Page 66 - The Griffon's Saddlebag - Book One [Compressed] (1)
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Fife of Dragonsong
Weapon (blowgun), rare (requires attunement by a bard)
This magical fife can be played as an instrument or wield-
ed as a deadly weapon. You are proficient with the fife of
dragonsong as both an instrument and blowgun while you’re
attuned to it. You gain a +1 bonus to attack and damage rolls
A made with this magic weapon, and any target hit by it takes
an extra 1d6 thunder damage from the attack.
B Dragonsong. As an action, you can expend one of your Fife of
uses of Bardic Inspiration to play a powerful note that repels Dragonsong
C foes and empowers allies. The note is audible out to 100 feet.
Hostile creatures within a 15-foot cone must make a DC 15
D Constitution saving throw. On a failed save, a creature takes
2d6 thunder damage and is pushed 10 feet away from you. On
E a successful save, a creature takes half as much damage and
isn’t pushed.
F F An ally within the cone that can hear the note is bolstered
by it instead. A friendly creature affected by the note has its
G G speed increased by 10 feet until the end of its next turn and
gains 2d6 temporary hit points that last for 10 minutes.
H H
Fire Dervish Cloak
I I Fire Wand of the
Wondrous item, rare (requires attunement) Unbroken Circle
J J
This breathable cloak sounds like a crackling fire as it billows
K K behind you and can create a small, fiery cyclone around you
as you twirl in it. The cloak has 5 charges and regains all
L L expended charges daily at dawn. Once on your turn, you can
expend 1, 2, or 3 charges from the cloak by forfeiting 10, 20,
M M or 30 feet of your movement speed for that turn, respectively,
in order to spin in place instead. When you do, each creature
N N within 5 feet of you must succeed on a DC 15 Dexterity
saving throw or take 1d8 fire damage for each charge you
O O expend in this way.
If a creature takes fire damage from the cloak, that creature
P P can’t make opportunity attacks against you until the end of
your turn.
Q Q
Fire Fire!
R R
Weapon (crossbow, light), rare (requires attunement) Fire Fire!
S S This hollow metal crossbow was created by a team of kobolds
and contains an enchanted ember at its core. The crossbow
T T has 3 charges. While the crossbow has at least 1 charge, the
inner ember burns brightly when you hold the weapon.
U U
While it burns, the crossbow emits bright light in a 20-foot
V V radius and dim light for an additional 20 feet, and any non-
magical bolt fired from the crossbow catches fire and deals
W W an extra 1d6 fire damage to any target it hits.
You can expend 1 of the crossbow’s charges as an action to
X X cause the ember to spew forth devastating flames, sending
out a wave of fire in a 30-foot cone. Each creature within the
Y Y cone must make a DC 15 Dexterity saving throw. A crea-
ture takes 4d6 fire damage on a failed save, or half as much
Z Z damage on a successful one. The fire ignites any flammable Fire Dervish Cloak
objects in the area that aren’t being worn or carried.
The crossbow regains 1d3 expended charges daily at dawn.
If you expend the last charge, roll a d20. On a 1, the magical
ember inside the crossbow dies, and the weapon becomes a
nonmagical crossbow.
66
THE GRIFFON'S SADDLEBAG

