--- title: Wand of Druidcraft description: A magic wand for druids that creates various simple nature effects. date_pub: 2023-07-04T13:45:00-04:00 section: magic items content_type: feature short_code: mwd ---
![A Wand of Druidcraft, created with both [Stable Diffusion Online](https://stablediffusionweb.com/) and [Dall-E](https://labs.openai.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/wand-of-druidcraft.jpg 'A wand of druidcraft')
A simple, 16" wooden wand with a small green crystal at one end. - As long as at least one charge remains, the green crystal glows slightly. - May only be used by a druid. ### Activation When the wand is waved in a certain way by a druid, one of the following effects occurs (with the effect determined by the gesture used): - Create a tiny, harmless sensory effect that predicts what the weather will be at the present location for the next 24 hours. - Examples: A golden orb for clear skies, a cloud for rain, falling snowflakes for snow, etc. - Persists for 1 round. - Instantly make a flower blossom, a seed pod open, or a leaf bud bloom. - Create an instantaneous, harmless sensory effect. - Examples: Falling leaves, a puff of wind, the sound of a small animal, the faint odor of skunk, etc. - Must fit in a 5-foot cube. - Instantly light or snuff out a candle, a torch, or a small fire (ex: a campfire). - Manipulate a volume of water within 30' (and which fits within a 5-foot cube) in one of the following ways: - Instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. - This movement doesn’t have enough force to cause damage. - Cause the water to form into simple shapes and animate at your direction, for up to 1 hour. - Change the water’s color or opacity for up to one hour. - The change must be uniform throughout. - Freeze the water, provided that there are no creatures in it. - It unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect in combat as an action. ### Usage Die - Starts at d12. - After each use, roll the current die, and on a 1-2, the die drops one step (d12 -> d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer. - When no more charges are left, it becomes inert. !!!include(license/wotc-cc-by.md)!!!