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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Battlechef’s Heated Skillet
Weapon (mace), rare ___ This iron skillet is magically light and wieldy in your grasp, allowing you to swing it as a weapon. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you’re proficient with cook’s utensils, you’re proficient with the “battlechef’s heated skillet.” The skillet has 3 charges and regains all expended charges whenever you spend at least 1 hour cooking with it, which can be done over the course of a short rest. The first creature to eat a meal that was cooked in the skillet gains 5 temporary hit points. When you make an attack with the weapon, you can speak one of its three command words to expend 1 or more of its charges: “hot” (1 charge), “hotter” (2 charges), or “hottest” (3 charges). If the attack hits, the target takes an extra 1d6 fire damage for each expended charge. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Silver Tongue
Weapon (dagger), rare (requires attunement) ___ This solid silver dagger is embossed with a smiling face on its hilt. You gain a +2 bonus to attack and damage rolls made with this magic weapon. If the dagger is on your person, you also gain a +2 bonus to any Charisma check you make that involves speaking. If you’re a bard, whenever a creature rolls one of your Bardic Inspiration dice, it gains a +2 bonus to the roll. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Lantern Flail
Weapon (flail), rare (requires attunement) ___ A fiery lantern hangs at the end of the chain of this flail. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding it, you can use an action to magically light or extinguish the lantern’s flame. While it’s alight, any target hit with the weapon takes an extra 1d4 fire damage from the attack. If the fire damage die rolls a 4, the target continues to burn; it takes another 1d4 fire damage at the start of your next turn unless it or another creature within reach uses an action to put out the fire. It continues to burn in this way if the fire damage die rolls another 4. While the lantern is alight, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Hammer of the Ram
Weapon (maul), rare (requires attunement) ___ This all-silver hammer carries a mighty force behind it with every swing. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If the hammer hits an object that isn’t being worn or carried, the hit is a critical hit. The hammer has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a target with the hammer, you can expend 1 to 3 of its charges to force the target to make a DC 15 Strength saving throw. For each charge expended, the target takes an extra 1d10 force damage and is pushed 5 feet away from you on a failed save. On a successful save, the target takes half as much force damage and isn’t pushed. 𝙍𝙞𝙣𝙜 𝙤𝙛 𝙩𝙝𝙚 𝙍𝙖𝙢. If you’re also attuned to the “ring of the ram,” your bonus to attack and damage rolls with the hammer increases to +2, and the hammer’s every swing creates a projection of the spectral ram from the ring. The ram lurches forward from the head of the hammer, effectively increasing your reach with the weapon by an additional 5 feet. In addition, the hammer and ring share a pool of charges: any charge you have with the ring can be used for the hammer’s properties, and vice versa. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Starmetal Circlet
Wondrous item, rare (requires attunement) ___ This dark metal headpiece grants you a measure of control over nearby metal while you wear it. When a creature that you can see within 30 feet of you makes an attack with a weapon made of metal or a piece of metal ammunition, you can use your reaction to influence the result. When you do, roll a d4 and add or subtract the number rolled from the attack roll (your choice). You make this choice after the creature makes its attack roll but before the GM says whether the attack hits or misses. In addition, while wearing the circlet, you can use an action to interact with an object made of metal that isn’t being worn or carried or move it up to 15 feet. The object must be within 30 feet of you and weigh no more than 20 pounds. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Mirrored Ball of Brag’inir
Wondrous item, legendary ___ This mirrored ball is 3 inches in diameter and weighs 1 pound. Its reflective shards seem held together by a disembodied force of will. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, its mirrored shards drift apart to open the ball. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the ball’s shards briefly encircle the target, which is then affected by the “maze” spell (no concentration required) and shunted to a special demiplane within the ball. Missing with the attack causes the shards to contract and become a sphere once more. This version of the “maze” spell creates a labyrinth of mirrored walls. When the spell ends, the target reappears in the ball’s space or, if there isn’t room for it, in the nearest unoccupied space. The ball then vanishes, but reappears in a random location on a different plane of existence. When the target reappears, it takes 10d10 psychic damage from the ordeal, or half as much damage if the target escaped the labyrinth and ended the spell early. If the target escapes the labyrinth, it suffers a random short-term madness effect, which lasts for 1 minute. If the target spends the full duration in the labyrinth, it instead suffers a random long-term madness effect that lasts for 7 days. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Vine Whip
