[go: up one dir, main page]

100% found this document useful (3 votes)
1K views83 pages

TheInventory Year-6 PrinterFriendlyPages

Uploaded by

Runic Pines
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (3 votes)
1K views83 pages

TheInventory Year-6 PrinterFriendlyPages

Uploaded by

Runic Pines
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 83

Aberrant Nail Date Aberrant Nail Date

Abjurer's Bangle Mar-22 Arista, Wand of the Spire Aug-20


Abjurer's Bangle Oct-21 Arkano Elite Visor Feb-21
Abjurer's Bangle Oct-21 Arkanobow Oct-23
Abjurer's Gilder Oct-21 Arkanotana Jul-23
Aciurgist's Blade Sep-19 Arkanotars Oct-22
Acorn Charm Nov-20 Arm of Balaria Jan-24
Acorn Helmet Oct-20 Armor of Icarus Jun-24
Adrenal Blades Jan-24 Armor of the Reef Warden Feb-21
Adventurer's Overcoat May-23 Armor of the Stone Citadel Oct-23
Aegis of Radiance Mar-21 Arrow of Anchoring Dec-22
Aged Goodberry Wine Apr-19 Artisan's Signet Jul-21
Air Render Mar-20 Ashen Bloom Apr-24
Alchemist's Firethrower Dec-20 Astral Aegis Apr-23
Alchemist's Potion Belt May-22 Astral Bracelet May-24
Alcoholock Jul-20 Astral Caltrops Jul-19
Ambitious Medic's Box Aug-22 Astral Sea Piercer May-21
Amulet of Buoyancy Nov-20 Astronomer's Boon Mar-19
Amulet of Divine Protection Sep-21 Attack-In-The-Box Feb-21
Amulet of Equilibrium Mar-23 Augurer's Coin Jun-23
Amulet of Ideals May-19 Aurora Dust Feb-23
Amulet of Immutability Jun-24 Aurum and Argentum Sep-20
Amulet of Initiative Dec-20 Avian Circlet Feb-19
Amulet of Radiant Protection Oct-23 Axe Beak Tomahawk Apr-19
Amulet of the Coldfire Pheonix Dec-23 Axe of Essential Inversion Jun-19
Amulet of the Guiding Eye Jan-22 Axe of Hurricanes May-24
Amulet of the Lycanthrope Nov-23 Badge of the Savant Jul-23
Amulet of the Platinum Fang Oct-21 Badge of the Wayfarer Sep-20
Amulet of the Sentinel Sep-23 Bag of Bellstones Jan-20
Amulet of the Spirit Naga Oct-20 Bag of Gifts Apr-20
Amulet of the Wagoneer Sep-20 Bag of Goodberry Gummy Fish Jan-23
Angelic Plate Dec-22 Bag of Magic Blocks Jun-23
Angler's Armor Jan-24 Bag of Sundrops Jun-23
Angler's Wand Jan-20 Ball of Wild Earth Sep-19
Angler's Worldly Fisher Mar-22 Ballista Prosthesis Sep-21
Ao Hai's Fang May-20 Band of Mirrored Essence Aug-20
Appraiser's Eye Jul-20 Bandolier of the Elements Jan-19
Arborguard Shield Aug-21 Bands of the Found and Lost Apr-21
Arc of the Alicorn Sep-20 Bane Shield Feb-19
Arcane Mirror May-21 Bangle of Sun and Moon Dec-20
Arcanist's Bowstaff Mar-19 Bangle of the Arcane Assassin Oct-23
Arcanist's Magnificent Magnifier Apr-19 Bangle of the Starlight Raven Mar-24
Arcanist's Scribing Wand Dec-20 Banishing Arrow May-24
Archanist Gauntlets Oct-20 Bardic Boombox Jun-24
Architect's Disdain Jun-20 Bardic Leathers May-22
Archivist's Key Jul-19 Bard-in-a-Box May-24

3 THE GRIFFON’S SADDLEBAG THE INVENTORY


Aberrant Nail Date Aberrant Nail Date
Barge Helm Jan-19 Blood Moon Blade Oct-19
Barricade Shield Feb-19 Blood Pact Pendants Dec-19
Bartender's Armistice Aug-19 Blooddrinker Aug-19
Basco's Handy Bangle Nov-20 Bloodhound Amulet Jan-24
Basilisk Dagger Jan-19 Bloodmage Dagger Jul-20
Bastion Chain Jul-19 Bloodmire Phiale Jun-19
Bath Potion Apr-23 Bloodmire Rod of the Witch Doctor Mar-20
Baton of Many Sizes Apr-19 Bloodmire Soulflame Latern May-20
Battery Shield Aug-19 Bloodscryer Oculus Mar-21
Battle Tax Sep-22 Bloodshard Trident Jul-19
Battlebeat Club May-19 Bloodthirster Scimitar Sep-20
Battlebeat Shield Feb-24 Bloodthirsty Bistoury May-20
Battleborn Gloves Feb-24 Bloodthirsty Trident Mar-20
Battlebrew Bomb Jul-22 Bloody Marilith Sep-23
Battlebrew Maul Dec-22 Bloody Marilith Jan-20
Battlechef Buckler May-19 Blossoming Arrow Jan-20
Battlechef Field Dagger Feb-19 Blowfish Armor Aug-23
Battlechef Pulverizers May-20 Blue Dragon Horn Shield Feb-23
Battlechef's Heated Skillet Mar-22 Blue Vanguard's Glory Jul-22
Battlechef's Splendid Saucepan Apr-24 Bolide Blade Nov-21
Battlement Bow Jul-19 Bolt Sep-22
Beads of Meditation Jul-19 Bonfire Candle Mar-19
Beard Cannon Jun-21 Bonfire Charm Jan-22
Bell of Alarm Jun-21 Book of Clother's Croquis Sep-20
Bellhop Topper Dec-20 Book of instant Copying Mar-21
Belt of Four Elements Mar-21 Boots of Dendallen Aug-21
Belt of Orion Aug-22 Boots of the Cloud Jumper Jul-19
Belt of the Hell Hound Jun-23 Borbos's Joyous Wand of Color May-19
Belt of the Raid Leader May-21 Borbos's Marvelous Magic Marker Feb-19
Big Cat Slippers Jun-19 Boreal Pendant Nov-22
Bird of a Feather (common) Jul-23 Bottle of Spare Time Dec-18
Bird of a Feather (uncommon) Nov-18 Bottled Abyss Jun-23
Birder's Sling Staff Nov-18 Bottled Will-o'-Wisp Mar-19
Bird's-Eye Bolt Apr-23 Bounder's Ball Mar-24
Bite-Back Belt Oct-21 Bounty Hunter Enforcer Jul-20
Biting Sickle May-24 Bountyfinder's Tricorn Feb-19
Black Hole Jun-24 Bow of Mind Thievery Jul-23
Black Pudding Power Bomb Sep-23 Bow of the Cobra Nov-18
Blackthorn Spear of the Moonless Hunter Jun-22 Bow of the Eldritch Archer Feb-21
Blade of the Unbroken Circle Mar-20 Bow of the Spelldrinker Jan-20
Blast Ooze Jul-23 Bow of the Twilight Valkyrie May-20
Blazeball Bat Nov-22 Bowstring Amulet Nov-19
Blazeblood Rapier Mar-22 Bracelet of the Shattered Aegis Mar-23
Blazeblood Signet Dec-23 Bracers of Spell Reflection Dec-21
Blizzard Sphere Jul-23 Bracers of the Iron Octopus Jun-23

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

5 THE GRIFFON’S SADDLEBAG THE INVENTORY


Aberrant Nail Date Aberrant Nail Date
Clockwork Healerbee Oct-19 Crash and Burn May-24
Clockwork Inkbeetle Oct-19 Crashing Rhino Apr-22
Clockwork Mend-a-Pillar May-19 Crashing Tide Hammer Mar-24
Clockwork Spyder Apr-20 Cratering Quarterstaff Apr-22
Clockwork Syrisquito Feb-23 Criir's Blade Apr-19
Cloth of Instant Tables Feb-22 Criir's Scepter May-22
Cloudburst Aug-23 Crosier of Divine Power Nov-23
Cloudkept Armor Sep-23 Crossbow of the Flying Fist Aug-19
Club of Dancing Mar-23 Crown of Deep Winter May-23
Club of the Forest Drake Dec-20 Crown of Season's Embrace Aug-19
Club of the Rook Feb-21 Crown of the Cursed King Sep-23
Coil Crook Sep-20 Crown of the Forgotten Circle Aug-23
Coldfire Anvil Jun-19 Crown of the Mindmaster Matriarch Sep-23
Coldfire Phoenix Draft May-20 Crown of the Storms Mar-20
Coldsnap Nov-21 Cryomancer's Lexicon Feb-21
Collar of the Crystal Veil Nov-18 Cryptkeeper Glaive Dec-23
Comet Ballista Apr-23 Crystal Ball of Storms Nov-18
Companion's Band Aug-21 Cube of Teleportation Nov-23
Consecrated Hunter's Crossbow May-19 Cuff of Captions Jun-21
Conspirator's Coat May-22 Cursed Fang Feb-21
Constellation Whip Sep-20 Cymrith Jan-24
Contact Lenses Jan-24 Daemonomicon Mar-23
Container of Heat and Frost Feb-22 Dagger of First Light Nov-22
Contingency Band Jan-19 Dagger of the Ogre Mage Sep-21
Contingency Cards Feb-21 Dark Fathom Armor Nov-18
Copyquill Jan-24 Dark Mantle Sep-19
Coral Crasher Aug-22 Dart of Caltrops May-21
Coralshield Golem Sep-23 Dart of the Macaw Jul-23
Corsage of the Hidden Thorn Dec-18 Davy Jones' Key Mar-22
Corvus Pyre Oct-22 Dawn and Dusk Jun-20
Cottage Chest Nov-22 Daybreaker Katana Jan-21
Couatl Herald's Fang Oct-21 Dead Ringer Apr-22
Couatl Herald's Guard Aug-19 Dealmaker's Ring Dec-18
Couatl Herald's Lash Aug-19 Death Brand Jul-22
Couatl Herald's Mantle Aug-19 Death Dog Lasher Jun-24
Couatl Herald's Radiance Aug-19 Death Knell Jan-24
Couatl Herald's Reach Aug-19 Death Locket Sep-19
Couatl Herald's Scales Aug-19 Deathbomb Arrow Nov-23
Courier's Cap Aug-19 Deathloop Watch Dec-23
Courtesan's Fanblade Dec-23 Deathly Diadem May-21
Covolt Circlet Nov-19 Deathmetal Axe Feb-20
Covolt Dagger Aug-22 Death's Shadow May-24
Covolt Scythe Jul-21 Deck of Dragons Feb-20
Covolt Star Jul-21 Deer Hunter's Armor Jan-23
Crack of Thunder Feb-23 Departed Helm Sep-22

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

7 THE GRIFFON’S SADDLEBAG THE INVENTORY


Aberrant Nail Date Aberrant Nail Date
Everice Box Apr-21 First Mate's Scabbard Jul-19
Everlasting Sugarbomb Nov-19 Fish Ripper May-22
Evoker's Exchange Feb-19 Fists of the Guiding Star Oct-23
Executioner's Mercy Nov-19 Flame Slippers Dec-19
Explorer's Helm Dec-21 Flamebreather Staff May-22
Explosive Flail Nov-23 Flesh of Dendallen Aug-20
Eye of Dendallen Feb-22 Flight of Fancy Fascinator Mar-19
Eye of the Beheld Feb-19 Flood Pauldron Dec-23
Eye of the Bookwurm Feb-21 Floral Chime Jun-20
Eyedrops of Clarity Nov-18 Focus Breaker May-24
Fable's End Mar-21 Focus Circlet Apr-20
Faeflame Torch Dec-18 Foldable Pet Oct-20
Faerie Firework Launcher Aug-20 Fool's Lamp Apr-22
Failed Purity Spear Nov-22 Fool's Mantle Sep-21
Faithful Hound's Fetching Femur May-20 Force Gauntlet Mar-23
Faithful Hound's Toy Jan-23 Force Safe Sep-19
Familiar Lens Dec-21 Forecaster's Cloak Oct-22
Fanfare Ammunition Apr-22 Forest Eye Staff Oct-20
Fanfare Blowgun Oct-19 Forgekeeper's Spark Nov-23
Fang Keeper Sep-23 Forgemaster's Might Jan-21
Featherwhumpus Jan-24 Forgework Dragon Sheild Jan-19
Featherwhumpus Mar-23 Form of Order Sep-21
Felling Greataxe Mar-23 Fortune's Fivepence Dec-21
Fell-Rider Chariot Jan-21 Fortune's Flower Oct-19
Ferryman's Take Jul-20 Four Winds Aegis Jun-20
Festerwood Buckler May-19 Fourarm Bracers Dec-23
Festerwood Claymore Sep-19 Foxfire Charm Nov-18
Festerwood Fungal Stave Apr-19 Fragment of Elder Starlight Sep-21
Festerwood Logger May-19 Fragments of Chaos Jul-19
Festerwood Masher Jun-19 Freerunnner's Armor Apr-24
Festerwood Vizard Sep-19 Freezing Gauntlets Apr-20
Festerwood's Light Jul-19 Frefil's Cookie Cutter May-23
Fey-Touched Armor Sep-19 Frefil's Jolly Oozebean Sugarbombs Dec-22
Feywatch Shield Mar-23 Frefil's Scrummy Trifection Jan-19
Feywood Ivy Sep-20 Frefil's Tiny Tasty Tongue Twisty Sugar- Nov-21
Field Healer's Pauldron Feb-21 bombs

