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Rod of Lordly Might

D&D 5e · 2014·Rods·Legendary·Requires attunement

Rod of Lordly Might

Rod, Legendary · requires attunement


Type
Rods
Weight
Not specified
Attunement
Required
Rarity
Legendary
Price
Not specified

Magic. Normal mace, battleaxe and spear forms give +3 attack/damage; button 1 becomes Flame Tongue without an extra stated +3. Six buttons use Bonus Actions. Drain Life, Paralyze and Terrify each have a separate once-until-dawn limit and DC 17; full targets/saves remain in the description.

What Rod of Lordly Might does

  • This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
Rod of Lordly MightRod, Legendary · requires attunement
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls 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. Six Buttons. 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. 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. 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. 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. 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. 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. 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. Drain Life. 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 takes 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. Paralyze. 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 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. Terrify. 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 of you for 1 minute. A 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.
Full item details & properties

Magic properties

Activation
Normal mace, battleaxe and spear forms give +3 attack/damage; button 1 becomes Flame Tongue without an extra stated +3. Six buttons use Bonus Actions. Drain Life, Paralyze and Terrify each have a separate once-until-dawn limit and DC 17; full targets/saves remain in the description.
Consumable
No
2014 rules
Normal mace, battleaxe and spear forms give +3 attack/damage; button 1 becomes Flame Tongue without an extra stated +3. Six buttons use Bonus Actions. Drain Life, Paralyze and Terrify each have a separate once-until-dawn limit and DC 17; full targets/saves remain in the description.

Tags & related references

NecroticLegendary →Finite Daily PowersMagicalRequires AttunementTransforming WeaponRod →

Rod of Lordly Might FAQ

Does Rod of Lordly Might require attunement?

Yes. You need to attune to this item to use the properties that require attunement.

Is the listed price a guaranteed purchase price?

The source does not specify a price for this entry. Ask your GM about availability and cost.

Rules source: System Reference Document 5.1 ↗

This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. JustRoll independently checked 2014 item text, tables, properties, prices and weights against official SRD 5.1; converted currency to GP and structured mechanics and edition-specific tags. Identity links to 2024 do not transfer rules. Original API snapshots remain unchanged.

Creative Commons Attribution 4.0