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Magic Items
Dungeon Master’s Guide
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you
Rod of Lordly Might
Legacy
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Magic Items
Basic Rules (2014)
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
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
Monsters
Bigby Presents: Glory of the Giants
and using Wisdom as the spellcasting ability (spell save DC 15):
1/day each: meld into stone, stone shape, wall of stoneDemon worship is rare among stone giants; the destructive tendency of demons is
bloodlust by hunting in them.
Baphomet rewards his most faithful cultists with transformation into demonic stalkers. Such a giant grows an elaborate crown of six horns, and Baphomet gives the stone giant a magic glaive and the ability to call up horns of stone from the earth.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
) check discovers that the black opal in Ras Nsi’s crown is a stone button. If the check succeeds by 5 or more, the character also sees tiny holes hidden among the scales of the Night Serpent carvings
. If a character presses the button in Ras Nsi’s crown, the carvings of the Night Serpent expel a soporific gas that fills the hallway and lingers for 1 minute. Any creature that moves into the gas or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
) check discovers that the black opal in Ras Nsi’s crown is a stone button. If the check succeeds by 5 or more, the character also sees tiny holes hidden among the scales of the Night Serpent carvings
. If a character presses the button in Ras Nsi’s crown, the carvings of the Night Serpent expel a soporific gas that fills the hallway and lingers for 1 minute. Any creature that moves into the gas or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
) check discovers that the black opal in Ras Nsi’s crown is a stone button. If the check succeeds by 5 or more, the character also sees tiny holes hidden among the scales of the Night Serpent carvings
. If a character presses the button in Ras Nsi’s crown, the carvings of the Night Serpent expel a soporific gas that fills the hallway and lingers for 1 minute. Any creature that moves into the gas or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
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: Button 1. A fiery blade sprouts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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. Rods Top to Bottom: Rulership
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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. Rods Top to Bottom: Rulership
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. 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
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
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: Button 1. A fiery blade sprouts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. 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
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
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: Button 1. A fiery blade sprouts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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. Rods Top to Bottom: Rulership
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
doors, barricades, and other barriers. 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
other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Mindguard Crown Wondrous Item, Very Rare (Requires Attunement) While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage. CoupleOfKooks Mindguard Crown
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Mindguard Crown Wondrous Item, Very Rare (Requires Attunement) While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage. CoupleOfKooks Mindguard Crown
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Mindguard Crown Wondrous Item, Very Rare (Requires Attunement) While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage. CoupleOfKooks Mindguard Crown
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
often cajoles bystanders into dancing. On the Story Tracker, jot down the names of characters who give at least one button to Ernest. If one or more of these characters find themselves trapped or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
often cajoles bystanders into dancing. On the Story Tracker, jot down the names of characters who give at least one button to Ernest. If one or more of these characters find themselves trapped or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
often cajoles bystanders into dancing. On the Story Tracker, jot down the names of characters who give at least one button to Ernest. If one or more of these characters find themselves trapped or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When
they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
rare 9 Crown of Whirling Comets 3- Very rare 5 Deck of Dimensions 3- Very rare 6 Deck of Many More Things 4- Legendary 7 Deck of Miscellany 1- Uncommon 6 Deck of Oracles 2- Rare 8 Deck of Wild Cards 3
Magic Items in This Book The Magic Item by Name table presents all magic items in this book. Magic Items by Name Magic Item Rarity Chapter Antimagic Armor 3- Very rare 9 Armor of Fungal Spores 1
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
rare 9 Crown of Whirling Comets 3- Very rare 5 Deck of Dimensions 3- Very rare 6 Deck of Many More Things 4- Legendary 7 Deck of Miscellany 1- Uncommon 6 Deck of Oracles 2- Rare 8 Deck of Wild Cards 3
Magic Items in This Book The Magic Item by Name table presents all magic items in this book. Magic Items by Name Magic Item Rarity Chapter Antimagic Armor 3- Very rare 9 Armor of Fungal Spores 1
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
rare 9 Crown of Whirling Comets 3- Very rare 5 Deck of Dimensions 3- Very rare 6 Deck of Many More Things 4- Legendary 7 Deck of Miscellany 1- Uncommon 6 Deck of Oracles 2- Rare 8 Deck of Wild Cards 3
Magic Items in This Book The Magic Item by Name table presents all magic items in this book. Magic Items by Name Magic Item Rarity Chapter Antimagic Armor 3- Very rare 9 Armor of Fungal Spores 1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When
they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When
they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When
they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When
they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When
they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of
classes
Basic Rules (2014)
has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Fighters are rare enough among the ranks of the militias and armies
their oaths lead them into the service of the crown as leaders of elite groups of knights, but even then their loyalty is first to the cause of righteousness, not to crown and country.
Adventuring
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Interesting Things About the Mror Holds The Mror Holds contain deep reserves of gold, silver, and other rare and precious metals, along with iron and other ores. The Mror dwarves are skilled miners
interactions with the daelkyr. A Mror lord might serve guests from a bottomless cauldron of wine, while another studies strangers using a crown of eyes, claiming that this living artifact reveals all evil intent.






