Dungeon Master's Guide 5E

(Jeff_L) #1


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Blessings of Moradin. If you are a dwarf attuned to
the axe, you gain the following benefits:
You have immunity to poison damage.
The range of your darkvision increases by 60 feet.
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- You gain proficiency with artisan's tools related to
blacksmithing, brewing, and stonemasonry.
Conjure Earth Elemental. If you are holding the axe,
you can use your action to cast the conjure elemental
spell from it, summoning an earth elemental. You can't
use this property again until the next dawn.
Travel the Depths. You can use an action to touch the
axe to a fixed piece of dwarven stonework and cast the
teleport spell from the axe. If your intended destination
is underground, there is no chance of a mishap or
arriving somewhere unexpected. You can't use this
property again until 3 days have passed.
Curse. The axe bears a curse that affects any non-
dwarf that becomes attuned to it. Even if the attunement
ends, the curse remains. With each passing day, the
creature's physical appearance and stature become
more dwarflike. After seven days, the creature looks like
a typical dwarf, but the creature neither loses its racial
traits nor gains the racial traits of a dwarf. The physical
changes wrought by the axe aren't considered magical
in nature (and therefore can't be dispelled), but they can
be undone by any effect that removes a curse, such as a
greater restoration or remove curse spell.
Destroying the Axe. The only way to destroy the
axe is to melt it down in the Earthheart Forge, where
it was created. It must remain in the burning forge for
fifty years before it finally succumbs to the fire and
is consumed.

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BOOK OF EXALTED DEEDS
Wondrous item, artifact (requires attunement by a
creature of good alignment)
The definitive treatise on all that is good in the
multiverse, the fabled Book of Exalted Deeds figures
prominently in many religions. Rather than being a
scripture devoted to a particular faith, the book's various
authors filled the pages with their own vision of true
virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place.
As soon as the book is read, it vanishes to some other
corner of the multiverse where its moral guidance can
bring light to a darkened world. Although attempts
have been made to copy the work, efforts to do so fail
to capture its magical nature or translate the benefits it
offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings,.
keeps the book's contents secure. Only a creature of
good alignment that is attuned to the book can release
the clasp that holds it shut. Once the book is opened,
the attuned creature must spend 80 hours reading and
studying the book to digest its contents and gain its
benefits. Other creatures that peruse the book's open
pages can read the text but glean no deeper meaning
and reap no benefits. An evil creature that tries to read
from the book takes 24d6 radiant damage. This damage
ignores resistance and immunity, and can't be reduced
or avoided by any means. A creature reduced to 0 hit
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CHAPTER 7 I TREASURE
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points by this damage disappears in a blinding flash
is destroyed, leaving its possessions behind.
Benefits granted by the Book of Exalted Deeds last
only as long as you strive to do good. If you fail to
perform at least one act of kindness or generosity wit
the span of 10 days, or if you willingly perform an evil
act, you lose all the benefits granted by the book.
Random Properties. The Book of Exalted Deeds h~
the following random properties:
2 minor beneficial properties
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- 2 major beneficial properties
Increased Wisdom. After you spend the requisite
amount of time reading and studying the book, your
Wisdom score increases by 2 , to a maximum of 24. Y -
can't gain this benefit from the book more than once.
Enlightened Magic. Once you've read and studied
the book, any spell slot you expend to cast a cleric or
paladin spell counts as a spell slot of one level higher.
Halo. Once you've read and studied the book, you
gain a protective halo. This halo sheds bright light
in a 10-foot radius and dim light for an additionallO
feet. You can dismiss or manifest the halo as a bonus
action. While present, the halo gives you advantage on
Charisma (Persuasion) checks made to interact with
good creatures and Charisma (Intimidation) checks
made to interact with evil creatures. In addition, fiends
and undead within the halo's bright light make attack
rolls against you with disadvantage.
Destroying the Book. It is rumored that the Book 0:
Exalted Deeds can't be destroyed as long as good exi ..
in the multiverse. However, drowning the book in the
River Styx removes all writing and imagery from its
pages and renders the book powerless for ld100 years

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BOOK OF VILE DARKNESS
Wondrous item, artifact (requires attunement)
The contents of this foul manuscript of ineffable
wickedness are the meat and drink of those in ev il's
thrall. No mortal was meant to know the secrets it
contains, knowledge so horrid that to even glimpse the
scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book
Vile Darkness. He recorded in its pages every diseas
idea, every unhinged thought, and every example of
blackest magic he came across or devised. Vecna
covered every vile topic he could , making the book a
gruesome catalog of all mortal wrongs.
Other practitioners of evil have held the book and
added their own input to its catalog of vile knowledge.
Their additions are clear, for the writers of later works
stitched whatever they were writing into the tome or. ·-
some cases, made notations and additions to existing
text. There are places where pages are missing, torn.
or covered so completely with ink, blood, and scratches
that the original text can't be divined.
Nature can't abide the book's presence. Ordinary
plants wither in its presence, animals are unwilling to
approach it, and the book gradually destroys whatever
it touches. Even stone cracks and turns to powder if th~
book rests on it long enough.
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