list: API endpoint for returning a list of magic items. retrieve: API endpoint for returning a particular magic item.

GET /v1/magicitems/?format=api&ordering=-desc
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=2",
    "previous": null,
    "results": [
        {
            "slug": "message-stones-a5e",
            "name": "Message Stones",
            "type": "Wondrous Item",
            "desc": "_Message stones_ are a pair of small, smooth stones, carved from two halves of a single rock. While touching one of the stones, you can use an action to cast _sending_ , targeting the creature that carries the other stone. The spell is only cast if a creature is holding the paired stone or it is otherwise touching the creature’s skin.\n\nOnce used to cast __sending_ , the stones cannot be used again until dawn of the following day. If one of the paired stones is destroyed, the other loses its magical properties.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "scimitar-of-speed-a5e",
            "name": "Scimitar of Speed",
            "type": "Weapon",
            "desc": "\\[You gain a +2 bonus to _attack and damage rolls_  made with this magic scimitar, and on each of your turns you can use a bonus action to make one attack with it.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "goblin-mask-a5e",
            "name": "Goblin Mask",
            "type": "Wondrous Item",
            "desc": "Your vision shifts into a sickly yellow tint. Your muscles tense up and contract inside you, made twitchy as new sensory information floods your brain. You gain the following benefits and powers while wearing the _goblin mask_:\n\n**_Darkvision_.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.\n\n_**Goblin Tongue**_. You can speak, read, and write Goblin as a language.\n\n_**Nimble Escape.**_ This mask has 5 charges. While wearing it, you can use an action to expend 1 of its charges to take the Disengage or Hide action as a bonus action during your turn. The mask regains 1d4 + 1 charges daily at sunrise. If you expend the mask’s last charge, roll a d20\\. On a 1, the mask shrivels away and is destroyed.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "shield-of-the-fallen",
            "name": "Shield of the Fallen",
            "type": "Armor",
            "desc": "Your allies can use this shield to move you when you aren't capable of moving. If you are paralyzed, petrified, or unconscious, and a creature lays you on this shield, the shield rises up under you, bearing you and anything you currently wear or carry. The shield then follows the creature that laid you on the shield for up to 1 hour before gently lowering to the ground. This property otherwise works like the floating disk spell. Once used, the shield can't be used this way again for 1d12 hours.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "gauntlets-of-ogre-power",
            "name": "Gauntlets of Ogre Power",
            "type": "Wondrous item",
            "desc": "Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "headband-of-intellect",
            "name": "Headband of Intellect",
            "type": "Wondrous item",
            "desc": "Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "amulet-of-health",
            "name": "Amulet of Health",
            "type": "Wondrous item",
            "desc": "Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "potion-of-healing",
            "name": "Potion of Healing",
            "type": "Potion",
            "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\n\n**Potions of Healing (table)**\n\n| Potion of ...    | Rarity    | HP Regained |\n|------------------|-----------|-------------|\n| Healing          | Common    | 2d4 + 2     |\n| Greater healing  | Uncommon  | 4d4 + 4     |\n| Superior healing | Rare      | 8d4 + 8     |\n| Supreme healing  | Very rare | 10d4 + 20   |",
            "rarity": "varies",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "pipes-of-madness",
            "name": "Pipes of Madness",
            "type": "Wondrous item",
            "desc": "You must be proficient with wind instruments to use these strange, pale ivory pipes. They have 5 charges. You can use an action to play them and expend 1 charge to emit a weird strain of alien music that is audible up to 600 feet away. Choose up to three creatures within 60 feet of you that can hear you play. Each target must succeed on a DC 15 Wisdom saving throw or be affected as if you had cast the confusion spell on it. The pipes regain 1d4 + 1 expended charges daily at dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "pipes-of-the-sewers",
            "name": "Pipes of the Sewers",
            "type": "Wondrous item",
            "desc": "You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.\n\nThe pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.\n\nWhenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "pipes-of-haunting",
            "name": "Pipes of Haunting",
            "type": "Wondrous item",
            "desc": "You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "pipes-of-the-sewers-a5e",
            "name": "Pipes of the Sewers",
            "type": "Wondrous Item",
