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THEGRIFFONSSADDLEBAG.COM 4
Aberrant Nail Date Aberrant Nail Date
Braided Quarterstaff Jan-20 Censer Chime Jun-22
Bramble Buckler Dec-18 Censer Chime Jun-22
Bramble Token Cuff Apr-20 Centaur's Hunting Bow Jun-22
Brambleheart Quiver Dec-21 Ceratopper Jan-23
Brawler's Ring Apr-19 Cerberus Whistle Oct-19
Breastplate of the Morning Light Jun-20 Chain Acolyte Robes Nov-23
Brooch of Many Sizes Feb-19 Chain Devil Gloves Jul-23
Brutal Macuahuitl Apr-19 Champion's Greatbow Dec-19
Bubble Collar Feb-20 Champion's Shield Jan-20
Bug Smashers Nov-23 Chapel Lantern Oct-23
Bulette Bulwark Sep-19 Charged Rapier Jul-23
Bullette Torpedo Oct-20 Charging Bugle Mar-20
Bullfrog Bugle Apr-20 Charlatan's Wardrobe Mar-22
Bullfrog Totem May-23 Cherry Blossom Wand Sep-19
Bullseye Dart Jul-21 Chi-Balancing Tea Feb-22
Burrage's Collegiate Case Apr-23 Chicken Tonic Jul-20
Cactus Mace Jun-21 Chillspike Oct-22
Caduceus Flail Jul-19 Chimera Trident Nov-19
Calligrapher's Shade Aug-20 Chimeric Collar Mar-24
Camilla's Quicksilver Mirror Apr-22 Chromacloth Aug-21
Camper's Crutch Jun-21 Chromatic Obsidian Breastplate Nov-18
Camper's Respite Nov-19 Chromatic Obsidian Greataxe Oct-22
Candelabra Scepter Jun-20 Chronal Sphere Mar-20
Candle of Anti-light Jul-22 Chronomancer's Eyepiece Dec-20
Candlecoven Censer Jan-19 Cinnabar Rapier Nov-19
Candlecoven Hat Oct-22 Circlet of Resonant Spheres Nov-18
Candleflame Bow Oct-22 Circlet of the Huntsman's Third Eye Feb-24
Candleflame Claymore Jun-21 Circlet of the Sharpened Mind Apr-19
Candleflame Helm Aug-22 Clangor Helmet Feb-20
Candy Xorn Mar-21 Claw Sickle Apr-23
Canister of Vreyval's Soothing Tea Oct-21 Claws of Ursine Fury Dec-22
Captain's Pride Mar-21 Claymore of the Great Badger Dec-22
Captain's Wright Apr-21 Cleaning Cube Sep-21
Carrion Shroud Jun-23 Clear Bell Nov-20
Castle Shield Mar-20 Cloak of Daggers Jun-24
Cat Eye Glasses Jun-24 Cloak of Hellish Legacies Mar-22
Cathedral Armor Sep-23 Cloak of Smoke and Cinder Mar-24
Catnip Amulet Oct-22 Cloak of the Boundless Spirit Nov-23
Celestial Bident Oct-19 Cloak of the Djinni Jan-19
Celestial Circlet Apr-24 Cloak of the Midwinter Solsticekeeper Nov-21
Celestial Sunrise Oct-19 Cloak of the Protector's Charge Dec-23
Celestial Sunrise Dec-19 Cloche of Surprise Treats May-23
Celestial Tome of Healing Dec-19 Clockwork Colony Toolbox Mar-21
Censer Chime Feb-23 Clockwork Earwug Apr-20
Censer Chime Jun-22 Clockwork Faefly Apr-20
THEGRIFFONSSADDLEBAG.COM 6
Aberrant Nail Date Aberrant Nail Date
Detective's Monocle Oct-22 Dragonwing Scimitars Jul-22
Detective's Notebook Jun-23 Dramus' Dancing Shoes May-23
Devil-Beating Brush Jan-21 Dramus' Wand of Noises May-20
Devil's Detail Eyepatch Aug-22 Dream Catcher Nov-21
Devil's Golden Fiddle Sep-19 Dream Mantle Mar-22
Dimensional Quiver Aug-22 Dream Saber Dec-18
Diorama Die Feb-22 Dress of Defense Oct-21
Direstone Dwarven Key Nov-21 Dress of Many Pockets Nov-20
Direstone Dwarven Pick May-20 Drill Lance May-20
Direstone Runic Wand Feb-19 Drowner's Pearl Aug-22
Discordant Thunderstave Jan-21 Druidic Shape Charms Oct-20
Displacement Leathers Sep-19 Druidic Throwing Club Jul-23
Diviner's Dice Jan-23 Dryadleaf Jan-19
Djinn and Tonic Jan-20 Dryad's Key May-19
Djinn and Tonic Dec-19 Dune Cowl Mar-22
Domclavis Dec-19 Dune Duster Aug-20
Dominic's Field Guide to Language Feb-22 Dusk Cleaver Mar-23
Doodle Ring Oct-20 Dusk Dagger May-21
Doom Bloom Oct-19 Dusk Dagger Jun-20
Doomsday Cookie Feb-21 Dusk Dagger Jun-20
Doorway Rapier Jun-19 Dwarven Boozehound's Backpack Jun-20
Doorway Scepter Dec-22 Dwarven Iron Axe May-21
Doubloon Diver's Googles Jun-22 Eaglereign Mar-23
Draconic Powder Horn Apr-21 Ear Cuff of the Climber Feb-19
Dragon Edge Weapons Mar-24 Ear Cuff of the Vampire Bat Oct-20
Dragon Edge Weapons +1 Nov-18 Echo of the Oni Apr-19
Dragon Edge Weapons +2 Nov-18 Eclipse Spear Apr-22
Dragon Horn Pauldron Nov-18 Edible Book of Recipes Dec-19
Dragon Queen's Cloak Jun-21 Efreeti Bangles Mar-19
Dragon Tamer Lance Dec-23 Egg of Primal Water Jul-22
Dragon Turtle Barding Mar-19 Ehagan's Moving Ladder Oct-20
Dragon Turtle Gumbo Apr-20 Elder Sequoia Scale Mail Dec-19
Dragon Turtle Shield Apr-22 Eldritch Bident Mar-20
Dragonband Jul-19 Eldritch Scarf Mar-21
Dragonbolt Blaster Jul-20 Electric Gittern Sep-19
Dragonbreath Ammunition Jan-23 Emberheart Hammer Mar-24
Dragonkin Weapon +1 Feb-20 Enchantment Breaker Mar-23
Dragonkin Weapon +2 Jun-19 Encyclopedia Creature Obscura Jan-19
Dragonkin Weapon +3 Jun-19 Enervating Crystal Sword Jan-24
Dragon-Kindled Edge Jun-19 Enzymatic Gastrostaff Jun-22
Dragon's Call Feb-19 Essence of Rage Dec-19
Dragonscale Whetstone May-19 Eternal Slayer Sep-19
Dragonscale Whetstone Jul-22 Ether Spear Mar-20
Dragonscale Whetstone Jul-22 Etherean Torch Jan-19
Dragonscale Whetstone Jul-22 Everglacier Prosthesis Mar-22
THEGRIFFONSSADDLEBAG.COM 8
Aberrant Nail Date Aberrant Nail Date
Furious Flail Jun-19 Gossiper's Ear Cuff Feb-22
Fused Chimeric Hide Dec-19 Grasping Seedling Necklace Apr-22
Fyre Shredder Apr-20 Grasping Staff Apr-22
Galea of the Soulfire Phoenix Jan-23 Grass Carpet Jan-20
Galepierce Weapons Oct-19 Grass Whistle Blade May-19
Galvanic Steelsnare Aug-19 Grave Trodders Aug-19
Game Changer's Eye Sep-19 Gravity Goblet Mar-23
Gardener's Candle Holder May-22 Great Owl's Bow Jun-19
Gateway Ring 23-Dec Great Owl's Crown Sep-22
Gauntlets of Deliverance Mar-21 Great Owl's Shroud Sep-22
Gauntlets of Eldritch Ferocity Jan-20 Great Owl's Staff Oct-20
Gauntlets of the Divine Feud Jan-21 Greaves of Dendallen Feb-23
Gauntlets of the Midnight Leopard Nov-22 Green Knight's Vow May-19
Gelatinous Whip Apr-24 Greenthumb Whittler Jul-20
Gemini Mask Jul-20 Griffon Coinpouch Oct-22
Gentleman's Saber Jun-23 Griffon Component Pack Apr-20
Ghostbow Bracer Jun-21 Griffon Key Loop Aug-20
Ghostly Blade Dec-22 Grimoire of the Green Acts Oct-20
Gi of Shifting Seasons Aug-23 Grip of Dendallen Jan-22
Giant Captain's Hook Apr-21 Gripping Perfume Jun-19
Giantcraft Ambusher Jun-22 Grower's Tape Mar-23
Gibberbox Jul-20 Guardian's Reliquary Jul-23
Gibbering Bell Jun-19 Gusting Blowgun Sep-21
Gilded Ticket Jun-22 Hadiya's Handy Quill Jun-20
Give and Take Oct-22 Hag's Claw Feb-21
Gladius of the Everfighter Oct-19 Hagstone Amulets Nov-22
Glaive of the Forest Guardian Dec-20 Hailstorm Bow May-23
Glaive of the Revenant King Nov-21 Halberd of the Peacock Feb-24
Glass Carver Dec-19 Half Plate of the Blind Martyr Dec-18
Gloom Shield Jan-21 Halo Circlet Mar-20
Glove of the Aegis Jul-23 Hammer of the Ram Sep-23
Glove of the Grim Fandango Dec-18 Hammer of Thorns Apr-24
Gloves of Amphibios Jan-19 Hammer of Whispers Mar-24
Gloves of Healing Feb-20 Hammer of Willpower Aug-23
Gloves of Mimicry Jul-20 Hand Mirror of the Medusa Sep-22
Gloves of the Great Badger Feb-21 Hand of the Master Oct-23
Gnashing Key Apr-21 Harbinger's Flail Feb-19
Godsteel Barrier Oct-21 Harp of Dragons Aug-20
Godsteel Wargauntlets May-22 Harp of Valor May-24
Godsteel Warplate Feb-22 Harvest Apr-19
Godsteel Worldcarver Apr-21 Hasty Sugarbombs Jul-20
Golem Sapper May-21 Hat of Osnomnosis Jan-19
Gorget of the Holy Soldier Aug-21 Hat of the Nimbus Mage Oct-21
Gorgon Potion Jul-20 Hat of the Sanguine Coven May-24
Gorgon War Pick May-23 Hat Trick Nov-20
THEGRIFFONSSADDLEBAG.COM 10
Aberrant Nail Date Aberrant Nail Date
Kestra's Bent Spoon Oct-19 Living Wig Mar-24
Kestra's Task List Nov-19 Locket of the Stolen Heart Mar-24
Keycoin Jul-23 Locklinks Jan-21
Ki Blade Nov-22 Locksmith's Bane Mar-23
Killskull Longbow of Dread Jul-21 Lodestone Bolts Jun-19
Kindle Egg Sugarbombs Jun-19 Love's Embrace Jun-24
Kinetic Bowstring Jan-19 Luckleaf Nov-18
King Crab Claymore Jul-21 Lucky Bell Jul-21
Knight's Standard of Valor Nov-22 Lucky Bowl Jan-22
Knight's Standard of Vigor Apr-19 Lucky Golden Tooth Jan-24
Knight's Standard of Virtue May-19 Lucky Horseshoes Mar-23
Knocking Boots Apr-19 Luna Moth Cape Sep-23
Kobold Diviner's Amulet Feb-19 Lunar Compass Feb-20
Kobold Diviner's Hand Aug-23 Lunar Rapier Jul-23
Kraken Band May-23 Lupine Mask Mar-23
Kraken's Whip Aug-21 Mace of the Fish Tyrant Jan-20
Lady Phantasma's Material Anchor Nov-18 Mace of the Iron Crown Dec-22
Lamian Facestealer Jun-21 Mace of the Priest Apr-24
Lance of the Hungering Dead Jun-20 Mace of the Pumpkin King Jul-20
Lance of the Statuemaker Feb-19 Mace of Vampire Slaying Oct-21
Lance of the White Dragon Jan-22 Mage Eater Scythe May-23
Lantern Flail Nov-23 Magebane Mask Sep-20
Lantern of the Frost Watch Apr-24 Magebane Poison Jul-22
Lash of the Spelldrinker Sep-22 Mage-Catcher Explosives Aug-20
Leatherbeard Apr-21 Magentan Sun-Saw Jan-24
Ledger Scroll Dec-20 Magentan Sun-Saw Jun-21
Leeching Lash Aug-22 Mageplate Cap Jun-21
Leeching Quarterstaff Jun-22 Mageplate Ring May-19
Legion of Brass Katars Apr-19 Magic Pocket Jul-21
Liar's Lyre Sep-22 Magma War Pick Jul-22
Life Tether Ankh May-19 Magmarath Molten Blaster Nov-18
Life Turner Nov-19 Magnificent Pocket Vanity Apr-23
Lifeburst Nov-20 Mammoth Boots Aug-21
Life's Edge Sep-22 Mandible Bident Mar-19
Life's Flower Restorative Mar-24 Mantis Mitts Oct-21
Light Sling Dec-20 Mantle of Adaptivity Sep-23
Lightning Caltrops Dec-20 Mantle of Security Mar-23
Lightning Khopesh Jun-23 Mantle of the Pack Lord Apr-20
Lightning Pylons Jan-21 Mark of the Everglacier Monarch Dec-18
Lightning-Catcher Pauldron Jul-19 Marlin Lunger Jan-22
Lightning-Catching Bottle Jan-24 Marlinspike Flail Feb-20
Lightscreen Hover Boots May-22 Mask of Dendallen Dec-23
Lightseer's Gaze Jul-21 Mask of the Mimic Jun-19
Lionguard Chain Apr-21 Mask of the Pact Bearer Mar-22
Living Wig Apr-23 Mask of the Planeseeker Aug-19
THEGRIFFONSSADDLEBAG.COM 12
Aberrant Nail Date Aberrant Nail Date
Ogramau's Candle Feb-21 Peregrine Spear Mar-19
Ogramau's Glass Eye Jun-22 Performer's Puppet Jul-21
Ogramau's Graveyard Mar-22 Periapt of Reflection Nov-19
Ol' Stumpy Mar-21 Periscope Rod Sep-19
Omenbringer's Mantle Sep-21 Permanent Parchment Apr-20
Ooze Cube Ring Sep-19 Petal Dancer Ward Jul-19
Oozo Nov-23 Phantom Fire Staff Apr-19
Oozo Jan-24 Phantom Lance Dec-21
Orange Cicatrizer’s Debt Jan-24 Phanton Walkers Dec-23
Orator's Quill Jul-22 Phase Axe Sep-20
Orb of Rememberance Aug-19 Phasing Bow Jan-19
Orcam's Razor Apr-20 Phoenix Arrow Jun-20
Orelia's Tome of Beast Familiars Feb-24 Phoenix Breastplate Dec-18
Orner's Venomous Crossbow Jul-20 Phoenix Fan Sep-21
Orostead Iced Tea Jan-20 Phoenix Rocket Sword Nov-21
Orostead Iced Tea Apr-21 Phosphor Arrow Jun-20
Otyugh Cloak Apr-21 Pick and Pocket Mar-19
Ouroboros Rapier Apr-19 Pike of the Forgotten Legion Sep-21
Ouroboros Ring Mar-19 Pipe of Delicious Smells Jun-19
Ouroboros Wand Jul-22 Pipe of the Mermaid Sep-22
Overseer's Spade Jun-23 Pisces Shield Aug-23
Overshield Apr-20 Pitcher of Wisdom Mar-21
Owl Helm Mar-19 Plaguebane Mask Nov-23
Owlbear Leather Armor Oct-23 Planar Rapier Mar-19
Owlbear-Fletched Arrow Oct-21 Pocket Poppet Jan-19
Pack Leader Helm Nov-22 Pointed Arrow Dec-21
Pack of Levibubble Sugarbombs Nov-23 Poison Armor of Amphibios Oct-22
Pack of Revisibility Bombs Jan-19 Polaris Magistrate Codex Mar-21
Pact Card Oct-21 Polaris Magistrate Codex Nov-21
Pact Card Nov-22 Polaris Magistrate Gavel Nov-21
Pact Card Nov-22 Polaris Magistrate Robe Nov-21
Pact Card Nov-22 Pollen Pipe Nov-21
Pair of Tiny Violin Rings Nov-22 Pollinator Carapace Nov-22
Patch of the Mallard Dec-18 Pollinator Paints Jun-21
Patch of the Open Eye Aug-22 Pollinator Visor May-21
Patch of the Pail Jun-23 Poltergeist Candle Holder Jun-21
Patch of the Tome Nov-22 Pomade of Ten Thousand Styles Sep-20
Pauldron of the Lost Legion Apr-23 Pop-Up Business Card Dec-18
Pearl of Wisdom Quiver Apr-24 Potion of Dragon's Breath (3d6) May-23
Pearler's Blade Feb-19 Potion of Dragon's Breath (4d6) Jan-19
Pegasus Quill May-22 Potion of Dragon's Breath (5d6) Jan-19
Pendant of the Tempered Fury Nov-19 Potion of Nature's Growth Jan-19
Pendant of Thieves' Sight Mar-19 Potion of Puddle Scrying Jul-22
Pennypuncher Slinger Mar-19 Potion of Spell Recovery Jan-23
Peppermince Sugarbombs Jun-21 Pouch of Mephit Marbles Sep-19
THEGRIFFONSSADDLEBAG.COM 14
Aberrant Nail Date Aberrant Nail Date
Ring of Spell Sharing Sep-21 Rope Cobra Dec-19
Ring of Stolen Alacrity Feb-22 Rose of the Queen Valkyrie Jun-23
Ring of the Arcane Berserker Jan-21 Rose Quartz Koi May-24
Ring of the Assassin Lord Aug-20 Royal Blade of Amphibios Sep-20
