Wand of Fear:
This wand has 7 charges. The wand regains 1d6+1 charges each dawn. If the last charge is spent, roll 1d20. On a 1, the wand crumbles to dust.
Using your Action, you can expend 1 charge to try and force a creature to flee or grovel as per the Command spell with a DC of 15 to resist.
Using your Action, you can expend 2 charges to emit a 60' cone of amber light. Each creature within this light must make a DC 15 WIS save at the start of its turn or be Frightened of whoever holds the wand. The save can be attempted again at the end of the affected creature's turn, ending on a success.
This item does not require attunement.