Wand of Arcane Power (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Wand, very rare (requires attunement by a bard, cleric, druid, sorcerer, or wizard)

This wand has 20 charges, a number of which can be expended during your turn (no action required). Expending one or more charges creates a spell slot that you immediately use to cast a spell of 1st level or higher from your spell list. Each expended charge counts as one level of spell slot or as one of the spell's components, except material components that cost more than 50gp. This spell slot can be used to cast any spell you know or have prepared, or any other spell on your spell list if you succeed on a spellcasting ability check with a DC of 10 + twice the spell's level. Failing the check causes the charges to still be expended, but the spell fails and has no effect.

Alternatively, you can expend 1 charge to cast any cantrip from your class' spell list (no action required), ignoring all components. The cantrip is considered to have been cast by an 5th-level spellcaster, regardless of your level. If the cantrip is not one you know, you must succeed on a DC 10 spellcasting ability check or the charge is wasted and the cantrip fails.

You can use the wand only once during each of your turns. You cannot expend more charges in a single use than your highest spell slot level - 1. For example, a 5th-level wizard can expend no more 2 charges at a time. In addition, casting a spell using the spell slot created by the wand does not count as you casting a spell.

The wand regains 1d3 charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disappears in a flurry of harmless sparks and reappears in the nearest treasure hoard exceeding 10,000 gp.

Back to Main Page5e HomebrewEquipmentWands

Home of user-generated,
homebrew pages!