Page 174 - Dungeon Master's Guide
P. 174

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                                              HELM  OF  TELEPORTATION















                 liELM  OF  TELEPATHY







                                                                                iiEWARO'S  liANDY  liAVERSACK
                                                              haversack ruptures and is destroyed. If the haversack
            HELM OF TELEPATHY
                                                              is destroyed, its contents are lost forever, although
             Wondrous item, uncommon (requires attunement)
                                                              an artifact always turns up again somewhere. If the
            While wearing this helm, you can use an action to cast   haversack is turned inside out, its contents spill forth,
            the detect thoughts spell (save DC 13) from it. As long as
                                                              unharmed, and the haversack must be put right before
            you maintain concentration on the spell, you can use a
                                                              it can be used again. If a breathing creature is placed
            bonus action to send a telepathic message to a creature
                                                              within the haversack, the creature can survive for up to
            you are focused on. It can reply-using a bonus action to
                                                               10 minutes, after which time it begins to suffocate.
            do so- while your focus on it continues.
                                                                Placing the haversack inside an extradimensional
              While focusing on a creature with detect thoughts,
                                                              space created by a bag of holding, portable hole, or
            you can use an action to cast the suggestion spell (save
                                                              similar item instantly destroys both items and opens
            DC 13) from the helm on that creature. Once used,
                                                              a gate to the Astral Plane. The gate originates where
            the suggestion property can't be used again until the
                                                              the one item was placed inside the other. Any creature
            next dawn.
                                                              within 10-feet of the gate is sucked through it and
                                                              deposited in a random location on the Astral Plane.
            HELM OF TELEPORTATION
                                                              The gate then closes. The gate is one-way only and can·I
             Wondrous item, rare (requires attunement)
                                                              be reopened.
            This helm has 3 charges. While wearing it, you can
            use an action and expend 1 charge to cast the teleport   HOLY AVENGER
            spell from it. The helm regains 1d3 expended charges   Weapon (any sword), legendary (requires attunement by
            daily at dawn.                                    a paladin)
                                                              You gain a +3 bonus to attack and damage rolls made
            HEWARD'S HANDY HAVERSACK
                                                              with this magic weapon. When you hit a fiend or an
             Wondrous item, rare
                                                              undead with it, that creature takes an extra 2d10
            This backpack has a central pouch and two side    radiant damage.
            pouches, each of which is an extradimensional space.   While you hold the drawn sword, it creates an aura
            Each side pouch can hold up to 20 pounds of material,   in a 10-foot radius around you. You and all creatures
            not exceeding a volume of 2 cubic feet. The large   friendly to you in the aura have advantage on saving
            central pouch can hold up to 8 cubic feet or 80 pounds   throws against spells and other magical effects. If you
            of material. The backpack always weighs 5 pounds,   have 17 or more levels in the paladin class, the radius o:
            regardless of its contents.                       the aura increases to 30 feet.
              Placing an object in the haversack follows the normal
            rules for interacting with objects. Retrieving an item   HORN OF BLASTING
            from the haversack requires you to use an action. When   Wondrous item, rare
            you reach into the haversack for a specific item, the item   You can use an action to speak the horn's command
            is always magically on top.                       word and then blow the horn, which emits a thunderou
              The haversack has a few limitations. If it is   blast in a 30-foot cone that is audible 600 feet away.
            overloaded, or if a sharp object pierces it or tears it, the
                                                              Each creature in the cone must make a DC 15
             CHAPTER 7  I TREASURE
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