Rod, uncommon (requires attunement by a Must have more than one level as a wizard or sorcerer.)

Appearance:

This rod is a 20 inch long spiraling twisted copper and mahogany piece with a sculpted hummingbird on one end. It's actually very straight and easy to grip, but to another person it appears deceptively unwieldy.

Magic Properties:

- If the wielder points the rod's top, with the hummingbird sculpture, pointing in a certain direction and uses a bonus action to verbally shout "Zip!"  the rod will take off in a burst of speed in an unwavering straight line in that direction, bringing it's wielder with it, for 25 ft. 

- There is no real momentum to the zip movement outside of it's 25 ft. Even if used over a slippery surface, mid air or underwater the movement will halt in an almost jarring way as if the rod and wielder were simply placed at the ending location. Normal physics will assert themselves soon afterward however, so while there is no forward momentum, gravity while still reassert itself immediately after the zip movement as been concluded.

-The zip movement uses the Zip Rod's 1charge, to be recharged every long rest. The zip movement does not use the wielder's movement action in any way, instead using a bonus action to activate.

- Zip movement interrupted by solid surfaces:  lf the wielder accidentally uses the command word "Zip!" while listlessly pointing the rod's top downward the wielder will immediately burrow 5ft into the solid ground (if it's made of something as malleable as common dirt) and take 1d10 bludgeoning damage, unless, of course, the wielder happens to be 25 ft off the ground when the command word is spoken. The same effect happens if the wielder points it at a wall or ceiling. If the wall, ceiling or floor is made up of anything more dense than packed earth, the wielder does not burrow and just takes the bludgeoning damage. So...casual use of the word "Zip!" can lead to certain conflicts with physical matter if care is not taken while holding this rod.

- If another creature is within the path of the rod's 25ft zip movement, then both that creature and wielder of the rod take 1d10 bludgeoning damage and the creature, if it weighs less than twice the wielder's weight, is pushed 5 ft. The rod and it's wielder will end that zip movement immediately at the location where the creature happened to intercept them before it is pushed 5 ft.

- No Hitch-hiking: The zip movement cannot be used to travel with another creature grappling the wielder or being held by the wielder. The zip movement would instead react the same as if intercepted: It would immediately halt, in this case stopping before it even starts, and damage the wielder along with any other creature making physical contact for 1d10 bludgeoning damage. It is designed to only carry the wielder and objects on their immediate person almost instantly to a set distance, so attempting to do things like tying a carriage loaded with people to yourself and activating the Zip Rod will only end in tears and pain. Mostly pain. 

- No creature or trap can use an opportunity attack against the wielder during the course of a zip movement

- The zip movement is so fast that most creatures will not be able to visually follow it, so the wielder has advantage on a stealth checks if they are concealed at the zip movement's end. This can only be done immediately after the zip movement during the same round it was activated, or the advantage goes away.

Notes: Advantage: Stealth, Must have more than one level as a wizard or sorcerer., Movement, Utility, Focus

Previous Versions

Name Date Modified Views Adds Version Actions
3/23/2019 5:34:35 PM
14
0
5e
Coming Soon
3/24/2019 4:43:49 AM
29
1
D&D 5e v.1 edit
Coming Soon
3/24/2019 5:06:54 AM
29
0
D&D 5e v.1 edit 2
Coming Soon

Item Tags: Movement Utility Focus

Tankard_Tortle

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