Wand of Fear 5e
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'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 prevents 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.
Commentary by Sam West, Twitter: @CrierKobold
If you’re a Halloween enthusiast, or just like making creatures run in terror, a Wand of Fear is the wand for you. Command your foes to grovel, or scare them away with a horrific cone of spooky light!
Wands are arcane focuses, and yew wands are druidic focuses, making them potential spell focuses for any class outside artificer, paladin, and cleric.
When casting spells with magic items, you don’t need to provide any spell components, but you do need to concentrate on the effects if they require concentration, and you can only cast them at their lowest level.
The Cone of Fear ability is close to the Fear spell, but differs in three ways:
Creatures aren’t compelled to drop whatever they’re holding.
Creatures can’t take reactions while frightened this way.
Creatures are forced to take the Dodge action if it they can’t escape your line of sight, where Fear doesn’t force creatures that can’t flee to take any specific actions.
The Cone of Fear locks creatures that fail the save within 25 feet of you in place, as they can’t move to any space within 30 feet of you, even if that space is moving away from you.
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