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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Banishing Arrow
Weapon (arrow), very rare ___ The body of this arrow is twisted in a warping spiral. Small gateways are imprinted on the arrow’s head. When you hit a creature with this arrow, that creature must succeed on a DC 17 Charisma saving throw or be affected by the “banishment” spell (no concentration required); the creature can repeat the saving throw at the end of each of its turns for the duration, ending the effect on itself on a success. Alternatively, you can use an action to snap the arrow, releasing the magic inside and targeting yourself with the spell instead. You automatically fail the saving throw, but can end the effect at the end of any of your turns (no action required). The arrow loses its magic once it banishes a creature in this way. Other types of magic ammunition of this kind exist, such as “banishing bolts” meant for a crossbow, though arrows are most common. ___ ✨ 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 less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Volcanic Ocarina
Wondrous item, rare ___ This stone ocarina is always hot to the touch. When playing it, harmless molten rock spews upward from any uncovered finger hole. There are three magical melodies that can be played on the ocarina, which each create a different volcanic effect. Once a melody has been played, the ocarina shouldn’t be used to play one of these melodies again until the next dawn. Each time it is used to play such a melody again before then, the ocarina has a cumulative 20 percent chance of not working and dissolving into molten rock in your hands, destroying itself and dealing 5d10 fire damage to you when this occurs. 𝙀𝙧𝙪𝙥𝙩𝙞𝙣𝙜 𝙈𝙚𝙡𝙤𝙙𝙮. When you play this melody, choose four different points on the ground that you can see within 60 feet of you. A pillar of flame bursts upward from each point, provided that the ocarina’s sound can reach it. A creature within 5 feet of each point must make a DC 15 Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one of these eruptions is affected only once. 𝙈𝙤𝙡𝙩𝙚𝙣 𝙈𝙚𝙡𝙤𝙙𝙮. When you play this melody, choose a stone or earthen structure that you can see within 60 feet of you. If the sound of the ocarina can reach the structure, it harmlessly dissolves into a pile of molten earth, which immediately cools at the end of the effect. The dissolved area of the structure can be no larger than 10 feet in any dimension. 𝙎𝙚𝙞𝙨𝙢𝙞𝙘 𝙈𝙚𝙡𝙤𝙙𝙮. When you play this melody, choose a point on the ground that you can see within 60 feet of you. The ground then shakes, like an earthquake, in a 20-foot-radius circle that’s centered on that point.... ... Continued in the comment below! ___ ✨ 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 less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Clear Bell
Wondrous item, uncommon ___ When you use an action to ring this all-glass handbell, the sound rings out with perfect clarity. Any creature within 30 feet of the bell that can hear it can immediately make a saving throw to end any one effect on it that’s causing it to be charmed or frightened. The saving throw DC is the same as the original effect’s. Once the bell has been rung in this way, it shouldn’t be rung again until the next dawn. Each time it’s used again before then, it has a cumulative 20 percent chance of not working and shattering into a fine, nonmagical powder. ___ ✨ 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 less than $10 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Arm of Balaria
Weapon (quarterstaff), uncommon (requires attunement by a monk) ___ The ends of this quarterstaff are topped with brass hands. Whenever you would make an unarmed strike, you can make a special attack with the weapon instead; this special attack counts as an unarmed strike and uses the damage die for your unarmed strikes as normal. When you make this special attack using the quarterstaff, your reach with the weapon is increased by 5 feet. The staff’s hands can change into different positions or gestures. Each position allows you to change your unarmed strike’s damage type with it: bludgeoning damage (clenched fist), piercing damage (finger point), or slashing damage (hand chop). Whenever you make an unarmed strike with the staff, you can change the gesture of the respective hand as part of the attack. ___ ✨ 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 less than $10 a month!
