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
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