Page 104 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 104

Quake Hammer
           Weapon (light hammer), rare (requires attunement)
           You gain a +2 bonus to attack and damage rolls made with
           this magic weapon.
             As an action, you can smash this hammer into the ground
           to send out intense tremors. Other creatures within 10 feet                   Quake Hammer
   A       of the point of impact must succeed on a Dexterity saving
           throw or suffer 2d6 bludgeoning damage and fall prone.
   B       Creatures who succeed on the throw take half as much dam-
           age and do not fall prone. You can cause this effect while you
   C       hold the hammer or when you throw it, creating the tremors
           at the point on the ground that the hammer lands.
   D         The save DC for this effect is equal to 8 + your proficiency
           bonus + your Strength modifier. Once this property has been
   E       used, it can’t be used again until the following dawn.

   F       Quickdraw

   G       Weapon (crossbow, hand), rare
           This curious contraption is in fact a small, surreptitious
   H       hand crossbow that can be worn on a wrist or forearm
           without requiring a free hand to use it. On the first turn of
    I      combat, you can immediately use your reaction to fire the
           weapon at a creature you can see within range. If you don’t
    J J
           fire the crossbow in this way, you can use a bonus action
   K       on a subsequent turn to make a single ranged attack with
           it instead.
   L         In order to use this crossbow, you must also wear two   Radiant Defender
           rings on adjacent fingers. One ring carries a thin but flexible
   M       string that connects to the firing mechanism of the cross-
           bow. The second ring is equipped with a very small but
   N N     functional blade that’s used to sever the first’s string. When
           the string is severed, the crossbow fires. It takes 1 minute to
   O O     reset the crossbow and rings.
   P       Quicksilver Clay

   Q Q     Wondrous item, common
           This small orb of silver, watery liquid is strangely dry to the
   R R     touch. While holding the 1-inch-diameter metallic sphere in
           the palm of your hand, you can mentally control the form
   S S     that it takes using an action. The form stretches and turns
           into the imagined shape and remains centered in your hand.
   T T     Regardless of the form, it can be no larger than the palm
           of your hand and is always a liquid. The form returns to its
   U U
           natural orb state when you end your focus on the quicksilver
   V V     clay (no action required) or it leaves your hand.
             Eating or drinking the liquid is harmless, but takes 1d4
   W W     days to exit the body.
   X X     Radiant Defender
           Weapon (maul), rare (requires attunement)
   Y Y
           This maul has a narrow shield covering its handle that can be
   Z Z     rotated to protect the wielder’s grip. You gain a +1 bonus to
           attack and damage rolls made with this magic weapon. While
           wielding this guarded maul, taking the Dodge action also
           gives you a +2 bonus to your AC until the start of your next
           turn. In addition, when you take the Dodge action and a crea-                     Quickdraw
           ture within 5 feet of you misses you with an attack, you can


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                                                                                          THE GRIFFON'S SADDLEBAG
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