Rod of Lordly Might

ItemXDMGp. 3002024SRDlegendary
Type
RD|XDMG
Rarity
legendary
Attunement
Required
Weight
2 lb.

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.

Raw data
{
  "name": "Rod of Lordly Might",
  "page": 300,
  "type": "RD|XDMG",
  "light": [
    {
      "dim": 80,
      "bright": 40
    }
  ],
  "srd52": true,
  "__prop": "item",
  "rarity": "legendary",
  "source": "XDMG",
  "weight": 2,
  "entries": [
    "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.",
    {
      "name": "Buttons",
      "type": "entries",
      "entries": [
        "You can press one of the following buttons as a {@variantrule Bonus Action|XPHB}; 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:",
        {
          "type": "list",
          "items": [
            {
              "name": "Button 1",
              "type": "item",
              "entries": [
                "A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed {@variantrule Bright Light|XPHB} in a 40-foot radius and {@variantrule Dim Light|XPHB} for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra {@damage 2d6} Fire damage on a hit."
              ]
            },
            {
              "name": "Button 2",
              "type": "item",
              "entries": [
                "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."
              ]
            },
            {
              "name": "Button 3",
              "type": "item",
              "entries": [
                "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."
              ]
            },
            {
              "name": "Button 4",
              "type": "item",
              "entries": [
                "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."
              ]
            },
            {
              "name": "Button 5",
              "type": "item",
              "entries": [
                "The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength ({@skill Athletics|XPHB}) checks made to break through doors, barricades, and other barriers."
              ]
            },
            {
              "name": "Button 6",
              "type": "item",
              "entries": [
                "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."
              ]
            }
          ],
          "style": "list-hang-notitle"
        }
      ]
    },
    {
      "name": "Drain Life",
      "type": "entries",
      "entries": [
        "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 {@damage 4d6} Necrotic damage, and you regain a number of {@variantrule Hit Points|XPHB} equal to half that Necrotic damage. Once used, this property can't be used again until the next dawn."
      ]
    },
    {
      "name": "Paralyze",
      "type": "entries",
      "entries": [
        "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 {@condition Paralyzed|XPHB} 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."
      ]
    },
    {
      "name": "Terrify",
      "type": "entries",
      "entries": [
        "While holding the rod, you can take a {@action Magic|XPHB} 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 {@condition Frightened|XPHB} condition for 1 minute. A {@condition Frightened|XPHB} 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."
      ]
    }
  ],
  "_category": "Other",
  "reqAttune": true,
  "_entryType": "rod",
  "_textTypes": [
    "rod"
  ],
  "lootTables": [
    "Armaments - Legendary|XDMG"
  ],
  "_attunement": "(Requires Attunement)",
  "_isEnhanced": true,
  "bonusWeapon": "+3",
  "_entrySubType": "",
  "basicRules2024": true,
  "hasFluffImages": true,
  "_valueFromRarity": 20000000,
  "_attunementCategory": "Requires Attunement"
}