Rod of Seven Parts (5e Equipment)

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Rod, artifact (Requires attunement)

Millennia ago, the Wind Dukes of Aqua created the Rod of Law to fight the Queen of Chaos and Miska the Wolf Spider. Miska was imprisoned using the Rod, but after being used, the rod exploded into seven pieces and was lost. Those pieces are scattered across the multiverse, and it is possible to put them together again, reforming the Rod of Law. If you have two consecutive segments of the rod, you may make an Arcana check. The DC equals 20- 1 for each previous check. On a success,the two pieces are fused together. On a failure, you and each creature in a 10 foot radius take 8d6 force damage, and both pieces of the rod teleport 1d100 miles in random directions. If you attempt to join a third part to the second, on a success, it attaches itself successfully. On a failure, the third part teleports away, dealing 4d6 force damage to you and each creature in a 5 foot radius, but you retain the first and second parts. The same applies when you try to join the 4th, 5th, 6th, and 7th pieces. Once put together, the rod functions as a spell casting focus and as a +3 mace.
Random Properties. The Rod of Seven Parts has the following random properties:

  • 3 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property


One Purpose. If you are attuned to any number of the fragments of the rod, they count as only one item that you are attuned to.

Alignment. As long as you are attuned to the rod, it attempts to shift your alignment. Each day, you must make a Wisdom check. The DC equals 10+ 1 for each part of the rod you are attuned to. On a failure, you become lawful neutral. The effect ends if your attainment does.

Spells. Each part of the rod has 25 charges. They stack; if you have the first two pieces, they have a total of 50 charges, and the completed rod has 175 charges. The rod regains a number of charges equal to 1d20x the number of parts of the rod daily at dawn. Also, if a spell is cast on you, the rod regains charges equal to the level of the spell. You can cast the following spells, requiring no material components, expending charges equal to the spell's level. Each time you cast a spell, you can spend additional charges to upcast the spell. Spell List: Mage Hand, Mage Armor, Detect Magic, Detect Thoughts, Hold Person, Charm Person, Sleep, Locate Object, Legend Lore, Scrying, Forcecage, Locate Creature, Dominate Monster, Flesh to Stone, Symbol, Glyph of Warding, Teleport, Teleportation Circle, Magic Circle, Magic Aura, Calm Emotions, Protection from Evil and Good, Counterspell, Dispel Magic, Imprisonment, Gate, Clairvoyance, Antilife Shell, Silence, and Time Stop.

Ability Score Improvement. While attuned to the completed rod, your Intelligence, Wisdom, and Charisma become 21 if they are not already higher.
Destroying the Rod of Seven Parts. Each time you cast a 9th level spell using the Rod, there is a cumulative 1%chance that the rod once again shatters into seven pieces, dealing 24d6 force damage to each creature in a 150 foot radius, and those pieces are then scattered across the multiverse.

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