I post spoilers for my campaign because they are funny to me
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💍 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Voidknight Signet
Ring, very rare (requires attunement) ___ This dark silver ring features an oddly-cut obsidian gemstone, which glimmers with an unpredictable purple light within. The ring has 10 charges for the following properties, and it regains all expended charges daily at dawn. 𝙀𝙣𝙩𝙧𝙤𝙥𝙞𝙘 𝙁𝙤𝙧𝙘𝙚. Immediately after you deal damage to a target that you can see, you can expend 1 or more of the ring’s charges (no action required). The target then takes 1d6 force damage for each expended charge. 𝙏𝙞𝙥 𝙁𝙖𝙩𝙚. Whenever you or another creature within your reach rolls a d20, you can use your reaction to touch that creature and expend 1 or more of the ring’s charges to increase or decrease the total by the same amount. You make this decision after the die is rolled, but before knowing the outcome of it. If the target is unwilling, it can make a DC 16 Charisma saving throw. On a success, the target is unaffected, and only half the number of charges are expended (rounded up). Whenever you expend 3 or more of the ring’s charges at a time, make a DC 13 Charisma saving throw. On a failed save, you take force damage equal to 4 times the number of charges expended. This damage can’t be reduced in any way. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Nana’s Wooden Spoon
Rod, rare (requires attunement) ___ This spoon once belonged to an elderly archmage, and it doubles as both a magic rod and club. Before you and up to nine other creatures eat a meal together, you can bless the food with the spoon. When you do, each of those creatures that eat the food within the next 1 hour gain 1d10 temporary hit points. Whenever you cast a spell while holding the spoon, the air around you smells of freshly baked bread, cinnamon, and spice. A creature that’s hit by the spoon takes an extra 1d4 psychic damage from the attack: if you roll a 4 on the d4 for this psychic damage, the target is also subjected to the spoon’s Time Out property (no action required). A creature that can’t be charmed is immune to this psychic damage. 𝙏𝙞𝙢𝙚 𝙊𝙪𝙩. While holding the spoon, you can use an action to touch a creature with it. When you do, that creature must succeed on a DC 15 Wisdom saving throw or be charmed by you until the end of its next turn. A charmed creature’s speed is reduced to 0, and it sits down if it’s standing; a sitting creature is effectively prone for the duration. If the charmed creature takes damage before the end of the duration, the effect ends, and the creature can immediately stand back up (without spending any movement). If the creature takes no damage before the end of the duration, it must then repeat the saving throw, extending the effect until the end of its next turn again on another failed save. Once a creature succeeds on the saving throw against this effect or takes damage while affected by it, that creature is immune to this property for the next 24 hours. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Static Sabatons
Wondrous item, rare ___ It takes 1 minute to don or doff these sabatons. While wearing them, when you move at least 20 feet in a straight line toward a target and then immediately hit it with a melee attack using a weapon or an unarmed strike, the target takes an extra 1d6 lightning damage from the attack. If you move at least 30 feet in a straight line towards the target instead, the lightning damage is increased to 1d8. In either case, if the target of the attack is made of metal or is wearing metal armor, you have advantage on the attack roll. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Geomancer’s Slates
Wondrous item, very rare (requires attunement by a wizard) ___ This leather-bound book of stone tablets weighs 25 pounds. Whenever you finish a long rest while attuned to it, you can prepare the following spells from it as if they were wizard spells in your spellbook, provided the spell is of a level for which you have spell slots: “earthquake”, “flesh to stone”, “meld into stone”, “stone shape”, and “wall of stone”. The tablets’ markings and its spells are only legible while you’re attuned to it. The book has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the spellbook crumbles into dust and is destroyed. 𝙀𝙖𝙧𝙩𝙝 𝘾𝙖𝙨𝙩𝙞𝙣𝙜. While the book is on your person, you can expend 1 or more of its charges when you cast one of the spells listed above. For each charge you expend, the level of spell slot needed for that casting of the spell is reduced by 1. If you reduce a spell’s slot level to 0 in this way, you can cast the spell from the book even if you don’t have it prepared. 𝙎𝙩𝙤𝙣𝙚 𝘼𝙧𝙢𝙤𝙧. While the book is on your person, you can use an action to expend up to 3 of its charges. When you do, you coat yourself in a layer of stone, granting you 1d10 temporary hit points, plus an additional 10 temporary hit points per expended charge. While you have these hit points, you have resistance to bludgeoning, piercing, and slashing damage. 𝙎𝙩𝙤𝙣𝙚 𝙎𝙝𝙞𝙚𝙡𝙙. While the book is on your person, you can expend 1 of the book’s charges as a reaction when you take damage. When you do, the damage is reduced by 1d10 + 10. If the damage’s type was bludgeoning, piercing, or slashing, the amount of damage reduced by this effect is doubled. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Silver Lily
