Rod of Seven

This is the list of the Pieces of Seven designed for D&D
5e.

## Rod of Wind

Rod, artifact (requires
attunement)

While attuned to the rod, you
gain the following benefits.

·
Your
movement speed increases by 10 feet.

·
Your
footsteps become light enough that you don’t set off pressure plates and other
similar non-magical devices based on weight.

·   You can understand and speak
Auran.

You
can use a bonus action to summon a blade of wind from the rod. The rod becomes
a magical scimitar with a +2 bonus to attack and damage rolls made with it. You
can dismiss the blade as a free action.

## Rod of Sand

Rod, artifact (requires
attunement)

You have tremorsense 30 while
you hold this rod. This property only functions on sand or loose soil.

***Binding Sand.*** The rod has 3 charges. You can
use an action and expend a charge to attempt to bind a creature with sand. You
can target one creature of size Large or smaller in contact with sand or loose
soil. The creature makes a DC 17 Strength saving throw. On a failed save, it is
restrained for 1 minute. It can repeat the saving throw at the end of its turn,
ending the effect on a success. The rod regains all expended charges at dawn.

***Sand Form.*** You can use an action to turn
into a cloud of sand. This ability functions identically to *gaseous form*, except that you can only
target yourself and the rod maintains concentration for you.

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

## Rod of Magma

Rod, artifact (requires
attunement)

You have immunity to fire damage
while you hold this rod.

***Molten Eruption.*** The rod has 7 charges. You can
use an action and expend a charge to cause a 10-foot square of solid ground at
least 1 foot thick that you can see within 60 feet to become heated. The heated
ground lasts until the start of your next turn, when magma erupts from it in a
10-foot cube above the ground. Each creature in the area must make a Dexterity
saving throw. A creature takes 6d6 fire damage on a failed saving throw, and
half as much damage on a successful one.

For the
next minute, the area becomes molten. The molten area is difficult terrain and
any creature that starts its turn in the area or moves there for the first time
on its turn takes 2d6 fire damage. If the molten area takes 10 points of cold
damage, it becomes stone, and it no longer deals any damage.

The rod regains 1d4 +3 expended
charges daily at dawn.

***Lava Walk.*** You can use an action to cast *water walk* as a 3rd level spell, except
the spell allows targets to walk on lava instead of water. While the spell
persists, the targets of the spell take no damage from lava.

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

## Rod of Slime

Rod, artifact (requires
attunement)

You have resistance to acid
damage while you hold this rod.

Additionally,
your body can alter its form to repair itself. You regenerate lost limbs or
other body parts after you take a long rest. This regeneration does not occur
if you are dead. You also gain all of your expended hit dice after a long rest.

You
gain the ability to temporarily deconstruct your body. When you take damage,
you can use your reaction to instead take only half damage from the source.
When you do this, you and any items you are carrying collapse into a pile of
ooze. You can immediately move up to half your speed without provoking
opportunity attacks, and ignoring difficult terrain. You then reform.

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

Control Slime you can command slimes up to CR 5

## Rod of Crystal

Rod, artifact (requires
attunement)

While attuned to this rod, small
crystalline growths slowly begin to appear on your body. After being attuned to
the rod for 8 hours, you are considered made of crystal for the purposes of
spells and effects such as *shatter*.
These growths fade slowly upon unattuning from the rod, ending their effect
after 8 hours.

***Crystalize Metal.*** You can use an action to
crystalize a piece of metal that can fit into a 5-foot cube. Any metal
crystalized this way behaves like adamantine, including weapons and armour. The
metal remains crystalized until you crystalize a different piece of metal.

 Whenever a non-magical crystalized object not
carried or worn is subjected to thunder damage, it takes 2d6 thunder damage,
ignoring resistances and immunities.

Whenever
a non-magical crystalized weapon is subjected to thunder damage, it takes a
permanent and cumulative -1 penalty to damage rolls. If its penalty drops to
-5, it is destroyed.

Whenever
non-magical crystalized amour is subjected to thunder damage, it takes a
permanent and cumulative -1 penalty to the AC it offers. Armour reduced to an
AC of 10 or a shield reduced to a +0 bonus is destroyed.