Fife of Dragonsong Sep-22 Frost Giant Fork Apr-19

Fire Brigade Staff Oct-19 Frostbitten Buckler Jan-19

Fire Dervish Cloak Jan-24 Frostburn Blade Nov-18

Fire Fire! Feb-19 Frostburn Spear Dec-21

Fire Wand of the Unbroken Circle Sep-19 Frostfell Cloak Oct-20

Fireamber Scepter Aug-19 Frosty Top Hat Apr-22

Firecracker Crystals Apr-24 Frozen Dagger Jan-22

Firewatch Vambraces Apr-19 Fūjin Reactor Dec-18

Fireweaver Gloves Jun-24 Funeral Marchers Jun-23

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

9 THE GRIFFON’S SADDLEBAG THE INVENTORY


Aberrant Nail Date Aberrant Nail Date
Hatred, The Wrathful Edge Oct-19 Horatio's Impossible Ship in a Bottle May-24
Hcor'uk the Colossal's Portable Handheld Aug-21 Horn of Fog Sep-21
Weapon of Walloping Horn of the Wild Hunt Feb-23
Headband of the Sweatless Dec-18 Hour and Minute Dec-20
Headdress of the Serpent King Apr-21 Hourglass of Slumber Jan-20
Headhunter's Bullseye Lantern Feb-20 H'rethi Cloak of Shielding Jun-21
Healer's Voice Jul-21 H'rethi Desperation Nov-21
Healing Arrow May-24 H'rethi Soul Scepter Mar-24
Heart of Damned Intervention Sep-19 Hunter Shark Cutlass May-20
Heart of the Sleeveless Mar-20 Hunter's Cup Mar-23
Hearthfire Mantle Nov-18 Hurricane Lance Dec-23
Heartless Cage Pendant Jan-24 Hushed Ring Nov-18
Heavenly Chalice Feb-20 Hydra Charm Feb-20
Heavenly Hand Chain Dec-20 Hydra Flail May-20
Heaven's Edge Apr-24 Ice Sickle Mar-20
Heaven's Gavel Apr-21 Illusionist's Bookmark Nov-19
Heavy Golem Armor Nov-19 Illusionist's Gambit Dec-21
Hedgewitch's Gardening Cane Jun-20 Immovable Button Dec-22
Hedgewitch's Gardening Gloves Jul-21 Immovable Cat Dec-18
Hedonic Motivator Feb-23 Impact Plate Mar-23
Hellfire Pitchfork Sep-20 Incendiary Caltrops Dec-20
Hellion's Mask Jul-19 Incredible Mending Tap May-23
Helm of Heroes Jan-24 Indigo Stray's Conviction Jan-22
Helm of the Broken Dragon Feb-19 Infernal Aegis Sep-21
Helm of the Chromatic Dragon Aug-20 Infernal Chain Jun-19
Helm of the Deep Sea Knight Apr-20 Inferno Engine May-21
Helm of the Justicars Feb-22 Inferno Rope Nov-23
Helm of the Lichfiend Jul-21 Inker's Armband Apr-19
Helm of the Platinum Dragon Jan-22 Inking Seahorn Dec-19
Helm of the Ruby Dragon Apr-20 Insatiable Tome Nov-23
Helm of the Skeleton Jun-20 Inspector's Silverware Jan-20
Helmsman's Shelter Apr-24 Instigator's Rod Nov-20
Herbalist's Journal May-19 Instrument of Roses and Thorns Apr-22
Hero's Goblet Sep-23 Intrepid Knife Oct-21
Hexaxe Jul-23 Ionbreaker, the Tempest's Reach Jun-24
Hide of the Wild Guardian Mar-19 Ioun Blade Oct-19
Hideaway Vase Oct-22 Ironleaf Impaler Jun-23
Hoarder's Haul Sep-20 Ironleaf Maul of Entanglement Mar-21
Hoarder's Haul May-21 Ironleaf Oaken Shield Dec-18
Hoarder's Haul May-21 Ironleaf Plate Jun-19
Hobbysteed May-21 Ironshod Trotters Mar-19
Hobbysteed Feb-24 Jo'Catian Denier Feb-19
Homeroot Feb-24 Jo'Catian Rebuker Dec-19
Homeward Boots Jun-21 Jotun Frostcleaver Dec-19
Honey Scepter Oct-21 Jotun's Jodhpurs Jan-23

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

11 THE GRIFFON’S SADDLEBAG THE INVENTORY


Aberrant Nail Date Aberrant Nail Date
Masks of the Sacred Beasts May-23 Moonlighter's Masquerade Dec-22
Masks of the Sacred Beasts Aug-20 Moonstone Bracers May-22
Masks of the Sacred Beasts Aug-20 Moonswaddled Armor Oct-20
Masks of the Sacred Beasts Aug-20 Moonwick Candle Dec-18
Masks of the Sacred Beasts Aug-20 Morath, Scepter of the Soul Vortex Feb-23
Master Machinist's Marvelous Mallet Aug-20 Mosshide Troll Belt May-21
Mastery Gem Jul-19 Mourningsteel Barricade Aug-20
Matron's Mug May-19 Mourningsteel Demi-Gauntlets May-22
Maul of the Guiding Star Oct-20 Mourningsteel Eclipse Sep-21
Mediator's Amulet Apr-22 Mourningsteel Ghost Candle Mar-22
Medusan Lavalier May-24 Mourningsteel Half Plate Oct-21
Medusan Signet Apr-21 Mourningsteel Obol Aug-21
Medzo's Blade Jun-21 Mourningsteel Saber Sep-22
Medzo's Crossbow Jun-22 Mourningsteel Stiletto Nov-21
Memento of the Shapeless Mar-21 Mourningsteel War Banner Jun-22
Mercenary's Pauldron Dec-18 Mousetrap Explosive Sep-21
Merry Berry Oct-22 Mummy Lord Staff Aug-23
Meta Mantle Nov-18 Muralist's Mark Jun-22
Meta Medallion Aug-20 Murderous Arrow Mar-23
Metallurgist's Grip Jan-20 Murk Blowgun Aug-22
Meteoric Javelin Nov-23 Myceliaweave Armor Jan-21
Midnight Dragon’s Ichor Candle Feb-22 Myceliaweave Circlet Oct-20
Midnight Oil Sep-23 Naga's Caduceus of Rebirth Sep-22
Midnight Smoke Jan-23 Nail of Mundanity Mar-22
Mimicloak Nov-22 Navis Anima Feb-24
Mimic's Smilemaker Jun-20 Necrolace Jun-23
Mindmaster's Monocle Apr-23 Necromancer's Cuff Jan-19
Mirrored Ball of Brag'inir Dec-19 Necromancer's Lantern Nov-23
Mirrorlight Edge Apr-24 Neutralizing Spray Jun-24
Mirrorlight Harbinger May-19 Nexus Mirror Feb-22
Mirrorlight Piercer Nov-21 Night Owl's Half-Moon Spectacles Jun-22
Mirrorlight Stinger Jul-19 Nightmare Flask Oct-21
Mister Bottle Nov-21 Nightstalker's Armor of the Northeastern Feb-21
Mistwalker Armor Mar-24 Wind

Mistwalkers Oct-20 Nightstalker's Kanabo Jul-20

Mithral Beast Charms May-24 Nightstalker's Mask Sep-19

Mobius Scroll Sep-23 Nimblewrap Roll Jul-20

Mockingblade Nov-22 Nimbus, First Staff of the Thunderbirds Sep-22

Molten Hammer Sep-19 No-Stones Jan-21

Monarch Mantle Jul-23 Novanite Armor Jan-20

Monocle of Clarity Jul-21 Null Chalk May-20

Monster Tamer's Shield Apr-19 Oaken Candle Jun-19

Monster Tamer's Sword Nov-19 Oathkeeper's Resolve Dec-20

Monsterbane Lasher Nov-19 Obsidian Star Dec-19

Moonfallen Maul Feb-19 Octavius' Saber Jun-23

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

13 THE GRIFFON’S SADDLEBAG THE INVENTORY


Aberrant Nail Date Aberrant Nail Date
Power Collar Jul-23 Reap and Sew Apr-20
Powergem Pommel May-21 Red Claw's Regalia Nov-18
Powergem Pommel Nov-21 Red Queen's Burden Sep-19
Powergem Pommel Nov-21 Redeemer's Regards May-20
Precipit, the Formless Nov-21 Redsmith Carrying Pack Jan-21
Primordial Earth Heart Oct-19 Redsmith Crucible Set Apr-22
Prism Glasses Apr-23 Redsmith Hammer Jul-21
Prism Lantern Jan-20 Regraftable Construct Arm Mar-20
Prismatic Javelin Jan-23 Rejuvinating Draft Apr-23
Prized Pet Protector Jul-19 Rejuvinating Draft Feb-20
Prized Pet Protector Feb-23 Rejuvinating Draft Feb-20
Profane Mask Feb-23 Rejuvinating Draft Feb-20
Protector's Ward Nov-19 Relentless Bulwark Feb-20
Prototype Thunderberd Nov-22 Relentless Stinger Apr-19
Prying Mace May-20 Reliquary of Holy Memories Jul-23
Purging Dagger Dec-20 Reliquary of Holy Memories Jan-20
Purity Spear Apr-19 Reliquary of Holy Memories Jan-20
Purse Piglet May-19 Reliquary of Holy Memories Jan-20
Puzzle Ring of Vitality, Life, and Power Jan-19 Remorhaz Cloak Jan-20
Quagmire Maul Mar-19 Remorhaz Javelin Oct-23
Quake Hammer Aug-19 Retaliating Bloom Shield Jul-22
Quarterstaff of the Elk Dec-18 Retaliating Shield of Ink Jun-19
Quick Change Ring Aug-23 Revenant Standard Dec-18
Quickdraw Sep-20 Riff's Dimensional Ripper Jun-24
Quicksilver Clay Dec-18 Rift Sheath Feb-20
Quicksilver Sword Aug-19 Rime of the Justicar May-21
Quillgun Jun-22 Ring of Anchoring Feb-23
Quiver of Elemental Chaos Nov-23 Ring of Changing Shapes Dec-18
Quiver of Lightning May-20 Ring of Dagger Ice Dec-20
Quiver of Seasons May-24 Ring of Eight Eyes Oct-23
Radiant Defender Dec-22 Ring of Eldritch Ire Dec-21
Radiant Quiver Mar-19 Ring of Gestures Oct-19
Radiant Quiver Feb-22 Ring of Healer's Heroism Dec-18
Radiant Quiver Feb-22 Ring of Honor Apr-20
Radiant Teapot Feb-22 Ring of Jailbreaking Mar-22
Radiant War Pick Mar-22 Ring of Lunar Might Feb-22
Ramp-Up Ring Nov-20 Ring of Misdirection Jul-21
Rapier of the Black Tentacle May-23 Ring of Names Jul-21
Rat King Crown Dec-23 Ring of Perching Dec-22
Rat King Rapier Mar-22 Ring of Perpetual Momentum Jan-23
Rat King Sphere Mar-22 Ring of Rituals May-24
Ravenheart's Origami Ravens Mar-22 Ring of Roses Jun-20
Ravenous Ring Dec-22 Ring of Salt Mar-19
Raven's Feather Nov-22 Ring of Seething May-24
Realmswarden Greataxe Jun-24 Ring of Solar's Sight May-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

15 THE GRIFFON’S SADDLEBAG THE INVENTORY


Aberrant Nail Date Aberrant Nail Date
Scroll of the Skyfallen Jun-22 Shifter's Shine Apr-19
Scrolll of the Eclipse Jul-22 Shifter's Shine Jan-20
Scythe of the Grim Shepherd Dec-21 Shimmering Spectacles Jan-20
Sea Serpent Hairpin Jul-22 Shipwrecker Apr-20
Seadevil's Fang Jun-19 Shipwright's Watch Jun-23
Seafarer's Jacket Jan-23 Shooting Star May-21
Seat Belt Feb-19 Shrieking Chalk Mar-21
Second Fiddle Apr-19 Shroud of the Unburied Aug-22
Seed of Rebirth Feb-21 Sickle of Cunning Apr-23
Seeker's Compass Jun-19 Sickle of the Sphinx Jan-22
Seer's Starlight Cloak Mar-20 Siege Staff Sep-23
Sending Slates Mar-21 Signet Rings of Blindness, Deafness, and Nov-20
Sentry Candle Aug-23 Silence

Septum Ring of the Great Minotaur May-22 Signet Rings of the Fey Court May-19

Seraphim's Stiletto Sep-19 Silken Socks of Slickening Aug-19

Serpent Dart Apr-20 Silver Coin of Duvra Mar-19

Serpentine Bolas Dec-18 Silver Dragon Katana Aug-20

Serpentine Horn Dec-23 Silver Eage Studded Cuirass Dec-23

Serpent's Cuff Feb-23 Silver Eagle Acolyte Robe Jan-20

Servitude Choker Mar-24 Silver Eagle Weapons Nov-22

Set of Numat's Trick Tubes Jan-19 Silver Lycan Chime Feb-19

Set of Secret Scribe Candles Dec-18 Silver Star Cane Nov-19

Shade and Shine Dec-18 Silver Tongue Sep-20

Shadow Drinker Mar-23 Silverwind, the Cleansing Breeze Apr-24

Shadow Ink Dec-18 Singing Stein Sep-20

Shadow Tag Sep-19 Sir Varion's Helm Nov-18

Shadow Ward May-21 Sir Varion's Lance Nov-20

Shadow Weaver's Guise Feb-19 Sir Varion's Mantle Jul-20

Shadowcutter Jul-21 Sir Varion's Shield Nov-20

Shadow-Fletched Arrow Jun-24 Sironsong Silencer Jul-20

Shadowscale Shroud Apr-23 Skelekey Mar-19

Shadowshawl Jan-21 Skirmisher's Bow Mar-24

Shadowsmoke Dragon Pipe Jun-19 Skulldugger's Spade Jun-22

Shaedenstaff Apr-19 Sky Anchor Mar-24

Shamisen of the Changing Winds Jul-19 Skyglider Shield Nov-20

Shapeshifter's Circlet Jul-22 Skylit Greaves Jun-21

Shared Burden Jun-19 Slaying Longbow May-20

Sharkrazor Mantle Mar-19 Sleepytime Sheep Stuffy Aug-20

Sheer Cold Jun-19 Sling of the Tiny Giant Oct-21

Shield of the Eldritch Maw Jun-19 Smash Potatoes Apr-19

Shield of the Everfighter Apr-24 Snake Charmer's Flute Nov-18

Shield of the Great Badger Mar-22 Snake Oil Jun-21

Shield of the Justicars Apr-22 Snake Oil Aug-22

Shield of Yggdrasil Apr-21 Snow Rider's Sleigh Aug-22

Shielding Turtle Sugarbombs Jan-19 Snowball Mittens Apr-20

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

17 THE GRIFFON’S SADDLEBAG THE INVENTORY


Aberrant Nail Date Aberrant Nail Date
Storm Seer Lamp Dec-23 Tide Turner Aug-23
Storm Sickle Dec-19 Tideborn Trident Aug-20
Stormbrewer Bracers Jun-19 Tidesplitter Sep-23
Storm's Eye Shield Mar-20 Timber May-24
Stormstruck Staff Oct-20 Time Warden Armor Dec-18
Stormthrower Harpoon Oct-19 Time Warden Helm May-23
Storyteller's Stein Nov-18 Timepiercer Mar-24
Stuffy Familiar Jan-21 Timeshifter's Mantle Jul-19
Stylist's Circlet May-21 Titan Cricket Greaves Oct-19
Sun and Moon Shield May-20 Titan's Tooth Claymore Apr-21
Sundersludge Net Dec-21 Toadstone Dec-19
Sunfire Oct-19 Toadstool Veil Jul-19
Sunspot Lantern Oct-22 Tome of Advanced Fighting Styles Apr-23
Swallowtail Mantle Jun-24 Tome of Dreams Jan-21
Swashbuckler's Slippery Saber May-24 Tome of Lost Knowledge Oct-19
Switch Jul-22 Tome of Planar Wonderings and Wan- Jul-20
Sword of Resonance Feb-19 derings

