(4 Charges) When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
(5 Charges) On a hit you can use forced displacement effect, expensing 1 charge the target must succeed a DC 13 Wisdom save or be teleported on solid ground within 30ft from the owner of the javelin.
Minor Soul-bound. Hit or miss, you can use a bonus action to bring the javelin back into your hand or use 1 charge to teleport to it. This effect can be used as a reaction for 3 charges.
All charges are renewed at Dusk.
(7 Charges) A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
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.