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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]

  • Warrior Ink
    Wondrous Item | Uncommon | Requires Attunement
“Take on an intimidating, menacing, or even charming look with a warrior’s staple red ink. Put your finger in the pot, grab some mucus, and spread the stuff of legends on your face. Appearances matter.”
This magic ink has 8 uses (applications) before being depleted.
During Short Rest, you can apply Warrior Ink on your face in any *Mark desirable. The mark will wear off after 1 day, a long rest, or when it comes into contact with water or mud. Only one mark can be applied at a time, and the current mark must first be removed before you can apply a new mark.
Mark:
(1) Mark of the Warrior: You apply a pattern on your face reminiscent of the letter V, leading from your upper cheekbones down to your chin. Once applied, you gain +1 AC.
(2) Mark of the Bloodkin: You apply two separate horizontal stripes under each eye, and one large vertical stripe that goes from your forehead to your chin. Once applied, your hit point maximum increases by 1 for each level you have attained, to a maximum increase of 8.
(3) Custom Mark: You apply a self-inspired mark of your design on your face. Once applied, your Charisma score is increased by 1, to a maximum of 20.
  • Spiked Anti-Slip Boots
    Adventuring Gear | Wondrous Item | Uncommon | Requires Attunement
“Boots with grit and teeth. Literally. Bite into any vertical surface; be it a wall or cliff, and effortly climb… eh, walk with your feet up and down. Covered with a bear’s grizzly fur on the inside, it’s also comfortingly warm to boot!”
While you wear these light boots, you can move up, down, and across vertical surfaces, while leaving your hands free. You have a climbing speed equal to your walking speed. In addition, the boots allow you to move this way on slippery surfaces, such as one covered by ice or oil.
  • Boomerang Handaxe
    Weapon (Handaxe) (Thrown 20/60, Light) | Uncommon | Requires No Attunement
“Throwing a Handaxe has always been a last-ditch resort. After all, once thrown, your weapon lies motionlessly embedded in hopefully their skull or chest, or possibly on the floor. But one thing’s for certain, it doesn’t move an inch. The Boomerang Handaxe can be thrown to slash and cut, and through its aerodynamic design will always return to you. Be ready to grab it!”
When you hit with a ranged attack using this weapon, it deals an extra 1d3 slashing damage. Immediately after the attack, the weapon flies back to you. You must make a DC 12 Dexterity saving throw to catch the handaxe. On failure, you hurt yourself in the process and take 1d3 slashing damage, and the weapon lands randomly within 10 feet of you.

€5+ Rewards

[Grand Archivist] [Master Chronicler]

  • The Giant Warhammer
    Weapon (Warhammer) | Legendary | Requires Attunement
“Inspired by Giants, this Warhammer has the ability to dramatically increase its size for more impact. Inflict head trauma like no other and smash in skulls with extraordinary might, or topple over through its sheer increase in size.”
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
This magic warhammer has 4 charges and regains 1+1d3 expended charges daily at dawn.
When going for an attack, you can expend 1 charge to *Gigantify the magic weapon, changing the properties of the warhammer.
Gigantify: Your warhammer easily doubles in size and weight. You must make a DC 15 Strength saving throw or topple over backwards through the overwhelming weight of the gigantified warhammer, and fail your attack. On success, you will hit with advantage and the creature must make a DC 17 Constitution saving throw or take blunt force trauma to the head (Stunned) until your next turn.

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  • Formats: JPG (Print ready)
  • Sizes: A6, Postcard (4x6”)
  • Variations: With text, Without category, Without text, 5e Mechanics, Transparent

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