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49 lines
No EOL
3.5 KiB
Markdown
49 lines
No EOL
3.5 KiB
Markdown
---
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obsidianUIMode: preview
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cssclasses: json5e-item
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tags:
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- compendium/src/5e/dmg
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- item/attunement/required
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- item/rarity/legendary
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- item/tier/major
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- item/wondrous/rod
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aliases: ["Rod of Lordly Might"]
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---
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# Rod of Lordly Might
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*Rod, major, legendary (requires attunement)*
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- **Properties**: Requires Attunement
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- **Cost**: ⏤
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- **Weight**: 2.0 lbs.
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This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
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## Six Buttons
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You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
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If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).
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If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
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If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
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If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
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If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
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If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
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## Drain Life
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When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra `4d6` necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
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## Paralyze
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When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is [paralyzed](rules/conditions.md#paralyzed) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
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## Terrify
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While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is [frightened](rules/conditions.md#frightened) of you for 1 minute. A [frightened](rules/conditions.md#frightened) target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
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*Source: SRD / Basic Rules* |