Campaign Cards Set 5
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You walk roads of magic that frighten the faint of heart.
Benefit: You have expanded class and feat choices.
Classes: Warlock[CA], Warmage[CA].
Feats: Extra Slot[CA], Extra Spell[CA], Insightful[CA], Night Haunt[CA], Wandstrike[CA].
With skills beyond the norm, you are a boon to your companions.
Benefit: You have expanded class and equipment choices.
Classes: Scout[CV], Spellthief[CV].
Equipment: Barbed dagger[CV], quickblade rapier[CV], broadblade shortsword[CV], fareye oil[CV], flash pellet[CV], healer's balm[CV], keenear powder[CV].
With supernatural ease, you make the most of a curing spell in times of dire need.
Prerequisites: The ability to channel positive energy.
Benefit: You can spend this card once an adventure round to spontaneously Maximize, as the meatmagic feat, a single cure light wounds, cure moderate wounds, or cure serious wounds spell cast on an unconscious ally.
Addicted to risk, and able to move and think fast when needed, you seem to expect the unexpected.
Prerequisites: Alertness
Benefit: Unlike other Campaign Cards you play this card after dice are rolled. You can spend this card once per adventure round to reroll a single saving throw that you have just failed. Use the second roll for the check's result even if the result is less desirable. Both rolls are considered the same save so you gain all bonuses (even those granted from other Campaign Cards) on the second roll that you had with the first roll.
Spry and wary, you dart a path from harm's way.
Benefit: You can spend this card once per adventure round to incur no attacks of opportunity from visible enemies during a single special withdraw action. This action is special because you may only move your speed (not the normal double speed) during this withdraw, even though this special withdraw is still a full-round action.
Death has a hard time getting its bony grip upon you.
Prerequisites: Endurance and Diehard
Benefit: You can spend this card once per adventure round to negate a successful death attack.
Empower your blessed aid to bring a companion back from the brink.
Prerequisites: You must have Blessed Relief in you Campaign Card stack. That card is played in conjunction with this one.
Benefit: Play this card with Blessed Relief once an adventure round to gain the benefit of that card, and the spell is also empowered, as the feat of the same name.
Infuse your spell with unexpected energy.
Prerequisites: You must have Arcane Influx in you Campaign Card Stack. That card is played in conjunction with this one to modify a spell with an energy descriptor.
Benefit: Play this card with Arcane Influx once an adventure round to gain the benefit of that card, and to spontaneously change the energy descriptor of that spell to acid, cold, electricity, and fire.
It's almost as if Mystra whispers in your ear, unlocking the secrets of the Weave.
Benefit: Your knowledge of the Weave is stronger than most, thanks to that strange little voice in your head. Spend this card once an adventure round to gain a +6 insight bonus on a single Knowledge (arcana), Knowledge (planes), or Spellcraft check, or spend it to make one of these checks untrained, but with no insight bonus.
The Path of Magic unlocks the following rules items:
Classes: Warlock[CA], spellthief[CA].
Prestige Classes: Argent savant[CA], effigy master[CA], fatespinner[CA], geometer[CA], incantatrix[PF], initiate of the sevenfold veil[CA], spell dagger evoker[CV], warmage[CA].
Spells (all [CA]): Bolt of disruption, brilliant blade, defenestrating sphere, energy immunity, enhance familiar, familiar pocket, force orb, fortify familiar, heart of stone, improved mage armor, Otiluke's dispelling screen, prismatic ray, transfix, unluck.
You walk along the winding pathways of this world and beyond.
Benefit: No matter what paths you walk, you are rarely lost. Spend this card once an adventure round to gain a +6 insight bonus on a Survival check. You may use this bonus on a Track Check.
The Path of Paths unlocks the following rules items:
Classes: Scout[CV]
Prestige Classes: Bloodhound[CV], daggerspell adept[CV], dungeon delver[CV], Fochulcan lyrist[CV], highland stalker[CV], seeker of the song[CA], wayfarer guide[CA].
Magic Items: Rope of crossing[PL], staff of entrapment[CA], staff of opening[CA], sending stones[CA], vestment of steadfast spellcasting[PL]
Spell Focus: Planar forks (for use with the plane shift spell) keyed to the Astral and Material planes. Each fork costs 1,000 gp.

[CA] = Complete Arcane

[PF] = Player's Guide to Faerūn

[PL] = Planar Handbook
[CV] = Complete Adventurer

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