Greater Rod of Wonder (5e Equipment)

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

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

Table
d100Common Results
1A Rock flies out of the staff. Make a ranged spell attack, if it hits the target takes 1 bludgeoning damage.
2The user is told the name of the target. If it has no name, the user is told what it is.
3The target makes a Wisdom saving throw, and on a failure is teleported 5 feet in a random direction.
4A knife flies out of the staff. Make a ranged spell attack, if it hits the target takes 1d4 piercing damage.
5The user casts nondetection on itself and all targets in a 30 foot radius.
6The user casts vicious mockery on the target. There is a 1 in 8 chance this is cast on the user instead.
7The user casts invisibility on itself. There is a 1 in 8 chance this is cast on the target instead.
8The target's pants fall down. There is a 1 in 8 chance this happens to the user instead.
9The rod catches fire for 1d4 minutes or until doused. The caster must make a Dex save or take 1d4 fire damage.
10The rod transforms into a +1 greatsword for 1d6 rounds. It cannot be activated until this effect ends.
11Nothing visible happens, but the caster must make a Wisdom save or be compelled to point the rod at their own face and shake the rod next round.
12The user casts fireball on the target.
13The user regains their choice of spell slots whose level totals 1d6.
14The rod regains all spent charges.
15The user casts acid arrow on the target.
16daylight shines from the rod and moves with it for 1 hour.
17The rod sparks and sputters, and all of its remaining charges are expended to no effect.
18A heavenly chorus is heard as the target regains 4d4 hit points.
191d4 live chickens are fired out of the rod.
20The rod grows a bowstring. For 1 hour, the rod can be wielded as a +1 shortbow. After 1 hour, the bowstring crumbles the dust and the rod can no longer be wielded in that manner.
21The target must make a Constitution saving throw or suffer from a bad case of hiccups for 1 hour. A hiccuping creature which attempts to cast a spell with verbal components must roll a d6: On a 1-2, the spell fails. The creature may cure its hiccups by eating sugar or drinking water.
22Roll again twice on this table, and choose one to take effect.
23The target temporarily becomes exceptionally beautiful or handsome, regardless of its original appearance, and has advantage on all Charisma checks for the next hour.
24A cream pie flies at the target's face. Make a ranged spell attack. If it hits, the target is blinded until it spends an action cleaning itself off.
25A stream of pressurized water blasts from the staff in a line 5 feet long extending up to the target. Each creature in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line and be knocked prone. The water extinguishes flames in the area as well.
26You cast haste on the target.
27The target immediately uses its reaction to make one weapon attack against the nearest creature, with advantage on its attack roll. If multiple creatures qualify, the target attacks one at random.
28Torrential rain falls for 1 minute in a 60-foot radius, 120-foot high cylinder centered on the target. Creatures within the area have disadvantage on Wisdom (Perception) checks.
29The target must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for 1 minute. While frightened, the target must take the Dash action and move away from the rod by the safest available route on each of its turns, unless there is nowhere to move. If the target ends its turn in a location where it doesn't have line of sight to the rod, the target can make a Wisdom saving throw. On a successful save, the target is no longer frightened.
30You cast dispel magic on the target.
31The next time the target makes an attack roll, ability check, or saving throw, it rolls a d12 and adds the number rolled to the result.
32The rod flies out of your hands, and lands 2d12x5 feet away in a random direction.
33The next time the target makes an attack roll, ability check, or saving throw, it rolls a d12 and subtracts the number rolled from the result.
34Roll a d6. On a 1-3, the target's voice becomes cartoonishly squeaky and high-pitched. On a 4-6, the target's voice becomes abysmally deep and rumbly. This effect lasts for 1 hour, and is irrespective of the target's original vocal quality.
35The target became invisibile for 1 minute (see invisibility spell)
36The caster became invisibile for 1 minute (see invisibility spell)
37Sparkling Sparks: Produces small luminous sparks that float in the air for a moment.
38The sound wave hits the caster. (Damage: 1d8 thunder)
39A glow seems to emanate from the target for 1 round, with no practical effects.