Weapon (whip), uncommon ___ Tightly braided living vines have been rooted to the end of a branch to make this magic whip. The whip adds 10 feet to your reach when you attack with it, instead of 5 feet; if you’re a druid or ranger, it instead adds 20 feet to your reach. If you’re a druid, you’re proficient with the “vine whip.” This whip can be targeted by the “shillelagh” spell. When you hit a Large or smaller target with the whip, you can choose to pull it up to 10 feet towards you, or 20 feet if you’re a druid or ranger. Unless you’re a druid, this property of the whip can’t be used again until the next dawn. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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💍 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Heavenly Hand Chain
Ring, uncommon (requires attunement by a cleric) ___ This platinum ring is chained to a matching bracelet. While wearing the hand chain, you can use an action to cast the “warding bond” spell on another creature you touch. This version of the spell lasts for 1 minute, instead of 1 hour, or until the target is more than 60 feet away from you. For the duration of the spell, you can use a bonus action to pull the affected creature to the nearest unoccupied space within 5 feet of you (provided it’s willing). Once a creature has been affected by the “warding bond” spell in this way, it can’t be targeted by the spell using the hand chain again until the next dawn. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Celestial Bident
Weapon (trident), legendary (requires attunement by a cleric or paladin) ___ This bident’s prongs are designed as celestial wings. A ball of pure light radiates between the wings, which sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. While holding the bident, you can use a bonus action to light or extinguish the ball. Alternatively, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 40 feet each or a minimum of 10 feet each. If you’re attuned to the “celestial bident,” you are considered proficient with it. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 1d6 radiant damage to any target it hits while the ball of pure light is present in the bident. Immediately after you make a ranged weapon attack with the bident, it flies back to your open hand. While holding the weapon, you also gain a +2 bonus to spell attack rolls. 𝘽𝙚𝙨𝙩𝙤𝙬 𝙇𝙞𝙜𝙝𝙩. While the ball of light is present between the bident’s prongs, you can use an action to touch a creature with the bident and confer the light into them. The ball disappears within the creature for 8 hours. For the duration, the creature can’t be blinded, deafened, diseased, frightened, paralyzed, petrified, or poisoned. If the creature is already affected by such a condition, the effects are suppressed for the duration of this effect. The ball of light returns to the bident at the end of the 8 hours or when the creature is reduced to 0 hit points. If the creature is reduced to 0 hit points, the ball lifts from the creature’s body and returns to the bident, and the creature immediately regains 1 hit point. Once a creature has benefitted from this property, it can’t do so again for 24 hours. 𝙂𝙪𝙞𝙙𝙞𝙣𝙜 𝘽𝙞𝙙𝙚𝙣𝙩. While holding the weapon, you can use an action to cast the “guiding bolt” spell from it, using your spell attack bonus. When you do, the bolt appears as a duplicate of the bident made of pure light, and on a hit, any allied creature within 10 feet of the target gains 10 temporary hit points. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Pauldron of the Lost Legion
Wondrous item, legendary (requires attunement) ___ This pauldron is made of mourningsteel, a metal sometimes found below ancient battlegrounds. A tattered capelet bearing a crest hangs from it. You gain a +1 bonus to AC while wearing this pauldron. In addition, whenever you roll initiative and aren’t surprised, you can immediately move up to 30 feet without provoking opportunity attacks, provided your speed isn’t 0. While moving in this way, you can move through another creature’s space, regardless of its size, and such a creature’s space isn’t considered difficult terrain for you. Your appearance becomes slightly ghost-like for the duration of this movement; you can force one creature you move through in this way to make a DC 17 Constitution saving throw, taking 3d6 force damage on a failed save. While wearing the pauldron, you also have advantage on saving throws against effects from undead. The pauldron has the spirits of 10 long-lost souls trapped within its metal. While wearing it, you can use the pauldron’s following properties by calling upon the trapped souls; these properties use a spell attack bonus of +9 and spell save DC of 17. The pauldron regains the use of 1d8 + 2 spirits daily at dawn. 𝙎𝙥𝙚𝙡𝙡𝙨. You can use an action to cast either the “guardian of faith” (4 spirits) or “spirit guardians” (3 spirits) spell from the pauldron. The spells appear as a ghostly formation of stalwart soldiers or a swirling whirlwind of weaponry, respectively. 𝙍𝙚𝙩𝙖𝙡𝙞𝙖𝙩𝙚. When you take damage from another creature you can see within 5 feet of you, you can use your reaction to use 1 of the pauldron’s spirits to make a melee spell attack against the triggering creature. On a hit, the target takes 1d6 + 4 force damage, and you gain 10 temporary hit points. 𝙎𝙥𝙞𝙧𝙞𝙩 𝙎𝙬𝙖𝙧𝙢. As an action, you can use 3 or more spirits from the pauldron to create a formation of ghostly soldiers. The soldiers appear in an unoccupied space that you can see within 10 feet of you. Treat the soldiers as a Large undead swarm: they can occupy another creature’s space and vice versa... ... Continued in the comment below! ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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🛡 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Verdant Breastplate
