Rod of Dinraal (magic item)
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Rod, legendary major
This rod's tip features the face of a dragon, whose mouth is alight with flame. While holding the rod, this tip acts as a hooded lantern, and you have resistance to fire damage. The rod has 20 charges, and regains 2d10 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 1d10 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). You can overpower any of these spells by expending one extra charge per magic point, not to exceed 10 total charges.
This rod's tip features the face of a dragon, whose mouth is alight with flame. While holding the rod, this tip acts as a hooded lantern, and you have resistance to fire damage. The rod has 20 charges, and regains 2d10 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 1d10 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). You can overpower any of these spells by expending one extra charge per magic point, not to exceed 10 total charges.