Page 59 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 59
Dragon’s Call Druidic Throwing Club
Wondrous item, uncommon Weapon (club), rare (requires attunement by a
This ear cuff imparts a deeper understanding of draconic druid or ranger)
history and language upon its wearer. While wearing the This magic wooden club has the thrown property with a
ear cuff, you can understand and speak Draconic. In normal range of 20 feet and a long range of 60 feet. You gain
addition, you gain a +1 bonus to any Charisma, Intelligence, a +1 bonus to attack and damage rolls made with this magic
or Wisdom ability check you make that involves dragon- weapon While attuned to the club, you know the shillelagh A
related lore. cantrip if you don’t already know it. If shillelagh is cast on
the club, the spell doesn’t end when the weapon is thrown. B B
Dream Mantle The club flies back to your hand immediately after making a
Wondrous item, very rare (requires attunement) ranged attack with it. C
This short purple cape is vaguely iridescent and is difficult to Dryadleaf D D
look at from afar. The cape creates illusions of faraway places
that are visible only to creatures 30 or more feet away. While Wondrous item, common E E
wearing this cloak, creatures more than 30 feet away from This magic plant only grows at the base of trees that are often
you have disadvantage on Wisdom (Perception) checks to de- stepped through by dryads. Its leaves continuously shift as if F F
tect you based on sight and make ranged attacks against you by a breeze. Touching the plant, even gently, causes its leaves
with disadvantage. This property is suppressed while you are to stop their gentle swaying for 1 minute. G G
incapacitated, restrained, or otherwise unable to move. Dryadleaf plants only grow up to 4 leaves at a time and are
In addition, you can cast the dream spell (save DC 16) using found in the wild with 1d4 matured leaves. Leaves are fully H H
the mantle, using yourself as the messenger within the matured once they have a thin yellow rim. You can use an
dream. Once this property of the mantle has been used, it action to eat a mature leaf. When you do, you can speak to I I
can’t be used again until 7 days have passed. beasts and plants for 1 minute as if you shared a language. J J
Once it’s been picked, a leaf retains this property for 7 days
before it wilts. K K
You can move the plant to a pot over the course of 1
minute. When you do, make a DC 15 Intelligence (Nature) or L L
Wisdom (Survival) check. On a success, the delicate plant
survives the transfer to a new pot. On a failure, the plant is M M
Dragon’s Call irreversibly damaged and dies.
The plant can survive with surprisingly little air, allowing N N
it to survive in an extradimensional space such as a bag of
holding or portable hole. So long as it’s watered lightly each O O
day and given a moderate amount of sunlight (weather and
environment permitting), the plant grows 1d4 missing ma- P P
ture leaves every 7 days.
Q Q
R R
Dream Mantle S S
T T
U U
V V
Druidic W W
Throwing Club
X X
Y Y
Z Z
Dryadleaf
59
PART I MAGIC ITEMS

