군주의 힘의 막대(Rod Of Lordly Might)

지팡이, 전설 (조율 필요)

이 지팡이는 머리에 구멍이 뚫린 마법의 철퇴으로, 공격 굴림과 지팡이로 굴린 피해에 +3의 보너스를 부여합니다. 지팡이에는 여섯 개의 버튼이 일렬로 연결되어 있습니다. 아래에 자세히 설명된 세 가지 다른 소품도 있습니다.

버튼. 다음 버튼 중 하나를 누르면 보너스로 행동 버튼의 효과는 다른 버튼을 누르거나 같은 버튼을 다시 누를 때까지 지속되며, 버튼의 효과는 낚싯대가 원래 형태로 되돌아갑니다:

버튼 1. 막대의 플랜지 헤드 끝에서 불타는 칼날이 솟아납니다. 불길은 40피트 반경에 밝은 빛을, 추가로 40피트까지 어두운 빛을 발산하며, 칼날은 적중 시 2d6 추가 피해를 주는 마법 장검 또는 소검(선택)으로 작동합니다.

버튼 2. 지팡이의 플랜지형 머리가 접히면서 초승달 모양의 칼날 두 개가 튀어나와, 지팡이를 마법 전투도끼로 변형시켜 공격 굴림과 지팡이로 굴리는 피해에 +3의 보너스를 부여합니다.

버튼 3. 낚싯대의 플랜지 헤드가 접히고, 낚싯대 끝에서 창 점이 튀어나오며, 낚싯대의 손잡이가 6피트 길이로 늘어나면서 낚싯대가 마법의 창로 변형되어 다음과 같은 효과를 부여합니다.

3의 공격력 보너스와 이 지팡이로 굴리는 피해에 +3의 보너스를 부여합니다.

버튼 4. 지팡이가 등반 장대로 변신합니다.

원문

Rod of Lordly Might

Rod, Legendary (Requires Attunement)

This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has proper- ties associated with six different buttons that are set in a row along the haft. It has three other prop- erties as well, detailed below.

Buttons. You can press one of the following but- tons as 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:

Button 1. A fiery blade sprouts from the end op- posite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit.

Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, trans- forming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it.

Button 3. The rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, trans- forming the rod into a magic Spear that grants a

+3 bonus to attack rolls and damage rolls made with it.

Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bot- tom 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.

Button 5. The rod transforms into a handheld 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 nor- mal 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.

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic dam- age, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn.

Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success.

Once used, this property can’t be used again until the next dawn.

Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.