D&D - 5.0 - SGL - The Wondrous Tome of Wands
D&D - 5.0 - SGL - The Wondrous Tome of Wands
D&D - 5.0 - SGL - The Wondrous Tome of Wands
I
wands for as long as I can Basic Rules for fifth edition, which are
remember. As a child, I was drawn available for free online.
to the magical wands and rods
described in Greek mythology,
such as the magical tools wielded by Circe
and Athena. The world of Harry Potter
further bolstered this interest. Then I made
my first foray into the world’s greatest
roleplaying game, and I was
drawn to wands more than any
other magical items. Starting
with second edition, I enjoyed
the impact these items could
have not only on casters, but
on the entire party.
When I returned from a long
break and immersed myself in
the fifth edition rules, I quickly
noticed just how few magic wands
existed in official material. As I
prepared for my own campaigns, I
found myself making more and more
of these items on my own. Creations
like the wand of delectable pastries and
Professor Rakestraw were important
parts of my campaigns. Over time, I
realized this could be a project worth
sharing. All of you wonderful people have
made this idea a reality.
Table of Contents
2
Chapter 1: Uncommon Wands
Uncommon Wands
w
ncommon magical wands are
ro
U
intended for parties of all levels,
Ar
and are the highest tier of magical
id
item designed for parties of level
Ac
1-4. Uncommon wands don’t
of
typically grant the wielder the power to cast
d
spells above 1st-level. Uncommon wands
an
rs
are typically priced at 500 gp. Wands of this
e
ng
rarity are available for sale in most shops
fi
that carry magical items.
er
tt
Unnerving Wand
Bu
Wand, uncommon (requires attunement)
of
The unnerving wand is formed from warped,
d
an
twisted steel. Sickly green veins run through
W
the surface of the wand. There’s something
off-putting about the wand, making it difficult
to look directly at it.
This wand has 2 charges. While holding
it, you can use an action to expend 1 of its level version of the spell. You can increase
charges and point it at a creature you can the spell slot level by one for each additional
see within 30 feet of you. The target must charge you spend.
make a DC 13 Wisdom saving throw. If the The wand regains 1d6 + 1 expended
creature fails its saving throw, it is turned for charges daily at dawn. If you expend the
1 minute or until it takes any damage. wand’s last charge, roll a d20. On a 1,
A turned creature must spend its turns the wand melts into a pool of acid and is
trying to move as far away from you as it can, destroyed, and you take 2d4 acid damage.
and it can’t willingly move to a space within
30 feet of you. It also can’t take reactions. Wand of Butterfingers
For its action, it can use only the Dash action Wand, uncommon (requires attunement)
or try to escape from an effect that prevents
it from moving. If there’s nowhere to move, The wand of butterfingers is made from a
the creature can use the Dodge action. warm yellow wood. When wielded, it leaves
The wand regains all expended charges a faint scent of fresh cream in the air around
daily at dawn. you.
While holding the wand, you can use
Wand of Acid Arrow an action to point it at a creature you can
Wand, uncommon (requires attunement) see within 30 feet of you and shout the
command word “butterfingers”. The target
The wand of acid arrow is a finely crafted must succeed on a DC 13 Constitution
wand with a green hue and an emerald saving throw or have butter seep from their
affixed to the tip. hands for 1 minute. While seeping butter, the
This wand has 7 charges. While holding it, target has disadvantage on weapon attacks
you can use an action to expend 1 or more of and Dexterity (Sleight of Hand) checks.
its charges to cast the acid arrow spell from Once you have used the wand, it can’t be
it (+5 to hit). For 1 charge, you cast the 2nd- used again until the next dawn.
ll
Wand, uncommon (requires attunement)
Fa
r
The wand of dancing lights is a pliable wand
he
made from an undistinguishable yellow
at
material.
Fe
While holding the wand, you gain a +1
of
bonus to spell attack rolls.
d
Distracting Lights. As a bonus action, you
an
can cause the wand to emit vibrant yellow
W
lights that flash and dance across the wand
for 1 minute. During this time, you have
disadvantage on Dexterity (Stealth) checks,
and all ranged attacks against you are made
with disadvantage. You can use your bonus
action to cause the wand to cease flashing.
Once you have used the wand in this way,
you cannot do so again until the next dawn.
creature has eaten a pastry, they can’t gain
Wand of Delectable Pastries any additional benefits from eating another
Wand, uncommon (requires attunement) one until the next dawn.
