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Storkenzax’s

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.

The boots regain 2 hours of flying capability for every


12 hours they aren't in use.
Goggles of Night (uncommon)
While wearing these dark lenses, you have
darkvision out to a range of 60 feet. If you already
have darkvision, wearing the goggles increases its
range by 60 feet.
Griffon Lord's Glove
(uncommon, requires attunement)
This thick, rigid glove is elegantly ornamented with
griffon feathers and fitted with an enchanted silk
lining. While attuned to the item, you can use the
glove to cast the "find familiar" spell as an action
instead of its normal casting time. When you do, the
familiar takes the form of a cat-sized mini-griffon.
If the familiar falls to 0 hit points, it can't be
summoned again until the following dawn.
Otherwise, the familiar remains so long as the
wearer is attuned to this item.
In addition, you can concentrate on the glove for 1
hour to summon a fully grown griffon. The griffon
magically appears before you in an empty space within
30 feet of you. The griffon uses the stat block of a
giant eagle and is also considered fey. It disappears
when it drops to 0 hit points, you dismiss it as an
action, or after 12 hours have passed. Once the
griffon disappears, it can't be summoned again until
2 days have passed.
The griffon is friendly to you and your companions.
Roll initiative for the giant eagle, which has its own
turns. It obeys any verbal commands that you issue
(no action required by you). If you don't issue any
commands, it defends itself from hostile creatures, but
otherwise takes no action.
The giant eagle has a carrying capacity of 480
pounds and can fly at up to 8 miles an hour. It must
rest 1 hour for every 3 hours it flies, and it can’t fly
for more than 9 hours.
Gloves of the Griffon
(uncommon, requires attunement)
This pair of fingerless gloves is decorated with griffon
feathers and fitted with razor-sharp claws. While
wearing the gloves, your unarmed strikes with them
deal slashing damage equal to 1d4 + your
Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike.
While wearing the gloves, you can use a bonus action
to invoke the might of a griffon, granting the
following benefits for 1 minute:
 You gain a +1 bonus to your attack and
damage rolls whenever you make an
unarmed strike with the gloves.
 Your unarmed strikes score a critical hit
on a roll of 19 or 20.
Once this property has been used, it can't be used
again until the next dawn.
Griffon-Wing Great sword (rare)
This sword incorporates a hinged system into its
unique design. By slapping the bottom of the sword's
pommel as a bonus action, you release a spring which
unfurls the feathered-leather flaps of a harvested
griffon's wing.
Once per turn while the wing is released, you can use
your Attack action to swing the sword down in front
of you to create a 10 foot cone of wind. Affected
Medium or smaller creatures within the cone must
succeed on a DC 15 Strength saving throw or be
pushed back 5 feet and take 1d6 bludgeoning
damage. If they fail the saving throw by 5 or more,
they are also knocked prone.
If you’re able to make multiple attacks as part of the
Attack action, this attack replaces only one of them.
Regular melee attacks with the sword are made with
disadvantage while the wing is released.
Pulling the sword pommel down as another bonus
action retracts the blades and wing again. Each
time you retract the wing, roll a d20. On a 1, the
spring mechanism jams from exposure to grit, grime,
or blood on the sword, locking the wing in place.
You can use an action to make a DC 12
Intelligence (tinker's tools) check to clean out the
mechanism and immediately retract it. On a
failure, the sword requires 1 hour of work to open,
clean, reset, and reattach the mechanism so it is once
again ready for use.
Avian Circlet (rare)
This silver, ornate tiara grants you power over
certain flying creatures. You can use an action to
channel the magics within the crown and cast
"animal messenger" or "speak with animals" at
will. Any creature spoken to or affected by "animal
messenger" must be a beast and have a flying speed.
In addition, you can touch a willing beast with a
flying speed. For 1 minute, you can see through the
creature's eyes, sharing any of its special visual senses
for the duration. You are blinded to your own
surroundings while you share its vision in this way.
You can end this effect early using an action to
return to your normal senses. The circlet can't be
used again in this way until the next dawn.
Griffon's Change Purse (rare)
This leather-and-down griffon figurine is soft to the
touch and has an opening between the wings that
buttons closed. When you drop a coin in the griffon
and button it again, the figurine springs to life. If
you place a coin inside it to animate the griffon, it
imprints on you and considers you its owner.
The owner can hold and gently shake the griffon,
causing it to coo happily, and causing the owner to
know how much money is inside of it.
Once alive, the griffon will happily eat any coin
handed to it, storing it inside, and will spit out exact
change when you ask it - even converting them into
larger or smaller denominations.
The figurine can hold only coins and will spit or
sneeze out anything else you place inside of it. The
griffon chirps with glee and flutters about excitedly
when you deposit or feed it coins. The griffon can eat
up to 1000 coins of any denomination every hour it
spends eating them.
It remains the same size regardless of how many
coins are inside of it.
The animated griffin figurine is exceptionally loyal
and will listen to commands issued by the owner and
other allied creatures of the owner's choosing. It
walks or flies beside you or the nearest ally as best it
can, but vanishes into a pocket dimension if it is ever
more than 30 feet away from them.
The figurine can be summoned to you or an allied
creature's location at any time using the command
phrase "Fly money! Fly Money!" as a bonus
action. You can tell the figurine to return to its
pocket dimension using another bonus action with the
command phrase "Take me to the moon!" When
asking for 10% or more of its total stockpile, the piglet
looks disappointed before carrying out the request. The
griffon can unbutton the opening and roll over on its
back to empty itself of coins when asked for a large
amount, but will always retain at least one copper coin
unless physically removed. The figurine returns its
inanimate form when empty.
The griffon has 5 hit points, an AC of 10, and a
walking/flying speed of 30 feet. It does not need
air to breathe. If the griffon is slain, it cries out and
bursts into a cloud of feathers and coins. The coins are
all gold and represent the value of the total to the
nearest gp rounding down.
Eye of the Fallen Griffon
(rare, requires attunement)
While you are attuned to this item, you can cast "see
invisibility" on yourself at will.
Gale Griffon Feather Cape
(rare, requires attunement)
You have advantage on any saving throw that
would prevent you falling prone while wearing this
cape.
As an action, you can speak the cape's command
word and gain a fly speed of 60 ft until the start of
your next turn. When you do, you create a gust of
air in a 5-foot square behind you. Any medium or
smaller creature in that space must succeed on a
DC 13 Strength saving throw or be pushed 5 feet
in the opposite direction of your movement.
Objects less than 5 pounds that are neither held nor
carried are pushed up to 10 feet away, but not with
enough force to cause damage. When moving with
your fly speed in this way, you do not provoke
opportunity attacks. If the effect ends while you are
still aloft, you spend half of your movement drifting
directly toward the ground as with Feather Fall.
Once this property of the cape has been used, it can't
be used again until the following dawn.
Tempest Griffon Bracers
(rare, requires attunement)
While wearing these oiled bracers lined with magic
griffon feathers, your speed increases by 5 feet.
In addition, you can use an action to speak the
bracers' command word to vanish into a plume of
sparks and feathers. Choose up to 3 different
creatures that you can see within 60 feet of you.
Make a melee weapon attack against each target,
briefly appearing next to each one before making the
attack. A target takes an extra 2d8 lightning
damage on a hit, or half as much lightning damage
on a miss.
You can then teleport to an unoccupied space you
can see within 5 feet of one of the targets or return to
your original space, reappearing in a flourish of
electricity, feathers, and wind. Once this property of
the bracers has been used, it can't be used again until
the next dawn.

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