{"count":1618,"next":"https://api-beta.open5e.com/v1/magicitems/?format=json&ordering=type&page=11","previous":"https://api-beta.open5e.com/v1/magicitems/?format=json&ordering=type&page=9","results":[{"slug":"staff-of-power","name":"Staff of Power","type":"Staff","desc":"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.\n\nThe staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.\n\n**_Power Strike_**. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.\n\n**_Spells_**. While holding this staff, 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 and spell attack bonus: _cone of cold_ (5 charges), _fireball_ (5th-level version, 5 charges), _globe of invulnerability_ (6 charges), _hold monster_ (5 charges), _levitate_ (2 charges), _lightning bolt_ (5th-level version, 5 charges), _magic missile_ (1 charge), _ray of enfeeblement_ (1 charge), or _wall of force_ (5 charges).\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin  | Damage                                 |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away     | 6 × the number of charges in the staff |\n| 21 to 30 ft. away     | 4 × the number of charges in the staff |","rarity":"very rare","requires_attunement":"requires attunement by a sorcerer, warlock, or wizard","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-striking","name":"Staff of Striking","type":"Staff","desc":"This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.\n\nThe staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.","rarity":"very rare","requires_attunement":"requires attunement","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-swarming-insects","name":"Staff of Swarming Insects","type":"Staff","desc":"This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: _giant insect_ (4 charges) or _insect plague_ (5 charges).\n\n**_Insect Cloud_**. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.","rarity":"very rare","requires_attunement":"requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-the-magi","name":"Staff of the Magi","type":"Staff","desc":"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.\n\nThe staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.\n\n**_Spell Absorption_**. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: _conjure elemental_ (7 charges), _dispel magic_ (3 charges), _fireball_ (7th-level version, 7 charges), _flaming sphere_ (2 charges), _ice storm_ (4 charges), _invisibility_ (2 charges), _knock_ (2 charges), _lightning bolt_ (7th-level version, 7 charges), _passwall_ (5 charges), _plane shift_ (7 charges), _telekinesis_ (5 charges), _wall of fire_ (4 charges), or _web_ (2 charges).\n\nYou can also use an action to cast one of the following spells from the staff without using any charges: _arcane lock_, _detect magic_, _enlarge/reduce_, _light_, _mage hand_, or _protection from evil and good._\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin  | Damage                                 |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away     | 6 × the number of charges in the staff |\n| 21 to 30 ft. away     | 4 × the number of charges in the staff |","rarity":"legendary","requires_attunement":"requires attunement by a sorcerer, warlock, or wizard","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-the-python","name":"Staff of the Python","type":"Staff","desc":"You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.\n\nOn your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.\n\nIf the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.","rarity":"very rare","requires_attunement":"requires attunement by a cleric, druid, or warlock","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-the-woodlands","name":"Staff of the Woodlands","type":"Staff","desc":"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.\n\nThe staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.\n\n**_Spells_**. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: _animal friendship_ (1 charge), _awaken_ (5 charges), _barkskin_ (2 charges), _locate animals or plants_ (2 charges), _speak with animals_ (1 charge), _speak with plants_ (3 charges), or _wall of thorns_ (6 charges).\n\nYou can also use an action to cast the _pass without trace_ spell from the staff without using any charges. **_Tree Form_**. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\nThe tree appears ordinary but radiates a faint aura of transmutation magic if targeted by _detect magic_. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.","rarity":"rare","requires_attunement":"requires attunement by a druid","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-thunder-and-lightning","name":"Staff of Thunder and Lightning","type":"Staff","desc":"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.\n\n**_Lightning_**. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.\n\n**_Thunder_**. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.\n\n**_Lightning Strike_**. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**_Thunderclap_**. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.\n\n**_Thunder and Lightning_**. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.","rarity":"very rare","requires_attunement":"requires attunement","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-withering","name":"Staff of Withering","type":"Staff","desc":"This staff has 3 charges and regains 1d3 expended charges daily at dawn.\n\nThe staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.","rarity":"rare","requires_attunement":"requires attunement by a cleric, druid, or warlock","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"bubble-wand-a5e","name":"Bubble Wand","type":"Wand","desc":"This slender timber wand has a wooden ring at its tip. The wand has 7 charges and regains 1d6+1 charges each dawn. If you expend the last charge, roll a d20\\. On a 1, the wand bursts into a spray of colorful bubbles and is lost forever.