The pastries lose their potency if they have
The wand of delectable pastries is a plain not been consumed within 24 hours of the
wooden wand carved from a well-used casting of this spell.
baker’s spoon. By spinning the wand, you The wand regains all expended charges
can conjure delicious pastries that can both daily at dawn.
sustain you and boost your health.
This wand has 10 charges. While holding Wand of Feather Fall
it, you can use an action to expend 1 of its Wand, uncommon (requires attunement by a
charges to cause a pastry to appear in your spellcaster)
hand. A creature can use its action to eat one
pastry. Eating a pastry restores one hit point, The wand of feather fall is a vibrant green
and the pastry provides enough nourishment wand tipped with a round emerald. Attached
to sustain a creature for one day. Once a to the wand is a single green feather.
This wand has 7 charges. While holding
it, you can use a reaction when you fall to
expend 1 of its charges to cast the feather
fall spell from it.
The wand regains 1d6 + 1 expended
s
ie
Wand of Moonbeam
Wand, uncommon (requires attunement)
le
De
h
On a successful save, the creature takes half
wt
as much damage and isn’t knocked prone.
ro
The wand regains all expended charges
daily at dawn.
eg
R
of
Wand of Regrowth
d
points.
W
ls
spellcaster)
b al
ow
The wand of the dire wolf is a smooth,
tapered wand carved from solid bone. It
Sn
sports an intricately carved dire wolf head on
of
the handle.
d
charred black.
This wand has 7 charges. While holding it,
you can use an action to expend 1 charge to
cast the bane 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.
l
fu
d
ch
in
W
at
W
e
th
e
th
of
of
d
an
d
W
an
W
n
simple decoration of the wand belies the
io
mischief it can create.
ct
This wand has 2 charges. While holding
je
In
it, you can use an action to expend 1 of its
ht
charges and target a humanoid you can
g
ou see within 30 feet of you. The target must
succeed on a DC 10 Constitution saving
th
(save DC 13).
l
Wand of Uncontrollable
of
Flatulence
d
an
Wand, uncommon
W
R
Shadowshroud
for parties of level 5 and above. Wand, rare (requires attunement)
They generally allow the wielder
to cast spells up to 6th level. Shadowshroud is an ominous arcane object
Rare wands are typically priced carved from strange purple wood. The tip
between 501 and 5,000 gp. Wand of this of the wand branches out like tentacles,
rarity can generally be found in larger cities grasping a pink gemstone.
and specialty magic shops. While holding this wand, you gain a +2
bonus to spell attack rolls.
Rot Wand While holding the wand, you can use your
Wand, rare (requires attunement) action to cause an aura of shadows to swirl
around you. This shroud remains present
The rot wand is made from a long piece of for one minute. While the shroud is present,
thick, knotted tree root. While wielding the you are heavily obscured a 20-foot sphere
wand, it emits a faint green mist from the tip. of darkness centered on you. In addition,
This wand has 3 charges and can be you gain darkvision up to 120 feet and are
used as a magical club by the wielder. On resistant to radiant damage.
a hit, you can expend 1 charge to deal an Once you have used this ability, you can’t
extra 1d10 necrotic damage to the target. If do so again until the next dawn.
the target is a nonmagical object that isn’t
being worn or carrier by a creature, it takes
maximum damage from the attack.
The wand regains 1d4 – 1 expended
charges daily at dawn.
Sandblaster Wand d
an
Wand, rare (requires attunement)
W
ot
bleached driftwood.
While holding this wand, you gain a +1
bonus to spell attack rolls.
Create Sand. As an action, you can cause
the wand to create up to 50 lbs of sand. The
sand flows from the tip of the wand at a rate
of 10 lbs per round. When 10 lbs or more
cover any non-magical fire in a 5-foot area,
ud
io ra
io ing
an
at be
at y
ns
W
ar f D
b r xu
ng
le f E
cl o
yi
De and
Ce d o
ef
up
an
St
W
CR rating or character level. On a success,
Stupefying Wand you access the memories of the dead
Wand, rare (requires attunement)
creature from the 24 hours preceding its
The stupefying wand is a finely carved wand death. While viewing these memories, you
covered with a purple lacquer. Small rings of understand all languages the deceased
gold adorn the handle. creature knew in life.
