Antimagic Susceptibility. The wand is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the wand must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Charged. The wand has 7 charges. When it chooses, or while a creature is wielding the wand a charge can be expended to cast the wand's spell which typically has a DC of 15. The wand regains 1d6 + 1 charges at dawn. If the wand's last charge is expended roll a d20. If this charge was expended by a creature besides the wand, that creature becomes the target of the spell and the wand is destroyed. In any other circumstance the wand falls unconscious until it regains a charge.
Spell. The wand casts its spell.
Piercing Dive. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 6 (1d4 + 4) piercing damage.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
Wizards are not always the most physically endowed, and sometimes the task of carrying a wand is too much effort when one can simply enchant it. An animated wand, typically follows and obeys its creator, but wands have been known to revolt when not properly polished or kept in appropriately velveted boxes.
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