\n\nWhile holding the wand, you can use an action to expend its charges and either create a harmless spray of colorful bubbles (1 charge) or cast the __dancing lights_ cantrip (2 charges). The _dancing lights_ appear as glowing bubbles.\n\nWhen a creature targets you with an attack while you are holding the wand, you can use your reaction to snap it (destroying the wand). You can do this after the roll is made, but before the outcome of the attack is determined. You gain a +5 bonus to AC and a fly speed of 10 ft. as a giant soap bubble coalesces around you. The bubble persists for 1 minute or until you are hit with an attack, at which point it bursts with a loud ‘pop’.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"cantrip-wand-a5e","name":"Cantrip Wand","type":"Wand","desc":"This wand can be used as a spellcasting focus and allows you to cast one additional cantrip as if you knew it, as long as it is on your spell list. Each cantrip wand has a cantrip imbued within it upon creation, and will be known by its name (such as a _fire bolt_  wand or __light  wand_). \n\nOther implements exist for the storing of cantrips from other classes (like _cantrip holy symbols_ or _cantrip instruments_), and though these are wondrous items they function like wands.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"transforming-wand-a5e","name":"Transforming Wand","type":"Wand","desc":"This wand has 13 charges. While holding it, you can use an action to expend 1 of its charges to cast the __polymorph_  spell (save DC 16) from it, transforming one target humanoid into a beast. Unlike normal castings of the spell, the effect lasts for 24 hours, at which point a target can attempt a new save. After two failed saves, a polymorphed target is permanently transformed into its new form. The wand regains 2d6 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20\\. On a 1, the wand crumbles into ashes and is destroyed.","rarity":"Legendary","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-binding-a5e","name":"Wand of Binding","type":"Wand","desc":"While holding this wand, you can use an action to expend charges to cast one of the following spells, using your spell save DC: _hold person_ (2 charges), __hold monster_ (5 charges). Alternatively, when you attempt to escape a _grapple_  or are making a _saving throw_  to avoid being _paralyzed_  or _restrained_ , you can use your reaction to expend 1 charge and gain _advantage_ .\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand folds in on itself until it disappears.","rarity":"Rare","requires_attunement":"requires attunement","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-cobwebs-a5e","name":"Wand of Cobwebs","type":"Wand","desc":"A convincing way to cover one’s tracks is to create the appearance that an area hasn’t been disturbed in a long time. This spindly wooden wand sheds a little dust whenever you touch it. While holding it, you can use an action and expend 1 charge to conjure wispy cobwebs in a 1-foot cube within 30 feet of you that you can see. The cobwebs must be anchored to two solid masses or layered across a floor, wall, or ceiling. The ground beneath the cobwebs is covered with a layer of dust that suggests at least a year of disuse. The cobwebs and dust last until cleared away.\n\nThe wand has 10 charges and regains 1d6+4 charges each dusk. If you expend the last charge, roll a d20\\. On a result of 5 or less, the wand disintegrates into a mass of cobwebs.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-elocution-a5e","name":"Wand of Elocution","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 charge and touch it to one willing beast or humanoid. If the target is a humanoid, for the next hour it gains an expertise die on Deception, Intimidation, and Persuasion checks, as well as on Performance checks made to act, orate, or otherwise speak in front of a crowd. If the target is a beast, it gains the ability to speak one language that you are proficient with for the next hour.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits a cacophony of voices and animal noises audible within 100 feet for 1 minute then loses its magical properties.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-enemy-detection-a5e","name":"Wand of Enemy Detection","type":"Wand","desc":"While holding this wand, you can use an action to speak its command word and expend 1 charge to extend your senses for 1 minute. You sense the direction (but not precise location) of the nearest creature hostile to you within 60 feet (this includes ethereal, _invisible_ , disguised, and hidden creatures, as well as those in plain sight). The effect ends early if you stop holding the wand.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears the next time it is unobserved.","rarity":"Rare","requires_attunement":"requires attunement","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-erudition-a5e","name":"Wand of Erudition","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 charge and target one willing humanoid you can see within 30 feet. For the next hour, the target gains one of the following benefits:\n\n* The ability to read, speak, and understand one language you are proficient with.\n* Proficiency with one skill or tool with which you are proficient.\n* Knowledge of some piece of information you know that you could communicate in less than 1 minute, such as the contents of a book you have read or directions to a location familiar to you. The target gains this knowledge even if you do not share a language. When the effect ends, the target forgets the information you imparted.