This wand has 7 charges. While holding The wand can’t be used this way again
it, you can use an action to expend 1 of its until the next dawn.
charges to cause a thin white ray to streak
from the wand’s tip toward a creature you Wand of Exuberant Celebration
can see within 60 feet of you. The target Wand, rare (requires attunement)
must succeed on a DC 15 Constitution
The wand of exuberant celebration is a glass
saving throw or be stunned for 1 minute. At
wand that shimmers with the colors of the
the end of each of the target’s turns, it can
rainbow. The wielder of this wand is the life
repeat the saving throw, ending the effect on
of the party.
itself on a success.
You have advantage on Charisma checks.
The wand regains 1d6 + 1 expended
Grand Finale. As an action, you can point
charges daily at dawn. If you expend the
the wand at a 5-foot cube within 30 feet.
wand’s final charge, roll a d20. On a 1, the
Colorful but harmless fireworks spring from
wand crumbles into ashes and is destroyed.
the tip of the wand and explode in the target
area. The fireworks continue until you use a
Wand of Dying Declarations bonus action to stop them.
Wand, rare
Spells. This wand has 7 charges, and
The wand of dying declarations is carved regains 1d6 + 1 expended charges daily
from a human femur. at dawn. While holding it, you can use an
As an action, you can touch the tip of the action to expend one or more charges to cast
wand to the forehead of a humanoid corpse the following spells from it (save DC 17):
that has been dead less than 24 hours. While hallucinatory terrain (4 charges), illusory
holding the wand to the corpse, make an script (1 charge), major image (3 charges),
Intelligence check and add your proficiency minor illusion (at will), or programmed
bonus. The DC is 10 plus the dead creature’s illusion (6 charges).
n
io
level, spell save DC, spell attack bonus, and
ct
spellcasting ability of the original caster, but
e
ir
it is otherwise treated as if you cast the spell.
isd
The spell cast from the wand is no longer
M stored in it, freeing up space.
of
Reactive Magic. As a reaction, you can
d
ri he
n
one creature of your choice within 60 feet
so
lP ft
of the storm’s center. Make a ranged spell
ta o
ch
foot rectangle on the ground with the tip
ri
of the wand. The ground dissolves away,
st
revealing a chest-sized pocket dimension
O
that is 2 feet deep and can fit up to 12 cubic
e
th
of feet of nonliving material. You can dispel
this effect with a bonus action, causing the
d
g
ar W
in
er
Chome
ov
of ins
nc
W
U
of
d
an
W
V
intended for parties of characters action to cast antimagic field centered on the
that are level 11 and above. They wand. The field lasts for 1 hour, and ends
generally allow the wielder to cast early if you fall unconscious or are no longer
spells up to 8th level. Very rare holding the wand. You can also dispel the
wands are typically worth between 5,001 field as a bonus action. The wand can’t be
and 50,000 gp. In reality, these are rarely for used this way again until the next dawn.
sale to the public.
Bonded Soul Wands
Antimagic Wand Wand, very rare (requires attunement)
Wand, very rare (requires attunement)
—Designed by Polandrius the Spell Lord
The antimagic wand is an arcane focus
A bonded soul wand always comes with
carved from light brown wood. Anyone that
a mate, and can come in many different
touches the wand while not attuned to it
shapes and sizes. These wands are made
experiences a harmless electrical shock.
by splitting two different wands in half, then
You have advantage on all Intelligence,
combining a half from each to make two new
Wisdom, and Charisma saving throws
identical wands. Thus, each bonded soul
against magic.
wand appears as two halves of the original
wands used in their creation.
d
an
ag
rw
tim
d
an
e
An
nd
W
Ci
g
in
on
Cl
While holding this wand, you gain a +1
bonus to spell attack rolls and the saving
While holding this wand, you can use
throw DCs of your spells.
your action to cast clone from it. The clone
The wand has 12 charges. While you are
instantly grows to full size and maturity. The
within 30 feet of a creature that is attuned
wand disintegrates after using it in this way.
to this wand’s mate, you can use an action
to cast a spell from this wand that is known Graverobber’s Wand
by that creature. Casting a spell in this way Wand, very rare (requires attunement)
expends a number of charges equal to the
level the spell was cast at. The graverobber’s wand is a long, thin
The wand regains 1d12 expended charges metallic object that ends at a sharp point.
daily at dawn. Speared onto the end of the wand is a tiny
skull with horns curling from its forehead.
