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Dungeon Master's Guide

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following spells (save DC 17): hold monster (5 charges)<br />

or hold person (2 charges).<br />

Assisted Escape. While holding the wand, you<br />

can use your reaction to expend 1 charge and gain<br />

advantage on a saving throw you make to avoid being<br />

paralyzed or restrained, or you can expend 1 charge<br />

and gain advantage on any check you make to escape<br />

a grapple.<br />

WAND OF ENEMY DETECTION<br />

Wand, rare (requires attunement)<br />

This wand has 7 charges. While holding it, you can use<br />

an action and expend 1 charge to speak its command<br />

word. For the next minute, you know the direction of the<br />

nearest creature hostile to you within 60 feet, but not its<br />

distance from you. The wand can sense the presence of<br />

hostile creatures that are ethereal, invisible, disguised,<br />

or hidden, as well as those in plain sight. The effect ends<br />

if you stop holding the wand.<br />

The wand regains 1d6 + 1 expended charges daily at<br />

dawn. If you expend the wand's last charge, roll a d20.<br />

On a 1, the wand crumbles into ashes and is destroyed.<br />

WAND OF FIREBALLS<br />

WAND OF FEAR<br />

Wand, rare (requires attunement)<br />

This wand has 7 charges for the following properties. It<br />

regains 1d6 + 1 expended charges daily at dawn. If you<br />

expend the wand's last charge, roll a d20. On a 1, the<br />

wand crumbles into ashes and is destroyed.<br />

Command. While holding the wand, you can use<br />

an action to expend 1 charge and command another<br />

creature to flee or grovel, as with the command spell<br />

(save DC 15).<br />

Cone of Fear. While holding the wand, you can use<br />

an action to expend 2 charges, causing the wand's tip to<br />

emit a 60-foot cone of amber light. Each creature in the<br />

cone must succeed on a DC 15 Wisdom saving throw<br />

or become frightened of you for 1 minute. While it is<br />

frightened in this way, a creature must spend its turns<br />

trying to move as far away from you as it can, and it can·<br />

willingly move to a space within 30 feet of you. It also<br />

can't take reactions. For its action, it can use only the<br />

Dash action or try to escape from an effect that preven<br />

it from moving. If it has nowhere it can move, the<br />

creature can use the Dodge action. At the end of each o:<br />

its turns, a creature can repeat the saving throw, endin,.<br />

the effect on itself on a success.<br />

WAND OF FIREBALLS<br />

Wand, rare (requires attunement by a spellcaster)<br />

This wand has 7 charges. While holding it, you can u e<br />

an action to expend 1 or more of its charges to cast the<br />

fireball spell (save DC 15) from it. For 1 charge, you<br />

cast the 3rd-level version of the spell. You can increa e<br />

the spell slot level by one for each additional charge<br />

you expend.<br />

The wand regains 1d6 + 1 expended charges daily a·<br />

dawn. If you expend the wand's last charge, roll a d20.<br />

On a 1, the wand crumbles into ashes and is destroyed<br />

CHAPTER 7 I TREASURE

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