Ring of the Candle Collector Nov-19 Royal Engineer's Greatcoat Sep-21
Ring of the Five Lights Jan-24 Royal Incinerator Sep-22
Ring of the Fowl Sentinel Nov-22 Rune-Marked Bracers Oct-21
Ring of the Koi Feb-19 Runic Ammunition Apr-22
Ring of the Mute Mage Apr-24 Rust Arrow Aug-19
Ring of the Printless May-21 Sagittarian Vestments Aug-20
Ring of the Sandskimmer Nov-21 Sahuagin Sabatons Jan-21
Ring of the Soul Harvest Jun-19 Salamander Flame Gauntlets May-23
Ring of the Split Mind Jan-22 Sandstorm Dancer Aug-20
Ring of the True Companions Apr-21 Sash of Sorcerous Synergy Jul-19
Ring of Vitality Feb-21 Satchel of Beast Chow Feb-20
Ring of Volleys May-24 Scarab Mask Aug-21
Ringmaster's Cape Aug-20 Scarecrow Armor Sep-22
Ringmaster's Signet Oct-23 Scarf of Snow's Sanctum Jun-22
Ringmaster's Top Hat Oct-23 Scarlet Scourge Jan-23
Rings of Fire, Ice, Stone, and Wind (Fire Oct-23 Scepter of Faith Nov-19
or Stone) Scepter of the Tyrant's Gaze Jul-20
Rings of Fire, Ice, Stone, and Wind (Ice) Mar-19 Schematic Scroll Jul-23
Rings of Fire, Ice, Stone, and Wind Mar-19 Scholar's Cap Sep-22
(Wind)
Scholar's Cap Jul-19
Rings of the Secret Scribe Mar-19
Scholar's Cap Jul-19
Riptide Crossbow Sep-23
Scorching Cleaver Jul-19
Riptide Katana Jan-21
Scorned Heart Breastplate Mar-19
Roaring Whip Aug-22
Scorpio Armor Feb-20
Robe of Cunning Apr-21
Scorpion Lasher Oct-21
Robe of the Altuist Jul-23
Screaming Longbow Jan-20
Robe of the Sunless Dec-21
Scroll of Comedic Endings Nov-18
Rocborne Hand Ballista Sep-22
Scroll of Film Jun-22
Rocborne Robe Oct-19
Scroll of Fleeting Attunement Dec-21
Rocborne Rod Oct-19
Scroll of Instant Cookies May-23
Rod of Endless Light Oct-19
Scroll of Mapping Feb-22
Rod of Instant Pillars Aug-21
Scroll of Mapping Feb-21
Rod of Refstophobia Dec-21
Scroll of Miraculous Mail Feb-21
Rod of Reverberation Jan-21
Scroll of Momentary Omniscience Apr-22
Rod of Storms May-21
Scroll of Moving Performances Nov-21
Rod of the Magicycle Jun-20
Scroll of Necrosis May-22
Rod of the Scarecrow Oct-20
Scroll of Nightmares Dec-23
Rod of the Thought Projection Nov-21
Scroll of Proclamation Oct-21
Rod of Water Absorption Apr-21
Scroll of Rugs Feb-23
Rooting Arrows Jun-20
Scroll of the Jester Jun-23
Rope Caster Dec-21
Scroll of the New Dawn Dec-20
Septum Ring of the Great Minotaur May-22 Signet Rings of the Fey Court May-19
THEGRIFFONSSADDLEBAG.COM 16
Aberrant Nail Date Aberrant Nail Date
Snowstorm Blowgun Jan-22 Staff of Cubic Cultivation May-23
Snuff Jan-22 Staff of Favorable Winds Jan-21
Snugglebeast (Dragon) Aug-19 Staff of Pigeons Dec-18
Snugglebeast (Owlbear) May-19 Staff of the Arcanum Mar-22
Snugglebeast (Tarrasque) May-19 Staff of the Black Raven Sep-23
Snugglebeast (Unicorn) May-19 Staff of the Cauldron Carrier Sep-22
Socks of Well-Rested May-19 Staff of the Dream Shepherd Sep-23
Solacesteel Mitigator Jan-19 Staff of the Eclipse Apr-21
Solacesteel Plate Dec-21 Staff of the Four Seasons Jan-24
Solacesteel Requiem Aug-23 Staff of the Iron Cauldron Jan-19
Solar Staff Aug-23 Staff of the Magpie Nov-23
Solar Torch Feb-22 Staff of the Mirage Jul-19
Sonar Arrow Apr-23 Staff of the Mustang Apr-19
Soothstriker Aug-23 Staff of the Reverent Warrior Jul-19
Sorcery Marble Jun-24 Staff of the Snail Sep-19
Soul Pendant Nov-21 Staff of the Snail Jan-22
Soul Sword Dec-20 Staff of the Vineyard Jan-22
Soul-Searing Scythe Oct-23 Staff of the Whirling Wyrm Mar-21
Sovereignseed Duffel Feb-20 Stalaga Spear May-23
Sovereignseed Satchel Jan-22 Stalagmight Geode Jun-19
Spatha of Martial Mastery Oct-21 Stalwart Staff Jul-21
Spell Bolt Wraps Jun-23 Starbreaker Feb-20
Spellfire Bow Dec-23 Stardust Hat Feb-19
Spellforge Scabbard Feb-21 Starlight's Reach Apr-24
Spellsealer May-23 Starmetal Blaster Mar-24
Spellsword Jan-24 Starmetal Circlet Apr-22
Spellwoven Robes Oct-20 Starmetal Constellation Scepter Apr-24
Spellwriter's Brace Mar-19 Starmetal Flail Jan-23
Spiderbite Daggers Mar-20 Starmetal Nova Armor Oct-22
Spiker and Striker Aug-19 Starmetal Ring Jan-20
Spinterguard Feb-22 Starmetal Shard Spear Dec-18
Spire Seed Jun-21 Starmetal Shield Sep-21
Spirit Cleaver Oct-19 Starmetal Sliver Jan-19
Spirit Pike Nov-20 Starmetal Solar Axe Oct-20
Spirit Sheath Feb-19 Starmetal Striker Oct-19
Spirit-Shaking Salt Feb-20 Status Signets May-19
Spiritwalker Breastplate Feb-24 Steam Harpoon Dec-19
Spitfire Jun-21 Steel Hawk Elite Lance Feb-21
Splintershot May-24 Steel Hawk Handaxe Nov-22
Splitter Jan-19 Steps of the Trickster Dec-21
Spoken Letter Aug-19 Stinkbug Shield Jan-19
Spool of Shadow Aug-22 Stone Soldier Oct-22
Squasher Dec-22 Stonebleeder Jan-24
Sream's Stoppered Oasis Nov-18 Stonemason's Companion Feb-24
Staff of Awakening Mar-20 Stoneseed Amber May-20
THEGRIFFONSSADDLEBAG.COM 18
Aberrant Nail Date Aberrant Nail Date
Unstable Arkanite Cluster May-23 Wand of Merriment Jun-22
Unstoppable Heart Nov-21 Wand of Necrosis Dec-19
Uorik the Conqueror's Juice Cup Nov-23 Wand of Puppetry Nov-20
Urnblade May-19 Wand of Shadows May-21
Vagrant's Wrist Stiletto Jun-20 Wand of Stars Dec-22
Vain Virtuoso Violin Mar-22 Wand of Steam Nov-19
Vainglorious Armor Mar-20 Wand of Termites Jul-22
Valkyrian Scale Jul-23 Wand of the Alicorn Apr-22
Vampiric Helm Nov-22 Wand of the Dragon Queen Aug-20
Vancian Helm Oct-22 Wand of the Frostrose Feb-22
Venombane Armor Jul-19 Wand of the Plagueswarm May-20
Verax Weapon Aug-19 Wand of Torchlight May-23
Verdant Breastplate Mar-21 Wand of Whispers 23-Dec
Vial Ring Apr-24 Wandblade Oct-19
Vigilante's Mantle Aug-22 War Pick of Corrosion Mar-23
Vigilus Jun-24 War Standard of Battlecries Oct-23
Vine Whip Mar-19 War Thorn Mar-19
Vineyard Amulet Apr-24 Wardancer's Spear Jan-23
Violet King's Promise Aug-22 Warden's Armor Apr-21
Viper Bracers Jun-20 Warding Armor Feb-22
Viper Khopesh Jan-23 Warding Armor Sep-22
Viper's Katana Sep-20 Warding Armor Sep-22
Visage of Delight and Disaster May-22 Warding Staff Sep-22
Void Arrow Jul-19 Warding Weapon Mar-21
Void Render Aug-19 Warhammer of Eruptions Mar-23
Voidknight's Maul Apr-22 Warhorn of the Bronze Dragon Apr-21
Volcanic Boots Apr-24 Warmind Wand Feb-23
Volcanic Ocarina Apr-19 Warp Anchor Jul-19
Volt Gauntlets Jun-24 War's Wager Sep-21
Voltedge Apr-19 Waterskin of Voices Nov-19
Vortex Elixir Jun-19 Wavebender's Leiomano Jul-21
Vox Helm Aug-23 Wavecutter Sep-19
Voyage Collar May-19 Wayfinder Sphere Jul-21
Vyra's Broken Path Aug-21 Weapon of Blind Faith Feb-20
Wailing Ring Jan-21 Weapon of Mooring Jun-23
Wand Charging Station Aug-23 Weapon of Showmanship May-19
Wand of Branding Nov-22 Weapon of Spite Jul-19
Wand of Bubbles Apr-23 Weapon of Verdict Jul-19
Wand of Dowsing May-22 Weaving Wasp Needles Jan-20
Wand of Entombment Nov-19 Webgrip Bow Feb-20
Wand of Eyes May-23 Webgrip Rucksack Sep-21
Wand of Flares Jul-22 Weirdwater Poison Aug-19
Wand of Gilding Sep-22 Whalefall Armor Jun-24
Wand of Incense May-20 Whiffwater Potion Oct-23
Wand of Meadow's Rest Aug-23 Whip of the Copper Eel Dec-22
THEGRIFFONSSADDLEBAG.COM 20
WELCOME TO YEAR 6
New years are always filled with exciting changes. In
this case, though, there isn’t that much. I have some
side projects that are taking up parts of my time, but I
think that the Saddlebag has reached a very good place
in its content release schedule.
Really, the only difference this year is one that was
brought up last year: there will be new settings every
other month, and I’ll be continuing to release subclass-
es monthly.
I hope to be able to announce new stuff this year, but
we’ll see. I’m so grateful that I’m able to support these
side projects and invest my time and care into them:
they are a welcome distraction and unique opportunity
to try something new and learn a new skill set. I am
eager to polish these projects to a shining finish!
Anyway, favorites from this month include the bubble
collar, crystal ball of storms, death locket, inferno engine,
metallurgist’s grip and necromancer’s cuff.
NOVEMBER, 2023
Amulet of the Guiding Eye Inferno Engine
Bubble Collar
Cerberus Whistle
Cloak of Smoke and Cinder
Criir’s Scepter
Crystal Ball of Storms
Death Locket
Explorer’s Helm
Forest Eye Staff
Inferno Engine Necromancer’s Cuff
Inking Seahorn
Lance of the White Dragon
Bubble Collar
Metallurgist’s Grip
Necromancer’s Cuff
Ooze Cube Ring
Pack Leader Helm
Pitcher of Wisdom
Quillgun
Staff of the Iron Cauldron
Twin-Tuned Hammer
Unstoppable Heart
Winterland Footwraps
Death Locket
Amulet of the
Guiding Eye
G.COMNSADLEBTHRIF 22
Whenever another creature hits you with an attack on its Crystal Ball of Storms
turn while you’re wearing the cloak, a cloud of smoke billows
Wondrous item, legendary (requires attunement)
outward from the cloak, which heavily obscures you and
the area around you in a 10-foot-radius sphere. The smoke This crystal ball is about 6 inches in diameter. Inside is a
vanishes at the end of the turn; a wind of moderate or greater perpetual storm that crackles with ferocity. While touching
speed (at least 10 miles per hour) also disperses the smoke. it, you can either cast the scrying or call lightning spell with
This property is suppressed while you are incapacitated, re- it, using a spell save DC of 17.
strained, or otherwise unable to move, as well as while you’re If the scrying spell lasts for the full duration, you can
in an area of moderate or greater wind. choose to cause a storm to form above the sensor’s location at
the time the spell ends, as if by the control weather spell. The
Criir’s Scepter storm appears outside and in the sky above that point. The
spell creates rain, hail, or snow (your choice) in stormy wind
Rod, artifact (requires attunement by a spellcaster)
conditions; the temperature in the area drops by 10 degrees
This segmented scepter belongs to the Astral Griffon Criir, a Fahrenheit. The storm then remains for the next 8 hours, and
patron deity of artisans and craftsmen. Its upper half floats this property of the crystal ball can’t be used again until the
above the lower, along with four dark, metallic shards. At the next dawn.
center of the shards is a dark sphere. While holding the rod, Alternatively, you can cast call lightning from the crystal
the sphere at its top glows with an ember-like warmth from ball while looking through its sensor. The sensor must be
within. A miniscule, swirling galaxy quickly forms around it. outdoors, and it must be in stormy conditions. You don’t
While attuned to the rod, you can use a bonus action to need to concentrate on this call lightning to maintain it
summon it to your empty hand from a special demiplane. The during its duration, but it ends if scrying ends. When this call
rod returns to its demiplane if it is more than 30 feet away lightning spell ends, it can’t be used in this way again until
from you for 1 minute or more or if you dismiss it (no action the next dawn.
required). If the crystal ball is destroyed, the storm appears outside
While holding the rod, it emits bright light in a 15-foot and centered in the sky above that point. The storm recreates
radius, and dim light for an additional 15 feet. The light is the effects of the control weather spell, as determined by the
sunlight. While the light persists, you can use an action to GM. The storm is permanent; only a wish spell can dispel it.
expand or reduce its radius of bright and dim light by 5 feet
each, to a maximum of 30 feet each or a minimum of 10 feet
each.
Magic Resistance. While holding the rod, you have resis- Criir’s Scepter
tance to damage from spells.
Magic Weapon. Criir’s Scepter can also be used as a magic
morningstar that grants a +2 bonus to attack and damage
rolls made with it. You’re considered to be proficient with it
while attuned to the rod. Crystal Ball of Storms
Charges. The scepter has 10 charges for the following
properties. The scepter regains 1d6 + 4 expended charges
daily at dawn. If you expend the last charge, roll a d20. On an
11 or higher, the scepter regains 1d4 charges. On a 10 or lower,
the scepter returns to its demiplane and can’t be summoned
again until the next dawn.
Spells. While holding the scepter, you can use an action to
cast one of the following spells from it, using your spell save
DC and spell attack bonus: flame strike (4 charges), identify
(1 charge, or no charges to cast it over the course of 1 minute),
levitate (1 charge), meteor swarm (8 charges), reverse gravity
(6 charges), scorching ray (1 charge), or sunburst (7 charges).
