Page 248 - D&D 5e - SRD
P. 248
on a beast that has an innate swimming speed. The Wand of Enemy Detection
trident regains 1d3 expended charges daily at dawn. Wand, rare (requires attunement)
Universal Solvent This wand has 7 charges. While holding it, you can
Wondrous item, legendary use an action and expend 1 charge to speak its
command word. For the next minute, you know the
This tube holds milky liquid with a strong alcohol direction of the nearest creature hostile to you
smell. You can use an action to pour the contents of within 60 feet, but not its distance from you. The
the tube onto a surface within reach. The liquid wand can sense the presence of hostile creatures
instantly dissolves up to 1 square foot of adhesive it that are ethereal, invisible, disguised, or hidden, as
touches, including sovereign glue. well as those in plain sight. The effect ends if you
stop holding the wand.
Vicious Weapon The wand regains 1d6 + 1 expended charges daily
Weapon (any), rare at dawn. If you expend the wand’s last charge, roll a
When you roll a 20 on your attack roll with this d20. On a 1, the wand crumbles into ashes and is
magic weapon, your critical hit deals an extra 2d6 destroyed.
damage of the weapon’s type.
Wand of Fear
Vorpal Sword Wand, rare (requires attunement)
Weapon (any sword that deals slashing damage), This wand has 7 charges for the following properties.
legendary (requires attunement) It regains 1d6 + 1 expended charges daily at dawn. If
You gain a +3 bonus to attack and damage rolls you expend the wand’s last charge, roll a d20. On a 1,
made with this magic weapon. In addition, the the wand crumbles into ashes and is destroyed.
weapon ignores resistance to slashing damage. Command. While holding the wand, you can use
When you attack a creature that has at least one an action to expend 1 charge and command another
head with this weapon and roll a 20 on the attack creature to flee or grovel, as with the command spell
roll, you cut off one of the creature’s heads. The (save DC 15).
creature dies if it can’t survive without the lost head. Cone of Fear. While holding the wand, you can use
A creature is immune to this effect if it is immune to an action to expend 2 charges, causing the wand’s tip
slashing damage, doesn’t have or need a head, has to emit a 60- foot cone of amber light. Each creature
legendary actions, or the GM decides that the in the cone must succeed on a DC 15 Wisdom saving
creature is too big for its head to be cut off with this throw or become frightened of you for 1 minute.
weapon. Such a creature instead takes an extra 6d8 While it is frightened in this way, a creature must
slashing damage from the hit. spend its turns trying to move as far away from you
as it can, and it can’t willingly move to a space within
Wand of Binding 30 feet of you. It also can’t take reactions. For its
Wand, rare (requires attunement by a spellcaster) action, it can use only the Dash action or try to
escape from an effect that prevents it from moving. If
This wand has 7 charges for the following properties. it has nowhere it can move, the creature can use the
It regains 1d6 + 1 expended charges daily at dawn. If Dodge action. At the end of each of its turns, a
you expend the wand’s last charge, roll a d20. On a 1, creature can repeat the saving throw, ending the
the wand crumbles into ashes and is destroyed. effect on itself on a success.
Spells. While holding the wand, you can use an
action to expend some of its charges to cast one of Wand of Fireballs
the following spells (save DC 17): hold monster (5 Wand, rare (requires attunement by a spellcaster)
charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can This wand has 7 charges. While holding it, you can
use your reaction to expend 1 charge and gain use an action to expend 1 or more of its charges to
advantage on a saving throw you make to avoid cast the fireball spell (save DC 15) from it. For 1
being paralyzed or restrained, or you can expend 1 charge, you cast the 3rd- level version of the spell.
charge and gain advantage on any check you make to You can increase the spell slot level by one for each
escape a grapple. additional charge you expend.
The wand regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 248

