Rod of Din (magic item)
From Legends of Hyrule
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Rod, master major
This rod's golden tip glows with a flaming aura, featuring a bright red pearl inscribed with the insignia of Din. While holding it, this tip acts as a hooded lantern, and you have immunity to fire damage. The rod has 25 charges, and regains 3d8 expended charges daily at dawn.
Melee Weapon Attack. In place of any weapon attack you would otherwise be able to make, you can swing the rod, which on a hit deals bludgeoning damage equal to 1d4 + your Strength modifier, plus 1d12 fire damage. You only add your proficiency bonus to this attack roll if you are proficient with rods or fire rods.
Spellcasting. While holding the rod, you can use your action to cast one of the following spells by expending the listed number of charges. Use Intelligence as your casting ability. Unless you are proficient with this rod, you add only half your proficiency bonus to any attack roll and save DC for these spells.
Spells. Scorching ray (2 charges), flame vortex (2 charges), flaming sphere (3 charges), fireball (5 charges), wall of fire (6 charges), incinerate (8 charges), eldin smog (9 charges), bombos (11 charges), din's fist (13 charges). You can overpower any of these spells by expending one extra charge per magic point, not to exceed 11 total charges.
This rod's golden tip glows with a flaming aura, featuring a bright red pearl inscribed with the insignia of Din. While holding it, this tip acts as a hooded lantern, and you have immunity to fire damage. The rod has 25 charges, and regains 3d8 expended charges daily at dawn.
Melee Weapon Attack. In place of any weapon attack you would otherwise be able to make, you can swing the rod, which on a hit deals bludgeoning damage equal to 1d4 + your Strength modifier, plus 1d12 fire damage. You only add your proficiency bonus to this attack roll if you are proficient with rods or fire rods.
Spellcasting. While holding the rod, you can use your action to cast one of the following spells by expending the listed number of charges. Use Intelligence as your casting ability. Unless you are proficient with this rod, you add only half your proficiency bonus to any attack roll and save DC for these spells.
Spells. Scorching ray (2 charges), flame vortex (2 charges), flaming sphere (3 charges), fireball (5 charges), wall of fire (6 charges), incinerate (8 charges), eldin smog (9 charges), bombos (11 charges), din's fist (13 charges). You can overpower any of these spells by expending one extra charge per magic point, not to exceed 11 total charges.