Wand of Fear
WD|DMG · Rare · Requires attunement
Attunement
Description
While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the spell (save DC 15).
While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become of you for 1 minute. While it is in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.