This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
Notes: Damage, Control, Utility, Exploration, Combat
Ah, overcompensating for something are we?
this is my favorite magic item.
Really like this weapon great for a fighter, paladin, barbarian, cleric, ranger, monk... absolutely everything is good with it. even would suggest for a wizard or scorcerer b/cos it is a rod (spellcasting focus). only thing I would change would be to make it a +3 spellcasting focus as well.
1/day each
" If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head "
Sir, both of those sides are flanged....
I'm wondering if the Battering Ram is supposed to get the option to have a helper the way the Portable Ram does. generally speaking the help option seems to always be an option so why did the Portable Ram bother to suggest it, unless it's not meant to be offered by default in all situations.
When I attune to this item on the character sheet, it doesn't appear as an option under attacks? Even in it's base +3 Mace form?
I imagine it means opposite the larger end, the end you would use to hit stuff.
A monk can use the mace or spear form as a monk weapon, as well as a flame tongue shortsword. To use the battleaxe or other swords as a monk weapon, you'd either need to be a Kensei and pick a specific one as a Kensei Weapon, or use the Dedicated Weapon optional feature from Tasha's, which requires you to be proficient in the weapon.
Though, it takes a bonus action to switch forms, so if you want to switch between the spear form for accuracy and the flame tongue shortsword for damage, it'll have to be at the expense of an unarmed strike.
I would personally consider a magic item that buffs your unarmed strikes specifically, since it'll also buff your bonus action attacks. The Gloves of Soul Catching are stupid powerful on a Monk, adding 2d10 Force Damage and healing onto each of your strikes.
Why did this show up when I searched for a battleaxe lol