Cinderwand The wand has 7 charges for the following
Wand, very rare (requires attunement) properties. It regains 1d6 + 1 expended
charges daily at dawn. If you expend the
Cinderwand is a smooth wand carved from
wand’s last charge, roll a d20. On a 1, the
fire-scorched wood.
wand crumbles into ashes and is destroyed.
You have resistance to fire damage.
When the wand is destroyed, each creature
While holding this wand, you can use your
within 10 feet of the wand must make a DC
action to cast incendiary cloud (save DC 17)
15 Constitution saving throw. On a failed
from it. The wand can’t be used this way
save, it takes 3d6 necrotic damage, of half as
again until the next dawn.
much damage on a successful save.
Necrotic Resistance. You have resistance
Cloning Wand to necrotic damage.
Wand, very rare
Spells. While holding the wand, you can
The cloning wand is a macabre arcane focus use an action to expend some of its charges
made from a human femur bone, which has to cast one of the following spells from it
been carved in the shape of a tiny human (+5 to hit with spell attacks): raise dead (5
skeleton. charges) or ray of enfeeblement (2 charges).
ow
an
en
Fl
W
rg
of
r's
ve
be
d
Di
an
ob
of
W
er
d
av
an
Gr
Wand of Telekinesis
Wand, very rare (requires
attunement)
The wand of telekinesis is crafted
from clear glass. It’s long and thin,
tapering slightly near the tip.
While wielding this wand, you can
cast the telekinesis spell at will from it,
targeting only objects that aren’t being worn
or carried.
r
ke
Wand, very rare (requires attunement by a
al
cleric or paladin)
ew
am
The wand of the believer is carved from
Fl
gleaming white wood.
While holding this wand, you gain a +3
e
th
bonus to spell attack rolls and the saving
of
throw DCs of your spells.
d
Empowered Channeling. You can use
an
your Channel Divinity feature without
W
expending a use of that feature. Once this
property is used, it can’t be used again until
the next dawn.
by a bard)
he e S
y
th
object is pushed up to 10 feet away from you.
or
It isn’t pushed with enough force to cause
W
damage. A Medium or smaller creature tar-
e
geted by this effect must succeed on a 17 DC
th
Strength saving throw or be pushed 5 feet.
of
Call Tornado. While holding the wand,
d
you can use an action to call a tornado at
an
a point you can see within 300 feet. The
W
tornado is a 5-foot-diameter, 100-foot-high
cylinder. The tornado remains for up to 1
minute or until you use a bonus action to
dispel it.
While the tornado is present, you can use
your action to move the tornado up to 30 feet
in any direction. Medium or smaller objects
that are not worn or carried by a person are Wand of the Worthy
sucked into the tornado. Wand, very rare (requires attunement by a
Creatures that enter or begin their turn good-aligned character)
in the area of the tornado must make a DC The wand of the worthy is carved from warm
17 Dexterity saving throw. A creature takes yellow wood and wrapped from end to end
10d6 bludgeoning damage on a failed save with golden decorative thread. It was created
and half as much on a successful one. with the intention of aiding in the battle
A Large or smaller creature that fails the against evil.
save must succeed on a DC 17 Strength While holding the wand, you gain a +3
saving throw or become restrained in the bonus to spell attack rolls.
tornado until the effect ends. When a crea- Power of Honesty. The true nature of the
ture starts its turn restrained by the tornado, wand prevents those in its presence from
the creature is pulled 5 feet higher inside it, being untruthful. The wand emits a magical
unless the creature is at the top. A restrained aura that extends 15 feet from it in every
creature moves with the whirlwind and falls direction. A creature that enters the aura
when the spell ends, unless the creature has for the first time on a turn or starts its turn
some means to stay aloft. there must succeed on a DC 17 Charisma
A restrained creature can use an action to saving throw or become unable to speak a
make a Strength or Dexterity check against deliberate lie while in the radius. You know
a DC of 17. If successful, the creature is whether a creature succeeds or fails on its
no longer restrained by the tornado and saving throw.
is hurled 3d6 × 10 feet away from it in a Spells. The wand has 7 charges, and
random direction. regains 1d6 + 1 expended charges daily at
Once you have used the wand in this dawn. You can use an action to expend 1 or
manner, you can’t do so again until the next more charges to cast the following spells
dawn. from it (save DC 17): detect evil and good (1
charge), dispel evil and good (5 charges), and
protection from evil and good (1 charge).
