Page 161 - Dungeon Master's Guide
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The tower is made of adamantine, and its magic DECANTER OF ENDLESS WATER
prevents it from being tipped over. The roof, the door, Wondrous item, uncommon
and the walls each have 100 hit points, immunity to
This stoppered flask sloshes when shaken, as if it
damage from nonmagical weapons excluding siege
contains water. The decanter weighs 2 pounds.
weapons, and resistance to all other damage. Only a
You can use an action to remove the stopper and
wish spell can repair the fortress (this use of the spell
speak one of three command words, whereupon an
counts as replicating a spell of 8th level or lower). Each
amount of fresh water or salt water (your choice) pours
casting of wish causes the roof, the door, or one wall to
out of the flask. The water stops pouring out at the start
regain 50 hit points.
of your next turn. Choose from the following options:
DAGGER OF VENOM "Stream" produces 1 gallon of water.
Weapon (dagger), rare "Fountain" produces 5 gallons of water.
• "Geyser" produces 30 gallons of water that gushes
You gain a +1 bonus to attack and damage rolls made
with this magic weapon. forth in a geyser 30 feet long and 1 foot wide. As a
You can use an action to cause thick, black poison bonus action while holding the decanter, you can aim
to coat the blade. The poison remains for 1 minute the geyser at a creature you can see within 30 feet of
or until an attack using this weapon hits a creature. you. The target must succeed on a DC 13 Strength
That creature must succeed on a DC 15 Constitution saving throw or take 1d4 bludgeoning damage and fall
saving throw or take 2d10 poison damage and become prone. Instead of a creature, you can target an object
poisoned for 1 minute. The dagger can't be used this that isn't being worn or carried and that weighs no
way again until the next dawn. more than 200 pounds. The object is either knocked
over or pushed up to 15 feet away from you.
DANCING SWORD
Weapon (any sword), very rare (requires attunement) DECK OF ILLUSIONS
Wondrous item, uncommon
You can use a bonus action to toss this magic sword into
the air and speak the command word. When you do so, This box contains a set of parchment cards. A full
the sword begins to hover, flies up to 30 feet, and attacks deck has 34 cards. A deck found as treasure is usually
one creature of your choice within 5 feet of it. The missing 1d20 - 1 cards.
-word uses your attack roll and ability score modifier to The magic of the deck functions only if cards are
drawn at random (you can use an altered deck of playing
damage rolls.
While the sword hovers, you can use a bonus action to cards to simulate the deck). You can use an action to
draw a card at random from the deck and throw it to the
cause it to fly up to 30 feet to another spot within 30 feet
ground at a point within 30 feet of you.
of you. As part of the same bonus action, you can cause
An illusion of one or more creatures forms over the
rhe sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it thrown card and remains until dispelled. An illusory
ies up to 30 feet and tries to return to your hand. If you creature appears real, of the appropriate size, and
behaves as if it were a real creature (as presented in the
have no hand free, it falls to the ground at your feet. If
Monster Manual), except that it can do no harm. While
the sword has no unobstructed path to you, it moves as
you are within 120 feet of the illusory creature and
close to you as it can and then falls to the ground. It also
can see it, you can use an action to move it magically
ceases to hover if you grasp it or move more than 30 feet
away from it. anywhere within 30 feet of its card. Any physical
interaction with the illusory creature reveals it to be an
illusion, because objects pass through it. Someone who
DANCING SwoRD
DAERN's INsTANT
FoRTRESs
CHAPTER 7 I TREASURE