If a spell cast in this way would deal fire damage, you can
choose for the damage to be radiant instead.
Star Collapse. While holding the scepter, you can use an
action to expend all of its remaining charges to cause the
sphere at the top to release an earth-shattering explosion.
The explosion erupts from it in a 60-foot-radius sphere: each
creature within that area, including yourself, must make a DC
18 Dexterity saving throw. On a failed save, a creature takes ra-
diant damage equal to 20 × the number of expended charges,
or half as much on a successful save. Your attunement to the
scepter then ends, and the scepter magically returns to the
Astral plane where it was created.
Destroying the Scepter. Only Criir can destroy the rod,
which requires it to be unmade while within the extradimen-
sional space of a Griffon’s Saddlebag.
Death Locket
Inferno Engine
THEGRIFFONSSADDLEBAG.COM 24
Inking Seahorn
Wondrous item, uncommon (requires attunement)
Inking Seahorn This horn is made from a seashell. A dark metal lip and
sculpted octopus hang to the open mouth of the horn. You
can breathe underwater while holding the horn so long as you
inhale through it.
The horn has 3 charges and regains 1d3 expended charges
daily at dawn. You can use an action to expend 1 of the horn’s
charges to blow it, releasing a cloud of ink from it in a 15-foot
cone: the nature of the ink changes depending on whether it’s
above or below the water.
Above Water: Each creature in the cone of ink must suc-
ceed on a DC 13 Dexterity saving throw or be blinded by the
ink until the start of your next turn.
Below Water: The ink remains suspended in the cone’s
area until the end of your next turn or until it’s dispersed by a
significant current. For the duration, any creature that moves
into the ink for the first time on its turn or starts its turn
there must make a DC 13 Dexterity saving throw. On a failed
save, the creature is blinded until the start of its next turn.
Regardless, the area is considered heavily obscured.
Lance of the
White Dragon
Lance of the White Dragon
Weapon (lance), very rare (requires attunement)
This magic lance is covered in spines and white dragon frag-
ments. The air around it is always frigid.
Charges. This weapon has 5 charges for the following
properties; it regains 1d4 +1 expended charges daily at dawn.
If the lance has at least 1 charge, it deals an extra 1d10 cold
damage to any target it hits.
You can use one of the following properties on each of your
Metallurgist’s
turns while holding the lance.
Grip Biting Cold. When you hit a creature with the lance, you
can expend 2 of its charges to force that creature to make
a DC 16 Constitution saving throw. On a failed save, the
creature is restrained by ice. The ice remains until the start
of your next turn or until the creature takes bludgeoning or
fire damage. If it takes bludgeoning damage in this way, that
damage is increased by 2d8.
Frigid Wrath. When you roll cold damage, you can expend
2 of the lance’s charges to deal maximum damage, instead of
rolling. If the cold damage is from the lance, it costs 1 charge
to use this property instead.
Necromancer’s Icy Launch. While on the ground, you can expend 1 of the
Grip lance’s charges using a bonus action to create a spire of ice
beneath you. The spire launches you up to 30 feet in a direc-
tion of your choice, without provoking opportunity attacks.
The ice crumbles and disappears immediately after. When
the spire appears, each creature within 5 feet of it must make
a DC 16 Dexterity saving throw. On a failed save, a creature is
pushed up to 5 feet away from the spire.
Metallurgist’s Grip
Wondrous item, very rare (requires attunement)
This plated metal gauntlet extends up your arm. The armored
plates are extensively corroded. If you’re missing a hand or
arm, the item can function as a prosthesis for it. While you’re
attuned to the gauntlet, it can’t be removed from you against
your will, and you have resistance to acid damage.
While wearing the gauntlet or using it as a prosthesis, you
THEGRIFFONSSADDLEBAG.COM 26
Quillgun
Weapon (blowgun), uncommon
This magic blowgun is made from a rough spruce branch. At
its end is a collection of sharp porcupine quills. The blowgun
has 30 quills and regains all expended quills daily at dawn; it
Quillgun
then loads itself with 6 of those quills, unless it was already
loaded with other ammunition.
If the blowgun is loaded with 6 quills in this way, it shoots
each of those quills simultaneously at the same target when
you make a ranged attack with it. You still make a single
attack roll with the blowgun when you do, and you add your
Dexterity modifier to the total of the attack’s damage. On
a hit, roll a d6 to determine how many of the quills hit the
target; you then roll a number of d4s equal to the result, and
the target takes piercing damage equal to the total of the d4s.
At the end of the turn, the blowgun magically reloads itself
with 6 new quills, unless you already loaded it with other
ammunition.
The blowgun can also be wielded as a magic club. While it
has at least 6 quills remaining, it deals an extra 1d4 piercing
damage to any target it hits.
Staff of the
Staff of the Iron Cauldron Iron Cauldron
Staff, very rare (requires attunement by a bard, cleric,
sorcerer, warlock, or wizard)
This iron staff has a thorny cauldron mounted at its head,
which belches a noxious fume from its mouth. Grass and
similarly Tiny mundane plants wither when its twisted end is
planted on them. This staff can be wielded as a magic quarter-
staff that grants a +1 bonus to attack and damage rolls made
with it, and it is always under the effects of the shillelagh
spell.
The staff has 10 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC and spell
attack bonus: acid arrow (2 charges), antilife shell (5 charges),
blight (4 charges), grease (1 charge), poison spray (no charges,
or 1 charge to cast at 5th level), or stinking cloud (3 charges).
The staff regains 1d6 + 4 expended charges daily at dusk.
If you expend the last charge, roll a d20. On a 1, the staff ex-
plodes into smoke and all plant life within 500 feet flourishes. Twin-Tuned Hammer
Twin-Tuned Hammer
Weapon (light hammer), very rare (requires attunement)
This two-pronged hammer vibrates with a powerful force
whenever it strikes a target. Despite the thunderous nature,
the sound it creates can only be heard up to 30 feet away. A
target hit with the hammer takes an extra 2d8 thunder dam-
age from the attack, or 3d8 thunder damage if the target is
made of stone, metal, or glass.
Whenever the hammer deals this bonus thunder damage, it
continues to vibrate until the end of your next turn. If you’re
a bard, you gain the following benefits while holding it for
the duration:
y Any target you grant a Bardic Inspiration die to also gains
an additional Bardic Inspiration die, which is a d4. This d4
can’t be used at the same time as the other Bardic Inspira-
tion die, and lasts until the end of your next turn.
y You can roll a d4 and add it to your bard spell save DC
Winterland Footwraps
Wondrous item, rare (requires attunement by a monk)
These blue straps keep a soft fur wrap held against your legs.
While wearing them, you have resistance to cold damage, and
the first time you hit a target with an unarmed strike on each
of your turns, the target takes an extra 1d6 cold damage from
the attack. In addition, you can move across icy surfaces with-
out needing to make an ability check, and difficult terrain
composed of ice or snow doesn’t cost you extra movement.
When you use your Step of the Wind feature while wearing
the wraps, you can walk on water until the end of your turn.
When you do, the water beneath your feet magically freezes
into a walkable path of floating ice, allowing you to step on it
freely. The ice melts after 1 minute.
Winterland Footwraps
THEGRIFFONSSADDLEBAG.COM 28
Happy (belated) holidays from the Saddlebag! I hope
your winter solstice festivities were filled with love and
joy and dice.
We have some small traditions in my family, but
they’re never the grand spectacle of an event that the
holiday season is suggested as being. In particular, my
partner and I have a quiet 25th with cinnamon rolls and
movies. We tend to start with Die Hard.
There were some fun items in December. Favorites
from this month include the amulet of radiant protection,
blazeblood rapier, marlinspike flail, scroll of necrosis, ser-
pentine bolas, stoneseed amber, and the worker’s wondrous
ladder.
DECEMBER, 2023
Amulet of Radiant Protection
Serpentine Bolas
Blazeblood Rapier
Cloak of the Midwinter Solsticekeeper Worker’s Wondrous
Courier’s Cap Ladder
Cryomancer’s Lexicon
Deathbomb Arrow
Dragon Queen’s Cloak
Flight of Fancy Fascinator
Four Winds Aegis
Gardener’s Candle Holder
Hunter’s Cup
Marlinspike Flail
Phantom Lance
Rapier of the Black Tentacle
Scroll of Necrosis
Serpentine Bolas
Silver Dragon Katana
Spell Bolt Wraps
Stoneseed Amber
Wand of Torchlight
Worker’s Wondrous Ladder
Marlinspike Flail
G.COMNSADLEBTHRIF 30
Courier’s Cap Deathbomb Arrow
Wondrous item, rare (requires attunement) Weapon (arrow), very rare
This tan bag cap bears a wax seal on its side and is stamped This arrow is tipped with a round head, which is decorated
with a variety of messengers’ markings. While wearing the with a grisly skull. A series of necromantic arcane circles
hat, your walking speed is increased by 5 feet. cover the arrow. The arrow detonates when it hits a creature
Within the hat is a special demiplane that can hold up to as part of a ranged weapon attack, creating a wave of deathly
100 letters, written notes, or similar mundane sheets of paper. energy that explodes outward from it. Any creature within
You can use an action to reach into the hat and pull out a 60 feet of the arrow must make a Constitution saving throw.
sheet you choose. If the hat is punctured or torn, the sheets of A creature takes 6d6 necrotic damage on a failed save, or
paper spill out in a pile within 5 feet of the hat. half as much damage on a successful one. Any nonmagical
The hat has 3 charges and regains all expended charges plant within the area immediately dies. The arrow is then
daily at dawn. While wearing the hat, you can use an action to destroyed.
expend some of its charges to cast one of the following spells The save DC changes depending on how close a creature is
from it: message (0 charges, or 1 charge to cast the alternate to the blast: the target of the attack (DC 17), within 10 feet (DC
version detailed below) or sending (2 charges). If there’s space 16), within 30 feet (DC 15), or within 60 feet (DC 13).
within the demiplane, any message sent by either spell is Other types of magic ammunition of this kind exist, such
automatically recorded on a mundane scrap of paper, torn to as deathbomb bolts meant for a crossbow, though arrows are
the size of the message, and stored within the hat. most common.
If you expend 1 charge to cast the message spell from the
hat, the message you send as part of the spell materializes
in front of you as a folded letter, complete with the message Courier’s Cap
inside of it. The message is written in your handwriting. The
letter then flies through the air towards the target, which can
be up to 1,000 feet away from you. You don’t need to be able
to see the target in order to send the message in this way, but
you must either know its name or provide a general descrip-
tion for the flying letter. The letter flies through the air with a
speed of 50 feet; it has AC 10 and 1 hit point. When the letter
arrives, it lands at the target’s feet or in one of its open hands,
provided it has one.
Cryomancer’s Lexicon
Wondrous item, very rare (requires attunement by a wiz-
ard)
This thick book is bound with white leather and is freezing
cold to the touch. This book can be used as a spellbook and
contains the following spells, which are wizard spells for Cryomancer’s Lexicon
you while you’re attuned to the book: cone of cold, freezing
sphere, ice storm, protection from energy (cold damage only),
sleet storm, and wall of ice.
The book also has 7 charges. It regains 1d6 + 1 expended
charges daily at dawn. While the book is on your person, you
can expend 1 or more of its charges for use with the following
properties:
Cold Casting. You can expend 1 or more charges from the
book in place of using spell slots when casting one of the
book’s icy spells. For each charge you spend as part of casting
a spell in this way, the level of the spell slot you need to
expend to cast it is reduced by 1. You can use an action to cast
one of the book’s spells, even if you didn’t prepare it, provid-
ed you use only charges to cast it in this way.
Freeze Over. When a creature that you can see (including
yourself ) takes damage, you can use your reaction to expend 1
of the book’s charges to change the damage’s type to cold.
Icy Armor. You can use an action to expend up to 3 of the Deathbomb Arrow
book’s charges to coat yourself in a magical frozen barrier.
You gain 10 temporary hit points for each expended charge,
and when a creature hits you with a melee attack while you
have these hit points, that creature takes 10 cold damage for
each spent charge.
THEGRIFFONSSADDLEBAG.COM 32
from your head. When this happens, the creature becomes
charmed by the hat for 1 minute or until it takes any damage.
For the duration, the creature is entirely focused on the hat; it
can only take the Dodge or Dash action on each of its turns.
Four Winds Aegis
Once a creature succeeds on the saving throw, it’s immune
to the hat’s effects for the next 24 hours.
Hunter’s Cup
Wondrous item, rare
This wooden goblet is covered in a soft layer of moss. Three
twisted antlers encircle it. It holds 1 cup of liquid.
When the goblet is filled from a free-flowing stream or
pond, it begins to glow with a soft energy. Drinking the
full goblet of glowing water using an action grants you the
following benefits until you finish a short or long rest (to a
maximum of 24 hours):
y You gain a +2 bonus to Dexterity (Stealth) checks and
Wisdom checks.
y You gain a +2 bonus to the damage rolls of your ranged
weapon attacks.
y Your walking speed increases by 5 feet.
y Any bonus granted by the goblet is doubled while you’re
within a forest.
The water in the goblet ceases to glow after 24 hours or if
Marlinspike Flail
Weapon (flail), uncommon
The head of this flail is a heavy iron ball, and is held onto
a bosun’s marlinspike with a series of clever, sturdy knots.
You gain a +1 bonus to attack and damage rolls made with
this magic weapon. If you’re proficient with water vehicles,
you have advantage on any ability check you make to untie a
knot using the marlinspike, and whenever you hit an object
or structure with it, you can roll the weapon’s damage die
twice, instead of once; you choose which result to use for the
weapon’s damage.
Phantom Lance
Weapon (lance), very rare (requires attunement)
This lance becomes shrouded in ghostly energy whenever it’s
thrust. You gain a +2 bonus to attack and damage rolls made
with this magic weapon, which deals force damage instead of
piercing damage. While the lance is on your person, you can
Phantom Lance cast the phantom steed spell from it, but only as a ritual.
Ghostly Charge. When you walk 20 or more feet in a
straight line on your turn, you can immediately use an action
to summon a ghostly steed from beneath you. The steed then
charges up to 80 more feet in that same line, which is 5 feet
wide, with you mounted atop it. This movement doesn’t pro-
voke opportunity attacks. Make an attack roll with the lance
against a target within 10 feet of the end of the line. You have
advantage on the attack roll.
In addition, any creature in the steed’s line must succeed
on a DC 15 Strength saving throw or take 3d12 force damage
and be knocked prone. If you hit the target at the end of the
line with the lance, that target must also make the saving
throw: it does so with disadvantage.
The steed vanishes immediately after the attack. If you roll
a 12 on any of the d12s for the damage of this attack or effect,
this property can be used again. Otherwise, this property
can’t be used again until the next dusk.
THEGRIFFONSSADDLEBAG.COM 34
Scroll of Necrosis If the original target fails its save, other creatures with-
in 5 feet of it must also succeed on the saving throw or be
Scroll, rare
knocked prone and entangled, as the bolas grow additional
The parchment of this scroll feels meat-like and is wrapped lengths of chain to wrap around the creatures’ legs. Such
around a set of bones. You can use an action to read this grisly a creature remains entangled until the end of its next turn
scroll aloud, causing nearby creatures to become plagued by or until it’s freed, at which point the extra lengths of chain
necrotic magic. Each creature that can hear you within 60 feet vanish. If the original target of the attack is freed, any other
of you must succeed on a DC 15 Constitution saving throw creature entangled by the bolas are released.
or become cursed. A creature cursed in this way has disad-
vantage on weapon attack rolls using Strength, and makes Silver Dragon Katana
Strength checks and Strength saving throws with disadvan-
Weapon (longsword), rare
tage; the creature can repeat the saving throw at the end of
each of its turns, taking 4d6 necrotic damage and ending the This shimmering silver katana is always cold to the touch,
curse on itself on a success. and a flurry of snow and ice trails behind it whenever it’s
Undead creatures that hear the curse make the saving swung. This sword has the finesse property, and when you
throw with disadvantage. If an undead creature fails the hit with an attack using it, the target takes an extra 1d4 cold
saving throw and has a challenge rating of 1/2 or lower, it falls damage.
apart into a heap of rotting carnage and is destroyed. You can use an action to speak the weapon’s command
When the last word of the scroll is read aloud, the parch- word and swing it down in front of you. When you do, a blast
ment sloughs off the bones and is destroyed, leaving only an of freezing winds erupts in a 30-foot cone from the blade.
unidentifiable mush behind. Each creature within that area must make a DC 15 Constitu-
tion saving throw as it’s struck by the flurry of icy shrapnel.
