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Published by archangel777, 2023-02-16 15:53:05

The Complete Arcanist Handbook

The Complete Arcanist Handbook

51 CHAPTER 3 | MAGIC ITEMS The wand has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the wand regains 1d12 + 1 charges. Conductor’s Presence. While holding the wand, when another creature you can see within 30 feet of you casts an enchantment spell, you can use your reaction to attempt to absorb the spell’s magic into the wand. Make a spellcasting ability check with a +2 bonus against a DC equal to 10 + the level at which the spell is being cast. If you succeed, you cancel the spell’s effect and the wand gains a number of charges equal to the level at which the spell was being cast. However, if doing so brings the staff’s total number of charges above 50, the wand teleports itself to another bard worthy of it elsewhere in the multiverse and you lose your attunement to it. You permanently gain one additional use of your Bardic Inspiration, and are unable to ever attune to a wand of the conductor again. Ensemble Inspiration. When you use your bonus action to grant a Bardic Inspiration die to a creature, you can grant a Bardic Inspiration die to one other creature that can hear you within 60 feet of you. You expend only one use of your Bardic Inspiration to grant the die to both targets. When you have no uses remaining of your Bardic Inspiration, you can use your bonus action and expend 4 charges from the wand to regain and immediately give one use of your Bardic Inspiration. Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: animate objects (5 charges), compulsion (4 charges), dominate monster (8 charges), hypnotic pattern (3 charges), locate creature (4 charges), mass cure wounds (5 charges), mass suggestion (6 charges), nondetection (3 charges), Otto’s irresistible dance (6 charges), programmed illusion (6 charges), shatter (7thlevel version, 7 charges), silence (2 charges), skill empowerment XGE (5 charges). You can also cast one of the following spells from the wand without using any of the charges: calm emotions, dissonant whispers, enhance ability, faerie fire, message, or thunderclap XGE. Wand of Warping Wand, very rare (requires attunement) The wand has 7 charges you can expend to cast spells from it (listed in the Wand of Warping table). A spell cast from the wand has a spell attack bonus of +7 and a spell save DC of 15. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, unless you are attuned to a ring of weaving, the wand crumbles into ashes and is destroyed. Weavesaber Wand, uncommon (+0), rare (+1), very rare (+2), legendary (+3) (requires attunement by a spellcaster) When you use the wand as a spellcasting focus, you gain a bonus to spell attack rolls and your spell save DC. As a bonus action while holding the wand, you can cause a column of magical energy to extend approximately 4 feet from the wand’s tip until the wand leaves your hand or you use your bonus action to cause the column to recede back into the wand. When you attune to the wand, you choose the column’s color. While the column is extended, the wand is considered a melee weapon that deals 1d8 force damage on a hit and has the finesse, light, and versatile (1d10) properties. You gain a bonus to attack and damage rolls you make using the wand as a melee weapon. The bonus to spell attack rolls, spell save DC, melee weapon attack rolls, and melee damage rolls using the wand are each determined by the wand’s rarity. Wand of Warping Charge Cost Enchantment Illusion Necromancy Transmutation 1 suggestion invisibility blindness/deafness enlarge/reduce 2 confusion fear blight fly


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