L
for parties that are level 17
and above. These powerful
magic wands can utilize spells
of any level. Legendary wands
er
are worth as much as 500,000 gp or more.
iv
The opportunity to purchase these items is
g
se
exceptionally rare.
r
Cu
Astral Wand
Wand, legendary (requires attunement)
The astral wand is made of a translucent,
glasslike material. Within the wand is a
faintly glowing purple, swirling miasma.
While holding this wand, you gain a +3
bonus to all spell attack rolls and the saving
throw DCs of your spells. Additionally, you
m
can use your action to cast astral projection
ys
cl
from it. The wand can’t be used this way
ta
again until the next dawn.
Cursegiver Ca
Wand, legendary (requires attunement)
Cursegiver is a wand made from a dead
branch, with its handle loosely wrapped in
gray thread.
The wand has 3 charges. While holding it,
you can use your action to expend 1 charge
and place a curse on one creature you can
see within 30 feet of you. The creature must
succeed on a DC 18 Wisdom saving throw Spell attacks made using this wand deal
or suffer disadvantage on all Intelligence, an additional 1d10 force damage on a hit.
Wisdom, and Charisma-based ability checks, As an action, you can use this wand to
attack rolls, and saving throws. All attacks cause a cataclysmic event centered on your
against the cursed creature are made with person. All creatures and structures within
advantage. This curse lasts for 1 minute. 30 feet of you must make a DC 18 Dexterity
The wand regains 1d4 – 1 charges daily at saving throw. They take 20d10 force damage
dawn. on a failed save, or half as much damage on
a successful one. The sphere deals double
Cataclysm damage to structures. All living plant mate-
Wand, legendary (requires attunement) rial and non-magical objects not being worn
Cataclysm is an ominous-looking wand or carried by a creature are disintegrated,
made from twisted wood. At its tip is a blue leaving a small crater. Once this feature has
gem surrounded by a crown of thorns. been used, the wand can’t be used this way
again until dawn the next dawn.
iv ile
al
Sh 's V
pc
er
ee
ne ir
Bo om
ni
Cr
De
th
Da
io d
d
ct an
m
an
La
re W
W
's
ur 's
on
ng
es h
R ria
m
hi
De
c
of aza
or
L
Sc
Demon’s Lament way, you take 4d6 psychic damage and one
Wand, legendary (requires attunement) rusted ring disappears from the wand’s
demon hand. When the fourth rusted ring
—Designed by KasenB disappears, the wand explodes, dealing 2d12
Demon’s lament is an intricate wand carved fire damage to each creature within 30 feet.
from charred bone. Above the handle a
carved demon hand clutches an orange gem. Lazariah’s Wand of Resurrection
Each of its four fingers is adorned with a Wand, legendary (requires attunement)
rusted ring. —Designed by Nathan Subyak
While holding this wand, you gain a +1
Lazariah’s wand of resurrection is a brown
bonus to spell attack rolls, and a +2 bonus to
wooden wand with a smooth shaft and a
damage rolls that deal fire damage.
handle that resembles tree roots growing
Fiendish Sensitivity. Whenever you take
around a large diamond.
damage from a fiend, you must make a DC
While holding this wand, you gain a +3
15 Constitution saving throw. On a failed
bonus to spell attack rolls and the saving
save, you take 4d6 psychic damage and fall
throw DCs of your spells. Additionally,
unconscious. On a successful save, increase
you can use an action to cast the true
an ability score of your choice by 3, and the
resurrection spell from it. The diamond
wand’s bonus to spell attack rolls becomes
embedded in the handle serves as the
+3 and its bonus to fire damage rolls
material component for the spell. Once you
becomes +5. These effects last for 1 hour.
use the wand in this way, it disintegrates into
Spells. While holding the wand, you can
dust never to be found by the caster. At some
cast speak with animals at will from it. You
point in the future, the wand reforms itself.
can also cast foresight from it. Once you
have used the wand to cast foresight, you
can’t do so again for 7 days.
Scorching Wand
Wand, legendary (requires attunement)
Rings of the Demon. While holding
the wand, you can use an action to cast The scorching wand is made from a roughly-
one of the following spells from it, using hewn branch that is warm to the touch.
your spell save DC and spell attack bonus: The wand is tipped with a glowing orange
meteor swarm, storm of vengeance, or true crystal that emits small magical flames when
resurrection. After casting a spell in this wielded.
ns
re
es
io
eb
od
ot
m
Em
Ti
Ge
of
g
Bi
d
of
an
W
d
an
W
es
handle.
rc
You have resistance to necrotic damage.