Serpentine Bolas A creature takes 2d6 slashing damage, 2d6 piercing damage,
and 2d6 cold damage on a failed save, or half as much damage
Weapon, rare
on a success. Once this property of the sword has been used,
You can make a ranged weapon attack with these bolas it can’t be used again until the next dawn.
against a Large or smaller target, treating them as if they
were a sling. When you do, you throw the bolas at the target; Spell Bolt Wraps
on a hit, the target takes the sling’s weapon damage, and it
Wondrous item, rare (requires attunement by a monk)
must succeed on a DC 13 Strength saving throw or be knocked
prone and entangled by the bolas. While entangled in this These armwraps are made from cut up strips of spell scrolls.
way, the target’s speed becomes 0, and it can’t benefit from The spell on the scroll is either chill touch (25%), fire bolt
any bonus to its speed. The target remains entangled until it’s (25%), ray of frost (25%), or shocking grasp (25%).
freed. A creature can use its action to make a DC 13 Strength While wearing the wraps, you can cast the spell on the
check, freeing itself or another creature within reach on a scroll in place of one of the unarmed strikes from your Flurry
success. of Blows feature. When you do, Wisdom is your spellcasting
Serpentine Bolas
Scroll of Necrosis
Stoneseed Amber
Wondrous item, very rare
This large hunk of amber holds a magic seed at its center.
From the seed grows a twisting vine, which turns to stone as
soon as it leaves the amber.
While holding the amber, you can speak its command word
using an action to cast the flesh to stone spell from it (save
DC 15). This version of the spell only affects plants, despite
not being made of flesh, including nonmagical plants that
aren’t creatures. Each time the spell is cast, roll a d20. On a 1,
the amber shatters and is destroyed, at which point you must
then succeed on a DC 15 Constitution saving throw or be pet-
rified. Regardless of the result of your saving throw, the seed
falls to the ground at your feet and magically plants itself. The
seed grows into a stone treant after 7 days have passed: it has
the statistics of a normal treant, except that it’s vulnerable to
thunder damage instead of fire damage, and it has resistance
to slashing damage instead of bludgeoning damage. If the
treant is destroyed, there is a 50 percent chance that a new
stoneseed amber is found at its center.
Wand of Torchlight
Wand, common
This wooden wand is twisted into a torch-like shape. Its wood
is charred at its flame-shaped tip. While holding the wand,
you can use a bonus action to speak its command word,
causing a harmless flame to sputter to life at its end. The light
sheds bright and dim light like a normal torch, and remains
until you use a bonus action to speak the command word
again.
The wand has 3 charges and regains all expended charges
daily at dawn. While holding the wand, you can use an action Stoneseed Amber Wand of
to expend 1 of its charges to cast the light spell from it (save Torchlight
DC 10). The light appears warm and fiery; the effect ends early
if the wand is used to cast the spell again.
Worker’s Wondrous
Ladder
THEGRIFFONSSADDLEBAG.COM 36
January had a lot of fun items! It also came with some
exciting announcements of my latest projects: two
TTRPGs I’ve been working on for fun. Each one meets
a different group of players I feel may be a little missed
with the recent (year long) flurry of new systems. In any
case, it’s an ongoing series of projects, and I’d love your
feedback on them as I continue to work on them. You
can find out more at https://saddleb.ag/ttrpgs.
I hope your new years’ resolutions are ongoing and
fulfilling! The only thing you ever need to do is simply
to start.
Favorite items from this month include the contin-
gency cards, cursed fang, encyclopedia creature obscura,
fang keeper, lightning-catcher pauldron, spellsealer, and
stone soldier.
JANUARY, 2024
Lightning-Catcher
Acorn Helmet Pauldron
Angelic Plate
Arkanotars
Blooddrinker
Constellation Whip
Contingency Cards
Cursed Fang
Death Dog Lasher Contingency Cards
Encyclopedia Creature Obscura
Fang Keeper
Fire Brigade Staff
Hearthfire Mantle
Hellion’s Mask
Lightning-Catcher Pauldron
Lucky Bowl
Mage-Catcher Explosives
Oozo
Ring of the Candle Collector
Spellsealer
Staff of the Eclipse
Stone Soldier
Unicorn Candle
Woodstalker’s Hood
Stone Soldier
G.COMNSADLEBTHRIF 38
Blooddrinker increases by an additional 5 feet. The whip sheds bright light
in a 20-foot radius and dim light for an additional 20 feet.
Weapon (greataxe), legendary (requires attunement)
Guiding Star. Once on each of your turns when you hit a
This axe’s handle ends in a bloodied stake, which was once creature with the whip, you can choose for it to leave behind
used to slay a powerful vampire. Its blood has since stained a mote of starlight. The next attack roll against that creature
the handle and granted it magical properties. You gain a before the end of your next turn is made with advantage. On a
+1 bonus to attack and damage rolls made with this magic hit, the mote explodes immediately after the attack and deals
weapon. The first time on each of your turns that you hit a 4d6 radiant damage to the target. On a miss or at the end of
creature using this weapon while you have fewer than half the effect’s duration, the mote winks out harmlessly instead.
your hit points, you regain a number of hit points equal to
the number rolled on the weapon’s damage die; you don’t Contingency Cards
regain hit points in this way if the target is a construct, plant,
Wondrous item, very rare
or undead.
The axe can also be used as a wooden stake for the purposes When found, there are 1d4 + 2 contingency cards in a stack.
of paralyzing a vampire. A vampire that’s reduced to 0 hit Each one has a type of circumstance detailed on it. Choose
points by an attack made with this weapon is automatically from the table below or roll a number of d20s equal to the
destroyed. cards found to determine what circumstance is written on
The weapon also has the following additional properties. It each card.
loses these properties while in sunlight. d20 Circumstance
Swarm Step. While holding the weapon, you can use a bo-
1 When you die
nus action to magically teleport to an unoccupied space that
you can see within 30 feet of you. When you do, you reappear When you roll a 1 on the d20 when making an ability
2
in the new space surrounded by a swarm of bats. If the sun check
isn’t up, the bats remain with you until the start of your next When you trigger an attack of opportunity from a
turn and heavily obscure you. Otherwise, the bats immediate- 3
hostile creature
ly fly away.
4 When you miss with an attack
Thrown. This greataxe has the thrown property, with a
normal range of 20 feet and a long range of 60 feet. When 5 When you fail a saving throw against a hostile source
thrown at a target within its normal range, the weapon flies 6 When you're knocked prone by a hostile source
back to your hand immediately after the attack.
7 When you hit a target with an attack
Vampiric Resistance. While the weapon is on your person,
you have resistance to necrotic damage and have advantage 8 When you fall from a height greater than 10 feet
on saving throws against being charmed. 9 When you make a death saving throw
Curse. This axe is cursed, and becoming attuned to it
When you drop to less than half your maximum hit
extends the curse to you (even if you’re in sunlight). As long 10
points
as you remain cursed, you are unwilling to part with the axe,
keeping it within reach at all times. You also have disadvan- 11 When you're surprised or trigger a trap
tage on attack rolls with weapons other than this one, unless When a spell you cast ends early as a result of
no foe is within 60 feet of you that you can see or hear. In 12 counterspell, dispel magic, or failing a Constitution
addition, if the axe doesn’t deal damage to at least one other saving throw
creature that isn’t a construct, plant, or undead each day, you
13 When you finish a short rest
suffer one level of exhaustion the next time you finish a long
rest. 14 When you roll initiative
When you take more than 30 damage from a single
15
Constellation Whip source
Weapon (whip), very rare (requires attunement) 16 When you become grappled or restrained
The handle of this whip is a magic spyglass. When you peer 17 When you become frightened or charmed
into the night sky through the spyglass, the stars are magi-
18 When you score a critical hit
cally connected by an illusory series of lines that illustrate the
namesakes of any constellation you know. 19 When you yell out "Help!"
The spyglass can be collapsed or extended using a bonus The card is blank: write your own circumstance be-
action while you hold it. You can speak its command word as 20
fore using it to cast a spell.
part of extending it or as a bonus action on another turn to
cause a stream of tiny stars to pour from the spyglass’s lens. When you cast a spell that targets only yourself, you can
The stars collect in a whip-like line, connected by a glimmer- use a contingency card that you’re holding as part of casting
ing lash. The lash and stars disappear when you speak the it to recreate the effects of the contingency spell from it,
command word again or when you collapse the spyglass or let using the circumstance that’s written on the card as the one
go of it. required by the spell. The card then ignites and turns to ash,
While the lash persists, the spyglass can be used as a whip, destroying itself. The spell you cast is then only cast once the
which deals radiant damage instead of slashing damage. circumstance comes to pass for the first time within the next
Between dusk and dawn, your reach when using the weapon 10 days, as per the contingency spell. This version of contin-
gency doesn’t end early as a result of not having a material
component.
Cursed Fang
Constellation Whip
Contingency Cards
THEGRIFFONSSADDLEBAG.COM 40
Encyclopedia Creature
Obscura
Wondrous item, rare
There are fourteen unique entries in this classic, hard-to-find enemy and language (or similar effect) associated with your
series of encyclopedic tomes, which were originally written volume of the encyclopedia. If you have 5 or more levels in the
by renowned hunters and archdruids. When found, roll a d20 druid class and spend that same time reading it, you can use
or choose from the table below to determine which encyclo- an action to expend 2 uses of your Wild Shape to transform
pedic volume it is. into the volume’s associated Wild Shape option or cast the
If you have at least 5 levels in the ranger class and spend listed spell. A benefit gained from the book is permanent.
48 hours over a period of 6 days or fewer studying the book’s Once you gain the book’s benefits, the book loses its magic,
contents and practicing its guidelines, you gain the favored but regains it in 10 years.
d20 Volume Title Favored Enemy and Language Wild Shape Option (Costs 2 Uses)
Aberration: A Speculation on Aberrant Physi-
1 Aberrations; Deep Speech Gibbering Mouther
ology
Beasts; beasts can understand
the meaning of your words,
2 Beast: Wild Beasts and Their Domestication Giant Scorpion
though you have no special abil-
ity to understand them in return
Celestial: The Divinity of Celestials, a Testa-
3 Celestials; Celestial Pegasus
ment
Constructs: The Inner Workings of Automa- Constructs; your choice of
4 Rug of Smothering
tons language
5 Dragon: The Draconomicon Dragons; Draconic Gold Dragon Wyrmling
Elemental: Fire and Water, a Primordial Proj-
6 Elementals; Primordial Gargoyle
ect
7 Fey: An Interpretation of Fey Minds Fey; Sylvan Dryad
8 Fiend: A Transcript of Fiendish Habits Fiends; Abyssal or Infernal Hell Hound
9 Giant: A Documentation of Giant Culture Giants; Giant Ogre
Humanoids (any two races); You cast the alter self spell (no
10 Humanoid: A Study of Humanoid Behavior
your choice of language concentration required)
Monstrosity: From under the Bed. Monsters Monstrosities; your choice of
11 Owlbear
and Their History language
Oozes; oozes you touch can
understand the meaning of your
Ochre Jelly (without the Split
12 Ooze: An Analysis on Ooze Composition words, though you have no spe-
reaction)
cial ability to understand them
in return
13 Plant: A Publication on Arboretum Plants; your choice of language Awakened Tree
14 Undead: An Examination of Undeath Undead; your choice of language Minotaur Skeleton
15–19 Roll again — —
Roll two d20s, rerolling any 20. The book you
find contains handwritten notes in the mar-
20 gins detailing concepts found in the second — —
volume: you gain the benefits of both books
upon reading it.
Encyclopedia Creature
Obscura
THEGRIFFONSSADDLEBAG.COM 42
Hearthfire Mantle
Wondrous item, uncommon
The inside of this heavy leather cloak is decorated with the
image of a roaring fireplace. Brick-like patches of leather line Hearthfire Mantle
the rim of the cloak, which always feel fire-warmed to the
touch. While wearing the cloak, you can tolerate tempera-
tures as low as −50 degrees Fahrenheit without any additional
protection. Laying the cloak on the ground or hanging it on a
wall with its fiery inside exposed creates as much warmth as a
small campfire.
You can use an action while wearing the cloak to speak one
of its two command words and activate its properties.
“Kindle.” You ignite a flammable object you’re holding.
“Warm.” Nonhostile creatures within 10 feet of you gain
2d6 temporary hit points. A creature with these hit points can
tolerate temperatures as low as −50 degrees Fahrenheit with-
out any additional protection. Once this property of the cloak
has been used, it can’t be used again until the next dawn.
Hellion’s Mask
Wondrous item, very rare (requires attunement)
The features of this three-eyed mask magically move along
with yours while you wear it. While wearing the mask, you
have resistance to fire damage, and you can speak and under-
stand Infernal. In addition, you can use your reaction to cast
the hellish rebuke spell from the mask (save DC 16) when you
take damage from a creature that you can see within 60 feet
of you. Once the spell has been cast from the mask, it can’t do
so again until the next dawn.
If you’re a tiefling, you gain the following benefits while
wearing the mask:
y When you cast hellish rebuke from the mask or through
your Infernal Legacy trait, it is cast as a 3rd-level spell. If
you cast it as a result of taking fire damage, it is cast as a
4th-level spell instead.
y You can see normally in darkness, both magical and non-
magical, to a distance of 120 feet.
y You can cast the contact other plane spell from the mask, Hellion’s Mask
but only as a ritual. The first time each day that you con-
tact a fiend in this way, you automatically succeed on the
Intelligence saving throw against the spell’s maddening
effects.
Curse. This mask is cursed, and attuning to it extends the
curse to you if you’re not a tiefling. While cursed, you can’t
remove the mask unless you’re targeted by the remove curse
spell or similar magic. While wearing the mask, you have dis-
advantage on attack rolls against fiends and on saving throws
against their spells and special abilities.
Lightning-Catcher Pauldron
Wondrous item, rare (requires attunement)
You have resistance to lightning damage while wearing this
metal pauldron. Whenever you take a cumulative 10 points
of lightning damage while wearing the pauldron, you gain a
special die, called a Dash Die, which is a d8. You can only have
one Dash Die at a time. On your turn, you can use a bonus
action to roll the Dash Die and immediately move a number
of feet equal to 5 times the number rolled. The die is then lost.
Lightning-Catching
Pauldron
Mage-Catcher Explosives
Wondrous item, rare
These eight-sided explosives come in a red linen bag. When
Mage-Catcher Explosives found, there are 1d3 + 1 explosives in the bag.
You can use an action to throw up to 4 bombs at a point
that you can see within 30 feet of you. For each bomb you
throw, roll a d8; on a 1, the bomb does nothing. On any other
result, the bomb explodes upon impact. If at least 1 bomb
explodes, it creates a 10-foot-radius field of magical instabili-
ty that’s centered on the point. Any spell of 3rd level or lower
within that area immediately ends.
If multiple bombs explode, the field remains for a number
of rounds equal to the amount of bombs that exploded after
the first; the field then vanishes at the end of your turn on
that round. During that time, any spell of 3rd level or lower
that enters the field’s area automatically ends.
A creature with the Antimagic Susceptibility trait that’s
in the field when it appears, starts its turn there, or enters
the area for the first time on its turn must succeed on a DC 15
Constitution saving throw or fall unconscious for 1 minute.
Each bomb that explodes is destroyed, unless you roll an
8 on its d8. If you do, the bomb explodes but isn’t destroyed,
allowing it to be used again at another time.
Oozo
Oozo
Potion, uncommon or very rare
The typical oozo, an uncommon potion, is a specialty al-
coholic beverage that causes you to become slightly gelati-
nous and translucent. For 1 hour after drinking this potion,
creatures that make a Wisdom (Perception) check to search
for you while you’re hiding must roll a d4 and subtract the
number rolled from the check. If you haven’t moved since the
start of your last turn, they must roll a d6 instead. The drink
is gelatinous and is more accurately slurped than drunk. De-
spite its questionable texture, it tastes light and refreshing,
with a hint of licorice and orange. Due to its magical nature,
THEGRIFFONSSADDLEBAG.COM 44
the alcohol within this potion affects a creature twice as The staff has 10 charges. It regains 1d6 + 4 expended
much as the alcohol within a nonmagical beverage. charges daily at dusk. If you expend the last charge, roll a d20.