            "desc": "You must be proficient with wind instruments to use these pipes. The pipes have 3 charges and regain 1d3 expended charges at dawn. \n\nYou can use an action to expend 1 to 3 charges and play the pipes, summoning a _swarm of rats_  for each expended charge. Summoned swarms are not under anyone’s control and appear by the shortest available route, and if there are not enough rats within a half mile (at the Narrator’s discretion) for this to take effect the expended charges are wasted and no swarm is summoned.\n\nWhile you are using an action to play the pipes, you can make a Charisma check contested by the Wisdom check of a swarm of rats within 30 feet. On a failure, the swarm acts normally and is immune to the pipes for 24 hours. On a success, the swarm becomes friendly to you and your allies until you stop playing the pipes, following your commands. If not given any commands a friendly swarm defends itself but otherwise takes no actions. Any friendly swarm that begins its turn unable to hear music from the pipes breaks your control, behaving as normal and immune to the effects of the pipes for 24 hours.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "baleful-wardrums",
            "name": "Baleful Wardrums",
            "type": "Wondrous item",
            "desc": "You must be proficient with percussion instruments to use these drums. The drums have 3 charges. You can use an action to play them and expend 1 charge to create a baleful rumble. Each creature of your choice within 60 feet of you that hears you play must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next weapon or spell attack roll. A creature that succeeds on its saving throw is immune to the effect of these drums for 24 hours. The drum regains 1d3 expended charges daily at dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-the-war-mage-3-a5e",
            "name": "Wand of the War Mage +3",
            "type": "Wand",
            "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (very rare +3), and you ignore _half cover_  when making spell attacks.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-the-war-mage-1-a5e",
            "name": "Wand of the War Mage +1",
            "type": "Wand",
            "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (uncommon +1), and you ignore _half cover_  when making spell attacks.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-the-war-mage-2-a5e",
            "name": "Wand of the War Mage +2",
            "type": "Wand",
            "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (rare +2), and you ignore _half cover_  when making spell attacks.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armor-of-resistance",
            "name": "Armor of Resistance",
            "type": "Armor (light)",
            "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1   | Acid        |\n| 2   | Cold        |\n| 3   | Fire        |\n| 4   | Force       |\n| 5   | Lightning   |\n| 6   | Necrotic    |\n| 7   | Poison      |\n| 8   | Psychic     |\n| 9   | Radiant     |\n| 10  | Thunder     |",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "ring-of-resistance",
            "name": "Ring of Resistance",
            "type": "Ring",
            "desc": "You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.\n\n| d10 | Damage Type | Gem        |\n|-----|-------------|------------|\n| 1   | Acid        | Pearl      |\n| 2   | Cold        | Tourmaline |\n| 3   | Fire        | Garnet     |\n| 4   | Force       | Sapphire   |\n| 5   | Lightning   | Citrine    |\n| 6   | Necrotic    | Jet        |\n| 7   | Poison      | Amethyst   |\n| 8   | Psychic     | Jade       |\n| 9   | Radiant     | Topaz      |\n| 10  | Thunder     | Spinel     |",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "armor-of-invulnerability",
            "name": "Armor of Invulnerability",
            "type": "Armor (plate)",
            "desc": "You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "staff-of-fire",
            "name": "Staff of Fire",
            "type": "Staff",
            "desc": "You have resistance to fire damage while you hold this staff.\n\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: _burning hands_ (1 charge), _fireball_ (3 charges), or _wall of fire_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement by a druid, sorcerer, warlock, or wizard",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "staff-of-frost",
            "name": "Staff of Frost",
            "type": "Staff",
            "desc": "You have resistance to cold damage while you hold this staff.\n\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: _cone of cold_ (5 charges), _fog cloud_ (1 charge), _ice storm_ (4 charges), or _wall of ice_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement by a druid, sorcerer, warlock, or wizard",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "mantle-of-spell-resistance",
            "name": "Mantle of Spell Resistance",
            "type": "Wondrous item",
            "desc": "You have advantage on saving throws against spells while you wear this cloak.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "blackguards-blade",
            "name": "Blackguard's Blade",
            "type": "Weapon",
            "desc": "You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ring-of-swimming",
            "name": "Ring of Swimming",
