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Vacuum Wand

wand, rare (requires attunement)

This wand resembles a small handheld vacuum with a wooden handle. The tip of the wand has an opening where it can suck in or shoot out objects or small creatures.

Charges

The wand has 10 charges and regains expended charges daily at dawn.

Suck

As an action, you can expend 1 charge to activate the wand and use it to suck up an object within 30 feet of you. You can target one object that weighs no more than 20 pounds. If the object is loose, you can pull it into the wand. If the object is held by a creature, the creature can make a DC 15 Strength saving throw to resist. You can also use the wand to suck up liquids, gases, or small creatures (such as slimes) that are not immune to being grappled. The DM determines if a creature can be sucked into the wand.

Shoot

The wand can hold up to 10 objects or creatures at a time. You can use a bonus action to eject one object or creature from the wand. Choose a target location within 30 feet. If the target or projectile is a creature, they must make a DC 15 Dexterity saving throw taking bludgeoning damage, or half as much on a successful save.
If the object is a liquid, gas, it splashes or scatters in a 10-foot radius from where it lands, affecting any creature in that area as appropriate (such as acid, fire, poison, etc.). The DM has the final say on how the ejected object affects the environment and other creatures, but a general rule is that they must make a DC 15 dexterity or constitution saving throw taking damage, or half as much on a successful save.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
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Vacuum Wand

wand, uncommon (requires attunement)

This wand resembles a small handheld vacuum with a wooden handle. The tip of the wand has an opening where it can suck in or shoot out objects or small creatures.

Charges

The wand has 8 charges and regains expended charges daily at dawn.

Suck

As an action, you can expend 1 charge to activate the wand and use it to suck up an object within 30 feet of you. You can target one object that weighs no more than 10 pounds. If the object is loose, you can pull it into the wand. If the object is held by a creature, the creature can make a DC 13 Strength saving throw to resist.

Shoot

The wand can hold up to 8 objects at a time. You can use a bonus action to eject one object or creature from the wand. Choose a target location within 30 feet. If the target is a creature, they must make a DC 13 Dexterity saving throw taking bludgeoning damage, or half as much on a successful save.
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Vacuum Wand

wand, rare (requires attunement)

This wand resembles a small handheld vacuum with a wooden handle. The tip of the wand has an opening where it can suck in or shoot out objects or small creatures.

Charges

The wand has 10 charges and regains expended charges daily at dawn.

Suck

As an action, you can expend 1 charge to activate the wand and use it to suck up an object within 30 feet of you. You can target one object that weighs no more than 20 pounds. If the object is loose, you can pull it into the wand. If the object is held by a creature, the creature can make a DC 15 Strength saving throw to resist. You can also use the wand to suck up liquids, gases, or small creatures (such as slimes) that are not immune to being grappled. The DM determines if a creature can be sucked into the wand.

Shoot

The wand can hold up to 10 objects or creatures at a time. You can use a bonus action to eject one object or creature from the wand. Choose a target location within 30 feet. If the target or projectile is a creature, they must make a DC 15 Dexterity saving throw taking bludgeoning damage, or half as much on a successful save.
If the object is a liquid, gas, it splashes or scatters in a 10-foot radius from where it lands, affecting any creature in that area as appropriate (such as acid, fire, poison, etc.). The DM has the final say on how the ejected object affects the environment and other creatures, but a general rule is that they must make a DC 15 dexterity or constitution saving throw taking damage, or half as much on a successful save.
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Vacuum Wand

wand, very rare (requires attunement)

This wand resembles a small handheld vacuum with a wooden handle. The tip of the wand has an opening where it can suck in or shoot out objects or small creatures.

Charges

The wand has 12 charges and regains expended charges daily at dawn.

Suck

As an action, you can expend 1 charge to activate the wand and use it to suck up an object within 30 feet of you. You can target one object that weighs no more than 40 pounds. If the object is loose, you can pull it into the wand. If the object is held by a creature, the creature can make a DC 17 Strength saving throw to resist. You can also use the wand to suck up liquids, gases, or small creatures (such as slimes) that are not immune to being grappled. The DM determines if a creature can be sucked into the wand.

Shoot

The wand can hold up to 12 objects or creatures at a time. You can use a bonus action to eject one object or creature from the wand. Choose a target location within 30 feet. If the target or projectile is a creature, they must make a DC 17 Dexterity saving throw taking bludgeoning damage, or half as much on a successful save.
If the object is a liquid, gas, it splashes or scatters in a 10-foot radius from where it lands, affecting any creature in that area as appropriate (such as acid, fire, poison, etc.). The DM has the final say on how the ejected object affects the environment and other creatures, but a general rule is that they must make a DC 17 dexterity or constitution saving throw taking damage, or half as much on a successful save.

Vaccum

You can use an action to expend 5 charges and create a powerful suction that affects a 30-foot cone in front of you. Each creature in that area must make a DC 17 Strength saving throw or be pulled 10 feet closer to you and take bludgeoning damage. Any loose objects in that area that weigh no more than 40 pounds are automatically pulled into the wand, unless the wand is full.
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Vacuum Wand

wand, legendary (requires attunement)

This wand resembles a small handheld vacuum with a wooden handle. The tip of the wand has an opening where it can suck in or shoot out objects or small creatures.

Charges

The wand has 16 charges and regains expended charges daily at dawn.

Suck

As an action, you can expend 1 charge to activate the wand and use it to suck up an object within 30 feet of you. You can target one object that weighs no more than 50 pounds. If the object is loose, you can pull it into the wand. If the object is held by a creature, the creature can make a DC 18 Strength saving throw to resist. You can also use the wand to suck up liquids, gases, or small or medium creatures (such as slimes) that are not immune to being grappled. The DM determines if a creature can be sucked into the wand.

Shoot

The wand can hold up to 16 objects or creatures at a time. You can use a bonus action to eject one object or creature from the wand. Choose a target location within 30 feet. If the target or projectile is a creature, they must make a DC 18 Dexterity saving throw taking bludgeoning damage, or half as much on a successful save.
If the object is a liquid, gas, it splashes or scatters in a 10-foot radius from where it lands, affecting any creature in that area as appropriate (such as acid, fire, poison, etc.). The DM has the final say on how the ejected object affects the environment and other creatures, but a general rule is that they must make a DC 15 dexterity or constitution saving throw taking damage, or half as much on a successful save.

Vaccum

You can use an action to expend 5 charges and create a powerful suction that affects a 30-foot cone in front of you. Each creature in that area must make a DC 18 Strength saving throw or be pulled 10 feet closer to you and take bludgeoning damage. Any loose objects in that area that weigh no more than 50 pounds are automatically pulled into the wand, unless the wand is full.

Vortex

You can use an action to expend 10 charges and create a vortex of swirling air that surrounds you for 1 minute. While the vortex is active, you have a flying speed of 60 feet, ranged attacks against you are made with disadvantage, and you can use a bonus action to suck up or shoot out objects with the wand without expending any charges. Additionally, any creature that starts its turn within 30 feet of you must make a DC 20 Strength saving throw or be pulled 10 feet closer to you and take bludgeoning damage.

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