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Magic Item Cards

The Armor of Magical Strength has 4 charges that can be used to add +3 to Strength checks/saves or avoid being knocked prone. It regains 1d4 charges daily. The Armor of Magical Strength II has 10 charges with the same benefits but regains 1d10 charges daily.
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0% found this document useful (0 votes)
363 views7 pages

Magic Item Cards

The Armor of Magical Strength has 4 charges that can be used to add +3 to Strength checks/saves or avoid being knocked prone. It regains 1d4 charges daily. The Armor of Magical Strength II has 10 charges with the same benefits but regains 1d10 charges daily.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The armor has 4 charges that can

be expended in the following


ways:
When the wearer makes a
THE Strength check or a Strength

ARMOR OF saving throw, it can expend 1


charge to add the bonus to the roll
MAGICAL equal to its Intelligence modifier.

STRENGTH (+3)
As a reaction when it would be
knocked prone, the wearer can
expend 1 charge to not be knocked
prone.
The armor regains 1d4 expended
charges daily at dawn.
The armor has 10 charges that can
be expended in the following
ways:
When the wearer makes a
THE Strength check or a Strength

ARMOR OF saving throw, it can expend 1


charge to add the bonus to the roll
MAGICAL equal to its Intelligence modifier.

STRENGTH (+3)
As a reaction when it would be
II knocked prone, the wearer can
expend 1 charge to not be knocked
prone.
The armor regains 1d10 expended
charges daily at dawn.
You have a +1 bonus to attack and damage
rolls made with this magic weapon. You also
gain the feat mage slayer and all its benefits
while welding this weapon.
Mage slayer feat:
You have practiced techniques useful in
melee combat against spellcasters, gaining the

THE MAGE following benefits:


When a creature within 5 feet of you

SLAYER casts a spell, you can use your reaction to

SWORD
make a melee weapon attack against that
creature.
When you damage a creature that is
concentrating on a spell, that creature
has disadvantage on the saving throw it
makes to maintain its concentration.
You have advantage on saving throws
against spells cast by creatures within 5
feet of you
.
This broom has the ability
to change into a Yklwa or
a mop. It can cast minor
JUST A illusion and adds one to

REGULAR wisdom as a broom, it


casts green flame blade
BROOM, and adds one to strength
NOTHING as a yklwa, and casts create
COOL or destroy water and adds
ABOUT IT one to intelligence as a
mop. Wisdom is the ability
for all spells cast with the
broom. .
When wearing these
glasses, you are able
to see magical effects.
MAGIC You can cast detect
DETECTION magic at will without
SUN- using spell slots or
GLASSES components.
Also, you look super
rad while wearing
them.
These gloves can but any object
that the wearer is carrying into a
pocket dimension within the
glove. This pocket dimension is
roughly 2 feet in diameter and 4
MAGICIAN'S feet deep. It can hold up to 500

GLOVES OF pounds, not exceeding a volume


of 64 cubic feet. Retrieving an
HOLDING item from the gloves requires an
action.
If the gloves are overloaded,
pierced, or torn, they ruptures
and are destroyed, and their
contents are scattered in the
Astral Plane.
When wearing these sandals, you
gain a plus 2 bonus to stealth, and
can cast pass without trace once
per long rest. And immediately
after you take damage, you can use
SANDALS a reaction to magically become

OF invisible until the end of your next


turn or until you attack, deal
STEALTH damage, or force someone to make
a saving throw. Once you use this
ability, you can’t do so again until
you finish a short or long rest.
Also, you don't gain any of these
benefits if you aren't also wearing
socks with these sandals.

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