Magic Item Cards 5e

April 20, 2019 | Author: Ben Denny | Category: Fantasy, Leisure
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Magic Items for session 4 DND 5e...

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Magic Item Cards For D&D TNG Session 4 (8 th  October 2017)

Weapon (Quarterstaff +2), Legendary, Requires Attunement, Sentient This large onyx quarterstaff is quite simply wondrous in how it manages to cut through foes despite being a slab of stone, Curved and adorned with ominous horns and red gemstones upon its hilt this is a weapon that will strike fear into almost any foe.

This staff deals 1d10 or 1d12 when wielded in two hands. Grants the wielder advantage on Charisma (Intimidation) checks when unsheathed. Whenever Craven’s Edge damages a living creature, that creature must roll a Constitution saving thr ow ow (DC12). On a failed save, Craven’s Edge drains one point from the wielders strength score and transfers it to the wielder (increasing to a maximum of 25 Strength) until the next short rest. Creatures brought to 0 strength by this feature are slain. If Craven Edge devours enough strength from Devour the Weak to bring the wielder to 25 Strength, then the blade shifts form into a large jagged blade that seeps shadow. Until the wielder’s next short rest all attacks with the sword deal an a n additional 2d6 necrotic damage.

 Wondrous Item (Crown), Legendary, Legendary, Requires Attunement Seemingly made specifically for Drek Derkus the Copper Knight, this object was created by the deck of many things all that time ago as his prize for completing the task it presented. It will forever be  worn by the true ruler of these lands.

 Whilst worn the crown grants the wearer wearer 19 wisdom and resistance to psychic damage. In addition, they are immune to being paralyzed or petrified and cannot be knocked prone. As an action, you can channel your anger to produce a shockwave of thunderous energy, as with the Thunder wave spell. T he spell has a DC of 16 and is considered to be cast at fifth level. Once used  you cannot use this feature feature again until you complete complete a long rest.

Blood Axe Type: Weapon (Great Axe +2), Very Rare, Requires Attunement Description: A large great axe made coated with razor sharp hardened blood which it has absorbed over countless battles. Features Reap what you sow:  When you attack a living creature the blood axe deals an additional 1d6 necrotic damage. and grants the wielder 5hp for each kill. Undead and constructs are immune to this effect

Chain of Returning Type: Wondrous Item (Attachment), Rare, Non Attunement Description: A chain which can be attached to any melee weapon with the thrown property with helpful results. Features Return: After you throw the weapon the chain is attached to; the wielder can use their bonus action to attempt to retrieve the weapon. To do this the wielder must succeed on a DC 12 Strength (Athletics) check. This feature has a range of 30 feet.

Prayer Beads of Tranquillity Wondrous Item, rare, requires Attunement, monk only Simple and plain, these large wooden beads form a necklace around a young monk’s neck, As the monk learns and grows, more beads are added to the

necklace.

A monk that wears these gains an additional 5 Ki points to their pool. These points refresh with your normal total Ki points on a short or long rest. The monk may spend 4 of these points to have advantage on all wisdom saving throws until their next long rest. The 4 points spent on this ability do not refresh during a short rest. Only when you take another long rest.

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