Page 213 - Dungeon Master's Guide
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WEAPON, +1, +2, OR +3
dlOO Effect
Weapon (any), uncommon (+1), rare (+2), or very rare (+3)
54-58 You cast darkness.
59-62 Grass grows on the ground in a 60-foot radius You have a bonus to attack and damage rolls made with
this magic weapon. The bonus is determined by the
centered on the target. If grass is already there,
weapon's rarity.
it grows to ten times its normal size and remains
overgrown for 1 minute.
WEAPON OF WARNING
63- 65 An object of the DM 's choice disappears into the Weapon (any), uncommon (requires attunement)
Ethereal Plane. The object must be neither worn
This magic weapon warns you of danger. While
nor carried, within 120 feet of the target, and no
the weapon is on your person, you have advantage
larger than 10 feet in any dimension.
on initiative rolls. In addition, you and any of your
66-69 You shrink yourself as if you had cast enlarge/ companions within 30 feet of you can't be surprised,
reduce on yourself. except when incapacitated by something other than
70- 79 You cast fireball. nonmagical sleep. The weapon magically awakens you
80-84 You cast invisibility on yourself. and your companions within range if any of you are
85-87 Leaves grow from the target. If you chose a point in sleeping naturally when combat begins.
space as the target, leaves sprout from the creature
WELL OF MANY WORLDS
nearest to that point. Unless they are picked off,
Wondrous item, legendary
the leaves turn brown and fall off after 24 hours.
This fine black cloth, soft as silk, is folded up to the
88- 90 A stream of 1 d4 x 10 gems, each worth 1 gp,
dimensions of a handkerchief. It unfolds into a circular
shoots from the wand 's tip in a line 30 feet long
sheet 6 feet in diameter.
and 5 feet wide. Each gem deals 1 bludgeoning
You can use an action to unfold and place the well of
damage, and the total damage of the gems is
many worlds on a solid surface, whereupon it creates a
divided equally among all creatures in the line.
two-way portal to another world or plane of existence.
91-95 A burst of colorful shimmering light extends from Each time the item opens a portal, the DM decides
you in a 30-foot radius. You and each creature in where it leads. You can use an action to close an open
the area that can see must succeed on a DC 15 portal by taking hold of the edges of the cloth and
Constitution saving throw or become blinded for folding it up. Once well of many worlds has opened a
1 minute. A creature can repeat the saving throw portal, it can't do so again for ld8 hours.
at the end of each of its turns, ending the effect on
WIND FAN
itself on a success.
Wondrous item, uncommon
96-97 The target's skin turns bright blue fo r 1d10 days. If
While holding this fan, you can use an action to cast the
you chose a point in space, the creature nearest to
gust of wind spell (save DC 13) from it. Once used, the
that point is affected .
fan shouldn't be used again until the next dawn. Each
98-00 If you targeted a creature, it must make a DC 15
time it is used again before then, it has a cumulative 20
Constitution saving throw. If you didn't target a
percent chance of not working and tearing into useless,
creature, you become the target and must make
nonmagical tatters.
the saving throw. If the saving throw fails by 5 or
more, the target is instantly petrified. On any other
failed save, the target is restrained and begins to
turn to stone. While restrained in this way, the
target must repeat the saving throw at the end of
its next turn , becoming petrified on a failure or
ending the effect on a success. The petrification
lasts until the target is freed by the greater
restoration spell or similar magic.
TRIDENT OF WARNING
CHAPTER 7 I TREASURE
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