Dungeon Master's Guide 5e

(Joyce) #1
To create a golem, you must spend the time s hown on
the table, working without interruption with the m a nual
at hand and resting no more than 8 hours per day. You
must also pay the specified cost to purchase s upplies.
Once you finish creating the golem, the book is
consumed in eldritch flames. The golem becomes
animate when the ashes of the manual are sprinkled on
it. It is under your control, and it understands and obeys
your spoken commands. See the Monster Manual for its
game statistics.

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

MARINER's ARMOR
Armor (light, medium, or heavy), uncommon
While wearing this armor, you have a swimming speed
equal to your walking speed. In addition, whenever you
start your turn underwater with 0 hit points, the armor
causes you to rise 60 feet toward the surface. The armor
is decorated with fish and shell motifs.

MEDALLION OF THOUGHTS
Wondrous item, uncommon (requires attunement)
The medallion has 3 charges. While wearing it, you can
use an action and expend 1 charge to cast the detect
thoughts spell (save DC 13) from it. The medallion
regains 1d3 expended charges daily at dawn.

MIRROR OF LIFE TRAPPING
Wondrous item, very rare
When this 4-foot-tall mirror is viewed indirectly, its
s urface shows faint images of creatures. The mirror
weighs 50 pounds, and it has AC 11 , 10 hit points, and
vulnerability to bludgeoning damage. It shatters and is
destroyed when reduced to 0 hit points.
If the mirror is hanging on a vertical surface and you
are within 5 feet of it , you can use an action to speak its
command word and activate it. It remains activated until
you use an action to speak the command word again.
Any creature other than you that sees its reflection
in the activated mirror while within 30 feet of it must
succeed on a DC 15 Charisma saving throw or be
trapped, along with anything it is wearing or carrying, in
one of the mirror's twelve extradimensional cells. This
saving throw is made with advantage if the creature
knows the mirror's nature, and constructs succeed on
the saving throw automatically.
An extradimensional cell is an infinite expanse filled
w ith thick fog that reduces visibility to 10 feet. Creatures
trapped in the mirror's cells don't age, and they don't
need to eat, drink, or sleep. A creature trapped within
a cell can escape using magic that permits planar
travel. Otherwise, the creature is confined to the cell
until freed.


MIRROR OF
LIFE TRAPPING

MANUAL OF
BODILY 11EALTH

MEDALLION
OF THOUGHTS

QuiCKNESs OF AcTION

CHAPTER 7 I TREASURE





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