Requires
AttunementThis 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'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 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.