Fo
Spells. While holding the wand, you can
g
in cast gentle repose and spare the dying at
os
will. The spells have a range of 30 feet when
pp
is destroyed.
W
ed
lK
m
ra
or
Co
sf
an
ty
e
th
Tr
ili
qu
of
e
th
an
d
an
Tr
of
W
of
d
an
d
W
an
W
Wand of the Coral King
Wand, legendary (requires attunement) Wand of the Transformed
The wand of the coral king is carved from Wand, legendary (requires attunement)
driftwood and covered in petrified barnacles. The wand of the transformed is a heavy
Anyone within 5 feet of the wand can smell wand made from polished brass. The handle
the ocean. is adorned with an intricate carving of a
You can breathe underwater, and gain seahorse.
a swimming speed equal to your walking While holding this wand, you can use your
speed. You are also immune to cold damage. action to cast shapechange from it. While
Spells. This wand has 7 charges, and under the spell’s effects, you have advantage
regains 1d6 + 1 expended charges daily on Constitution saving throws you make to
at dawn. While holding it, you can use an maintain your concentration on a spell. Once
action to expend 1 or more of its charges to you use the wand in this way, it can’t be used
cast one of the following spells from it (save again until the next dawn.
DC 18): control water (3 charges), create
or destroy water (1 charge), ice storm (2 Wand of Tranquility
charges), or wall of ice (3 charges). Wand, legendary (requires attunement)
Call Elemental. While holding the wand,
—Designed by Arioch Morningstar
you can use an action to conjure a water
elemental to serve you. It remains for one The wand of tranquility is a plain shaft of oak
hour, or until you use a bonus action to that tapers into a raven’s claw grasping an
dismiss it or it is reduced to 0 hit points. emerald.
The elemental is friendly to you and your While holding this wand, you gain a +3
companions, and acts on its own initiative. It bonus to spell attack rolls and the saving
obeys any verbal commands that you issue to throw DCs of your spells.
it (no action required). If you don’t issue any Sphere of Tranquility. While holding the
commands to the elemental, it defends itself wand, you can use your action to activate
but takes no other actions. The wand can’t the Sphere of Tranquility. When activated,
be used in this way again until the next dawn each other creature within 30 feet of you that
in
an
ilt
m
W
m
Co
of
d
d
ea
an
nd
W
U
of
d
an
W
C
hexes that are typically hidden bonus to spell attack rolls.
from the wielder until it’s too Curse. The wand is haunted by the spirit
late. These wands can be any of a vengeful demon. A creature that casts
rarity, and often carry a mixture detect evil and good notices a strong aura
of harmful curses and helpful effects. Cursed of evil coming from the wand. Attuning to
wands can be any rarity level. They could it curses you until you are targeted by a
be easily available or difficult to come by remove curse or greater restoration spell. As
depending on whether its cursed nature is long as you remain cursed, you can’t willingly
easily ascertained. part with the wand and keep it with you at
all times. While attuned to the wand, you
Scorpion’s Sting have advantage on spell attack rolls that deal
Wand, rare (requires attunement) necrotic damage. Whenever you miss with a
spell attack, you take 1d4 necrotic damage.
Scorpion’s sting is a rough-hewn wand with
Targeting the wand with a banishment
a dead scorpion lashed to the tip with twine.
spell banishes the vengeful demon, removing
Those within 5 feet of the wand can hear a
the curse from the wand entirely. The wand
slight humming sound.
then becomes a +1 wand with no other
Spells. The wand has 7 charges, and
properties.
regains 1d6 + 1 expended charges daily
at dawn. While holding it, you can use an
action to expend some of its charges to
Wand of the Burnscarred
Wand, very rare (requires attunement)
cast the following spells from it (save DC
17): cloudkill (5 charges), magic missile The wand of the burnscarred is a wooden
(1 charge, deals poison instead of force wand that leaves the wielder’s hands covered
damage), poison spray (at will), or prismatic in soot each time they handle it.
spray (7 charges, always green ray). Each While holding this wand, you gain a +2
spell is cast at its lowest level, and you can bonus to spell attack rolls.
expend additional charges to increase the Curse. While attuned to this wand, you are
spell slot level by one for each additional deathly afraid of fire. While you can see a fire
charge you expend. larger than a campfire within 100 feet of you,
Curse. Becoming attuned to the wand you suffer the frightened condition. Whenev-
extends its curse to you. Each day at dawn, er a creature you can see casts a spell that
you must succeed on a DC 15 Constitution deals fire damage, you become frightened of
saving throw or suffer 1d12 poison damage that creature for the next minute.
