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Dungeon Master's Guide

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Blessings of Moradin. If you are a dwarf attuned to<br />

the axe, you gain the following benefits:<br />

You have immunity to poison damage.<br />

The range of your darkvision increases by 60 feet.<br />

• You gain proficiency with artisan's tools related to<br />

blacksmithing, brewing, and stonemasonry.<br />

Conjure Earth Elemental. If you are holding the axe,<br />

you can use your action to cast the conjure elemental<br />

spell from it, summoning an earth elemental. You can't<br />

use this property again until the next dawn.<br />

Travel the Depths. You can use an action to touch the<br />

axe to a fixed piece of dwarven stonework and cast the<br />

teleport spell from the axe. If your intended destination<br />

is underground, there is no chance of a mishap or<br />

arriving somewhere unexpected. You can't use this<br />

property again until 3 days have passed.<br />

Curse. The axe bears a curse that affects any nondwarf<br />

that becomes attuned to it. Even if the attunement<br />

ends, the curse remains. With each passing day, the<br />

creature's physical appearance and stature become<br />

more dwarflike. After seven days, the creature looks like<br />

a typical dwarf, but the creature neither loses its racial<br />

traits nor gains the racial traits of a dwarf. The physical<br />

changes wrought by the axe aren't considered magical<br />

in nature (and therefore can't be dispelled), but they can<br />

be undone by any effect that removes a curse, such as a<br />

greater restoration or remove curse spell.<br />

Destroying the Axe. The only way to destroy the<br />

axe is to melt it down in the Earthheart Forge, where<br />

it was created. It must remain in the burning forge for<br />

fifty years before it finally succumbs to the fire and<br />

is consumed.<br />

BOOK OF EXALTED DEEDS<br />

Wondrous item, artifact (requires attunement by a<br />

creature of good alignment)<br />

The definitive treatise on all that is good in the<br />

multiverse, the fabled Book of Exalted Deeds figures<br />

prominently in many religions. Rather than being a<br />

scripture devoted to a particular faith, the book's various<br />

authors filled the pages with their own vision of true<br />

virtue, providing guidance for defeating evil.<br />

The Book of Exalted Deeds rarely lingers in one place.<br />

As soon as the book is read, it vanishes to some other<br />

corner of the multiverse where its moral guidance can<br />

bring light to a darkened world. Although attempts<br />

have been made to copy the work, efforts to do so fail<br />

to capture its magical nature or translate the benefits it<br />

offers to those pure of heart and firm of purpose.<br />

A heavy clasp, wrought to look like angel wings, .<br />

keeps the book's contents secure. Only a creature of<br />

good alignment that is attuned to the book can release<br />

the clasp that holds it shut. Once the book is opened,<br />

the attuned creature must spend 80 hours reading and<br />

studying the book to digest its contents and gain its<br />

benefits. Other creatures that peruse the book's open<br />

pages can read the text but glean no deeper meaning<br />

and reap no benefits. An evil creature that tries to read<br />

from the book takes 24d6 radiant damage. This damage<br />

ignores resistance and immunity, and can't be reduced<br />

or avoided by any means. A creature reduced to 0 hit<br />

points by this damage disappears in a blinding flash<br />

is destroyed, leaving its possessions behind.<br />

Benefits granted by the Book of Exalted Deeds last<br />

only as long as you strive to do good. If you fail to<br />

perform at least one act of kindness or generosity wit<br />

the span of 10 days, or if you willingly perform an evil<br />

act, you lose all the benefits granted by the book.<br />

Random Properties. The Book of Exalted Deeds h~<br />

the following random properties:<br />

2 minor beneficial properties<br />

• 2 major beneficial properties<br />

Increased Wisdom. After you spend the requisite<br />

amount of time reading and studying the book, your<br />

Wisdom score increases by 2, to a maximum of 24. Y -<br />

can't gain this benefit from the book more than once.<br />

Enlightened Magic. Once you've read and studied<br />

the book, any spell slot you expend to cast a cleric or<br />

paladin spell counts as a spell slot of one level higher.<br />

Halo. Once you've read and studied the book, you<br />

gain a protective halo. This halo sheds bright light<br />

in a 10-foot radius and dim light for an additionallO<br />

feet. You can dismiss or manifest the halo as a bonus<br />

action. While present, the halo gives you advantage on<br />

Charisma (Persuasion) checks made to interact with<br />

good creatures and Charisma (Intimidation) checks<br />

made to interact with evil creatures. In addition, fiends<br />

and undead within the halo's bright light make attack<br />

rolls against you with disadvantage.<br />

Destroying the Book. It is rumored that the Book 0:<br />

Exalted Deeds can't be destroyed as long as good exi ..<br />

in the multiverse. However, drowning the book in the<br />

River Styx removes all writing and imagery from its<br />

pages and renders the book powerless for ld100 years<br />

BOOK OF VILE DARKNESS<br />

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

The contents of this foul manuscript of ineffable<br />

wickedness are the meat and drink of those in evil's<br />

thrall. No mortal was meant to know the secrets it<br />

contains, knowledge so horrid that to even glimpse the<br />

scrawled pages invites madness.<br />

Most believe the lich-god Vecna authored the Book<br />

Vile Darkness. He recorded in its pages every diseas<br />

idea, every unhinged thought, and every example of<br />

blackest magic he came across or devised. Vecna<br />

covered every vile topic he could, making the book a<br />

gruesome catalog of all mortal wrongs.<br />

Other practitioners of evil have held the book and<br />

added their own input to its catalog of vile knowledge.<br />

Their additions are clear, for the writers of later works<br />

stitched whatever they were writing into the tome or. ·­<br />

some cases, made notations and additions to existing<br />

text. There are places where pages are missing, torn.<br />

or covered so completely with ink, blood, and scratches<br />

that the original text can't be divined.<br />

Nature can't abide the book's presence. Ordinary<br />

plants wither in its presence, animals are unwilling to<br />

approach it, and the book gradually destroys whatever<br />

it touches. Even stone cracks and turns to powder if th~<br />

book rests on it long enough.<br />

~~~<br />

CHAPTER 7 I TREASURE

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