Page 111 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 111

Runic Ammunition
              Weapon (a bolt, arrow, or sling bullet), rare
              Runic ammunition resembles normal bolts, arrows, or stones
              that are etched with runes and are magically discordant
              to spellcasters. When a creature concentrating on a spell
              or magical effect is hit by a piece of runic ammunition, that
              creature makes the resulting Constitution saving throw to                                                 A
              maintain its concentration with disadvantage.
               You have a +1 bonus to attack and damage rolls made with                                                 B B
              this piece of magic ammunition. Once it hits a target, the                      Scorching Cleaver
              ammunition is no longer magical.                                                                         C

              Sandstorm Dancer                                                                                         D
              Wondrous item, rare (requires attunement)                                                                 E
              This golden cloak billows illusory sand around you when you
              walk or cast a spell. The cloak has 8 charges and regains 1d6 +                                           F
              2 expended charges daily at dawn. While wearing the cloak,
              you can expend 1 or more of its charges to cast the following                                            G
              spells from it (save DC 15): blur (2 charges), call lightning (3
              charges), create or destroy water (1 charge), or hallucinatory                                           H
              terrain (4 charges).
                                                                      Runic Ammunition                                  I I
              Scholar’s Cap                                                                                             J J
              Wondrous item, rarity varies (requires attunement)
              This hat carries with it the cleverness and knowledge of many                                            K K
              previous scholars. While wearing the hat, you gain either a +1                                            L
              (uncommon), +2 (rare), or +3 (very rare) bonus to Intelligence
              checks and saving throws.                                                                                M
               In addition, when it would normally take you at least 1
              week in order to research a subject, you instead finish that   Scholar’s Cap                             N N
              research 1 (uncommon), 2 (rare), or 3 (very rare) days faster
              for each week you would have spent.                                                                      O
              Scorching Cleaver                                                                                         P

              Weapon (battleaxe), very rare (requires attunement)                                                      Q Q
              You gain a +1 bonus to attack and damage rolls made with
              this magic weapon. This battleaxe has 8 charges and regains                                               R R
              1d6 + 2 expended charges each day at dawn. As long as the
              weapon has at least 1 charge, attacks you make with it deal                                               S S
              an extra 1d6 fire damage to any target it hits. When you roll
              a 20 on an attack roll made with this weapon, it regains 3                                               T T
              expended charges.                                                                                        U U
               Erupting Slash. As an action, you can expend 3 or more                                 Sandstorm
              of the battleaxe’s charges to slash the air in front you. When                            Dancer          V V
              you do, a line of fire 30 feet long and 5 feet wide erupts
              from the blade. Creatures within the line must succeed on                                                W W
              a Dexterity saving throw or take 1d6 fire damage for each
              expended charge. If you expend 4 or more charges in this                                                  X X
              way and leave the battleaxe with 0 remaining charges, the
              weapon overheats. When it overheats, targets within the line                                              Y Y
              take an extra 3d6 fire damage, and creatures that succeed
              on the Dexterity saving throw take half damage instead of                                                 Z Z
              avoiding the effect. The DC for this property’s saving throw
              is equal to 8 + your proficiency bonus + the number of
              charges you expend.





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              PART I   MAGIC ITEMS
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