Sword of Sacrifice Apr-19 Tome of the Dragon's Hoard Oct-22

Sword of the Pack Leader Oct-22 Torchbearer's Reach Nov-21

Sword of the Spelldrinker Mar-22 Torchbearer's Sling Dec-18

Talyard the Great's Wand of Power Sep-19 Tormentor's Flail Mar-23

Tarrasque Plate Sep-19 Torpedo Arrow May-22

Tea Weird Dec-19 Torrdok's Magnificent Forgery Jan-19

Tear of Gaia Sep-20 Torrent Taiaha May-21

Tectonic Gauntlets Dec-18 Tote of Tricky Treat Sugarbombs Oct-19

Teleportation Circle Stamp Jan-19 Traitor's Gauntlet Oct-19

Teleportation Map Oct-23 Trampling Crossbow Nov-20

Telescoping Bladelance Mar-24 Trap Sweeper Jun-20

Tempest Griffon Bracers Mar-19 Trapper's Bag Sep-23

Tempest Griffon Feather Cape Mar-21 Treblecuff Aug-23

Tempest Staff Jul-19 Tremor Spike Feb-23

Tengu Fan Jul-22 Trenchroller Armor Jul-20

Tether Tearer Jun-22 Trick Knot Jul-22

Tethervine Quiver Oct-19 Trickster's Quiver Mar-24

Thalamus Thread Aug-19 Trident of the Dryad Jun-24

The Griffon's Saddlebag Nov-19 Trident of the Hydra Jun-19

The Rose Basket Nov-19 Trumpeting Ring Feb-19

The Timekeeper's Pendulum Oct-19 Tub of Churning and Fermentation Mar-24

This Hidden Agenda Apr-23 Turtle Brooch Nov-18

Thomas' Dimensional Trousers Apr-22 Turtle Pack Nov-20

Thornpiercer Mar-20 Twin-Tuned Hammer Oct-22

Thunderbolt Quill May-19 Tyrannasaurus Rax Nov-23

Thunderous Flail Apr-24 Underworld Asphodel Regalia Oct-20

Thwackstaff Nov-18 Unicorn Candle Jun-20

Tidal Fan Aug-19 Unicorn Diadem Jan-24

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

19 THE GRIFFON’S SADDLEBAG THE INVENTORY


Aberrant Nail Date Aberrant Nail Date
Whirling Weapons Jun-23 Sep-19
Whirlpool Dart Sep-20
Whispergust Mote Sep-20
Whistle of Dog Command Sep-21
Widemouth Bucket Apr-23
Widow's Tea Mar-21
Wild Dice Mar-20
Wildfire Ammunition Aug-22
Wildman's Spinning Cleaver Mar-20
Wildskin Armor Aug-19
Williwig's Time Stopper Jul-20
Wind and Whirl Jul-21
Wind Riders Nov-20
Windrazor Dec-19
Windswept Wyvernplate Jan-19
Wind-Up Merchant Nov-18
Winter Ward Mar-21
Winterland Footwraps Jan-22
Winter's Embrace Nov-23
Wishing Well Token Aug-19
Wisp Cloak Mar-24
Wisplight Lantern Nov-20
Wispy Sour Mar-19
Wispy Sour Jan-20
Wizards' Bout Top Jan-20
Wizards' Cards Apr-23
Wond of Fireballs Feb-24
Wooden Chain of the Unbroken Circle May-24
Woodstalker's Hood Apr-19
Worker's Wondrous Ladder Jan-24
Worldbreaker Dec-23
Wraith's Circlet Jul-22
Wraith's Garb Jun-22
Wraith's Ring Jun-22
Wraps of the Restless Jun-22
Wretched Ring Apr-21
Wyrmling Wristlet Sep-22
Wyrmshide Bow Jun-21
Wyvernblade Sep-21
Wyvernwing Feb-22
Xibalban Blade Jan-19
Xorn Eye Coin Jun-20
Xorn-Sole Boots Feb-24
Yellow Harminger's Path Nov-20
Zafu of the Wandering Mind Jun-21

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

21 ONGRIFEH T ’G ABDLES Y ORTHEINV


Bubble Collar
Cloak of Smoke
and Cinder

Amulet of the
Guiding Eye

Amulet of the Guiding Eye Cerberus Whistle


Wondrous item, uncommon (requires attunement)
This amulet features two eye-like pendants: one humanoid
and one bestial. If you’re within 5 feet of a friendly beast, such
as a beast companion or familiar (including one created by
The whistle has three dog heads carved into its end. When
the find familiar spell), you ignore the effects of being blind-
found, the dogs’ mouths are closed. When you blow into the
ed, provided the beast isn’t also blinded.
whistle, one, two, or three of the mouths open (your choice
You can use an action to charm a Small or smaller beast
each time). The harder you blow the whistle, the more of the
that you’re touching or that you can see within 30 feet of
dogs’ mouths magically open.
you, provided that it isn’t hostile towards you. The beast is
For each mouth that opens as part of blowing the whistle,
charmed by you for 24 hours, and it is friendly to you and
a hell hound is magically summoned to a random space that
your companions for the duration. This effect ends early if
you can see within 30 feet of you. Each hell hound remains
you use this feature again or if you or your companions do
for 1 minute or until it’s reduced to 0 hit points. If you are
anything harmful to it. You can use an action to see through
a fiend or tiefling, the hounds are friendly to you and your
the beast’s eyes while it’s within 30 feet of you, and continue
companions. Otherwise, each hounds’ disposition is random:
to do so until you use your action to return to your normal
use the table below to determine the nature of each hound.
sight. While seeing through the beast’s eyes, you gain the
benefits of any special senses that rely on sight possessed by d6 Disposition
that creature, though you are blinded to your own surround-
1 The hound is hostile towards you and your compan-
ings. Unless you have another way to command or control
ions. It uses its action to attack you first.
the beast, it shares your initiative in combat and uses its
movement to remain within 5 feet of you. On its turn, it takes 2–3 The hound is equally hostile towards all creatures. It
either the Dash or Dodge action. prioritizes the nearest creature to it that isn't a fiend
or tiefling.
Bubble Collar 4–6 The hound is friendly to you and your companions.
Wondrous item, common It becomes hostile if you or one of your allies does
something to harm or threaten it.
This metal collar magically resizes to fit snugly around your
neck. You can wear or remove the collar using an action. Roll initiative for the summoned hounds as a group,
While wearing the collar, a large bubble magically forms which has its own turns; hounds that are friendly to you go
around your head whenever you’re submerged in water. The first. While the hounds are friendly to you, they obey your
bubble provides enough breathable air for 10 minutes. For the verbal commands (no action required). If you don’t issue any
duration, you can speak normally while underwater, although commands to them, they defend themselves from hostile
your voice is still muffled by the surrounding water. At the creatures, but otherwise take no actions.
end of that time, the bubble pops; the bubble pops early if One of the dogs’ open mouths closes each day at dawn.
you take any damage, if you are no longer submerged, or if
you remove the collar. Once it pops, the bubble won’t appear Cloak of Smoke and Cinder
again until the collar spends at least 1 minute out of the water. Wondrous item, very rare (requires attunement)
Cerberus Whistle This short, hooded mantle is in threadbare tatters after being
burned in a magical fire. While wearing it, the embers of
Wondrous item, rare
that fire still burn, and plumes of smoke drape downward to
This whistle has been carved from a soot-stained imp bone. replace the parts of the cloak that were lost.
While holding the whistle, you can use an action to blow it. While wearing the cloak, you have resistance to fire dam-
The whistle can be heard out to a range of 300 feet, but only age and ignore any penalties that come as a result of a target
by fiends and tieflings. being obscured by smoke. It also functions as a cape of the
mountebank.

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

23 THE GRIFFON’S SADDLEBAG THE INVENTORY


Death Locket Forest Eye Staff
Wondrous item, very rare (requires attunement) Staff, uncommon (requires attunement by a druid or rang-
This locket is embossed with a dark silver skull on its front; er)
its lower jaw acts as the locket’s clasp. Inside the locket is a While this staff is on your person, you can’t be surprised. If
piece of blackened bone, which remains magically affixed to you’re in a forest, jungle, or similarly wooded area, you have
it. While the locket is on your person, you have resistance to advantage on Wisdom (Perception) checks while holding the
necrotic damage, and you are always under the effects of the staff, and you can use an action to cast the locate animals
death ward spell. Once the spell prevents you from dropping or plants spell from it. This spell can’t be cast from the staff
to 0 hit points, it ends until the next dawn. again until the next dawn.
Speak with Dead. While holding the locket, you can spend The staff has a magical leaf that flutters above its top. While
2 or more Hit Dice to cast the speak with dead spell from it. holding the staff, you can use an action to speak its command
This version of the spell allows you to ask the target only word to cause the leaf to drift up to 30 feet away from the staff
one question for every 2 Hit Dice you spend, up to a total of 5 in a direction of your choice, as if it were carried by a breeze.
questions. You mentally receive visual information from the leaf, which
Curse. This locket is cursed. Attuning to it curses you until has normal vision and darkvision out to 30 feet, and can look
you are targeted by the greater restoration spell or similar in every direction. The leaf can pass through any opening
magic. While you remain cursed, you’re unwilling to part large enough for a leaf to slip through. The leaf then withers
with the locket and keep it on your person at all times. If you and turns to dust at the start of your next turn, but a new one
die while the locket is on your person, your spirit is perma- magically appears above the staff at the next dawn.
nently trapped within the locket, and you can’t be revived by
any magic other than a wish spell. Inferno Engine
Weapon (greatsword), very rare (requires attunement)
Explorer’s Helm
The edges of this hulking greatsword are virtually blunt; on a
Wondrous item, uncommon (requires attunement)
hit, it deals bludgeoning damage, instead of slashing.
While wearing this helmet, you’re considered proficient with A gap splits the blade in two, where a fiery contraption
cartographer’s tools. You also have advantage on Wisdom emits a constant blaze. The flame sheds bright light in a
(Survival) checks, and you always know which way is north if 40-foot radius and dim light for an additional 40 feet. While
you’re outside. In addition, if you’ve been traveling at a con- holding the sword, you can use a bonus action to magically
sistent pace for at least 1 hour, nonmagical difficult terrain extinguish the flame or cause it to reignite. While the flame
doesn’t slow your travel while you continue at that pace. is alight, the sword deals an extra 1d10 fire damage to any
target it hits. When it does, the sword also gains a number
of charges equal to the number rolled on the d10. Any charge
gained by the sword is lost after 1 minute.
You can use an action to level the sword in front of you and
expend any number of its charges. The flame at the center of
the sword then releases a roaring gout of flames in a 5-foot-
Explorer’s Helm wide line. The line is 10 feet long if you expend 10 or fewer
charges, 20 feet long if you expend 11–20 charges, and 30 feet
long if you expend 21–30 charges. Each creature within the
line must make a DC 16 Dexterity saving throw. On a failed
save, a creature takes fire damage equal to the number of ex-
pended charges, or half as much damage on a successful one.
You can use a bonus action while holding the sword to vent
the flames harmlessly, expending any number of charges each
time you do. If the sword reaches more than 30 charges, it im-
mediately erupts in a fiery blast and loses all its charges. Each
creature within 30 feet of you must make a DC 16 Dexterity
saving throw. A creature takes 2d10 fire damage on a failed
save, or half as much damage on a successful one. You auto-
matically fail the saving throw. Any flammable objects within
the area that aren’t being worn or carried are also ignited.

Forest Eye Staff

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

25 THE GRIFFON’S SADDLEBAG THE INVENTORY


gain the following properties. ture’s speed is also increased by 10 feet. Once this property of
Absorb Acid. You can use your reaction whenever you take the helm has been used, it can’t be used again until the next
acid damage to reduce the acid damage you take by 2d6 + 3. dawn.
When you do, the next melee weapon attack you make before
the end of your next turn deals extra acid damage equal to the Pitcher of Wisdom
acid damage it reduced. Wondrous item, rare
Caustic Overdrive. You can use a bonus action to cast the
haste spell on yourself from the gauntlet. When you do, the This small clay pot has a comfortable handle and resembles a
spell doesn’t require concentration, and you must roll a d6 at stylized owl. When you drink a magic potion from this pitch-
the end of each of your turns. You take acid damage equal to er using an action, such as a potion of healing or potion of gi-
the result of the d6, which can’t be prevented or reduced in ant strength, you also have advantage on any Wisdom saving
any way. On a 1, the spell ends. Once this property has been throws you make for the duration of the potion’s effects, with
used, it can’t be used again until the next dawn. a minimum duration of until the end of your next turn and a
maximum duration of 1 hour.
You can pour the potion into the clay pot as part of the
Necromancer’s Cuff action to drink the potion, provided you’re not holding any-
Wondrous item, uncommon (requires attunement) thing else in either hand.
The fingers of this dark silver ear cuff move to gently hold
onto your ear. While wearing it, undead creatures can always
understand the literal meaning of any language that you Ooze Cube Ring
speak. In addition, you gain 3 temporary hit points whenever
a living creature within 30 feet of you is slain. You can gain
these temporary hit points even when you have 0 hit points:
when you do, you’re immediately stabilized, but are still
unconscious.

Ooze Cube Ring


Ring, rare (requires attunement)
This cubic, platinum ring has a sliver of a gelatinous cube Pack Leader Helm
inset at its top instead of a gemstone. While wearing it, you
gain the following benefits:
y Unaligned oozes are indifferent toward you and will not
attack you unless you threaten or harm them.
y You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and
upside down along ceilings, while leaving your hands
free. However, the ring doesn’t allow you to move this way
on a slippery surface, such as one covered by ice or oil.
y You can use an action to make an unarmed strike with
the hand wearing the ring. Your hand turns gelatinous
and tendril-like for the duration of the attack. On a hit,
the target takes acid damage equal to 3d6 + your Strength
modifier, instead of the normal damage for an unarmed
strike. Your hand then returns to normal.

Pack Leader Helm


Wondrous item, rare (requires attunement)
This dark silver helm looks like a snarling wolf. While
wearing it, dogs and wolves understand the meaning of your
words, though you have no special ability to understand
them in return. You have advantage on all Charisma checks
you make to influence them. In addition, lycanthropes have
disadvantage on attack rolls against you.
You can use a bonus action while wearing the helmet to
emit a supernatural howl, which is audible out to a range of
300 feet. Until the start of your next turn, you and up to four
other creatures of your choice that you can see and can hear Pitcher of Wisdom
the howl have advantage on attack rolls made against any
target that’s also within 5 feet of one of their allies, provided
that the ally isn’t incapacitated. For the duration, each crea-

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

27 THE GRIFFON’S SADDLEBAG THE INVENTORY


whenever you cast a spell that deals thunder damage. This
bonus ends immediately after you cast the spell. Unstoppable
Heart
Unstoppable Heart
Wondrous item, very rare (requires attunement)
This smooth, copper device looks a bit like a mechanical
heart. Glowing red solution moves through its internal cham-
bers and valves in perfect sequence. As part of attuning to the
heart, you must hold it against your chest for the duration.
Once you’re attuned to it, it magically vanishes within your
chest and begins to beat alongside your normal heart.
While inside your body, the heart grants you the following
benefits:
y You can move an additional 10 feet whenever you take the
Dash action.
y You have advantage on Constitution saving throws made
to resist poison and to endure a forced march.
y You have resistance to poison damage.
y Whenever you roll a Hit Die to regain hit points, you dou-
ble the number of hit points it restores.
y You stabilize whenever you are dying at the start of your
turn.
y You reduce your exhaustion level by two whenever you
finish a long rest, instead of one.
If your attunement to the heart ends, it magically appears
in your open hand or in the nearest unoccupied space.

