Instagram of the week - The Griffon’s Saddlebag
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Regular updates, magic items. Details of the items are posted in the comments:
Splintershot
Weapon (shortbow), rare
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This shortbow can cause a nonmagical nocked arrow to magically shatter and unleash a devastating spray of shrapnel. On your turn, you can use an action to force creatures within a 15 foot cone to make a DC 15 Dexterity saving throw. On a failed save, creatures within the cone take 2d6 magical piercing damage from the splintered shrapnel, or 3d6 if it was within 5 feet of you. This ability destroys the arrow used when creating the spray.
Eye of Dendallen
Wondrous item, rare (requires attunement)
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While you are attuned to this item, you can cast “see invisibility” on yourself at will.
𝘾𝙪𝙧𝙨𝙚. When you attune to the eye of Dendallen, you are suddenly overcome with the urge to see what it sees. Make a DC 20 Wisdom saving throw. On a success, you’re able to resist the enchantment and are aware of the curse’s effects, but are not attuned to it. On a failure, you forcefully tear out one of your own eyes, taking 4d10 necrotic damage, allowing the eye of Dendallen to crawl into its place. If you are already missing an eye, you are simply compelled to allow the eye to crawl into the empty socket.
You can see normally while the eye of Dendallen remains in your socket, but can choose to close your other eye to see through its magically enhanced lens using a bonus action. Looking through the eye grants you darkvision of up to 120 feet, and are able to peer through both magical and nonmagical darkness using it. The eye moves slower than a normal eye, leaving slight trails and motion blurs behind it as you look through it. While looking only through the eye of Dendallen, you have disadvantage on any attack you make as well as ability checks that rely on depth perception. You can open your other eye and regain your normal vision using another bonus action.
𝘿𝙚𝙣𝙙𝙖𝙡𝙡𝙚𝙣 𝙛𝙖𝙢𝙞𝙡𝙞𝙖𝙧. The eye is a gruesome familiar. As an action, you can command the eye to crawl out of its socket and move independently of you. Use the abilities described in the “find familiar” spell when commanding the eye of Dendallen. The eye has five hit points, an AC of 12, a movement and climbing speed of 20 feet, does not require air to breathe, and has a +6 bonus to Dexterity (stealth) checks. If the eye is slain or you dismiss it, it reappears inside your open eye socket with a sickly sound. If it was slain, you cannot use its magical sight or command it as a familiar again until the following dusk.
Targeting the eye with the “remove curse” spell or unattuning to it causes the eye to pull itself out of the socket and crawl away. Slaying the eye while it is unattuned to a creature destroys the item.
Staff of the Magpie
Staff, rare (requires attunement by a spellcaster)
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This magic stone staff weighs 10 pounds and has the bust of a magpie at its top. While holding the staff, you gain a +1 bonus to Intelligence (Investigation) checks made to search for treasure or a specific item you’re looking for.
The staff has 10 charges. While holding the staff, you can use your action to cast one of the following spells from it: “fly” (3 charges) or “locate object” (2 charges). The staff regains 1d6+4 expended charges each day at dawn. If you expend the staff’s last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff as the magpie springs to life and flies away.
Festerwood Vizard
Wondrous item, rare (requires attunement)
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This dark wooden mask is strangely insect-like and magically conforms to fit the face of the creature that attunes to it. While wearing the mask, you gain blindsight out to a range of 10 feet. You can wear and remove the mask using an action.
In addition, you can summon a “swarm of insects” (beetles) that fly out of the mask’s mouth and obey your verbal commands as an action. You can command the swarm to move and make an attack as part of the action to summon them and then again on your following turns as a bonus action. If the swarm goes 10 minutes without attacking a creature, they dissipate harmlessly to seek food elsewhere. Once this property of the mask has been used, it can’t be used again until the following dusk.