and become poisoned for 24 hours. You are unable to part with the wand
The curse on you can be ended by a wish or end your attunement to it until you are
spell, or by a remove curse spell cast on you targeted by a remove curse or greater
while you are being doused in antitoxin or restoration spell.
other liquids that can remove the poisoned
condition. Wand of the Jealous Mage
Wand, legendary (requires attunement
Wand of Demonic Vengeance by a wizard)
Wand, uncommon (requires attunement)
The wand of the jealous mage is a beautifully
The wand of demonic vengeance is a purple crafted instrument made of dark green
wand with an intricate design. Strange runes wood. It has a handle that features a
are carved roughly into one side. checkerboard pattern of light green and gold.
Chapter 5: Cursed Wands
35
While holding this wand, you gain a +3 Wand of the Rock Giant
bonus to spell attack rolls and ignore half Wand, very rare (requires attunement)
cover when making a spell attack.
Spells. This wand has 9 charges, and The wand of the rock giant is a thick arcane
regains 1d10 – 1 expended charges daily focus carved from smooth stone. Creatures
at dawn. While holding it, you can use an not attuned to the wand feel a creeping
action to expend some of its charges to cast sense of unease while they are within 5 feet
the following spells from it (save DC 18): of the wand.
false life (1 charge), fireball (3 charges), You are immune to the petrified condition.
mage armor (1 charge), meteor swarm (9 Spells. While holding this wand, you can
charges), or sunbeam (6 charges). use an action to cast the following spells
Curse. This wand was crafted by a from it (save DC 18): stone shape (three
powerful archmage that was constantly times per day) and flesh to stone (once per
jealous of the achievements of other day). The wand regains all expended uses
spellcasters. Determined to limit his daily at dawn.
competition, the archmage developed this Curse. This wand is cursed. When you use
wand to knock some of his peers down a this wand to cast flesh to stone on a creature
peg. Attuning to this wand causes its curse to and it succeeds on its saving throw, your
extend to you. attunement to the wand ends and you must
At the end of each long rest, you must succeed on a DC 18 Constitution saving
make a DC 17 Intelligence saving throw. throw or become instantly petrified.
On a failed save, you suffer the effects of the
feeblemind spell until the end of your next Wand of the Unlucky
long rest. Wand, uncommon (requires attunement)
Once per day, you can attempt to break the The wand of the unlucky appears to be a
curse. As an action, you cause glowing runes wand of the war mage, +1 to anyone who
that only you can see to appear on the wand. casts identify on it, and it confers that item’s
You must make a succession of Intelligence properties while on your person.
checks against DCs of 18, 22, and 24. Three Curse. This wand is cursed. While it is
successes breaks the curse and causes your on your person, you make all ability checks
attunement to the wand to end. A single and savings throws with disadvantage. You
failure ends your chance of breaking the are unable to part with the wand or end your
curse, and you can’t try again until dawn the attunement to it until you are targeted by a
following day. Alternatively, the curse can be remove curse spell or similar magic.
lifted using a wish spell.
g
e nic
tin
nc o
sS
ea em
ag e
n'
s M th
e
ng f D
io
ou of
rp
Ve d o
o
al nd
an
Sc
Je a
W
W
of arcane magic, some are these effects.
something more. Sentient Cold Immunity. While attuned to and
wands have personalities and carrying the wand, you have immunity to
motivations of their own, and cold damage and the effects of extreme cold.
can serve as powerful allies or complicated Spells. The wand has 12 charges and re-
foils for any party. gains 1d12 expended charges daily at dawn.
While holding the wand, you can use an
Blackfrost action to expend 1 or more of its charges to
Wand, legendary (requires attunement by a cast one of the following spells from it (spell
spellcaster) save DC 17, +9 to hit with spell attacks):
flesh to ice (6 charges, as flesh to stone ex-
Buried for centuries in a glacier, the sentient
cept that the target turns to solid ice with the
wand known as Blackfrost no longer
density and durability of stone), ice storm (4
remembers its origin. It knows only its
charges), ray of frost (at will), sleet storm (3
purpose: to unleash a perpetual winter upon
charges), spike growth (2 charges, the spikes
the world. The wand is carved from jagged
are made of ice), wall of ice (6 charges).
wood, with an oval blue crystal mounted on
Sentience. Blackfrost is a sentient neutral
the tip. Blackfrost is cold to the touch, but
evil wand with an Intelligence of 18, a
the cold fades when attuned to the item.