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

29 ONGRIFEH T ’G ABDLES Y ORTHEINV


Blazeblood Rapier

Cloak of the Midwinter


Amulet of Radiant Solsticekeeper
Protection

Amulet of Radiant Protection


Wondrous item, legendary (requires attunement by a cleric
or paladin)
Cloak of the Midwinter Solstice-
This amulet is decorated with polished platinum, gold, and keeper
stained temple glass. While wearing it, it creates an aura in a
Wondrous item, legendary (requires attunement)
10-foot radius around you. You and all creatures friendly to
you in the aura gain a +1 bonus to AC and saving throws. If This warm red coat carries a feeling of good tidings and mid-
you have 17 or more levels in the paladin class, the radius of winter cheer, even in the most bitter of cold. While wearing
the aura increases to 30 feet. You can also use the amulet as a it, you have resistance to cold damage, and any Wisdom
holy symbol. (Insight) check you make is made with advantage. The cloak
The amulet has 7 charges and regains 1d4 + 3 expended also has the following properties.
charges daily at dawn. While wearing the amulet, you can Spells. While wearing the cloak, you can use an action to
use a bonus action to expend up to 4 of its charges. Roll a cast one of the following spells from it on yourself (save DC
d8 for each charge you expend and choose up to 4 creatures 17): detect thoughts, enlarge/reduce, freedom of movement,
within the aura. Each of those creatures then gains a number or invisibility. Once a spell has been cast from the cloak, that
of temporary hit points equal to the total of the roll plus your spell can’t be cast from it again until the next dawn.
spellcasting ability modifier. Nimble. While wearing the cloak, you gain a climbing
speed of 30 feet, you can move through spaces as narrow as 1
Blazeblood Rapier foot wide without squeezing, and you have advantage on sav-
ing throws against traps and other environmental hazards.
Weapon (rapier), very rare (requires attunement)
Present. As an action while wearing the cloak, you can
This twisted silver flamberge pulses faintly in your hand. It flourish the cloak and draw an object from it using a free
always feels warm to the touch, especially the blade. hand. The object can be any mundane item of your choice
While holding this weapon, your blood feels like it’s on fire: from the Adventuring Gear section of the Basic Rules worth
you gain resistance to fire damage, and whenever a creature no more than 5 gp. If the item is in any way sold or traded for
within 5 feet of you hits you with an attack, that creature a good or service, it immediately turns to a lump of sulfurous
automatically takes 1d6 fire damage. coal. The object remains for 24 hours or until you use this
Blood Conversion. While holding the rapier, you can use property again. When you remove an object from the cloak in
an action to speak its command word and stab the air in front this way, you can choose for it to be plain or wrapped in deco-
of you with it. You can then spend up to 3 Hit Dice (a mini- rative tissue paper, which magically disappears in a plume of
mum of 1). The rapier releases a blast of fiery blood, which ex- glittering snow after unwrapping. Alternatively, you can use
tends from you in a 5-foot-wide line that’s 30 feet long. Each an action to magically wrap an object you’re holding with the
creature within the line must make a DC 16 Dexterity saving decorative tissue paper.
throw. A creature takes 3d6 fire damage for each Hit Die Spirit of Giving. When you give a wrapped item to an-
you spent on a failed save, or half as much fire damage on a other creature that suggests an understanding of the other
successful one. The damage increases to 4d6 for each Hit Die creature’s needs, the GM can grant you a special die, called
spent if you have fewer than half your hit points remaining. a Giving Die, which is a d12. You can roll this d12 and add it
If this property reduces one or more creatures to 0 hit points, to the total of any ability check or saving throw you make (be-
you immediately regain 1d3 Hit Dice; a creature slain by it is fore the GM determines if the roll succeeds or fails), at which
reduced to ashes, unless it has the Legendary Resistance trait. point the die is lost. The Giving Die remains until you finish a
Once this property of the rapier has been used, it can’t be long rest or until it’s lost in this way. Once you gain a Giving
used again until the next dawn. Die, you can’t do so again until you finish a long rest. If the
Curse. This rapier is cursed, and attuning to it extends the given item was created by the Present property, it remains
curse to you. As long as you remain cursed, you are unwilling indefinitely or until it’s sold or traded, at which point it turns
to part with the rapier, keeping it within reach at all times. In into a lump of coal.
addition, if you die, you are immediately reduced to ashes,
and you can’t be revived by any means other than a true resur-
rection or wish spell.

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.

31 THE GRIFFON’S SADDLEBAG THE INVENTORY


Dragon Queen’s Cloak
Wondrous item, legendary (requires attunement)
This cloak is made from the wing of a powerful chromatic
dragon. Its attached spaulders are decorated with winged
designs and black, blue, green, red, and white gemstones.
While wearing the cloak, you have advantage on any Cha- Dragon Queen’s
risma (Intimidation) check you make, as the fury of a dragon Cloak
makes you all the more frightful. In addition, you gain a
flying speed of 40 feet.
The cloak has 5 charges for the following properties. It
regains all expended charges daily at dawn.
Chromatic Shift. While wearing the cloak, you can expend
1 of its charges using a bonus action to change the cloak to a
different color: either black, blue, green, red, or white. You
gain resistance to the damage type associated with that color,
as shown in the table below. Alternatively, you can use an
action to use this property. When you do, you don’t need to
expend any charges.
Draconic Breath. While wearing the cloak, you can
expend 2 of its charges using an action to exhale a powerful,
draconic breath from you. Each creature within the area must
make a DC 17 saving throw. A creature takes 6d8 damage of
the breath’s type on a failed save, or half as much damage on
a successful one. The area of the breath, its damage type, and
saving throw are shown in the table below.
Terrifying Glare. While wearing the cloak, you can use
your reaction to expend 1 of its charges when you take dam-
age from a creature that you can see within 60 feet of you.
That creature must make a DC 17 Wisdom saving throw. On a
failure, the creature takes 2d10 psychic damage and becomes
frightened of you until the end of its next turn.
Breath
Damage Saving
Color Breath Area
and Resis- Throw
tance Type
5-foot wide line, 60 feet
Black Acid Dexterity Flight of Fancy
long
Fascinator
5-foot wide line, 90 feet
Blue Lightning Dexterity
long
Constitu-
Green Poison 60-foot cone
tion
Red Fire 60-foot cone Dexterity
Constitu-
Cold 60-foot cone
tion

Curse. This cloak is cursed, and becoming attuned to it


extends the curse to you. While you remain cursed, you gain
the following flaw: “I am resistant to help and relinquishing
control over any task. My way is always the best.”

Flight of Fancy Fascinator


Wondrous item, uncommon
This raven-feathered hat is decorated with a silvery net,
which drapes fashionably across your face when worn. While
you’re wearing it, any beast or monstrosity that has a flying
speed must make a DC 13 Wisdom saving throw whenever
it makes a melee attack roll against you. On a failure, the
creature makes the attack roll with disadvantage. If the attack
still hits, it deals no damage, but the creature steals the hat

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.

Four Winds Aegis


Armor (shield), rare (requires attunement)
This spiraling metal shield is remarkably light. While holding
it, you have a +1 bonus to AC. This bonus is in addition to the
shield’s normal bonus to AC.
In addition, you can throw the shield as if it were a weapon.
When you do, it’s treated as a +1 light hammer for the dura-
tion of the attack. The shield returns to your hand immedi-
ately after the attack, spinning through the air as if it were
buoyed by wind. You can doff and don the shield again as part
of any attack you make with it in this way.
Gale Force Winds. You can use an action to speak the
shield’s command word while holding it to cause a powerful
tornado to erupt from the shield. The tornado appears in a
vertical or horizontal cylinder that’s centered on the shield
(your choice). The cylinder is 40 feet tall and extends 15 feet
from you if it’s vertical, or in a line extending from you that’s
40 feet long and 15 feet wide if it’s horizontal. Each creature
within the area of the tornado must make a DC 15 Strength
saving throw. On a failed save, a creature takes 3d6 bludgeon-
ing damage and is pushed up to 15 feet away from you. On a
successful save, the creature takes half as much damage and
isn’t pushed. Once this property has been used, it can’t be
used again until the next dawn.
Gardener’s
Gardener’s Candle Holder Candle Holder
Wondrous item, common Hunter’s Cup
This candle holder magically changes the light of burning
candles into light that’s ideal for plants. While a mundane
candle is burning within the holder, the radius of its bright
and dim light is doubled, and it loses only 1 minute of burn
time for every 8 minutes it’s lit. Plants grow twice as quickly
as those in normal sunlight while they’re within the light of a
candle burning in the holder.

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

33 THE GRIFFON’S SADDLEBAG THE INVENTORY


it’s moved more than 100 feet away from where it was filled.
Marlinspike Flail Once a creature has drunk from the goblet in this way, it can’t
be used again until 1d4 days have passed.

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.

Rapier of the Black Tentacle


Rapier of the Weapon (rapier), rare
Black Tentacle
This dark silver rapier sounds weighty as it whips through
the air. You gain a +1 bonus to attack and damage rolls made
with this magic weapon. When underwater, the weapon gains
the reach property (elongating elastically when swung), and
you don’t have disadvantage on attack rolls with it as a result
of underwater combat.
While holding the rapier, you can use an action to cast the
black tentacles spell from it (save DC 15). This version of the
spell doesn’t require concentration; it fills a 20-foot cone,
originating from you, instead of its normal area and range,
and ends at the end of your next turn. Once this property of
the rapier has been used, it can’t be used again until the next
dawn.

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

Silver Dragon Katana

Scroll of Necrosis

35 THE GRIFFON’S SADDLEBAG THE INVENTORY


ability for the spell, and you are proficient with the attack; the Spell Bolt Wraps
spell is cast at your character’s level. You can use this property
of the wraps once on each of your turns.

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


Rod, common
This wooden rod looks like the base of a simple ladder. While
holding it, you can speak its command word using an action
to cause a number of duplicate rods of your choice to appear,
attached to the one you’re holding. You must be holding the
rod parallel to the ground; the rods attach in a vertical stack
to create a ladder, starting from the rod you’re holding. Each
duplicate rod increases the height of the ladder by 1 foot, up
to a maximum height of 20 feet. If this causes the ladder to
hit another creature or object, it immediately stops short of
that height. Each rod weighs 1 pound.
While holding one of the rods, you can use an action to
speak its command word again to cause every other attached
rod to magically disappear, leaving you with a single rod
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

37 ONGRIFEH T ’G ABDLES Y ORTHEINV


Arkanotars
Weapon (dagger), very rare
Arkanotars are weapons from a far-flung age and can some-
times be found in the lairs of sphinxes that have traveled
through time. They always come in pairs, and can only be
used when worn together. It takes an action to don or doff the
arkanotars.
The item appears to be a pair of gauntlet-like devices.
While wearing them on your hands, you can use a bonus
Acorn Helmet action to cause an electrical blade to spring forth from them,
or make them disappear. For the duration, the blade only per-
sists while your hands are clenched into fists. The blades emit
bright light in a 15-foot radius and dim light for an additional
15 feet.
Acorn Helmet You gain a +1 bonus to attack and damage rolls made with
Wondrous item, uncommon (requires attunement) these magic weapons, which deal lightning damage instead
of piercing damage. Due to their worn nature, these weapons
While wearing this helmet, any falling damage you take is
lack the thrown property. For the first time on each of your
reduced by half. Furthermore, any damage you take as a result
turns when you hit the same target twice using the blades,
of something falling on you, such as a boulder or ambushing
that target also takes an extra 2d6 lightning damage. When a
darkmantle, is also halved.
target takes this extra lightning damage, you can choose to
In addition, you have advantage on any Wisdom (Animal
overload it with electrical force: doing so causes tendrils of
Handling) or Charisma check you make to interact with Tiny
lightning to lash out at other creatures within 10 feet of the
woodland beasts while wearing the helmet.
target. Each creature within that area (excluding yourself )
must succeed on a DC 16 Dexterity saving throw or take 2d6
Angelic Plate lightning damage. If a creature is made of metal or is wearing
Armor (plate), legendary (requires attunement) metal armor, it makes the saving throw with disadvantage.
This shimmering silver armor seems to resist even the The weapon runs on a power source that’s fueled by magic.
shadows cast on it. While wearing it, you have resistance to The weapons’ blades can persist for up to 1 hour before the
necrotic and radiant damage. power source is empty. Deduct the time it persists in in-
The armor produces a faint halo above your head while you crements of 1 minute from the power source’s total time.
wear it, which sheds bright light in a 5-foot radius and dim You know how much remaining time the source has while
light for an additional 5 feet. The light is sunlight. holding the weapons. Any creature can use an action to
You can use a bonus action to move the halo to the head expend a spell slot level of 1st level or higher into the power
of another willing creature that you can see within 60 feet of source, adding to its total remaining time, by touching either
you. The halo remains there until it’s moved more than 120 arkanotar as the spell slot is expended. The power source
feet from you or until you use another bonus action to return regains a number of minutes of power equal to the spell slot
it to your head. level that was expended into it. When found, a pair of arkano-
While the halo is over a creature’s head, the creature gains tars have 3d20 minutes of power remaining, and it can’t have
the following benefits: more than 60 minutes of power at a time.
Lightning Bolt. You can use an action to rub the two
y It gains a +1 bonus to AC. weapons together and use them to punch forwards, dupli-
y Any fiend or undead within the halo’s light makes attack cating the effects of the lightning bolt spell when you do
rolls against the creature with disadvantage. (save DC 16). Doing so deducts 10 minutes from the weapons’
Angelic Avatar. While wearing the armor, you can use an remaining time, and this property can’t be used again until
action to transform into a hulking, metal angel for 1 min- the next dawn.
ute. Your size becomes Large, gaining the “enlarge” effect
of the enlarge/reduce spell when you do (no concentration
required). You also grow a pair of metal wings, granting you
a flying speed of 30 feet. For the duration, your melee weapon
attacks deal an extra 1d4 radiant damage, in addition to the
extra damage from enlarge/reduce, and you can roll a d4 and
add it to the total of any saving throw you make. The effect
ends early if you’re reduced to 0 hit points or if you use a
bonus action to end it early. If you have 17 or more levels in
the paladin class, you can use a bonus action to transform
into the metal angel, instead of an action. Once this property
of the armor has been used, it can’t be used again until the
next dawn.

Angelic Plate Arkanotars

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.

39 THE GRIFFON’S SADDLEBAG THE INVENTORY


Cursed Fang
Weapon (dagger), rare (requires attunement)
This crooked, jet black dagger curses the blood of any crea-
ture hit with it. You gain a +1 bonus to attack and damage
rolls made with this magic weapon. When you hit a creature
with this weapon that isn’t a construct, plant, or undead,
that creature is cursed until the end of your next turn. While
cursed by the dagger, it has disadvantage on Dexterity
(Stealth) checks made to hide and must make a DC 15 Consti-
Blooddrinker tution saving throw whenever it magically regains hit points.
On a failed save, the creature instead takes necrotic damage
equal to the amount healed (maximum 20).

Death Dog Lasher


Weapon (whip), uncommon
This twin-lashed whip was made from the fur and hide of a
death dog. A target hit with the whip takes an extra 1d4 slash-
ing damage from the attack.
When two of the whip’s slashing damage dice roll a 4, the
target of the attack must also succeed on a DC 13 Constitution
saving throw or become poisoned until the end of your next
turn. For the duration, this property of the whip ceases to
function.

