Page 128 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 128
Fissioned State. While wielding the two fissioned battle- Minerals from the cosmos have been
axes, you gain a +1 bonus to attack and damage rolls made
absorbing magic for millennia, so it’s
with them. The weapons are bitter cold to the touch and deal
an extra 1d6 cold damage to any target they hit. The axes no surprise that these items are as
orbit you slowly while they aren’t being held or stowed. You power ful as they are.
can retrieve a floating battleaxe as if it were sheathed. In ad-
dition, when you take the Attack action, you can use a bonus
A action to make one melee weapon attack with an orbiting
battleaxe against a creature you can see within 20 feet of you.
B State Change. This weapon can change between its two
states using the following properties:
C Fission. While holding the fused greataxe, you can use a
bonus action to speak the weapon’s command word to split
D it apart into its fissioned state. When you do, electrical
energy is released, forcing creatures within 30 feet of you to
E make a DC 17 Dexterity saving throw. A creature takes 3d6
lightning damage on a failed save, or half as much lightning
F damage on a successful one. This property can’t be used Starmetal Striker
again for 12 hours.
G Fusion. While holding both battleaxes, you can use a
bonus action to speak the weapon’s other command word
H to recombine the two battleaxes into its fused state. When
you do, the sudden generation of heat creates a wave of fire
I around you, forcing creatures within 30 feet of you to make a
DC 17 Dexterity saving throw. A creature takes 3d6 fire dam-
J J age on a failed save, or half as much damage on a successful
one. This property can’t be used again for 12 hours.
K
L Starmetal Striker
Weapon (light hammer), rare (requires attunement)
M
This light hammer was forged using the remains of a comet
N N and is cold to the touch. You gain a +2 bonus to attack and
damage rolls made with this magic weapon, and when you
O O hit with an attack using it, the target takes an extra 1d4 cold
damage. The hammer leaves behind a crackling mist when
P thrown and immediately flies back to your hand after making
a ranged attack with it.
Q Q
Steps of the Trickster
R Storm Sickle
Wondrous item, common
S S These shoes allow you to freely change the sound of your
steps when you wear them. Changing the sound of your steps
T T doesn’t change their volume, but can make them sound as
though the shoes are made from a different material. For
U U
example, your steps can sound like a beggar’s bare feet, a
V V dancer’s sharp heels, or an approaching guard’s metal boots.
W W Storm Sickle
Weapon (sickle), rare
X X
This sickle sparks with electricity as beads of water form and
Y Y drip from its blade. The weapon can make ranged attacks
by slashing through the air to send out blades of storming
Z Z wind. Ranged attacks with the sickle deal 1d4 slashing dam-
age, use Strength as your modifier for its attack and damage
rolls, and have a normal range of 20 feet and a long range of
60 feet. When you hit with an attack using this magic sickle,
the target takes an extra 1d4 lightning damage.
Steps of the Trickster
128
THE GRIFFON'S SADDLEBAG

