System Reference Document 5.2.1
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 Regaining Charges. The wand regains 1d6 + 
1 expended charges daily at dawn. If you expend 
the wand’s last charge, roll 1d20. On a 1, the wand 
crumbles into ashes and is destroyed.
Wand of Lightning Bolts
Wand, Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can 
expend no more than 3 charges to cast Lightning 
Bolt (save DC 15) from it. For 1 charge, you cast 
the level 3 version of the spell. You can increase 
the spell’s level by 1 for each additional charge you 
expend.
 Regaining Charges. The wand regains 1d6 + 
1 expended charges daily at dawn. If you expend 
the wand’s last charge, roll 1d20. On a 1, the wand 
crumbles into ashes and is destroyed.
Wand of Magic Detection
Wand, Uncommon 
This wand has 3 charges. While holding it, you can 
expend 1 charge to cast Detect Magic from it. The 
wand regains 1d3 expended charges daily at dawn.
Wand of Magic Missiles
Wand, Uncommon 
This wand has 7 charges. While holding it, you can 
expend no more than 3 charges to cast Magic Missile 
from it. For 1 charge, you cast the level 1 version of 
the spell. You can increase the spell’s level by 1 for 
each additional charge you expend.
 Regaining Charges. The wand regains 1d6 + 
1 expended charges daily at dawn. If you expend 
the wand’s last charge, roll 1d20. On a 1, the wand 
crumbles into ashes and is destroyed.
Wand of Paralysis
Wand, Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can 
take a Magic action to expend 1 charge to cause a 
thin blue ray to streak from the tip toward a crea-
ture you can see within 60 feet of yourself. The 
target must succeed on a DC 15 Constitution saving 
throw or have the Paralyzed condition for 1 minute. 
At the end of each of the target’s turns, it repeats 
the save, ending the effect on itself on a success.
 Regaining Charges. The wand regains 1d6 + 
1 expended charges daily at dawn. If you expend 
the wand’s last charge, roll 1d20. On a 1, the wand 
crumbles into ashes and is destroyed.
Wand of Polymorph
Wand, Very Rare (Requires Attunement by a 
Spellcaster)
This wand has 7 charges. While holding it, you can 
expend 1 charge to cast Polymorph (save DC 15) 
from it.
 Regaining Charges. The wand regains 1d6 + 
1 expended charges daily at dawn. If you expend 
the wand’s last charge, roll 1d20. On a 1, the wand 
crumbles into ashes and is destroyed.
Wand of Secrets
Wand, Uncommon 
This wand has 3 charges and regains 1d3 expended 
charges daily at dawn. While holding it, you can 
take a Magic action to expend 1 charge, and if a se -
cret door or trap is within 60 feet of you, the wand 
pulses and points at the one nearest to you.
Wand of the War Mage, +1, +2, or +3
Wand, Uncommon (+1), Rare (+2), or Very Rare (+3) 
(Requires Attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell 
attack rolls determined by the wand’s rarity. In ad -
dition, you ignore Half Cover when making a spell 
attack roll.
Wand of Web
Wand, Uncommon (Requires Attunement by a 
Spellcaster)
This wand has 7 charges. While holding it, you can 
expend 1 charge to cast Web (save DC 13) from it.
 Regaining Charges. The wand regains 1d6 + 
1 expended charges daily at dawn. If you expend 
the wand’s last charge, roll 1d20. On a 1, the wand 
crumbles into ashes and is destroyed.
Wand of Wonder
Wand, Rare (Requires Attunement)
This wand has 7 charges. While holding it, you can 
take a Magic action to expend 1 charge while choos -
ing a point within 120 feet of yourself. That loca-
tion becomes the point of origin of a spell or other 
magical effect determined by rolling on the Wand 
of Wonder Effects table. Spells cast from the wand 
have a save DC of 15. If a spell’s maximum range 
is normally less than 120 feet, it becomes 120 feet 
when cast from the wand. If an effect has multiple 
possible subjects, the GM determines randomly 
which among them are affected.
 Regaining Charges. The wand regains 1d6 + 
1 expended charges daily at dawn. If you expend 
the wand’s last charge, roll 1d20. On a 1, the wand 
crumbles into dust and is destroyed.