The Best Wands In DnD

When it comes to Wizards, you naturally think of magic wands. Dungeons & Dragons sticks to this, allowing spellcasters to use a wand as their arcane focus. But the magic wand isn’t just for your spells; there are several which hold their own power. Some of these can even be used by characters who can’t cast spells.

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If you’re looking at magic items, it can be hard to choose. Especially if, as a player, you don’t want to comb through the books too much and keep things fresh for yourself. Read below to find a selection of the best wands available in D&D to help make this easier.

8 Wand Of Wonder

Wand of Wonder From Dungeons & Dragons, A Gold Wand Covered With Colorful Baubles
Wand of Wonder via Wizards of the Coast

The Wand of Wonder could be the greatest wand in Dungeons & Dragons, or it could be the worst. One thing it certainly is not is reliable. Using this wand is not unlike rolling on the Sorcerer Wild Magic Table in that you don’t actually know what is going to happen when you use it. You roll a d100 and hope for the best.

You may cast Fireball, or turn the target’s skin blue. You could create a stream of valuable gemstones, or stun yourself until the start of your next turn. There is no way to influence the results outside of the initial dice roll, making this item perfect for players who love the random element of the game. For those who prefer to get a consistent result with their actions, though, the Wand of Wonder might just leave them wondering why they bothered.

7 Wand Of Fear

Wand of Fear From Dungeons & Dragons, A Cloth Wrapped Wand Topped With An Animal Skull
Wand of Fear via Wizards of the Coast

The Wand of Fear may not throw out high damage numbers or let you reshape reality, but it is an extremely useful tool in the right hands. It comes with seven charges, regaining 1d6 +1 expended charges each dawn. You can expend a single charge to command a single creature to flee or grovel, just like with the Command spell, against a DC 15 Wisdom Save.

Additionally, you can use two charges to fire a 60-foot cone from the wand. Each creature caught in the cone has to make a DC 15 Wisdom Save or be gripped by fear for one minute. While frightened by the wand, a creature must use their turn to move as far away from it as possible, including using their Action to Dash.

If they can’t move further away they have to take the Dodge action, and either way they lose their Reaction. This makes the Wand of Fear a great way to deal with large crowds of weaker enemies like Cultists. Be careful though, like with many wands, it is possible to accidentally destroy it. If you use the last charge, you have to roll a d20, and on a one, the wand crumbles to dust. Frightening!

6 Wand Of Paralysis

Wand of Paralysis From Dungeons & Dragons, A Metal Rod Topped With SIlver
Wand of Paralysis via Wizards of the Coast

This wand requires attunement by a spellcaster, but you can make a particularly clever combo with it if you have the right build. You can use the wand to fire a ray at one creature you can see within 60 feet of you. They must make a DC 15 Constitution saving throw or be paralyzed for one minute. Paralysis prevents the target from moving or speaking, and they automatically fail Strength or Dexterity checks. Also, attack rolls against the paralyzed target have advantage, and, if the attack comes from within five feet, it’s an automatic critical hit.

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This borders on broken when you consider that the item must be attuned by a spellcaster, but this can apply to any character capable of casting spells. That includes your Eldritch Knight, or yes, even Paladin. With the Wand of Paralysis, your Paladin has something to fire off against an enemy while closing the distance, and by the time they get there, they have an almost guaranteed critical hit waiting for them when they swing their melee weapon. If there’s one thing Paladins love, it’s pouring a Divine Smite on top of their critical hits.

5 Wand Of Lightning Bolts

Wand Of Lightning Bolts From Dungeons & Dragons, A Mercurial Rod Topped With Dark Crystal
Wand of Lightning Bolts via Wizards of the Coast

This is a great example of an item that does exactly what you expect. The Wand of Lightning Bolts, shockingly, shoots lightning bolts. It might not be an item with hidden depths, but it is unquestionably useful. Replicating the effects of the third level spell Lightning Bolt, this wand can reliably fire off 8d6 lightning damage. You can even charge it up to cast a higher-leveled version of the spell by using more of the wand’s charges.

It can be easy to overlook an item that creates an effect your character is already capable of. Why would a Wizard, who can cast Lightning Bolt themselves, want a wand that does the same thing? The answer is simple, to save your spell slots for when you really need them. Or, as a backup plan for when you’ve already burned through those precious spell slots and need something with a little more oomph than a cantrip.

4 Wand Of Web

Wand of Web From Dungeons & Dragons, A Black Rod Topped With a Silver Spider Holding A Purple Jewel
Wand of Web via Wizards of the Coast

The Wand of Web may look like the sort of thing a Lolth Priestess might carry and, actually, it probably is. It allows you to spend an Action and one of the wand’s seven charges to cast the Web spell, one that often gets overlooked for spells with flashier effects. Web creates sticky webbing in a 20-foot cube, obscuring the area and turning it into difficult terrain that has a chance to restrain any creature passing through it.

One thing players often forget about the webbing created is that it’s flammable. If ignited, the web burns away and deals 2d4 fire damage to any creature that starts its turn in the fire. Could you use the Wand of Web to land your foes in a sticky situation, then as a Sorcerer use Quicken Spell to immediately drop a Fireball on that same space? You absolutely could. Should you? That’s between you and your DM.

3 Wand Of Fireballs

Wand of Fireballs From Dungeons & Dragons, A Copper Rod Worked With Silver, Topped With A Glowing Yellow Orb
Wand of Fireballs via Wizards of the Coast

Fireball is such a popular spell that it is often the first one Wizards or Sorcerers pick up once they get access to third-level spells. The Wand of Fireballs lets you cast Fireball more often, and you can even use more of the wand’s charges to increase the level of the spell. This will increase the damage and is probably the second-best way to make an artillery-focused character.

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Be careful, though; Fireball is a dangerous spell. Many adventuring parties have come to an end not at the hands of monsters, but due to the careless pyromania of their own Wizard. Fireball is indiscriminate, so keep an eye on where your friends are when you set it off.

2 Wand Of Winter

Wand of Winter From Dungeons & Dragons
Wand of Winter via Wizards of the Coast

Not just for the cold of heart, the Wand of Winters is unique in that it provides the user with options, rather than a single effect, and can be used even by characters who can’t normally cast spells. Depending on how many of the seven charges you choose to use, it can recreate the effects of the spells Ray of Frost, Sleet Storm or Ice Storm.

In fact, it can even cast Ray of Frost without using any charges at all, the spell becoming fifth level if you do opt to use a charge. This makes the Wand of Winter one of the best wands to hand off to someone like your Fighter or Barbarian. Martial classes sometimes struggle with having limited versatility compared to spellcasters and the Wand of Winter certainly helps solve that problem.

1 Wand Of Polymorph

Wand of Polymorph From Dungeons & Dragons, A Gnarled Stick With A Mouse Tied To The End
Wand of Polymorph via Wizards of the Coast

Polymorph is one of the most versatile spells in Dungeons & Dragons, which makes the Wand of Polymorph one of the most versatile wands. It enables you to cast Polymorph from it, with a save of DC15. You can transform your enemies into harmless sheep before throwing them off a cliff, or a wolf chasing you down into a considerably slower snail.

You can even use Polymorph on your allies to transform them into creatures better suited for infiltration or escape. It does alter their mental statistics, though, so it’s usually more reliable to turn them into something like a gorilla in the midst of combat. It provides a nice buffer of HP if they’re finding themselves the focus of enemy attacks.

Next: Dungeons & Dragons: Most Expensive Spells

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