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deep-rot ¡ 8 months
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🎁 𝗦𝗽𝗲𝗰𝗶𝗮𝗹 𝗙𝗿𝗲𝗲 𝗖𝗼𝗻𝘁𝗲𝗻𝘁!⁠ [6/14] This content has been generously donated by @the_fluffy_folio to be shared while The Griffon’s Saddlebag takes a vacation! Please support these creators and their excellent content!⁠ ⁠ Related downloads are available *for free* through the link in my Vacation highlighted story! ⁠ ___⁠ ⁠ The Fluffy Folio creates whimsical monsters and magical critters that always inspire delight. They’re also make the occasional magic item (especially potions), for those of you looking for even more magic items. Monsters from the Fluffy Folio are always a joy to read, and are sure to bring a smile to your face. ___
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deep-rot ¡ 2 years
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Owlbear-Fletched Arrow
Weapon (arrow), uncommon ___
This magic arrow is fletched with the feathers of an owlbear. When you use this arrow as part of making a ranged weapon attack against a creature that’s behind half or three-quarters cover, that creature gains no benefit from that cover. If the attack hits, the target takes extra piercing damage equal to the bonus to AC that the target would have normally received from being behind cover. Once the arrow deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as "owlbear-fletched bolts" meant for a crossbow, though arrows are most common. ___
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deep-rot ¡ 2 years
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Starmetal Flail
Weapon (flail), very rare (requires attunement) ___
This flail has no connecting chain between its handle and bludgeon. Instead, it’s magically tethered a set distance apart through the metal’s magical magnetism, causing the weapon’s weight to be negligible. A small, star-like furnace rages inside the weapon, causing it to roar aflame whenever it’s swung.
You gain a +2 bonus to attack and damage rolls made with this magic weapon, which also has the finesse property. Targets hit by the weapon take an extra 1d6 fire damage, as the fire within it burns with meteoric heat.
The weapon can be used to make ranged weapon attacks by flinging the bludgeon farther away than its normal reach, using either your Strength or Dexterity modifier for the attack and damage rolls when you do. The attack has a normal range of 30 feet and a long range of 90 feet. The first time on each of your turns that you hit a target farther than 30 feet away from you with the bludgeon, the weapon’s extra fire damage is doubled as the bludgeon continues to erupt in flames. Immediately after the attack, the bludgeon returns to the flail. ___
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deep-rot ¡ 2 years
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Rogue Optional Feature: Debilitate by  on reddit
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deep-rot ¡ 2 years
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Generic Castle by Skerples on twitter
( Map by @DysonLogos )
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deep-rot ¡ 2 years
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Field Healer’s Pauldron
Wondrous item, rare (requires attunement) ___
This iron pauldron bears a faded healer’s emblem and holds up a rugged shoulder cape. When you roll a 1 or 2 on a die to restore hit points to a creature (including yourself), you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. In addition, once on each of your turns when you restore hit points to a creature using a spell of 1st level or higher, you can grant that creature the benefits of the "bless" spell until the start of your next turn. If the spell targets multiple creatures, you choose one of them to gain the benefits. ___
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deep-rot ¡ 2 years
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺!⁠ Alcoholock⁠ Wondrous item, common⁠ ___⁠ ⁠ This lock looks like a small metal tankard, using its handle as the shackle. While it has a keyhole, it doesn’t open with a key and can’t be picked using thieves’ tools. Instead, the lock only opens when at least 1 ounce of a particular kind of alcohol is poured into the keyhole.⁠ ⁠ You can bind an alcoholock to an alcohol by submerging it in the drink for 1 hour. The drink can be made of one or several kinds of alcohol, potentially complicating the lock. Once bound, the lock can’t be bound to a different kind of drink. You can identify what drink the lock is bound to with a successful DC 15 Wisdom (Perception) check, using your sense of smell to detect what’s been poured into the lock. The DC increases by 2 for each additional kind of alcohol used to bind the lock after the first, up to a maximum DC of 25. An identify spell also determines what drink the lock is bound to. Alternatively, the lock can be broken with a successful DC 25 Strength check.⁠ ⁠ The poured drink needn’t match the exact age, ingredients, or maker of the bound one. For example, if the lock is bound to mead, any mead of the same or similar flavor that’s poured into the lock will open it. If the bound drink is a mixture of two or more ingredients, a close approximation of the mixture will open the lock (at the GM’s discretion). ___
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deep-rot ¡ 2 years