40A ray of light revolves around the target for 1 round, with no practical effects.
41A luminous spark appears and disappears instantly near the target.
42The caster loses hearing for 1 minute.
43The caster is hit by a ray of electrical energy. (Damage: 1d6 electric)
44An iridescent light wave spreads around the target for 1 round.
45The caster creates an illusion that replicates their movements, confusing them for 1 minute.
46Create an energy barrier for 1 round, with no practical effects.
47Gain resistance to a type of damage for 1 round.
48A fleeting glow passes through the target for 1 round, with no practical effects.
49The caster is teleported 3 meters in a random direction but remains suspended in mid-air for one round.
50Gain 1 hit point every round for 1 minute.
51A small flame revolves around the target for 1 round, without causing damage.
52Create a luminous aura around the target for 1 round.
53Create a floating sphere of light for 1 minute.
54A luminous spark appears near the target for 1 round, with no practical effects.
55A wave of cold hits those within a 4-meter radius. (Damage: 1d6 cold)
56A ray of frost hits a target. (Damage: 1d8 cold)
57A cage of light surrounds the caster, limiting their movements for 1 round.
58Immediately heal 1d4 hit points.
59The caster takes 1d4 damage instead of healing.
60Shoot a ray of light within 18 meters, illuminating the area for 1 minute.
61Small luminous sparks appear in the air for 1 round, with no practical effects.
62Move an object within 5 meters.
63Create a sphere of ice that melts in 1 round, slowing those involved.
64The caster is burned by flames. (Damage: 1d6 fire)
65A breath seems to emanate from the target for 1 round, with no practical effects.
66Send a lightning bolt in a straight line, hitting those on the trajectory. (Damage: 1d8 electric)
67A luminous spark dances around the target for 1 round, with no practical effects.
68The caster is thrown 3 meters in the air and falls to the ground.
69Absorb a light energy from the target for 1 round, with no practical effects.
70Cause a target to be unable to discern sounds for 1 minute.
71A multicolored beam streaks through the air without causing damage.
72A slab of ice falls on the caster, hindering their movements for 1 round.
73A lightning bolt strikes the caster. (Damage: 1d8 electric)
74The caster takes 1d8 + their ability modifier as damage.
75A rapidly changing color glow revolves around the target for 1 round, with no practical effects.
76The sound wave hits those nearby. (Damage: 1d6 thunder)
77A target is thrown 3 meters in the air.
78Generate an impressive but harmless electric discharge for onlookers.
79The caster suffers damage from the cold wave. (Damage: 1d6 cold)
80The light in the surrounding area begins to tremble slightly for 1 round.
81A glow revolves around the target for 1 round, with no practical effects.
82Small colored sparks dance around the target for 1 round, with no practical effects.
83The caster suffers -1d4 on all attack and skill rolls for 1 minute.
84A gust of wind hits a 4-meter area. (Cosmetic effect, no damage)
85Gain +2 AC for 1 round.
86The caster becomes vulnerable to a type of damage for 1 round.
87The caster loses control of the stone, causing it to fall on themselves.
88Slightly shake the ground within 3 meters for 1 round.
89Shadows play around the target for 1 round, with no practical effects.
90A light object is slightly lifted for 1 round.
91A small flame suddenly ignites and extinguishes near the target for 1 round.
92A sound wave hits targets within 3 meters. (Damage: 1d8 thunder)
93A light wave begins to tremble in the surrounding area for 1 round.
94The caster suffers 1d6 + their ability modifier as damage.
95Break an illusion within a 9-meter radius.
96Create an illusion that replicates the target's movements for 1 minute.
97The shield turns against the caster, inflicting 1d4 damage.
98The caster is impeded by the cold, suffering -2 on all checks for 1 round.
99Create a slight iridescent mist in the surrounding area for 1 round.
100A flickering flame near the target for 1 round, with no practical effects.


Uncommon Results

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

Table
d100Uncommon Results
1The Rod glows and sizzles, flying out of the caster's hands and hovering in the air. For the next 3 rounds, the rod will use a result from the Common Table on random targets before falling to the ground, all of its charges expended.
