Page 174 - Dungeon Master's Guide
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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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