            "type": "Ring",
            "desc": "You have a swimming speed of 40 feet while wearing this ring.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "weapon-1-2-or-3",
            "name": "Weapon, +1, +2, or +3",
            "type": "Weapon (any)",
            "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.",
            "rarity": "uncommon (+1), rare (+2), or very rare (+3)",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "rod-of-lordly-might-a5e",
            "name": "Rod of Lordly Might",
            "type": "Rod",
            "desc": "You have a +3 bonus to _attack and damage rolls_  made with this rod, which appears as a magical mace in its default form. When you hit a creature with a weapon attack using the rod, you can activate one of the following three properties, each of which can be used once per dawn:\n\n* **Drain Life:** The target makes a DC 17 Constitution _saving throw_ , taking an extra 4d6 necrotic damage on a failure. You regain a number of hit points equal to half the necrotic damage dealt.\n* **Paralyze:** The target makes a DC 17 Strength _saving throw_  or is _paralyzed_  for 1 minute. At the end of each of its turns, it repeats the saving throw, ending the effect on a success.\n* **Terrify:** The target makes a DC 17 Wisdom _saving throw_  or is _frightened_  for 1 minute. At the end of each of its turns, it repeats the saving throw, ending the effect on a success.\n\n**Six Buttons.** The rod has buttons along its haft which alter its form when pressed. You can press one of the buttons as a bonus action, and the effect lasts until you push a different button for a new effect, or press the same button again causing the rod to revert to its default form.\n\n* **Button 1:** The rod loses its bonus to attack and damage rolls, instead producing a fiery blade from its haft which you can wield as a _flame tongue_  sword.\n* **Button 2:** The rod transforms into a magic battleaxe.\n* **Button 3:** The rod transforms into a magic spear.\n* **Button 4:** The rod transforms into a climbing pole up to 50 feet long. A spike at the bottom and three hooks at the top anchor the pole into any surface as hard as granite. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. Either excess weight or a lack of solid anchoring causes the rod to revert to its default form.\n* **Button 5:** The rod transforms into a handheld battering ram that grants a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\n* **Button 6:** The rod assumes or remains in its default form and indicates magnetic north, and how far above or below ground that you are. Nothing happens if this function is used in a location without a magnetic north, or a ground as a reference point.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-striking-a5e",
            "name": "Staff of Striking",
            "type": "Staff",
            "desc": "You have a +3 bonus to _attack and damage rolls_  made with this magic quarterstaff.\n\nWhen you hit with a melee attack using this staff, you can expend up to 3 of its charges, dealing an extra 1d6 force damage per expended charge.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, it loses its magical properties.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-power-a5e",
            "name": "Staff of Power",
            "type": "Staff",
            "desc": "You have a +2 bonus to attack and damage rolls made with this magic quarterstaff. When you hit with a melee attack using this staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Additionally, while holding it you gain a +2 bonus to AC, saving throws, and spell attack rolls.\n\n**_Spells._** While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spell save DC and spell attack bonus: _magic missile_  (1 charge), __ray of enfeeblement_ (1 charge), __levitate_  (2 charges), __hold monster_ (5 charges), __lightning bolt_  (5th-level version, 5 charges), __wall of force_  (5 charges), __cone of cold_  (5 charges), __fireball_  (5th-level version, 5 charges), _globe of invulnerability_  (6 charges).\n\nThe staff has 20 charges and regains 2d8+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 20, the staff immediately regains 1d8+2 charges. On a 1, the staff loses its magical properties, apart from its +2 bonus to attack and damage rolls.\n\n_**Retributive Strike**._ You can use an action to destroy the staff, releasing its magic in a 30-foot-radius explosion. Roll a d6\\. On an even result, you teleport to a random plane of existence and avoid the explosion. On an odd result, you take damage equal to 16 × the number of charges in the staff. Every other creature in the area makes a DC 17 Dexterity _saving throw_ . On a failed save, a creature takes damage based on how far away it is from the point of origin, as on the Retributive Strike table. On a successful save, a creature takes half as much damage.\n\n__**Table: Retributive Strike**__\n| **Distance from Origin** | **Damage**               |\n| ------------------------ | ------------------------ |\n| 10 feet away or closer   | 8 × charges in the staff |\n| 11 to 20 feet away       | 6 × charges in the staff |\n| 21 to 30 feet away       | 4 x charges in the staff |",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-the-magi-a5e",
