Wand of Magic Missiles 5e
Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand 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.
Commentary by Sam West, Twitter: @CrierKobold
Seven is so many charges- characters that get ahold of a Wand of Magic Missiles early will feel like gods. 3d4+3 damage that can’t miss as an action is a fantastic deal for low-tier characters. With a Wand of Magic Missile, you can consistently spray out damage round after round.
Non-spellcasters can cast Magic Missile using the wand, and anyone in the party can use it, as it doesn’t require attunement!
Generally, you want to expend as few of the charges as possible, as you “lose” 2d4+2 damage when up-casting with it by forgoing an additional future 1st-level cast.
Wands are Arcane Focuses, meaning classes that use them as their focus for spellcasting can use this wand in place of an orb or other wand.
When regaining 4-5 charges daily, this wand can produce 12-15 missiles per day on average, with a maximum of twenty-one missiles. In total, it can put out 21d4+21 damage on its own with 7 1st-level spell slots worth of resources.
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