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29 lines
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1.6 KiB
Markdown
29 lines
No EOL
1.6 KiB
Markdown
---
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obsidianUIMode: preview
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cssclasses: json5e-item
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tags:
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- compendium/src/5e/dmg
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- item/attunement/required
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- item/rarity/rare
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- item/tier/major
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- item/wondrous/wand
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aliases: ["Wand of Fear"]
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---
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# Wand of Fear
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*Wand, major, rare (requires attunement)*
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- **Properties**: Requires Attunement
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- **Cost**: ⏤
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- **Weight**: 1.0 lbs.
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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.
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## Command
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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](compendium/spells/command.md) spell (save DC 15).
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## Cone of Fear
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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](rules/conditions.md#frightened) of you for 1 minute. While it is [frightened](rules/conditions.md#frightened) in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't 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](rules/actions.md#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](rules/actions.md#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.
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*Source: SRD / Basic Rules* |