Page 141 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 141
Visage of Delight and Disaster
Wondrous item, legendary (requires attunement by a crea-
Venombane ture with a Charisma of 17 or higher)
Armor
While wearing this mask, you gain 2 Bardic Inspiration dice,
which are d10s. These dice are separate from any Bardic
Inspiration dice you have from another source. You can use
a bonus action on your turn to choose one creature other A
than yourself within 60 feet of you who can hear you. That
creature gains one Bardic Inspiration die. These dice are the B B
same as normal Bardic Inspiration dice, but carry with them
additional benefits based on the mood of your performance: C
Delight. If you inspire a creature with a joyful or uplifting
performance, that creature has advantage on saving throws D
to resist becoming frightened for 1 minute following your
performance. In addition, when that creature uses the Bardic E
Inspiration die, it gains temporary hit points equal to twice
the amount it rolled on the die. F
Disaster. If you inspire a creature with a grim or haunting
performance, that creature has advantage on saving throws G
to resist becoming charmed for 1 minute following your
performance. In addition, when that creature hits a target H
with a weapon attack, it can expend the Bardic Inspiration
die to deal psychic damage to the target, in addition to the I I
weapon’s damage. This psychic damage is equal to twice the J J
number rolled on the Bardic Inspiration die.
The expression of the mask subtly changes to reflect your K K
expression or mouth’s movement behind the mask. You
regain all expended Bardic Inspiration dice when you finish a L
short or long rest.
M
Void Arrow
Weapon (an arrow or bolt), uncommon N N
Vigilus
This pitch-dark piece of ammunition is composed of dense- O
ly-packed shadows. A creature hit by this magic ammunition
takes psychic damage instead of piercing damage. This am- P
munition makes no sound when it’s fired or strikes a surface,
leaves no discernible wounds, and vanishes immediately Q Q
after hitting a creature.
Volcanic Boots R
Volcanic Boots S
Wondrous item, rare (requires attunement)
T
These heavy volcanic stones rearrange themselves to better
fit your feet once you’ve attuned to them. Despite their U U
appearance, the boots are comfortably light and warm. While
wearing the boots, you have resistance to fire damage. V V
The boots have 10 charges and regain 1d6 + 4 expended
charges daily at dawn. When you walk at least 5 feet on W W
Void Arrrow solid ground while wearing the boots, you can expend 1 or
more of their charges as part of that movement. Choose X X
an unoccupied space you just walked through for each
expended charge: the ground and air in a 5-foot cube within Y Y
that space becomes volcanic and impossibly hot. Any
creature other than you that enters or starts its turn in that Z Z
space must succeed on a DC 15 Dexterity saving throw or
take 2d6 fire damage.
The volcanic effect lasts for 1 minute or until you end it
early as a bonus action or fall unconscious.
141
PART I MAGIC ITEMS