The following oozo is a very rare variant with additional On a 1, the staff crumbles into dust and is destroyed.
properties. It also tastes better. Spells. While holding the staff, you can use an action to
For 1 hour after drinking this potion, whenever you remain expend some of its charges to cast either the moonbeam
perfectly still for 1 minute, you and anything you wear or car- (2 charges) or wall of fire (4 charges) spell, using your spell
ry becomes invisible until you move. In addition, if a creature save DC. This version of wall of fire creates the same ghostly
within 5 feet of you hits you with a melee attack, it immedi- flames as moonbeam; it deals radiant damage instead of fire
ately takes 1d4 acid damage. damage and doesn’t ignite flammable objects, although it
doesn’t share moonbeam’s other effects. You can increase the
Ring of the Candle Collector spell slot level of a spell cast from the staff by one for each
Ring, common additional charge you expend.
Blood Moon. When you cast moonbeam from the staff,
While wearing this ring, you can use an action to snap your you can choose to cause its dim light to be red. A creature that
fingers on the hand that’s wearing it. When you do, choose fails its saving throw against the spell also has its hit point
one nonmagical light of your choice that you can see with- maximum reduced by an amount equal to the radiant damage
in 30 feet of you; if the light is no larger than 1 foot in any dealt. If this effect reduces a creature’s hit point maximum
dimension, it winks out. A miniscule, harmless flame then to 0, the creature dies. The reduction lasts until the creature
magically appears above the ring. The flame emits candle- finishes a long rest. Once this property of the staff has been
light. You can use a free hand as a bonus action to either used, it can’t be used again until the next dawn.
snuff out the flame, reducing its light to that of a glimmering Coronal Flame. When you cast wall of fire from the staff,
ember, or cradle it to return it to candlelight. While the ring you can choose to cause it to embody the nature of an eclipse.
has a flame, you can use another action to magically light an When you do, the spell creates a ringed wall up to 20 feet
unlit object, such as a torch, lamp, or candle, that you can see in diameter, 20 feet high, and 1 foot thick; the area within
within 30 feet of you. When you do, the ring’s flame vanishes. the ring is filled with magical darkness until the spell ends.
The ring can only have one flame above it at a time. While holding the staff, you can see through this darkness as
if it were dim light. When cast in this way, the spell deals fire
Spellsealer damage instead of radiant, and you don’t take fire damage as
Weapon (war pick), very rare (requires attunement) a result of entering the wall. You still take fire damage if you
end your turn in the wall or within 10 feet of the side you se-
This wicked war pick has been used to destroy a powerful
lected when you cast the spell. Once this property of the staff
wizard’s spellbook. The weapon’s surface is marked with
has been used, it can’t be used again until the next dawn.
abjuration wards to contain malevolent spellcraft. You gain
Darken. You can use a bonus action while holding the staff
a +2 bonus to attack and damage rolls made with this magic
to expend 1 charge from it to target a 15-foot cube you can see
weapon.
within 60 feet of you. Any nonmagical flames within the cube
Once per turn when you hit a creature with the war pick,
are extinguished, and any spell of 2nd level or lower creating
you can choose to use either its Read or Seal property.
an area of light that overlaps with the cube is dispelled. As
Read. You magically know the names of 1d4 + 1 different
long as you extinguish or dispel at least one source of light,
spells that the creature can cast; these are chosen at random
you then gain 1d6 + 4 temporary hit points.
by the GM, skipping any that you’ve already learned using
this property.
Seal. You magically prevent the target from casting a spell
you name until the start of your next turn. If the creature
attempts to cast the spell, it must first make a DC 16 Consti-
tution saving throw. On a success, the creature casts the spell.
On a failure, the spell fails, and the action is wasted. Regard-
less of whether it succeeds or fails, the creature then takes
1d10 force damage.
The construct is friendly to you and your companions. It Staff of the Eclipse
understands your languages and obeys your spoken com-
mands. In combat, the construct acts on its own initiative
Woodstalker’s Hood
count. If you issue no commands, it defends itself but takes
no other actions. You can use an action while touching the
construct to speak its command word again to revert it to its
toy form.
If the construct is reduced to 0 hit points, it dies and
reverts to its toy form. The toy then shatters and is destroyed.
If the construct reverts to its toy form before losing all its hit
points, it regains all of them, but can’t be animated again for
24 hours.
Unicorn Candle
Wondrous item, rare
This golden candle is set in a porcelain and gold-leaf hold-
er, which is shaped like a horse’s head. The candle sheds
candlelight. Undead within the candle’s bright light make
attack rolls with disadvantage. Other creatures within the
bright light are under the effects of the beacon of hope spell.
Whenever a creature regains the maximum number of hit
points from healing because of the candle, deduct a number
of minutes from the candle’s total burn time equal to the hit
points restored (maximum 10 minutes).
Once the candle is destroyed, you can replace it with a
normal candle in the empty porcelain holder. The candle
becomes a unicorn candle if it’s blessed by a unicorn that
touches it with its horn.
Stone Soldier
THEGRIFFONSSADDLEBAG.COM 46
I took some time off in February, which is why there are
about half as many items this month as usual. That’s of
course coupled with the fact that February already is a
short month. My partner and I spent our time away in
warmer climates soaking up sun away from our typical-
ly more dreary Northeastern US climate.
I had a great time making these items up, across the
board. They all have something interesting about them
that I think folks (including myself ) fun to use.
Favorite items from this month include the hobbys-
teed, Orcam’s razor, and wizards’ cards.
FEBRUARY, 2024
Battlebeat Club
Battlebeat Shield
Circlet of Resonant Spheres
Hailstorm Bow
Hobbysteed
Hobbysteed
Nail of Mundanity
Orcam’s Razor
Spirit-Shaking Salt
Stonebleeder
Wizards’ Cards
Xorn Eye Coin
Hobbysteed
Orcam’s Razor
Wizards’ Cards
Battlebeat Shield
Armor (shield), uncommon
While holding this shield, you have a +1 bonus to AC. This
bonus is in addition to the shield’s normal bonus to AC. In
addition, any thunder damage you take while holding the
shield is reduced by 1d6.
If you’re also holding the battlebeat club, you can use an
action to beat the shield with it. When you do, you recreate
the effects of the thunderwave spell from the shield (2nd-level
version; save DC 15). Once this property of the shield has been
used, it can’t be used again until the next dawn.
G.COMNSADLEBTHRIF 48
Hailstorm Bow
Weapon (longbow), legendary (requires attunement)
This bow is made of pure ice, which only becomes pliable in
your hands once you attune to it. While the bow is on your
person, your skin becomes covered in a thin layer of protec- Hailstorm Bow
tive frost, granting you a +1 bonus to AC and immunity to
cold damage.
An arrow that’s fired from the bow becomes covered in ice,
which deals an extra 1d6 cold damage to any target it hits. If
you hit a target within 5 feet of you using the bow on your
turn, the target also has disadvantage on any attack rolls it
makes until the end of your current turn.
The bow has 7 charges and regains 1d6 + 1 expended charges
daily at dawn. While holding the bow, you can use an action
to expend 1 or more of its charges to use either of the follow-
ing properties.
Hailstorm Volley. For each charge you expend, you fire a
magical arrow of pure ice from the bow into the sky centered
directly above a point that you can see within 120 feet of you.
Sharp hail then falls from the sky in a 20-foot-radius, 40-foot-
high cylinder centered on the point. Each creature in the area
must make a DC 17 Dexterity saving throw. On a failed save,
a creature takes 2d8 cold damage, plus 1d8 cold damage for Nail of Mundanity
each expended charge after the first. On a successful save, a
creature takes half as much cold damage. The hailstones then
turn the area into difficult terrain until the end of your next
turn.
Ice Wall. For each charge you expend, you fire a magical
arrow of pure ice from the bow at a different point on the
ground that you can see within 120 feet of you. Each arrow
then grows into a 10-foot-square panel that’s 1 foot thick
and perpendicular to the ground. Each panel has AC 12, 30 Hobbysteed
hit points, and is vulnerable to fire damage. If the wall cuts
through a creature’s space when it appears, the creature is
pushed to one side of the wall (your choice which side) and
must make a DC 17 Dexterity saving throw. A creature takes
3d8 cold damage on a failed save, or half as much damage on
a successful one. Each panel remains for 1 minute or until it’s
reduced to 0 hit points.
Hobbysteed
Wondrous item, uncommon or rare
While holding this stuffed hobby horse, which weighs 2
pounds, you can mount or dismount it as if it were a normal
steed. While mounted, you can use an action to speak its
command word: a ghostly steed then appears beneath you,
which is translucent and obviously magical. The steed uses
the statistics for a riding horse, although its weight is always
2 pounds. You can ride it for up to 1 hour, all at once or in sev-
eral shorter intervals, each one using a minimum of 1 minute
from the duration. The hobbysteed regains 30 minutes of
riding capability for every 4 hours it isn’t in use. The effect
ends early if you or the steed take any damage or if you’re no
longer holding or riding the hobby horse.
The toy horse head of every hobbysteed is unique in its
appearance, and typically creates a horse that resembles it.
A rare hobbysteed creates a pegasus and uses its statistics,
instead of a riding horse, when you speak its command word.
Orcam’s Razor
Weapon (handaxe), uncommon
This rough-hewn axe is used as a decider of arguments in
certain orcish societies. A creature hit with the axe takes an
Stonebleeder extra 1d4 psychic damage from the attack unless it has an
Intelligence score of 4 or lower.
When you make a check that’s contested by another crea-
ture’s check while holding the axe, you can choose to force
both you and the other creature to make the roll without
adding any modifiers to the result. Once this property of the
axe has been used, it can’t be used again until the next dawn.
Spirit-Shaking Salt
Wondrous item, uncommon
This glass salt shaker has a silver skull top and is filled with
1d3 + 1 uses of spirit-shaking salt. While holding the shaker,
you can use an action to shake it: you can either cast the salt
away from you or sprinkle it on a creature within 5 feet of
you.
Cast. When you cast the salt away from you, any undead
with the Incorporeal Movement trait within 10 feet of you is
Spirit-Shaking Salt shunted to the Ethereal Plane (if it isn’t already there) and
can’t enter the Material Plane for 1 minute.
Sprinkle. When you sprinkle the salt on a possessed crea-
ture, the possession immediately ends.
Stonebleeder
Weapon (battleaxe), rare
You gain a +2 bonus to attack and damage rolls with this
magic axe, which looks to be made of red crystal. Whenever
THEGRIFFONSSADDLEBAG.COM 50
the axe hits an object or structure made of stone, the hit is a Xorn Eye Coin
critical hit.
Wondrous item, uncommon
When you hit a creature with the axe that’s either made
of stone, has the Stone Camouflage trait, or is native to the This clay coin bears a sculpted xorn eye at its center, and is
Elemental Plane of Earth, that creature must make a DC 13 usually found in a small leaden box. While holding the coin,
Wisdom saving throw. On a failed save, the creature is fright- you can use an action to speak its command word to animate
ened of the axe until the end of your next turn. the eye. The eye remains animated for 10 minutes. For the
duration, the eye swivels to face the nearest gem or piece of
Wizards’ Cards precious metal within 60 feet of it that’s worth 10 gp or more,
provided the object isn’t being worn or carried. This effect
Wondrous item, uncommon (requires attunement)
can penetrate most barriers, but it is blocked by 1 inch of
This playing card set is a partially complete deck of various common metal, a thin sheet of lead, or 3 feet of wood. Once
cards across four unique suits: air, earth, fire, and water. this property has been used, it can’t be used again until the
Each suit has an ace, a 2 through 10, and at least two face next dawn.
cards (which sometimes appear more often than others). You
can draw up to 2 cards from the deck using a bonus action,
provided you have the hands to do so. When you do, the cards
glow briefly before vanishing.
Xorn Eye Coin
Roll a d4 and d12 for each card you draw. The suit of the
card is determined by the d4, which corresponds to a damage
type: air (1; lightning), earth (2; thunder), fire (3; fire), or water
(4; cold). The kind of card is determined by the d12: ace (1),
2 through 10 (2–10), or a face card (11–12). When you draw a
card, record its suit and value: the value of a 2 through 10 is
the same as its number, a face card’s value is 10, and an ace
can be either 1 or 11 (you choose when you draw it each time).
The suit and value of each drawn card are magically displayed
on the palm or back of your hand (your choice).
You can use an action at any point after drawing cards to
release the magic stored within all the drawn cards. When
you do, the cards rematerialize and hurtle toward a creature
you can see within 30 feet of you. The target must make a DC
13 Dexterity saving throw, taking damage equal to the cards’
total on a failed save. The target makes the saving throw with
disadvantage if the total of the cards is 21. You choose the
type of damage dealt, which must be one associated with at
least one of the drawn cards’ suits.
If the total value of your current drawn cards is ever more
than 21, the deck releases a magical explosion. You and any
other creature within 5 feet of the deck must make a DC 13
Wizards’ Cards
Dexterity saving throw. A creature takes 22 damage on a failed
save, or half as much damage on a successful one. Roll a d4 to
determine the damage’s type, using the rules above.
Your current drawn cards are lost if you release the magic
stored within them, if the deck explodes, or if you finish a
short or long rest.
When found, the deck has 2d20 + 10 random cards in it.
It regains 1d10 used cards at random daily at dawn, up to a
maximum of 52 cards. If you draw the deck’s last card, there’s
a 50 percent chance that the deck is destroyed.
MARCH, 2024
Bangle of the Arcane Assassin
Bottled Will-o’-Wisp
Chimera Trident H’rethi Desperation
Cloak of Hellish Legacies
Crashing Rhino
Draconic Powder Horn
Electric Gittern
Hammer of Thorns
H’rethi Desperation
Life’s Edge
Living Wig
Mister Bottle
Serpent’s Cuff
Skelekey
Skulldugger’s Spade
Starlight’s Reach
Teleportation Map
Time Warden Helm
Bottled Will-o’-Wisp
Trick Knot
Trumpeting Ring
Wishing Well Token
Teleportation Map
THEGRIFFONSSADDLEBAG.COM 52
Bottled Will-o’-Wisp
Chimera Trident
Bangle of the
Arcane Assassin
Bangle of the Arcane Assassin (Sleight of Hand) check contested by a will-o’-wisp’s Dexter-
ity (Acrobatics) check, provided that the wisp is within your
Wondrous item, rare (requires attunement by a spellcaster)
reach. On a success, the wisp becomes trapped in the bottle,
Once per turn while wearing this bangle, you can deal an and a new trinket appears for it.
extra 3d6 damage to one creature you hit with a spell attack When a wisp becomes untethered from the trinket in the
if you have advantage on the attack roll. The damage is of a bottle or if the trinket is removed from it, the trinket immedi-
type dealt by the spell attack. If you’re a rogue, you can choose ately turns to ash.
for the amount of extra damage you deal to be equal to your
Sneak Attack damage instead; you can still only deal Sneak Chimera Trident
Attack damage once per turn. If a spell would allow you to at-
Weapon (trident), very rare (requires attunement)
tack multiple times over the course of its duration, this extra
damage can only be dealt on the turn the spell is cast. This dark silver trident is decorated with the sculpted busts
In addition, you can ignore the verbal component required of three creatures: a dragon, a goat, and a lion. Each head
for any enchantment or illusion spell you cast while you’re in gives way to one of the trident’s three prongs. You gain a +3
total darkness and wearing the bangle. bonus to attack and damage rolls made with this magic weap-
on. When you make a ranged attack using this weapon, it flies
Bottled Will-o’-Wisp back to your hand immediately after the attack.
While holding the weapon, you can use an action to release
Wondrous item, uncommon
a fiery breath from the trident’s heads in a 15-foot cone. Each
This small bottle carries a will-o’-wisp inside it, as well as a creature within that cone must make a DC 15 Dexterity saving
trinket from its previous life. The wisp is magically tethered throw. A creature takes 7d6 fire damage on a failed save, or
to the trinket as long as it stays within the bottle, keeping the half as much damage on a successful one. Once this property
wisp bound to the bottle and incapable of escape on its own. has been used, it can’t be used again until the next dawn or
While holding the bottle, you can use a bonus action to until you hit a hostile creature with the trident and roll a 6 or
shake it, causing the wisp to glow brighter. The shaken wisp higher on the damage die, whichever comes first.
sheds bright light in a 10-foot radius and dim light for an
additional 10 feet for up to 1 hour or until you end the effect Cloak of Hellish Legacies
early (no action required).
