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Dungeon Master's Guide

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RoPE oF<br />

ENTANGLEMENT<br />

by the rope can use an action to make a DC 15 Strength<br />

or Dexterity check (target's choice). On a success, the<br />

creature is no longer restrained by the rope.<br />

The rope has AC 20 and 20 hit points. It regains 1<br />

hit point every 5 minutes as long as it has at least 1 hit<br />

point. If the rope drops to 0 hit points, it is destroyed.<br />

SADDLE OF THE CAVALIER<br />

Wondrous item, uncommon<br />

While in this saddle on a mount, you can't be<br />

dismounted against your will if you're conscious, and<br />

attack rolls against the mount have disadvantage.<br />

S CARAB OF PROTECTION<br />

Wondrous item, legendary (requires attunement)<br />

If you hold this beetle-shaped medallion in your hand for<br />

1 round, an inscription appears on its surface revealing<br />

its magical nature. It provides two benefits while it is on<br />

your person:<br />

You have advantage on saving throws against spells.<br />

The scarab has 12 charges. If you fail a saving throw<br />

against a necromancy spell or a harmful effect<br />

originating from an undead creature, you can use<br />

your reaction to expend 1 charge and turn the failed<br />

save into a successful one. The scarab crumbles<br />

into powder and is destroyed when its last charge<br />

is expended.<br />

SCIMITAR OF SPEED<br />

Weapon (scimitar), very rare (requires attunement)<br />

You gain a +2 bonus to attack and damage rolls made<br />

with this magic weapon. In addition, you can make one<br />

attack with it as a bonus action on each of your turns.<br />

SCROLL OF PROTECTION<br />

Scroll, rare<br />

Each scroll of protection works against a specific type of<br />

creature chosen by the DM or determined randomly by<br />

rolling on the following table.<br />

dlOO Creature Type dlOO Creature Type<br />

01-10 Aberrations 41-50 Fey<br />

11-20 Beasts 51-75 Fiends<br />

21-30 Celestials 76-80 Plants<br />

31-40 Elementals 81-00 Undead<br />

Using an action to read the scroll encloses you in a<br />

invisible barrier that extends from you to form a 5-footradius,<br />

10-foot-high cylinder. For 5 minutes, this barrier<br />

prevents creatures of the specified type from entering or<br />

affecting anything within the cylinder.<br />

The cylinder moves with you and remains centered on<br />

you. However, if you move in such a way that a creature<br />

of the specified type would be inside the cylinder, the<br />

effect ends.<br />

A creature can attempt to overcome the barrier by<br />

using an action to make a DC 15 Charisma check.<br />

On a success, the creature ceases to be affected by<br />

the barrier.<br />

SENDING STONES<br />

Wondrous item, uncommon<br />

Sending stones come in pairs, with each smooth stone<br />

carved to match the other so the pairing is easily<br />

recognized. While you touch one stone, you can use an<br />

action to cast the sending spell from it. The target is the<br />

bearer of the other stone. If no creature bears the other<br />

stone, you know that fact as soon as you use the stone<br />

and don't cast the spell.<br />

Once sending is cast through the stones, they can't be<br />

used again until the next dawn. If one of the stones in a<br />

pair is destroyed, the other one becomes nonmagical.<br />

SENTINEL SHIELD<br />

Armor (shield), uncommon<br />

While holding this shield, you have advantage on<br />

initiative rolls and Wisdom (Perception) checks. The<br />

shield is emblazoned with a symbol of an eye.<br />

CHAPTER 7 I TREASURE<br />

199

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