This lushly printed hardcover book is filled with 365 magic items that have been designed, illustrated, and balanced for Fifth Edition by The Griffon's Saddlebag. Fill your campaign with exciting new magical items, such as the dragon tamer's lance or catnip amulet, and reward your players with treasure as unique as their characters. Each item has also been carefully organized into easily searchable charts and random treasure tables. These magical items have been peer-reviewed by thousands of players around the world and strike a charming balance of mechanical intrigue, memorable flavor, and exciting role-playing opportunities. This 208-page book also includes 12 new character subclasses, 3 new settings, a setting-agnostic villain, and a uniquely customizable playable race. If you're tired of using the same old flaming swords or worry about balancing your own magical items, this may be the book you're looking for. If you like handing out physical rewards to your players, consider purchasing The Griffon's Saddlebag item cards as well! This book includes the same items as the cards from volumes 1 through 7, so you can use this compendium as your master index while handing out physical rewards to incentivize your players!
Great source material for dnd 5e. Lots of creative magic items that are organized and easy to find in the book. The extra player race and adventures are just an bonus.
What’s an adventure without your eyes on the prize…and TREASURE!!!
The Griffon's Saddlebag: Book One - 5e D&D Magic Items is a fun sourcebook of magic items…as well as some new critters and player options as well as a new big bad…
This book contains of hundreds of magic items of various rarity (along with handy tables for random rolls). They range from weapons to armor to mostly wondrous items of various utility and type…
Honestly rolling for a random item can probably inspire a fun side quest as you think about the reasons such an item exists and who would want it…
Then again, knowing players they can turn any bizarre or seemingly useless item into a game breaker (as is their custom)…so even the weirdest magic items could be a game changer…
The back fourth of the book has a new cool griffin-humanoid player race, some class stuff, and three settings to send your players (an Arctic glacier, a mushroom forest, and a cosmopolitan city, with monsters and plot hooks aplenty) as well as a big bad necromancer that you might choose to send them after if you are so inclined…