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand fades from existence and you forget you ever owned it.","rarity":"Uncommon","requires_attunement":"requires attunement","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-fear-a5e","name":"Wand of Fear","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 charge and command another creature to flee or grovel (as the _command_ spell, save DC 15). Alternatively, you can use an action to expend 2 charges, causing the wand to emit a 60-foot cone of light. Each creature in the area makes a DC 15 Wisdom _saving throw_  or becomes _frightened_  of you for 1 minute. A creature frightened in this way must spend its turns trying to move as far away from you as possible, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. On its turn, the frightened creature can use only the Dash action or try to escape from an effect that prevents it from moving, or if it has nowhere to move then the Dodge action. A frightened creature can repeat the _saving throw_  at the end of each of its turns, ending the effect on itself on a success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand releases a chilling wail and crumbles into nothing.","rarity":"Rare","requires_attunement":"requires attunement","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-fireballs-a5e","name":"Wand of Fireballs","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 or more charges to cast fireball (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears in a flash of fire and smoke.","rarity":"Rare","requires_attunement":"requires attunement","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-lightning-bolts-a5e","name":"Wand of Lightning Bolts","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 or more charges to cast __lightning bolt_ (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\n This wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits sparks of electricity and disappears in a flash. ","rarity":"Rare","requires_attunement":"requires attunement","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-magic-detection-a5e","name":"Wand of Magic Detection","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 charge to cast __detect magic ._\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-magic-missile-a5e","name":"Wand of Magic Missile","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 or more of its charges to cast __magic missile ._ For 1 charge, you cast the 1st-level version of the spell. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a bolt of magic that soars out of sight and disappears","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-paralysis-a5e","name":"Wand of Paralysis","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 charge to force a creature within 60 feet to make a DC 15 Constitution _saving throw_  or become _paralyzed_  for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand shatters into hundreds of pieces.","rarity":"Rare","requires_attunement":"requires attunement","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-polymorph-a5e","name":"Wand of Polymorph","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 charge to cast _polymorph_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a Tiny bug that wanders away.","rarity":"Very Rare","requires_attunement":"requires attunement","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-secrets-a5e","name":"Wand of Secrets","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 charge to make it pulse and point at the nearest secret door or trap within 30 feet.\n\nThis wand has 3 charges and regains 1d3 expended charges each dawn.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-the-scribe-a5e","name":"Wand of the Scribe","type":"Wand","desc":"Nearly half the size of most other wands, this arcane implement is a solid piece of mithral with a tapered point that resembles the nib of a writing quill. While you are attuned to the wand, you can write on parchment and similar surfaces that would hold ink as though using an ordinary quill. The wand never runs out of ink when used this way.\n\nThe _wand of the scribe_ has 1d6 charges and regains 3 charges each dawn. You can expend 1 charge from the wand to cast __illusory script_ . You can also expend 1 charge from the wand to create a copy of any mundane document without requiring a forgery kit, substituting an Arcana check for any ability check you would normally make. Finally, you can expend 2 charges from the wand to transcribe 1 minute of conversation that you can hear. You do not need to understand the language being spoken, and can choose to write it in any language that you know.\n\nIf you expend the wand’s last charge, roll a d20\\. On a result of 5 or less, the wand bursts causing ink to stain your hand and the front of any clothing you are wearing as the enchanted trinket breaks apart.","rarity":"Common","requires_attunement":"requires attunement","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-the-war-mage-1-a5e","name":"Wand of the War Mage +1","type":"Wand","desc":"You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (uncommon +1), and you ignore _half cover_  when making spell attacks.