A magical rod that functions as a magic kali stick that grants a +1 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 shaft.
Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts the duration listed, 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 the wielder loses consciousness, it reverts to its normal form.
If you press button 1, the end opens and one stored charge of find traps is fired from the end. The rod has two stored charges that replenish at dawn.
If you press button 2, the end opens and one stored charge of magic missile is fired from the end. This single charge replenishes daily at dawn.
If you press button 3, the end opens and a magical rope extends enchanted with rope trick. This single charge replenishes daily at dawn.
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.
Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Bonus: Magic, the user over a short rest., Damage, Control, Utility, Exploration, Combat, Light, Slow
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