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thetoastieghostie · 17 days
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🧪 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Ankh of Anointment
Potion, rare ___
The oil within this ankh-shaped vial is rich with the smell of clove and myrrh. You can use an action to pour the entirety of the vial over a Medium or smaller creature or object. For the next hour, that target is under the effects of the “protection from evil and good” spell (no concentration required), and it regains the maximum number of hit points possible from any healing. An undead that hits a target under the effects of this oil with a melee attack immediately takes 1d8 radiant damage.
The oil feels warm to the touch, and magically evaporates once the ankh is finished being poured. ___
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thetoastieghostie · 1 month
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oh. my. god.
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thetoastieghostie · 1 month
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Crystal Ball of Farsight
Wondrous item, rare (requires attunement) ___
This crystal ball is about 6 inches in diameter. While touching it, you can cast the “arcane eye” spell with it. The spell ends early if a creature touches the magical eye; the creature then knows that it had been observed by divination magic. For the duration of the spell, you are blinded, and the crystal mimics the appearance of one of your eyes. ___
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thetoastieghostie · 2 months
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Eldritch Halberd
Weapon (halberd), uncommon (requires attunement) ___
A sickly, yellow eye stares unblinkingly from the winged blade of this magic halberd. You can use your Charisma modifier, instead of Strength, for attack and damage rolls made with this magic weapon.
While you aren’t missing any hit points, you can use an action to cast the “eldritch blast” cantrip from the weapon, using a spell attack bonus of +5. If you’re a warlock and holding this weapon, you can always cast the spell from the weapon as if you were casting it. This version of “eldritch blast” fires beams of purple energy, which look like magical bats streaking through the air.
When you use this weapon to either make an attack or cast “eldritch blast” and roll a 10 on a damage die, the attack deals extra psychic damage equal to your Charisma modifier (a minimum of 0). You can deal this extra damage once per turn.
𝘾𝙪𝙧𝙨𝙚. This halberd is cursed, and if you aren’t a warlock, becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the halberd, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. While you remain cursed, you can feel the watchful eye of the halberd listening to your thoughts: whenever you take psychic damage, roll a d10 and add the result to the total psychic damage taken. ___
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thetoastieghostie · 2 months
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Gibbering Candle
Wondrous item, uncommon ___
This oozing, red wax candle provides the same light as a normal candle. Twisted faces contort ever worse as the candle melts. A creature within the candle’s light hears a telepathic and incoherent babbling, which gets louder as you near the candle. When a creature that can see the candle enters the candle’s light for the first time on a turn or starts its turn there, it must succeed on a DC 13 Wisdom saving throw or become incapacitated until the start of its next turn; a creature makes this saving throw with disadvantage if it’s within the candle’s bright light. A creature incapacitated in this way can only move toward the candle for the rest of the turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the candle or anything within its light until the start of its next turn, when it can avert its eyes again. If the creature looks at the candle or something within its light in the meantime, it must immediately make the save.
The candle’s magic is activated when the candle is lit, which requires an action. After burning for 1 hour, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 10 minutes from the candle’s total burn time. ___
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thetoastieghostie · 3 months
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Stamp of Shipping
Wondrous item, common ___
This wooden stamp has a hollow opening at the top of its handle. You can use an action to stamp an object with the stamp, at which point it’s magically teleported to another location. When you stamp the object, you name the location (which you must have visited) and a recipient who matches a general description. To be eligible, an object must be Small or smaller and weigh no more than 25 pounds; it also can’t be worn or carried or create its own extradimensional space. The location must also be within 100 miles of you.
To stamp an object, you must first place an amount of gold in the top of the stamp using an action. The amount of gold required depends on the weight of the package, as well as the distance it’s teleported. Use the table below to determine the object’s cost based on its weight, then use the second column to multiply it based on the distance the object will travel.
| Weight | Distance Teleported |
—
| Up to 1 pound (5 gp) | Up to 10 miles (gp × 1); 1 day travel time   | -
| 1–2 pounds (10 gp)   | Up to 25 miles (gp × 2); 2 days travel time  | -
| 3–5 pounds (15 gp)   | Up to 50 miles (gp × 3); 3 days travel time  | -
| 6–10 pounds (20 gp)  | Up to 100 miles (gp × 4); 4 days travel time | -
| 11–15 pounds (25 gp) | — | -
| 16–25 pounds (30 gp) | — |
You can halve the travel time by doubling the gold required. The amount of gold required is also doubled if the object is magical. At the GM’s discretion, a stamped object may not be teleported; the spent gold is then thrust back out from the stamp. The stamp creates its own ink.
An object vanishes once it’s stamped. It reappears at the named location at the end of the travel time. If an object can’t be delivered, or if the location is farther than the paid-for distance would allow, it’s returned to the location where it was originally stamped instead, and the gold is wasted. ___
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thetoastieghostie · 3 months
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I truly sacrificed to create this ridiculous mug. biting clay is a bad sensory experience 😔 who would have guessed
I’m tempted not to glaze the bite marks so it looks like it was bitten through the glaze lmao
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thetoastieghostie · 3 months
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Necromancer’s Lantern
Wondrous item, rare (requires attunement by a warlock or wizard) ___
While holding this grisly lantern, you can use a bonus action to speak its first command word. The lantern then springs alight, shedding bright light in a 30-foot radius and dim light for an additional 30 feet; the light is a sickly green. Speaking the command word again using a bonus action extinguishes the lantern.
Whenever a Small or larger living creature dies within the lantern’s light, it gains 1 charge, up to a maximum of 4 charges. While holding the lantern, you can speak its second command word using an action to expend 1 or more of its charges. For each expended charge, a skeleton appears in an unoccupied space of your choice within the lantern’s bright light. The summoned skeletons are friendly to you and your companions. Roll initiative for the summoned skeletons as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. A skeleton remains for 1 hour or until it drops to 0 hit points, at which point it turns to dust. While a skeleton is friendly to you, it has advantage on saving throws against any effect that turns undead. If a skeleton is ever not within the lantern’s light, it becomes hostile for the remainder of the duration, even if it later enters the lantern’s light again.
The lantern can control up to four skeletons at a time in this way. It can summon up to a total of eight skeletons each day between dusks. ___
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thetoastieghostie · 3 months
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Death Brand
Weapon (dagger), rare (requires attunement) ___
This magic dagger teleports back to your hand immediately after you make a ranged attack with it. The dagger has 4 charges, and it regains 1d4 expended charges daily at dawn.
When you hit a creature with this dagger, you can expend 1 of the weapon’s charges to mark it for death: you sense the general direction of a marked creature’s location, as long as it remains within 1,000 feet of you. If the marked creature is within 60 feet of you, you can use a bonus action to teleport to a random unoccupied space within 5 feet of the creature and immediately make an attack against it using the dagger. The attack roll is made with advantage. If the target is more than 60 feet away from you or if there are no unoccupied spaces within 5 feet of it, nothing happens, and the action is wasted.
A mark lasts for 10 minutes. The mark ends early if you mark another creature, if you’re ever more than 1,000 feet away from it, or if you use the dagger to teleport (even if it fails). ___
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thetoastieghostie · 3 months
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🧪 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Weirdwater Poison
Potion, rare ___
This poison rumbles around, sloshing softly within its bottle. It looks, smells, and tastes like water: only a “detect poison and disease” or “identify” spell can determine the nature of the liquid. A creature that drinks this poison in its entirety begins to suffocate, as if by drowning, unless it can breathe underwater. If the creature drops to 0 hit points while drowning in this way, it becomes stable and is no longer drowning; when this happens, a hostile water elemental appears in the nearest unoccupied space. A “lesser restoration” or “protection from poison” spell ends the effect early, allowing the creature to breathe normally once more and preventing the water elemental from appearing.
Alternatively, you can pour the entire vial of poison onto the ground using an action. When you do, a water elemental appears in the nearest unoccupied space, as if by the “conjure elemental” spell. The elemental ceases to obey your commands if you fall unconscious or die.
The water elemental disappears after 1 hour. ___
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thetoastieghostie · 4 months
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Whatever gets people in the door i guess
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thetoastieghostie · 4 months
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Hat of the Nimbus Mage
Wondrous item, rare (requires attunement by a druid, sorcerer, warlock, or wizard) ___
This twin-peaked wizard hat has thin, wispy clouds circling its mountainous spires. You can mentally command the clouds to look like different weather using an action.
The hat has 6 charges and regains 1d6 + 1 expended charges daily at dawn. If you spend at least 1 hour in a naturally occurring fog bank, the hat regains all expended charges at the next dawn instead.
𝙎𝙥𝙚𝙡𝙡𝙨. While wearing the hat, you can expend 1 or more of its charges to cast the following spells from it, using the typical casting time for each spell when you do: “feather fall” (1 charge), “gaseous form” (3 charges), or “misty step” (2 charges; you appear as a swiftly traveling patch of fog). Alternatively, you can use an action to expend 1 or more charges from the hat to cast the “fog cloud” spell from it. For 1 charge, you cast the 1st-level version of the spell; you can increase the spell slot level by one for each additional charge you expend.
𝙉𝙚𝙪𝙩𝙧𝙖𝙡𝙞𝙯𝙚 𝙒𝙚𝙖𝙩𝙝𝙚𝙧. While wearing the hat, you can use an action to expend 2 of its charges to return any naturally occurring inclement weather within a 1-mile radius, centered on you, to a neutral state. The neutral weather can be clear or with light clouds, cool or warm, and with either a calm or moderate wind. After 8 hours, the weather returns to its previous state, unless the GM rules otherwise. You must be outside to use this property of the hat. ___
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thetoastieghostie · 4 months
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The Dragon Hunting Airship by Uchideshi
It's Community Spotlight time once again! Today we feature a monstrous ship adorned with the trophies of fallen conquests.
