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## 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. \columnbreak #### 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. #### Rod of Metal and Mineral Detection --- *Rod, uncommon (requires attunement)* --- While holding this rod, the rod points to the largest mass of metal within 30 feet. You can use your action to concentrate on a specific metal or mineral (such as gold, platinum, quartz, beryl, etc.). The rod points to each concentration of the metal or mineral within range, and you know the approximate quantity of each location. \pagebreakNum #### Rod of Splendour --- *Rod, legendary (requires attunement)* --- While holding this rod, you double your proficiency bonus on any Charisma checks you make. It has the following additional properties: **Noble Garb.** While holding the rod, you can use your action to garb yourself in expensive clothing and jewelry. You choose the appearance of the apparel, though it must cost no more than 10,000 gp. If any piece of the apparel leaves your possession, or if you use this property again, all of the apparel immediately disappears. **Palatial Tent.** While holding the rod, you can use your action to cause a huge silk pavilion up to 60 feet wide to appear centered on a point of your choice within 120 feet. Inside the tent are temporary furnishings and food sufficient to entertain as many as 100 people for a day. The tent lasts for 24 hours, at the end of which the tent and all objects associated with it (including any items removed from the tent) disappear. Once you have used a property, it can't be used again until the next dawn. ## Staffs #### Staff of Abjuration --- *Staff, very rare (requires attunement by a cleric, druid, sorcerer, or wizard)* --- You gain a +1 bonus to AC and saving throws while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *mage armor* (1 charge), *protection from energy* (2 charges), *dispel magic* (3 charges), *banishment* (3 charges), *globe of invulnerability* (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to rust and is destroyed. #### Staff of Conjuration --- *Staff, very rare (requires attunement by a bard, sorcerer, warlock, or wizard)* --- While you hold this staff, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see. Once you use this effect, it can't be used again until the next dawn. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *unseen servant* (1 charge), *stinking cloud* (3 charges), *dimension door* (4 charges), *conjure elemental* (4 charges) The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff disappears, teleporting to a random, unknown location. \columnbreak #### Staff of Defense --- *Staff, rare (requires attunement by a bard, cleric, or druid)* --- This staff has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *mage armor* (1 charge), *shield of faith* (1 charge), *warding bond* (2 charges), *magic circle* (3 charges). When you are hit by an attack, you can use your reaction to expend 2 charges to cast the *shield* spell. The staff regains 1d4 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters and is destroyed. #### Staff of Divination --- *Staff, very rare (requires attunement by a bard, cleric, or wizard)* --- While you hold this staff, you can cast the *detect magic* spell at will. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *comprehend languages* (1 charge), *find traps* (2 charges), *locate object* (2 charges), *arcane eye* (4 charges), *locate creature* (4 charges), *true seeing* (6 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Earth and Stone --- *Staff, rare (requires attunement by a cleric, druid, sorcerer, or wizard)* --- While holding this staff, you can use an action to expend 1 of its 4 charges to cast *move earth* or *passwall* from it using your spell save DC. The staff regains 1d3 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to stone and becomes nonmagical. #### Staff of Enchantment --- *Staff, rare (requires attunement by a bard, druid, sorcerer, warlock, or wizard)* --- While holding this staff, you double your proficiency bonus on any Charisma check made against a creature that is charmed by you. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *hideous laughter* (1 charge), *sleep* (1 charge), *suggestion* (2 charges), *confusion* (4 charges), *mass suggestion* (6 charges) The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. \pagebreakNum #### Staff of Evocation --- *Staff, very rare (requires attunement by a druid, sorcerer, or wizard)* --- When you roll for damage for an evocation spell while holding this staff, you can treat any 1 on a damage die as a 2. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *magic missile* (1 charge), *shatter* (2 charges), *fireball* (3 charges), *ice storm* (4 charges), *wall of force* (5 charges) The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes, dealing 5 fire damage to each creature within 5 feet. #### Staff of Illusion --- *Staff, rare (requires attunement by a bard, druid, sorcerer, warlock, or wizard)* --- While holding the staff, you can cast the *minor illusion* spell at will. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *disguise self* (1 charge), *mirror image* (2 charges), *hypnotic pattern* (3 charges), *major image* (3 charges), *mislead* (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Illumination --- *Staff, rare (requires attunement by a cleric, druid, or wizard)* --- While holding the staff, you can use a bonus action to cause it to emit bright light in a 15-foot radius and dim light for an additional 15 feet. You can use a bonus action again to snuff out the light. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *dancing lights* (1 charge), *daylight* (3 charges), *sunburst* (8 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Necromancy --- *Staff, very rare (requires attunement by a cleric, sorcerer, warlock, or wizard)* --- When you reduce a creature to 0 hp with a spell from the staff, you regain a number of hit points equal to the charges expended to cast the spell. You can only regain hit points in this way once per spell. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *inflict wounds* (1 charge), *ray of enfeeblement* (2 charges), *enervation* (5 charges), *circle of death* (6 charges) The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Passage --- *Staff, very rare (requires attunement by a bard, sorcerer, warlock, or wizard)* --- This staff has 20 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *dimension door* (4 charges), *passwall* (5 charges), *teleport* (7 charges), *astral projection* (9 charges) The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Size Alteration --- *Staff, rare (requires attunement by a bard, druid, sorcerer, or wizard)* --- While holding this staff, you can use an action to expend 1 of its 5 charges to cast *enlarge/reduce* from it using your spell save DC. The staff regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Swarming Insects --- *Staff, rare (requires attunement by a cleric, druid, or warlock)* --- While holding this staff, you can use an action to expend 1 of its 4 charges to cast *insect plague* from it using your spell save DC. The staff regains 1d3 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Transmutation --- *Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)* --- This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *expeditious retreat* (1 charge), *alter self* (2 charges), *blink* (3 charges), *polymorph* (4 charges), *disintegrate* (6 charges) The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. \pagebreakNum ## Wands #### Wand of Light --- *Wand, common* --- While holding this wand, you can use an action to cast the *light* spell (save DC 11) from it. #### Wand of Burning --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *burning hands* spell from it (save DC 13). For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Charming --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *charm person* spell from it (save DC 13). For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Alternatively, you can expend 4 charges to cast the *charm monster* spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Colors --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *color spray* spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
> ##### Monster Summoning > > Summoning spells in 5e aren't as generalized as they are in 3.5e; while there's *conjure celestial*, *conjure fey*, *conjure greater demon*, etc., they all summon different CRs for their levels and there's no list of "approved creatures" available for summoning like the 3.5e *summon monster* tables. > > For a *wand of summon monster*, I would advise creating a small list of monsters of different CRs that are available for the wand to summon. For example, an evil wizard's *wand of summon monster I* might be able to summon Dretches, Shadows, Imps, Spined Devils, and Nightmares. \columnbreak #### Wand of Cure Wounds --- *Wand, varies (requires attunement by a spellcaster)* --- This wand has a number of charges depending on its rarity. While holding it, you can use an action to expend 1 or more of its charges to cast the *cure wounds* spell from it using your spellcasting ability. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains a number of expended charges depending on its rarity daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | Wand of... | Rarity | Charges Per Day | Charges Regained | |:---|:-----------|:---:|:---:| | Cure Light Wounds | Uncommon | 7 | 1d6 + 1 | | Cure Moderate Wounds | Rare | 9 | 1d8 + 1 | | Cure Serious Wounds | Rare | 11 | 1d10 + 1 | | Cure Critical Wounds | Very Rare | 13 | 2d6 + 1 | #### Wand of Summon Monster --- *Wand, varies (requires attunement by a spellcaster)* --- This wand has a number of charges depending on its rarity. While holding it, you can use an action to expend 1 or more of its charges to summon an extraplanar creature to an unoccupied space you can see within 60 feet. The summoned creature follows your commands and remains for 1 hour, or until you dismiss it as an action. For 1 charge, you can summon a creature with a CR of 1/4; for 2 charges, CR 1/2; 3 charges, CR 1; 4 charges, CR 2; and so on. The wand regains a number of expended charges depending on its rarity daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | Wand of... | Rarity | Charges Per Day | Charges Regained | |:---|:-----------|:---:|:---:| | Summon Monster I | Uncommon | 5 | 1d4 + 1 | | Summon Monster II | Rare | 7 | 1d6 + 1 | | Summon Monster III | Rare | 9 | 1d8 + 1 | | Summon Monster IV | Very Rare | 11 | 1d10 + 1 | \pagebreakNum #### Wand of Ability Enhancement --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *enhance ability* spell from it. For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. There are six other varieties of *wands of ability enhancement* (*bear's endurance*, *bull's strength*, *cat's grace*, *eagle's splendour*, *fox's cunning*, and *owl's wisdom*), each of which can only create one of the effects of the *enhance ability* spell. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Darkness --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *darkness* spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Daylight --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *daylight* spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Poison Protection --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *protection from poison* spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
> ##### Consumable Wands > > If you want to capture how wands were used in 3.5e, you might decide to use the Wands That Don't Recharge variant rule on page 141 of the DMG. > > Using that rule, instead of having a recharging pool of charges that can be used without waste every day, a wand under this system is a limited resource. A charge used is gone forever, and a wand is a temporary item - like a multi-use potion - rather than an item a character might find at 1st level and keep until 20th. \columnbreak #### Wand of False Life --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *false life* spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Invisibility --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *invisibility* spell from it. For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Alternatively, you can expend 4 charges to cast the *greater invisibility* spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Levitation --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *levitation* spell from it (save DC 13). The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Acid Arrows --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *acid arrow* spell from it (+5 to hit). For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Mirror Image --- *Wand, uncommon (requires attunement by a spellcaster)* --- This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the *mirror image* spell from it. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \pagebreakNum #### Wand of Shattering --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *shatter* spell from it (save DC 13). For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Silence --- *Wand, uncommon* --- This wand has 5 charges. While holding it, you can use an action to expend 1 of its charges to cast the *silence* spell from it (save DC 13). The wand regains 1d4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Calling Lightning --- *Wand, rare (requires attunement by a spellcaster)* --- This wand has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *call lightning* spell from it (save DC 15). For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Contagions --- *Wand, rare (requires attunement by a spellcaster)* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *contagion* spell from it (save DC 15). The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Dispel Magic --- *Wand, rare (requires attunement by a spellcaster)* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *dispel magic* spell from it using your spellcasting ability. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \columnbreak #### Wand of Keen Edge --- *Wand, rare (requires attunement)* --- This wand has 3 charges. While holding it, you can use your action to expend one of its charges and touch it to a slashing or piercing weapon, or up to 5 pieces of slashing or piercing ammunition. For 1 hour, the weapon is magical and scores a critical hit on a roll of 19 or 20. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Illusion --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *major image* spell from it (check DC 13). Alternatively, you can expend 3 charges to cast the 6th-level version of the spell. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Slowing --- *Wand, rare (requires attunement by a spellcaster)* --- This wand has 5 charges. While holding it, you can use an action to expend 1 of its charges to cast the *slow* spell from it (save DC 15). The wand regains 1d4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Suggestions --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *suggestion* spell from it (save DC 13). The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Searing Light --- *Wand, rare (requires attunement by a spellcaster)* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to fire a ray of light from it. Make a ranged spell attack using your spellcasting ability. For 1 charge, the ray deals 4d8 radiant damage. The ray deals an extra 1d8 radiant damage for each additional charge you expend. It deals maximum damage to undead creatures. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \pagebreakNum #### Wand of Anchoring --- *Wand, rare (requires attunement by a spellcaster)* --- This wand has 7 charges. While holding it, you can use an action to expend 1 charge and anchor a creature within 60 feet to its current plane of existence. The target creature must succeed on a DC 15 Charisma saving throw or become unable to use teleportation or interplanar travel for 1 hour. Alternatively, you can expend 4 charges to target a 20-foot radius sphere centered on a point you can see within 60 feet. All teleportation or interplanar travel into, out of, or within the area is blocked. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Ice Storms --- *Wand, rare (requires attunement by a spellcaster)* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *ice storm* spell from it (save DC 15). For 1 charge, you cast the 4th-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Inflict Wounds --- *Wand, varies* --- This wand has a number of charges depending on its rarity. While holding it, you can use an action to expend 1 or more of its charges to cast the *inflict wounds* spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains a number of expended charges depending on its rarity daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | Wand of... | Rarity | Attack Bonus | Charges Per Day | Charges Regained | |:--------------|:------|:---:|:---:|:---:| | Inflict Light Wounds | Uncommon | +3 | 7 | 1d6 + 1 | | Inflict Moderate Wounds | Rare | +5 | 9 | 1d8 + 1 | | Inflict Serious Wounds | Rare | +5 | 11 | 1d10 + 1 | | Inflict Critical Wounds | Very Rare | +7 | 13 | 2d6 + 1 | \columnbreak #### Wand of Poison --- *Wand, rare (requires attunement by a spellcaster)* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges and touch it to a creature within 5 feet. The target creature must make a Constitution saving throw against your spell save DC. For 1 charge, the target creature takes 4d10 poison damage immediately and 2d10 damage at the end of its next turn. For each additional charge you expend, the damage (both initial and later) increases by 1d10. On a successful save, the target takes half of the initial damage and no damage at the end of its next turn. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Enfeeblement --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *ray of enfeeblement* spell from it (save DC 13, +5 to hit). The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Walls --- *Wand, rare* --- This wand has 13 charges. While holding it, you can use an action to expend 4 or more of its charges to cast the *wall of fire* spell from it or 6 or more of its charges to cast the *wall of ice* spell from it (spells save DC 15). For the base cost (4 charges for *wall of fire*, 6 charges for *wall of ice*), you cast the spell at its lowest level. You can increase the spell slot level by one for each additional charge you expend. The wand regains 2d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Stoneskin --- *Wand, rare* --- This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the *stoneskin* spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.