2The rod releases a 25 foot cone of cupid's pollen.
3The target must make a Wisdom save or be teleported to a different tabletop setting for 3 rounds. There is a 1 in 8 chance this happens to the user instead. What the target sees changes them, and they are dazed for a round upon returning.
4The rod fires 1d6 black bears out its tip.
5The caster must make a Wisdom save or be transformed into a human indefinitely. This can be reversed with a dispel magic cast with a 5th level or higher spell slot. There is a 1 in 8 chance this affects the target instead.
6The caster becomes invisible, as if affected by a greater invisibility spell for 1d6 days. This does not affect their equipment. There is a 1 in 8 chance this affects the target instead.
7The target must make a Wisdom save or swap bodies with the caster for 1 day.
8The target must make a Wisdom save or swap physical appearances with the caster for 1 day.
9The target must make a Wisdom save or be cursed. Upon falling to 0 HP, the cursed target is reanimated as an undead under the caster's control.
10A Nothic appears, that is 5e SRD:Conditions#Charmed by the caster. There is a 1 in 8 chance that it is charmed by the target instead.
11A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
12The weapon closest to the target turns into an oversized variant of itself for 24 hours.
13You form a telepathic bond with the target.
14The nearest dead creature which has been dead for no longer than 10 days is brought back to life as if by a raise dead spell. If there are multiple dead creatures which can be possibly affected by this result, one is targeted at random.
15The target becomes extremely skinny; Its weight becomes 3/4 the minimum weight for its height. This effect is permanent, although the target can gain weight through normal means.
16The target becomes extremely fat; Its weight becomes 150% of the maximum weight for its height. This effect is permanent, although the target can lose weight through normal means.
17You cast a 7th-level fireball spell at the target. There is a 1 in 8 chance that you cast it on yourself instead.
18You must make a Wisdom save or be transformed into a skeleton of the magical fluke variety indefinitely. This can be reversed with a dispel magic cast with a 5th level or higher spell slot. There is a 1 in 8 chance this affects the target instead.
19You become charmed by the target for 24 hours and regard it as your true love. If the caster is normally incapable of experiencing romantic love, they perceive the target as a platonic soulmate instead. There is a 25% chance that the target is charmed by you instead.
20The weapon closest to the target becomes magical and has a +3 bonus to attack and damage rolls for 1 minute.
21The weapon closest to the target becomes a silly-looking, obviously fake toy weapon for 1 minute. A toy weapon only deals 1 point of damage on a hit, and critical hits with a toy weapon become normal hits. No bonuses to the damage roll apply.
22Nothing happens. 24 hours later, the target is affected by a result from the Common Results table.
23A Dopefish flies 20 feet out of the tip of the staff.
24Rocks fall for 5 rounds in a 60 ft radius around the casting location. All creatures starting their turn in or moving through the area must make a Dexterity save or take 2d6 bludgeoning damage.
25The target must make a Wisdom save or be afflicted with Wonderland's Curse. There is a 1 in 8 chance this afflicts the caster instead.
26The target must make a Constitution save or be transformed into a framed painting of itself. The target remains an inanimate painting until freed by the greater restoration spell or other magic. There is a 1 in 8 chance this afflicts the caster instead.
27A surprised commoner appears. The commoner is not under anyone's control, and he or she acts as a normal, non-adventuring person would in the current situation.
28A delicious smelling, freshly-baked chocolate cake divided evenly into eight slices appears. A creature that eats a slice of the cake is cured of all diseases and poison, becomes immune to poison and to the frightened condition, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 10, and it gains the same number of hit points. These benefits last for 24 hours.
29You must make an Intelligence saving throw or become feebleminded. There is a 1 in 8 chance this afflicts the target instead.
30Create a blinding ray of light within 18 meters, dealing 1d8 radiant damage (DC Wisdom save for half damage).
31Send an enchanted projectile dealing 1d10 force damage.
32A sphere of ice forms around the target, dealing 1d6 cold damage (DC Constitution save for half damage).
33Temporarily gain +2 to your AC for 1 minute.