Wondrous item, very rare (requires attunement by a tief-
Alternatively, you can use an action to unstopper the bottle
and unleash the wisp in a direction of your choice. The wisp ling)
then flies out at a target that you can see within 30 feet of you. This dark leather cloak is inscribed with Infernal script along
Make a ranged spell attack for the wisp, using an attack bonus its hems. Its hood has a pair of holes for your horns to fit
of +5. On a hit, the target takes 3d8 lightning damage. Hit through. While wearing the cloak, the range of your darkvi-
or miss, the wisp immediately returns to the trinket in the sion increases by 30 feet, and you can see normally in magical
bottle, which you then reseal. darkness (as if it were nonmagical) out to a range of 30 feet. If
If the wisp’s attack roll misses the target by 5 or more, the cloak’s hood is up, your face becomes hidden in pitch-
there is a 50 percent chance that the wisp breaks its tether dark shadow. Pulling the hood up or down requires an action.
to the trinket and doesn’t return. When that happens, the The cloak’s hue changes to match an associated layer of
wisp becomes hostile to you and your allies. If you’re holding hell. The color is subtle, and is best seen faintly reflected in
the empty bottle, you can use an action to make a Dexterity its shadows, as if staring into an oil-slicked pool. The first
THEGRIFFONSSADDLEBAG.COM 54
half as much damage on a successful one. The wall ignites any Hammer of Thorns
flammable objects within its area that aren’t being worn or
Weapon (warhammer), very rare (requires attunement)
carried.
Once a use of the powder catches fire, it’s lost. Otherwise, You gain a +2 bonus to attack and damage rolls made with
you can spend 1 minute recovering a poured-out use of the this magic weapon. The hammer has 10 charges and regains
powder, replacing it in the horn when you do. A creature can 1d8 + 2 expended charges daily at dawn. If you’re a druid, you
use its action to smudge out some of the powder within its are proficient with this weapon, and it always regains the
reach: either 1d6 uses from a pile or a 5-foot-long section from maximum number of expended charges. Even though it’s a
a line. Doing so destroys that powder. warhammer, it can be targeted by the shillelagh spell.
The horn regains 1d10 + 10 poured-out uses of powder daily Wall of Thorns. While holding the hammer, you can use
at dawn, at which point any poured-out powder turns to ash. an action to expend 1 or more of its charges to slam it down
If you use the horn to light either a pile or line of the powder, into the ground. When you do, a wall of thorns appears (save
you can choose for the spark to smolder harmlessly until the DC 16), as if by the spell, which originates in a space within
start of your next turn, at which point the powder catches fire 5 feet of you. The wall is up to 5 feet long for each charge you
and explodes. expend. This version of the spell doesn’t require concentra-
tion and deals no damage to any creature that succeeds on
Electric Gittern the saving throw when it appears; such a creature is instead
pushed to one side of the wall (your choice). The wall remains
Wondrous item, rare
for the duration of the spell or until this property of the ham-
This instrument is strung with the gut of a behir, causing mer is used again.
it to crackle with electricity whenever it’s played. If you’re
proficient with lutes, you’re considered proficient with the H’rethi Desperation
gittern. The gittern has 8 charges and regains up to 4 expend-
Weapon (greatsword), legendary (requires attunement)
ed charges daily at dawn, or all expended charges if it’s been
played for at least 1 hour since the last dawn. If you expend The handle of this blade is all that remains of this old weap-
the last charge, roll a d20. On a 1, the gittern breaks in half on. Its shattered metal blade is overgrown and replaced by
with a sad, off-key whine, and its magic is lost. sharpened desert glass, which magically radiates with a swel-
The gittern has the following properties. If you’re not pro- tering heat. You gain a +1 bonus to attack and damage rolls
ficient with the gittern and use one of its properties, you have made with this magic weapon, which deals an extra 1d8 fire
a 50 percent chance to take lightning damage equal to half the damage to any target it hits. If you have one or more levels of
amount dealt by it. exhaustion, the fire damage becomes 1d10, instead.
Gittern Smash. This instrument can be used as a magic You have resistance to fire damage and ignore difficult
greatclub. On a hit, a target takes an extra 1d4 lightning dam-
age from the attack.
Shocking Performance. As an action, you can strum the
gittern and expend 4 of its charges to send a bolt of light-
ning from it in a line that’s 60 feet long and 5 feet wide. Any
Electric Gittern
creature within the line must make a DC 15 Dexterity saving
throw. A creature takes 6d8 lightning damage on a failed save,
or half as much damage on a successful one.
Thunderous Finale. Whenever you deal lightning damage
using the gittern, you can immediately use your reaction to
play a final, climactic chord. When you do, you can expend up
to 4 of the instrument’s charges: for each expended charge,
the initial lightning damage is increased by 1d8.
Hammer of Thorns
H’rethi Desperation
THEGRIFFONSSADDLEBAG.COM 56
Mister Bottle Bottle’s mouth, the potion disappears, but it can be made
again using the bottle’s Create Potion property. The GM de-
Wondrous item, legendary
cides the potion’s success threshold.
The sound of sloshing liquid can be heard from this flask
whenever you swish it around, even if the flask is empty. You Serpent’s Cuff
can use an action while holding the empty flask to speak the
Wondrous item, uncommon
name of one of the following liquids: beer, honey, mayon-
naise, oil, vinegar, water (fresh or salt), or wine. When you do, While wearing this brass ear cuff, you can understand the
8 ounces of that liquid appears within the flask. Afterward, literal meaning of what snakes say to you, as if by the speak
you can use an action to open the flask and either pour the with animals spell, although you have no special ability to
liquid out or drink it. speak to them in return. In addition, a tiny, bell-like rattle
Create Potion. Alternatively, you can use an action to sits at the end of the snake’s tail; it chimes softly in your ear
name one of the magical potions below while holding the to alert you whenever there’s a snake or similar serpentine
empty flask. When you do, roll a d100; if the result is equal creatures within 60 feet of you.
to or less than that potion’s success threshold, the flask then If you’re poisoned while wearing the cuff, you can use an
fills with 1 ounce of the named potion (enough for one use). action to clamp its snake mouth down on your ear using a
Otherwise, the flask fills with 1 ounce of water. free hand. You take 1 piercing damage from the snake bite,
and the poison is neutralized. If you’re afflicted by more than
Potion Name Success Threshold one poison, you neutralize one poison that you know is pres-
Oil of Slipperiness 80 ent, or you neutralize one at random. Once this property has
been used, it can’t be used again until the next dawn.
Potion of Clairvoy-
70
ance
Potion of Climbing 95
Skelekey
Wondrous item, rare
Potion of Diminution 60
This weathered metal key rattles in your hand, as if it’s not
Potion of Flying 50 entirely solid. At its center is a stylized skull with a pair of
75 (Hill Giant), 60 (Frost/Stone small, glimmering gems in its eye sockets.
Potion of Giant
Giant), 45 (Fire Giant), or 30 (Cloud This key can be used to open any lock that has a lockpick-
Strength
Giant), or 15 (Storm Giant) ing DC of 25 or lower. If a lock is under the effects of arcane
Potion of Growth 40 lock, it ignores the benefits of that spell on the lock. If a lock
or locked object is trapped, opening it with this key also pre- You can use a bonus action to dismiss the javelin. When
vents the trap from being triggered. you do, the shimmering stars created by the javelin each flare
Each time the key is used to open a lock, one of its gems with a celestial light, creating 1-inch-diameter beams of ener-
becomes dull and cracked. Once both gems are cracked, the gy between them. A star can have up to two beams of energy
key loses its magic. connected to it, and each beam must connect to a different
star no more than 60 feet away from it (you choose which
Skulldugger’s Spade stars). A creature caught in one or more of the beams must
Wondrous item, rare succeed on a DC 16 Dexterity saving throw or take 4d6 radiant
damage. The stars then vanish.
While holding this spade, you can use an action to touch it to After the javelin attacks for the fifth time, it disappears,
the ground in an unoccupied space and speak its command and any stars created by it wink out without creating any
word. When you do, you immediately remove and destroy beams.
up to ten contiguous 5-foot cubes of unworked dirt or stone,
starting from the space you touched with the spade; each
cube must have at least one face adjacent to the face of anoth-
Teleportation Map
er cube. If doing so creates a hole, its openings are immedi- Scroll, very rare
ately obscured by an illusion of the original dirt or stone, as if This map is delicately inked on a magic scroll and kept in an
by the hallucinatory terrain spell (save DC 15), which remains elaborate travel case. Almost every teleportation map is dif-
for 8 hours. ferent: some show maps of entire continents, whereas others
Once you remove ten cubes of dirt or stone in this way, this are of local city streets or their immediate surroundings.
property of the spade can’t be used again for 8 hours. When found, the GM decides the area and scale of the map on
the scroll.
Starlight’s Reach While holding the scroll, you can use an action to speak its
Wondrous item, very rare (requires attunement) command word and touch a point on the outstretched map.
When you do, you and up to seven other creatures of your
These long, silken gloves are dotted with silver stars. While choice that are touching you are teleported to the spot you
wearing them, you can always see the stars in the sky, even in touched on the map. That spot on the map is then incinerat-
the daytime, and you can’t become lost by nonmagical means ed, leaving a charred 1-inch-radius circle around the point.
as long as you can see them. If you touch a spot on the scroll that’s charred and speak its
While wearing the gloves, you can use a bonus action to command word, nothing happens.
summon a javelin of starlight. The javelin appears in your Maps on a smaller scale can teleport you more accurately
space and moves with you, floating alongside you. It sheds than those on a larger one. The GM decides how close you
bright light in a 10-foot radius and dim light for an additional are to the intended target depending on where you touch the
10 feet. When you summon the javelin, and again as a bonus map in relation to its size and scale.
action on each of your subsequent turns, you can make a Each time you use this scroll, roll a d20. On a 1, the scroll
ranged spell attack with the weapon, with a spell attack bonus bursts into flames (after teleporting you) and is destroyed.
of +8. The javelin has a range of 30 feet, but it can be used This number increases by 1 each time the map’s been used,
to attack a target up to 120 feet away: doing so causes you to after the first. When found, the map has been used 1d6 − 3
make the attack with disadvantage. times (minimum 0).
If the javelin hits a target, it deals 1d6 + 4 radiant damage,
and a shimmering star appears fixed in space at the point of
impact. The star sheds bright and dim light like the javelin,
and it remains there for up to 1 minute. Hit or miss, the jave-
lin then winks out and reappears next to you in your space.
THEGRIFFONSSADDLEBAG.COM 58
Time Warden Helm ly ties itself into a new knotted ball, and this property of the
ball can’t be used again until the next dawn.
Wondrous item, very rare (requires attunement)
This helmet has a monocle-like glass clock over its left eye. Trumpeting Ring
While wearing it, you always know what time it is. In ad-
Ring, uncommon
dition, the helmet allows you to catch glimpses of the near
future: you can’t be surprised while you’re not incapacitated, This ring looks like a miniature trumpet that’s wrapped
and you have advantage on initiative rolls. around your finger. While wearing it, you can use an action
Forewarning. While wearing the helmet, you can use a to hold your hand in one of three ways, as if pantomiming
bonus action to see the immediate future, granting yourself holding a larger trumpet, to magically create a unique effect.
advantage on Strength and Dexterity saving throws until Bugle. While holding your hand to your mouth, keeping
the start of your next turn. For the duration, your speed also your thumb closed in a circle with your index and middle
increases by 10 feet, and other creatures have disadvantage fingers and slightly splaying the rest, anything you say is spo-
on opportunity attacks against you. If this is the first time ken at up to three times the normal volume.
that the property has been used since dawn, you needn’t Ear Trumpet. While holding your hand to your ear, as if
make a saving throw; otherwise, you must then succeed on a holding an ear trumpet, you have advantage on Wisdom (Per-
Constitution saving throw at the end of the effect. On a failed ception) checks you make that rely on hearing. In addition,
save, a wave of lethargy sweeps over you: you can’t move or if you’re deafened, you can hear about half as well as normal
take actions for the rest of your turn, and this property of the while holding your hand in this way; you make any check that
helmet can’t be used again until the next dawn. relies on hearing for the duration with disadvantage.
The save DC is equal to 10 plus the number of times this Trumpet. While holding your closed hand to your mouth,
property has been used since dawn. For example, the first as if holding a trumpet, you can recreate the sounds of a
time this saving throw is made each day, the DC would be 12, normal trumpet or similar instrument. If you are proficient
since the property would have been used twice. If you’re also with wind instruments, you are proficient with this trumpet,
wearing the time warden armor, you have advantage on the and if you’re a bard, you can use it as a spellcasting focus for
saving throw. your bard spells.
Trick Knot
Trumpeting Ring
APRIL, 2024
Artisan’s Signet Artisan’s Signet
Battlechef’s Heated Skillet
Celestial Bident
Fireamber Scepter
Fragments of Chaos
Gauntlets of the Midnight Leopard
Hammer of the Ram
Heavenly Hand Chain
Helm of the Skeleton
Lantern Flail
Mace of the Iron Crown
Mirrored Ball of Brag’inir
Pauldron of the Lost Legion
Ring of the Koi
Shield of the Eldritch Maw
Silver Tongue
Stardust Hat
Starmetal Circlet
Thunderbolt Quill
Verdant Breastplate
Helm of the
Vine Whip Skeleton
Silver Tongue
Voidknight’s Maul
THEGRIFFONSSADDLEBAG.COM 60
Battlechef’s Heated
Skillet
Artisan’s Signet
Artisan’s Signet celestial bident, you are considered proficient with it.
You gain a +2 bonus to attack and damage rolls made with
Ring, uncommon (requires attunement)
this magic weapon, which deals an extra 1d6 radiant damage
A symbol of an artisan’s tool is emblazoned at the top of this to any target it hits while the ball of pure light is present in
golden signet. While wearing the ring, you gain a +2 bonus the bident. Immediately after you make a ranged weapon
to any check you make with a set of artisan’s tools. Further- attack with the bident, it flies back to your open hand. While
more, you can add half your proficiency bonus to any check holding the weapon, you also gain a +2 bonus to spell attack
you make to use a set of artisan’s tools with which you aren’t rolls.
proficient. When you do, the symbol on the ring changes to Bestow Light. While the ball of light is present between
match the associated tool. the bident’s prongs, you can use an action to touch a crea-
ture with the bident and confer the light into them. The ball
Battlechef’s Heated Skillet disappears within the creature for 8 hours. For the duration,
Weapon (mace), rare the creature can’t be blinded, deafened, diseased, frightened,
paralyzed, petrified, or poisoned. If the creature is already af-
This iron skillet is magically light and wieldy in your grasp,
fected by such a condition, the effects are suppressed for the
allowing you to swing it as a weapon. You gain a +1 bonus
duration of this effect. The ball of light returns to the bident
to attack and damage rolls made with this magic weapon. If
at the end of the 8 hours or when the creature is reduced to 0
you’re proficient with cook’s utensils, you’re proficient with
hit points. If the creature is reduced to 0 hit points, the ball
the battlechef ’s heated skillet.
lifts from the creature’s body and returns to the bident, and
The skillet has 3 charges and regains all expended charges
the creature immediately regains 1 hit point. Once a creature
whenever you spend at least 1 hour cooking with it, which can
has benefitted from this property, it can’t do so again for 24
be done over the course of a short rest. The first creature to
hours.
eat a meal that was cooked in the skillet gains 5 temporary hit
Guiding Bident. While holding the weapon, you can use
points.
an action to cast the guiding bolt spell from it, using your
When you make an attack with the weapon, you can speak
spell attack bonus. When you do, the bolt appears as a dupli-
one of its three command words to expend 1 or more of its
cate of the bident made of pure light, and on a hit, any allied
charges: “hot” (1 charge), “hotter” (2 charges), or “hottest” (3
creature within 10 feet of the target gains 10 temporary hit
charges). If the attack hits, the target takes an extra 1d6 fire
points.
damage for each expended charge.
When found, this necklace has 1d3 + 2 glass beads hanging A sudden blizzard is released from the point of im-
from it. Each bead contains a small amount of energy from pact. The blizzard creates a 20-foot-radius cylinder of
the plane of chaos. While wearing the necklace, you can use hail that's 60 feet tall (up to the available space). The
an action to wrench off one of the beads and throw it at a area within the blizzard is heavily obscured and slick
point that you can see within 60 feet of you. The bead shatters with ice, making it difficult terrain. A creature that
upon impact, and a random effect occurs, centered at that moves into the blizzard for the first time on its turn
point. Each time you throw a bead, roll a d8 and use the table 6 or that starts its turn there must make a Constitution
below to determine what effect occurs (save DC 16). saving throw. On a failed save, a creature takes 8d8
cold damage and is knocked prone. On a successful
Effect save, a creature takes half as much cold damage dam-
A dense thicket of trees erupts from the ground in a age and isn't knocked prone. The blizzard dissipates
20-foot-radius circle. Each creature within the area after 1 hour; a moderate or stronger gust of wind
must succeed on a Dexterity saving throw or be lifted disperses the blizzard early.
