Wand of Paralysis 5e
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 to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
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
I can’t stress enough just how debilitating paralysis is. This condition is brutal. Things auto-crit when hitting paralyzed targets. Want a wand that gives it out like candy? Because that’s what a Wand of Paralysis is!
Wands are arcane focuses, and yew wands are druidic focuses, making them potential spell focuses for any class outside artificer, paladin, and cleric.
The paralyzed condition does the following:
A paralyzed creature is incapacitated (see the condition) and can't move or speak.
The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
This wand functionally casts Hold Monster with a fixed DC of 15, but doesn’t require your concentration, making it debilitating.
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