viewWand of Fey Friendship
Wand, rare (requires attunement by a spellcaster)
This wand could be mistaken for a freshly plucked twig; beautiful pink flowers and green leaves still grow upon it. The wand has 7 charges. While holding the wand, expend 1 or more of its charges to cast one of the following spells from it: Faerie Fire (1 charge), Find Familiar (1 charge), Locate Animals or Plants (2 charges).
Additionally, while casting Find Familiar from the wand, you can expend an extra charge to reduce the casting time from 1 hour to 1 minute.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a roll of 1, the pink flowers wither away and the wand becomes a nonmagical stick.

Creation Notes
Inspiration words: faerie and wherever. It's wands week!
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viewWand of The Olive Branch and Sword
Wand, rare (requires attunement by a spellcaster)
This wand is made from an olive branch, carved to a sharp point. The wand has 7 charges. While holding the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: Calm Emotions (1 charge), Comprehend Languages (1 charge), Spiritual Weapon (2 charges).
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a roll of 1, the wand turns to dust.
Creation Notes
Inspiration words: tolerance and slice. It's wands week!
There really is a Simpsons quote for everything...

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viewWand of Petrification
Wand, very rare (requires attunement by a Warlock or Wizard)
This classic-style wand is a simple rod of black wood, with both tips painted a pristine white. The wand has 5 charges. While holding the wand, you can use an action to expend 1 charge to cast Flesh to Stone from it. Additionally, when casting this spell from the wand, any constitution saves are made with disadvantage.
If the wand is destroyed any creatures turned to stone by it are restored as if Greater Restoration had been cast on them. The wand can only be destroyed by casting it in to molten lava.
The wand regains 1d4 + 1 expended charges daily at dawn.
Creation Notes
After [[frogsbane-potion]] and [[simons-hat]]... Might as well keep the Simon the Sorcerer bonus items going.
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viewUnstable Wand of Disintegration
Wand, rare (requires attunement by a spellcaster)
This otherwise plain wand has a worrying looking crack in the wood extending from base. The crack has been braced with two copper loops. The wand has 5 charges. As an action, while holding the wand, you can spend 1 charge to roll a d6 and consult the following chart.
Unstable Wand of Disintegration Result
d6 |
Effect |
1 |
The wand sparks and splutters, wasting an additional charge. If the wand has no charges left, instead the wand disintegrates. |
2 |
The wand sparks and splutters and nothing happens. |
3 |
The wand sparks and splutters and nothing happens. But you realize quickly, and may use your bonus action as an action this turn. |
4 |
You cast the spell Disintegrate from the wand, but the damage is reduced to 5d6 + 20. |
5 |
You cast the spell Disintegrate from the wand, but the damage is reduced to 7d6 + 30. |
6 |
You cast the spell Disintegrate from the wand. |
The wand regains 1d4 expended charges daily at dawn. If you expend (or waste) the wand's last charge, roll a d6. On a roll of 1, the wand disintegrates.
Creation Notes
Inspiration words: removed and fault. It's wands week!
A faulty wand.
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viewWand of Magnitude Manipulation
Wand, rare (requires attunement by a spellcaster)
This wand was made by embedding small fragments of magnetized iron in oak, sanding, and polishing to a gloss finish. The wand has 7 charges. While holding the wand, you can expend 1 or more of its charges to cast one of the following spells from it: Jump (1 charge), Feather Fall (1 charge), Enlarge/Reduce (2 charges).
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a roll of 1, the wand turns to dust.
Creation Notes
Inspiration words: recalls and reduction. It's wands week!
Magnets: how do they work?
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viewWand of Wards
Wand, rare (requires attunement by a spellcaster)
This wand is made of hawthorn and has sharp thorns along its length. The wand has 7 charges. While holding the wand, you can expend 1 or more of its charges to cast one of the following spells from it: Alarm (1 charge) and Glyph of Warding (2 charges).
