Rods

Metamagic Rod Rod, varies (requires attunement by a spellcaster) This rod has 3 charges. When you cast a spell while holding this rod, you can expend 1 charge to add an additional effect to the spell. The exact effect depends on the type of rod. Each rod can only affect spells cast with slots up to a maximum of a certain level, depending on the rod's rarity. A spell can benefit from the effect of one of these rods only once. The rod regains 1d3 expended charges daily at dawn. Empower. When you roll damage for the spell, you can reroll a number of the damage dice up to your spellcasting ability modifier (minimum of one). You must use the new rolls. Enlarge. The spell's range is doubled. If the spell has an area (such as a line, cube, or sphere), all of its dimensions are doubled. Extend. If the spell has a duration of 1 minute or longer, its duration is doubled. Maximize. The spell deals maximum damage. Quicken. If the spell has a casting time of 1 action, you change the casting time to 1 bonus action. Subtle. The spell has no somatic or verbal components. Rod of... 1st-2nd 3rd-4th 5th-6th Empower Uncommon Rare Very Rare Enlarge Uncommon Rare Very Rare Extend Common Uncommon Rare Maximize Rare Very Rare Legendary Quicken Rare Very Rare Legendary Subtle Common Uncommon Rare

Rod of Cancellation Rod, very rare While holding this rod, you can touch it to a magic item to drain the item of its magical properties. If the object is being worn or carried by a creature that is not incapacitated, that creature can make a DC 17 Dexterity saving throw. On a failed save, the item is touched by the rod. An unattended item is touched automatically. A touched item must succeed on a DC 17 Wisdom saving throw or become permanently nonmagical. The item gains a bonus on this saving throw depending on its rarity (Common, +1; Uncommon, +3; Rare, +5; Very Rare, +7; Legendary, +9). If the item is being worn or carried by a creature, the item uses that creature's Wisdom saving throw modifier if it is higher. After the rod is used in this way, it becomes nonmagical and cannot be used again.

Rod of Flailing Rod, very rare (requires attunement) While holding this rod, you can use a bonus action to transform it into a magic dire flail that grants a +2 bonus to attack and damage rolls made with it, or back into rod form. Additionally, you can use a bonus action to cause the rod to grant you advantage on saving throws and impose disadvantage on attack rolls made against you for 1 minute. The rod need not be in dire flail form to grant this benefit. Once you have used this effect, it can't be used again until the next dawn.

Rod of Flame Extinguishing Rod, rare This rod has 10 charges. While holding this rod, you can use your action to touch the rod to a fire, potentially extinguishing it. To extinguish an instantaneous fire spell, you must ready your action to activate the rod. Continual magical flames, such as those of a flame tongue or a salamander, are suppressed for 1 minute and return after that time. If a fire is larger than a 512,000 cubic feet, the rod only extinguishes a 40-foot radius sphere centered on the point it touches. Touching the rod to a Medium or smaller nonmagical fire automatically extinguishes it without expending charges. Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium or smaller (such as that of a flame tongue or a burning hands spell), expends 1 charge. Extinguishing a Large or larger magical fire (such as that of a fireball spell) expends 2 charges. You can also attempt to touch the rod to a fire elemental, or other creature made of fire. The creature must succeed on a DC 15 Dexterity saving throw or take 6d8 cold damage. Using the rod in the way expends 3 charges. The rod regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod turns to ash and is destroyed.