60 feet in the air, up to the space available, as the trees A cloud of choking ash fills the air in a 20-foot-radius
1
ensnare it and lift it up. Medium and smaller creatures sphere. The cloud moves around corners and heavily
can squeeze between the trees in the thicket; such a obscures the area. A creature that enters the cloud for
creature also has three quarters cover against ranged the first time on its turn or starts its turn there must
attacks. The trees vanish after 1 hour. make a Constitution saving throw. On a failed save,
Shards of volcanic glass explode from the point, slic- a creature takes 8d8 poison damage and begins to
ing and burning creatures within 20 feet of the point. suffocate. On a successful save, a creature takes half as
7
Any creature within the area must make a Dexterity much poison damage and doesn't suffocate. A suffo-
2
saving throw. A creature takes 5d8 slashing damage cating creature can't speak and must spend its action
and 5d8 fire damage on a failed save, or half as much coughing and reeling. Creatures that don't need to
damage on a successful one. breathe or are immune to poison automatically suc-
A roiling whirlpool replaces the ground in a ceed on this saving throw. The cloud dissipates after
20-foot-radius circle. The whirlpool creates its own 1 hour; a moderate or stronger gust of wind disperses
extradimensional space that's 100 feet deep. Creatures the cloud early.
within the area when it appears or who enter it for the Roll two d8s, rerolling any 8s, and choose which order
8
first time on their turns must make a Strength saving to apply the resulting effects from this table in.
throw. On a failed save, a creature is pulled 10 feet
towards the center of the pool and 20 feet down, pull-
3
ing 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
Fragments of Chaos
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.
THEGRIFFONSSADDLEBAG.COM 62
Gauntlets of the Midnight Leopard
Wondrous item, rare (requires attunement)
These dark purple leather gloves are lined with a matching
leopard’s fur. While wearing them, your eyes shimmer in the
dark, like a cat’s, and you have a climbing speed of 30 feet.
Short, diamond claws are attached to the gauntlets’
fingertips. While wearing them, you can use a bonus action
to retract or extend the claws. While extended, the clawed
gauntlets turn unarmed strikes with your hands into magic
weapons that deal slashing damage, with a +1 bonus to attack
and damage rolls and a damage die of 1d6 (unless the damage
of your unarmed strikes is already higher).
Pounce. When you take the Attack action while wearing
these gauntlets, you can replace any of your normal attacks
with a special unarmed strike. When you do, you leap up to 15 Gauntlets of the Midnight
feet away, provided you have the movement to do so, and any Leopard
opportunity attack against you is made with disadvantage. At
the end of the leap, you can immediately make an unarmed
strike against a target within your reach. On a hit, the target
must succeed on a DC 15 Strength saving throw or be knocked
prone. The target automatically succeeds on the saving throw
if it’s more than one size larger than you, if you moved less
than 15 feet when leaping, or if you’ve already hit the target
with an unarmed strike on this turn.
Lantern Flail
Weapon (flail), rare (requires attunement)
A fiery lantern hangs at the end of the chain of this flail. You
Lantern Flail 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.
THEGRIFFONSSADDLEBAG.COM 64
Mirrored Ball of Brag’inir Spirit Swarm. As an action, you can use 3 or more spirits
Wondrous item, legendary from the pauldron to create a formation of ghostly soldiers.
The soldiers appear in an unoccupied space that you can see
This mirrored ball is 3 inches in diameter and weighs 1 pound. within 10 feet of you. Treat the soldiers as a Large undead
Its reflective shards seem held together by a disembodied swarm: they can occupy another creature’s space and vice ver-
force of will. You can use an action to speak the command sa, and they can move through any opening as small as 1-inch
word and throw the sphere at a Huge or smaller creature you across. The swarm has 10 hit points for every spirit used to
can see within 60 feet of you. As the sphere moves through create it, and it can’t regain hit points or gain temporary hit
the air, its mirrored shards drift apart to open the ball. points. It has immunity to all damage and effects, but loses
Make a ranged attack roll with an attack bonus equal to 10 hit points at the end of each of your subsequent turns. On
your Dexterity modifier plus your proficiency bonus. On a your turn, you can use a bonus action to move the swarm up
hit, the ball’s shards briefly encircle the target, which is then to 30 feet and make a melee spell attack against a creature in
affected by the maze spell (no concentration required) and its space. On a hit, the target takes 3d6 + 4 force damage, or
shunted to a special demiplane within the ball. Missing with half as much damage if the swarm has fewer than half its hit
the attack causes the shards to contract and become a sphere points remaining. The swarm vanishes once it reaches 0 hit
once more. points. It vanishes early if you dismiss it (no action required)
This version of the maze spell creates a labyrinth of mir- or if it’s targeted by the dispel evil and good spell or similar
rored walls. When the spell ends, the target reappears in the magic.
ball’s space or, if there isn’t room for it, in the nearest unoccu- Sentience. The pauldron of the lost legion is a sentient
pied space. The ball then vanishes, but reappears in a random lawful good item with an Intelligence of 12, a Wisdom of 15,
location on a different plane of existence. When the target and a Charisma of 17. It has hearing and darkvision out to a
reappears, it takes 10d10 psychic damage from the ordeal, or range of 120 feet.
half as much damage if the target escaped the labyrinth and The pauldron communicates telepathatically with its
ended the spell early. If the target escapes the labyrinth, it wearer and can speak, read, and understand Common. The
suffers a random short-term madness effect, which lasts for 1 pauldron’s voice is cacophonous and echoing in your mind.
minute. If the target spends the full duration in the labyrinth, Personality. The pauldron of the lost legion’s sentience
it instead suffers a random long-term madness effect that is divided between the 10 spirits trapped inside, which were
lasts for 7 days. all a part of the same battalion long ago. Even once a spirit
is used as part of one of the pauldron’s properties, it returns
Pauldron of the Lost Legion to the item and can still be heard among their voices. The
Wondrous item, legendary (requires attunement) dominant personality of the pauldron is that of the battal-
This pauldron is made of mourningsteel, a metal sometimes ion’s leader, a gruff and tired man named Elrik Viccar. He is
found below ancient battlegrounds. A tattered capelet bear- followed for eternity by his fellow soldiers, despite his wishes
ing a crest hangs from it. for them to pass on. Elrik is plagued with guilt and is certain
You gain a +1 bonus to AC while wearing this pauldron. In that his actions led to his comrades’ undeserved deaths.
addition, whenever you roll initiative and aren’t surprised, Purifying the Pauldron. Unburdening Elrik of his guilt
you can immediately move up to 30 feet without provok- (which can be done at the GM’s discretion) causes the paul-
ing opportunity attacks, provided your speed isn’t 0. While dron to become purified, transforming it into a gold-hued
moving in this way, you can move through another creature’s metal called solacesteel when it happens. The solacesteel
space, regardless of its size, and such a creature’s space isn’t version of this item isn’t sentient, but the spirits’ spell attacks
considered difficult terrain for you. Your appearance becomes use a d8 damage die, instead of a d6.
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.
Mirrored Ball
of Brag’inir
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.
Silver Tongue
Shield of the
Eldritch Maw
THEGRIFFONSSADDLEBAG.COM 66
Stardust Hat Thunderbolt Quill
Wondrous item, uncommon (requires attunement by a Wondrous item, rare
druid, warlock, or wizard) This quill writes by burning parchment, velum, or similar
This wizard’s hat is split into a starburst pattern along the surfaces with electricity, instead of using ink. Dusting the
bottom. Small star pendants hang from each of its points. surface with the quill’s feather erases any mark made with
While wearing this hat, you always know which direction is it. It takes half as long as normal to write or copy something
north. At night, you can’t become lost by nonmagical means, using this quill, as it races across a surface with ease.
provided you can see the sky. You can use the quill to copy a spell into a spellbook. When
In addition, while wearing the hat, you can use an action to you do, the spell doesn’t require special ink, halving the gold
cast the moonbeam spell from the hat, using your spell save you must normally spend to do so. If you use this quill to
DC. Between dusk and dawn, this version of the spell creates a copy a damage-dealing spell into a spellbook, you can choose
wave of radiant energy when the moonlit beam crashes onto to change the spell’s damage type to either lightning or thun-
the ground; until the start of your next turn, the cylinder has der. You make this choice when you copy the spell into the
a radius of 10 feet, instead of 5 feet. Once this property of the book. Each time you copy a spell into a book using the quill,
hat has been used, it can’t be used again until the next dawn roll a d8. On a 1, the quill loses its magic after copying the
or dusk. spell, but can still be used as a normal quill.
Stardust Hat
Starmetal Circlet
Thunderbolt Quill
Voidknight’s Maul
Verdant Breastplate
Vine Whip
THEGRIFFONSSADDLEBAG.COM 68
May has been spent spinning down Kickstarter re-
sponsibilities and, instead, making time for work-life
balance and progression on other projects. A lot of
work’s being done behind the scenes to bring some
new things to life that I’m excited about. I’m also trying
to recouperate some more ahead of the hectic GenCon
flurry of events coming in eight weeks.
Favorite items from this month include the astral
aegis, bangle of the starlight raven, crack of thunder, harp
of dragons, hat of the nimbus mage, mistwalkers, quiver of
lightning, ring of vitality, spitfire, swallowtail mantle, and
wond of fireballs.
MAY, 2024
Astral Aegis
Axe of Essential Inversion
Bangle of the Starlight Raven
Bardic Leathers
Bite-Back Belt
Crack of Thunder
Deathmetal Axe
Floral Chime
Crack of Thunder
Harp of Dragons
Hat of the Nimbus Mage
Mistwalkers Spitf ire
Healer’s Voice
Honey Scepter
Mediator’s Amulet
Mistwalkers
Quiver of Lightning
Ring of Perpetual Momentum
Ring of Salt
Ring of Vitality
Rose of the Queen Valkyrie
Spitfire
Swallowtail Mantle
Tidesplitter
Wond of Fireballs
Astral Aegis Charges. The axe has 5 charges for the following proper-
Armor (shield), legendary (requires attunement) ties. It regains all expended charges daily at dawn.
Banishment. When you make an attack with this weapon,
This dark shield reflects an ever-present starry sky. When you can expend 2 of its charges to empower it with planar
observed at an angle, it looks as though you could reach magic, or 1 charge if the target is a celestial or fiend. If the
through its glossy surface. While holding the shield, you have attack hits, the target is affected by the banishment spell
immunity to radiant damage and gain a +2 bonus to your AC. (save DC 17). You must concentrate on the spell as normal,
This bonus is in addition to the shield’s normal bonus to AC. but if you fail a Constitution saving throw made to maintain
The shield has the following properties, which you can use concentration on the spell when you take damage, you can
while you hold it. expend 1 of the weapon’s charges to succeed instead.
Astral Defender. When a friendly creature within 30 feet Dilution. When you hit a celestial or fiend with this
of you takes radiant damage from a hostile source, you can weapon, you can expend 1 of its charges to deal an extra 1d12
use your reaction to magically swap places with that creature, force damage. When you do, the target’s essence is diluted
teleporting you both, provided the other creature is willing. until the end of your next turn. For the duration, the target
You then take the triggering damage, instead of the other is considered to have no damage resistances, immunities, or
creature, unless that creature would still be affected by the vulnerabilities.
triggering effect in its new location. Inversion. When you reduce a celestial or fiend to 0 hit
Astral Projection. You can use an action to cast the astral points using the axe, you can expend 1 of its charges to force
projection spell from the shield, without any material compo- the target to make a DC 17 Charisma saving throw. On a failed
nents. When the spell ends, this property of the shield can’t save, the target’s sense of self is shattered; it drops to 1 hit
be used again until 7 days have passed. If your silvery cord is point instead, and its alignment is changed. Lawful becomes
severed, the shield is shunted into the Astral Plane and lost, chaotic, good becomes evil, and vice versa. If its alignment
but you and your companions are harmlessly returned to is true neutral or unaligned, or if the target has legendary
your bodies.
actions, this property has no effect on it.
Astral Ward. You can perform a special ritual with the
shield over the course of 1 hour, which can be done during
a short rest. At the end of that time, a glimmering ward ap- Bangle of the Starlight Raven
pears, centered on your location, which extends from you in Wondrous item, rare (requires attunement)
a cylinder that’s 100 feet tall with a radius of 50 feet. The ward
This silver bangle feels almost cool or wet to the touch. Press-
remains at that location for 24 hours or until you leave the
ing its tail feathers inward causes its wings to unfurl, allow-
area. For the duration, creatures can’t move or travel within
ing you to place the bangle on your wrist or remove it. While
the space using teleportation (except by the shield’s Astral
wearing the bangle, gravity pulls more loosely against you:
Defender property) or by extradimensional or interplanar
your weight is halved, and your normal jumping distance is
means. In addition, when an aberration enters the ward’s area
doubled. While wearing it between dusk and dawn, you’re
for the first time on a turn or starts its turn there, it must
also under the effects of the feather fall spell.
succeed on a DC 17 Wisdom saving throw or take 5d10 radiant
The bangle has 7 charges for the following properties. It
damage. Once a creature succeeds on the saving throw, it’s
regains 1d6 + 1 expended charges daily at dusk. The illusory
immune to the effect for 24 hours.
ravens produced by these properties appear like moving con-
stellations of starlight. Using a property requires an action.
Axe of Essential Inversion Starlight Messenger. You can expend 3 of the bangle’s
Weapon (greataxe), legendary (requires attunement) charges to cast the sending spell, or 2 charges between dusk
This axe’s mighty twin blades are edged with ruby and and dawn. When you do, an illusory raven instantly appears
sapphire. You gain a +2 bonus to attack and damage rolls before the recipient to deliver your message to it. The recip-
made with this magic weapon, which deals an extra 1d12 force ient’s reply is then delivered to you the same way, at which
damage to any celestial or fiend it hits. point the raven vanishes.
G.COMNSADLEBTHRIF 70
Stars’ Guidance. You can expend 2 of the bangle’s charges
to cast the locate object spell, or 1 charge between dusk and
dawn. When you do, an illusory raven appears on your shoul-
der to direct you toward the object for the duration, provided
it’s within range.
Starstruck Swarm. You can expend 1 or more of the
bangle’s charges to cast the magic missile spell from it. For
1 charge, you cast the 1st-level version of the spell, or the
2nd-level version of the spell between dusk and dawn. You
can increase the spell slot level by one for each additional Bardic Leathers
charge you expend. The missiles appear as the illusory ravens
hurtling toward each target.
Bardic Leathers
Armor (studded leather), very rare (requires attunement by
a bard)
This armor has strands of spun mithral strung between its
various studs, adding extra protection and allowing you to
play it like a worn instrument. Even if you’re not attuned to
the armor, you gain a +2 bonus to AC while wearing it, and if
you’re proficient with lutes or lyres, you add your proficiency Bite-Back Belt
bonus to ability checks that involve playing the bardic leath-
ers as an instrument.
If you’re attuned to the armor and have a free hand, you can
use your reaction when you’re hit by an attack to expend one
use of your Bardic Inspiration, using your hand to pluck one
of the armor’s strings. When you do, you can roll the Bardic
Inspiration die and add the result to your AC, potentially
causing the triggering attack to miss.
Bite-Back Belt
Wondrous item, uncommon (requires attunement)
This thick, reinforcing belt is lined with red, tongue-like
leather and what appear to be silver teeth. While wearing the
belt, whenever you take damage from a bite attack, you can Crack of Thunder
use your reaction to reduce that damage by 1d8 + 2. When this
happens, the belt magically bites back at the attacker using
its silvery teeth. Make a melee attack using the belt, with an
attack bonus of +5. On a hit, the target takes 1d8 +2 piercing
damage.
Crack of Thunder
Weapon (longsword), very rare (requires attunement)
While holding this sword, you have resistance to lightning
damage. When you hit with an attack using this magic sword,
the target takes an extra 1d6 lightning damage.
