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Rod of Lordly Might

D&D 5e · 2024·Rods·Legendary·Requires attunement

Weapon damage
1d6 +3 bludgeoning

Base weapon damage before your ability modifier. Use the calculator to include hit chance and critical hits.

Damage calculator

Hit chance

70%

Expected damage / attack

6.83

Attack bonus

+8

Average normal hit: 9.5 · Average critical hit: 13 · Critical chance: 5%.

Category
Simple weapon
Damage type
Bludgeoning
Reach
5 ft.
Magic attack bonus
+3
Weight
Not specified
Attunement
Required
Rarity
Legendary
Price
Not specified

Magic: Normal form is a +3 Mace; Bonus Action to press or toggle a button.

Calculator assumptions & rules

One attack against a creature. Natural 1 misses; natural 20 hits and doubles damage dice, not flat modifiers. Expected damage includes misses and critical hits. Advantage uses the higher of two d20s; Disadvantage uses the lower. Magic bonuses shown on the item are counted once.

Uses only the weapon’s ordinary hit and the listed on-hit extra dice, when enabled. Class features, Sneak Attack, fighting styles, mastery effects, damage on a miss, special critical-hit effects, ongoing damage, resistance and immunity are excluded. Check the full rules below for additional effects.

Changing calculator inputs does not change the item’s rules or create a new page URL.

What Rod of Lordly Might does

  • Strength can drive this simple weapon’s attack and damage rolls. Add your proficiency bonus to the attack roll only if you are proficient.
  • The base 1d6 +3 weapon damage averages 6.5 before your ability modifier and extra effects. Hit chance matters too: compare expected damage per attack rather than the die alone.
  • This item uses one of your attunement slots. Compare its benefit with the other items you want to keep attuned.
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls 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. Buttons. You can press one of the following 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: Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. 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 rolls and damage rolls made with it. 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 rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. 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. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. 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 failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, 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 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can't be used again until the next dawn. Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.
Full item details & properties

Magic properties

Activation
Normal form is a +3 Mace; Bonus Action to press or toggle a button.
Consumable
No
Weapon forms
Default +3 Mace; buttons 2 and 3 are +3 Battleaxe/Spear. Button 1 is a magic Longsword/Shortsword with +2d6 Fire; no +3 enhancement stated for that form.
Daily powers
Drain Life, Paralyze and Terrify each once until dawn, each DC 17. Full target/activation rules preserved in description.
Weapon damage
Default Mace: 1d6 + 3 bludgeoning, before ability modifier; enhancement included once.
Arcane Focus
Can be used as an Arcane Focus under the general item-category rules.

Weapon details

Damage
1d6 + 3 bludgeoning
Weapon class
Simple Melee

Weapon mastery

Sap

If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

You need a feature, such as Weapon Mastery, that unlocks this property for you.

Tags & related references

Legendary →Arcane FocusDaily FearDaily Life DrainDaily ParalysisMagicalRequires AttunementTransforming RodRod →

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 5.2.1 ↗

This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode. Equipment tables transcribed and visually checked by JustRoll; prices converted to GP; mechanics and tags structured for the catalogue; item summaries paraphrased by JustRoll. The original Open5e import snapshots are retained unchanged.

Creative Commons Attribution 4.0