34Strike the target with an electric surge, dealing 1d6 lightning damage.
35The wand emits a deafening sound in the surrounding area, dealing 1d6 thunder damage (DC Constitution save for half damage).
36Create a kinetic energy beam that strikes the target, dealing 1d8 force damage.
37The spell activates but rebounds against the wielder, dealing 1d6 psychic damage.
38A lightning bolt strikes from the sky, dealing 1d8 lightning damage (DC Reflex save for half damage).
39A wave of fire engulfs the target, dealing 1d6 fire damage (DC Reflex save for half damage).
40Gain resistance to a chosen damage type for 1 minute.
41The wand creates an illusion that confuses the target for 1 round.
42An explosion of magical energy hits all targets in the area, dealing 1d6 force damage (DC Constitution save for half damage).
43Create a protective barrier around you, absorbing 1d6 damage for 1 minute.
44The target is pushed 3 meters into the air.
45Cast a sonic wave that deals 1d8 thunder damage (DC Constitution save for half damage).
46Create an area of magical darkness within 9 meters for 1 minute.
47A blinding radiant light explosion strikes the target, dealing 1d6 radiant damage (DC Wisdom save for half damage).
48A magical vortex around the target causes confusion for 1 round.
49The wand generates an ice ray dealing 1d8 cold damage.
50A surge of electric energy emanates, hitting the target for 1d6 lightning damage.
51Temporarily gain +1 to all rolls for 1 round.
52The target is surrounded by a radiant energy glow, dealing 1d4 radiant damage to attackers.
53Create a sonic shockwave dealing 1d8 thunder damage (DC Constitution save for half damage).
54A rain of magical stones strikes the surrounding area, dealing 1d6 force damage.
55A burst of incandescent energy hits the target, dealing 1d8 fire damage (DC Reflex save for half damage).
56The caster takes 1d6 cold damage (DC Constitution save for half damage) from a wave of cold.
57A blinding radiant flash hits the target, dealing 1d6 radiant damage (DC Wisdom save for half damage).
58The target is hindered by a magical net for 1 round.
59A toxic fog spreads in the surrounding area, causing 1d6 poison damage (DC Constitution save for half damage).
60The target takes 1d8 psychic damage.
61Create a sonic shockwave dealing 1d6 thunder damage (DC Constitution save for half damage).
62A kinetic energy beam strikes the target, dealing 1d6 force damage.
63A blinding radiant light beam emanates, dealing 1d8 radiant damage (DC Wisdom save for half damage).
64The target is surrounded by a protective aura, becoming immune to physical damage for 1 round.
65The wand generates a magical explosion that deals 1d6 damage to all targets in the area (DC Constitution save for half damage).
66An electric surge strikes the target, dealing 1d6 lightning damage (DC Reflex save for half damage).
67The target is teleported 3 meters in a random direction.
68Create an ice sphere that melts in 1 round, slowing those involved.
69The caster takes 1d4 damage instead of being healed.
70A blinding radiant light wave hits the target, dealing 1d6 radiant damage (DC Wisdom save for half damage).
71The target takes 1d8 cold damage.
72The wand generates an incandescent energy beam, dealing 1d8 fire damage.
73Temporarily gain +1 to all rolls for 1 round.
74A magical explosion hits the target, dealing 1d6 force damage (DC Constitution save for half damage).
75The target is surrounded by dark energy, suffering 1d6 psychic damage.
76Create a force field protecting the target from damage for 1 round.
77A kinetic energy wave strikes the target, dealing 1d6 force damage.
78The caster is hindered by a magical barrier for 1 round.
79An electric shock hits the target, dealing 1d6 lightning damage.
80The target is pushed 3 meters into the air and falls to the ground.
81The wand generates an ice ray dealing 1d8 cold damage.
82Temporarily gain +2 to your AC for 1 minute.
83A magical explosion hits all targets in the area, dealing 1d6 force damage (DC Constitution save for half damage).
84A blinding radiant light beam strikes the target, dealing 1d6 radiant damage (DC Wisdom save for half damage).
