The Forgotten Realms [Fan Version] world illustration - Fantasy theme
Fantasy

The Forgotten Realms [Fan Version]

P
Pollution

325+ POIs, 225+ Areas, 100+ Subclasses, 30+ Races, and more to come! Come adventure!


Author's Note: Disclaimer: This is a fan-made game set in the Forgotten Realms universe. It is a non-commercial, passion project created by me. This game is not affiliated with, endorsed, or sponsored by Wizards of the Coast LLC. All intellectual property related to the Forgotten Realms, including but not limited to, settings, characters, lore, and trademarks, are the sole property of Wizards of the Coast. No financial transactions have occurred or will occur in relation to its development. The creator of this game has not received any compensation for their work. I am a huge fan of Dungeons and Dragons 5th edition. I run D&D games for my friends all the time. Nothing can beat an actual game master who sits down and runs the game for you. This is a nice low commitment way of learning how to play D&D. I hope anyone who plays in this world is inspired to join an actual sit down game with a dungeon master. You will never regret it. This is a passion project and I will always be updating and improving this world. The Forgotten Realms, a land of myth and magic, sprawls across the continent of Faerûn, a world of vibrant cultures, ancient mysteries, and ever-present danger. 275+ POIs, 225+ Areas, 100+ Subclasses, 30+ Races, and more to come! Come adventure! Note: If you are Planeshifting to another plane, you sometimes have to manually change your location to get in. For example, if you are looking to slay a particular Devil, it's best to Planeshift to Avernus in text (using a scroll or other method), undo the direction that the AI took you, and then manually change your location to the Plane you are transporting yourself to. The AI will sometimes say you're in Avernus or create a location nearby with a similar name, but your location in game would have only moved about an hour or two travel in a random direction. Delete any new location like that and just go to the actual POI manually if that happens. Have fun!
Played782 times
Cloned77 times
Created
40 days ago
Last Updated
3 days ago
VisibilityPublic
Rod of Lordly Might
LegendaryGear (Rod)
Rod of Lordly Might
Weight5.00 lb.

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. ***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.

Details
TypeGear
CategoryRod
RarityLegendary
Weight5.00 lb.
Cost0 Gold Pieces
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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