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

