Home Artists Posts Import Register

Content

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:

---

€2+ Rewards

[The First Scouts] [First Class Ranger] [Undaunted Pioneer] & [Grand Archivist] [Master Chronicler]

  • Shish Shrooms
Consumable | Common | Requires No Attunement
“Freshly picked forest funghi in all shapes and forms is pierced by a thin wooden pricker; add salt and pepper for flavor, bake it over a fire for that distinct char taste, blow cold air to cool it down, and take a bite for a mouthwatering, out-camping experience. Your body will feel rejuvenated.”
You can first bake the shish during Short Rest, turning it safely edible for 2 days. After 2 days, the shish becomes rotten.
You can use an Action to consume the shish. You regain 1 hit point, and then 1d6 more hit points at the start of your next turn. If consumed raw or rotten, you become Poisoned for 1 hour.
  • Pressure-Plated Net
Wondrous Item | Uncommon | Requires Attunement
“Set up the trap in ambush and literally cast a net to capture your enemies within bounds like fish on land.”
You can use an Action to set this magic trap. This trap can be laid flat on a 15 by 15 feet surface. The middle of the trap contains a 5 by 5 feet pressure plate that, once stepped on by a creature, activates the trap. When activated, mechanics whirl and the wooden edges of the surface quickly rise up, attempting to imprison any creature standing on its surface with its binding net. A creature standing on the trap’s surface must make a DC 13 Dexterity saving throw or be imprisoned (Restrained).
A creature can use its Action to make a DC 17 Strength check to cut open the rope or make a DC 15 Wisdom (Perception) check to find the inner workings of the trap and deactivate it.
Once cut or broken, the magic trap must first be repaired before it can be set again. Once deactivated, you can use an Action to collect the magic trap.
  • Pocket Treehouse
Wondrous Item | Rare | Requires Attunement
“Magic is a frivolous thing; it can give one power and do unimaginable things—it's truly for those of greater or creative minds. Magic doesn't just affect people, it also leeches on, and sometimes even transforms, that which is easily forgotten or looked beyond. In fact, one such easily forgotten, obscure magic seed is all you need to near-instantly grow your own treehouse.”
This magic item has 1 charge.
You can use an Action to expend 1 charge to bury the magical seed into any soft soil and water it. Immediately after, a tree-house grows in a 20 feet radius from where it was planted. If there were physical obstructions, as long as it’s reasonably possible, the tree-house grows flexibly around and through it.
When you enter Short Rest while in the tree-house, it counts as Long Rest.

€5+ Rewards

[Grand Archivist] [Master Chronicler]

  • Steampowered Saw
Weapon (Greatsword) | Legendary | Requires Attunement
“Invented by an ingenious artificer, this steam-powered greatsword is designed to leave lasting gashes once activated. The blade is powered for a short period of time, leaving devastating burst damage to any foe standing in its wielder’s way.”
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
You need to have a flammable source equivalent in size to a cup of ale, in order to activate the saw’s magical properties.
You can use an Action to add a flammable source inside the small compartment in the saw. Immediately, a mechanical sound can be heard and the saw’s sharp teeth run along the edge of the blade, spinning rapidly. For your next two turns, this magic weapon is considered *Steampowered.
Steampowered: Each strike inflicts an extra 4d6 slashing damage. When the creature is of flesh and blood, it must make a DC 17 Constitution saving throw or starts severely *Bleeding.
Bleeding: At the start of each of the creature’s turns, the creature must make a DC 17 constitution saving throw for each bleed. On failure, the creature takes 2d6 necrotic damage. On success, the bleeding stops. This effect can stack.
  • Formats: JPG (Print ready)
  • Sizes: A6, Postcard (4x6”)
  • Variations: With text, Without category, Without text, 5e Mechanics, Transparent

Download Here:


Files

Comments

No comments found for this post.