Wand of Memories

Wand, rare (requires attunement)

This wand is cut from light-colored pine. Upon close inspection, patterns in its wood lines reveal images of people and places. When a creature attuned to this wand forms a particularly vivid memory, an image of that memory slowly forms in the patterns on the wand over the course of a few days.

This wand has 5 charges. It regains 1d4+1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand emits a mournful sigh and evaporates in a wisp of mist.

While holding the wand, you can use an action to attempt to overwhelm a creature by projecting a powerful memory of yours onto its psyche. Choose a creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw, or suffer effects depending on the emotion projected.

Anguish. You project a memory of crippling horror, pain, or sorrow. On a failed save, the target is frightened for 1 minute. While frightened in this way, a creature is stunned. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.

Bliss. You project a memory of great joy, elation, or happiness. On a failed save, the target is charmed for 1 minute. While charmed in this way, a creature can take no harmful action against any other creature. Each time the target takes damage it can repeat the saving throw, ending the effect on itself on a success.

Fury. You project a memory of intense anger, hatred, or rage. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies for 1 minute. Moreover, while under this effect a creature attempts to kill any creature it regards as hostile to the best of its ability. Each time the target takes damage it can repeat the saving throw, ending the effect on itself on a success.

Whichever effect is chosen, the DM sets the saving throw for each use of this wand, ranging from 9 for a weak or uninspired memory to 19 for an exceptionally potent one. The memory must be a specific event from your own past. If you try to project the same memory from the wand more than once before finishing a long rest, you must make a Wisdom saving throw of the same DC. On a failed save, the memory overwhelms you instead of the target, and you suffer the effects detailed above.