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Wand of the Sea and Sky

wand, rare (requires attunement)

This wand is made from a clear crystal that contains a swirling liquid of green and blue colors. The liquid represents the essence of the sea and the sky, and grants the wielder power over water and air. The wand has a metal casing that protects the crystal and provides a comfortable grip.

Elemental Mastery

The wand has 7 charges and regains expended charges daily at dawn.
While holding this wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Fog Cloud (conjuration)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Makes an area heavily obscured in a 20-ft-radius sphere (+20 ft/lvl).

View on dndbeyond.com
(1 charge), Gust of Wind (evocation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures on a 60-ft-long, 10-ft-wide line mus succeed on a Str. save or be pushed 15 ft away.

View on dndbeyond.com
(2 charges), Water Breathing (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: Yes

Up to 10 creatures gets the ability to breathe underwater.

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(3 charges), Control Water (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Control the water in a 100-ft cube (cause a flood, part the water, redirect the flow, create a whirlpool).

View on dndbeyond.com
(4 charges), or Control Winds (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Controls air in a 100-ft cube and produce an effect (Gusts, Downdraft or Updraft).

View on dndbeyond.com
(5 charges).

Aquatic Adaptation

While attuned to this wand, you have resistance to cold damage and can breathe underwater.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

Wand of the Sea and Sky

wand, rare (requires attunement)

This wand is made from a clear crystal that contains a swirling liquid of green and blue colors. The liquid represents the essence of the sea and the sky, and grants the wielder power over water and air. The wand has a metal casing that protects the crystal and provides a comfortable grip.

Elemental Mastery

The wand has 7 charges and regains expended charges daily at dawn.
While holding this wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Fog Cloud (conjuration)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Makes an area heavily obscured in a 20-ft-radius sphere (+20 ft/lvl).

View on dndbeyond.com
(1 charge), Gust of Wind (evocation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures on a 60-ft-long, 10-ft-wide line mus succeed on a Str. save or be pushed 15 ft away.

View on dndbeyond.com
(2 charges), Water Breathing (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: Yes

Up to 10 creatures gets the ability to breathe underwater.

View on dndbeyond.com
(3 charges), Control Water (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Control the water in a 100-ft cube (cause a flood, part the water, redirect the flow, create a whirlpool).

View on dndbeyond.com
(4 charges), or Control Winds (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Controls air in a 100-ft cube and produce an effect (Gusts, Downdraft or Updraft).

View on dndbeyond.com
(5 charges).

Aquatic Adaptation

While attuned to this wand, you have resistance to cold damage and can breathe underwater.
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Wand of the Sea and Sky

wand, very rare (requires attunement)

This wand is made from a clear crystal that contains a swirling liquid of green and blue colors. The liquid represents the essence of the sea and the sky, and grants the wielder power over water and air. The wand has a metal casing that protects the crystal and provides a comfortable grip.

Elemental Mastery

The wand has 9 charges and regains expended charges daily at dawn.
While holding this wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Fog Cloud (conjuration)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Makes an area heavily obscured in a 20-ft-radius sphere (+20 ft/lvl).

View on dndbeyond.com
(1 charge), Gust of Wind (evocation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures on a 60-ft-long, 10-ft-wide line mus succeed on a Str. save or be pushed 15 ft away.

View on dndbeyond.com
(2 charges), Water Breathing (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: Yes

Up to 10 creatures gets the ability to breathe underwater.

View on dndbeyond.com
(3 charges), Control Water (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Control the water in a 100-ft cube (cause a flood, part the water, redirect the flow, create a whirlpool).

View on dndbeyond.com
(4 charges), Control Winds (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Controls air in a 100-ft cube and produce an effect (Gusts, Downdraft or Updraft).

View on dndbeyond.com
(5 charges), or Watery Sphere (conjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 4 Medium creatures or 1 Large creature in a 10-ft radius must succeed on a Str. save or be restrained.

View on dndbeyond.com
(6 charges).

Aquatic Adaptation

While attuned to this wand, you have resistance to cold damage and can breathe underwater. You also have a swimming speed equal to your walking speed.
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Wand of the Sea and Sky

wand, legendary (requires attunement)

This wand is made from a clear crystal that contains a swirling liquid of green and blue colors. The liquid represents the essence of the sea and the sky, and grants the wielder power over water and air. The wand has a metal casing that protects the crystal and provides a comfortable grip.

Elemental Mastery

The wand has 12 charges and regains expended charges daily at dawn.
While holding this wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Fog Cloud (conjuration)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Makes an area heavily obscured in a 20-ft-radius sphere (+20 ft/lvl).

View on dndbeyond.com
(1 charge), Gust of Wind (evocation)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures on a 60-ft-long, 10-ft-wide line mus succeed on a Str. save or be pushed 15 ft away.

View on dndbeyond.com
(2 charges), Water Breathing (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: Yes

Up to 10 creatures gets the ability to breathe underwater.

View on dndbeyond.com
(3 charges), Control Water (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Control the water in a 100-ft cube (cause a flood, part the water, redirect the flow, create a whirlpool).

View on dndbeyond.com
(4 charges), Control Winds (transmutation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Controls air in a 100-ft cube and produce an effect (Gusts, Downdraft or Updraft).

View on dndbeyond.com
(5 charges), Watery Sphere (conjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 4 Medium creatures or 1 Large creature in a 10-ft radius must succeed on a Str. save or be restrained.

View on dndbeyond.com
(6 charges), or Storm of Vengeance (conjuration)
Level: 9
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 360-ft radius must succeed on a Con. save or be deafened and suffer various damage and effects.

View on dndbeyond.com
(10 charges).

Aquatic Adaptation

While attuned to this wand, you have immunity to cold damage and can breathe underwater. You also have a swimming speed equal to your walking speed.

Currents of the Sea and Sky

While attuned to this wand, you have a flying speed of 60 ft.

Sphere of Protection

As a bonus action, you can activate or deactivate the wand’s special feature: the liquid inside the wand flows out and forms a protective bubble around you. The bubble has a radius of 10 feet and moves with you. While inside the bubble, you and any creature you choose have advantage on saving throws against spells and other magical effects. The bubble also blocks any attack that deals cold, fire, lightning, or thunder damage. You can use this feature once per day, and it lasts for 1 minute or until you use a bonus action to end it.

Wish

You can use all the wand’s charges to cast the Wish (conjuration)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Duplicate a 8th level spell or lower without components, or create another effect at the DMs discretion.

View on dndbeyond.com
spell from it. This is the most powerful and dangerous feature of the wand, as it can alter reality in unpredictable ways. However, if you do so, the wand’s crystal shatters and the liquid inside spills out, destroying the wand forever.

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