Wand of Unlocking

Doesn't kill, doesn't wound, doesn't maim. But I can tell you what it can do- It is very good at opening doors.

Description
The wand is a nondescript metallic rod with a jewel or other implement on one end that emits light and or a faint sound when in use.

Qualities
The wand has 6 charges and regains all expended charges at dawn.

You may cast Identify and Detect Traps for 1 charge, Detect Magic and Detect Evil and Good for 2 charges.

As a bonus action, a player may point the Wand of Unlocking at any locking mechanism. If protected by magic, it suspends the magic for 1 minute, if not protected by magic, the lock unlocks.

Thomas Bakerton's Pact Wand
Bakerton's wand can be used by Thomas Bake as his pact wand, which he can create in his hand as an action. He gains +1 to his spell save DC and a +1 bonus to any attack rolls he makes when casting a spell that requires an attack roll while the wand is materialized.

His pact wand disappears if it is more than 5 feet away from him for 1 minute or more. It also disappears if he use this feature again, if he dismisses the wand (no action required), or if he dies. The wand ceases being his pact wand if he dies, if he perform the 1-hour ritual on a different wand, or if he uses a 1-hour ritual to break his bond to it. The wand appears at his feet if it is in the extradimensional space when the bond breaks.