Dungeon Master's Guide 5e

(Joyce) #1

CHAPTER 7 I TREASURE


MANTLE OF
SPELL RESISTANCE

MANUAL OF
STONE GOLEMS

MANUAL OF CLAY GoLEMs

MAcE OF TERROR

MACE OF TERROR
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it ,
you can use an action and expend 1 charge to release a
wave of terror. Each creature of your choice in a 30-foo
radius extending from you must succeed on a DC 15
Wisdom saving throw or become frightened of you for
1 minute. While it is frightened in this way, a creature
must spend its turns trying to move as far away from y _
as it can, and it can't w illingly move to a space within
30 feet of you. It a lso can't take reactions. For its action
it can use only the Dash action or try to escape from an
effect that prevents it from moving. If it has nowhere it
can move, the creature can use the Dodge action. At the
end of each of its turns, a creature can repeat the savin;
throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges
daily at dawn.

MANTLE OF SPELL RESISTANCE
Wondrous item, rare (requires attunement)
You have advantage on saving throws against spells
while you wear this cloak.

MANUAL OF BODILY HEALTH
Wondrous item, very rare
This book contains health and diet tips, and its words
are charged with magic. If you spend 48 hours over a
period of 6 days or fewer studying the book's contents
and practicing its guidelines, your Constitution score
increases by 2, as does your maximum for that score.
The manual then loses its magic, but regains it in
a century.

MANUAL OF GAINFUL EXERCISE
Wondrous item, very rare
This book describes fitness exercises, and its words are
charged with magic. If you spend 48 hours over a peri
of 6 days or fewer studying the book's contents and
practicing its guidelines, your Strength score increase_
by 2, as does your maximum for that score. The manueL
then loses its magic, but regains it in a century.

MANUAL OF GOLEMS
Wondrous item, very rare
This tome contains information and incantations
necessary to make a particular type of golem. The DM
chooses the type or determines it randomly. To deciph
and use the manual, you must be a spellcaster with at
least two 5th-level spell slots. A creature that can't use
a manual of golems and attempts to read it takes 6d6
psychic damage.

d20 Golem Time Cost
1-5 Clay 30 days 65 , 000 gp
6-17 Flesh 60 days 50,000 gp
18 Iron 120 d ays 100,000 gp
19-20 Stone 90 days 80 , 000 gp
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