This rod has 16 charges. It cannot regenerate charges in any way. Upon running out of charges, it is struck harmlessly by lightning and disappears Depending on how many charges you expend you may complete various different actions. However, you may only use this rod when you are on or within 10 ft of the sea.
you may spend 1 charge to gain the ability to walk on water for 1d4 + 1 hours. This parallels your walking speed and will dissipate if you set foot on dry land.
you may spend 1 charge to cast the control weather spell.
you may discard 3 charges to Create the illusion of a dragon turtle in a space of your choice. It creates the correct sound and looks like a normal dragon turtle. Anybody who sees the turtle must make a constitution save (dc 17) or be frightened of the illusion.
you may spend 10 charges to summon a kraken at any point you can see. The surrounding area is it’s lair and it cannot leave the area unless you allow it to. It will not be aggressive to you and will not target creatures which are your allies. The kraken and it’s charmed creatures will be aggressive towards creatures you specify but you cannot command it otherwise. You are immune to the kraken’s legendary actions, lair actions, and regional effects.
Notes: Creation, Utility, Combat, Consumable, Negates Difficult Terrain
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Posted Apr 17, 2023This is a nifty idea, and I like the additional time frame with the water walking ability. But the charges could use some balancing. 1 charge to cast an 8th level spell, and 3 charges to create an illusion? That is really off-balance. And to summon a CR 23 creature with it seems a little too powerful to still let it have any charges left after that. Might I suggest that the charges be increased to 20, with summoning the kraken taking all 20 charged, and the control weather spell being upped to 5 charges?