TEXT: 1
  WANDSLINGER’S GUIDE FOR EBERRON
  
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  WANDSLINGER’S GUIDE FOR EBERRON
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon 
  ampersand, and all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries.  
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such 
  material is used with permission under the Community Content Agreement for Dungeon 
  Masters Guild.  
  All other original material in this work is copyright [2018] by Travis Legge & Christopher Walz 
  and published under the Community Content Agreement for Dungeon Masters Guild.
  The Wandslinger’s Guide for Eberron
  by Christopher Walz & Travis Legge
  edited by Christopher Walz & Saylor Ashman
  Interior Art courtesy Wizards of the Coast
  Trick Shot mechanics appearing in this document are based on Matt Mercer’s Gunslinger
  http://www.dmsguild.com/product/170778/Gunslinger-Martial-Archetype-for-Fighters
  See Travis Legge’s other work at:
   http://www.dmsguild.com/browse.php?author=Travis%20Legge
  See Christopher Walz’s other work at: 
  http://www.dmsguild.com/browse.php?author=Christopher%20Walz 
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  WANDSLINGER’S GUIDE FOR EBERRON
  The Wandslingers 
  of Khorvaire
  “Wandslinger” is a broad term used 
  throughout Khorvaire. It represents any 
  arcane spellcaster who chooses to use 
  a wand as their primary arcane focus. A 
  wandslinger could be a Korrenberg city 
  guard standing at the ready with a fire bolt 
  and shield, or it could be an accomplished 
  artificer studying the secrets of these oft-
  used magical implements.
  In The Wayfinder’s Guide to Eberron, 
  Keith Baker states that you can make 
  any arcane spellcasting player character 
  into a wandslinger by simply narrating 
  their style to incorporate wand use. 
  The Magic Initiate feat, narrated to use 
  wands and drawing from the Wizard 
  spell list, can turn even a half-orc Fighter 
  into a wandslinger. However, we thought 
  that this bit of Eberron lore was unique 
  enough to warrant equally unique 
  character options.
  This booklet contains feats for the 
  aspiring wandslinger and Fighter and 
  Rogue subclasses that focus on the 
  wandslinging combat style. We have also 
  included a sample wandslinger NPC stat 
  block. These are just our takes on how 
  to make a wand-toting hero in the world 
  of Eberron. We hope they inspire you to 
  explore this amazing world further.
  
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  WANDSLINGER’S GUIDE FOR EBERRON
  Classes
  Fighter - Wand 
  Warrior
  You have trained in the martial application 
  of wands, learning to incorporate wand 
  magic into your combat style. This training 
  grants you profound mastery over a few 
  devastating effects, precision and potency 
  with your spells and wands, and the ability 
  to wield and even recharge wands. 
  Wand Focus
  Starting when you choose this archetype at 
  3rd level, you gain proficiency with wands, 
  allowing you to add your proficiency bonus 
  to spell attacks made with wands. This also 
  allows you to use either your own spell save 
  DC or the wand’s spell save DC (whichever 
  is higher) when using a wand.
  Wand Caster
  Beginning at 3rd level, you may cast any 
  spell you know while holding a wand, 
  without requiring a material component, by 
  expending the appropriate number of Spell 
  points. You know 2 cantrips and 1 1st-level 
  spell upon gaining this feature, which are 
  chosen from the wizard spell list. Material 
  components consumed by the spell are still 
  required when using this feature. 
  Your spellcasting ability modifier for these 
  spells is Intelligence.
  Your spell save DC = 8 + your Intelligence 
  modifier + your proficiency bonus
  Your spell attack modifier = your 
  Intelligence modifier + your proficiency 
  bonus
  Cantrips do not cost spell points to cast. 1st-
  level spells cost 2 spell points to cast. You 
  may cast your 1st-level spells as if they used 
  a higher-level spell slot by using spell points, 
  according to the table below.
  Spell Slot Level
  Spell Point Cost
  1st
  2
  2nd
  3
  3rd
  5
  4th
  6
  5th
  7
  You have a number of spell points equal to 
  your Fighter level + Intelligence modifier. 
  You regain spent spell points when you 
  finish a long rest. 
  You learn another cantrip and 1st-level spell 
  at 7th and 15th level.
  Wand Adept
  At 7th level you learn to perform powerful 
  trick shots to disable or damage your 
  opponents using your wand.
  Trick Shots. You learn one trick shot of 
  your choice, which are detailed under “Trick 
  
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  WANDSLINGER’S GUIDE FOR EBERRON
  Shots” below. Many maneuvers enhance an 
  attack in some way. Each use of a trick shot 
  must be declared before the attack roll is 
  made. You can use only one trick shot per 
  attack.
  You learn an additional trick shot of your 
  choice at 10th, 15th, and 18th level. Each 
  time you learn a new trick shot, you can 
  also replace one trick shot you know with a 
  different one.
  Grit. You gain a number of grit points equal 
  to your Intelligence modifier (minimum of 
  1). You regain 1 expended grit point each 
  time you roll a 20 on the d20 roll for an 
  attack with a wand or deal a killing blow 
  with a wand to a creature of significant 
  threat (DM’s discretion). You regain all 
  expended grit points after a short or long 
  rest.
  Saving Throws. Some of your trick shots 
  require your targets to make a saving throw 
  to resist the trick shot’s effects. The saving 
  throw DC is calculated as follows:
   Trick Shot save DC = 8 + your proficiency 
  bonus + your Intelligence modifier
  Trick Shots
  These trick shots are presented in 
  alphabetical order.
  Bullying Shot
  You can use the powerful magic of your 
  wand to shake the resolve of a creature. 
  You can expend one grit point while making 
  a Charisma (Intimidation) check to gain 
  advantage on the roll.
  Dazing Shot
  When you make a wand attack against a 
  creature, you can expend one grit point to 
  attempt to dizzy your opponent. On a hit, the 
  creature suffers normal damage and must 
  make a Constitution saving throw or suffer 
  disadvantage on attacks until the end of 
  their next turn.
  Deadeye Shot
  When you make a wand attack against a 
  creature, you can expend one grit point to 
  gain advantage on the attack roll.
  Disarming Shot
  When you make a wand attack against a 
  creature, you can expend one grit point 
  to attempt to shoot an object from their 
  hands. On a hit, the creature suffers normal 
  damage and must succeed on a Strength 
  saving throw or drop 1 held object of your 
  choice and have that object be pushed 10 
  feet away from you.
  Forceful Shot
  When you make a wand attack against a 
  creature, you can expend one grit point 
  to attempt to trip them up and force them 
  back. On a hit, the creature suffers normal 
  damage and must succeed on a Strength 
  saving throw or be pushed 15 feet away 
  from you.
  
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  WANDSLINGER’S GUIDE FOR EBERRON
  Winging Shot
  When you make a wand attack against a 
  creature, you can expend one grit point to 
  attempt to topple a moving target. On a hit, 
  the creature suffers normal damage and 
  must make a Strength saving throw or be 
  knocked prone.
  Rapid Recharge
  Upon reaching 10th level, you learn how to 
  channel your own innate magic into your 
  wands. You can spend three spell points or 
  a grit point to add one charge to a wand you 
  are holding as a bonus action.
  Wand Swap
  Starting at 15th level, you can stow a wand 
  you are holding and draw a different wand 
  as a bonus action.
  Vicious Caster
  At 18th level, your wand attacks 
  score a critical hit on a roll of 
  19-20, and you regain a grit 
  point on a roll of 19 or 20 
  on a d20 spell attack roll.
  Dual Wand 
  Wielder
  Upon reaching 18th 
  level, whenever you 
  are holding 
  two wands, 
  you can 
  use a 
  bonus action 
  to expend 1 
  charge from the 
  wand in your 
  offhand, triggering 
  the effects the wand. 
  You may not expend 
  multiple charges from 
  the offhand wand.
  Rogue - Wand 
  Duelist
  You have honed your ability with wands to 
  an artform. You use surprise, speed, and 
  unpredictability to keep your opponents 
  at bay. Wand duelists can be found 
  throughout Khorvaire: in the alleyways 
  of Sharn enforcing dark deals, deep in a 
  forgotten ruin working for gold and glory, or 
  sitting next to a noble, ready to defend - or 
  assassinate - them. 
  Wand Caster
  Beginning at 3rd level, you may cast any 
  spell you know while holding a wand, 
  without requiring a material component, by 
  expending the appropriate number of Spell 
  points. You know 2 cantrips and 1 1st-level 
  spell upon gaining this feature, which are 
  chosen from the 
  wizard spell list. 
  Material components 
  consumed by the spell 
  are still required when 
  using this feature. 
  Your spellcasting ability 
  modifier for these spells is 
  Intelligence.
  Your spell save DC = 8 + 
  your Intelligence modifier + 
  your proficiency bonus
  Your spell attack modifier 
  = your Intelligence 
  modifier + your proficiency 
  bonus
  Cantrips do not cost spell 
  points to cast. 1st-level spells 
  cost 2 spell points to cast. You 
  may cast your 1st-level spells as if 
  
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  WANDSLINGER’S GUIDE FOR EBERRON
  they used a higher-level spell slot by using 
  spell points, according to the table below.
  Spell Slot Level
  Spell Point Cost
  1st
  2
  2nd
  3
  3rd
  5
  4th
  6
  5th
  7
  You have a number of spell points equal to 
  your Rogue level + Intelligence modifier. You 
  regain spent spell points when you finish a 
  long rest. 
  You learn another cantrip and 1st-level spell 
  at 7th and 15th level.
  Wand Cunning
  When you choose this archetype at 3rd 
  level, you gain proficiency in the Arcana 
  skill. Your proficiency bonus is doubled for 
  any ability checks made regarding wands.
  Quickdraw Wand
  Starting at 3rd level, you are deadly 
  quick with a wand. When you draw 
  or stow a weapon on your turn, you can 
  draw or stow a wand as well. Additionally, 
  you have advantage on Dexterity (Sleight of 
  Hand) checks made to conceal a wand on 
  your person.
  At the Ready
  Starting at 9th level, when you roll initiative 
  and do not have a wand drawn, you have 
  advantage on the initiative roll.
  Arcane Assassination
  Starting at 13th level, you can use a wand 
  to deliver devastating attacks to unwitting 
  targets. When you hit a creature that is 
  surprised with a spell attack from a wand, 
  including a spell known from the Wand 
  Caster feature, you deal extra damage equal 
  to your Sneak Attack class feature.
  Wand Weaving
  Starting at 17th level, you have mastered 
  using wand in conjunction with other 
  weapons. Whenever you use the Attack 
  action, you may use a wand or cast a spell 
  known from the Wand Caster feature as a 
  bonus action.
  
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  WANDSLINGER’S GUIDE FOR EBERRON
  Wizard - School 
  of Wandcraft
  The School of Wandcraft was founded 
  by the mages of Arcanix, a floating city 
  dedicated to arcane pursuits in the nation 
  of Aundair. Practitioners of this tradition 
  focus on the bonds between wands and 
  spellcasters and have learned how to 
  gift some of their own power to others 
  through wands. Some scholars believe that 
  without wandwrights, as these wizards are 
  often called, the Khorvarian tradition of 
  wandslinging would have never come about.
  Wandcraft Savant
  Beginning when you select this school at 
  2nd level, the gold you must spend to create 
  a wand is halved. Additionally, you can 
  identify any wand as if you had cast 
  the identify spell by examining the 
  wand for 10 minutes. You must 
  hold the wand while examining it.
  Imbue Wand
  Starting at 2nd level, you 
  can temporarily imbue 
  wands with spells you 
  know. During a short or 
  long rest, select one wand 
  arcane focus (see chapter 5 
  in the Player’s Handbook for 
  more information on arcane 
  foci) to enchant. You cast a 
  spell of 1st through 3rd-
  level you know while 
  touching the wand. 
  You do not need to 
  have prepared the 
  spell you store in 
  the wand if you use 
  your spellbook and 
  add 10 minutes to the 
  casting time, as if it were 
  a ritual. The spell slot expended to cast the 
  spell determines the strength of the spell. 
  For example, if you store magic missile in a 
  wand using a 3rd-level spell slot, it counts as 
  a 3rd-level spell. After you cast the spell, you 
  must speak a single word, which functions 
  as the wand’s command word. Only one 
  spell can be stored in a wand, regardless of 
  its level.
  For the next 24 hours, any creature who 
  speaks the command word while holding 
  the wand can cast the spell stored in it. 
  The spell uses your spell save DC, spell 
  attack bonus, and spellcasting ability, but is 
  otherwise treated as if the wielder cast the 
  spell. Once the stored spell is cast, the wand 
  ceases to be magical and functions only as 
  an arcane focus. The wand can be reused 
  for this feature.
  Once you create a wand using this feature, 
  you cannot create another until you 
  finish a long rest.
  
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  WANDSLINGER’S GUIDE FOR EBERRON
  Efficient Wands
  Starting at 6th level, when you expend a 
  charge from a wand, you may use a reaction 
  to make a DC 15 Intelligence (Arcana) 
  check. On a success, you do not expend 
  a charge. For items that can use multiple 
  charges for additional effect, such as a wand 
  of magic missiles, you expend one fewer 
  charges.
  You can use this feature a number of times 
  equal to your Intelligence modifier (a 
  minimum of once). You regain all expended 
  uses when you finish a long rest.
  Improved Wandcraft
  Beginning at 10th level, when you create a 
  wand using the Imbue Wand class feature, 
  you can store 1st through 5th-level spells. 
  Additionally, you can create two wands 
  whenever you use the Imbue Wand class 
  feature.
  Focused Attunement
  Starting at 14th level, you can form a 
  magical bond with a wand, increasing its 
  potency. During a short rest, choose one 
  magical wand in your possession. If the 
  magic item requires you to make a spell 
  attack, you have advantage on the attack 
  roll. If the magic item requires creatures 
  to make a saving throw versus the wand’s 
  effects, they have disadvantage on the saving 
  throw. 
  Additionally, if this wand would normally 
  require attunement, it does not count 
  against your total number of attuned items. 
  You may use the same short rest to attune to 
  a new item while also using this feature.
  Feats
  The following feats are suitable for 
  wandslingers.
  Arcane Parry
  You’ve learned how to use a wand’s arcane 
  energy defensively. If you are holding a wand 
  that allows you to deal damage at range, 
  you may use your reaction to intercept any 
  ranged attack targeting a single creature or 
  object within 30 feet of you. To do so, you 
  must expend a charge from the wand and 
  make a spell attack roll. The DC is equal 
  to the attacker’s attack roll result, or spell 
  save DC. If you succeed, the ranged attack 
  is knocked off course, missing its intended 
  target, and discharges harmlessly.
  Wandslinging Initiate
  You are trained in the wand combat style of 
  Aundair. You gain the following benefits:
  •  You can attune to any wand regardless of 
  its class prerequisites.
  •  You have advantage on any ability check 
  made to identify, create, or use a wand.
  •   You learn two cantrips and one 1st-level 
  spell from the Wizard spell list. These 
  spells must deal damage. You can cast 
  each of these spells twice a day using a 
  wand as a material component.
  Wand Fighter
  Prerequisite: Intelligence or Charisma 13 
  or higher
  You’ve learned how to channel a wand’s 
  arcane energy into an effective melee attack. 
  You gain the following benefits:
  •  Increase your Intelligence or Charisma 
  score by 1, to a maximum of 20.
  •  Using the Attack action, you can make a 
  melee spell attack with a wand. You are 
  proficient in this attack and add either 
  
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  WANDSLINGER’S GUIDE FOR EBERRON
  your Intelligence or Charisma modifier 
  to attack and damage rolls. The attack 
  deals 1d4 force damage and has a reach 
  of 5 ft.
  Chantal’s Wand 
  Emporium
  Chantal Thiel is an Aundairian wandwright 
  who trained in the famed floating towers of 
  Arcanix. After serving in the Last War, she 
  took her talents south to Sharn, where she 
  began crafting and selling wands. Chantal’s 
  Wand Emporium is located in Middle 
  Menthis in a crowded apartment turned 
  storefront. Although Chantal has been quite 
  successful, she clings to her beginnings as a 
  humble wandwright. She employs a dozen 
  artificers, apprentice wizards, and artisans 
  and is known to carry several rare wands.
  It is rumored that the aging, no-nonsense 
  human woman is a masterful wandslinger 
  and was feared on the battlefield. None 
  have tested their luck crossing wands with 
  Chantal in Sharn’s dark alleyways.
  The wands and wand enhancements 
  presented here are just a few samples from 
  Chantal’s inventory. These might be found 
  in her store, in a forgotten goblin ruin, or 
  secured in a dragonmarked house’s vault.
  Wand Enchantments
  A wandslinger’s wand is not merely a 
  tool, it is an extension of themselves. 
  Weaponmasters go to great lengths to 
  care for and personalize their arms; to a 
  wandslinger a simple length of wood is a 
  prized weapon. Expert wandwrights have 
  created ritual-like processes that imbue 
  wands with permanent magical effects.
  The enchantments in this section are 
  presented similarly to magic items in the 
  Dungeon Master’s Guide. Each is given a 
  rarity rating from common to legendary to 
  help you determine a market price for the 
  enchantment. Each enchantment ritual 
  takes 1 hour to complete and requires the 
  wand to be present throughout the process.
  A Dungeon Master might reward the 
  schema for these enchantments as 
  treasure or work with players to create new 
  enchantments.
  Enchantment of Counter 
  Resistance
  Permanent enchantment, very rare
  Any spell cast from this wand counts as 
  one level higher when determining the DC 
  for counterspell and dispel magic. This 
  enchantment can only be placed on a wand 
  that contains a spell, such as a wand of 
  fireballs; wands used as arcane foci cannot 
  benefit from this enchantment.
  Enchantment of Disguise
  Permanent enchantment, uncommon
  When you enchant a wand using this 
  enchantment, select an object no longer 
  than 8 inches that can fit in one hand, such 
  as a quill or pipe. You can use an action to 
  make the wand appear as this object. The 
  illusion lasts until you dismiss it with an 
  action or use the wand.
  This enchantment can be placed on a single 
  wand multiple times. Choose a new object 
  for each enchantment.
  If someone attempts to touch the wand, they 
  will be able to pass through the illusion. 
  Otherwise, to discern that the wand is 
  disguised, a creature can use its action to 
  make a DC 12 Investigation check.
  
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  WANDSLINGER’S GUIDE FOR EBERRON
  Enchantment of Returning
  Permanent enchantment, rare
  You can use a bonus action to cause this 
  wand to teleport into your hand from up to 
  30 feet away.
  Wands
  Adept’s Wand
  These wands are thought to originate from 
  Thrane, but many religious groups dispute 
  the claim. These simple wands are often 
  given to devout missionaries who have not 
  shown magical ability, allowing them to 
  demonstrate a limited amount of their faith’s 
  power.
  Adept’s Wand
  Wand, uncommon 
  This simple wand is made from sturdy oak 
  and adorned with religious symbols and 
  charms.
  This wand has 5 charges. While holding 
  it, you can use an action to expend 1 of its 
  charges to cast the thaumaturgy cantrip 
  from it. If you expend 2 charges and touch 
  a creature with the wand, you heal them for 
  1d6 + 1 hit points.
  The wand regains 1d4 + 1 expended 
  charges daily at dawn. If you expend the 
  wand’s last charge, roll a d20. On a 1, the 
  wand crumbles into ashes and is destroyed.
  Fiend Hunter’s Wand
  These wands originated from the 
  Ghaashk’kala clans in the Demon Wastes. 
  The ritual used to create these powerful 
  wands is a closely guarded secret, but some 
  scholars believe it requires a powerful 
  fiend’s blood.
  Magic Item and Arcane Focus
  The details on if a magic item, such as a 
  wand of magic missiles, can be used as 
  an arcane focus are unclear. This guide 
  assumes that any magic item with the 
  wand type can be used as an arcane focus. 
  For example, you can use a Karrnathi 
  Captain’s Wand as an arcane focus when 
  casting flaming sphere.
  Creating Spell Wands
  Many of the wands presented in Chapter 
  7 of the Dungeon Master’s Guide contain 
  one spell and the charges needed to cast it, 
  such as a wand of magic missiles or wand 
  of lightning bolts. The world of Eberron 
  is suffused with magic; it is reasonable to 
  assume that wandwrights have created 
  all sorts of spell wands. Follow these 
  guidelines when creating a spell wand:
  Spell Level. Determine the maximum 
  spell level based on the wand’s rarity. 1-2 
  (uncommon); 3-4 (rare); 5-6 (very rare); 7 
  (legendary)
  Spell Save DC. If the spell forces a saving 
  throw, determine the spell save DC based 
  on the wand’s rarity. 13 (uncommon); 15 
  (rare and very rare); 17 (legendary).
  Spell Attack Bonus. If the spell requires 
  a spell attack roll, determine the spell 
  attack bonus based on the wand’s rarity. +5 
  (uncommon); +7 (rare and very rare); +9 
  (legendary).
  Charges. All spell wands contain 7 
  charges. You expend 1 charge as an action 
  to cast the spell at its minimum level. Spell 
  wands regain 1d6 + 1 expended charges 
  daily at dawn. If you expend the wand’s 
  last charge, roll a d20. On a 1, the wand 
  crumbles into ashes and is destroyed.
  Spells at Higher Level. If the spell has 
  additional effects at higher level, such as 
  Melf’s acid arrow, you can increase the 
  spell slot level by 1 for each additional 
  charge you expend.
  
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  Fiend Hunter’s Wand
  Wand, rare (requires attunement)
  This charred ashen wand courses with 
  warm energy.
  This wand has 5 charges. While holding 
  it, you can expend 1 charge when you cast 
  a spell to ignore any fiends affected by the 
  spell’s damage resistance or immunity. 
  Additionally, the wand glows, spreading 
  dim light in a 5-foot radius, when a fiend is 
  within 60 feet.
  The wand regains 1d4 + 1 expended 
  charges daily at dawn. If you expend the 
  wand’s last charge, roll a d20. On a 1, the 
  wand crumbles into ashes and is destroyed.
  Focus Wands
  The School of Wandcraft’s crowning 
  achievement are focus wands. These 
  crystalline wands are notoriously difficult to 
  create, requiring not only an exceptionally 
  large gemstone and master jewelcutter’s 
  hand, but the constant attention of an 
  accomplished mage. After carving a wand 
  from a single gemstone, a wandwright must 
  focus the arcane energy attuned to the 
  appropriate school of magic into the wand 
  for six hours a day. After weeks of work, 
  the wandwright produces a truly deadly 
  implement.
  
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  WANDSLINGER’S GUIDE FOR EBERRON
  Focus Wands
  Wand, rare (requires attunement by a 
  spellcaster)
  This crystal wand feels supernaturally study 
  in your hand. It hums with power.
  Each of these wands are attuned to a single 
  school of magic, depending on the gem used 
  to create the wand. The wand increases 
  your spell save DC by 1 if used as a focus 
  when casting a spell of the associated 
  school.
  •  Abjuration: Diamond
  •  Conjuration: Sapphire
  •  Divination: Lapis lazuli
  •  Enchantment: Rose quartz
  •  Evocation: Ruby
  •  Illusion: Alexandrite
  •  Necromancy: Onyx
  •  Transmutation: Aquamarine
  Karrnathi Captain’s Wand
  Seekers of the Blood of Vol created these 
  wands during the Last War and issued them 
  to high-ranking field commanders. They are 
  crafted from the bones of Karrnathi heroes 
  and inscribed with their deeds, both in life 
  and undeath.
  Karrnathi Captain’s Wand
  Wand, very rare (requires attunement)
  This bleached bone wand in carved with a 
  thousand tiny inscriptions. It feels deathly 
  cold to the touch, even on a hot summer day.
  While holding this wand, you can use an 
  action to touch a humanoid creature that 
  has died within the last minute, animating 
  the corpse under your control. The 
  