→ Check it out here and download it for free!
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thetoastieghostie · 4 months
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🛡 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Astral Aegis
Armor (shield), legendary (requires attunement) ___
This dark shield reflects an ever-present starry sky. When observed at an angle, it looks as though you could reach through its glossy surface. While holding the shield, you have immunity to radiant damage and gain a +2 bonus to your AC. This bonus is in addition to the shield’s normal bonus to AC. The shield has the following properties, which you can use while you hold it.
𝘼𝙨𝙩𝙧𝙖𝙡 𝘿𝙚𝙛𝙚𝙣𝙙𝙚𝙧. When a friendly creature within 30 feet of you takes radiant damage from a hostile source, you can use your reaction to magically swap places with that creature, teleporting you both, provided the other creature is willing. You then take the triggering damage, instead of the other creature, unless that creature would still be affected by the triggering effect in its new location.
𝘼𝙨𝙩𝙧𝙖𝙡 𝙋𝙧𝙤𝙟𝙚𝙘𝙩𝙞𝙤𝙣. You can use an action to cast the “astral projection” spell from the shield, without any material components. When the spell ends, this property of the shield can’t be used again until 7 days have passed. If your silvery cord is severed, the shield is shunted into the Astral Plane and lost, but you and your companions are harmlessly returned to your bodies.
𝘼𝙨𝙩𝙧𝙖𝙡 𝙒𝙖𝙧𝙙. You can perform a special ritual with the shield over the course of 1 hour, which can be done during a short rest. At the end of that time, a glimmering ward appears, centered on your location, which extends from you in a cylinder that’s 100 feet tall with a radius of 50 feet. The ward remains at that location for 24 hours or until you leave the area. For the duration, creatures can’t move or travel within the space using teleportation (except by the shield’s Astral Defender property) or by extradimensional or interplanar means. In addition, when an aberration enters the ward’s area for the first time on a turn or starts its turn there, it must succeed on a DC 17 Wisdom saving throw or take 5d10 radiant damage. Once a creature succeeds on the saving throw, it’s immune to the effect for 24 hours. ___
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thetoastieghostie · 4 months
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every so often I remember that the East India Company is back
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thetoastieghostie · 4 months
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Harp of Dragons
Wondrous item, rare (requires attunement by a bard) ___
This harp is strung with the vocal cords of a felled dragon. As a result, the instrument can create dragonlike effects when Draconic command words are spoken while playing it. The harp is 3 feet tall and weighs 6 pounds. While you’re attuned to the harp, you are proficient with it. While holding the harp, you can use an action to play it and speak one of the following command words in Draconic. Once a command word has been used, that word can’t be used again until the next dawn. If an effect requires a creature to make a saving throw, it uses your bard spell save DC.
“𝘽𝙪𝙧𝙣.” The harp creates a magical breath of fire. Each creature in a 30-foot cone, originating from the harp, must make a Dexterity saving throw. A creature takes 8d6 fire damage on a failed save, or half as much damage on a successful one. A creature that’s frightened of you makes the saving throw with disadvantage.
“𝙁𝙡𝙮.” The harp makes you weightless, granting you a flying speed equal to your walking speed for as long as you continue to play it. Doing so requires your action on each of your turns, up to a maximum of 1 hour.
“𝙏𝙖𝙞𝙡𝙬𝙞𝙣𝙙.” The harp creates a gust of wind behind you, propelling you and up to four other creatures of your choice within 30 feet of you forward until the end of your next turn. When you use this command word, choose a direction. For the duration, moving in that direction costs you and other affected creatures half as much movement.
“𝙏𝙚𝙧𝙧𝙞𝙛𝙮.”The harp creates an instantaneous wave of fear, which affects up to four creatures of your choice within 30 feet of you, provided that the creature can hear the instrument. Each affected creature must succeed on a Wisdom saving throw or be frightened of you for 1 minute. A frightened creature can make another Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. ___
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thetoastieghostie · 4 months
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Mistwalkers
Wondrous item, very rare (requires attunement) ___
Your walking speed is increased by 10 feet while wearing these boots. While in fog, you have a flying speed equal to your walking speed; you move through the air as if you’re walking.
Once on each of your turns when you walk 30 or more feet on the ground in a straight line, you can immediately cast the “misty step” spell from the boots (no action required). When you do, you teleport to an unoccupied space you can see within 30 feet of you that’s along the same straight line and in the same direction in which you were moving. This property of the boots can be used four times. The boots regain one use of this property for every hour they aren’t used to teleport. ___
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