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Nerdarchy > Dungeons & Dragons  > D&D 5E Magic Item – Manual of Siraq

D&D 5E Magic Item – Manual of Siraq

The Manual of Siraq is a custom magic item available for Dungeons and Dragon 5E Dungeon Masters to choose to include in their games.

Manual of Siraq magic item

Wondrous Item, very rare
magic item

This small book appears to be filled with script describing incorrectly how to fletch arrows. However, it’s actual, valuable, voluminous information cannot be read from the book, but instead it is instantly imprinted into the mind of a character who activates the Manual of Siraq by taking three actions (in order): 1) feeding an animal, 2) taking one step on firm ground and, 3) holding the Manual of Siraq in front of themselves with both hands.

Once the Manual of Siraq is activated, the activating character receives all knowledge currently held in the Manual of Siraq. The knowledge held in the Manual Siraq is hundreds of pages of detailed information on every race, creature and monster known to Siraq, a powerful Druid who dedicated her life to capturing every detail in script and drawings about the races, magic itemcreatures and monsters she encountered during her travels as well as all of the knowledge the Siraq’s Illuminated have continued to gather detailing the races, creatures and monsters they have encountered across every plane since Siraq’s death).

Any player whose character has activated the Manual of Siraq may consult the Monster Manual during game play and immediately use the information found in the Monster Manual to interact with or combat a race,
creature or monster they are confronted with during game play as though their character had all the knowledge within the Monster Manual as knowledge their character knows from its imprinting from the Manual of Siraq.

Activating the manual does not cause it to lose its magic.

(DnD 5E Printable Template at this link)

The Manual of Siraq can be found on fallen adventurers and is sometimes given to adventurers by Siraq’s Illuminated.  

Siraq’s Illuminated Outrider – Nelchae

Female Half Elf Hermit (10 Hit Dice), Chaotic Good

Armor Class: 13 (Padded)

Hit Points: 65 (10d8 +20)

Speed: 30ft (9m / 6 sqr)

Proficiency: +2

Attributes: STR 12 (+1) DEX 14 (+2) CON 14 (+2) INT 11 (+0) WIS 15 (+2) CHA 10 (+0)

Skills: Acrobatics +4, Religion +2, Nature +2, Insight +4

Challenge: 1/2 (100 XP)

Racial Features

Ability Modifiers: +2 Cha, +1 to Con and +1 Int

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

D&D

Darkvision: 60ft (18m / 12sqr)

Skill Versatility: You gain proficiency in two skills

Languages: Common, Elvish and Dwarvish

Actions

Multiattack. The Hermit makes two weapon melee attacks or two ranged attacks.

Quarterstaff. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit: 4 (1d6 +1 ) bludgeoning damage. (Properties: Versatile (1d8),)

Javelin. Melee Weapon Attack +3 to hit, range 30/120, one target. Hit: 4 (1d6 +1 ) piercing damage. (Properties: Thrown: range 30/120,)

Items

Decanter of Endless Water – Ring of Swimming

CLOSING THOUGHTS

D&D

The Manual of Siraq is an unusual D&D 5E magic item. Next week I will share exactly why this magic item was created and why it should be made available as soon as possible to most Dungeons and Dragon 5E players. Thank you.

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Scott Garibay

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