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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. ___ ✨ 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 less than $10 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Spitfire
Weapon (crossbow, heavy), rare (requires attunement) ___ This heavy crossbow is painted a brilliant red and ornamented with golden flames and dragon horns. A dragon’s fiery maw glowers from the weapon’s front. The weapon has a magically rotating barrel, which easily holds and reloads up to six of your bolts for you. You can use an action to load the barrel with up to six bolts. The barrel spins and automatically reloads the crossbow with the next bolt from the barrel after you make a ranged attack with it, allowing you to ignore the weapon’s loading property while it has any loaded bolts. When you take the Attack action while holding the crossbow, you can forgo one of your attacks to lob an explosive orb of fire from the weapon’s maw. The orb flies out to a point of your choice on a solid surface that you can see within 60 feet of you. The orb explodes on impact, creating a 10-foot-radius sphere of flame where it lands. Each creature within the area must make a DC 15 Dexterity saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one. Any flammable objects that aren’t being worn or carried within the area are ignited. The crossbow has 3 orbs and regains all expended orbs daily at 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 less than $10 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Crack of Thunder
Weapon (longsword), very rare (requires attunement) ___ While holding this sword, you have resistance to lightning damage. When you hit with an attack using this magic sword, the target takes an extra 1d6 lightning damage. 𝙀𝙣𝙚𝙧𝙜𝙮 𝙎𝙪𝙧𝙜𝙚. Before you make an attack with this weapon, you can cause it to split apart into a group of bladed segments. The segments are suspended in the air and are held together by a powerful electrical force. The reach of your attack is increased by 15 feet, and any target you hit with it takes an extra 2d6 lightning damage from the attack, instead of 1d6. Hit or miss, cracks of thunder erupt from the point of impact. Each creature within 10 feet of the target (other than you) must succeed on a DC 16 Constitution saving throw or take 3d6 thunder damage. If you hit the target with the attack, it makes the saving throw with disadvantage. The weapon then returns to its normal form. This property of the weapon can’t be used again until 8 hours have passed or until 10 or more lightning damage is dealt to you (before applying resistance or immunity). 𝙇𝙞𝙜𝙝𝙩𝙣𝙞𝙣𝙜 𝙍𝙤𝙙. Whenever a creature within 40 feet of you takes lightning damage, you can use your reaction to take some or all of that lightning damage instead. When you do, electricity arcs from the other creature to you. You choose how much lightning damage to reduce the triggering effect by; you then take that amount of lightning damage instead. ___ ✨ 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 less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Honey Scepter
Rod, rare (requires attunement by a spellcaster) ___ A quiet buzzing follows this golden scepter, and a honey magically drips from its numerous crevices. The scepter has 7 charges for the following properties. It regains 1d4 + 3 expended charges daily at dawn. 𝙎𝙥𝙚𝙡𝙡����. While holding the scepter, you can use an action to cast one of the following spells from the scepter, using your spell attack bonus and spell save DC: “acid arrow” (1 charge), “giant insect” (3 charges; bees or wasps only), “insect plague” (4 charges; the insects are bees), “levitate” (1 charge), “web” (1 charge; the webs are actually sticky honey), or “speak with plants” (2 charges). 𝙎𝙩𝙞𝙣𝙜𝙚𝙧. The scepter has a sharpened point on its end, allowing you to use it as an improvised dagger, except that it doesn’t have the thrown property. The first time on each of your turns that you hit a creature in this way, that creature must succeed on a DC 12 Constitution saving throw or take 2d6 poison damage and be poisoned until the end of your next turn. A creature poisoned in this way is unable to speak. When you hit a creature with the scepter in this way, you can choose to expend up to 4 of its charges. For each expended charge, the poison damage increases by 1d6, and the save DC increases by 2. ___ ✨ 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 less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Bangle of the Starlight Raven
Wondrous item, rare (requires attunement) ___ This silver bangle feels almost cool or wet to the touch. Pressing its tail feathers inward causes its wings to unfurl, allowing you to place the bangle on your wrist or remove it. While wearing the bangle, gravity pulls more loosely against you: your weight is halved, and your normal jumping distance is doubled. While wearing it between dusk and dawn, you’re also under the effects of the “feather fall” spell. The bangle has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dusk. The illusory ravens produced by these properties appear like moving constellations of starlight. Using a property requires an action. 𝙎𝙩𝙖𝙧𝙡𝙞𝙜𝙝𝙩 𝙈𝙚𝙨𝙨𝙚𝙣𝙜𝙚𝙧. You can expend 3 of the bangle’s charges to cast the “sending” spell, or 2 charges between dusk and dawn. When you do, an illusory raven instantly appears before the recipient to deliver your message to it. The recipient’s reply is then delivered to you the same way, at which point the raven vanishes. 𝙎𝙩𝙖𝙧𝙨’ 𝙂𝙪𝙞𝙙𝙖𝙣𝙘𝙚. You can expend 2 of the bangle’s charges to cast the “locate object” spell, or 1 charge between dusk and dawn. When you do, an illusory raven appears on your shoulder to direct you toward the object for the duration, provided it’s within range. 𝙎𝙩𝙖𝙧𝙨𝙩𝙧𝙪𝙘𝙠 𝙎𝙬𝙖𝙧𝙢. You can expend 1 or more of the bangle’s charges to cast the “magic missile” spell from it. For 1 charge, you cast the 1st-level version of the spell, or the 2nd-level version of the spell between dusk and dawn. You can increase the spell slot level by one for each additional charge you expend. The missiles appear as the illusory ravens hurtling toward each target. ___ ✨ 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 less than $10 a month!
