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.

Table
d100 Common Results
1 A Rock flies out of the staff. Make a ranged spell attack, if it hits the target takes 1 bludgeoning damage.
2 The user is told the name of the target. If it has no name, the user is told what it is.
3 The target makes a Wisdom saving throw, and on a failure is teleported 5 feet in a random direction.
4 A knife flies out of the staff. Make a ranged spell attack, if it hits the target takes 1d4 piercing damage.
5 The user casts nondetection on itself and all targets in a 30 foot radius.
6 The user casts vicious mockery on the target. There is a 1 in 8 chance this is cast on the user instead.
7 The user casts invisibility on itself. There is a 1 in 8 chance this is cast on the target instead.
8 The target's pants fall down. There is a 1 in 8 chance this happens to the user instead.
9 The rod catches fire for 1d4 minutes or until doused. The caster must make a Dex save or take 1d4 fire damage.
10 The rod transforms into a +1 greatsword for 1d6 rounds. It cannot be activated until this effect ends.
11 Nothing 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.
12 The user casts fireball on the target.
13 The user regains their choice of spell slots whose level totals 1d6.
14 The rod regains all spent charges.
15 The user casts acid arrow on the target.
16 daylight shines from the rod and moves with it for 1 hour.
17 The rod sparks and sputters, and all of its remaining charges are expended to no effect.
18 A heavenly chorus is heard as the target regains 4d4 hit points.
19 1d4 live chickens are fired out of the rod.
20 The 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.
21 The 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.
22 Roll again twice on this table, and choose one to take effect.
23 The target temporarily becomes exceptionally beautiful or handsome, regardless of its original appearance, and has advantage on all Charisma checks for the next hour.