Weapon (longsword), rare (requires attunement) ___ This weapon is grown by elven horticulturists and honed by their silversmiths. You gain a +2 bonus to attack and damage rolls made with this magic weapon, which has the finesse property. If you’re a druid, you are also proficient with the “silver lily,” and if you’re a druid or a ranger, you can use your Wisdom modifier, instead of Strength or Dexterity, for your attack and damage rolls made with this weapon. Whenever you reduce a creature to 0 hit points using this weapon, lilies magically grow and blossom around the creature after 1 hour. The weapon has 3 charges. It regains 1d3 expended charges daily at dawn. The number of charges the weapon has and regains at dawn increases by 1 for each of the following qualifications you have: you have the fey ancestry trait, you have at least one level in the druid class, you have at least one level in the ranger class. 𝙁𝙡𝙤𝙧𝙖𝙡 𝙊𝙫𝙚𝙧𝙜𝙧𝙤𝙬𝙩𝙝. When you hit a creature with this weapon, you can expend 1 of the weapon’s charges to force that creature to make a DC 15 Strength saving throw. On a failed save, the creature is grappled by flowering vines for 1 minute. The grappled creature or one that can touch the creature can use its action to make a DC 15 Strength check. On a success, the creature is freed. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Siege Key
Wondrous item, uncommon ___ This short key doesn’t unlock any doors or latches—it breaks them instead. The head of the key resembles an icon of a clenched fist. When you use an action to insert and turn this key in a lock, make a Strength check for the key, using a +10 bonus instead of your normal bonus. If the result is enough to break the door or lock (as if you had smashed it), the door or lock loudly flies open, creating a sound that can be heard up to 100 feet away. Each time you use the key, roll a d4. On a 1, the key is destroyed. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Crown of Calamity
Wondrous item, legendary (requires attunement) ___ This crown glows with hateful embers. While you wear it, when you are subjected to an effect that allows you to make a Dexterity or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. 𝘽𝙡𝙤𝙤𝙙 𝙖𝙣𝙙 𝘿𝙖𝙧𝙠𝙣𝙚𝙨𝙨. Whenever you take damage while wearing the crown, you can use your reaction to create a 15-foot-diameter sphere of magical darkness, centered on you. The darkness remains until the start of your next turn. 𝙄𝙣𝙘𝙞𝙩𝙚 𝘾𝙖𝙡𝙖𝙢𝙞𝙩𝙮. While wearing the crown, you can use an action to cast one of the following spells from it at 7th level, using a spell save DC of 17: “call lightning”, “fire storm”, or “insect plague”. Once a spell has been cast from the crown in this way, it can’t be cast from the crown again until the next dawn, unless that spell also reduced a creature with legendary actions to 0 hit points. If you take damage from a spell cast in this way, you automatically succeed on the Constitution saving throw to maintain your concentration on that spell. 𝙈𝙚𝙩𝙚𝙤𝙧 𝘾𝙖𝙩𝙖𝙘𝙡𝙮𝙨𝙢. If you die while wearing the crown, roll a d20. On an 11 or higher, a single meteor (as if by the “meteor swarm” spell; save DC 17) descends upon your location. The meteor hits the following round on initiative count 20 (other creatures are magically aware of its approach). If the crown is within the meteor’s area when it hits, the crown is destroyed in the blast. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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Love to give a DnD character magical knuckle tattoos that say PILL BUGS
These pill bugs are filled with Fear (3rd level)
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Stagehand’s Crook
Staff, uncommon (requires attunement by a bard) ___ This tasseled crook ends with a gilded hand. While holding it, you can use an action to choose a target that you can see within 20 feet of you. If the path between you and the target is unobstructed, the crook then extends in a straight line to reach the target and pull it to another unoccupied space of your choice between you and its current location. If the target is unwilling, it must succeed on a Strength saving throw against your bard spell save DC or be pulled by the crook. If you expend a use of your Bardic Inspiration feature as part of using the crook, its range is doubled to 40 feet; the target also gains the benefit of your Bardic Inspiration if it’s friendly and willing. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! The Pallid Veil
Wondrous item, legendary (requires attunement by a cleric, warlock, or wizard) ___ This lacy green veil is adorned with an iron crown and delicate golden trim. Originally worn by a celestial harbinger of doom, this veil is often a grim portent of things to come. While wearing this veil, you are immune to necrotic damage. The veil has 20 charges for the following properties. It regains 2d6 + 8 expended charges daily at dawn. 𝙎𝙥𝙚𝙡𝙡𝙨. While wearing the veil, you can use an action to expend 5 of its charges to cast one of the following spells, using your spell save DC and spell attack bonus: “circle of death”, “eyebite”, “greater invisibility”, or “inflict wounds” (5th-level version). If you make an attack roll with “inflict wounds” in this way and miss, you don’t expend any charges from the veil. 𝘿𝙤𝙤𝙢. While wearing the veil, you can use an action to roll a d8 and expend that many of the veil’s charges. You then target up to that number of creatures that you can see within 30 feet of you. If the number you rolled is greater than the veil’s number of charges remaining, nothing happens, and the use of this property is wasted. Each affected creature must then make a DC 17 Charisma saving throw. A creature that fails the save is forced to make a death saving throw at the start of each of its turns. The effect ends after a third failed or successful save, but the creature dies after the third failure. For the duration, the creature is unaware of the effect. A creature that has legendary actions or is undead can’t be targeted by this property, and a creature is immune to this effect for one year if… …Continued in the IG comments! ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Bolt of Wild Lightning