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-the-war-mage-2-a5e","name":"Wand of the War Mage +2","type":"Wand","desc":"You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (rare +2), and you ignore _half cover_  when making spell attacks.","rarity":"Rare","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-the-war-mage-3-a5e","name":"Wand of the War Mage +3","type":"Wand","desc":"You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (very rare +3), and you ignore _half cover_  when making spell attacks.","rarity":"Very Rare","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-web-a5e","name":"Wand of Web","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 charge to cast _web_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand dissolves into a pile of webbing.","rarity":"Uncommon","requires_attunement":"requires attunement","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-wonder-a5e","name":"Wand of Wonder","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 charge and choose a creature, object, or point in space within 120 feet. Roll d100 on the Wand of Wonder table to determine the effect.\n\nSpells cast from the wand have a spell save DC of 15 and a range of 120 feet. Area effects are centered on and include the target. If an effect might target multiple creatures, the Narrator randomly determines which ones are affected.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.\n\n__**Table: Wand of Wonder**__\n| **d100** | **Effect**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 01–05    | You cast _slow ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 06–10    | You cast __faerie fire ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |\n| 11–15    | You are awestruck and become _stunned_  until the start of your next turn.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| 16–20    | You cast _gust of wind ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |\n| 21–25    | You cast __detect thoughts_  on the target. If you didn’t target a creature, you take 1d6 psychic damage instead.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 26–30    | You cast _stinking cloud ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |\n| 31–33    | Rain falls in a 60-foot radius centered on the target, making the area __lightly obscured_ until the start of your next turn.                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |\n| 34–36    | A beast appears in an unoccupied space adjacent to the target. You don’t control the animal, which acts as it normally would. Roll a d4 to determine the beast (1: _rhinoceros_ , 2: _elephant_ , 3–4: _rat_ ).                                                                                                                                                                                                                                                                                                                                                                                        |\n| 37–46    | You cast _lightning bolt ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |\n| 47–49    | Butterflies fill a 30-foot radius centered on the target, making the area _heavily obscured_ . The butterflies remain for 10 minutes.                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 50–53    | The target doubles in size (as if you had cast __enlarge/reduce_ ), or if the target is an attended object, you become the spell’s target.                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| 54–58    | You cast _darkness ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 59–62    | Grass grows on the ground in a 60-foot radius centered on the target. Existing grass grows to 10 times normal size for 1 minute, becoming _difficult terrain_ .                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 63–65    | An unattended object (chosen by the Narrator) within 120 feet of the target disappears into the Ethereal Plane. The object must be able to fit in a 10-foot cube.                                                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 66–69    | You shrink to half your size (as __enlarge/reduce_ ).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 70–79    | You cast _fireball ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 80–84    | You cast _invisibility_ on yourself.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |\n| 85–87    | Leaves grow from the target. If you targeted a point in space, leaves sprout from the creature nearest that point instead. The leaves fall off after 24 hours but can be pruned before that time.                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 88–90    | A stream of 1d4 × 10 gems (each worth 1 gp) shoots from the wand in a 30-foot long, 5-foot wide line. Each gem deals 1 bludgeoning damage. Divide the total damage equally among all creatures in the area.                                                                                                                                                                                                                                                                                                                                                                                            |\n| 91–95    | A burst of shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see make a DC 15 Constitution _saving throw_  or become _blinded_  for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success                                                                                                                                                                                                                                                                                 |\n| 96–97    | For the next 1d10 days, the target is able to breathe underwater and its skin turns blue. If you targeted an object or point in space, the creature nearest that target is affected instead.                                                                                                                                                                                                                                                                                                                                                                                                           |\n| 98–100   | If you targeted a creature, it makes a DC 15 Constitution _saving throw_ . If you didn’t target a creature, you become the target instead. A creature that fails the saving throw by 5 or more is instantly _petrified_ . On any other failed save, the creature is _restrained_  and begins to turn to stone. While restrained in this way, the target repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. A __greater restoration_  spell or similar magic restores a petrified creature but the effect is otherwise permanent. |","rarity":"Rare","requires_attunement":"requires attunement","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"ashwood-wand","name":"Ashwood Wand","type":"Wand","desc":"You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast a spell that deals fire damage while using this wand as your spellcasting focus, the spell deals 1 extra fire damage. If you expend 1 of the wand's charges during the casting, the spell deals 1d4 + 1 extra fire damage instead.","rarity":"common","requires_attunement":"requires attunement","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"blacktooth","name":"Blacktooth","type":"Wand","desc":"This black ivory, rune-carved wand has 7 charges. It regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast the guiding bolt spell from it, using an attack bonus of +7. 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.","rarity":"legendary","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"devils-barb","name":"Devil's Barb","type":"Wand","desc":"This thin wand is fashioned from the fiendish quill of a barbed devil. While attuned to it, you have resistance to cold damage. The wand has 6 charges for the following properties. It regains 1d6 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into cinders and is destroyed. Hurl Flame. While holding the wand, you can expend 2 charges as an action to hurl a ball of devilish flame at a target you can see within 150 feet of you. The target must succeed on a DC 15 Dexterity check or take 3d6 fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Devil's Sight. While holding the wand, you can expend 1 charge as an action to cast the darkvision spell on yourself. Magical darkness doesn't impede this darkvision.","rarity":"rare","requires_attunement":"requires attunement","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"frungilator","name":"Frungilator","type":"Wand","desc":"This strangely-shaped item resembles a melted wand or a strange growth chipped from the arcane trees of elder planes. The wand has 5 charges and regains 1d4 + 1 charges daily at dusk. While holding it, you can use an action to expend 1 of its charges and point it at a target within 60 feet of you. The target must be a creature. When activated, the wand frunges creatures into a chaos matrix, which does…something. Roll a d10 and consult the following table to determine these unpredictable effects (none of them especially good). Most effects can be removed by dispel magic, greater restoration, or more powerful magic. | d10 | Frungilator Effect |\n| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 1 | Glittering sparkles fly all around. You are surrounded in sparkling light until the end of your next turn as if you were targeted by the faerie fire spell. |\n| 2 | The target is encased in void crystal and immediately begins suffocating. A creature, including the target, can take its action to shatter the void crystal by succeeding on a DC 10 Strength check. Alternatively, the void crystal can be attacked and destroyed (AC 12; hp 4; immunity to poison and psychic damage). |\n| 3 | Crimson void fire engulfs the target. It must make a DC 13 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 4 | The target's blood turns to ice. It must make a DC 13 Constitution saving throw, taking 6d6 cold damage on a failed save, or half as much damage on a successful one. |\n| 5 | The target rises vertically to a height of your choice, up to a maximum height of 60 feet. The target remains suspended there until the start of its next turn. When this effect ends, the target floats gently to the ground. |\n| 6 | The target begins speaking in backwards fey speech for 10 minutes. While speaking this way, the target can't verbally communicate with creatures that aren't fey, and the target can't cast spells with verbal components. |\n| 7 | Golden flowers bloom across the target's body. It is blinded until the end of its next turn. |\n| 8 | The target must succeed on a DC 13 Constitution saving throw or it and all its equipment assumes a gaseous form until the end of its next turn. This effect otherwise works like the gaseous form spell. |\n| 9 | The target must succeed on a DC 15 Wisdom saving throw or become enthralled with its own feet or limbs until the end of its next turn. While enthralled, the target is incapacitated. |\n| 10 | A giant ray of force springs out of the frungilator and toward the target. Each creature in a line that is 5 feet wide between you and the target must make a DC 16 Dexterity saving throw, taking 4d12 force damage on a failed save, or half as much damage on a successful one. |","rarity":"uncommon","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"glass-wand-of-leng","name":"Glass Wand of Leng","type":"Wand","desc":"The tip of this twisted clear glass wand is razorsharp. It can be wielded as a magic dagger that grants a +1 bonus to attack and damage rolls made with it. The wand weighs 4 pounds and is roughly 18 inches long. When you tap the wand, it emits a single, loud note which can be heard up to 20 feet away