Wand of Fire Manipulation
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to deal 3 (1d6) fire damage in a 15-foot cone for every charge expended. Each creature in the area must make a DC 13 Dexterity saving throw. A creature takes the damage on a failed save, or half as much damage on a successful one.
The wand can siphon fire. While holding it, you can use your reaction to draw in fire effects or damage from spells targeted at you to charge the wand. The wand regains 1 charge for every dice of fire damage siphoned in such a way and negates 1 dice of fire damage per charge regained. The wand cannot have more than 7 charges.
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.