Dungeon Master's Guide
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
R OBE OF USEFUL ITEMS<br />
Wondrous item, uncommon<br />
This robe has cloth patches of various shapes and colors<br />
covering it. While wearing the robe. you can use an<br />
action to detach one of the patches, causing it to become<br />
the object or creature it represents. Once the last patch<br />
is removed, the robe becomes an ordinary garment.<br />
The robe has two of each of the following patches:<br />
Dagger<br />
Bullseye lantern (filled and lit)<br />
Steel mirror<br />
10-foot pole<br />
Hempen rope (50 feet, coiled)<br />
Sack<br />
In addition, the robe has 4d4 other patches. The DM<br />
chooses the patches or determines them randomly.<br />
dlOO Patch<br />
01-08 Bag of 100 gp<br />
09-15 Silver coffer (1 foot long, 6 inches wide and deep)<br />
worth 500 gp<br />
16-22 Iro n doo r (up to 10 feet wide and 10 feet high,<br />
barred on one side of your choice), wh ich you can<br />
place in an opening you can reach; it conforms to<br />
fit the opening, attaching and hinging itself<br />
23-30 10 gems worth 100 gp each<br />
31 - 44 Wooden ladder (24 feet long)<br />
45-51 A riding horse with saddle bags (see the Monster<br />
Manual for statistics)<br />
52- 59 Pit (a cube 10 feet on a side), which you can place<br />
on the ground within 10 feet of you<br />
60-68 4 potions of healing<br />
69- 75 Rowboat (12 feet long)<br />
76- 83 Spell scroll containing one spell of 1st to 3rd level<br />
84-90 2 mastiffs (see the Monster Manual for statistics)<br />
91-96 Window (2 feet by 4 feet, up to 2 feet deep), which<br />
you can place on a vertical surface you can reach<br />
97-00 Portable ram<br />
Roo oF<br />
ABSORPTION<br />
Rose oF THE<br />
ARC:HMAGI<br />
R oD OF ABSORPTION<br />
Rod, very rare (requires attunement)<br />
While holding this rod, you can use your reaction to<br />
absorb a spell that is targeting only you and not with an<br />
area of effect. The absorbed spell's effect is canceled,<br />
and the spell's energy- not the spell itself- is stored in<br />
the rod. The energy has the same level as the spell when<br />
it was cast. The rod can absorb and store up to 50 levels<br />
of energy over the course of its existence. Once the rod<br />
absorbs 50 levels of energy, it can't absorb more. If you<br />
are targeted by a spell that the rod can't store, the rod<br />
has no effect on that spell.<br />
When you become attuned to the rod, you know how<br />
many levels of energy the rod has absorbed over the<br />
course of its existence, and how many levels of spell<br />
energy it currently has stored.<br />
If you are a spellcaster holding the rod, you can<br />
convert energy stored in it into spell slots to cast spells<br />
you have prepared or know. You can create spell slots<br />
only of a level equal to or lower than your own spell<br />
RoBE oF<br />
UseFuL heMs<br />
CHAPTER 7 I TREASURE<br />
T95