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.




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              PART I   MAGIC ITEMS
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