The Griffon's Saddlebag
Caption
Control Your Own Extradimensional Space
You have made a pact with a powerful demigod of the Astral Plane named Criir: a griffon whose control over space, creation, and pocket dimensions extends throughout the multiverse. They aim to expand their eclectic collection of treasures, both magical and mundane. These treasures may be worth very little in the average shop, but to the Astral Griffon, they hold a special place in history or the fabric of existence. Your binding may lead you far and wide in search of foreign Artifacts as quickly as it would a nearby pub for a tarnished locket. Regardless of the task, the Griffon’s aims are rarely subject to distinctly good or evil motives.
Level 3: Astral Griffon Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Astral Griffon Spells table, you thereafter always have the listed spells prepared.
Astral Griffon Spells
| Warlock Level | Spells |
|---|---|
| 3 | Identify, Locate Object, Magic Missile, Rope Trick |
| 5 | Blink, Clairvoyance |
| 7 | Leomund’s Secret Chest, Mordenkainen’s Private Sanctum |
| 9 | Legend Lore, Passwall |
Level 3: Astral Missile
You can cast Magic Missile without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. When you cast it in this way, the darts can target a creature you can’t see; if the target isn’t within range, the dart flies haphazardly before vanishing through an instantaneous planar tear.
Level 3: Extradimensional Acuity
Your patron grants you the ability to maintain a small pocket dimension. This extradimensional space is always accessible to you and can hold up to 50 pounds of inanimate material, not exceeding a volume of 1 cubic foot. You can access and interact with this space using your hands the same way you would with a normal container. Your hands disappear within the space while they’re accessing it.
Placing a Bag of Holding, Heward’s Handy Haversack, Portable Hole, or similar item inside your pocket dimension instantly destroys that item, and the contents of the two extradimensional spaces are scattered in the Astral Plane. When this happens, you are unable to access your pocket dimension again until 7 days have passed.
In addition, you can sense whether extradimensional spaces (other than the one given to you by your patron) are present within 60 feet of you. This feature doesn’t reveal their location or number.
Level 6: Planar Escape
You can hide yourself in a temporary extradimensional space to avoid harm. When you take damage, you can take a Reaction to halve that damage against you and disappear into a harmless demiplane, which overlaps with your current plane. You can perceive the plane you left and move normally while in this demiplane, but you are imperceptible to creatures on the overlapped plane. You remain in this demiplane until the end of your next turn or until you choose to return to the plane you left (no action required). Once you use this feature, you can’t do so again until you finish a Short or Long Rest.
Level 10: Extradimensional Mastery
The fabric of existence is clear to you. You gain the following benefits.
Astral Clarity. You can take a Magic action to enhance your perception of reality. For 10 minutes, you have Advantage on Wisdom (Perception) checks that rely on sight, and you have Truesight with a range of 30 feet. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Magical Snoop. While you’re within 10 feet of a magic item that contains an extradimensional space, you can sense what objects are stored within it.
Resistance. You have Resistance to Force damage.
Level 14: Pocketeer
You’ve learned how to mold extradimensional spaces beyond their normal limits. Your pocket dimension can now hold up to 250 pounds of inanimate material, not exceeding a volume of 10 cubic feet.
In addition, you can take a Magic action to target an object you can see within 30 feet of yourself that isn’t being worn, shunting it into your pocket dimension; if there isn’t enough space in your pocket dimension for the object, this effect fails and your action is wasted. If the object is being carried by a creature, that creature must succeed on a Wisdom saving throw against your spell save DC to avoid this effect. The object remains in your pocket dimension until you retrieve it. If you don’t retrieve the object before the end of your next turn, it reappears in an unoccupied space within 5 feet of you or in your hands if you have any free (your choice each time). Once you use this effect to target an object that is being carried by a creature, you can’t do so again until you finish a Short or Long Rest.
Quote
You can tell a lot about a person based on what they hide away in their pockets.
You? You’re alright.
