Greater Rod of Wonder (5e Equipment)

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Rod, rare

This rod has 6 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll 1d100 to see what happens, adding your character level or your CR (if you are a monster) to the result. This rod has a huge variety of possible effects, so many that a single table is not enough: If the result of the roll is from 0-75, roll on the Common Results table. If the roll is from 76-94, roll on the Uncommon Results table. If the roll is 95 or higher, roll on the Rare Results table.

If the effect causes you to cast a spell from the rod, the spell's save DC is the higher of 15 or your spell save DC if applicable. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If, for whatever reason, the rod activated itself, it uses the spell save DC of the last person to use it.

If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.

The rod regains 1d6 expended charges daily at evening. If you expend the rod's last charge, roll a d20. On a 20, the rod regains all expended charges.

Common Results[edit]

Roll a d100. If the result is higher than the current number of results, roll again.

Uncommon Results[edit]

Roll a d100. If the result is higher than the current number of results, roll again.

Rare Results[edit]

Roll a d100. If the result is higher than the current number of results, roll again.


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