28.01.2019 Views

Dungeon Master's Guide

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!