85A wave of fire engulfs the target, dealing 1d6 fire damage (DC Reflex save for half damage).
86The target is surrounded by a radiant energy glow, dealing 1d4 radiant damage to attackers.
87Create an illusion that confuses the target for 1 round.
88A magical explosion hits the target, dealing 1d6 force damage (DC Constitution save for half damage).
89The target is struck by a toxic fog dealing 1d6 poison damage (DC Constitution save for half damage).
90A lightning bolt strikes the target, dealing 1d8 lightning damage (DC Reflex save for half damage).
91Gain resistance to a chosen damage type for 1 minute.
92The target takes 1d8 cold damage.
93A kinetic energy wave strikes the target, dealing 1d6 force damage.
94A blinding radiant light beam strikes the target, dealing 1d6 radiant damage (DC Wisdom save for half damage).
95Create an illusion that confuses the target for 1 round.
96An incandescent energy beam strikes the target, dealing 1d8 fire damage.
97The target is pushed 3 meters into the air and falls to the ground.
98Temporarily gain +1 to all rolls for 1 round.
99A sphere of ice forms around the target, dealing 1d6 cold damage (DC Constitution save for half damage).
100The caster takes 1d8 damage instead of being healed.


Rare Results

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

Table
d100Rare Results
1The Rod glows and sizzles, flying out of the caster's hands and hovering in the air. For the next 3 rounds, the rod will use a result from the Uncommon Table on random targets before falling to the ground, all of its charges expended.
2A diamond worth 10,000 gp flies out of the staff. Make a ranged spell attack, if it hits the target takes 1 bludgeoning damage.
3A flaying dagger flies out of the staff. Make a ranged spell attack, if it hits the target takes 1d4 piercing damage and is affected by the dagger's magic.
4The caster is indefinitely affected by an enlarge spell. This can be removed with a dispel magic cast with a 7th level or higher spell slot. There is a 1 in 8 chance this affects the target instead. There is also a 1 in 4 chance this is a Reduce spell instead.
5A random ability score of the caster's becomes 30 for one hour.
6The caster is indefinitely affected by a greater invisibility spell. It does not apply to the caster's equipment. This can be removed with a dispel magic cast with a 7th level or higher spell slot. There is a 1 in 8 chance this affects the target instead.
7The caster may make a wish, at the cost of their soul. If the caster dies after making this wish, they can only be revived through another wish, or through divine intervention.
8The target's skin permanently turns into a random color. No saving throw. Can only be reversed with a wish or divine intervention.
9The rod plants itself in the ground, and a fully loaded heavy machine gun appears there. It remains there until destroyed or the rod is removed. The caster gains proficiency in Heavy Machine Guns until the rod is removed.
10A knight paragon appears. He is friendly to you and your companions, and he obeys any verbal commands that you issue him. There's a 1 in 8 chance that the knight is friendly to the target and the target's allies instead, and he obeys the target's verbal commands instead of yours.
11The target is reduced to 0 hit points if they are at 100 hit points or less. There's a 1 in 8 chance this effect happens to the caster instead.
12Nothing happens. 24 hours later, the target is affected by a result from the Uncommon Results table.
13The Caster loses all levels in their current class and gains that many in the Lich class. If they cease to be a lich for any reason, they get their original class levels back.
14The Caster's skin turns to Mithril. Their AC becomes 20, and they gain resistance to bludgeoning, slashing, and piercing damage. This lasts for 24 hours, and can also be reversed with a Dispel Magic cast with a 5th level or higher spell slot. There is a 1 in 8 chance this happens to the target instead.
15The Caster gains 1 size category per round until they become Gargantuan in size. This lasts for 1 minute, whereupon they will decrease in size at the same rate until they reach their original size. There is a 1 in 8 chance this happens to the target instead.
16The Caster begins gaining health equal to their hit dice every round for 1 minute. There is a 1 in 8 chance this happens to the target instead.
17The target is "time warped" 24 hours into the future, where it reappears at its current location. Until the target reappears, it does not exist and cannot be detected or subjected to any effect.
18The target becomes immune to all damage until the end of your next turn.