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺!⁠ Devil-Beating Brush⁠ Wondrous item, rare⁠ ___⁠ ⁠ Many temple murals depicting great gods and deities have been painted by artists wielding devil-beating brushes, which are blessed by divine magic. While the brush is being held, a constant stream of paint coats its pegasus-hair tip. While holding it, you can use a bonus action to change the paint’s color. You gain a +5 bonus to any ability check you make with the brush to paint. The paintbrush counts as a set of painter’s supplies.⁠ ⁠ You can use an action to paint on a devil. Make a Dexterity or Charisma check using the paintbrush against the devil’s AC. On a success, the devil takes 4d6 radiant damage. If you roll a 20 on the ability check, the devil must also succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it’s already there. ___
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deep-rot ¡ 2 years
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🛡 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Trenchroller Armor
Armor (half plate or plate), very rare (requires attunement) ___
This heavy, rounded armor is marked by a glowing crystal at its center. While wearing the armor, you gain a +1 bonus to your AC. As a bonus action, you can transform into a 2-foot-diameter metallic sphere. Your equipment melds into the new form. While transformed, your size is Small, and opportunity attacks against you are made with disadvantage. Your senses are unaffected while in this form, although you don’t need to breathe for the duration. Your AC also remains the same, but you can only take the Dash, Disengage, or Dodge action. You can use a bonus action to take the Dash action while transformed.
You can remain in this form for up to 1 hour, until you drop to 0 hit points, or until you use a bonus action to return to your normal form. Deduct a minimum of 1 minute from the armor’s total transformation time each time you transform, even if you aren’t transformed for the full minute. The armor regains all of its expended transformation time daily at dawn. ___
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deep-rot ¡ 2 years
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Wand of Eyes
Wand, uncommon ___
This wand’s glistening white haft has eye-like veins tracing down its length. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can use an action to expend 1 of its charges to cast the "clairvoyance" spell from it. This version of the spell remains for 1 minute, and can only be used to see through the sensor. The spell ends early if you are no longer holding the wand.
A creature that can see the sensor (such as a creature benefiting from "see invisibility" or truesight) sees a floating, ghostly eyeball. ___
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deep-rot ¡ 2 years
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Dragonscale Whetstone
Wondrous item, rarity varies ___
Certain preserved dragon scales can take on magical properties, either naturally on their own or with the help of a skilled artificer or enchanter. These whetstones are made of such a scale and appear almost gem-like in appearance.
You can use a "dragonscale whetstone" over the course of 1 minute to sharpen a bladed weapon (such as a longsword, battleaxe, or spear), granting it a variety of bonuses as shown on the table below. The bonuses remain for 1 hour and depend on the whetstone’s rarity and the kind of dragon it originally came from. These bonuses are in addition to any other bonuses a weapon may have.
A whetstone has 5 uses. When you use the last use, it loses its gem-like shine and becomes a nonmagical scale.
| Dragon Age | Bonus Damage | Rarity |
—
| Wyrmling | +1d4 | Uncommon |
| Young | +2d4 | Rare |
| Adult | +3d4 | Very Rare |
| Ancient | +4d4 | Legendary |

—

| Dragon | Bonus Damage Type |
—
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold | ___
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deep-rot ¡ 2 years
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Wand of Bubbles
Wand, common ___
While holding this wand, you can use an action to swing it through the air and create either 2d6 bubbles up to 6 inches in diameter or 1d4 bubbles up to 3 feet in diameter. The bubbles remain until the start of your next turn and float harmlessly through the air. A bubble created by the wand magically resists bursting upon impact, but can be destroyed early by dealing any damage to it. When a bubble bursts, you can choose for it to release a faint, musical note. You choose what color the bubbles are each time you use the wand (although they are always transparent), as well as the kind of musical sound or note that’s released each time, if any. ___
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deep-rot ¡ 2 years
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Moonlighter’s Masquerade
Wondrous item, uncommon (requires attunement) ___
This midnight blue mask has been delicately gilded with swirling designs. While wearing it, you can use an action to don an illusory outfit of finery. You choose the appearance of the outfit each time, and you can change the colors of the mask as part of this illusion. The outfit magically hides any armor or clothes you’re already wearing, provided that the armor doesn’t normally impose disadvantage on Dexterity (Stealth) checks. The illusion remains until you dismiss it (no action required) or until you’re no longer wearing the mask.
