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CORE RULES · v5.7
Equipment
Acheron BladeAlchemical CompendiumAmulet of HealthAmulet of Protection from TurningArmor of ResistanceArmor of VulnerabilityArrow-Catching ShieldAstral ShardAstromancy ArchiveAtlas of Endless HorizonsBadge of the WatchBag of BeansBanner of the Krig RuneBattering ShieldBead of ForceBell BranchBelt of DwarvenkindBerserker AxeBlade of LedrosBlod StoneBonecounterBoots of LevitationBoots of SpeedBoots of SwiftnessBow Of ConflagrationBowl of Commanding Water ElementalsBracer of Flying DaggersBracers of CelerityBracers of DefenseBrazier of Commanding Fire ElementalsBreastplate Of BalanceBridle of CapturingButcher's BibCape of the MountebankCauldron of PlentyCenser of Controlling Air ElementalsCharm of Plant CommandChime of OpeningChromatic RoseClaw of the Wyrm RuneClaws of the Umber HulkCloak of DisplacementCloak of the BatCoat of the CrestCorpse SlayerCrown of the Wrath BringerCrystal BladeCube of ForceDaern's Instant FortressDagger of BlindsightDagger of DenialDagger of VenomDead Man's PlateDeck Of OraclesDelver's ClawsDemon SkinDevotee's CenserDimensional ShacklesDocentDodecahedron of DoomDonjon's Sundering SphereDragon SlayerDragon Wing BowDragontooth DaggerDuplicitous ManuscriptEagle WhistleEarthboardElemental Essence ShardElixir of HealthElven ChainFar Realm ShardFeather of Diatryma SummoningFeywrought ArmorFlame TongueFlamefriend LanternFlayer SlayerFlying ChariotFolding BoatFulminating TreatiseGalder's Bubble PipeGambler's BladeGauntlets of Flaming FuryGavel of the Venn RuneGem of SeeingGhost LanternGiant SlayerGlamoured Studded LeatherGlimmering MoonbowGloomwrought ArmorGlowrune PigmentGrasping WhipGulthias StaffHeart Weaver's PrimerHell Hound CloakHelm of TeleportationHelm of the GodsHeward's Handy HaversackHook of Fisher's DelightHorn of BlastingHorn of the Endless MazeHorseshoes of SpeedIggwylv's HornInescapable LashIron Bands of BilarroKagonesti Forest ShroudKnave's Eye PatchLash of ImmolationLeather Golem ArmorLibram of Souls and FleshLoadstoneLuminous War PickLyre of BuildingMace of DisruptionMace of SmitingMace of TerrorMagician's JudgeMantle of Spell ResistanceMimirMind BladeMind LashMirror of the PastMizzium ArmorMizzium MortarMolten Bronze SkinNecklace of FireballsNecklace of Prayer BeadsNeedle of MendingOceanic WeaponOil of EtherealnessOpal of the Ild RuneOrb of the Stein RuneOuter Essence ShardPariah's ShieldPeriapt of Proof against PoisonPiwafwi of Fire ResistancePlanecaller's CodexPortable HolePotion of Aqueous FormPotion of ClairvoyancePotion of DiminutionPotion of Gaseous FormPotion of HeroismPotion of InvulnerabilityPotion of Maximum PowerPotion of Mind ReadingProfessor OrbProtective VersesQuaal's Feather TokenReveler's ConcertinaRing of Animal InfluenceRing of EvasionRing of Feather FallingRing of Free ActionRing of ProtectionRing of ResistanceRing of Spell StoringRing of Temporal SalvationRing of the RamRing of X-Ray VisionRobe of EyesRobe of SummerRod of RulershipRod of the VonindodRogue's MantleRope of EntanglementRuinous FlailSaint Markovia's ThighboneScissors of Shadow SnippingScorpion ArmorScroll of ProtectionSerpent's FangShadowfell Brand TattooShadowfell ShardShard of XeluanShield of Far SightShield of Missile AttractionShrieking GreavesSiren Song LyreSkysailSpelljamming HelmSpider StaffStaff of CharmingStaff of DefenseStaff of HealingStaff of RulingStaff of Swarming InsectsStaff of the Ivory ClawStaff of the Rooted HillsStaff of the WoodlandsStaff of WitheringStarshot CrossbowStone of Controlling Earth ElementalsStonespeaker CrystalStormrider BootsSummer's DanceSun BladeSun StaffSunforgerSword of Life StealingSword of WoundingTeleportation TabletTentacle RodTwo-Birds SlingVentilating LungsVicious WeaponVoidwalker ArmorWand of BindingWand of Enemy DetectionWand of FearWand of FireballsWand of Lightning BoltsWand of ParalysisWand of Viscid GlobsWand of WinterWand of WonderWar Horn of ValorWarrior's PasskeyWayfarer's BootsWeapon of Certain DeathWeird TankWings of FlyingWoodcutter's AxeZephyr Armor
Wand · Rare

Wand of Wonder

Source: Dungeon Master's Guide
Wand, rare (requires attunement by a spellcaster)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.

If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.

The wand regains expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.

d100Effect
01-05You cast Slow.
06-10You cast Faerie Fire.
11-15You are stunned until the start of your next turn, believing something awesome just happened.
16-20You cast Gust of Wind.
21-25You cast Detect Thoughts on the target you chose. If you didn't target a creature, you instead take psychic damage.
26-30You cast Stinking Cloud.
31-33Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. See the Monster Manual for the animal's statistics.
37-46You cast Lightning Bolt.
47-49A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53You enlarge the target as if you had cast Enlarge/Reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.
54-58You cast Darkness.
59-62Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63- 65An object of the DM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69You shrink yourself as if you had cast Enlarge/Reduce on yourself.
70- 79You cast Fireball.
80-84You cast Invisibility on yourself.
85-87Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88- 90A stream of x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line .
91-95A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97The target's skin turns bright blue for days. If you chose a point in space, the creature nearest to that point is affected .
98-00If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn , becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the Greater Restoration spell or similar magic.