24 A 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.
25 A 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.
26 You cast haste on the target.
27 The 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.
28 Torrential 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.
29 The 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.
30 You cast dispel magic on the target.
31 The 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.
32 The rod flies out of your hands, and lands 2d12x5 feet away in a random direction.
33 The 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.
34 Roll 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.
35 The target became invisibile for 1 minute (see invisibility spell)
36 The caster became invisibile for 1 minute (see invisibility spell)
37 Sparkling Sparks: Produces small luminous sparks that float in the air for a moment.
38 The sound wave hits the caster. (Damage: 1d8 thunder)
39 A glow seems to emanate from the target for 1 round, with no practical effects.
40 A ray of light revolves around the target for 1 round, with no practical effects.
41 A luminous spark appears and disappears instantly near the target.
42 The caster loses hearing for 1 minute.
43 The caster is hit by a ray of electrical energy. (Damage: 1d6 electric)
44 An iridescent light wave spreads around the target for 1 round.
45 The caster creates an illusion that replicates their movements, confusing them for 1 minute.
46 Create an energy barrier for 1 round, with no practical effects.
47 Gain resistance to a type of damage for 1 round.
48 A fleeting glow passes through the target for 1 round, with no practical effects.
49 The caster is teleported 3 meters in a random direction but remains suspended in mid-air for one round.
50 Gain 1 hit point every round for 1 minute.
51 A small flame revolves around the target for 1 round, without causing damage.
52 Create a luminous aura around the target for 1 round.
53 Create a floating sphere of light for 1 minute.
54 A luminous spark appears near the target for 1 round, with no practical effects.
55 A wave of cold hits those within a 4-meter radius. (Damage: 1d6 cold)
56 A ray of frost hits a target. (Damage: 1d8 cold)
57 A cage of light surrounds the caster, limiting their movements for 1 round.
58 Immediately heal 1d4 hit points.
59 The caster takes 1d4 damage instead of healing.
60 Shoot a ray of light within 18 meters, illuminating the area for 1 minute.
61 Small luminous sparks appear in the air for 1 round, with no practical effects.
62 Move an object within 5 meters.
63 Create a sphere of ice that melts in 1 round, slowing those involved.
64 The caster is burned by flames. (Damage: 1d6 fire)
65 A breath seems to emanate from the target for 1 round, with no practical effects.
66 Send a lightning bolt in a straight line, hitting those on the trajectory. (Damage: 1d8 electric)
67 A luminous spark dances around the target for 1 round, with no practical effects.
68 The caster is thrown 3 meters in the air and falls to the ground.
69 Absorb a light energy from the target for 1 round, with no practical effects.
70 Cause a target to be unable to discern sounds for 1 minute.
71 A multicolored beam streaks through the air without causing damage.
72 A slab of ice falls on the caster, hindering their movements for 1 round.
73 A lightning bolt strikes the caster. (Damage: 1d8 electric)
74 The caster takes 1d8 + their ability modifier as damage.
75 A rapidly changing color glow revolves around the target for 1 round, with no practical effects.
76 The sound wave hits those nearby. (Damage: 1d6 thunder)
77 A target is thrown 3 meters in the air.
78 Generate an impressive but harmless electric discharge for onlookers.
79 The caster suffers damage from the cold wave. (Damage: 1d6 cold)
80 The light in the surrounding area begins to tremble slightly for 1 round.
81 A glow revolves around the target for 1 round, with no practical effects.
82 Small colored sparks dance around the target for 1 round, with no practical effects.
83 The caster suffers -1d4 on all attack and skill rolls for 1 minute.
84 A gust of wind hits a 4-meter area. (Cosmetic effect, no damage)
85 Gain +2 AC for 1 round.
86 The caster becomes vulnerable to a type of damage for 1 round.
87 The caster loses control of the stone, causing it to fall on themselves.
88 Slightly shake the ground within 3 meters for 1 round.
89 Shadows play around the target for 1 round, with no practical effects.
90 A light object is slightly lifted for 1 round.
91 A small flame suddenly ignites and extinguishes near the target for 1 round.
92 A sound wave hits targets within 3 meters. (Damage: 1d8 thunder)
93 A light wave begins to tremble in the surrounding area for 1 round.
94 The caster suffers 1d6 + their ability modifier as damage.
95 Break an illusion within a 9-meter radius.
96 Create an illusion that replicates the target's movements for 1 minute.
97 The shield turns against the caster, inflicting 1d4 damage.
98 The caster is impeded by the cold, suffering -2 on all checks for 1 round.
99 Create a slight iridescent mist in the surrounding area for 1 round.
100 A flickering flame near the target for 1 round, with no practical effects.


Uncommon Results[edit]

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

Table
d100 Uncommon Results
1 The 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.
2 The rod releases a 25 foot cone of cupid's pollen.
3 The 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.
4 The rod fires 1d6 black bears out its tip.
5 The 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.
6 The 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.
7 The target must make a Wisdom save or swap bodies with the caster for 1 day.
8 The target must make a Wisdom save or swap physical appearances with the caster for 1 day.
9 The 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.
10 A 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.
11 A 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.
12 The weapon closest to the target turns into an oversized variant of itself for 24 hours.
13 You form a telepathic bond with the target.
14 The 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.
15 The 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.
16 The 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.
17 You cast a 7th-level fireball spell at the target. There is a 1 in 8 chance that you cast it on yourself instead.
18 You 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.
19 You 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.
20 The weapon closest to the target becomes magical and has a +3 bonus to attack and damage rolls for 1 minute.
21 The 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.
22 Nothing happens. 24 hours later, the target is affected by a result from the Common Results table.
23 A Dopefish flies 20 feet out of the tip of the staff.
24 Rocks 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.
25 The 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.
26 The 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.
27 A 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.
28 A 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.
29 You must make an Intelligence saving throw or become feebleminded. There is a 1 in 8 chance this afflicts the target instead.
30 Create a blinding ray of light within 18 meters, dealing 1d8 radiant damage (DC Wisdom save for half damage).
31 Send an enchanted projectile dealing 1d10 force damage.
32 A sphere of ice forms around the target, dealing 1d6 cold damage (DC Constitution save for half damage).
33 Temporarily gain +2 to your AC for 1 minute.
34 Strike the target with an electric surge, dealing 1d6 lightning damage.
35 The wand emits a deafening sound in the surrounding area, dealing 1d6 thunder damage (DC Constitution save for half damage).
