Rod of Remarkable Gifts

Rod, very rare (requires attunement)

This slender ivory rod has a spiralling crimson stripe painted down its length. It has 3 charges and regains 1 charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod shatters.

While holding it, you can use an action to gently strike another creature, who randomly gains one of the following benefits for 1 hour:

d20 Benefit
1 The target becomes invisible. Anything it is wearing or carrying is invisible so long as it is on the target’s person.
2 The target regains 5 hit points at the start of each of its turns.
3 If the target takes damage, it can use its reaction to shatter into fine dust and reduce the damage to 0. It reassembles into its original form at the end of its next turn in any unoccupied space within 15 feet of its last position. If there are no unoccupied spaces, it remains dust until a space becomes available.
4 Whenever the target does melee damage, it may choose to reroll the damage and must use the new roll.
5 The target transforms into a couatl. Death, hit points, actions, and equipment are treated as per the polymorph spell.
6 The target has truesight with a radius of 120 feet.
7 The target’s Strength score changes to 25.
8 The target has a flying speed of 60 feet.
9 The target transforms into a ghost. Death, hit points, actions, and equipment are treated as per the polymorph spell.
10 The target’s flesh turns to iron and its AC can’t be less than 21, regardless of what kind of armor it is wearing.
11 The target’s hand transforms into a metal tube from which it can cast magic missile (2nd level version) at will.
12 The target’s speed increases by 20 feet and it does not provoke opportunity attacks.
13 The target has resistance to bludgeoning, piercing, and slashing damage.
14 The target can use its action to point to another creature within 60 feet, which must make a successful DC 17 Wisdom saving throw or drop anything it is holding in its hands.
15 The target has advantage on saving throws against spells and other magical effects.
16 The target has advantage on initiative rolls.
17 The target can use its action to choose a creature within 10 feet that it can see. This creature must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane for 1d4 rounds. While there, it is incapacitated.
18 The target’s melee attacks inflict an additional 2d6 necrotic damage.
19 The target transforms into a flesh golem. Death, hit points, actions, and equipment are treated as per the polymorph spell.
20 Whenever the target makes an attack roll or a saving throw, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
Section 15: Copyright Notice

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