Rod, artifact (requires attunement by a Wonderous Item (Rod), artifact (attunement by any creature besides the Queen of Chaos that tries to attune the rod must make a DC 25 Constitution saving throw. On a successful save the creature takes 16d10 necrotic damage and succeeds on attuning to the item. On a failed save, or when the creature is reduced to 0 hit points from the damage taken from the successful save, the creature dies, and his soul is sent to wander the layers of Chaos for eternity. Only a wish spell or divine intervention can free them. Once you attune this item, you can use its features and your alignment shifts to chaotic evil.))

Once you attune this item, you can use its features and your alignment shifts to chaotic evil. In the hands of one who is attuned to it, the rod can be wielded as a magic melee weapon that grants a +5 bonus to attack and damage rolls made with it. The Rod deals additional 3d10 necrotic damage on a hit. While you hold it, you gain a +5 bonus to spell attack rolls and spell save DC.

Abyssal Immortality. While attuned to this item, the wielder undergoes changes relative to the nature of the attuned individual (DM discretion). As an action the wielder can sacrifice the humanity of any being within 30 feet of the wielder to grant immortality to themselves or another being nearby. The corrupted humanoid rapidly turns into a demon with a CR rating equal to the character's level or CR rating and makes a DC 25 Wisdom saving throw to maintain their mind otherwise matching the personality of the respective demon. The demon transformation is determined by the wielder.

Abyssal Fortitude. You gain a +3 bonus to your Armor Class while holding the rod. 

Spells. The Rod has 7 charges. While holding it you can expend some of its charges to cast one of the following spells from it using the spells required actions. You can increase the spell slot level by one for each additional charge you expend:

  • acid arrow (3rd level version, 1 charge),
  • command (1 charge)
  • cone of cold (3 charges)
  • counter-spell (3 charges)
  • eldritch blast (17th level, 0 charges)
  • inflict wounds (3rd level version, 1 charge)
  • lightning bolt (1 charge)
  • wall of force (3 charges) 

The rod regains 1d4+3 expended charges each day at dawn.

When the Queen of Chaos or a follower blessed by her casts a spell from it, they do so use 2 fewer charges than normal (minimum of 0).

Protection of Chaos. As a reaction when you are targeted by an attack, you can expend 2 charges of the rod to activate Protection of Chaos. Until the end of your next turn, any damage dealt to you heals for that amount instead.

Reverie of Apocalypse. As an action, you can encase yourself in a protective barrier which heals you and stops enemies from attacking you. The barrier acts as a globe of invulnerability. The Reverie of Void lasts for three rounds.

  • In the first round, the wielder is automatically purged of any unwanted spell effects or conditions.
  • In the second round, the wielder is purged of any diseases, poisons, or physical maladies (including lost body parts).
  • In the third rounds, the wielder is healed to full hit points and feels as though they just rested a full day, regaining spells and class abilities accordingly.

Once you use this property of the rod, you can't use it until the next dawn.

Chaotic Loyalty. You can use an action to present the rod and incite corruption inside each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 25 wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its unmatched superior, and their alignment changes to chaotic. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. Once you use this property of the rod, you can't use it until the next dawn.

Innate Corruption. 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 25 Wisdom saving throw. On a failure, the target gains a short-term madness for 1 minute from the table of madness. A maddened 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 next dawn.

Destroying the Spinel Rod. While the Spinel Rod remains in the abyss, the Rod is unaffected by all means of damage. If the Rod is removed from the abyss the rod can be destroyed by taking it into an anti-magic field or dead magic zone and destroying it as one would any mundane scepter.

Abyss Summon. As an action when you cast a spell, as a bonus action you can expend 4 charges of the rod to summon a fiend created from a spinel crystal consumed in the summoning. The summoned creature enters combat in its own initiative on the following round after being summoned. 

Notes: Bonus: Melee Attacks, Bonus: Spell Save DC, Bonus: Spell Attacks, Bonus: Armor Class, Notes: Bonus: Armor Class, Bonus: Spell Attacks, Bonus: Spell Save DC, any creature besides The Queen of Chaos that tries to attune the rod must make a DC 25 Constitution saving throw. On a successful save the creature takes 16d10 necrotic damage and succeeds on attuning to the item. On a failed save, or when the creature is reduced to 0 hit points from the damage taken from the successful save, the creature dies, and his soul is sent to the nine hells for all eternity. Only a wish spell or divine intervention can free them. Once you attune this item, you can use its features and your alignment shifts to chaotic evil. - Credit to Jump123's Ruby Rod., Wonderous Item (Rod), artifact (attunement by any creature besides the Queen of Chaos that tries to attune the rod must make a DC 25 Constitution saving throw. On a successful save the creature takes 16d10 necrotic damage and succeeds on attuning to the item. On a failed save, or when the creature is reduced to 0 hit points from the damage taken from the successful save, the creature dies, and his soul is sent to wander the layers of Chaos for eternity. Only a wish spell or divine intervention can free them. Once you attune this item, you can use its features and your alignment shifts to chaotic evil.), Combat

Item Tags: Combat

Jrex26

Comments

Posts Quoted:
Reply
Clear All Quotes