Wisdom of 14, and a Charisma of 17. The
While holding this wand, you gain a
wand has hearing and darkvision out to 120
+3 bonus to spell attack rolls. It has the
feet. It communicates telepathically with its
following additional properties.
wielder and can understand and speak any
Creeping Influence. Blackfrost works
languages the wielder knows.
tirelessly to bend its wielder to its will. At
Personality. Blackfrost has only one
the end of each long rest, you must make
purpose: cover the world with eternal winter.
a DC 11 Wisdom saving throw. If you fail
The wand cannot remember its origin, but
three of these saves in a row, your alignment
this desire has been constant throughout its
changes to neutral evil and you gain the
memory. While its goal is ultimately chaotic,
wand’s goal of bringing endless winter to
Blackfrost understands that achieving
the world. While this effect is in place, your
it will require finesse. The wand is cold
attunement to the wand can’t be removed.
and calculating, and adapts itself to the
personality of the wielder in an effort to gain
its trust.
Professor Rakestraw
t
an
an action to expend 1 or more of its charges
le e
nt th
m
to cast one of the following spells from it
Ge f
(spell save DC 17): alter self (2 charges),
r o
pe and
disguise self (1 charge), polymorph (4
charges), prestidigitation (at will), mending
ro W
e
initiative and follows your commands (no
at
action required). The elemental remains
rn
until you use an action to dispel it, it is
ca
reduced to 0 hit points, or at dawn the next
In
day. Once you use this property, you can’t use
h
at
it again until you finish a long rest.
De
Spells. The wand has 10 charges and
a,
regains 1d10 expended charges daily at
r
nd
dawn. While holding the wand, you can use
Zi
an action to expend 1 or more of its charges
to cast one of the following spells from it
(save DC 18): fly (3 charges), fog cloud (1
charge), gust of wind (2 charges), lightning
bolt (3 charges), wind wall (3 charges), or
wind walk (6 charges).
Sentience. The wand of the cloud Whenever a good-aligned creature attunes
prince is a sentient, lawful good item to Zindra, Death Incarnate, that creature
with an Intelligence of 16, a Wisdom of must make a DC 17 Constitution saving
12, and a Charisma of 16. It has hearing throw. The creature takes 6d8 necrotic
and vision out to a range of 120 feet. The damage on a failed save, or half as much
wand communicates telepathically with its damage on a successful one.
wielder and can speak, read, and understand While you are attuned to the wand, it can
Celestial and Common. be wielded as a magical mace that grants a
Personality. At its core, the wand of the +3 bonus to attack and damage rolls made
cloud prince seeks adventure. After spending with it. You are considered proficient with
most of its life serving its creator, the wand the weapon, and it deals an additional 1d12
has grown to love exploring the world and necrotic damage on a hit.
doing battle against the forces of evil. It’s Devour Soul. Whenever you use the wand
used to regular action and is happiest when to reduce a creature to 0 hit points, the
flying. While nothing satisfies the wand of wand slays the creature and devours its soul,
the cloud prince like entering battle or per- unless it is a construct or undead. When the
forming a feat of heroism, the wand is con- soul is devoured, Zindra, Death Incarnate
tent if it regularly flies with its wielder. When grants you temporary hit points equal to the
it gets bored, it makes low, whistling noises slain creature’s hit point maximum.
that only the wielder can hear. If the wand Spells. The wand has 10 charges and
goes unused for too long, conflicts may arise. regains 1d10 expended charges daily at
dawn. While holding the wand, you can
Zindra, Death Incarnate use an action and expend 1 or more of its
Wand, legendary (requires attunement) charges to cast one of the following spells
Once a lich, Zindra’s magical essence from it (spell save DC 17, +8 to hit with spell
was stored in this wand when a band of attacks): animate dead (3 charges), blight
adventurers destroyed her body. Now she (4 charges), chill touch (at will), or circle of
seeks vengeance against all living things. death (6 charges).
Zindra, Death Incarnate is a thick wand Sentience. Zindra, Death Incarnate
molded of rusted iron. At its tip is a clawed is a sentient chaotic evil wand with an
hand with four fingers. Intelligence of 17, a Wisdom of 10, and
a Charisma of 19. It has hearing and
45