***Create Golem.*** You can spend 1 hour performing
a ritual with the rod to create a crystal golem. The golem is friendly to you
and your companions. It obeys any commands that you issue to it (no action
required by you). If you don’t issue any commands to it, it defends itself
against hostile creatures, but otherwise take no actions. If the golem moves
more than 100 feet from the rod, it becomes inert, and disintegrates over 1 hour.
This property can’t be used again until the next dawn.

The DM
has the creature’s statistics.

***Form Crystals.*** You can perform a ritual to
create crystalline structures with the rod. For every hour you spend performing
the ritual, you can create 20 cubic feet of contiguous crystal. This crystal
has the density and structural integrity of stone. The crystal is very rough
and cannot be used for fine mechanical detail; no moving or independent parts such
as hinges or wheels can be created.

As long as the rod remains
within 100 feet of at least part of the structure, the structure remains
indefinitely. If the structure spends 8 consecutive hours more than 100 feet
away from the rod, it disintegrates over 1 hour.

## Rod of Smoke

Rod, artifact (requires
attunement)

You can see 60 feet into the
Ethereal Plane while you hold this rod. Additionally, you can target creatures
in the Ethereal Plane within 10 feet of you with spells and attacks.

While
attuned to the rod, it emits harmless dark smoke that spreads outwards a few
feet around you, causing you to have disadvantage on Dexterity (Stealth)
checks.

You can
use an action to cause dark smoke to fill a 20-foot-radius sphere centered on a
point you can see within 90 feet. The sphere spreads around corners and its
area is heavily obscured. It lasts for 1 minute, until dispelled as a free
action, or until a wind of moderate or greater speed (at least 10 miles per
hour) disperses it.

While in the area, invisibility
and illusions are suppressed. Additionally, any creature in the area gains an
aura of white light, allowing it to be seen as if in bright light. Creatures on
the Ethereal Plane in the area are treated as if on the plane the cloud is on,
unless the current plane does not border the Ethereal Plane, such as the Outer
Planes.

## Rod of Desire

Rod, artifact (requires
attunement)

***Flaw.*** The *Rod of Desire* imbues its wielder with an insatiable desire to hold
the rod. While attuned to the rod, you gain the following flaw: “I will do
anything to gain possession of the rod, and keep others from having it, but I mustn’t
let anyone know I have it.”

While holding this rod, any
creature that travels with you for 24 hours (with up to no more than 1
cumulative hour spent more than 120 feet away from you) must make a DC 13
Wisdom saving throw. On a failed save, the creature gain the flaw detailed
above. It can repeat the saving throw every 24 hours, ending the effect on a
success. On a successful save, the creature is immune to this effect for 24
hours.

The rod has 10 charges. While
holding it, you can expend 1 or more of its charges to cast one of the
following spells from it, using a spell save DC of 17: *charm person* (2 charges), *enthrall*
(3 charges), *dominate person* (5
charges). Creatures with the flaw detailed above have disadvantage.

The rod regains 1d6 +4 expended
charges daily at dawn.

**Crystal Golem**

*Medium*
construct, unaligned

**Armour Class** 15 (natural armour)

**Hit Points** 45 (6d8 +24)

**Speed** 30 ft.

  16 (+3)

**Damage**
Vulnerabilities **thunder**

**Damage**
Immunities **fire, poison, psychic; bludgeoning, piercing, and slashing**
damage from nonmagical weapons that aren’t adamantine

**Condition Immunities** charmed,
exhaustion, frightened, paralyzed, petrified, poisoned

**Senses** darkvision 60 ft., passive Perception 8

**Languages** understands the language of its
creator but can’t speak

**Challenge** 2 (450 XP)

***Immutable***
Form.'The
golem is immune to any spell or effect that would alter its form.

***Magic***
Resistance.'The
golem has advantage on saving throws against spells and other magical effects.

***Magic***
weapons.'The
golem’s weapons attacks are magical.

**Actions**­­

***Slam.*** *Melee*
Weapon Attack: *+5 to hit, reach*
5
ft., one target. *Hit:* 10 (2d6 + 3)
bludgeoning damage.