
General Rules:
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Wands are temporary items crafted using time, tools, and magical cores.
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Wands can be used by anyone, but only you can craft or recharge them.
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The spell level you can embed in a wand depends on your level and source (scrolls, potions, cores, etc.).
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From level 7 onward, you gain +1 wand spell slot every 2 Artificer levels.
Level 1–3: Burner Wandcrafter
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You can craft Burner Wands, improvised single-use wands that cast one spell up to 2nd level.
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Requirements to Craft:
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A shaft (wood, metal, bone, etc.)
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A magical core (e.g., minor monster part, magical crystal, etc.)
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Spell source: You must be able to cast the spell yourself or use a scroll as the source.
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Function:
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The wand casts the chosen spell once, then breaks.
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Spellcasting uses your Artificer spell DC.
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Limit: INT modifier number of active Burner Wands (min 1).
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Crafting Time: 1 hour.
Level 4–6: Alchemical Core Crafter
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You can now use potions as cores, consuming them to imbue wands with spells thematically linked to the potion (e.g., Potion of Fire Breath → Burning Hands).
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This replaces the need for rare magical cores.
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Still limited to single-use wands, casting spells up to 2nd level only.
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You gain advantage on crafting if you have proficiency with Alchemist’s Supplies.
Level 7–9: Wand of Broken Things
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You can now craft Multi-Charge Wands, starting with 2 charges.
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You gain +1 charge every 2 levels starting from level 7:
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Lvl 7–8: 2 charges
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Lvl 9–10: 3 charges
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Lvl 11–12: 4 charges
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Lvl 13–14: 5 charges
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Lvl 15–16: 6 charges
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Lvl 17: 7 charges
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Max spell level you can imbue: 5th-level (via scrolls only).
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To create such a wand:
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You must destroy a magical item, absorbing its power as a core.
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Roll an Arcana check (DC 12 + spell level) to successfully extract the essence. On failure, the item is destroyed but the wand fizzles.
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Scrolls can be used directly as templates for spells.
Level 10–13: Arcane Channeler
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Max spell level for scrolls increases to 7th level.
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You may now store your own prepared spells in crafted wands if you expend a slot during crafting.
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Potions can be amplified (e.g., Potion of Greater Healing may power Mass Healing Word).
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You may harvest magical effects from glyphs, traps, or arcane phenomena and bind them into wands with DM approval.
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Wands gain scaling DC based on your Artificer level or use original item's DC.
Level 14–16: Wandwright Ascendant
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You can now imbue spells up to 9th level, if you have the scroll or item source.
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You can safely distill power from:
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Legendary potions
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Ancient artifacts (DM’s discretion)
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Wild magic fields or unstable arcane sources (with Arcana DC 20+)
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Overload Crafting: You may expend a 2nd infusion slot to give the wand a “burst mode,” letting one of its charges be cast with maximized damage, but destroying the wand afterward.
Level 17: Master Wandmaker
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You may craft Permanent Custom Wands.
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Channel Overload (once per long rest): Sacrifice a wand to cast a stored spell at +1 level with maximized damage, creating an explosion (force damage = ½ Artificer level, DEX save vs. spell save DC).
Wand Failure Table (d20)
Roll 1d20 when a wand misfires, overloads, or backfires.
d20 | Failure Effect |
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1 | Arcane Backlash – You take force damage equal to twice the wand’s spell level. Your eyebrows are also gone. |
2 | Wild Magic Surge – Roll on the Wild Magic Surge table. The wand casts a completely unrelated spell instead. |
3 | Wand Meltdown – The wand melts in your hand, leaving behind a gooey, smoking stick. You take 1d6 fire damage and gain disadvantage on tool checks for 10 minutes. |
4 | Spell Echo – The spell fires twice… in random directions. Roll for new targets (including allies). |
5 | Polarity Inversion – Your hair stands on end and your skin glows faintly. You float 1d4 feet off the ground for 1 minute, unable to control movement. |
6 | Misfire – The wand emits a harmless but dramatic burst of light and sound. Nothing happens, but everyone within 60 ft thinks something horrible is about to. |
7 | Temporal Fizzle – You freeze in place for 1 round, blinking in and out of phase. You can't be targeted or take actions during this time. |
8 | Arcane Feedback – The wand throws you 10 feet backward. Make a DC 13 DEX save or land prone. |
9 | Echoing Spell – The spell repeats at the start of your next turn with the same target, regardless of intention. |
10 | Overload Static – All magical items within 10 feet spark and buzz. No effect now, but next magical item used has disadvantage. |
11 | Rebound – The spell hits you instead of the intended target. |
12 | Surge of Emotion – You burst into tears/laughter/screaming. You’re affected by the Confusion spell for 1 round (no save). |
13 | Wand Scream – The wand emits a banshee-like shriek and crumbles. Everyone within 20 ft makes a DC 10 CON save or is deafened for 1 minute. |
14 | Mini Explosion – The wand explodes in a 5-ft radius. Everyone in the area (including you) takes 1d8 force damage. |
15 | Reverse Polarity – For the next minute, you can only cast spells at yourself, even if it doesn’t make sense. DM interprets. |
16 | Mundane Sparkles – A shower of rainbow sparks bursts from the wand, coating the area in glitter. No mechanical effect… but everything is very sparkly now. |
17 | Delayed Detonation – Nothing happens. 1d4 rounds later, the spell randomly fires from wherever the wand was last held or dropped. |
18 | Phantom Spell – You believe the spell worked. DM pretends it did. It absolutely did not. |
19 | Wand Possession – The wand emits a strange voice. For the next hour, it critiques your every decision in a snide tone. No effect unless you fail a DC 15 CHA save, in which case you have disadvantage on concentration checks. |
20 | Cursed Bond – The wand fuses to your hand for 1d4 hours or until Remove Curse is cast. It whispers secrets you don’t want to hear. |

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