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Staff of the Floating Disk


Quarterstaff, uncommon

This quarterstaff is made of a magical magnetic metal called Aproutium. When you heat this metal for the first time, it creates a magical bond. No matter in how many pieces you divide it, the parts of that particular ore will always have a magnetic link.

You gain a +1 bonus to attack and damage rolls made with this magic weapon View Post

[Cards] Caveman's Greatclub

“Captain Caaaaaaaaveman”

The Caveman’s Greatclub is inspired by the 70’s cartoon Captain Caveman. When we bring the item to D&D Lore, it’s a weapon of a primal age when magic was primitive and untamed, made with the magic wood of an ancient tree that these days can only be found in the deepest, most ancient, and dangerous forests of the plane.

Want to know more about Caveman’s Greatclub? Check up on the next edition of The Blueprint on Octo...

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[Variant] Caveman's Greatclub

Greatclub, rare (requires attunement by a barbarian)

This magic weapon is indistinguishable from a regular wooden greatclub. Its true magic properties can only be spotted by spells like Detect Magic or Identify. You gain a +1 bonus to attack and damage rolls made with this greatclub. When you enter your rage, you may awaken the magic powers of this weapon. The ...

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Caveman's Greatclub

Greatclub, uncommon (requires attunement by a barbarian)

This magic weapon is indistinguishable from a regular wooden greatclub. Its true magic properties can only be spotted by spells like Detect Magic or Identify. When you enter your rage, you may awaken the magic powers of this weapon. The effect last for 1 minute unless you decide to end it early or you’re no longer in ra...

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The Blueprint - 2nd Edition

It's time to feast! The second edition of The Blueprint is here!

This week's magazine is available to all Flame and Starfire tier patrons. For you, I give my sincere gratitude. Is because of you that I can keep the fires burning on this forge. 

In this edition, you will find:

  • The stats and variants of all weapons released this week;
  • ...

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[Cards] Bull Blocker

“The very ground beneath our feet trembled with every step the enemy took in our direction, but not a single dwarf on that line moved an inch.”

The Bull Blocker was a shield made by a brilliant dwarven blacksmith named Frollin Strongfeet on Minas Fardhill. The dwarves in that city were in constant war against the Hill Giants, and the forging of this shield was a tiebreaker in the great battle of Cliffs End.

Want to know more about the creation of the Bull Bloc...

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[Variant] Bull Blocker

Shield, rare (requires attunement)

This iron shield has 4 Auroch horns in its front and is reinforced with strong Mithral plates. While holding this magic shield, you have a +1 bonus to AC in addition to the shield's normal bonus to AC. This shield has 4 charges and recovers 1d4 charges every day at dawn.

Bull charge. If you move at least...

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Bull Blocker


Shield, very rare (requires attunement)

This iron shield has 4 Auroch horns in its front and is reinforced with strong Mithral plates. While holding this magic shield, you have a +2 bonus to AC in addition to the shield's normal bonus to AC, and your Strength score changes to 20. If your Strength without the shield is equal to or greater than 20 this shield w...

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[Cards] Jungle Trapper

“The real danger is in the things you can’t see until you are tied up, on the ground surrounded by enemies.”

The Jungle Trapper is a magic quarterstaff made from the roots of a vicious carnivorous tree from the Feywild called Devora. Devora trees look like regular nectarine trees but below the ground, they hold an acid pouch that digests their meal. Its roots spread for up to 100 feet around it and are always ready to capture its prey.

Want to know more abou...

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[Variant] Jungle Trapper

Quarterstaff, rare (requires attunement)

This magic quarterstaff is made entirely by entwined vines. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This quarterstaff has 3 charges and regains all expended uses every day at dawn.

When you hit a creature with this magic weapon you can expend one charge to make some of the vines ...

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Jungle Trapper

Quarterstaff, uncommon (requires attunement)


This magic quarterstaff is made entirely by entwined vines. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you can use your action and speak the command word while holding this weapon on a surface made of dirt or stone to make it unroll and spread in a 20-foot squa...

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[Cards] Frozen Tooth of Azhaq

“His very presence made breathing a freezing pain, his eyes were cold as of a man whose will could not be broken. When he held that frozen sword was like Azhaq herself was fighting alongside us.”

The tale says that the Ancient Silver Dragon Azhaq gave this greatsword as a gift to a Paladin named Zihat that dedicated his life to protecting the people of Levarnia from the ancient evil lurking on the old mountains of Lowarllien. Some say that when the battle was, at last, fini...

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[Variant] Frozen Tooth of Azhaq


Greatsword, uncommon (requires attunement)

This greatsword is made from magic ice from an ancient silver dragon breath, it can’t be broken or melted. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding this greatsword, you have resistance to cold damage.

When you hit a creature with this magic weapon, the...

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Frozen Tooth of Azhaq


Greatsword, very-rare (requires attunement)

This greatsword is made from magic ice from an ancient silver dragon breath, it can’t be broken or melted. You gain a +2 bonus to attack and damage rolls made with this magic weapon. This greatsword has 6 charges and regains 1d6 charges every day at dawn. When you hit a creature with a melee weapon attack...

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[Cards] Ghostly Dagger

“First a taste of your blood, then a piece of your soul!”

