Dungeon Master's Guide
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The tower is made of adamantine, and its magic<br />
prevents it from being tipped over. The roof, the door,<br />
and the walls each have 100 hit points, immunity to<br />
damage from nonmagical weapons excluding siege<br />
weapons, and resistance to all other damage. Only a<br />
wish spell can repair the fortress (this use of the spell<br />
counts as replicating a spell of 8th level or lower). Each<br />
casting of wish causes the roof, the door, or one wall to<br />
regain 50 hit points.<br />
DAGGER OF VENOM<br />
Weapon (dagger), rare<br />
You gain a +1 bonus to attack and damage rolls made<br />
with this magic weapon.<br />
You can use an action to cause thick, black poison<br />
to coat the blade. The poison remains for 1 minute<br />
or until an attack using this weapon hits a creature.<br />
That creature must succeed on a DC 15 Constitution<br />
saving throw or take 2d10 poison damage and become<br />
poisoned for 1 minute. The dagger can't be used this<br />
way again until the next dawn.<br />
DANCING SWORD<br />
Weapon (any sword), very rare (requires attunement)<br />
You can use a bonus action to toss this magic sword into<br />
the air and speak the command word. When you do so,<br />
the sword begins to hover, flies up to 30 feet, and attacks<br />
one creature of your choice within 5 feet of it. The<br />
-word uses your attack roll and ability score modifier to<br />
damage rolls.<br />
While the sword hovers, you can use a bonus action to<br />
cause it to fly up to 30 feet to another spot within 30 feet<br />
of you. As part of the same bonus action, you can cause<br />
rhe sword to attack one creature within 5 feet of it.<br />
After the hovering sword attacks for the fourth time, it<br />
ies up to 30 feet and tries to return to your hand. If you<br />
have no hand free, it falls to the ground at your feet. If<br />
the sword has no unobstructed path to you, it moves as<br />
close to you as it can and then falls to the ground. It also<br />
ceases to hover if you grasp it or move more than 30 feet<br />
away from it.<br />
DECANTER OF ENDLESS WATER<br />
Wondrous item, uncommon<br />
This stoppered flask sloshes when shaken, as if it<br />
contains water. The decanter weighs 2 pounds.<br />
You can use an action to remove the stopper and<br />
speak one of three command words, whereupon an<br />
amount of fresh water or salt water (your choice) pours<br />
out of the flask. The water stops pouring out at the start<br />
of your next turn. Choose from the following options:<br />
"Stream" produces 1 gallon of water.<br />
"Fountain" produces 5 gallons of water.<br />
• "Geyser" produces 30 gallons of water that gushes<br />
forth in a geyser 30 feet long and 1 foot wide. As a<br />
bonus action while holding the decanter, you can aim<br />
the geyser at a creature you can see within 30 feet of<br />
you. The target must succeed on a DC 13 Strength<br />
saving throw or take 1d4 bludgeoning damage and fall<br />
prone. Instead of a creature, you can target an object<br />
that isn't being worn or carried and that weighs no<br />
more than 200 pounds. The object is either knocked<br />
over or pushed up to 15 feet away from you.<br />
DECK OF ILLUSIONS<br />
Wondrous item, uncommon<br />
This box contains a set of parchment cards. A full<br />
deck has 34 cards. A deck found as treasure is usually<br />
missing 1d20 - 1 cards.<br />
The magic of the deck functions only if cards are<br />
drawn at random (you can use an altered deck of playing<br />
cards to simulate the deck). You can use an action to<br />
draw a card at random from the deck and throw it to the<br />
ground at a point within 30 feet of you.<br />
An illusion of one or more creatures forms over the<br />
thrown card and remains until dispelled. An illusory<br />
creature appears real, of the appropriate size, and<br />
behaves as if it were a real creature (as presented in the<br />
Monster Manual), except that it can do no harm. While<br />
you are within 120 feet of the illusory creature and<br />
can see it, you can use an action to move it magically<br />
anywhere within 30 feet of its card. Any physical<br />
interaction with the illusory creature reveals it to be an<br />
illusion, because objects pass through it. Someone who<br />
DANCING SwoRD<br />
DAERN's INsTANT<br />
FoRTRESs<br />
CHAPTER 7 I TREASURE