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💍 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Ring of Perpetual Momentum
Ring, rare ___ This ring is a hollow glass tube through which a single metal bearing rolls. The bearing never stops, regardless of your movement or gravity. Only a “time stop” spell causes the bearing to briefly pause. While wearing this ring, the first time you’re paralyzed, stunned, or affected by lethargy from the “haste” spell, you ignore the effect. Instead, you suffer the effects of the “slow” spell until the end of your next turn. Once this property of the ring has been used, it shouldn’t be used again until the next dawn. Each time it’s used again before then, there is a cumulative 20 percent chance that the effect fails, causing the ring to shatter into useless, nonmagical dust. ___ ✨ 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 less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Mediator’s Amulet
Wondrous item, very rare (requires attunement by a cleric or paladin) ___ A small, shattered sword hangs from this gilded chain, and its clasp is made of two shaking hands. While wearing this necklace, you can’t be charmed or frightened. It has 5 charges for the following properties, and it regains 1d3 + 2 expended charges daily at dawn. 𝘿𝙚𝙚𝙨𝙘𝙖𝙡𝙖𝙩𝙚. You can expend 1 of the necklace’s charges as an action to speak a calming string of words and choose a point you can see within 60 feet of you. When you do, each creature of your choice within 20 feet of that point must succeed on a DC 16 Charisma saving throw or be charmed by you for 1 hour. The effect ends early if you or your companions do anything to threaten or harm any of the charmed creatures. When you charm a creature in this way, you can choose to make it indifferent about creatures of your choice that it’s hostile toward. When the effect ends, the creature becomes hostile again, unless the GM rules otherwise. 𝙊𝙛 𝙊𝙣𝙚 𝘽𝙡𝙤𝙤𝙙. When you restore hit points to a creature, you can choose to expend 1 of the necklace’s charges to take an amount of necrotic damage up to the amount restored, which can’t be reduced or negated in any way. When you do, the healed creature gains a number of temporary hit points equal to the amount of necrotic damage you took in this 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 less than $10 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Tidesplitter
Weapon (trident), rare (requires attunement) ___ This sharpened bident is covered in swirling water motifs. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Immediately before you make a melee attack with the weapon while underwater, you can move up to 10 feet without provoking opportunity attacks. The bident has 7 charges and regains 1d6 + 1 expended charges daily at dawn. 𝙋𝙖𝙧𝙩 𝙒𝙖𝙩𝙚𝙧. While holding the bident, you can use an action to expend 1 or more of its charges to make a dry path through a nearby body of water. Choose a point within 60 feet of you that is within a body of water you can see. The path extends in a direction you choose from that point in a straight line that is up to 120 feet long and up to 20 feet wide. The path also extends vertically, up to 30 feet high. The path remains for 1 minute or until you end the effect using another action, at which point it slowly refills with water over the next 6 seconds. For each charge you expend after the first, you can cause the path to extend 120 feet longer and 30 feet higher, and its duration increases by 1 minute. Alternatively, you can expend 1 of the bident’s charges to use this property to target a creature made of water, such as a water elemental. The target must succeed on a DC 15 Constitution saving throw or take 8d8 force damage as the bident’s magic attempts to split it apart. ___ ✨ 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 less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Floral Chime
Wondrous item, uncommon ___ A faint, floral perfume wafts from this handbell and radiates powerfully from you when you ring it. While holding the bell, you can use an action to ring it and instantly make any flowers blossom, any seed pods open, and any leaf buds bloom that are within 60 feet of you, provided the sound can reach them. Once this property of the bell has been used, it can’t be used again for 1 hour. Any swarm of insects within earshot of the bell must immediately make a DC 13 Wisdom saving throw or become distracted by the smell of flowers, either from the bell’s perfume or from any that bloomed nearby. Regardless, a swarm that fails the saving throw is indifferent towards you and your companions for 1 hour or until it’s threatened or harmed. ___ ✨ 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 less than $10 a month!