and does not stop sounding until you choose to silence it. This wand has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 17): arcane lock (2 charges), disguise self (1 charge), or tongues (3 charges).","rarity":"rare","requires_attunement":"requires attunement","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"gremlins-paw","name":"Gremlin's Paw","type":"Wand","desc":"This wand is fashioned from the fossilized forearm and claw of a gremlin. The wand has 5 charges. While holding the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): bane (1 charge), bestow curse (3 charges), or hideous laughter (1 charge). The wand regains 1d4 + 1 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 20, you must succeed on a DC 15 Wisdom saving throw or become afflicted with short-term madness. On a 1, the rod crumbles into ashes and is destroyed.","rarity":"rare","requires_attunement":"requires attunement","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"hazelwood-wand","name":"Hazelwood Wand","type":"Wand","desc":"You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast the goodberry spell while using this wand as your spellcasting focus, you can expend 1 of the wand's charges to transform the berries into hazelnuts, which restore 2 hit points instead of 1. The spell is otherwise unchanged. In addition, when you cast a spell that deals lightning damage while using this wand as your spellcasting focus, the spell deals 1 extra lightning damage.","rarity":"common","requires_attunement":"requires attunement","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"oakwood-wand","name":"Oakwood Wand","type":"Wand","desc":"You can use this wand as a spellcasting focus. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend 1 charge as an action to cast the detect poison and disease spell from it. When you cast a spell that deals cold damage while using this wand as your spellcasting focus, the spell deals 1 extra cold damage.","rarity":"common","requires_attunement":"requires attunement","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"wand-of-accompaniment","name":"Wand of Accompaniment","type":"Wand","desc":"Tiny musical notes have been etched into the sides of this otherwise plain, wooden wand. It 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 disintegrates with a small bang. Dance. While holding the wand, you can use an action to expend 3 charges to cast the irresistible dance spell (save DC 17) from it. If the target is in the area of the Song property of this wand, it has disadvantage on the saving throw. Song. While holding the wand, you can use an action to expend 1 charge to cause the area within a 30-foot radius of you to fill with music for 1 minute. The type of music played is up to you, but it is performed flawlessly. Each creature in the area that can hear the music has advantage on saving throws against being deafened and against spells and effects that deal thunder damage.","rarity":"very rare","requires_attunement":"requires attunement","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"wand-of-air-glyphs","name":"Wand of Air Glyphs","type":"Wand","desc":"While holding this thin, metal wand, you can use action to cause the tip to glow. When you wave the glowing wand in the air, it leaves a trail of light behind it, allowing you to write or draw on the air. Whatever letters or images you make hang in the air for 1 minute before fading away.","rarity":"common","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"wand-of-bristles","name":"Wand of Bristles","type":"Wand","desc":"This wand is made from the bristles of a giant boar bound together with magical, silver thread. It weighs 1 pound and is 8 inches long. The wand has a strong boar musk scent to it, which is difficult to mask and is noticed by any creature within 10 feet of you that possesses the Keen Smell trait. The wand is comprised of 10 individual bristles, and as long as the wand has 1 bristle, it regrows 2 bristles daily at dawn. While holding the wand, you can use your action to remove bristles to cause one of the following effects. Ghostly Charge (3 bristles). You toss the bristles toward one creature you can see. A phantom giant boar charges 30 feet toward the creature. If the phantom’s path connects with the creature, the target must succeed on a DC 15 Dexterity saving throw or take 2d8 force damage and be knocked prone. Truffle (2 bristles). You plant the bristles in the ground to conjure up a magical truffle. Consuming the mushroom restores 2d8 hit points.","rarity":"rare","requires_attunement":"requires attunement","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"wand-of-depth-detection","name":"Wand of Depth Detection","type":"Wand","desc":"This simple wooden wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 charge and point it at a body of water or other liquid. You learn the liquid's deepest point or its average depth (your choice). In addition, you can use an action to expend 1 charge while you are submerged in a liquid to determine how far you are beneath the liquid's surface.","rarity":"common","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"wand-of-direction","name":"Wand of Direction","type":"Wand","desc":"This crooked, twisting wand is crafted of polished ebony with a small, silver arrow affixed to its tip. The wand has 3 charges. While holding it, you can expend 1 charge as an action to make the wand remember your path for up to 1,760 feet of movement. You can increase the length of the path the wand remembers by 1,760 feet for each additional charge you expend. When you expend a charge to make the wand remember your current path, the wand forgets the oldest path of up to 1,760 feet that it remembers. If you wish to retrace your steps, you can use a bonus action to activate the wand’s arrow. The arrow guides you, pointing and mentally tugging you in the direction you should go. The wand’s magic allows you to backtrack with complete accuracy despite being lost, unable to see, or similar hindrances against finding your way. The wand can’t counter or dispel magic effects that cause you to become lost or misguided, but it can guide you back in spite of some magic hindrances, such as guiding you through the area of a darkness spell or guiding you if you had activated the wand then forgotten the way due to the effects of the modify memory spell on you. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a roll of 1, the wand straightens and the arrow falls off, rendering it nonmagical.","rarity":"common","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"wand-of-drowning","name":"Wand of Drowning","type":"Wand","desc":"This wand appears to be carved from the bones of a large fish, which have been cemented together. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding this wand, you can use an action to expend 1 charge to cause a thin stream of seawater to spray toward a creature you can see within 60 feet of you. If the target can breathe only air, it must succeed on a DC 15 Constitution saving throw or its lungs fill with rancid seawater and it begins drowning. A drowning creature chokes for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its turn after its choking ends, the creature drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. A successful DC 15 Wisdom (Medicine) check removes the seawater from the drowning creature's lungs, ending the effect.","rarity":"very rare","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"wand-of-extinguishing","name":"Wand of Extinguishing","type":"Wand","desc":"This charred and blackened wooden wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to extinguish a nonmagical flame within 10 feet of you that is no larger than a small campfire. 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 ignition.","rarity":"common","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"wand-of-fermentation","name":"Wand of Fermentation","type":"Wand","desc":"Fashioned out of oak, this wand appears heavily stained by an unknown liquid. The wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand explodes in a puff of black smoke and is destroyed. While holding the wand, you can use an action and expend 1 or more of its charges to transform nonmagical liquid, such as blood, apple juice, or water, into an alcoholic beverage. For each charge you expend, you transform up to 1 gallon of nonmagical liquid into an equal amount of beer, wine, or other spirit. The alcohol transforms back into its original form if it hasn't been consumed within 24 hours of being transformed.","rarity":"uncommon","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"wand-of-flame-control","name":"Wand of Flame Control","type":"Wand","desc":"This wand is fashioned from a branch of pine, stripped of bark and beaded with hardened resin. The wand has 3 charges. If you use the wand as an arcane focus while casting a spell that deals fire damage, you can expend 1 charge as part of casting the spell to increase the spell's damage by 1d4. In addition, while holding the wand, you can use an action to expend 1 of its charges to cause one of the following effects: - Change the color of any flames within 30 feet.\n- Cause a single flame to burn lower, halving the range of light it sheds but burning twice as long.\n- Cause a single flame to burn brighter, doubling the range of the light it sheds but halving its duration. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand bursts into flames and burns to ash in seconds.","rarity":"common","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"wand-of-giggles","name":"Wand of Giggles","type":"Wand","desc":"This wand is tipped with a feather. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at 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 giggle for 1 minute. Giggling doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Tears.","rarity":"common","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"wand-of-guidance","name":"Wand of Guidance","type":"Wand","desc":"This slim, metal wand is topped with a cage shaped like a three-sided pyramid. An eye of glass sits within the pyramid. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the guidance spell from it. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Resistance.","rarity":"common","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"wand-of-harrowing","name":"Wand of Harrowing","type":"Wand","desc":"The tips of this twisted wooden wand are exceptionally withered. The 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 disintegrates into useless white powder. Affliction. While holding the wand, you can use an action to expend 1 charge to cause a creature you can see within 60 feet of you to become afflicted with unsightly, weeping sores. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on all Dexterity and Charisma checks for 1 minute. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pain. While holding the wand, you can use an action to expend 3 charges to cause a creature you can see within 60 feet of you to become wracked with terrible pain. The target must succeed on a DC 15 Constitution saving throw or take 4d6 necrotic damage, and its movement speed is halved for 1 minute. A pained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. If the target is also suffering from the Affliction property of this wand, it has disadvantage on the saving throw.","rarity":"rare","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"}]}