Cursed Fang

Death Dog Lasher

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

41 THE GRIFFON’S SADDLEBAG THE INVENTORY


Fang Keeper you can see takes fire damage. Choose a number of gallons to
expend: you then reduce that fire damage by an amount equal
Wondrous item, rare (requires attunement)
to 5 times the number of expended gallons.
A fang keeper is a dark silver necklace that’s adorned with one Flood. (3 gallons) You can sweep the staff in front of you
or more monstrous fangs. When found, the necklace has 1d4 to create a wave of crashing water. Each creature within a
fangs, which come from one or more creatures with a chal- 30-foot cone, originating from you, must then make a DC 15
lenge rating of 1 or lower. Over the course of 1 hour, which can Strength saving throw. On a failed save, a creature takes 6d6
be done during a short rest, you can add one or more teeth to bludgeoning damage and is knocked prone. On a success, a
the chain or replace any teeth currently on it; the chain can creature takes half as much bludgeoning damage and isn’t
have no more than 4 teeth on it at a time. While wearing the knocked prone.
necklace, you gain the following benefits. Water Bubble. (3 gallons) You surround a creature that
Bite. Your teeth lengthen and sharpen slightly; your bite you can see within 60 feet of you with a bubble of water that’s
becomes a magic natural weapon, which you can use to make filled with air. The bubble lasts for 1 hour and moves with the
unarmed strikes. If you hit with it, you deal piercing damage target, remaining centered on it. For the duration, the target
equal to 1d8 + your Strength modifier, instead of the blud- has resistance to fire damage and is under the effects of the
geoning damage normal for an unarmed strike. If you bite a water walk spell. When a target surrounded by a bubble takes
target in this way, you can immediately use your bonus action fire damage, the bubble pops and evaporates, creating a ring
to clamp down even harder, dealing an extra 1d4 piercing of steam. The ring of steam is a 10-foot-thick wall of fog in a
damage to the target as part of the same attack. circle around the target’s location. The fog heavily obscures
Spectral Maw. As a bonus action, you can choose a tooth the area. If a target surrounded by a bubble takes piercing
on the necklace. If the tooth came from a creature that had damage, the bubble immediately pops.
the Bite action, it summons the spectral maw of that creature When the bubble pops, any other creature within 5 feet of
in front of you, which is instantaneous. Make a melee spell the surrounded target takes 2d6 cold damage, or fire damage
attack with the spectral maw; the spell attack bonus and dam- if the bubble turns into steam.
age depends on the challenge rating of the creature the tooth
came from. If the attack hits, the tooth immediately rots after
the attack, and it can’t be used again to summon the maw. On
a miss, there’s a 50 percent chance that the tooth rots instead.

Challenge Spell Attack


Damage
Rating Bonus
1 or lower +5 to hit 1d10 + 2 piercing damage
2–5 +7 to hit 2d10 + 3 piercing damage Fang Keeper
6–9 +8 to hit 3d10 + 4 piercing damage
10 or higher +9 to hit 4d10 + 5 piercing damage

Once a tooth rots, that same creature’s maw can’t be


summoned again. If another tooth on the necklace is from a
creature whose maw has already been summoned in this way,
it immediately rots.

Fire Brigade Staff


Staff, rare (requires attunement)
This staff is encircled with dangling strips of paper. At its top
is a special reservoir of water; the reservoir holds 10 gallons
of water. It regains 1d6 + 4 expended gallons of water daily at
dawn, and it can’t be refilled by any other mundane or magi-
cal means. Regardless of the amount of water inside, the staff
always weighs 4 pounds.
While holding the staff, you can use an action to use one
of the properties below, expending the respective number of
gallons of water for each one:
Spells. You can cast one of the following spells from the
staff: control water (4 gallons, save DC 15), create or destroy
water (1 gallon per spell level, up to 9th), or protection from
energy (fire damage only; 3 gallons).
Douse Fire. (1 gallon) You extinguish all nonmagical Fire Brigade Staff
flames within a 30-foot square, centered on a point that you
can see within 60 feet of you.
Alternatively, you can use a reaction when a creature that

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

43 THE GRIFFON’S SADDLEBAG THE INVENTORY


Lucky Bowl Lucky Bowl
Wondrous item, uncommon
This bowl is embossed with various laughing monks. A ring
is attached to its lip for easy carrying on a belt. When you
make an ability check to use the bowl to beg or busk, you gain
a +5 bonus to the roll. A creature that drops one or more coins
in the bowl magically hears a soft and bell-like laugh from it.
When you finish a short or long rest while holding the
bowl, you can make a DC 13 Intelligence (Religion) check. On
a successful check, the bowl is magically filled with a meal’s
worth of warm and fluffy rice, and this property of the bowl
can’t be used again until the next dawn.
Alternatively, if you place an object inside the bowl and
use an action to offer it as a gift to another humanoid, that
humanoid must succeed on a DC 13 Wisdom saving throw
or be charmed by you for 1 hour. The save DC increases to 14
if the given object was worth 1–10 gp, and 15 if it was worth
more than 10 gp. The effect ends early if you or your compan-
ions do anything harmful to it. For the duration, the charmed
creature regards you as a friendly acquaintance. When the
effect ends, the creature knows it was charmed by you. Once
this property of the bowl has been used, it can’t be used again
until the next dawn.

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.

Staff of the Eclipse


Staff, very rare (requires attunement by a druid, sorcerer,
warlock, or wizard)
This staff has a crescent-shaped head made of pockmarked
lunar stone. Floating within the crescent stone is a motion-
less, black orb. Regardless of how you look at the orb, it’s
always encircled by a ring of fire that faces you. The fire winks
out if the staff isn’t held. The fire is harmless, and it sheds
bright light in a 10-foot radius and dim light for an additional
10 feet.
While holding the staff, you have darkvision out to a range
Spellsealer
of 60 feet. If you already have darkvision, holding the staff
increases its range by 60 feet.
Ring of the Candle
Collector

45 THE GRIFFON’S SADDLEBAG THE INVENTORY


Stone Soldier provided that you and the beast can see each other. When you
do, your eyes glow a soft green. For the duration, beasts with
Wondrous item, uncommon
a challenge rating of 1 or lower are indifferent toward you and
This fist-sized toy is carved from gray stone into the shape will not attack you unless you threaten or harm them.
of a rugged foot soldier. You can use an action to toss the toy The Twig That Snaps. You can shift your awareness
into an unoccupied space that you can see within 10 feet of to a plant that you can see within 300 feet of you. You can
you and speak its command word. The toy then springs to use your senses to see and hear as if you were in the plant’s
life and animates, magically growing to the size of a Medium location. For the duration, you are deaf and blind with regard
humanoid when it does. The animated toy uses the statistics to your own senses. Your senses remain in the plant’s space
for a guard, with the following changes: for 10 minutes, until you’re more than 300 feet away from the
y Its creature type is construct. plant, or until you end the effect early (no action required).
y Its hit points are tripled. The Wind That Howls. You can force up to 4 creatures
y It has resistance to bludgeoning, piercing, and slashing that you can see within 30 feet of you to make a DC 15 Wis-
damage from nonmagical attacks. dom saving throw. On a failed save, a creature is frightened
y It has immunity to poison and psychic damage. of you for 1 minute. At the end of each of its turns, a creature
y Whenever it takes the Attack action, it can make two can repeat the saving throw, ending the effect on itself on a
attacks with its spear. success.

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.

Woodstalker’s Hood Unicorn Candle


Wondrous item, rare (requires attunement)
This leafy green hood is adorned with a pair of branch-like
antlers that grow from either side of it. You gain a +2 bonus
to any Dexterity (Stealth) or Wisdom (Perception) checks you
make while wearing the hood. If you’re wearing the hood in a
wooded area, your face becomes heavily obscured in shadow.
The hood has 3 charges and regains all expended charges
daily at dawn. You can use an action while wearing the hood
to expend 1 of its charges to use one of the following proper-
ties from it.
The Eyes That Speak. You gain the ability to compre-
hend and telepathically communicate with beasts for 1 hour,

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

47 ONGRIFEH T ’G ABDLES Y ORTHEINV


you cast. While wearing the circlet, you can use an action to
cast the detect magic spell from it.
Arcana Musica. When you attune to the circlet for the
first time, you can choose three Metamagic options of your
choice from the sorcerer class. While wearing the circlet, you
can use one of these options whenever you cast a spell.
The circlet has 10 charges and regains all expended charges
daily at dawn. Whenever you use a Metamagic option from
the circlet, you must expend a number of its charges equal
to the amount of Sorcery Points normally required by the
option. While wearing the circlet, you can use an action to ex-
pend 10 charges from the circlet to replace one of its Metam-
agic options with a different one.
Commune with Weave. Alternatively, while wearing the
Battlebeat Club circlet, you can expend 5 of its charges to cast the commune
with nature spell from it over the course of 1 minute. This ver-
Battlebeat Shield sion of the spell allows you to commune with the very magic
around you in a 300-foot radius, even in dungeons or towns,
instead of the surrounding area’s land and flora. As a result,
you can ask it up to three questions that can be answered
Battlebeat Club with a yes or no and that relate to the magic found within
Weapon (club), uncommon that area. The magic isn’t necessarily omniscient, so you
This weapon creates a resonant, drumming sound whenever might receive “unclear” as an answer if a question pertains
it hits a surface. A creature hit with the club takes an extra to information that lies beyond its understanding. In a case
1d4 thunder damage from it. When you roll a 20 on an attack where a one-word answer could be misleading, the GM might
roll made with this weapon, the target of the attack must also offer a short phrase as an answer instead. You must ask your
succeed on a DC 13 Wisdom saving throw or be compelled to questions within 1 minute of casting the spell.
dance until the end of its next turn. A dancing creature must
use all its movement to dance without leaving its space and
has disadvantage on attack rolls and Dexterity saving throws.
Other creatures have advantage on attack rolls made against a
dancing creature. The creature ceases to dance if it takes any
damage. Creatures that can’t be charmed are immune to this Circlet of
effect. Resonant Spheres
If you’re also holding the battlebeat shield, the save DC is
increased to 15.

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.

Circlet of Resonant Spheres


Wondrous item, legendary (requires attunement by a bard
or wizard)
This metal circlet is surrounded by ten circular openings.
Each opening holds a floating metal sphere, which rings soft-
ly like a bell when held to your ear. While wearing the circlet,
the spheres hover just outside of their respective openings.
Once you attune to the circlet, you can interpret the
spheres’ soft chimes as a sort of musical language. This
language expresses the flow of magic around you, and by
understanding it, allows you to change the nature of any spell

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.

49 THE GRIFFON’S SADDLEBAG THE INVENTORY


Nail of Mundanity
Weapon (dagger), rare
This leather-wrapped spike has been hammered into a sharp-
ened edge. Eldritch runes run along the back of its blade,
and a crude, eye-like rune has been gouged into its side. A
creature hit with this weapon takes an extra 1d8 force damage
from the attack. An aberration always takes the maximum
amount of force damage from the dagger.
When you reduce an aberration to 0 hit points using the
dagger, you can choose to speak the dagger’s command
phrase (no action required). When you do, the creature is
transformed into a humanoid commoner (as if by the true
polymorph spell) with 1 hit point and the dagger magically
Orcam’s Razor buried within its chest, with only the head of the nail show-
ing. The commoner’s race is random, although it is typically
related to the surrounding terrain. Roll a d4 to determine its
general age: child (1), adolescent (2), adult (3), or elderly (4).
A creature is immune to this effect if it has the Legendary
Resistance trait.
For the next 7 days, you have advantage on Charisma
checks you make to interact with the commoner.
The dagger remains in the creature’s chest until the effect
is dispelled, the creature dies, or until you use an action to
speak the command word again (provided that you’re both
on the same plane of existence). If the dagger is removed, the
creature is immediately slain. The dagger then falls from its
chest, and this property can’t be used again until 7 days have
passed.

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.

51 THE GRIFFON’S SADDLEBAG THE INVENTORY


March was a blur of responsibilities and finalizing
ongoing projects. Home projects took a bit of
a backseat, which can be demotivating. Seeing
something half-done isn’t exactly the most exciting
thing, you know?
Favorite items from this month include the bottled
will-o’-wisp, electric gittern, H’rethi desperation, living wig,
mister bottle, teleportation map, and wishing well token.

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

Cloak of Hellish Legacies

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

53 THE GRIFFON’S SADDLEBAG THE INVENTORY


time you attune to the cloak, and then again daily at dawn, Draconic Powder Horn
you can choose which layer of hell for the cloak to associate
Wondrous item, rare
with. Use the table below to determine the color and damage
type associated with the chosen layer. This dragon’s horn is filled with a dark, explosive powder.
Either end of the horn can be opened, allowing for either pre-
Layer Color Damage Type cise or rapid emptying. The horn can hold enough powder for
up to 20 uses. While holding the horn, you can use an action
Coruscating Orange Lightning
to speak its command word (typically “fire” in Draconic),
Corrosive Green Acid creating a small spark from its narrow tip and allowing it to
Frozen Blue Cold be used as a tinderbox.
You can open or close either end of the horn (no action
Rotting Gray Necrotic
required) to pour out some of the powder in either of the
Sickly Purple Poison following ways.
Large End (Rapid). As an action, you pour out 1d10 + 5
While wearing the cloak, you gain resistance to the damage uses of the powder from the horn into a small pile, up to the
type associated with its current layer. Furthermore, if you number of uses remaining. The pile settles on the ground at a
cast a damage-dealing spell using your hellish Legacy racial point within your reach. If the powder takes any fire damage
trait, you can choose to change its damage type to the one or catches fire, it erupts into a fiery explosion. Any creature
associated with the cloak’s current layer. within 15 feet of the pile must succeed on a DC 15 Dexteri-
The cloak has 3 charges and regains all expended charges ty saving throw or take 1d4 fire damage for each use of the
daily at dawn. You can use a bonus action to expend 1 of its powder in the pile. A creature that fails the saving throw by
charges to change the cloak’s associated layer. Alternatively, 5 or more is also knocked prone. On a successful save, a crea-
you can expend 1 or more of its charges when you cast a spell ture takes half as much fire damage. The explosion spreads
using your hellish Legacy racial trait; the spell’s level increas- around corners, and it ignites any flammable objects in the
es by 1 for each expended charge. area that aren’t being worn or carried.
Whenever you change the cloak’s color, you can also choose Small End (Precise). As an action, you pour out a nar-
to change the color of your skin to match the chosen layer. row line of the powder from the horn that’s 1 inch wide and
This change lasts until you change the cloak’s color again, 5 feet long within your reach. It takes 1 use of powder to
until you’re no longer wearing the cloak, or until you end it make a 5-foot line. If you use this action and then move, the
early (no action required), at which point you return to your line continues along your path: for every 5 feet you move,
normal color. another 5-foot line of powder is poured, up to the number
of uses remaining in the horn. If the powder takes any fire
Crashing Rhino damage or catches fire, each consecutive 5-foot line immedi-
Weapon (maul), very rare (requires attunement) ately erupts into a vertical wall of 5-foot-tall flame. The wall
remains for 1 round: any creature that starts its turn within
This maul is covered with shards of stone surrounding a pair
5 feet of the wall or that moves through it for the first time
of giant horns. You gain a +1 bonus to attack and damage rolls
on its turn must immediately make a DC 15 Dexterity saving
made with this magic weapon. When you move at least 20 feet
throw. A creature takes 3d6 fire damage on a failed save, or
in a straight line toward a target and immediately hit it with a
melee attack using this hammer, the target takes an extra 1d6
bludgeoning damage and must succeed on a DC 16 Strength
saving throw or be knocked prone. If a creature is knocked
prone in this way, you can immediately use a bonus action
to make an additional attack with the hammer against the Crashing Rhino
target. You don’t add your ability modifier to the damage of
the bonus attack, unless that modifier is negative.
Trampling Charge. While holding the hammer, you can
use an action to run forward in a straight line, up to 80 feet,
without provoking opportunity attacks. While moving in this
way, you can move through another creature’s space, regard-
Draconic Powder Horn
less of its size, and such a creature’s space isn’t considered
difficult terrain for you. Each creature in that line must make
a DC 16 Strength saving throw. On a failed save, a creature
takes 3d12 bludgeoning damage and is thrown up to 10 feet
away from you in a direction that is perpendicular to the line
(you choose which direction) and lands prone. On a success-
ful save, a creature takes no damage and moves up to 5 feet to
an unoccupied space of its choice outside the line. A creature
that chooses not to move or can’t move makes the saving
throw with disadvantage. Once this property of the hammer
has been used, it can’t be used again until the next dawn.