The Ghostly Dagger is a weapon bathed in the very waters of the Styx River. It exists at the same time on the physical and ethereal plane, and its blade knows how to pierce both flesh and soul.

Want to know more about the creation of the Ghostly Dagger? Check up on the next edition of The Blueprint, on October 15.

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[Variant] Ghostly Dagger

Dagger, rare (requires attunement)

This Dagger has a silver decorative handle with hidden necromantic runes. Its blade is translucent green, like an emerald gemstone with a silvery point.  You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this magic dagger you can expend 1 charge, and speak its command...

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Ghostly Dagger


Dagger, uncommon

This Dagger has a silver decorative handle with hidden necromantic runes. Its blade is translucent green, like an emerald gemstone with a silvery point. When you hit a creature with this magic dagger you can speak its command word to seal the creature’s blood within the necromantic rune. A green flame appears surrounding the blade of the dagger and...

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The Blueprint - 1st Edition


Welcome adventures to the first edition of The Blueprint! 

This week the magazine will be available to all travelers, but from the second edition forward it will be exclusive for our supporters on the Flame and Starfire tiers. 

Here you will find:

  • The stats and variants of all weapons released this week;
  • The Lore ...

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[Card] Mountain's Screech

“It didn’t matter how fast I Ran. That dammed buzzing sound kept reminding me that as long as I was on those mountains I would not be safe.”

The Mountain’s Screech is a weapon of a barbarian clan that lives in the southern mountains. They worship the outdoor life and see the storms as a trial of strength and value.

Want to know more about the creation of the Mountain Screech? Check up on the release of the first edition of The Blueprint tomorrow!<...

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[Variant] Mountain's Screech

Handaxe, rare (requires attunement)

The blade of this Handaxe is always pulsing with blue energy and emitting a faint buzzing sound that can be heard up to 100 feet away. You gain a +2 bonus to attack and damage rolls made with this magic weapon. This handaxe has 3 charges and regains all its expended uses every day at dawn.

You can expend a charge of this weapon while ma...

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Mountain’s Screech

Handaxe, uncommon (requires attunement)

The blade of this Handaxe is always pulsing with blue energy and emitting a faint buzzing sound that can be heard up to 100 feet away. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This handaxe has 3 charges and regains all its expended uses every day at dawn.

You can expend a charge of this...

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[Card] Death Blade of Eiynar

“From the moment that sword left the sheath I knew something was off. I could hear screamings and wails coming from it, and I can swear they were calling my name.”

Eiynar was the right-hand commander of a powerful Lich Lord. The sword was a gift from his master for the years of servitude. But the power went to his head and Eiynar began a plan to take over the Lich’s domain.

Want to know more about the creation of the Death Blade of Eiynar? Check up on the re...

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[Variant] Death Blade of Eiymar

Any sword, uncommon (requires attunement)

Half the blade of this sword is consumed by a dark material that flickers with white energy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Every time you reduce a creature to 0 hit points with this weapon you capture a fragment of its soul within it and it can hold up to 3 Soul Fragments at a time.

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Death Blade of Eiynar

Any sword, legendary (requires attunement)

Half the blade of this sword is consumed by a dark material that flickers with white energy. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Every time you reduce a creature to 0 hit points with this weapon you capture a fragment of its soul within it.

Castle of the Dead. As long as th...

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[Card] Tempest Tide

“The only thing we could see was the heavy rain falling over us. All we could feel was the cold embrace of death.”

Tempest Tide is a ritualistic weapon given to the protectors of a rich merfolk realm. They are used to terrorize and defeat outsiders and those who dare to harm the sacred seas. The uncommon version has a different approach being a weapon given to the young warriors of this merfolk realm as a tool to defend them from the dangers to come.

Want to k...

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[Variant] Tempest Tide

Trident, uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use a bonus action to hold this magic trident above your head and speak the command word. When you do, a stream of water appears floating around you and remains there for 1 minute, until you dismiss it or no longer hold the Trident.

While the stream ...

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Tempest Tide

Trident, rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. You can use a bonus action to hold this magic trident above your head and speak the command word. When you do a storm cloud appears above you in the shape of a cylinder that is 10 feet tall with a 60-foot radius, and for up to 10 minutes freezing rain starts to fall.<...

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[Cards] The Great Furnace

“It’s time for you to feel the pressure of being on my way!”

The Great Furnace is a weapon forged on necessity. A machine made by a man to defend his village from the explosive attacks of a goblin gang. It fits well with any setting with a “steampunk” flavor, but it also can work only with elemental magic in more high-fantasy settings. It’s a weapon that makes you think if it’s worth pushing yourself beyond your limits to face a powerful foe. How far would you be ...

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[Variant] The Great Furnace

Maul, uncommon

This Maul is built with an intricate pressure system fueled by elemental gems. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon can uphold three charges at a time and gains one charge every time it hits a hostile enemy. If you expend more than three charges before making a long rest the weapon overheats. Roll a D4, if the re...

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The Great Furnace

Maul, very rare (requires attunement)

This Maul is built with an intricate pressure system fueled by elemental gems. You gain a +2 bonus to attack and damage rolls made with this magic weapon. This weapon can uphold five charges at a time and gains one charge every time it hits a hostile enemy. If you expend more than five charges before making a long rest the weapon overheats....

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