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Rod of Thunder and Lightning

Rod, very rare

Constructed of iron set with silver rivets, this rod acts as a +2 mace. In addition, you can use the following powers.

  • Lightning: Once per day, you can cause a short spark of electricity to leap forth when the rod strikes an opponent to deal an extra 2d6 lightning damage.
  • Lightning stroke: Once per day you can use an action to cause the rod to shoot out a 5-foot-wide, 200-foot-long lightning bolt. Each creature along the path must make a DC 16 Dexterity saving throw, taking 9d6 lightning damage on a failure or half as much on a success.
  • Thunder: Once per day, the rod can strike as a +3 mace, and the opponent struck must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. You must decide whether to use this power before you make your attack roll.
  • Thunderclap: Once per day as an action, you can cause the rod to give out a deafening noise. Each creature within 30 feet that can hear must make a DC 15 Constitution saving throw. A creature that fails takes 3d6 thunder damage and is deafened for 1 minute. A creature that succeeds takes half the damage and is not deafened.
  • Thunder and Lightning: Once per week as an action, you can combine the thunderclap power with a lightning bolt. The thunderclap affects all creatures within 10 feet of the bolt. The lightning stroke deals 9d6 lightning damage, and the thunderclap deals 3d6 thunder damage. A single DC 15 Dexterity saving throw applies to halve the damage from both effects.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene