Page 197 - Dungeon Master's Guide
P. 197

Ylore weight or lack of solid anchorin  cau  es the rod to   contrary to its nature, a target ceases to be charmed
         revert to its normal form.                        in this way. The rod can't be used again until the
           If you press button 5, the rod transforms into a   next dawn.
         handheld battering ram and gram  its u  era +10 bonus
         to Strength checks made to break through doors,   R o n  OF SECURITY
         barricades, and other barriers.                   Rod, very rare
           If you press button 6, the rod assumes or remains in   While holding this rod, you can use an action to activate
         its normal form and indicates magnetic north. (  othing   it. The rod then instantly transports you and up to 199
         happens if this function of the rod is used in a location   other willing creatures you can see to a paradise that
         that has no magnetic north.) The rod also gives you   exists in an extraplanar space. You choose the form that
         knowledge of your approximate depth beneath the   the paradise takes. It could be a tranquil garden, lovely
         ground or your height above it.                   glade, cheery tavern, immense palace, tropical island,
           Drain Life. When you hit a creature with a melee   fantastic carnival, or whatever else you can imagine.
         attack using the rod, you can force the target to make a   Regardless of its nature, the paradise contains enough
         DC 17 Constitution saving throw. On a failure, the target   water and food to sustain its visitors. Everything else
         rakes an extra 4d6 necrotic damage, and you regain a   that can be interacted with inside the extraplanar space
         number of hit points equal to half that necrotic damage.   can exist only there. For example, a flower picked from
         This property can't be used again until the next dawn.   a garden in the paradise disappears if it is taken outside
           Paralyze. When you hit a creature with a melee attack   the extraplanar space.
         using the rod, you can force the target to make a DC   For each hour spent in the paradise, a visitor regains
         17 Strength saving throw. On a failure, the target is   hit points as if it had spent 1 Hit Die. Also, creatures
         paralyzed for 1 minute. The target can repeat the saving   don't age while in the paradise, although time passes
         throw at the end of each of its turns, ending the effect   normally. Visitors can remain in the paradise for up to
         on a success. This property can't be used again until the   200 days divided by the number of creatures present
         next dawn.                                        (round down).
           Terrify. While holding the rod, you can use an action   When the time runs out or you use an action to end it,
          o force each creature you can see with in 30 feet of you   all visitors reappear in the location they occupied when
         ·o make a DC 17 Wisdom saving throw. On a failure,   you activated the rod, or an unoccupied space nearest
         a target is frightened of you for 1 minute. A frightened   that location. The rod can't be used again until ten days
         target can repeat the saving throw at the end of each of   have passed.
         ;  turns, ending the effect on itself on a success. This
         property can't be used again until the next dawn.   ROPE  OF CLIMBING
                                                           Wondrous item, uncommon
         R on OF THE PACT KEEPER
                                                           This 60-foot length of silk rope weighs 3 pounds and
         ~od,  uncommon (+1),  rare (+2),  or very rare (+3)
                                                           can hold up to 3,000 pounds. If you hold one end of the
         requires attunement by a warlock)
                                                           rope and use an action to speak the command word, the
          \.hile holding this rod, you gain a bonus to spell attack   rope animates. As a bonus action, you can command the
         :-oils and to the saving throw DCs of your warlock spells.   other end to move toward a destination you choose. That
         -he bonus is determined by the rod's rarity.      end moves 10 feet on your turn when you first command
           1n addition, you can regain one warlock spell slot   it and 10 feet on each of your turns until reaching its
         - an action while holding the rod. You can't use this   destination, up to its maximum length away, or until you
         ;Jroperty again until you finish a long rest.     tell it to stop. You can also tell the rope to fasten itself
                                                           securely to an object or to unfasten itself, to knot or
           On  OF RESURRECTION
                                                           unknot itself, or to coil itself for carrying.
         ~od, legendary (requires attunement by a cleric, druid,
                                                             If you tell the rope to knot, large knots appear at
          r paladin)                                       1-foot intervals along the rope. While knotted, the rope
         -:-he rod has 5 charges. While you hold it, you ·can use   shortens to a 50-foot length and grants advantage on
         an action to cast one of the following spells from it: heal   checks made to climb it.
          expends 1 charge) or resurrection (expends 5 charges).   The rope has AC 20 and 20 hit points. It regains 1
           The rod regains 1 expended charge daily at dawn. If   hit point every 5 minutes as long as it has at least 1 hit
         ·· e rod is reduced to 0 charges, roll a d20. On a 1, the   point. If the rope drops to 0 hit points, it is destroyed.
         zod disappears in a burst of radiance.
                                                           ROPE  OF ENTANGLEMENT
         •  On  OF RULERSHIP                               Wondrous item, rare
         ~od, rare (requires attunement)
                                                           This rope is 30 feet long and weighs 3 pounds. If you
         • ·ou can use an action to present the rod and command   hold one end of the rope and use an action to speak its
         :  edience from each creature of your choice that you   command word, the other end darts forward to entangle
         can see within 120 feet of you. Each target must succeed   a creature you can see within 20 feet of you. The target
          :1 a DC 15 Wisdom saving throw or be charmed by you   must succeed on a DC 15 Dexterity saving throw or
         ·  r 8 hours. While charmed in this way,  the creature   become restrained.
           gards you as its trusted leader. If harmed by you or   You can release the creature by using a bonus action
           ur companions, or commanded to do something     to speak a second command word. A target restrained


                                                                                      CHAPTER 7  I TREASURE
                                                                                                              197
   192   193   194   195   196   197   198   199   200   201   202