Dungeon Master's Guide 5E

(Nancy Kaufman) #1
RoPE oF
ENTANGLEMENT

by the rope can use an action to make a DC 15 Strength
or Dexterity check (target's choice). On a success, the
creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1
hit point every 5 minutes as long as it has at least 1 hit
point. If the rope drops to 0 hit points, it is destroyed.

SADDLE OF THE CAVALIER
Wondrous item, uncommon
While in this saddle on a mount, you can't be
dismounted against your will if you're conscious, and
attack rolls against the mount have disadvantage.

SCARAB OF PROTECTION
Wondrous item, legendary (requires attunement)
If you hold this beetle-shaped medallion in your hand for
1 round, an inscription appears on its surface revealing
its magical nature. It provides two benefits while it is on
your person:


You have advantage on saving throws against spells.
The scarab has 12 charges. If you fail a saving throw
against a necromancy spell or a harmful effect
originating from an undead creature, you can use
your reaction to expend 1 charge and turn the failed
save into a successful one. The scarab crumbles
into powder and is destroyed when its last charge
is expended.

SCIMITAR OF SPEED
Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made
with this magic weapon. In addition, you can make one
attack with it as a bonus action on each of your turns.


SCROLL OF PROTECTION
Scroll, rare


Each scroll of protection works against a specific type of
creature chosen by the DM or determined randomly by
rolling on the following table.


dlOO Creature Type dlOO Creature Type
01-10 Aberrations 41-50 Fey
11-20 Beasts 51-75 Fiends
21-30 Celestials 76-80 Plants
31-40 Elementals 81-00 Undead

Using an action to read the scroll encloses you in a
invisible barrier that extends from you to form a 5-foot-
radius, 10-foot-high cylinder. For 5 minutes, this barrier
prevents creatures of the specified type from entering or
affecting anything within the cylinder.
The cylinder moves with you and remains centered on
you. However, if you move in such a way that a creature
of the specified type would be inside the cylinder, the
effect ends.
A creature can attempt to overcome the barrier by
using an action to make a DC 15 Charisma check.
On a success, the creature ceases to be affected by
the barrier.

SENDING STONES
Wondrous item, uncommon
Sending stones come in pairs, with each smooth stone
carved to match the other so the pairing is easily
recognized. While you touch one stone, you can use an
action to cast the sending spell from it. The target is the
bearer of the other stone. If no creature bears the other
stone, you know that fact as soon as you use the stone
and don't cast the spell.
Once sending is cast through the stones, they can't be
used again until the next dawn. If one of the stones in a
pair is destroyed, the other one becomes nonmagical.

SENTINEL SHIELD
Armor (shield), uncommon
While holding this shield, you have advantage on
initiative rolls and Wisdom (Perception) checks. The
shield is emblazoned with a symbol of an eye.

CHAPTER 7 I TREASURE
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