Page 108 - The Griffon's Saddlebag - Book One [Compressed] (1)
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Ring of Anchoring your arm, albeit sluggishly, for 1 minute. While you can
Ring, rare (requires attunement) move your arm, your movement speed is halved, any attack
roll you make with the arm is made with disadvantage, and
While attuned to this ring, you can breathe normally under- any Strength or Dexterity check you make is made with
water, and whenever you’re pushed against your will, the disadvantage. If you’re still underwater at the end of this
distance you’re moved is reduced by 10 feet. minute, you’re forced to reattempt the saving throw. You
Curse. Once you attune to and wear this hammered lead can’t remove this ring once you’re cursed by it, and you re-
A ring, the arm that’s wearing it becomes unbearably heavy main cursed until you’re targeted by the remove curse spell or
when it’s submerged underwater. When underwater, make similar magic. You can remove the ring and the curse with-
B a DC 20 Strength (Athletics) check. On a failure, you’re out magic by physically removing the finger that’s wearing
dragged downward 30 feet at the start of each of your turns, it. Once removed from the water, your arm’s weight and your
C and your movement speed becomes 0. You can reattempt movement speed return to normal.
this saving throw every minute. On a success, you can move
D Ring of Eldritch Ire
E Ring of Anchoring Ring, rare (requires attunement by a warlock)
This cold, warped ring has three yellow gemstones adorning
F its surface that swivel and move like strange eyes. This ring
has 3 charges and regains all expended charges daily at dusk.
G While wearing the ring, you can expend 1 of its charges as a
bonus action to mark an unmarked creature that you can see
H within 60 feet of you for 1 hour. The mark is lost if you fall
unconscious or end it early using a bonus action. A marked
I creature appears to be shrouded in a strange, sharpening
mist that magically helps you focus. You gain a +1 bonus
J J
to attack and damage rolls against marked creatures, and
K marked creatures have a −1 penalty to saving throws against
spells you cast.
L You know a marked creature’s general distance and di-
rection from you at all times while it’s on the same plane of
M existence as you. In addition, you perceive a marked creature
within 60 feet of you as though you had truesight, and can
N N see through any illusion that stands between you and the
marked creature.
O O
Ring of Gestures
P
Ring of Ring, common
Q Q Eldritch Ire This gaudy ring has a delicately carved pink gem in the shape
of a hand at its center. While wearing this ring, you can cast
R R the minor illusions cantrip at will to enlarge, reduce, and
change the color of the hand wearing the ring or any of its
S S fingers. In addition, whenever you make a gesture with the
hand wearing this ring, the pink gemstone moves to mimic
T T the gesture and remains that way until you make a new one.
U U
Ring of Ring of Roses
V V Gestures Ring, common
W W As an action, you can cause a single rose to grow and appear
in your hand. The stem is 1 foot long and has small, dull
X X thorns. The flower is odorless and blooms in a color of your
choice, but withers and turns to dust after 24 hours.
Y Y
Ring of Seething
Z Z
Ring, uncommon (requires attunement)
This dark band is cool to the touch and has several cracks
throughout its otherwise smooth body. When you attune
to the ring, choose a creature type: aberration, celestial,
Ring of Roses
dragon, elemental, fey, fiend, or undead. While wearing the
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THE GRIFFON'S SADDLEBAG

