Page 67 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 67
Fire Wand of the Unbroken Circle Fireweaver Gloves
Wand, rare (requires attunement by a druid) Wondrous item, uncommon (requires attunement)
This wooden wand is carved out of ash and is always faintly While wearing these fine golden gloves, you can use an
warm to the touch. Whenever you grip the wand’s handle action to cast the produce flame cantrip (spell attack bonus
and later look at your palm, it’s strangely covered in a fine +5) from it. You can hold this and other small nonmagical
layer of charcoal. This wand has 7 charges. While holding the flames (such as a torch or candle) as if they were tangible
wand, you can expend 1 or more of its charges to cast either objects, and can sculpt them like clay. Once sculpted, a flame A
the flame blade spell (2 charges) or produce flame cantrip (no retains its form for 1 minute before returning to normal.
charges, or 1 charge to cast at 5th level) from it, using a spell A nonmagical flame carried in this way burns for 1 hour B B
attack bonus of +5. When you cast the flame blade spell using before dying. If you drop or throw a nonmagical flame, it
this wand, the sword’s fiery blade appears above the wand’s immediately burns out. C
haft instead of in a free hand. When you cast produce flame using the gloves, the spell’s
Whenever you would fail a Constitution saving throw to duration is 1 hour, instead of 10 minutes, and it casts bright D
maintain concentration on a flame blade spell cast in this way, light in a 20-foot radius and dim light for an additional 20
you can expend 1 charge as a reaction in order to succeed on feet. In addition, you can place the spell’s conjured flame on E
the saving throw instead. You can only use your reaction in the ground at your feet (no action required). When you do,
this way if you’re holding the wand. the flame continues to burn harmlessly for up to 1 minute be- F F
The wand regains 1d6 + 1 expended charges daily at dawn. fore going out. While you’re within 5 feet of the placed flame,
If you expend the wand’s last charge, roll a d20. On a 1, the you can use an action to pick it back up. G G
wand crumbles into ashes and is destroyed. In addition, when you take fire damage while wearing
these gloves, you can use your reaction to reduce the damage H H
Firecracker Crystals by 1d8 + 2, provided that you have a free hand. I I
Wondrous item, common
These multicolored crystals are usually purchased in small J J
bags at festivals and holiday events. As an action, you can Firecracker Crystals K K
throw 1 of these 1-inch crystals against a solid surface within
20 feet of you to crack it apart. When a crystal breaks, it L L
releases the magic inside. The magic ends at the end of your
turn and is entirely sensory. M M
A bag of the small crystals comes with 10 (1d4 + 8) crystals
inside. Roll a number of d8s equal to the number of crystals N N
in the bag and record each number rolled. Use these numbers
to determine the kinds of crystals found in the bag using the O O
table below and on the following card:
P P
d8 Color Result Q Q
1 Red Releases a harmless 5-foot tall flame.
2 Orange Releases a small flash of bright light in a 5 R R
foot radius and dim light for another 5 feet,
followed by the smell of spices and citrus. S S
3 Yellow Releases small spiraling motes of energy T T
that fizz and fly about in a 5-foot radius.
4 Green Releases a cloud of bright, verdant smoke U U
that fills a 5-foot sphere and smells both
foul and sickly sweet. V V
5 Blue Releases a series of comically large bubbles W W
that float outward from the point of impact
in a 5-foot radius. X X
6 Purple Releases the sound of music. The song is
random, and plays only enough to make it Y Y
recognizable as music. Z Z
7 White Releases a dazzling display of sparkling
glitter in a 5-foot radius from the point
of impact.
8 Black Releases a mystery effect. Roll on the table
again when using this crystal to determine
its effect. If you roll an 8, roll the d8 again.
Fireweaver Gloves
67
PART I MAGIC ITEMS

