Page 152 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 152

Solid Spells. While holding the staff in its solid state,   Tectonic Gauntlets
           you can expend some of its charges on your turn to cast the
           following spells (save DC 18) from it: cone of cold (5 charges),   Wondrous item, artifact (requires attunement)
           ice storm (4 charges), ray of frost (no charges, or 1 charge to   This magical set of stone gauntlets imbue your fists with
           cast at 5th level; +10 to hit with ranged spell attack), or wall of   the power of the Elemental Plane of Earth. While wearing
           ice (6 charges).                                     and attuned to the gauntlets, your unarmed attacks become
             Deep Freeze. While holding the staff in its solid state, you   magical and deal 1d8 bludgeoning damage in place of the
           can expend 4 of its charges and speak the staff’s command   normal damage of your unarmed strike (unless it’s already
           word as an action to send out a chilling blast to freeze your   higher). In addition, these gloves have 15 charges and regain
           enemies. Hostile creatures of your choice that you can see   1d10+5 expended charges each day at dawn. When you make
           within 30 feet of you are forced to make a DC 18 Constitu-  an unarmed attack with your fists, you can expend up to 5
           tion saving throw. On a failed save, a creature takes 4d8 cold   charges to extend your fist’s reach by 5 feet for each expended
           damage and its speed is reduced to 0 until the end of its next   charge. Your unarmed strikes deal double damage to objects
           turn. On a successful save, the creature takes half as much   and structures.
           cold damage and its speed is halved instead.          Powerglove. When you hit a target with an unarmed
             Random Properties. Precipit, the Formless has the follow-  strike, you can expend up to 3 charges to deal an extra 1d8
           ing random properties:                               bludgeoning damage for each charge spent. If you spend any
                                                                charges in this way, the target must also succeed on a DC 16
               y 2 minor beneficial properties.                 Strength saving throw or be pushed back 5 feet.
               y 2 minor detrimental properties.                 Geomancy. Alternatively, you can expend 1 or more

             Destroying the Staff. The only way to destroy the staff is   charges on your turn to cast the following spells using the
           to keep it untouched by water for one hundred years while   gloves (save DC 16): earthquake (8 charges), move earth (6
           on the Elemental Plane of Water, at which point it crumbles   charges), shatter (2 charges), spike growth (2 charges, with
           to dust. Any amount, such as a puff of misty air, a drip of   stone projections), or wall of stone (5 charges).
           water, or the touch of ice during that time reinvigorates the   Tectonic Plate Armor. As an action, you can allow rocks
           staff’s bounty of water.                             to envelop and protect your body. For 1 hour, you gain
                                                                resistance to bludgeoning, piercing, and slashing damage,
                                                                your movement speed is halved, and you make Dexterity
                                                                checks and saving throws with disadvantage. You can end
                                                                this feature early as a bonus action. While enveloped in this
                                                                way, you can burrow through nonmagical, unworked earth
                              Precipit, the Formless            and stone at a speed of 30 feet. While doing so, you don’t dis-
                                  (Solid State)                 turb the material you move through. If you end this ability
                                                                while still underground, you’re forced out of the earth to the
                                                                nearest space available and take 1d10 force damage. Once this
                                                                feature of the gloves has been used, it can’t be used again
                                                                until you take a short or long rest.
                                                                 Curse. Your mind and body become sluggish once you at-
                                                                tune to the gloves. The gauntlets become one with your flesh
                                                                and prevent you from removing them. Your movement speed
                                                                is reduced by 5 feet, and your Intelligence score is reduced by
                                                                4 (to a minimum of 7) while cursed. The curse remains even
                                                                if the attunement ends but can be undone by any effect that
                                                                removes a curse such as a greater restoration or remove curse
                                                                spell, allowing you to remove the gloves and end the
                                 Tectonic Gauntlets             curse on you.
                                                                 Random Properties. The gauntlets have the following
                                                                randomly determined properties:
                                                                   y 1 minor beneficial property
                                                                   y 1 minor detrimental property
                                                                 Destroying the Gauntlets. The gloves can only be de-
                                                                stroyed in the depths of the crystalline mines of Durhun on
                                                                the Elemental Plane of Earth where they were first created.












      152


                                                                                          THE GRIFFON'S SADDLEBAG
   147   148   149   150   151   152   153   154   155   156   157