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Well met, Exandria! I was delighted to learn that @critical_role used this five-year-old (old) Book One item in their latest episode. As a way to thank them for the opportunity and to welcome in new folks that Google for the item, I wanted to refresh the item’s art and card files for everyone to enjoy. You can grab the item at saddleb.ag/HoV, including its art files and printable card files. There’s also a version of the card for non-bard users now. I've put this as a story with the link built-in in my Highlights for ease of use. Again, huge thanks to Critical Role for the spotlight and kindness of trusting the content on the show. Have fun everyone, and keep on adventuring! 🔖 𝗧𝗮𝗴𝘀! #dnd5e #dndcharacter #dnd #criticalrole #5e #dungeonsanddragonsart #instadaily #art #illustration #digitalart #digitalpainting #digitalillustration #dungeonsanddragons #dungeonmaster #fantasyart #fantasy #wotc #wizardsofthecoast #dndart #worldbuilding #tabletop #ttrpg #rpg #tabletopgames #illustrationoftheday #fantasyartist #artistsoninstagram #artistsofinstagram #conceptart ___ ✨ 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 less than $10 a month!
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💎 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Quiver of Lightning
Wondrous item, rare (requires attunement) ___ This jagged quiver zigs and zags in a lightninglike fashion. Ammunition you draw from the quiver is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you make an attack with the ammunition, the target takes an extra 1d4 lightning damage on a hit. Alternatively, once on each of your turns, you can reach into the quiver and pull out a special arrow or bolt made of lightning, as part of making a ranged attack with a bow or crossbow, respectively. This special ammunition deals 2d8 lightning damage on a hit (adding your Dexterity modifier to the damage roll as normal), instead of the weapon’s normal damage and without the extra 1d4 lightning damage. If the target is made of metal or wearing metal armor, the attack is made with advantage. In addition, if you make a ranged attack with a “javelin of lightning”, the javelin vanishes after 1 minute (unless you retrieve it) and emerges from the quiver, falling to the floor at your feet when it does. ___ ✨ 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 less than $10 a month!
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⚔️ 𝗡𝗲𝘄 𝗶𝘁𝗲𝗺! Wond of Fireballs
Wand, rare (requires attunement by a spellcaster) ___ This wand functions as a “wand of fireballs.” However, during the wand’s creation, the spell’s transcription was riddled with arcane mistakes. As a result, casting “fireball” from the wand can lead to unpredictable outcomes. Whenever you cast the “fireball” spell from the wand, roll a d20 and use the table below to determine the spell’s effect. Regardless of the outcome, the spell’s effect is centered on the point you target with the wand and uses a save DC of 15. If the wand casts a different spell, any extra charges spent as part of using the wand increase the spell slot level of the new spell as well. | d20 | Effect | — | 1–4 | 𝙒𝙞𝙧𝙚𝙗𝙖𝙡𝙡. You cast the “flaming sphere” spell. This version of the spell creates a tightly-wound sphere of ragged, spinning wire. On a hit, the sphere deals piercing damage instead of fire damage. When cast in this way, the spell doesn’t immediately require your concentration; if you don’t choose to begin concentrating on the spell at the end of the turn you cast it, the spell ends early. | | 5–8 | 𝙁𝙞𝙧𝙚𝙗𝙪𝙡𝙡. You summon a Large bull in the nearest unoccupied space to the targeted point. Use the giant boar’s statistics for the bull, except that the bull is made of pure fire and is an elemental instead of a beast. The bull takes its turn on initiative count 20, and it always attacks the creature closest to it on each of its turns. On a hit, the bull deals fire damage, instead of its normal type. A creature that touches the bull or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. The bull remains for 1 minute or until it’s reduced to 0 hit points. You summon two bulls at the location when you cast the spell with 4 or 5 charges, or three bulls when you cast it with 6 or 7. The additional bulls appear in the nearest unoccupied spaces to the first bull. | | 9–12 | 𝙁𝙞𝙧𝙚𝙛𝙖𝙡𝙡. You cast the “ice storm” spell instead. This version of the spell creates falling, flaming rocks instead of hail, and deals fire damage instead of cold damage. | ...Continued in the comment below! ___ ✨ 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 less than $10 a month!
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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. ___ ✨ 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 less than $10 a month!
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