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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
This doesn't reflect the latest rules and lore.
Learn More
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
Intellect Devourer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless
","rollAction":"Devour Intellect"}: If the total equals or exceeds the target’s Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of
Monsters
Spelljammer: Adventures in Space
Explode. When the captain is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 16 (3d10
. A Humanoid reduced to 0 hit points by this attack dies and instantly transforms into a free-willed shadow or vampirate (captain’s choice) under the DM’s control.
Heavy Crossbow. Ranged
Magic Items
Tasha’s Cauldron of Everything
sight of the servant, starting with those threatening the artifact— preferably using the servant, if possible.
Self-Destruct. By inputting a specific series of lever pulls and button presses
, the servant’s two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM determines how
Monsters
Icewind Dale: Rime of the Frostmaiden
Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it's wearing or carrying is not transformed.
Sense Magic. The tomb tapper senses magic within 30
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
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->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->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->Waterdeep: Dungeon of the Mad Mage
24 hours. The right button is engraved with a larger human stick figure and functions like the left button, except the creatures in the alteration chamber are enlarged instead of reduced. If a
it once was. The tapestry has AC 5, 33 hit points, immunity to poison damage, and vulnerability to fire damage. If it is reduced to 0 hit points, the tapestry is destroyed. The characters gain no XP
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24 hours. The right button is engraved with a larger human stick figure and functions like the left button, except the creatures in the alteration chamber are enlarged instead of reduced. If a
it once was. The tapestry has AC 5, 33 hit points, immunity to poison damage, and vulnerability to fire damage. If it is reduced to 0 hit points, the tapestry is destroyed. The characters gain no XP
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24 hours. The right button is engraved with a larger human stick figure and functions like the left button, except the creatures in the alteration chamber are enlarged instead of reduced. If a
it once was. The tapestry has AC 5, 33 hit points, immunity to poison damage, and vulnerability to fire damage. If it is reduced to 0 hit points, the tapestry is destroyed. The characters gain no XP
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->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->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
Backgrounds
Sword Coast Adventurer's Guide
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
strong code of honor or sense of propriety that others don’t comprehend.
4
I express affection or contempt in ways that are unfamiliar to others.
5
I begin or end my day with small
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->Tomb of Annihilation
triggers a trap within it: Pushing the onyx button forces any creature inside the onyx chest to succeed on a DC 15 Constitution saving throw or take 75 (10d6 + 40) force damage. A creature reduced to 0
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
triggers a trap within it: Pushing the onyx button forces any creature inside the onyx chest to succeed on a DC 15 Constitution saving throw or take 75 (10d6 + 40) force damage. A creature reduced to 0
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
triggers a trap within it: Pushing the onyx button forces any creature inside the onyx chest to succeed on a DC 15 Constitution saving throw or take 75 (10d6 + 40) force damage. A creature reduced to 0
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
New Ability Scores: Honor and Sanity If you’re running a campaign shaped by a strict code of honor or cosmic horror, consider adding one or both these new ability scores: Honor and Sanity. These
score, you can use Charisma for Honor and Wisdom for Sanity. Honor Score If your campaign involves cultures where a rigid code of honor is part of daily life, consider using the Honor score as a means
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
New Ability Scores: Honor and Sanity If you’re running a campaign shaped by a strict code of honor or cosmic horror, consider adding one or both these new ability scores: Honor and Sanity. These
score, you can use Charisma for Honor and Wisdom for Sanity. Honor Score If your campaign involves cultures where a rigid code of honor is part of daily life, consider using the Honor score as a means
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
button presses, the servant’s two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM
code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other. If the crew members successfully implement the code, at the end of the third round, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
New Ability Scores: Honor and Sanity If you’re running a campaign shaped by a strict code of honor or cosmic horror, consider adding one or both these new ability scores: Honor and Sanity. These
score, you can use Charisma for Honor and Wisdom for Sanity. Honor Score If your campaign involves cultures where a rigid code of honor is part of daily life, consider using the Honor score as a means
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
button presses, the servant’s two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM
code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other. If the crew members successfully implement the code, at the end of the third round, the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
button presses, the servant’s two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM
code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other. If the crew members successfully implement the code, at the end of the third round, the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
check, Gargenhale won’t agree to an alliance unless Krux and the characters join his fleet, adhere to the Pirate Code (see the “Pirate Code” sidebar), and call him Admiral Gargenhale. As the captain of