36 Create a kinetic energy beam that strikes the target, dealing 1d8 force damage.
37 The spell activates but rebounds against the wielder, dealing 1d6 psychic damage.
38 A lightning bolt strikes from the sky, dealing 1d8 lightning damage (DC Reflex save for half damage).
39 A wave of fire engulfs the target, dealing 1d6 fire damage (DC Reflex save for half damage).
40 Gain resistance to a chosen damage type for 1 minute.
41 The wand creates an illusion that confuses the target for 1 round.
42 An explosion of magical energy hits all targets in the area, dealing 1d6 force damage (DC Constitution save for half damage).
43 Create a protective barrier around you, absorbing 1d6 damage for 1 minute.
44 The target is pushed 3 meters into the air.
45 Cast a sonic wave that deals 1d8 thunder damage (DC Constitution save for half damage).
46 Create an area of magical darkness within 9 meters for 1 minute.
47 A blinding radiant light explosion strikes the target, dealing 1d6 radiant damage (DC Wisdom save for half damage).
48 A magical vortex around the target causes confusion for 1 round.
49 The wand generates an ice ray dealing 1d8 cold damage.
50 A surge of electric energy emanates, hitting the target for 1d6 lightning damage.
51 Temporarily gain +1 to all rolls for 1 round.
52 The target is surrounded by a radiant energy glow, dealing 1d4 radiant damage to attackers.
53 Create a sonic shockwave dealing 1d8 thunder damage (DC Constitution save for half damage).
54 A rain of magical stones strikes the surrounding area, dealing 1d6 force damage.
55 A burst of incandescent energy hits the target, dealing 1d8 fire damage (DC Reflex save for half damage).
56 The caster takes 1d6 cold damage (DC Constitution save for half damage) from a wave of cold.
57 A blinding radiant flash hits the target, dealing 1d6 radiant damage (DC Wisdom save for half damage).
58 The target is hindered by a magical net for 1 round.
59 A toxic fog spreads in the surrounding area, causing 1d6 poison damage (DC Constitution save for half damage).
60 The target takes 1d8 psychic damage.
61 Create a sonic shockwave dealing 1d6 thunder damage (DC Constitution save for half damage).
62 A kinetic energy beam strikes the target, dealing 1d6 force damage.
63 A blinding radiant light beam emanates, dealing 1d8 radiant damage (DC Wisdom save for half damage).
64 The target is surrounded by a protective aura, becoming immune to physical damage for 1 round.
65 The wand generates a magical explosion that deals 1d6 damage to all targets in the area (DC Constitution save for half damage).
