched egg of a Golden Dragon—others say it’s a magical gemstone—and then there are those who refer to this one-of-a-kind egg as both. Protected as Gridlock Vault’s finest, this valuable is coveted by many, affordable by few, and made out of the purest gold with a deep red garnet crystal at its essence.”
Over the span of 10 minutes you can attempt to appeal to the The Golden Egg. Make a DC 15 Charisma check. On success, the egg grows fond of you and casts *Golden Luck.
Golden Luck:
(1) *Treasure Seeker: Every day at dawn, the egg will take you to whatever is deemed as most profitable within 100 ft. range. To resist its effects, you may choose to make a DC 15 Charisma saving throw. On failure you wrongly believe that you’re moving on your own free will.
(2) *Golden Trades: Any trade or deal you partake in will be advantageous to you. Any creature other than you partaking in the trade or deal must make a DC 15 Wisdom saving throw to resist its effects. If a creature has ill intent towards you, they take 1d6 Radiant damage on failure.
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