Free · no account · print-ready
Make cards for your D&D characters and magic items
A magic item on a real card hits different than a line in the session notes — and players never lose a card they can hold.
Make a campaign card →Every table has the same problem: the DM describes the Flametongue Sword, everyone nods, and by next session nobody remembers what it does. A card fixes that. Physical item cards get passed around the table, hoarded, and traded — and a character card at session zero makes a party feel like a party.
Cards also solve the boss-reveal problem: sliding a foil legendary across the table when the villain finally shows up is cheap theater that works every time.
How to do it
Items on Classic or Vintage, characters on Ornate
Item cards want a compact frame with an ability box; the Vintage frame makes consumables and relics feel found rather than granted. Player characters deserve the ornate ceremony.
Put the mechanics in the ability box, the lore in the flavor
'+1d6 fire damage on hit' up top; 'forged in the last breath of a dying star' at the bottom. Players read both, remember both.
Match rarity to D&D item tiers
Common/uncommon/rare/very rare/legendary maps directly onto card rarity tiers — the color language carries over for free.
Print handouts, keep a binder
Print item cards as the players earn them. The party binder of every item found across a campaign becomes the campaign's museum.
Foil the artifacts
One foil card per arc: the artifact, the boss, the deal with the devil. Scarcity is what makes the table go quiet.
Small things that make it great
- Consumables as commons players can literally spend (tear up the card — they'll gasp)
- NPC cards with a portrait beat any handout for recurring characters
- Keep stat labels consistent across the campaign: it becomes a real system