66 An electric surge strikes the target, dealing 1d6 lightning damage (DC Reflex save for half damage).
67 The target is teleported 3 meters in a random direction.
68 Create an ice sphere that melts in 1 round, slowing those involved.
69 The caster takes 1d4 damage instead of being healed.
70 A blinding radiant light wave hits the target, dealing 1d6 radiant damage (DC Wisdom save for half damage).
71 The target takes 1d8 cold damage.
72 The wand generates an incandescent energy beam, dealing 1d8 fire damage.
73 Temporarily gain +1 to all rolls for 1 round.
74 A magical explosion hits the target, dealing 1d6 force damage (DC Constitution save for half damage).
75 The target is surrounded by dark energy, suffering 1d6 psychic damage.
76 Create a force field protecting the target from damage for 1 round.
77 A kinetic energy wave strikes the target, dealing 1d6 force damage.
78 The caster is hindered by a magical barrier for 1 round.
79 An electric shock hits the target, dealing 1d6 lightning damage.
80 The target is pushed 3 meters into the air and falls to the ground.
81 The wand generates an ice ray dealing 1d8 cold damage.
82 Temporarily gain +2 to your AC for 1 minute.
83 A magical explosion hits all targets in the area, dealing 1d6 force damage (DC Constitution save for half damage).
84 A blinding radiant light beam strikes the target, dealing 1d6 radiant damage (DC Wisdom save for half damage).
85 A wave of fire engulfs the target, dealing 1d6 fire damage (DC Reflex save for half damage).
86 The target is surrounded by a radiant energy glow, dealing 1d4 radiant damage to attackers.
87 Create an illusion that confuses the target for 1 round.
88 A magical explosion hits the target, dealing 1d6 force damage (DC Constitution save for half damage).
89 The target is struck by a toxic fog dealing 1d6 poison damage (DC Constitution save for half damage).
90 A lightning bolt strikes the target, dealing 1d8 lightning damage (DC Reflex save for half damage).
91 Gain resistance to a chosen damage type for 1 minute.
92 The target takes 1d8 cold damage.
93 A kinetic energy wave strikes the target, dealing 1d6 force damage.
94 A blinding radiant light beam strikes the target, dealing 1d6 radiant damage (DC Wisdom save for half damage).
95 Create an illusion that confuses the target for 1 round.
96 An incandescent energy beam strikes the target, dealing 1d8 fire damage.
97 The target is pushed 3 meters into the air and falls to the ground.
98 Temporarily gain +1 to all rolls for 1 round.
99 A sphere of ice forms around the target, dealing 1d6 cold damage (DC Constitution save for half damage).
100 The caster takes 1d8 damage instead of being healed.


Rare Results[edit]

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

Table
d100 Rare Results
1 The 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.
2 A diamond worth 10,000 gp flies out of the staff. Make a ranged spell attack, if it hits the target takes 1 bludgeoning damage.
3 A 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.
4 The 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.
5 A random ability score of the caster's becomes 30 for one hour.
6 The 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.
7 The 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.
8 The target's skin permanently turns into a random color. No saving throw. Can only be reversed with a wish or divine intervention.
9 The 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.
10 A 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.
11 The 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.
12 Nothing happens. 24 hours later, the target is affected by a result from the Uncommon Results table.
13 The 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.
14 The 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.
15 The 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.
16 The 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.
17 The 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.
18 The target becomes immune to all damage until the end of your next turn.
19 A 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.
20 The 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.
21 A 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.
22 The 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.
23 The 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.
24 The 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.
25 The character can create a portal to a known location on another plane of existence once a day.
26 Open a dimensional portal, teleporting targets to a random location.
27 The character can establish a permanent psychic bond with an ally of their choice, allowing them to communicate telepathically at any distance.
28 The character can see through time and space, gaining the ability to perceive past and future events in specific locations.
29 The character can emanate primordial energy within a 9-meter radius, altering the surrounding environment for 1d4 rounds, once a day.
30 Move time backward by 1d4 rounds.
31 Create a magical nuclear explosion dealing 20d10 damage to all targets in the area (Constitution saving throw DC for half).
32 The 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.
33 The character can enter the ethereal plane indefinitely but can only interact with creatures and objects of the ethereal plane.
34 Freeze time for everyone but you for 1d4 rounds.
35 Absorb surrounding arcane energy, completely regenerating your spell slots.
36 Summon an ancient primordial being to fight on your behalf for 1 hour.
37 Grant a target the ability to phase through the Ethereal Plane for 1 hour.
38 Create a new dimensional plane of your choosing.
39 Generate an energy explosion dealing 12d10 void damage in a 6-meter radius (Dexterity saving throw DC for half).
40 Summon one or more powerful elementals to fight for you for 1 hour.
41 The character can create a deformation sphere within a 9-meter radius, altering reality for 1d4 rounds, once a day.
42 Create a void area in a 9-meter radius, dealing 6d8 void damage (Constitution saving throw DC for half).
43 The character can generate a purifying flame, dealing 6d10 fire damage in an 18-meter radius, once a day.
44 The 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.
45 The character can manipulate gravity within a 6-meter radius, altering the direction of gravity at will for 1 minute, once a day.