Energy Surge. Before you make an attack with this
weapon, you can cause it to split apart into a group of bladed Deathmetal Floral
segments. The segments are suspended in the air and are Axe Chime
held together by a powerful electrical force. The reach of your
attack is increased by 15 feet, and any target you hit with it
takes an extra 2d6 lightning damage from the attack, instead
of 1d6. Hit or miss, cracks of thunder erupt from the point of
impact. Each creature within 10 feet of the target (other than
you) must succeed on a DC 16 Constitution saving throw or
take 3d6 thunder damage. If you hit the target with the attack,
it makes the saving throw with disadvantage. The weapon
then returns to its normal form. This property of the weapon
can’t be used again until 8 hours have passed or until 10 or
Harp of
Dragons
THEGRIFFONSSADDLEBAG.COM 72
Hat of the Nimbus Mage Honey Scepter
Wondrous item, rare (requires attunement by a druid, Rod, rare (requires attunement by a spellcaster)
sorcerer, warlock, or wizard) A quiet buzzing follows this golden scepter, and a honey
This twin-peaked wizard hat has thin, wispy clouds circling magically drips from its numerous crevices.
its mountainous spires. You can mentally command the The scepter has 10 charges for the following properties. It
clouds to look like different weather using an action. regains 1d6 + 4 expended charges daily at dawn.
The hat has 7 charges and regains 1d6 + 1 expended charges Spells. While holding the scepter, you can use an action to
daily at dawn. If you spend at least 1 hour in a naturally oc- expend some of its charges to cast one of the following spells
curring fog bank, the hat regains all expended charges at the from it, using your spell attack bonus and spell save DC: acid
next dawn instead. arrow (2 charges), giant insect (4 charges; bees or wasps only),
Spells. While wearing the hat, you can expend 1 or more insect plague (5 charges; the insects are bees), levitate (2
of its charges to cast the following spells from it, using the charges), web (2 charges; the webs are actually sticky honey),
typical casting time for each spell when you do: feather fall or speak with plants (3 charges).
(1 charge), gaseous form (3 charges), or misty step (2 charges; Stinger. The scepter has a sharpened point on its end,
you appear as a swiftly traveling patch of fog). Alternatively, allowing you to use it as an improvised dagger, except that
you can use an action to expend 1 or more charges from the it doesn’t have the thrown property. The first time on each of
hat to cast the fog cloud spell from it. For 1 charge, you cast your turns that you hit a creature in this way, that creature
the 1st-level version of the spell; you can increase the spell must succeed on a DC 12 Constitution saving throw or take
slot level by one for each additional charge you expend. 2d6 poison damage and be poisoned until the end of your
Neutralize Weather. While wearing the hat, you can use next turn. A creature poisoned in this way is unable to speak.
an action to expend 2 of its charges to return any naturally When you hit a creature with the scepter in this way, you can
occurring inclement weather within a 1-mile radius, centered choose to expend up to 4 of its charges. For each expended
on you, to a neutral state. The neutral weather can be clear charge, the poison damage increases by 1d6, and the save DC
or with light clouds, cool or warm, and with either a calm increases by 2.
or moderate wind. After 8 hours, the weather returns to its
previous state, unless the GM rules otherwise. You must be
outside to use this property of the hat.
Healer’s Voice
Wondrous item, rare
This silver and gold necklace hums with a healing energy Honey Scepter
when you speak certain arcane words. Whenever you cast
the healing word or mass healing word spell, you can grant
one target of the spell 4 temporary hit points for each d4 that
rolled a 4. If you roll a 1 on a d4, you can reroll the die. You
must use the new roll.
In addition, whenever you make an ability check to calm,
heal, or otherwise soothe another creature, you can roll a d4
and add it to the total. Once this property of the necklace has
been used, it can’t be used again until you or another creature
has cast healing word or mass healing word while wearing
the necklace.
Hat of the
Nimbus Mage
Mediator’s Amulet
Healer’s Voice
Mistwalkers
Ring of Perpetual
Momentum
Quiver of Lightning
THEGRIFFONSSADDLEBAG.COM 74
Ring of Salt
Ring of Salt
Ring, rare
This clear ring is made of crystalline salt. Donning or re-
moving the ring requires an action. While wearing this ring,
ghosts can neither move through nor possess you. If a ghost
is already in your space or possessing you when you put on
the ring of salt, it’s forcibly ejected from you to the nearest
unoccupied space and takes 1d10 force damage. Furthermore,
the first time on each of your turns when you move through
a ghost’s space, that ghost must succeed on a DC 15 Dexterity
saving throw or be pushed to the nearest unoccupied space
and take 1d10 force damage. Each time a ghost is forcibly
ejected or pushed by the ring, the ring has a 10 percent chance
of being destroyed and crumbling into a negligible pile of
salt.
Ring of Vitality
Ring, rare (requires attunement)
Ring of
While wearing this ring, your hit point maximum increases
by 10, and your hit point maximum can’t be reduced by any Vitality
means short of a wish spell.
Spitfire
Weapon (crossbow, heavy), rare (requires attunement)
This heavy crossbow is painted a brilliant red and ornament-
ed with golden flames and dragon horns. A dragon’s fiery
maw glowers from the weapon’s front. The weapon has a
magically rotating barrel, which easily holds and reloads up
to six of your bolts for you. You can use an action to load the
barrel with up to six bolts. The barrel spins and automatically
reloads the crossbow with the next bolt from the barrel after
you make a ranged attack with it, allowing you to ignore the
weapon’s loading property while it has any loaded bolts.
When you take the Attack action while holding the cross-
Spitf ire
Wond of Fireballs
Tidesplitter
THEGRIFFONSSADDLEBAG.COM 76
June flew by. I had a series of heartbreaking losses at the
start in our fishtank due to some unexpected plumbing
issues. As a result, the old angler’s wand is now free,
which features the lost fish in the art, at saddleb.ag/fish.
The weirdwater poison item released this month was
also, at least by my counting, the 1,500th Saddlebag
item (whew), and was also a reference to the fish lost.
I’ve also been preparing for events later in the sum-
mer, so that’s been taking up a lot of my time. I did,
however, find some time to play some games that have
been on my radar for a while, and that’s been a nice
reprieve.
Favorite items from this month include the arm of
balaria, castle shield, clear bell, lodestone bolts, necroman-
cer’s lantern, and raven’s feather.
JUNE, 2024
Amulet of Ideals
Arm of Balaria
Banishing Arrow
Biting Sickle Raven’s Feather
Castle Shield
Clear Bell
Death Brand
Firewatch Vambraces
Intrepid Knife
Lodestone Bolts Lodestone Bolts
Necromancer’s Lantern
Raven’s Feather
Revenant Standard
Shadowcutter
Soothstriker
Sunspot Lantern
Trickster’s Quiver
Vigilante’s Mantle Necromancer’s
Volcanic Ocarina Lantern
Weirdwater Poison
Banishing Arrow
Biting Sickle
Amulet of Ideals
G.COMNSADLEBTHRIF 78
Castle Shield
Armor (shield), very rare (requires attunement)
This tall shield resembles a castle battlement. Despite ap-
pearing to be made of stone, it weighs the same as a normal
shield. While holding the shield, you have a +1 bonus to AC.
This bonus is in addition to the shield’s normal bonus to AC. Clear Bell
Additionally, bludgeoning, piercing, and slashing damage
that you take is reduced by 2, unless the source of the damage
is a siege weapon or a creature with the Siege Monster trait.
Summon Fortifications. While holding the shield, you
can use an action to cast the wall of stone spell from the
shield (save DC 16). This version of the spell creates a stone
wall that’s lined with parapets and has battlements between
each of the wall’s panels. An illusory archer appears at the
top of each battlement. At initiative count 20, each archer
fires a magical arrow at the nearest hostile creature that it can
see within 60 feet of it; the archers have a passive Wisdom
(Perception) score of 16. Make an attack roll for the archers as
a group, using an attack bonus of +8, and use the result as the
attack roll against each target. On a hit, a target takes 1d6 + 4
force damage for each arrow that hits it. When a panel is de-
stroyed, any battlement connected to it is destroyed, and the
archer disappears. The wall vanishes at the end of the spell’s
duration. Once this property of the shield has been used, it
can’t be used again until the next dawn.
Clear Bell
Wondrous item, uncommon
Death Brand
When you use an action to ring this all-glass handbell, the
sound rings out with perfect clarity. Any creature within
30 feet of the bell that can hear it can immediately make a
saving throw to end any one effect on it that’s causing it to be
charmed or frightened. The saving throw DC is the same as
the original effect’s.
Once the bell has been rung in this way, it shouldn’t be
rung again until the next dawn. Each time it’s used again
before then, it has a cumulative 20 percent chance of not
working and shattering into a fine, nonmagical powder.
Death Brand
Weapon (dagger), rare (requires attunement)
This magic dagger teleports back to your hand immediate-
ly after you make a ranged attack with it. The dagger has 4 Castle Shield
charges, and it regains 1d4 expended charges daily at dawn.
When you hit a creature with this dagger, you can expend
1 of the weapon’s charges to mark it for death: you sense the
general direction of a marked creature’s location, as long as
it remains within 1,000 feet of you. If the marked creature is
within 60 feet of you, you can use a bonus action to teleport
to a random unoccupied space within 5 feet of the creature
and immediately make an attack against it using the dagger.
The attack roll is made with advantage. If the target is more
than 60 feet away from you or if there are no unoccupied
spaces within 5 feet of it, nothing happens, and the action is
wasted.
A mark lasts for 10 minutes. The mark ends early if you
mark another creature, if you’re ever more than 1,000 feet
away from it, or if you use the dagger to teleport (even if it
fails).
Intrepid Knife
Weapon (dagger), common (requires attunement)
This short, run-of-the-mill dagger can make the timid feel
brave, and is a common prop for storytellers. Whenever you
make an attack with this weapon, you can create a small,
harmless effect in its wake, such as a trail of sparkles or
satisfying “whoosh” sound. The effect ends immediately
after the attack. In addition, if you’re holding the dagger, you
Intrepid Knife gain a +1 bonus to any saving throw you make against being
frightened.
Lodestone Bolts
Weapon (crossbow bolt), uncommon
These metallic bolts are magnetically charged by magic.
When found, there are 1d3 + 1 bolts in a set. When you make
a ranged attack with one of the bolts and hit a target that’s
made of metal or is wearing metal armor, you can choose to
either pull or push the target up to 5 feet towards or away
from you. Alternatively, you can use this property of the bolts
even if the target isn’t made of metal or wearing metal armor
Lodestone Bolts if you hit it with another lodestone bolt within the last 1
minute. A target that is Huge or larger can’t be moved by this
property.
Necromancer’s Lantern
Wondrous item, rare (requires attunement by a warlock or
wizard)
While holding this grisly lantern, you can use a bonus action
to speak its first command word. The lantern then springs
alight, shedding bright light in a 30-foot radius and dim light
for an additional 30 feet; the light is a sickly green. Speaking
the command word again using a bonus action extinguishes
the lantern.
Whenever a Small or larger living creature dies within
the lantern’s light, it gains 1 charge, up to a maximum of 4
charges. While holding the lantern, you can speak its second
command word using an action to expend 1 or more of its
Necromancer’s charges. For each expended charge, a skeleton appears in an
Lantern unoccupied space of your choice within the lantern’s bright
light. The summoned skeletons are friendly to you and your
companions. Roll initiative for the summoned skeletons as
a group, which have their own turns. They obey any verbal
commands that you issue to them (no action required by
you). If you don’t issue any commands to them, they defend
themselves from hostile creatures, but otherwise take no
THEGRIFFONSSADDLEBAG.COM 80
actions. A skeleton remains for 1 hour or until it drops to 0 Revenant Standard
hit points, at which point it turns to dust. While a skeleton
Staff, very rare (requires attunement by a creature that has
is friendly to you, it has advantage on saving throws against
any effect that turns undead. If a skeleton is ever not within
died)
the lantern’s light, it becomes hostile for the remainder of the This staff looks like a war standard that’s topped with a metal
duration, even if it later enters the lantern’s light again. brazier. While holding it, an ethereal flag tumbles down from
The lantern can control up to four skeletons at a time in the staff ’s cross, as if it’s hung there. You choose the flag’s
this way. It can summon up to a total of eight skeletons each design, which is obviously illusory. You can mentally change
day between dusks. the design using an action while holding the staff. This staff
can be wielded as a magic quarterstaff that grants a +2 bonus
Raven’s Feather to attack and damage rolls made with it.
Weapon, rare (requires attunement) While holding the staff, hostile creatures within 30 feet of
you take an extra 1d6 necrotic damage whenever they take ne-
This dark scythe is lightly iridescent, like a raven. Its blade crotic damage for the first time on a turn. In addition, friend-
looks like a large feather. If you’re proficient with martial ly creatures within that range make death saving throws with
weapons, you are proficient with the raven’s feather. The advantage; on a 20, a creature gains 20 temporary hit points
weapon has the two-handed and heavy properties and uses a as part of returning to consciousness.
damage die of 2d6; it deals slashing damage on a hit. When The staff has 10 charges for the following properties. It
you hit a creature with this weapon, a raven feather appears regains 1d8 + 2 expended charges daily at dawn. While the
and floats to the ground below it. The feather is illusory, and staff is on your person, it regains 1 expended charge whenev-
it remains in the space for up to 1 minute. er a humanoid dies within 30 feet of you. To be eligible, the
You can use a bonus action to magically summon a swarm humanoid can’t have been behind total cover from the staff
of ravens while holding the scythe. The swarm appears in when it died, and it must have had a challenge rating of 1/2 or
your space, and it has a number of hit points equal to 4 times more.
the number of feathers dropped from the scythe within 60 While holding the staff, you can expend 1 or more of its
feet of you. The feathers then disappear. The swarm remains charges to cast one of the following spells from it (save DC
for 1 minute or until it’s reduced to 0 hit points; it regains 4 16), using the spell’s normal casting time: bane (1 charge),
hit points whenever another feather appears. The swarm can’t hellish rebuke (1 charge), see invisibility (2 charges), speak
have more than 24 hit points. If the swarm hits a target, the with dead (3 charges), or spirit guardians (3 charges; the spir-
damage is magical. its are of the dead humanoids). If a spell cast from the staff
You can only have one swarm of ravens at a time. The deals damage, the damage’s type is necrotic.
summoned swarm is friendly to you and your companions. Alternatively, when you hit a creature with the staff, you
It shares your initiative and takes its turn immediately after can expend 1 of its charges to deal an extra 1d6 necrotic dam-
yours. It obeys any mental commands that you issue it (no age to that creature.
action required by you). If you don’t issue any commands, it
defends itself from hostile creatures, but otherwise takes no
actions.
Shadowcutter
Revenant Standard
Raven’s Feather
Soothstriker
Trickster’s Quiver
THEGRIFFONSSADDLEBAG.COM 82
damage instead of its normal type, and it continues to burn provided that the ocarina’s sound can reach it. A creature
until the start of your next turn. When you fire the arrow, you within 5 feet of each point must make a DC 15 Dexterity sav-
can choose what color the flame is. ing throw. A creature takes 6d6 fire damage on a failed save,
Hookshot (1 charge). The arrow transforms into a grap- or half as much damage on a successful one. A creature in the
pling hook and rope. On a hit, the target takes half as much area of more than one of these eruptions is affected only once.
damage from this arrow, and you’re pulled up to 20 feet Molten Melody. When you play this melody, choose a
toward the target. stone or earthen structure that you can see within 60 feet of
You can use this property of the quiver once per turn. A you. If the sound of the ocarina can reach the structure, it
transformed arrow is destroyed at the start of your next turn. harmlessly dissolves into a pile of molten earth, which imme-
Other types of ammunition containers of this kind exist, diately cools at the end of the effect. The dissolved area of the
such as a trickster’s bolt case meant for crossbow bolts, structure can be no larger than 10 feet in any dimension.
though quivers are most common. Seismic Melody. When you play this melody, choose a
point on the ground that you can see within 60 feet of you.
Vigilante’s Mantle The ground then shakes, like an earthquake, in a 20-foot-ra-
Wondrous item, rare (requires attunement) dius circle that’s centered on that point. Each creature within
the area must succeed on a DC 15 Dexterity saving throw or be
This midnight purple cloak has a hood which covers the top knocked prone and take 3d6 bludgeoning damage. A 10-foot-
of your face; you can see through a pair of stylized eyes in deep fissure then opens immediately after in a straight line,
the hood, which are opaque white. Pulling the hood up or which runs through the center of the circle. The line is 5 feet
down requires an action. While the hood is pulled up, you’re wide and up to 40 feet long. Any creature within the line
immune to being frightened, and you gain a +2 bonus to Dex- must succeed on an additional DC 15 Dexterity saving throw
terity (Stealth) checks. or fall 10 feet down into the fissure. A creature that failed the
While the hood is pulled up, you can use a bonus action on saving throw for the earthquake makes this second saving
each of your turns to roll a d4 and gain one of the following throw with disadvantage.
random benefits.