Additionally, while casting Glyph of Warding from the wand, you can expend an extra charge to reduce the casting time from 1 hour to 1 minute.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a roll of 1, the wand turns to dust.
While you are attuned to the wand, the thorns never prick you. However, if another ungloved creature handles the wand, they must pass a Dexterity save, DC 12, or take 1 piercing damage.
Creation Notes
Inspiration words: tokens and alert. It's wands week!
I thought these were going be to a tough words, but it came together when a realized a token could be a glyph.
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viewFolding Cart
Wondrous Item, rare
This object appears as a wooden box that measures 3 feet long, 2 feet wide, and 1 foot deep. It weighs 50 pounds. This item also has two command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a cart 8 feet long, 4 feet wide, and 3 feet high. The cart is capable of carrying up to 1,000 pounds of weight.
The second command word causes the folding cart to fold back into a box, provided that no creatures or cargo are aboard.
Creation Notes
Inspiration words: vehicle and construct.
Folding Boat variant.
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viewEldritch Blast Stick
Wand, uncommon (requires attunement)
This ebony wood wand is adorned with silver symbols. A malevolent force seems to exude from the wand, as if offering to bargain for greater powers.
While holding this wand, you gain the ability to cast the spell Eldritch Blast. If you are not a spellcaster, your ranged spell attack bonus is your charisma modifier.
Roleplay
The warlock patron that created this wand did so with the explicit purpose of tempting people to enter in to a pact with them. This item offers an excellent way in to a warlock multiclass, or as a starting item in a warlock's inventory to add some backstory.
Creation Notes
Inspiration words: force and assist. It's wands week!
A little force damage assistance from a potential patron...
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viewRing of Death's Embrace
Ring, legendary (requires attunement)
This bone ring has tiny skulls engraved in to it surface. This cursed ring grants it's wearer eternal undeath. The ring was created by a mad wizard who feared death and wished is escape its grasp, only to find himself embracing death instead.
Attuning to the ring is as simple as slipping it on a finger. If you do, you undergo a profound metamorphosis. Your flesh withers away, leaving behind exposed bone, and your body becomes an animate skeleton. While in this form you have the following traits:
Your creature type becomes undead.
You are vulnerable to radiant damage.
You are immune to necrotic and poison damage.
You are immune to the exhaustion and poisoned conditions.
You cannot die by normal means. If you drop to 0 hit points, you are still knocked unconscious, but stabilize automatically. If another effect would cause you to die, instead you are reduced to 0 hit points. Effects that fully destroy your body, such as the spell Disintegrate can still kill you.
You do not need the prerequisite 1 hit point to enjoy the benefits of a long rest.
You do not age and do not need to drink, eat, sleep or breathe.
Curse: When the ring is removed, or your attunement to it is otherwise broken, you instantly die. For the purposes of resurrection spells, you count as having died when you first put the ring on. (Since Remove Curse breaks the attunement, it also triggers this effect.)
Creation Notes
Inspiration words: undead and player.
I wonder if any players would be tempted by this proposition. Immunity to exhaustion can be exploited in some pretty broken ways. But not being able to be healed is quite harsh.
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viewTropical Bottle
Wondrous Item, rare
This sealed bottle contains a tiny model of a tropical island, complete with rolling waves, a palm tree, a sandcastle and a tiny crab.
When the bottle is smashed or unsealed, magic rushes from the bottle and the following effects occur:
- The temperature in a 500 ft. radius of the current location rises to a balmy 85 degrees Fahrenheit (30 degrees Celsius) for 48 hours.
- Any precipitation stops, and the sky clears of clouds over the same area and time.
- The bottle loses it's magic. If you were careful when unsealing it, the item will still function as a non-magical diorama.
Creation Notes
Inspiration words: palm and viewpoint.
Another weather bottle to go with [[bottle-of-wind]], [[lightning-in-a-bottle]] and [[befallen-snow-glass]].
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