Wand of Conjuration (5e Equipment)

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Wand, very rare (requires attunement by a spellcaster)

This wand has 3 charges. While holding it, you can use an action to conjure a creature in an unoccupied space within 90 feet of you. The conjured creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or after 1 hour, whichever comes first. The wand regains 1d3 expended charges daily at dawn.

Roll on the following table to determine the creature you summon:

d12 Summoned Creature
1 Awakened tree
2 Gelatinous cube
3 Foo lion
4 Deep one
5 Giant scorpion
6 Nymph
7 Byakhee
8 Stegosaurus
9 Mushroom man
10 Elephant
11 Succubus
12 Nightgaunt

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