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# Magical Wands > ##### Wand of Binding *Wand* > *Wondrous Wand, Rare, 0.5 lbs, (requires attunement by a spellcaster).* >### > This wand has 7 charges for the following properties. It 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. >___ > ***Spells.*** While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): *Hold Monster* (5 charges) or *Hold Person* (2 charges). >___ > ***Assisted Escape.*** While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. > ##### Wand of Conduction *Wand* > *Wondrous Wand, Common, 0.5 lbs.* >### > This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand. >___ > The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. > ##### Wand of Enemy Detection *Wand* > *Wondrous Wand, Rare, 0.5 lbs, (requires attunement).* >### >This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. >___ > 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 Fate *Magic Item* > *Wonderous Spellcasting Focus, Very Rare (requires attunement by a spellcaster).* >### > This item counts as a +2 spellcasting focus. >___ > **Foretelling.** Once per day, you can cast the *Divination* spell as an action, requiring no spell slot or material components. > ##### Wand of Fear *Wand* > *Wondrous Wand, Rare, 0.5 lbs, (requires attunement).* >### >This wand has 7 charges for the following properties. It 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. >___ > ***Command.*** While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the *Command* spell (save DC 15). >___ > ***Cone of Fear.*** While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. \pagebreakNum > ##### Wand of Fireballs *Wand* > *Wondrous Wand, Rare, 0.5 lbs, (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 *Fireball* spell (save DC 15) from it. 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. > ##### Wand of Lightning Bolts *Wand* > *Wondrous Wand, Rare, 0.5 lbs, (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 *Lightning Bolt* spell (save DC 15) from it. 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. > ##### Wand of Luck *Wand* > *Wonderous Wand, Rare, 0.5 lbs, (requires attunement)* > ### > This item counts as a +1 spellcasting focus. >___ > **Lucky Swish.** Once per day, you can use this wand to reroll one Ability Check, Attack Roll, or Saving Throw. > ##### Wand of Magic Detection *Wand* > *Wonderous Wand, Uncommon (requires attunement)* > ### > This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the *Detect Magic* spell from it. The wand regains 1d4-1 expended charges daily at dawn. > ##### Wand of Magic Missiles *Wand* > *Wonderous Wand, Rare, 0.5 lbs, (requires attunement)* > ### > This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *Magic Missile* 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 Paralysis *Wand* > *Wonderous Wand, Rare, 0.5 lbs, (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 cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be *Paralyzed* for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. >___ > 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 Polymorph *Wand* > *Wonderous Wand, Very Rare, 0.5 lbs, (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 *Polymorph* spell (save DC 15) 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. \pagebreakNum > ##### Wand of Pyrotechnics *Wand* > *Wonderous Wand, Common, 0.5 lbs,.* > ### > This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. >___ > 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 erupts in a harmless pyrotechnic display and is destroyed. > ##### Wand of Secrets *Wand* > *Wonderous Wand, Uncommon, 0.5 lbs,.* > ### > The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d4-1 expended charges daily at dawn. > ##### Wand of Scowls *Wand* > *Wonderous Wand, Common, 0.5 lbs,.* > ### > This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. >___ > The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a Wand of Smiles. > ##### Wand of Smiles *Wand* > *Wonderous Wand, Common, 0.5 lbs,.* > ### > This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. >___ > The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a Wand of Scowls. > ##### Wand of the War Mage *Wand* > *Wonderous Wand, Uncommon (+1), Rare (+2), or Very Rare (+3), 0.5 lbs, (requires attunement by a spellcaster).* > ### > While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack. > ##### Wand of Web *Wand* > *Wonderous Wand, Rare, 0.5 lbs, (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 *Web* spell (save DC 15) 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. \pagebreakNum
> ##### Wand of Wonder *Wand* > *Wonderous Wand, Rare, 0.5 lbs, (requires attunement by a spellcaster).* > ### >This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. > > If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. > > If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. >___ > 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 dust and is destroyed. >| d100 | Effect| >|--------|------| >| 01-05 | You cast the *Slow* spell. >|06-10 | You cast the *Faerie Fire* spell.| >| 11-15 | You are Stunned until the start of your next turn, believing something awesome just happened. >|16-20 | You cast the *Gust of Wind* spell.| >| 21-25 | You cast *Detect Thoughts* on the target you chose. If you didn't target a creature, you instead take 1d6 Psychic damage.| >| 26-30 | You cast the *Stinking Cloud* spell.| >| 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.| >| 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears.| >| 37-46 | You cast the *Lightning Bolt* spell.| >| 47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.| >| 50-53 | You enlarge the target as if you had cast *Enlarge/Reduce*. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.| >| 54-58 | You cast the *Darkness* spell.| >| 59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.| >
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>| d100 | Effect| >|--------|------| >| 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.| >| 66-69 | You shrink yourself as if you had cast the *Enlarge/Reduce* spell on yourself.| >| 70-79 | You cast the *Fireball* spell.| >| 80-84 | You cast the *Invisibility* spell on yourself.| >| 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.| >| 88-90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.| >| 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.| >| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.| > | 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly Petrified. On any other failed save, the target is Restrained and begins to turn to stone. While Restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the *Greater Restoration* spell or similar magic. |