Wand of the Dragon Queen
Wand, rare (requires attunement)
Five chromatic dragon heads coil up toward the tip of this wand, which has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to release a gout of dragon's breath from the wand. For 1 charge, the area of dragon's breath is a 15-foot cone. You can increase the size of the cone by 5 feet for each additional charge you expend. Each creature in the breath's area must make a DC 15 Dexterity saving throw. A creature takes 1d10 acid damage, 1d10 cold damage, 1d10 fire damage, 1d10 lightning damage, and 1d10 poison damage on a failed save, or half as much damage on a successful one.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand is consumed by its own elements and is destroyed.
“The townsfolk had always shunned me, an outsider from beyond the walls. They will come to my door soon, demanding my horns be added to the growing pyres in the center square. I will not be surprised, for She has told me they would show, and has prepared for me a gift: a wand in Her image. Her voices now drown out the jeers and curses of my neighbors, and soon, I shall drown out their lives for Her.”
— Journal entry of Azos of Three Voices, warlock of the dragon queen.
Comments (4)
I think this wand is only rare because it's using the Wand of Fireballs as a reference point. Still, cool item!
Way too much damage for a wand... I juked it down to 3d10 damage, and the wielder has to roll 1d6 to randomly determine which damage it does; if you roll a 6, the wielder chooses which damage to deal.
This feels way too strong for a rare magic item. You use this wand safely 6 times a day, to do 5d10 damage each time? You only need to use more charges to make the area bigger.
This is in line with the wand of fireballs and wand of lightning bolts, and is actually more tame than those two options. This never becomes more powerful with extra charges: only its area grows in size. With the others, it's the opposite: they are always a large area of effect, but deal more damage with increased charges. This begins with a small AoE and gets bigger, but is never more deadly than a cone of cold even at full charge investment.
