{"name":"Rod of Lordly Might","item_type":"Rod","rarity":"Legendary","price":"50,000+ gp","weight":"","properties":"","description":"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.\r\n\r\n[b]Six Buttons:[\/b] 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.\r\n\r\nIf you press [b]button 1[\/b], 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).\r\n\r\nIf you press [b]button 2[\/b], 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.\r\n\r\nIf you press [b]button 3[\/b], 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.\r\n\r\nIf you press [b]button 4[\/b], 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.\r\n\r\nIf you press [b]button 5[\/b], the rod transforms into a handheld battering ram and grants you a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\r\n\r\nIf you press [b]button 6[\/b], 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.\r\n\r\n[b]Drain Life: [\/b]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.\r\n\r\n[b]Paralyze: [\/b]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.\r\n\r\n[b]Terrify:[\/b] While holding the rod, you can use an action to force each creature you can see with in 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.","armor_class":"","strength_requirement":"","weapon_subtype":"None","weapon_damage":"","weapon_secondary_damage":"","weapon_damage_type":"None","weapon_range":"","item_needs_attunement":"1","attunement":"","source":"DMG","image_gallery_id":"","tags":"Adventuring Gear, Magic, Legendary","isShared":"on","templateId":"2999","blockId":"1491727","world":"4fb9d855-142b-4776-972c-9b680c1d330a","folder":"32400"}