Page 46 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 46

Cloak of the
                                                                                                 Boundless Spirit





   A
               Circlet of the
   B         Huntsman’s Third Eye
   C C

   D D
   E E

   F F

   G G
   H H                                Cinnabar Rapier

    I I
    J J

   K K
           Cinnabar Rapier                                      Cloak of the Boundless Spirit
   L L
           Weapon (rapier), rare                                Wondrous item, rare (requires attunement)
   M M     This magic rapier’s blade is alchemically coated in a thin   This swirling, translucent cloak bolsters the fighting spirits
           but toxic layer of cinnabar. The weapon has 10 charges and   of friendly nearby creatures. The cloak has 3 charges and
   N N     regains 1d8+2 expended charges each day at dawn. When you   regains all expended charges each day at dawn. When an
           hit a creature with this weapon, you can expend 1 or more of   ally you can see within 15 feet of you takes damage, you can
   O O
           its charges. The blade’s poison leeches into the blood of the   use your reaction to expend 1 charge and reduce that damage
           creature you struck to deal an extra 1d4 poison damage for   by 2d6.
   P P
           each charge expended in this way.                     In addition, friendly creatures within 15 feet of you regain
   Q Q                                                          consciousness on a roll of 19 or 20 on death saving throws.
           Circlet of the Huntsman’s                            When a creature within range regains consciousness in this
   R R     Third Eye                                            way, you can use a reaction to expend 1 charge to grant them
                                                                2d6 temporary hit points. Once a creature regains conscious-
   S S     Wondrous item, very rare (requires attunement)       ness by rolling a 19 on a death saving throw in this way, it
           This barbed metal circlet features a grotesque yet ornate-  can’t do so again until it finishes a long rest.
   T T     ly preserved eye hanging from its center. The eye rests on
           the forehead of the creature wearing it. While wearing the   Clockwork Faefly
   U U     circlet, its latent cunning guides your hand, giving you ad-  Wondrous item, uncommon
           vantage on Wisdom (Survival) checks.
   V V                                                          This brass clockwork mechanism is 2 inches long and whirs
             The circlet has 5 charges and regains all expended charges   with the hum of tiny gears inside. You can tap the head of the
   W W     daily at dusk. While wearing the circlet, you can use a bonus   faefly twice as a bonus action. When you do, the mechanism
           action to expend 1 of its charges to cast the hunter’s mark spell   begins to flutter 5 feet in the air. The faefly has AC 10 and 10
   X X     from it. You have advantage on Constitution saving throws   hit points and flies in this way until a creature grasps it or
           made to maintain concentration on this spell. In addition,
   Y Y     you can expend a 2nd charge when casting hunter’s mark in   it falls to 0 hit points. If you move more than 60 feet from
                                                                the hovering faefly, it follows you until it is within 60 feet
           this way, or 1 charge as a bonus action on another turn, to
   Z Z     gain truesight out to a range of 120 feet for 1 minute.  of you. It takes the shortest route to do so. If prevented from
             Curse. Attuning to the circlet curses you until you are   moving, the faefly sinks gently to the ground and becomes
           targeted by the remove curse spell or similar magic. Removing   inactive, and its light fades out. While it’s flying, you can
           the circlet fails to end the curse. While cursed, whenever you   use a bonus action to speak its command word to cause it to
           roll a 1 on an attack roll or ability check, you take 1d6 psychic   move up to 20 feet.
           damage as the eye’s intense frustration and scorn pierce    If you are within 60 feet of the faefly, you can speak anoth-
           your psyche.                                         er command word as an action to cause it to emit the light

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                                                                                          THE GRIFFON'S SADDLEBAG
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