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Dungeons & Dragons Magical Items Roleplaying

DnD Magical Item Wand of Fear

Dungeons and Dragons – Mystara

Magical Item – Wand of Fear

Dungeon Masters Guide
dmg – Dungeon Masters Guide 5E

Base Item – Wand of Fear

Rare Item Value
Price: 2d10 x1,000 gp (2,000 to 20,000) – 50% for consumable items
Base Price: 12,000 gp or 6,000 gp for expendable
Expendable Items can be attuned on use, at the cost of a random attuned item and slot.
Cursed Items auto attune on use and replace a random attuned item and slot.

  • Magical Item – Rare – Wand of Fear – 12,000 gp
    • Standard: While not attuned, this wand can hold a single charge, which can be recharged at dawn after the night of the full moon.
    • Attunement: This 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 crumbles into ashes and is destroyed.
      • Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
      • Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can· willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
    • Relic: An human attuned gains aan charge, and if attuned by a Traladaran then the DC increase by 2.

Example Campaign Items – Wand of Fear

Traladara Wand of Fear (T041)
  • Magical Item – Rare – Traladara Wand of Fear – 12,000 gp
    • Standard: This bronze cast wand has the face of a gnoll etched into the handle. While not attuned, this wand can hold a single charge, which can be recharged at dawn after the night of the full moon.
    • Attunement: This 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 crumbles into ashes and is destroyed.
      • Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
      • Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can· willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
    • Relic: An human attuned gains aan charge, and if attuned by a Traladaran then the DC increase by 2.
    • Details made from: Created by Humans
    • Owners:
      • ??? Llewell (Sunfey Warlock) Picked up in the Mirror Universe

Original Item – Wand of Fear

Source: Dungeon Masters Guide (dmg210)

WAND OF FEAR

Wand, rare (requires attunement)

This 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 crumbles into ashes and is destroyed.

Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).

Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

Content Updates

  • 2021-07-17 – Added in the Original Item version.
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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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