2.5 KiB
2.5 KiB
title | description | date_pub | section | content_type | short_code |
---|---|---|---|---|---|
Wand of Druidcraft | A magic wand for druids that creates various simple nature effects. | 2023-07-04T13:45:00-04:00 | magic items | feature | mwd |
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.
- Instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction.
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)!!!