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Storkenzax's Guide To Griffin Crafting
Storkenzax's Guide To Griffin Crafting
Guide to
Griffon
Crafting
23 perfect crafts for the discerning
magician with time (and griffons) on
hand!
Snugglebeast Griffon (common)
When a creature regains hit points at the end of a
short rest by spending one or more of its Hit Dice,
that creature can regain an extra 1d6 hit points if it
spends that short rest snuggling with one of these
enchanted, stuffed griffons. Once this property of the
"snugglebeast" has been used by a creature, that
creature can't benefit from the "snugglebeast" again
in this way until it finishes a long rest.
Griffon Coin Pouch (common)
This stylized purse is 6 inches across and holds up to
1,000 coins. Coins taken from the purse are
miraculously clean and shiny, as if freshly minted.
The bag always weighs 1 pound, regardless of the
number of coins within it.
Sometimes Secret messages are found within the
pouch
Steps of the Trickster
(common magic shoes)
Wearing these shoes allow you to freely change the
sound of your steps. Changing the sound can't
change its volume but can make them sound as if the
shoes are made from a different material. For
example, your steps can sound like they’re an
approaching guard’s metal boots, or a dancer’s sharp
heels.
Wingwind Ring (uncommon)
A ring of finely woven braids of the barbs of griffon
feathers. While wearing one of these rings, you can
use it to cast an elemental "wind wall." The wall
created by the ring is a 15-foot radius circle centered
on you that is 1 foot thick and 15 feet high. The wall
lasts for up to 1 minute with concentration.
When the wall appears, each creature within its area
must make a DC 14 Strength saving throw. A
creature takes 3d8 bludgeoning damage on a failed
save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at
bay. Small or smaller flying creatures or objects
can't pass through the wall. Loose, lightweight
materials brought into the wall fly upward. Arrows,
bolts, and other ordinary projectiles launched at
targets behind the wall are deflected upward and
automatically miss. (Boulders hurled by giants or
siege engines, and similar projectiles, are unaffected.)
Creatures in gaseous form can't pass through it.
When the ring is used in this way, it can't be used
again until the following dawn.
Griffon Component Pack
(uncommon)
The bag is big enough to hold all the components a
mage would need to cast their spells. As an action,
you can place any number of coins equal to 5gp plus
the exact worth of a component you need for a spell
you know in the bag and speak its command word,
followed by the name of the needed component.
When you do, the coins disappear from the bag and
are replaced by the material component needed for the
spell. Once this property of the bag has been used, it
can't be used again until the next dawn.
The bag may consume only the additional 5gp and
leave a note that describes the nearest person or place
that can help you find the named component.
Potion of Bird and Mammal
Friendship (uncommon)
When you drink this potion, you can cast the animal
friendship spell (save DC 13) for 1 hour at will
on an avian or mammalian beast. Agitating this
muddy liquid brings little bits into view: a feather, a
shard of beak, a claw, and a tuft of hair.
Griffon Fletched Ammunition
(uncommon)
Ammunition resembles normal bolts or arrows.
Creatures hit by this item make a DC 13
Strength saving throw or are knocked backwards 5
feet.
You have a +1 bonus to attack and damage rolls
made with this piece of magic ammunition. Once it
hits a target, the ammunition is no longer magical.
Ring of Jumping
(uncommon, requires attunement)
While wearing this ring, you can cast the jump spell
from it as a bonus action at will, but can target only
yourself when you do so.
Hadiya's Handy Quill
(uncommon, requires attunement)
This dart doubles as a magical quill and is fletched
with three iridescent crow feathers. Immediately after
you make a ranged attack with this magic weapon, it
flies back to your hand. When you make a ranged
attack with the dart, you can speak its first command
word as part of the attack to cause the dart to release a
splatter of ink. If the attack hits, the target is blind
until the end of its next turn. A creature can use its
action to clear away the ink on itself or another
creature within its reach, allowing it to see again.
This property can't be used again until the next
dawn.
When used as a quill, the dart produces its own ink
unless you provide it with a different one. You can
choose what color ink the quill produces by speaking its
second command word as a bonus action.
In addition, you can use a bonus action to speak the
quill's third command word to cause it to vanish and
reappear as a feather-like tattoo on your body. You
choose the design and placement of the tattoo each
time. You can use a bonus action to speak the
command word again while you have the tattoo to
cause it to vanish and reappear as a dart in a free
hand or at your feet (your choice).
Griffon's Shroud
(uncommon, requires attunement)
This draping shoulder cloak flutters softly while worn,
even if there isn't a breeze. The cloak has 10 charges
and regains all expended charges daily at dawn.
When you take the Attack action while wearing this
garment, you can replace one or more of your attacks
with a special ranged spell attack using the cloak,
expending 1 of its charges for each attack you replace.
When you do, you flourish the cloak and release a
barrage of magical feathers that fly toward the target.
You have a +5 bonus to attack rolls made with the
cloak, which have a normal range of 30 feet and a
long range of 120 feet. On a hit, the target takes
2d4 + 3 force damage. After the attack, the
feathers vanish.
In addition, you can use a reaction when you fall to
cast the "feather fall" spell from the cloak, targeting
only yourself. Once this property of the cloak has been
used, it can't be used again until the next dawn.
Satchel of beast chow (uncommon)
This hefty satchel is 1 foot tall, weighs 2 pounds, and
has 2d4 + 2 servings of magical, nondescript food
inside it when found. The morsels of food come in
small, half-inch cubes and smell as if they could have
been made of either savory meats, enriched plants, or
both. If a beast or monstrosity with a challenge
rating of 2 or lower and an Intelligence of 3 or
lower eats a serving of this food from your hand or
similar outstretched vessel, it must succeed on a DC
15 Wisdom saving throw or be charmed by you for
1 hour.
While charmed, the creature regards you and your
companions as friends, and you have advantage on
Wisdom (Animal Handling) and Charisma
checks made to interact with the creature.
If the creature takes any damage from you or your
companions for the duration, the charm ends early.
If the charm lasts for the full duration, the creature
remains nonhostile toward you until you threaten it.
Knocking Boots (uncommon)
These steel-toed boots of dwarven make are adorned
with an embossed key on the toe. As an action, you
can kick an object that contains a mundane or
magical means of preventing access to cast "knock"
on it. Once you use this ability, the boots cannot be
used again in this way until the following dawn.
Eyes of the Eagle
(uncommon, requires attunement)
These crystal lenses fit over the eyes. While wearing
them, you have advantage on Wisdom
(Perception) checks that rely on sight. In
conditions of clear visibility, you can make out details
of even extremely distant creatures and objects as
small as 2 feet across.
Winged boots
(uncommon, requires attunement)
While you wear these boots, you have a flying speed
equal to your walking speed. You can use the boots to
fly for up to 4 hours, all at once or in several shorter
flights, each one using a minimum of 1 minute from
the duration. If you are flying when the duration
expires, you descend at a rate of 30 feet per round
until you land.