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

55 THE GRIFFON’S SADDLEBAG THE INVENTORY


terrain created by sand while the weapon is on your person. If rating of 5 or higher using this sword, your Lay on Hands
you have one or more levels of exhaustion and take fire dam- pool regains a number of hit points equal to twice the crea-
age, the damage is reduced to 0, but you have a 20 percent ture’s challenge rating.
chance to gain an additional level of exhaustion. Once you You can also use the hit points from your Lay on Hands
gain a level of exhaustion as a result of taking fire damage, pool in the following ways while holding the blade.
you can’t gain another in this way until the start of your next Rebuke Healing. When another creature that you can see
turn. within your aura magically regains hit points, you can use
Arid Cleave. When you take the Attack action using this your reaction to spend any number of hit points from your
weapon, you can replace one of your attacks with a special Lay on Hands pool. The amount of hit points restored to the
sweep in front of you. When you do, a cleaving wave of sand creature is reduced by that amount.
cuts through the air in a 30-foot cone, originating from the Summon Preserver. You can use an action to spend 40
blade. A creature within the cone must succeed on a DC 17 hit points from your Lay on Hands pool to cast the guardian
Dexterity saving throw or take 2d6 slashing damage and 2d8 of faith spell, which has the following changes. Whenever a
fire damage, or 2d10 fire damage if you have one or more friendly creature enters a space within 10 feet of the guardian
levels of exhaustion. Once this property has been used, it or starts its turn there, it can choose to gain up to 20 tempo-
shouldn’t be used again until the next dawn. Each time it’s rary hit points. If you have 17 or more levels in the paladin
used again before then, you gain one level of exhaustion. You class, the radius of this effect increases to 30 feet. When the
can use this property once on each of your turns. combined number of hit points granted as temporary hit
Any levels of exhaustion you gain as a result of this weap- points or dealt as radiant damage reaches 60, the guardian
on’s properties are lost after 1 minute. vanishes.

Life’s Edge Living Wig


Weapon (greatsword), legendary (requires attunement by Wondrous item, common or rare
a paladin) A typical living wig, a common item, resembles a nonde-
At the center of this brilliant, silver sword is a deep groove script head covering of hair when found. While wearing it,
which leads down to an open gap in its hilt. You gain a +2 you can mentally cause its hairstyle and color to change over
bonus to attack and damage rolls made with this magic the course of 1 minute: you must be wearing the wig for the
weapon. Whenever you harness the healing power of your Lay duration. The wig can be used to grow facial hair in this way,
on Hands while holding the weapon, a glimmering sphere of although it must be connected to the rest of the hair. The wig
holy light radiates from the center of the blade. produces real hair as short as a quarter inch and as long as 3
While holding this weapon, whenever you spend hit points feet. Any hair that’s cut immediately turns to ash and releases
from your Lay on Hands pool to heal another creature, you a smell of burnt hair. Wearing or removing the wig requires
also regain 1d6 hit points for every 10 hit points you restore to an action. It reverts to its normal form when removed.
the other creature. When you slay a creature with a challenge The following living wig is a rare variant with additional
properties. It also looks better.
Sentience. Living wigs are sometimes made using the hair
of celebrities or renowned persons. While the market for such
wigs is always eager, getting them can be a challenge. As a
result, some of these wigs are made by questionable means,
Life’s Edge
with or without the hair owner’s knowledge. After a time,
such a living wig can become inhabited by the departed spirit
of its hair’s original owner. A sentient wig’s alignment and
Living Wig personality are the same as the original owner’s were in life,
as well as its Intelligence, Wisdom, and Charisma scores. The
wig has hearing and darkvision out to a range of 60 feet.
The wig communicates telepathically with the creature
wearing it and can speak, read, and understand the languages
it knew in life.
Bonus Proficiencies. If you’ve been wearing the wig
for more than 24 consecutive hours, you gain proficiency
with two random skills, tools, or languages based on the
background of the wig hair’s original owner. At the GM’s
discretion, you may be able to gain the benefits of that back-
ground’s feature.
Destroying the Wig. If the wig is targeted by a dispel evil
and good spell, it becomes a common living wig with no
additional properties.

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

95 (Healing), 75 (Greater Healing),


Potion of Healing 55 (Superior Healing), or 35 (Su-
preme Healing)
Potion of Mind
70
Reading
Skelekey
Potion of Poison 80
Potion of Resistance 95 (any damage type)
Potion of Water
95
Breathing

Once you’ve named a potion, it can’t be named again until


the next dawn. A potion with varying effects, such as a potion
of healing or potion of greater healing, count as a single
named potion for the purposes of this property. Any liquid or
potion remaining in the flask is lost daily at dawn. A potion
that’s poured into another vessel for later use immediately
loses its magic and turns to water.
Sentience. Mister Bottle is a sentient chaotic neutral item
with an Intelligence of 19, a Wisdom of 14, and a Charisma of
15. It has hearing and darkvision out to a range of 120 feet. It
can speak, read, and understand Common. Its voice sounds
tinny and hollow when it speaks, during which time the
flask’s mouth opens and shuts cartoonishly. Serpent’s Cuff
Personality. Mister Bottle used to be a renowned alchemist
whose experiments (and misadventures) eventually got the
better of him. After centuries of being trapped within an iron
flask, he managed to transform it into its current form from
inside. He has since forgotten his given name. Regardless, his
passion for alchemy and potions remains unchanged.
If you use an action to pour a magical potion into Mister Mister Bottle

57 THE GRIFFON’S SADDLEBAG THE INVENTORY


Starlight’s
Reach
Skulldugger’s Spade
Teleportation
Map

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 Wishing Well Token


Wondrous item, uncommon Wondrous item, very rare
This knotted ball of hempen rope weighs 5 pounds. A loop A wishing well token is a coin that has sat at the bottom of a
extends from it for easy carrying. While holding the ball, well for a prolonged period of time. For every ten consecutive
you can spend 10 consecutive minutes untying the knot. At years that a mundane coin sits in a well, there is a 1 percent
the end of that time, the ball comes untied, duplicating the chance that at the end of that time, it transforms into a wish-
effects of the rope trick spell and extending upwards as a 30- ing well token.
foot length of floating rope. If there isn’t enough space above While holding the token, you can use an action to make a
you, the rope rises as far as it can before disappearing into wish; you must then immediately throw the coin into a well.
the extradimensional space created by the spell. When you do, the well erupts in an instantaneous column of
The spell lasts for the full duration or until the rope is brilliant light, and your wish comes true (as if by the wish
pulled from the space. When the spell ends, the rope magical- spell). This version of the spell is less potent: any number
listed in the spell is reduced by half, and it can’t undo a recent
event or otherwise adjust the flow of time. Further, this ver-
Wishing Well Token sion of the spell can’t be used to achieve something beyond
the scope of the supplied options. For example, a wishing
Time Warden well token can allow up to ten creatures to regain all their hit
Helm points, create an object up to 12,500 gp in value, or duplicate
any spell of 4th level or lower.
The well in which the token was thrown then magically
produces pure, potable water. It always remains full, regard-
less of drought or overuse. This benefit lasts for 10 years.
Once the coin has been used to make a wish, it becomes a
mundane coin without any magical properties again.

Trick Knot
Trumpeting Ring

59 THE GRIFFON’S SADDLEBAG THE INVENTORY


April flew by, but came with an upswing of nice, but
incredible unpredictable weather. This transitional
period each spring is always bizarre: shorts one day,
winter coat the next.
As far as Saddlebag and Criir-related projects go,
April was also really satisfying. I’m grateful for the
support you offer me for the sake of my small family,
but I also relish the chance to create and expand on
new ideas with the opportunity you’ve afforded me. As
always, I can’t thank you enough for your generosity
and continued support.
Favorite items from this month include the artisan’s
signet, celestial bident, fireamber scepter, hammer of the
ram, helm of the skeleton, pauldron of the lost legion, shield
of the eldritch maw, and silver tongue.

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

Celestial Bident Fireamber Scepter

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.

Celestial Bident Fireamber Scepter


Rod, uncommon (requires attunement by a spellcaster)
Weapon (trident), legendary (requires attunement by a
cleric or paladin) A fire beetle has been preserved within the amber of this oth-
erwise twisted wooden rod. While holding it, you can use an
This bident’s prongs are designed as celestial wings. A ball action to cast the dancing lights spell from it. When you do,
of pure light radiates between the wings, which sheds bright the light is warm and fiery, and at the center of each glowing
light in a 30-foot radius and dim light for an additional 30 orb is an illusory, ghostly fire beetle; the glowing orbs can be
feet. The light is sunlight. While holding the bident, you can combined to form a beetle-like shape. Alternatively, while
use a bonus action to light or extinguish the ball. Alterna- you’re holding the scepter, you can cause its amber head to
tively, you can use an action to expand or reduce its radius of glow, shedding warm bright light in a 10-foot radius and dim
bright and dim light by 5 feet each, to a maximum of 40 feet light for an additional 10 feet. The scepter continues to glow
each or a minimum of 10 feet each. If you’re attuned to the

61 THE GRIFFON’S SADDLEBAG THE INVENTORY


until you drop it or end the effect (no action required). Effect
Beetle Fire. While holding the rod, you can use an action
to cast the faerie fire spell from it, using your spell save Lightning strikes out from the point, striking crea-
DC. This version of the spell also creates a swarm of insects tures within 20 feet. Each creature in the area must
(which appear as Tiny fire beetles) immediately after you cast make a Dexterity saving throw. A creature makes
the spell. The swarm appears in a space of your choice within 4 the save with disadvantage if it's made of metal or
the spell’s area. For the duration of the spell, you can use a wearing metal armor. A creature takes 10d8 lightning
bonus action on each of your turns to cause the swarm to fly damage on a failed save, or half as much damage on a
up to 60 feet toward a creature outlined by the spell and use successful one.
its bite attack on it if it ends this movement in the creature’s The ground within 20 feet of the point of impact turns
space. The swarm uses your spell attack bonus to hit, instead into quicksand. The sand extends 60 feet down from
of its normal bonus. Once this property of the rod has been the point, creating a cylinder of quicksand, or until it
used, it can’t be used again until the next dawn. reaches an open space below. As such, a creature can
Illuminated Weapon. While the rod is glowing, it can sink into the quicksand and fall into a room below it.
also be used as a magic club. When you attack with the rod, A creature in the area must succeed on a Strength sav-
5
you can use your spellcasting ability modifier, instead of ing throw at the end of each of its turns or sink 10 feet
Strength, for the attack and damage rolls. into the sand; a creature can choose to fail this saving
throw. If it moves, it moves 1 foot through the area for
every 5 feet of movement it spends. A creature in the
Fragments of Chaos sand can move horizontally or vertically in this way.
Wondrous item, very rare The ground returns to normal after 1 hour.

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.

Hammer of the Ram


Weapon (maul), rare (requires attunement)
Hammer of the Ram
This all-silver hammer carries a mighty force behind it with
every swing. You gain a +1 bonus to attack and damage rolls
made with this magic weapon. If the hammer hits an object
that isn’t being worn or carried, the hit is a critical hit.
The hammer has 3 charges and regains 1d3 expended
charges daily at dawn. When you hit a target with the ham-
mer, you can expend 1 to 3 of its charges to force the target to
make a DC 15 Strength saving throw. For each charge expend-
ed, the target takes an extra 1d10 force damage and is pushed
5 feet away from you on a failed save. On a successful save, the
target takes half as much force damage and isn’t pushed.
Ring of the Ram. If you’re also attuned to the ring of the
ram, your bonus to attack and damage rolls with the ham-
mer increases to +2, and the hammer’s every swing creates a
projection of the spectral ram from the ring. The ram lurches
forward from the head of the hammer, effectively increasing
your reach with the weapon by an additional 5 feet. In addi-
tion, the hammer and ring share a pool of charges: any charge
you have with the ring can be used for the hammer’s proper-
ties, and vice versa.

Heavenly Hand Chain


Ring, uncommon (requires attunement by a cleric)
This platinum ring is chained to a matching bracelet. While
wearing the hand chain, you can use an action to cast the
warding bond spell on another creature you touch. This ver-
sion of the spell lasts for 1 minute, instead of 1 hour, or until
the target is more than 60 feet away from you. For the dura-
tion of the spell, you can use a bonus action to pull the affect-
ed creature to the nearest unoccupied space within 5 feet of
you (provided it’s willing). Once a creature has been affected
Heavenly Hand Chain
by the warding bond spell in this way, it can’t be targeted by
the spell using the hand chain again until the next dawn.

63 THE GRIFFON’S SADDLEBAG THE INVENTORY


Helm of the Helm of the Skeleton
Skeleton Wondrous item, uncommon (requires attunement)
While wearing this helmet, any skeleton or skeletal creature
that has a challenge rating of 1 or lower is indifferent towards
you unless commanded or until either you or your compan-
ions harm it. In addition, any damage you deal to an undead
creature counts as magical and ignores its Undead Fortitude
trait, if it has it; you also only require half as much food and
drink as normal. An undead creature wearing this helmet
gains a +1 bonus to AC, even if it’s not attuned to it.
Curse. This helmet is cursed, and becoming attuned to it
extends the curse to you. While cursed, your skin becomes
leathery and gaunt against your frame. If you die while
cursed and aren’t returned to life (such as by the revivify
spell), you’re transformed into a zombie or skeleton (GM’s
discretion) after 24 hours. This transformation can be delayed
by certain magic, such as the gentle repose spell, until that
effect ends.

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.