Weapon (bolt), rare ___ This crossbow bolt is made of zigzagging glass. When you use a crossbow to fire the bolt at a target that’s within 100 feet of you, the bolt transforms into a crackling bolt of lightning. The bolt recreates the effects of the lightning bolt spell (save DC 15), extending from you in the direction of the target of the attack. If the target is made of metal or wearing metal armor, it has disadvantage on the saving throw and the lightning immediately arcs toward up to four random targets that are within 30 feet of the original target and not within the line of lightning. Each random target then makes the saving throw against the bolt’s effects; it makes the save with advantage unless it’s also made of metal or wearing metal armor. Once the bolt transforms into the bolt of lightning, the ammunition is destroyed. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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Random event from last year that I think now may be a metaphor
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Amulet of the Crypt Keeper
Wondrous item, very rare (requires attunement by a spellcaster) ___ This silver amulet is in the shape of a mausoleum. An eerie fog seeps from its interior. While wearing it, you have resistance to necrotic damage. The amulet can have up to 20 charges at a time. When found, it has 1d10 + 10 charges. You can use an action while wearing it to touch a creature’s corpse and speak the amulet’s command word. If the corpse isn’t that of a construct or undead, the corpse is magically reduced to ash, and the amulet gains a number of charges equal to the creature’s Challenge Rating or level (rounded up; maximum of 10). 𝙎𝙥𝙚𝙡𝙡𝙨. While wearing this amulet, you can use an action to expend 5 of its charges to cast one of the following spells from it as a 5th-level spell, using your spell save DC or spell attack bonus: “false life”, “fear”, “inflict wounds”, or “speak with dead”. 𝙎𝙪𝙢𝙢𝙤𝙣 𝙁𝙡𝙚𝙨𝙝 𝙂𝙤𝙡𝙚𝙢. While wearing the amulet, you can expend 20 of its charges to magically summon a flesh golem. The golem appears in an unoccupied space within 10 feet of you. This golem has resistance to necrotic damage, is undead, and has features reminiscent of the corpses used to generate the charges used for this property. The golem is friendly to you and your companions, and takes its turn immediately after you. It obeys your verbal commands (no action required). If you don’t issue it any commands, it defends itself from hostile creatures, but otherwise takes no actions. This golem can’t be calmed down once it goes berserk. The golem turns to ash and is destroyed when it drops to 0 hit points, when this property is used again, or once it’s gone berserk for 1 hour; the golem immediately goes berserk if you are no longer attuned to or wearing the amulet. Once this property has been used, it can’t be used again until the next dawn. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Scuttling Spine
Wondrous item, uncommon (requires attunement) ___ This chitinous back brace is in multiple segments and faintly wiggles on its own. When you attune to this item, you must hold it to your exposed back for the entire duration, at which point its bug-like limbs cling to your back and hold it tight to your spine. While you’re attuned to the brace, it can’t be removed from your back against your will, and while you’re wearing it, you become lithe and fully mobile, even if your spine had previously been damaged. While wearing the brace, you gain a +1 bonus to any Dexterity check or Dexterity saving throw you make. In addition, when you move while climbing or crawling, each foot of movement doesn’t cost you 1 extra foot. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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we should hype up bottom surgery more i think. both twitter transphobes and chronically online trans people really like to be disgusted at phalloplasty, vaginoplasty, ext. and i really think we should treat them as cool and sexy and neutral like top surgery scars or whatever
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Narwhal Stiletto
Weapon (dagger), rare (requires attunement) ___ You gain +2 bonus to attack and damage rolls made with this magic weapon. In addition, you gain a swimming speed of 30 feet and can hold your breath for up to 1 hour. While you’re underwater, the weapon grants you a variety of benefits if you’re holding it: • The dagger’s blade extends, increasing your reach with this weapon by 5 feet. • You gain blindsight out to a range of 60 feet. You can’t use this sense if you’re deafened or to detect anything that isn’t underwater. • You can understand whales, though you have no special ability to communicate with them in return. ___ ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for as little as $3 a month!
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💍 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Picker’s Pockets
Ring, uncommon ___
These four gemmed rings are held close together with fine chain. Each ring creates a special demiplane inside of it. While wearing the rings, you can use an action to tap one of them against an object that isn’t being worn or carried by another creature and that’s no larger than 1 foot in any dimension. When you do, the object is stored within the ring’s demiplane, followed by a loud “pop,” which is audible out to a range of 30 feet. A demiplane can hold only one object at a time. You can withdraw an item from a demiplane using another action to remove the corresponding ring, at which point the item magically reappears on the ground at your feet. If one or more of the rings are removed against your will, the associated items are also emptied from their demiplanes. ___
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