19A duplicate of the target appears. The duplicate has the same statistics as the target, but only has half the target's hit point maximum and none of the target's equipment. There is a 1 in 8 chance the duplicate is a duplicate of the caster instead.
20The rod transforms into a vorpal greatsword for 1 minute. It cannot be activated until this effect ends. The caster gains proficiency in greatswords until the rod transforms back.
21A heavenly chorus is heard as the target regains all of its hit points. Any effects that reduce one of the target's ability scores or the target's ability score maximum are removed, as are any or all diseases or curses currently affecting the target, including attunement to a cursed magic item. If the target is currently blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned, all of those conditions are removed and the effects that caused those conditions immediately end. If the target has one or more exhaustion levels, all of its exhaustion levels are removed. If the target has any severed or maimed body parts, they are instantly restored and become whole again.
22The target must make a Wisdom saving throw or be transported to one of the lower planes, where it appears in front of an extremely angry balor or pit fiend. If the target manages to kill the fiend, it reappears in its original location. Otherwise, the target must find its own way out. There is a 1 in 8 chance the caster is transported instead.
23The target gains a genocidal hatred of all gnomes. At the start of each of the target's turns, if it is aware of a gnome's location, it must succeed on a DC 20 Wisdom saving throw or go berserk. While berserk, it must use its action each round to attack the nearest gnome. If it can make extra attacks as part of the Attack action, it must use those extra attacks, moving to attack the next nearest gnome after it fells its current target. If the creature has multiple possible targets, it attacks gnome one at random. The creature remains berserk until it starts its turn with no gnomes within 120 feet of you that you can see or hear. The target has advantage on attack rolls against gnomes, and deals 2d6 additional force damage whenever it hits a gnome with an attack. This effect can only be reversed with a wish or divine intervention.
24The target permanently gains the breath weapon ability of a dragonborn of random ancestry. If the target already possesses a breath weapon, the saving throw DC of its breath weapon increases by 2.
25The character can create a portal to a known location on another plane of existence once a day.
26Open a dimensional portal, teleporting targets to a random location.
27The character can establish a permanent psychic bond with an ally of their choice, allowing them to communicate telepathically at any distance.
28The character can see through time and space, gaining the ability to perceive past and future events in specific locations.
29The character can emanate primordial energy within a 9-meter radius, altering the surrounding environment for 1d4 rounds, once a day.
30Move time backward by 1d4 rounds.
31Create a magical nuclear explosion dealing 20d10 damage to all targets in the area (Constitution saving throw DC for half).
32The character can temporarily transform an object into a dimensional portal, allowing anyone who passes through it to emerge in a specific known location by the owner.
33The character can enter the ethereal plane indefinitely but can only interact with creatures and objects of the ethereal plane.
34Freeze time for everyone but you for 1d4 rounds.
35Absorb surrounding arcane energy, completely regenerating your spell slots.
36Summon an ancient primordial being to fight on your behalf for 1 hour.
37Grant a target the ability to phase through the Ethereal Plane for 1 hour.
38Create a new dimensional plane of your choosing.
39Generate an energy explosion dealing 12d10 void damage in a 6-meter radius (Dexterity saving throw DC for half).
40Summon one or more powerful elementals to fight for you for 1 hour.
41The character can create a deformation sphere within a 9-meter radius, altering reality for 1d4 rounds, once a day.
42Create a void area in a 9-meter radius, dealing 6d8 void damage (Constitution saving throw DC for half).
43The character can generate a purifying flame, dealing 6d10 fire damage in an 18-meter radius, once a day.
44The character can slow down or speed up time around themselves in a 6-meter radius. This effect can last up to 1 minute, once a day.
45The character can manipulate gravity within a 6-meter radius, altering the direction of gravity at will for 1 minute, once a day.
46The character can channel primordial energy to completely regenerate their body once a month.
47Petrify targets in a 6-meter radius (Constitution saving throw DC).
48The character can temporarily increase the level of a spell of their choice up to level 9 once a day.