If you’re wearing the mask between dusk and dawn, you can also use an action to cast the "charm person" spell (save DC 13) from it. The spell ends early if you successfully charm another creature with it in this way or if the mask is removed. When the spell ends on a creature or if it succeeds on the saving throw, that creature is immune to this effect for the next 24 hours. ___
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deep-rot ¡ 2 years
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Grimoire of the Green Arts
Wondrous item, very rare (requires attunement by a wizard) ___
This green leather book has a gilded cover and painted imagery of sage and witch hazel. The following spells are written in the book using a strange form of Druidic that’s only legible to the creature attuned to it: "conjure animals", "dominate beast", "goodberry", "pass without trace", "speak with plants", "transport via plants", and "wall of thorns". While attuned to the book, you know the "druidcraft" cantrip, and you can prepare the book’s spells as if they were wizard spells whenever you finish a long rest.
If you have the "polymorph" spell prepared while the book is on your person and cast it on yourself, you can choose to retain your Intelligence, Wisdom, and Charisma scores for the duration of the spell. Once this property has been used, it can’t be used again until the next dawn. ___
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deep-rot ¡ 2 years
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Consecrated Hunter’s Crossbow
Weapon (crossbow, heavy or light), rare ___
This magic crossbow is detailed with wings and an angelic face at its end. A metal box of crossbow bolts fits into the base of the weapon, which automatically lifts a new bolt into place each time its string is pulled back again to fire. The box holds up to six bolts and can be refilled using an action. While the box holds at least one bolt, the weapon ignores its normal loading property, but must use the next bolt from the box with each attack it makes.
When the weapon is drawn, radiant, celestial runes appear on the front of the crossbow. A target hit by a bolt fired from this weapon takes an extra 1d4 radiant damage. If the target is a fiend, undead, or shapechanger, you deal the maximum extra radiant damage, instead of rolling. ___
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deep-rot ¡ 2 years
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Adamantine juggernauts are a specialized golem, created to be more than just a guardian or weapon, they must be instilled with a willing soul who keeps all memory and personality they had in life. This allows them to be martial masters, cunning tacticians, and potent leaders. They are capable of using magic items and on occasions even rarer than the creation of one of these powerful entities, cast spells if they were a caster in life, although they must reteach themselves or otherwise relearn.
Physically they resemble a massive humanoid in blue armor wielding a flail and shield larger than an average person, made of the same metal as themselves. In the event of one being able to cast spells, they ignore the somatic components of a spell and use their shield as the spellcasting focus. They stand five times as tall as humans and weigh 200 times as much, totaling around 32,000 lbs.
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deep-rot ¡ 2 years
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Alchemist’s Firethrower
Wondrous item, rare ___
This handheld metal device weighs 8 pounds and measures about 2 feet long and 6 inches across at its widest point. Parts of it resemble a crossbow, such as its stock and trigger, but is otherwise unique in its design. It has a pair of gaps in its wooden stock which can hold two flasks of alchemist’s fire, fitting the flasks’ mouths into a hole in the bottom of the space. Upending a flask into one of the gaps in this way allows its contents to run through a hidden pipeline within the stock and into the rest of the machine, causing a glass-covered chamber on the top of the device to fill with bubbling liquid. When filled in this way, the two vertical slots at the front of the machine give off a warm and foreboding glow.
This item is a unique ranged weapon with the two-handed property. If you are proficient with light or heavy crossbows, you are proficient with the "alchemist’s firethrower".
The device can hold a maximum of 100 charges, and gains 50 charges for each bottle of alchemist’s fire that’s loaded into its stock. You can use an action to load a new flask into the stock, discarding the previous one as part of the same action. While a flask of alchemist’s fire is typically thrown, this device converts and concentrates a tiny portion of the sticky solution into a superheated discus that flies from the weapon instead, allowing the normally single-use flasks to power the machine for many attacks instead.
The device loses 1 charge each time you use it to make a ranged weapon attack, which has a normal range of 30 feet and a long range of 90 feet. On a hit, a target takes fire damage equal to 1d6 plus your Dexterity modifier. For each attack that hits, the target also takes 1d6 fire damage at the end of its next turn as the alchemist’s fire smolders and evaporates from its body.
Alternatively, while holding the machine, you can use an action to expend 10 of its charges to magically release a belching stream of concentrated alchemist’s fire from it in a 30-foot line that is 5 feet wide. Each creature in the line…
…Continued below! ___
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