This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 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.
How the Wand of Fireballs plays
The wand has 7 charges. As an action you spend 1 to cast Fireball at 3rd level, with a fixed save DC of 15, and each extra charge raises the spell a level. It regains 1d6 + 1 charges at dawn, so in practice it’s about four or five 3rd-level fireballs a day.
Dumping all 7 charges at once casts a 9th-level Fireball: 14d6, about 49 damage. If that empties the wand, roll a d20; on a 1 it crumbles to ash. The wand is rare and requires attunement by a spellcaster.
Who should carry it
A caster without Fireball. A cleric, druid, bard, warlock or ranger gets the best area damage spell in the game without learning it.
A wizard or sorcerer who has it still gains a lot: every wand casting is a slot saved for something else.
Mind the DC. It’s always 15. At high levels, when your own DC is 17 or more, casting your own Fireball is more likely to land; the wand is still free damage.
Common questions
What’s the save DC for the Wand of Fireballs?
Always 15, whoever uses it. Your spellcasting ability and proficiency don’t change it.
How much damage can the wand do in one go?
One charge is a 3rd-level Fireball (8d6). Each extra charge adds a level and 1d6, so all 7 charges make a 9th-level Fireball for 14d6.
Who can attune to a Wand of Fireballs?
A spellcaster. The Dungeon Master’s Guide counts any creature that can cast at least one spell with its own traits or features, not through a magic item, so a paladin or ranger from 2nd level, an Eldritch Knight or a high elf with its cantrip all qualify.
What happens when you use the last charge?
Roll a d20. On a 1, the wand crumbles into ashes. On anything else it keeps working and regains 1d6 + 1 charges at the next dawn.
Is casting from the wand casting a spell?
Yes. It can be stopped by Counterspell, and the rule for casting a bonus-action spell on the same turn applies.
Did the 2024 rules change the Wand of Fireballs?
Yes. In the 2024 version you can spend no more than 3 charges per casting, so the biggest blast is a 5th-level Fireball (10d6). The 7 charges, DC 15 and recharge are the same.
Very rare: 10 charges for Fireball, Burning Hands and Wall of Fire at your own DC, plus fire resistance.
Wand of Fireballs in the 2024 rules
The 2024 Dungeon Master’s Guide revised the magic items, and the SRD 5.2 carries the new text. What changed:
Dice: 1d6 → 1d6, 1d20.
Type
Wand
Rarity
Rare
Attunement
Required by a Spellcaster
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.