Armor (breastplate), rare (requires attunement) ___ When found, this breastplate resembles a leather cuirass covered in large, dried leaves. Once you wear and attune to it, however, it springs to life and flourishes; its leaves remain pliable and flexible, but harden against incoming harm to protect you. Sleeping in this armor has no adverse effect on you. While wearing this armor, moving through nonmagical plants that impede movement (such as by creating difficult terrain) costs you no extra movement, and you don’t take damage from nonmagical plant hazards such as thorns or spines. In addition, the “entangle” spell has no effect on you, and you have advantage on any Dexterity (Stealth) check you make to hide in areas of dense foliage. 𝘾𝙝𝙖𝙧𝙜𝙚𝙨. This armor has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you’re a druid or ranger and have cast the “plant growth” spell from the armor within the last 24 hours, the armor regains all expended charges instead. 𝙎𝙥𝙚𝙡𝙡𝙨. While wearing this armor, you can use an action to expend some of its charges to cast either the “entangle” (1 charges) or “plant growth” (3 charges) spell from it, using a spell save DC of 15. If you’re a druid or ranger, you can choose to cast the spell from the armor using your spell save DC instead. When you cast “plant growth” using this armor, the plants affected by the spell are enriched for 30 days. The plants yield twice the normal amount of food when harvested. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Fireamber Scepter
Rod, uncommon (requires attunement by a spellcaster) ___ A fire beetle has been preserved within the amber of this otherwise twisted wooden rod. While holding it, you can use an action to cast the “dancing lights” spell from it. When you do, the light is warm and fiery, and at the center of each glowing orb is an illusory, ghostly fire beetle; the glowing orbs can be combined to form a beetle-like shape. Alternatively, while you’re holding the scepter, you can cause its amber head to glow, shedding warm bright light in a 10-foot radius and dim light for an additional 10 feet. The scepter continues to glow until you drop it or end the effect (no action required). 𝘽𝙚𝙚𝙩𝙡𝙚 𝙁𝙞𝙧𝙚. While holding the rod, you can use an action to cast the “faerie fire” spell from it, using your spell save DC. This version of the spell also creates a swarm of insects (which appear as Tiny fire beetles) immediately after you cast the spell. The swarm appears in a space of your choice within the spell’s area. For the duration of the spell, you can use a bonus action on each of your turns to cause the swarm to fly up to 60 feet toward a creature outlined by the spell and use its bite attack on it if it ends this movement in the creature’s space. The swarm uses your spell attack bonus to hit, instead of its normal bonus. Once this property of the rod has been used, it can’t be used again until the next dawn. 𝙄𝙡𝙡𝙪𝙢𝙞𝙣𝙖𝙩𝙚𝙙 𝙒𝙚𝙖𝙥𝙤𝙣. While the rod is glowing, it can also be used as a magic club. When you attack with the rod, you can use your spellcasting ability modifier, instead of Strength, for the attack and damage rolls. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Helm of the Skeleton
Wondrous item, uncommon (requires attunement) ___ While wearing this helmet, any skeleton or skeletal creature that has a challenge rating of 1 or lower is indifferent towards you unless commanded or until either you or your companions harm it. In addition, any damage you deal to an undead creature counts as magical and ignores its Undead Fortitude trait, if it has it; you also only require half as much food and drink as normal. An undead creature wearing this helmet gains a +1 bonus to AC, even if it’s not attuned to it. 𝘾𝙪𝙧𝙨𝙚. This helmet is cursed, and becoming attuned to it extends the curse to you. While cursed, your skin becomes leathery and gaunt against your frame. If you die while cursed and aren’t returned to life (such as by the “revivify” spell), you’re transformed into a zombie or skeleton (GM’s discretion) after 24 hours. This transformation can be delayed by certain magic, such as the “gentle repose” spell, until that effect ends. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Thunderbolt Quill
