Wand of Web 5e
Wand, uncommon (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 cast the w spell (save DC 15) from it.
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 charges is SO MANY CHARGES. This little uncommon magic item can be a massive power boost to characters who like getting sticky and locking down groups of enemies with a swish of the wrist!
Seven charges with a Wand of Web results in more total spell slots than third-level characters have.
Six uses is more than enough for the vast majority of adventures using the Wand of Web; I’d recommend holding onto that last charge to ensure it doesn’t dissolve to dust.
I have no idea why this uncommon magic item provides seven extra uses of Web, as no other uncommon magic item comes close to providing that many raw uses of a 2nd level spell.
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