49Become temporarily immortal and immune to all forms of damage (1 hour)
50Resurrect all dead creatures in the last hour.
51The character can temporarily combine two planes of existence for 1 hour.
52The character can summon a cosmic entity to fight alongside them for 1 hour once a month.
53The character can summon a protective nebula that provides a +5 bonus to all saving throws for 1 minute, once a day.
54The character can cast a spell of any level without consuming a spell slot, once a day.
55Transform the target into another creature of your choice.
56The character can temporarily merge two different locations or environments for 1 hour.
57Dissolve all active spells within an 18-meter radius.
58Suspend time for everyone but you for 1 minute.
59Create a rain of fiery meteors dealing 10d6 fire damage in a 9-meter area (Dexterity saving throw DC for half).
60The character gains permanent resistance to two types of elemental damage of the player's choice.
61Cast a ray of disintegration energy dealing 8d6 force damage (Dexterity saving throw DC for half).
62The character can temporarily project their soul out of the body to explore the astral plane while remaining aware of their physical body's actions.
63The character can perceive other dimensions, gaining the ability to see invisibles and detect creatures beyond the material plane.
64The character gains the ability to cast a level 7 divine spell once a month without the need for material components.
65Create a sphere that annihilates everything within 9 meters, causing 6d10 force damage (Dexterity saving throw DC for half).
66The character can communicate with intelligent creatures in any known language and understand the communications of any sentient being.
67Call forth a celestial being to fight on your behalf for 1 hour.
68The character gets a permanent increase of +2 to two attributes of the player's choice.
69Once a day, the character can summon a shield around themselves that completely absorbs a chosen attack or spell.
70Cast a spell of your choice as if using a 9th-level spell, but with permanent duration.
71Summon a powerful divine lightning strike, dealing 12d10 lightning damage (Dexterity saving throw DC for half).
72Summon a concentrated lightning storm, dealing 8d12 lightning damage in a 12-meter area (Dexterity saving throw DC for half).
73Release vital energy, dealing 8d10 damage to all but yourself.
74Resurrect a creature dead within the last 24 hours.
75The character's skin becomes strengthened by cosmic energy, increasing the base value of the character's Natural Armor by +3.
76Open a gateway to another plane for 1 minute.
77Completely heal all damage taken.
78The character can temporarily swap minds with another creature for an hour, retaining control of the other's body.
79The character can summon a celestial entity to ask for advice or assistance once a month.
80The character gains the ability to summon and control extradimensional creatures, calling allies from the void once a month.
81Resurrect all deceased creatures within the last hour.
82The character does not age and cannot be affected by age-related diseases. Physical appearance can change at the player's discretion.
83Trigger destructive runes in the area, dealing 10d8 magical damage to all targets.
84Temporarily absorb a target's mind, controlling it for 1d4 rounds.
85The character can completely obscure the sun in a 1 square kilometer area for 1 hour, once a month.
86Freeze time for an entire week.
87Instantly annihilate a chosen creature (Constitution saving throw to negate).
88Randomly shuffle the positions of targets within a 12-meter area.
89Summon a lightning storm dealing 10d10 lightning damage in an 18-meter area (Dexterity saving throw DC for half).
90The character can focus to connect with the heart of the planet, gaining the ability to communicate with nature and acquire information about the surrounding world.
91The character can consult the universal akasha to obtain an answer to a single question once a month.
92Send a target to another dimension.
93Absorb and release destructive energy, dealing 10d12 damage to a target.
94Radiate vital energy, dealing 10d8 damage to enemies in the area.
95The character can cast a temporal wave within an 18-meter radius, trapping creatures in the current turn for 1d4 rounds, once a day.
96Generate a magical energy explosion dealing 12d6 magical damage in a 12-meter area (Dexterity saving throw DC for half).
97Increase or decrease the size of a chosen creature.
98The character becomes resistant to physical attacks, reducing non-magical damage taken by 50%.
99Instantly freeze an area of 15 meters, dealing 8d8 cold damage (Constitution saving throw DC for half).
100Double the power of a chosen spell.

Back to Main Page 5e Homebrew Equipment Rods

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.