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  WANDSLINGER’S GUIDE FOR EBERRON
  humanoid creature uses the same stats it 
  had in life, but its type changes to undead 
  and it cannot cast spells of any kind. The 
  creature is charmed by you and follows your 
  verbal commands, but it can only take the 
  Attack, Dash, and Dodge actions. At the 
  beginning of your turn for the next minute, 
  you must make a DC 10 Charisma check 
  to retain control of the creature. If you fail, 
  the creature is no longer charmed by you 
  and attacks the nearest living creature. After 
  one minute, the effect ends and the creature 
  dies.
  Once you have used the wand, it cannot be 
  used again until the next dawn.
  Wand of Thievery
  The Boromar Clan, Sharn’s most influential 
  criminal syndicate, funded research into 
  the first wand of thievery. Rumors say 
  scholars from Morgrave University took 
  the Boromar’s money, but none have been 
  able to prove it, or lived to tell the tale 
  if they have. Scholars and wandwrights 
  cannot agree on where the wands go when 
  they disappear. Some believe they are all 
  mystically tied to a hidden Boromar vault 
  while others say they are transported to 
  another plane to remove evidence of any 
  wrongdoing.
  Wand of Thievery
  Wand, uncommon (requires attunement)
  This slender glass wand is polished to 
  perfection.
  This wand has 5 charges. While holding it, 
  you can use an action to expend 1 or more 
  of its charges to magically teleport a small 
  object within 60 feet to you. For 1 charge, 
  you can teleport an object weighing up to 
  5 pounds. For each additional charge you 
  expend, you can teleport an object weighing 
  up to 5 more pounds. If the object is being 
  worn or carried by another creature, they 
  make a DC 12 Strength saving throw. On a 
  success, they are able to retain the object.
  The wand regains 1d4 + 1 expended 
  charges daily at dawn. If you expend the 
  wand’s last charge, roll a d20. On a 1, the 
  wand simply disappears.
  Wandslinger’s Bane
  An erudite Aundairian once challenged a 
  street hardened Brelish wandslinger named 
  Dreena to a duel. The terms were that each 
  combatant could only bring one wand. As 
  legend has it, Dreena was a Wayfinder 
  recently back from an expedition to 
  Xen’drik. She returned with this wand. The 
  Aundarian’s name has been lost to history.
  Wandslinger’s Bane
  Wand, rare (requires attunement)
  This jade wand is adorned with a single 
  onyx gemstone.
  While holding this wand, you can use an 
  action to disrupt a creature’s connection to 
  their wands. Choose one creature within 
  60 feet of you. They must make a DC 15 
  Charisma saving throw. On a failure, the 
  target loses their attunement to any wand 
  they are carrying.
  Once you have used the wand, it cannot be 
  used again until the next dawn. 
  
  15
  WANDSLINGER’S GUIDE FOR EBERRON
  Sample NPC
  Aundarian Wandslinger
  Medium humanoid, any
  Armor Class 15 (chain shirt) 
  Hit Points 52 (8d8 + 16)
  Speed 30 ft.                
  STR 11 (+0)  DEX 14 (+2) CON 14 (+2)
  INT 16 (+3) WIS 13 (+1)  CHA 12 (+1)
  Saving Throws Int +5, Wis +3
  Skills Acrobatics +4, Arcana +5 
  Senses passive Perception 11
  Languages Any three languages 
  Challenge 2 (450 XP)
  Wand Casting. The wandslinger’s 
  spellcasting ability is Intelligence (spell save 
  DC 13, +5 to hit with spell attacks). It can 
  cast the following spells, requiring only a 
  wand as a material component:
  At will: fire bolt, ray of frost, shocking grasp 
  1/day each: magic missile, shield
  Actions
  Wand Strike. Melee Spell Attack: +5 to hit, 
  reach 5 ft., one target. Hit: 5 (1d4 + 3) force 
  damage.
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Travis Legge/Travis Legge - Wandslinger's Guide for Eberron v.1.2.pdf