46 The character can channel primordial energy to completely regenerate their body once a month.
47 Petrify targets in a 6-meter radius (Constitution saving throw DC).
48 The character can temporarily increase the level of a spell of their choice up to level 9 once a day.
49 Become temporarily immortal and immune to all forms of damage (1 hour)
50 Resurrect all dead creatures in the last hour.
51 The character can temporarily combine two planes of existence for 1 hour.
52 The character can summon a cosmic entity to fight alongside them for 1 hour once a month.
53 The character can summon a protective nebula that provides a +5 bonus to all saving throws for 1 minute, once a day.
54 The character can cast a spell of any level without consuming a spell slot, once a day.
55 Transform the target into another creature of your choice.
56 The character can temporarily merge two different locations or environments for 1 hour.
57 Dissolve all active spells within an 18-meter radius.
58 Suspend time for everyone but you for 1 minute.
59 Create a rain of fiery meteors dealing 10d6 fire damage in a 9-meter area (Dexterity saving throw DC for half).
60 The character gains permanent resistance to two types of elemental damage of the player's choice.
61 Cast a ray of disintegration energy dealing 8d6 force damage (Dexterity saving throw DC for half).
62 The character can temporarily project their soul out of the body to explore the astral plane while remaining aware of their physical body's actions.
63 The character can perceive other dimensions, gaining the ability to see invisibles and detect creatures beyond the material plane.
64 The character gains the ability to cast a level 7 divine spell once a month without the need for material components.
65 Create a sphere that annihilates everything within 9 meters, causing 6d10 force damage (Dexterity saving throw DC for half).
66 The character can communicate with intelligent creatures in any known language and understand the communications of any sentient being.
67 Call forth a celestial being to fight on your behalf for 1 hour.
68 The character gets a permanent increase of +2 to two attributes of the player's choice.
69 Once a day, the character can summon a shield around themselves that completely absorbs a chosen attack or spell.
70 Cast a spell of your choice as if using a 9th-level spell, but with permanent duration.
71 Summon a powerful divine lightning strike, dealing 12d10 lightning damage (Dexterity saving throw DC for half).
72 Summon a concentrated lightning storm, dealing 8d12 lightning damage in a 12-meter area (Dexterity saving throw DC for half).
73 Release vital energy, dealing 8d10 damage to all but yourself.
74 Resurrect a creature dead within the last 24 hours.
75 The character's skin becomes strengthened by cosmic energy, increasing the base value of the character's Natural Armor by +3.
76 Open a gateway to another plane for 1 minute.
77 Completely heal all damage taken.
78 The character can temporarily swap minds with another creature for an hour, retaining control of the other's body.
79 The character can summon a celestial entity to ask for advice or assistance once a month.
80 The character gains the ability to summon and control extradimensional creatures, calling allies from the void once a month.
81 Resurrect all deceased creatures within the last hour.
82 The character does not age and cannot be affected by age-related diseases. Physical appearance can change at the player's discretion.
83 Trigger destructive runes in the area, dealing 10d8 magical damage to all targets.
84 Temporarily absorb a target's mind, controlling it for 1d4 rounds.
85 The character can completely obscure the sun in a 1 square kilometer area for 1 hour, once a month.
86 Freeze time for an entire week.
87 Instantly annihilate a chosen creature (Constitution saving throw to negate).
88 Randomly shuffle the positions of targets within a 12-meter area.
89 Summon a lightning storm dealing 10d10 lightning damage in an 18-meter area (Dexterity saving throw DC for half).
90 The 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.
91 The character can consult the universal akasha to obtain an answer to a single question once a month.
92 Send a target to another dimension.
93 Absorb and release destructive energy, dealing 10d12 damage to a target.
94 Radiate vital energy, dealing 10d8 damage to enemies in the area.
95 The character can cast a temporal wave within an 18-meter radius, trapping creatures in the current turn for 1d4 rounds, once a day.
96 Generate a magical energy explosion dealing 12d6 magical damage in a 12-meter area (Dexterity saving throw DC for half).
97 Increase or decrease the size of a chosen creature.
98 The character becomes resistant to physical attacks, reducing non-magical damage taken by 50%.
99 Instantly freeze an area of 15 meters, dealing 8d8 cold damage (Constitution saving throw DC for half).
100 Double the power of a chosen spell.

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