Mace of the Iron Crown


Weapon (mace), very rare (requires attunement)
This dark iron mace is topped with a ring of menacing spikes.
You gain a +2 bonus to attack and damage rolls made with
this magic weapon.
Whenever you hit a humanoid with this weapon for the
first time, an illusory circlet appears atop its head. The circlet
has a single spike at its forefront when it appears. Each time
you hit that creature with the mace, another spike appears on
the circlet. Once the third spike appears, that creature must
make a DC 16 Wisdom saving throw. On a failed save, the
creature becomes confused. On a successful save, the creature
isn’t confused, but must make the saving throw again the
first time each turn that another spike appears on the crown.
A creature automatically succeeds if it is immune to being
charmed.
At the start of each of its turns, a confused creature has a
50 percent chance to be overcome with temporary madness.
A creature overcome by this madness considers its allies to
Mace of the Iron Crown be enemies until the start of its next turn; it’s friendly to you
and your companions for the duration or until you harm it.
The crown vanishes and the effect ends after 1 minute or
after the third time the creature has either succeeded on the
saving throw or hasn’t become maddened at the start of its
turn; the creature is then immune to this effect for the next
24 hours.

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

65 THE GRIFFON’S SADDLEBAG THE INVENTORY


Ring of the Koi
Ring, rare
While wearing this ring, you can breathe underwater, and
you have a swimming speed equal to your walking speed. In
addition, you can swim up waterfalls; doing so costs 2 feet of
movement for every 1 foot you move.
Hallowed Water. You can perform a special ritual over the
course of 10 minutes; doing so requires the ring of the koi
and a golden basin worth no less than 100 gp, which must be
filled with water. At the end of the ceremony, you drop the
ring in the basin. The ring is then destroyed, but duplicates
Pauldron of the effects of the hallow spell, centered on the basin of water.
This version of the spell uses the Courage option for its extra
the Lost Legion
effect. When a creature finishes a long rest within the spell’s
area, it gains the benefit of the ring of the koi’s other effects
for the next 24 hours.

Shield of the Eldritch Maw


Armor (shield), very rare
The face of this shield is seemingly made of teeth, with a
clear, fanglike line through its center. While holding this
shield, you have a +2 bonus to AC. This bonus is in addition
to the shield’s normal bonus to AC.
Whenever a creature makes a melee attack roll against you
while you’re holding the shield, you can use your reaction to
Ring of the Koi make a special melee attack with the shield against that tar-
get, with an attack bonus of +8. When you do, the shield splits
apart to form a toothy maw, which opens wide and bites
down on the target. On a hit, the target takes 1d4 piercing
damage plus 1d6 psychic damage. If you roll a 20 on the attack
roll, the target is magically shunted to a special demiplane
within the shield. The creature remains in the demiplane
until you end the effect (no action required) or until you doff
the shield, to a maximum of 1 minute, during which time it
takes 1d4 acid damage plus 3d6 psychic damage at the end
of each of its turns. A creature reduced to 0 hit points in the
demiplane is devoured. At the start of each of its turns, the
shunted creature can make a DC 16 Charisma saving throw.
On a successful save, it escapes the demiplane and reappears
in the nearest unoccupied space to the shield. Only one crea-
ture can be in the demiplane at a time.

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.

Starmetal Circlet Verdant Breastplate


Wondrous item, rare (requires attunement) Armor (breastplate), rare (requires attunement)
This dark metal headpiece grants you a measure of control When found, this breastplate resembles a leather cuirass
over nearby metal while you wear it. When a creature that you covered in large, dried leaves. Once you wear and attune to
can see within 30 feet of you makes an attack with a weapon it, however, it springs to life and flourishes; its leaves remain
made of metal or a piece of metal ammunition, you can use pliable and flexible, but harden against incoming harm to
your reaction to influence the result. When you do, roll a d4 protect you. Sleeping in this armor has no adverse effect on
and add or subtract the number rolled from the attack roll you.
(your choice). You make this choice after the creature makes While wearing this armor, moving through nonmagical
its attack roll but before the GM says whether the attack hits plants that impede movement (such as by creating difficult
or misses. terrain) costs you no extra movement, and you don’t take
In addition, while wearing the circlet, you can use an action damage from nonmagical plant hazards such as thorns or
to interact with an object made of metal that isn’t being worn spines. In addition, the entangle spell has no effect on you,
or carried or move it up to 15 feet. The object must be within and you have advantage on any Dexterity (Stealth) check you
30 feet of you and weigh no more than 20 pounds. make to hide in areas of dense foliage.

Stardust Hat

Starmetal Circlet

Thunderbolt Quill

67 THE GRIFFON’S SADDLEBAG THE INVENTORY


Charges. This armor has 7 charges and regains 1d6 + 1 ex- Voidknight’s Maul
pended charges daily at dawn. If you’re a druid or ranger and Weapon (maul), very rare (requires attunement by a pala-
have cast the plant growth spell from the armor within the din)
last 24 hours, the armor regains all expended charges instead.
Spells. While wearing this armor, you can use an action The crystalline head of this magic hammer has been bathed
to expend some of its charges to cast either the entangle (1 in the latent magic of the Astral Plane for untold millennia.
charges) or plant growth (3 charges) spell from it, using a You gain a +2 bonus to attack and damage rolls made with
spell save DC of 15. If you’re a druid or ranger, you can choose this magic weapon. While you remain attuned to it, you age
to cast the spell from the armor using your spell save DC at one-tenth your normal rate.
instead. Astral Smite. Whenever you use your Divine Smite feature
When you cast plant growth using this armor, the plants against a creature, you can choose for it to deal psychic
affected by the spell are enriched for 30 days. The plants yield damage instead of radiant damage. Furthermore, when you
twice the normal amount of food when harvested. expend a spell slot of 2nd level or higher to use your Divine
Smite, you can force the target of the attack to make a Con-
Vine Whip stitution saving throw against your paladin spell save DC.
On a failed save, the creature is affected by the levitate spell.
Weapon (whip), uncommon
This version of the spell can affect multiple creatures at once,
Tightly braided living vines have been rooted to the end of though you must still concentrate on the spell as normal. If
a branch to make this magic whip. The whip adds 10 feet your concentration on the spell ends, any affected creature
to your reach when you attack with it, instead of 5 feet; if gently floats back to the ground. Otherwise, you can use your
you’re a druid or ranger, it instead adds 20 feet to your reach. action to move one or multiple targets affected by the spell
If you’re a druid, you’re proficient with the vine whip. This vertically, up to 20 feet, dividing the movement between
whip can be targeted by the shillelagh spell. them. Each affected creature must remain within the spell’s
When you hit a Large or smaller target with the whip, you range.
can choose to pull it up to 10 feet towards you, or 20 feet if
you’re a druid or ranger. Unless you’re a druid, this property
of the whip can’t be used again until the next dawn.

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

69 ONGRIFEH T ’G ABDLES Y ORTHEINV


Bangle of the
Starlight Raven

Astral Aegis Axe of Essential Inversion

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

71 THE GRIFFON’S SADDLEBAG THE INVENTORY


more lightning damage is dealt to you (before applying resis- Floral Chime
tance or immunity).
Wondrous item, uncommon
Lightning Rod. Whenever a creature within 40 feet of you
takes lightning damage, you can use your reaction to take A faint, floral perfume wafts from this handbell and radiates
some or all of that lightning damage instead. When you do, powerfully from you when you ring it. While holding the bell,
electricity arcs from the other creature to you. You choose you can use an action to ring it and instantly make any flow-
how much lightning damage to reduce the triggering effect ers blossom, any seed pods open, and any leaf buds bloom
by; you then take that amount of lightning damage instead. that are within 60 feet of you, provided the sound can reach
them. Once this property of the bell has been used, it can’t be
used again for 1 hour.
Deathmetal Axe Any swarm of insects within earshot of the bell must im-
Weapon (greataxe), very rare (requires attunement) mediately make a DC 13 Wisdom saving throw or become dis-
This adamantine axe is covered in narrow cracks, which pe- tracted by the smell of flowers, either from the bell’s perfume
riodically erupt with harmless, magical flame. Along its haft or from any that bloomed nearby. Regardless, a swarm that
are four strings: plucking a string creates a deep, bone-rat- fails the saving throw is indifferent towards you and your
tling resonance from the axe. If you’re proficient with lutes, companions for 1 hour or until it’s threatened or harmed.
you are proficient with the deathmetal axe, and you can play
it as if it were a lute. Harp of Dragons
You gain a +2 bonus to attack and damage rolls made with Wondrous item, rare (requires attunement by a bard)
this magic weapon, as well as on any Charisma (Performance)
This harp is strung with the vocal cords of a felled dragon. As
check you make with it. Whenever the axe hits an object, the
a result, the instrument can create dragonlike effects when
hit is a critical hit.
Draconic command words are spoken while playing it. The
Charges. The axe has 7 charges for the following proper-
harp is 3 feet tall and weighs 6 pounds. While you’re attuned
ties. It regains 1d6 + 1 expended charges daily at dawn. If you
to the harp, you are proficient with it.
take 10 or more lightning damage and then use one of the
While holding the harp, you can use an action to play it
axe’s properties on your next turn, the number of charges
and speak one of the following command words in Draconic.
required by the property is reduced by 1.
Once a command word has been used, that word can’t be used
Spells. While holding the axe, you can use an action to ex-
again until the next dawn. If an effect requires a creature to
pend 2 of its charges to cast either the shatter or thunderwave
make a saving throw, it uses your bard spell save DC.
(2nd-level version) spell from it (save DC 16).
“Burn.” The harp creates a magical breath of fire. Each
Thunderous Performance. Whenever you take the Attack
creature in a 30-foot cone, originating from the harp, must
action with this weapon, you can expend 1 of its charges to
make a Dexterity saving throw. A creature takes 8d6 fire dam-
replace one of your attacks with a special performance. When
age on a failed save, or half as much damage on a successful
you do, make a DC 16 Charisma (Performance) check. On a
one. A creature that’s frightened of you makes the saving
success, you create an instantaneous wave of sound, which af-
throw with disadvantage.
fects creatures within 10 feet of you; friendly creatures within
“Fly.” The harp makes you weightless, granting you a
the wave immediately gain 2d6 + 2 temporary hit points, and
flying speed equal to your walking speed for as long as you
hostile creatures must succeed on a DC 16 Constitution sav-
continue to play it. Doing so requires your action on each of
ing throw or take 2d6 + 2 thunder damage. When you roll a 20
your turns, up to a maximum of 1 hour.
on the Charisma (Performance) check, the radius of your wave
“Tailwind.” The harp creates a gust of wind behind you,
increases to 30 feet, and the number of temporary hit points
propelling you and up to four other creatures of your choice
gained and thunder damage dealt is doubled. A creature is
within 30 feet of you forward until the end of your next turn.
immune to these effects if it can’t hear the performance. The
When you use this command word, choose a direction. For
wave then fades.
the duration, moving in that direction costs you and other
affected creatures half as much movement.
“Terrify.” The harp creates an instantaneous wave of fear,
which affects up to four creatures of your choice within 30
feet of you, provided that the creature can hear the instru-
ment. Each affected creature must succeed on a Wisdom sav-
ing throw or be frightened of you for 1 minute. A frightened
creature can make another Wisdom saving throw at the end
of each of its turns, ending the effect on itself on a success
.

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

73 THE GRIFFON’S SADDLEBAG THE INVENTORY


Mediator’s Amulet Quiver of Lightning
Wondrous item, very rare (requires attunement by a cleric Wondrous item, rare (requires attunement)
or paladin) This jagged quiver zigs and zags in a lightninglike fashion.
A small, shattered sword hangs from this gilded chain, and Ammunition you draw from the quiver is considered magical
its clasp is made of two shaking hands. While wearing this for the purpose of overcoming resistance and immunity to
necklace, you can’t be charmed or frightened. It has 5 charges nonmagical attacks and damage. When you make an attack
for the following properties, and it regains 1d3 + 2 expended with the ammunition, the target takes an extra 1d4 lightning
charges daily at dawn. damage on a hit.
Deescalate. You can expend 1 of the necklace’s charges as Alternatively, once on each of your turns, you can reach
an action to speak a calming string of words and choose a into the quiver and pull out a special arrow or bolt made of
point you can see within 60 feet of you. When you do, each lightning, as part of making a ranged attack with a bow or
creature of your choice within 20 feet of that point must suc- crossbow, respectively. This special ammunition deals 2d8
ceed on a DC 16 Charisma saving throw or be charmed by you lightning damage on a hit (adding your Dexterity modifier to
for 1 hour. The effect ends early if you or your companions do the damage roll as normal), instead of the weapon’s normal
anything to threaten or harm any of the charmed creatures. damage and without the extra 1d4 lightning damage. If the
When you charm a creature in this way, you can choose to target is made of metal or wearing metal armor, the attack is
make it indifferent about creatures of your choice that it’s made with advantage.
hostile toward. When the effect ends, the creature becomes In addition, if you make a ranged attack with a javelin of
hostile again, unless the GM rules otherwise. lightning, the javelin vanishes after 1 minute (unless you
Of One Blood. When you restore hit points to a creature, retrieve it) and emerges from the quiver, falling to the floor at
you can choose to expend 1 of the necklace’s charges to take your feet when it does.
an amount of necrotic damage up to the amount restored,
which can’t be reduced or negated in any way. When you do, Ring of Perpetual Momentum
the healed creature gains a number of temporary hit points Ring, rare
equal to the amount of necrotic damage you took in this way.
This ring is a hollow glass tube through which a single metal
bearing rolls. The bearing never stops, regardless of your
Mistwalkers movement or gravity. Only a time stop spell causes the bear-
Wondrous item, very rare (requires attunement) ing to briefly pause.
Your walking speed is increased by 10 feet while wearing While wearing this ring, the first time you’re paralyzed,
these boots. While in fog, you have a flying speed equal to stunned, or affected by lethargy from the haste spell, you ig-
your walking speed; you move through the air as if you’re nore the effect. Instead, you suffer the effects of the slow spell
walking. until the end of your next turn. Once this property of the ring
Once on each of your turns when you walk 30 or more feet has been used, it shouldn’t be used again until the next dawn.
on the ground in a straight line, you can immediately cast the Each time it’s used again before then, there is a cumulative 20
misty step spell from the boots (no action required). When percent chance that the effect fails, causing the ring to shatter
you do, you teleport to an unoccupied space you can see with- into useless, nonmagical dust.
in 30 feet of you that’s along the same straight line and in the
same direction in which you were moving. This property of
the boots can be used four times. The boots regain one use of
this property for every hour they aren’t used to teleport.

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.

Rose of the Queen Valkyrie


Weapon (spear), legendary (requires attunement)
A sharp and coiled rose blossom rests at the top of this gilded
spear. A pair of silver, winglike leaves stretch outward from Rose of the
either side of it. You gain a +3 bonus to attack and damage Queen Valkyrie
rolls made with this magic weapon, which has the finesse
property. When a creature is slain with this weapon, a red
rose grows from the corpse after 7 days.
Blooming Strike. Whenever you hit a target with the
spear, it takes an extra 1d6 piercing damage from the attack.
Once on each of your turns when you deal this extra damage,
you can cause up to two other creatures that you can see
within 5 feet of the target to also take 1d6 piercing damage, as
a spray of thorns fly outward from the spear.
Flurry of Thorns. You can use an action to spin the spear
above you, sending a cascade of magical thorns out from you
in a 20-foot radius. Each other creature within that area must
succeed on a DC 17 Dexterity saving throw or take 4d6 pierc-
ing damage. Any creature within 5 feet of you has disadvan- Swallowtail
tage on the saving throw and takes an additional 1d8 slashing
Mantle
damage from the effect on a failed save.
Returning. When you make a ranged attack with this
spear, it returns to your open hand immediately after the
attack.