Wondrous item, rare ___ This quill writes by burning parchment, velum, or similar surfaces with electricity, instead of using ink. Dusting the surface with the quill’s feather erases any mark made with it. It takes half as long as normal to write or copy something using this quill, as it races across a surface with ease. You can use the quill to copy a spell into a spellbook. When you do, the spell doesn’t require special ink, halving the gold you must normally spend to do so. If you use this quill to copy a damage-dealing spell into a spellbook, you can choose to change the spell’s damage type to either lightning or thunder. You make this choice when you copy the spell into the book. Each time you copy a spell into a book using the quill, roll a d8. On a 1, the quill loses its magic after copying the spell, but can still be used as a normal quill. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Fragments of Chaos Wondrous item, very rare ___ When found, this necklace has 1d3 + 2 glass beads hanging from it. Each bead contains a small amount of energy from the plane of chaos. While wearing the necklace, you can use an action to wrench off one of the beads and throw it at a point that you can see within 60 feet of you. The bead shatters upon impact, and a random effect occurs, centered at that point. Each time you throw a bead, roll a d8 and use the table below to determine what effect occurs (save DC 16). | 1d8  | Effect | — | 1    | A dense thicket of trees erupts from the ground in a 20-foot-radius circle. Each creature within the area must succeed on a Dexterity saving throw or be lifted 60 feet in the air, up to the space available, as the trees ensnare it and lift it up. Medium and smaller creatures can squeeze between the trees in the thicket; such a creature also has three quarters cover against ranged attacks. The trees vanish after 1 hour. | | 2    | Shards of volcanic glass explode from the point, slicing and burning creatures within 20 feet of the point. Any creature within the area must make a Dexterity saving throw. A creature takes 5d8 slashing damage and 5d8 fire damage on a failed save, or half as much damage on a successful one. | | 3    | A roiling whirlpool replaces the ground in a 20-foot-radius circle. The whirlpool creates its own extradimensional space that’s 100 feet deep. Creatures within the area when it appears or who enter it for the first time on their turns must make a Strength saving throw. On a failed save, a creature is pulled 10 feet towards the center of the pool and 20 feet down, pulling it towards the bottom of the pool. The area of the whirlpool is also considered difficult terrain, even for creatures that have a swimming speed. The whirlpool rages for 1 hour, after which time the ground returns to normal. Any creatures within the whirlpool when it ends are shunted back to the nearest unoccupied space on the ground. | | 4    | Lightning strikes out from the... ... Continued in the comment below! ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Voidknight’s Maul
Weapon (maul), very rare (requires attunement by a paladin) ___ The crystalline head of this magic hammer has been bathed in the latent magic of the Astral Plane for untold millennia. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While you remain attuned to it, you age at one-tenth your normal rate. 𝘼𝙨𝙩𝙧𝙖𝙡 𝙎𝙢𝙞𝙩𝙚. Whenever you use your Divine Smite feature against a creature, you can choose for it to deal psychic damage instead of radiant damage. Furthermore, when you expend a spell slot of 2nd level or higher to use your Divine Smite, you can force the target of the attack to make a Constitution saving throw against your paladin spell save DC. On a failed save, the creature is affected by the “levitate” spell. This version of the spell can affect multiple creatures at once, though you must still concentrate on the spell as normal. If your concentration on the spell ends, any affected creature gently floats back to the ground. Otherwise, you can use your action to move one or multiple targets affected by the spell vertically, up to 20 feet, dividing the movement between them. Each affected creature must remain within the spell’s range. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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🛡 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Shield of the Eldritch Maw Armor (shield), very rare ___ The face of this shield is seemingly made of teeth, with a clear, fanglike line through its center. While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Whenever a creature makes a melee attack roll against you while you’re holding the shield, you can use your reaction to make a special melee attack with the shield against that target, with an attack bonus of +8. When you do, the shield splits apart to form a toothy maw, which opens wide and bites down on the target. On a hit, the target takes 1d4 piercing damage plus 1d6 psychic damage. If you roll a 20 on the attack roll, the target is magically shunted to a special demiplane within the shield. The creature remains in the demiplane until you end the effect (no action required) or until you doff the shield, to a maximum of 1 minute, during which time it takes 1d4 acid damage plus 3d6 psychic damage at the end of each of its turns. A creature reduced to 0 hit points in the demiplane is devoured. At the start of each of its turns, the shunted creature can make a DC 16 Charisma saving throw. On a successful save, it escapes the demiplane and reappears in the nearest unoccupied space to the shield. Only one creature can be in the demiplane at a time. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon's Saddlebag on Patreon for less than $10 a month!
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