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Dungeon Master's Guide

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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

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