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

75 THE GRIFFON’S SADDLEBAG THE INVENTORY


bow, you can forgo one of your attacks to lob an explosive orb Wond of Fireballs
of fire from the weapon’s maw. The orb flies out to a point of
Wand, rare (requires attunement by a spellcaster)
your choice on a solid surface that you can see within 60 feet
of you. The orb explodes on impact, creating a 10-foot-radius This wand functions as a wand of fireballs. However, during
sphere of flame where it lands. Each creature within the area the wand’s creation, the spell’s transcription was riddled with
must make a DC 15 Dexterity saving throw. A creature takes arcane mistakes. As a result, casting fireball from the wand
4d6 fire damage on a failed save, or half as much damage on a can lead to unpredictable outcomes.
successful one. Any flammable objects that aren’t being worn Whenever you cast the fireball spell from the wand, roll a
or carried within the area are ignited. The crossbow has 3 orbs d20 and use the table below to determine the spell’s effect.
and regains all expended orbs daily at dawn. Regardless of the outcome, the spell’s effect is centered on the
point you target with the wand and uses a save DC of 15. If the
Swallowtail Mantle wand casts a different spell, any extra charges spent as part
of using the wand increase the spell slot level of the new spell
Wondrous item, rare
as well.
While wearing this mantle, when you move 10 or more feet
d20 Effect
before jumping, the maximum distance of your jump is
increased by 10 feet. In addition, when you fall at least 20 Wireball. You cast the flaming sphere spell. This
feet while wearing this mantle, you can use your reaction version of the spell creates a tightly-wound sphere
to grip its edges with both hands. While holding the edges, of ragged, spinning wire. On a hit, the sphere deals
you fly at a speed of 30 feet, but cannot fly upwards without piercing damage instead of fire damage. When cast
1–4
a significant updraft. Unless you’re lifted by an updraft, you in this way, the spell doesn't immediately require
descend 15 feet at the end of each of your turns. If you land on your concentration; if you don't choose to begin
the ground while flying in this way, you take no damage from concentrating on the spell at the end of the turn
falling. You lose this flying speed if you ever fail to grip the you cast it, the spell ends early.
mantle’s edges. Firebull. You summon a Large bull in the nearest
unoccupied space to the targeted point. Use the
Tidesplitter giant boar's statistics for the bull, except that the
Weapon (trident), rare (requires attunement) bull is made of pure fire and is an elemental instead
This sharpened bident is covered in swirling water motifs. of a beast. The bull takes its turn on initiative count
You gain a +1 bonus to attack and damage rolls made with this 20, and it always attacks the creature closest to
magic weapon. Immediately before you make a melee attack it on each of its turns. On a hit, the bull deals fire
with the weapon while underwater, you can move up to 10 damage, instead of its normal type. A creature that
5–8
feet without provoking opportunity attacks. touches the bull or hits it with a melee attack while
The bident has 7 charges and regains 1d6 + 1 expended within 5 feet of it takes 5 (1d10) fire damage. The
charges daily at dawn. bull remains for 1 minute or until it's reduced to 0
Part Water. While holding the bident, you can use an hit points. You summon two bulls at the location
action to expend 1 or more of its charges to make a dry path when you cast the spell with 4 or 5 charges, or three
through a nearby body of water. Choose a point within 60 bulls when you cast it with 6 or 7. The additional
feet of you that is within a body of water you can see. The bulls appear in the nearest unoccupied spaces to
path extends in a direction you choose from that point in a the first bull.
straight line that is up to 120 feet long and up to 20 feet wide. Firefall. You cast the ice storm spell instead. This
The path also extends vertically, up to 30 feet high. The path version of the spell creates falling, flaming rocks
9–12
remains for 1 minute or until you end the effect using another instead of hail, and deals fire damage instead of
action, at which point it slowly refills with water over the next cold damage.
6 seconds. For each charge you expend after the first, you can
cause the path to extend 120 feet longer and 30 feet higher, Fiveball. You cast five smaller fireballs, which deto-
and its duration increases by 1 minute. Alternatively, you can nate at five different points of your choice within
expend 1 of the bident’s charges to use this property to target 20 feet of the original one. Each smaller fireball has
13–16
a creature made of water, such as a water elemental. The an explosion radius of 5 feet. A creature in the area
target must succeed on a DC 15 Constitution saving throw or of more than one of these fireballs is affected only
take 8d8 force damage as the bident’s magic attempts to split once.
it apart. 17–20 You cast the fireball spell as normal.

The wand regains 1d6 + 1 expended charges daily at dawn. If


you expend the wand’s last charge, roll a d20. On a 1, the wand
casts fireball, centered on you, and is destroyed.

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

77 ONGRIFEH T ’G ABDLES Y ORTHEINV


Arm of Balaria

Banishing Arrow

Biting Sickle

Amulet of Ideals

Amulet of Ideals Banishing Arrow


Wondrous item, rare (requires attunement by a cleric or Weapon (arrow), very rare
paladin) The body of this arrow is twisted in a warping spiral. Small
This hollow silver locket depicts a pair of heavy temple doors. gateways are imprinted on the arrow’s head. When you hit a
Pressing the button at its center opens the locket. As part creature with this arrow, that creature must succeed on a DC
of attuning to the item, you must place a trinket within the 17 Charisma saving throw or be affected by the banishment
hollow space. The trinket must be representative in some way, spell (no concentration required); the creature can repeat the
either to you or to your deity, of your cleric domain or paladin saving throw at the end of each of its turns for the duration,
oath. While wearing the amulet, the first time you use your ending the effect on itself on a success.
Channel Divinity, it doesn’t expend a use of that feature. This Alternatively, you can use an action to snap the arrow, re-
property can’t be used again until the next dawn. leasing the magic inside and targeting yourself with the spell
The amulet has 5 charges. It regains all expended charges instead. You automatically fail the saving throw, but can end
daily at dawn. While wearing the amulet, whenever you cast the effect at the end of any of your turns (no action required).
a spell from your domain or oath spell list, you can expend 1 The arrow loses its magic once it banishes a creature in this
or more of the amulet’s charges to reduce the spell slot level way.
required to cast it by 1 for each charge spent; a spell reduced Other types of magic ammunition of this kind exist, such
below 1st level in this way doesn’t require you to expend a as banishing bolts meant for a crossbow, though arrows are
spell slot. This property can’t be used to cast a spell of a level most common.
for which you don’t have spell slots, nor can it be used to cast
a spell of 6th level or higher. Biting Sickle
Weapon (sickle), uncommon
Arm of Balaria This bone sickle has rows of teeth along its top and bottom
Weapon (quarterstaff ), uncommon (requires attunement edges. When you hit a target with the sickle, you can choose
by a monk) to speak its command word to cause the weapon to magically
The ends of this quarterstaff are topped with brass hands. bite down, as if it were a voracious beast. You then let go of
Whenever you would make an unarmed strike, you can make the weapon, and the target immediately takes 1d6 piercing
a special attack with the weapon instead; this special attack damage from the bite. The sickle remains held in place until
counts as an unarmed strike and uses the damage die for it’s removed, to a maximum of 1 minute. For the duration,
your unarmed strikes as normal. When you make this special the target takes another 1d6 piercing damage at the end of
attack using the quarterstaff, your reach with the weapon is each of its turns. A creature can use its action to make a DC
increased by 5 feet. 13 Strength check, removing the sickle from itself or another
The staff ’s hands can change into different positions or creature within its reach on a success. Once the sickle bites
gestures. Each position allows you to change your unarmed down on a target, it can’t do so again until the next dawn.
strike’s damage type with it: bludgeoning damage (clenched
fist), piercing damage (finger point), or slashing damage
(hand chop). Whenever you make an unarmed strike with the
staff, you can change the gesture of the respective hand as
part of the attack.

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).

79 THE GRIFFON’S SADDLEBAG THE INVENTORY


Firewatch Vambraces
Firewatch
Wondrous item, very rare (requires attunement)
Vambraces
These adamantine vambraces look like miniature shields;
they feel cool in the heat but warm in the cold. You gain a +1
bonus to AC while wearing the vambraces.
Fire Shield. You can use an action to cast the fire shield
spell from the vambraces while wearing them. For the du-
ration, friendly creatures within 15 feet of you also gain the
spell’s damage resistance to either cold or fire damage. In
addition, the vambraces’ bonus to your AC increases to +2 for
the duration of the spell.
The vambraces can be used to cast this spell twice. They
regain all expended uses of it daily at dawn.

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

81 THE GRIFFON’S SADDLEBAG THE INVENTORY


Shadowcutter nus, to the weapon’s attack and damage rolls as normal). The
attacks are made simultaneously against the target, piercing
Weapon (greatsword), very rare (requires attunement)
through the fabric of spacetime with each attack. Each used
This long, curved sword is made from a dark metal and has d20 is then lost.
a rippled edge. When you swing it, tufts of raw shadowstuff
split and tear along its edge, as if you were slicing through Sunspot Lantern
smoke. You gain a +2 bonus to attack and damage rolls made
Wondrous item, very rare
with this magic weapon, which has the finesse property. If
you’re proficient with longswords, you are proficient with the While lit, this bullseye lantern burns for 1 hour on 1 pint of
shadowcutter. oil, shedding bright light in a 60-foot cone and dim light for
Dark Draw. When you draw this weapon and make an an additional 60 feet. The bright light is sunlight.
attack with it as part of the Attack action on the same turn, Sunbeam. You can use an action to speak the lantern’s
you can replace the first attack you make with it with a special command word to cast the sunbeam spell from it (save DC
strike. When you do, the sword swings out in a devastating 15), provided that the lantern is lit. This version of the spell
arc, which extends from you in a 15-foot cone of wicked shad- doesn’t require you to concentrate on it, but ends immedi-
ow. Make a melee attack with the sword against each creature ately after creating the line of radiance each time you cast
within the area, with a separate attack roll for each target: on it. This property of the lantern can be used three times. It
a hit, a target takes an extra 1d6 necrotic damage from the regains all expended uses daily at dawn. If you expend its last
attack. If any of the sword’s d6 damage dice roll a 6, the target use, roll a d20. On a 1, the lantern explodes, destroying itself
must also succeed on a DC 16 Constitution saving throw or be in a burst of light. Each creature within 10 feet of the lantern
blinded until the start of your next turn. Once this proper- that’s not behind total cover must make a DC 15 Constitution
ty of the sword has been used, it can’t be used again until 1 saving throw, taking 4d10 radiant damage on a failed save, or
minute has passed. half as much damage on a successful one.

Soothstriker Trickster’s Quiver


Weapon (rapier), very rare (requires attunement) Wondrous item, rare (requires attunement)
This rapier can magically attack through temporal ripples, This quiver is a favorite among thieves and tricksters. When
allowing you to save an attack for another time. You gain a you’re hidden from a creature and miss it with a ranged
+3 bonus to attack and damage rolls made with this magic attack using an arrow pulled from this quiver, making the
weapon. attack doesn’t reveal your position.
While holding the rapier, you can use an action to strike The quiver has 6 charges and regains 1d4 + 2 expended
the air in front of you with it; roll a d20 and record the result. charges daily at dawn. When you make a ranged weapon
You can do this up to 4 times each day, losing any recorded attack and pull a nonmagical arrow from the quiver, you
rolls and regaining all expended uses daily at dawn. Whenev- can choose to expend 1 or more charges from the quiver to
er you attack a target with the rapier, you can choose to make transform the arrow into a specialty one. The arrow magically
up to two extra attacks against it as part of the same action, transforms once it’s fired from the weapon. A transformed
provided you have that number of recorded d20s. Use a arrow is considered magical for the purposes of overcoming
different recorded d20 for the attack roll of each of these extra resistance and immunity to nonmagical attacks and damage.
attacks, instead of making a new attack roll (adding your There are four types of specialty arrows:
Strength or Dexterity modifier, including the weapon’s +3 bo- Bolas (2 charges). The arrow transforms into a spinning
pair of bolas, which deal bludgeoning damage on a hit,
Sunspot Lantern instead of the arrow’s normal damage type. If they hit a Large
or smaller creature, it must succeed on a DC 15 Strength sav-
ing throw or be restrained by the bolas until the start of your
next turn.
Choking Arrow (3 charges). The arrow transforms into
a sickly, smoking projectile. Hit or miss, any creature within
10 feet of the target must make a DC 15 Constitution saving
throw, as a noxious cloud erupts from the arrow within that
area. A creature takes 2d6 poison damage on a failed save, or
half as much poison damage on a successful one. A creature
hit by the arrow takes damage from the weapon plus the
poison damage from the cloud of gas. A creature that fails the
saving throw spends its action on its next turn retching and
reeling. Creatures that don’t need to breathe or are immune to
poison automatically succeed on this saving throw. The cloud
spreads around corners until the end of the turn, at which
time the cloud disappears.
Flare (1 charge). The arrow transforms into a brilliant
flame midair, which sheds bright light in a 60-foot radius
and dim light for an additional 60 feet. On a hit, it deals fire

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.

d4 Name Benefit Weirdwater Poison


Until the end of your turn, you can jump Potion, rare
twice the normal distance, though you This poison rumbles around, sloshing softly within its bottle.
Acro- can't jump farther than your remaining It looks, smells, and tastes like water: only a detect poison
1
batic movement would allow. For the duration, and disease or identify spell can determine the nature of
you have advantage on any Dexterity (Ac- the liquid. A creature that drinks this poison in its entirety
robatics) checks you make. begins to suffocate, as if by drowning, unless it can breathe
You take the Dash action as part of the underwater. If the creature drops to 0 hit points while drown-
bonus action to use this property. Until the ing in this way, it becomes stable and is no longer drowning;
2 Evasive when this happens, a hostile water elemental appears in the
end of your turn, opportunity attacks are
made against you with disadvantage. nearest unoccupied space. A lesser restoration or protection
from poison spell ends the effect early, allowing the creature
You can immediately move up to 10 feet to breathe normally once more and preventing the water
(without provoking opportunity attacks) elemental from appearing.
3 Tricky and then make two unarmed strikes Alternatively, you can pour the entire vial of poison onto
against a target within 5 feet of you, or vice the ground using an action. When you do, a water elemental
versa. appears in the nearest unoccupied space, as if by the conjure
4 Choose You choose which benefit to gain. elemental spell. The elemental ceases to obey your commands
if you fall unconscious or die.
Volcanic Ocarina The water elemental disappears after 1 hour.
Wondrous item, rare Volcanic Ocarina
This stone ocarina is always hot to the touch. When playing
it, harmless molten rock spews upward from any uncovered
finger hole.
There are three magical melodies that can be played on the
ocarina, which each create a different volcanic effect. Once a
melody has been played, the ocarina shouldn’t be used to play
one of these melodies again until the next dawn. Each time it
is used to play such a melody again before then, the ocarina
has a cumulative 20 percent chance of not working and dis-
solving into molten rock in your hands, destroying itself and
dealing 5d10 fire damage to you when this occurs.
Erupting Melody. When you play this melody, choose four
different points on the ground that you can see within 60
feet of you. A pillar of flame bursts upward from each point,
Weirdwater
Vigilante’s Mantle
Poison

83 THE GRIFFON’S SADDLEBAG THE INVENTORY

You might also like