BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Grídarvol

Grídarvol is a staff of the giantess Grid. She loaned it to Thor, along with a girdle of might and iron gloves, because he did not have his own with him at the time, which was Loki's fault. He used the staff to cross the mighty river Vimur.   Grídarvol is a magical relic item obtained from slaying Thor.   Grídarvol   Hit: +3 to your spell attack and spell save DC   Damage: 1d6 bludgeoning (one-handed) or 1d8 bludgeoning (two-handed) + 2d4 force damage   Reach: 5 ft.   The staff contains 5 charges used to fuel the spells within it. While holding the staff, it can be used to cast one of the following spells: The staff regains all expended charges each day at dawn.  
  • Staff
  • Legendary Artifact
  • Attunement by a creature with 15 INT
  • Versatile

Mechanics & Inner Workings

Versatile   This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee Attack.   Attunement   Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.   Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.   An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.   A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
Item type
Unique Artifact
Rarity
Legendary
Weight
4 lbs
Base Price
20,000 gp
Related Myths

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!