            "name": "Staff of the Magi",
            "type": "Staff",
            "desc": "You have a +2 bonus to _attack and damage rolls_  made with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to _spell attack rolls_  and _advantage_  on _saving throws_  against spells.\n\n_**Spell Absorption.**_ When another creature casts a spell which targets only you, you can use your reaction to cause the staff to absorb the magic of the spell, cancelling its effect and gaining charges equal to the spell’s level. If this brings the staff’s total charges above 50, the staff explodes as if you activated its Retributive Strike.\n\n_**Spells.**_ While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spell save DC and spell attack bonus: __flaming sphere_ (2 charges), _invisibility_ (2 charges), _knock_  (2 charges), _web_ (2 charges), __dispel magic_  (3 charges), _ice storm_  (4 charges), _wall of fire_ (4 charges), __passwall_  (5 charges), __telekinesis_ (5 charges), __conjure elemental_  (7 charges), _fireball_  (7th-level version, 7 charges), _lightning bolt_  (7th-level version, 7 charges), __plane shift_  (7 charges).  \nYou can also use an action to cast the following spells from the staff without expending any charges: __arcane lock , detect magic , enlarge/reduce , light , mage hand , protection from evil and good ._\n\nThe staff has 50 charges and regains 4d6+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 20, the staff immediately regains 1d12+1 charges.\n\n_**Retributive Strike.**_ You can use an action to destroy the staff, releasing its magic in a 30-foot-radius explosion. Roll a d6\\. On an even result, you teleport to a random plane of existence and avoid the explosion. On an odd result, you take damage equal to 16 × the number of charges in the staff. Every other creature in the area makes a DC 17 Dexterity _saving throw_ . On a failed save, a creature takes damage based on how far away it is from the point of origin, as on the _Retributive Strike_  table. On a successful save, a creature takes half as much damage.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sweet-nature",
            "name": "Sweet Nature",
            "type": "Weapon",
            "desc": "You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a humanoid with this weapon, the humanoid takes an extra 1d6 slashing damage. If you use the axe to damage a plant creature or an object made of wood, the axe's blade liquifies into harmless honey, and it can't be used again until 24 hours have passed.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "satyr-boots-a5e",
            "name": "Satyr Boots",
            "type": "Wondrous Item",
            "desc": "You gain an expertise die on Performance checks made to dance while you wear these finely-crafted boots. As an action, you can transform your legs and feet into the furry haunches and cloven hooves of a goat. The transformation lasts for 1 minute or until you use another action to return to your normal form. While transformed, your base Speed becomes 40 feet, you gain an expertise die on Acrobatics checks, and you ignore _nonmagical difficult terrain_ . When the effect ends, the boots fall apart and become useless until a properly trained _satyr_  cobbler repairs them for you.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dragonslaying-lance-a5e",
            "name": "Dragonslaying Lance",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this weapon.\n\nObjects hit with this lance take the maximum damage the weapon’s damage dice can deal. Dragons hit by this weapon take an extra 3d6 piercing damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including _dragon turtles_  and _wyverns_ .",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "long-fang-of-the-moon-a5e",
            "name": "Long Fang of the Moon",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this silvered longsword. \n\nWeapon attacks using _long fang of the moon_ deal an extra 2d6 radiant damage against creatures. When you hit a shapeshifter with this weapon, it makes a DC 30 Constitution _saving throw_  or reverts to its original form. If it fails this saving throw, you may choose to prevent the shapeshifter from transforming for up to 10 minutes.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "holy-avenger",
            "name": "Holy Avenger",
            "type": "Weapon (any sword)",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement by a paladin",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "dwarven-thrower",
            "name": "Dwarven Thrower",
            "type": "Weapon (warhammer)",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement by a dwarf",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "vorpal-sword",
            "name": "Vorpal Sword",
            "type": "Weapon (any sword that deals slashing damage)",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "defender",
            "name": "Defender",
            "type": "Weapon (any sword)",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "holy-avenger-a5e",
            "name": "Holy Avenger",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic sword. While you are attuned to the sword and use it to attack a fiend or undead, on a hit it deals an extra 2d10 radiant damage. In addition, while drawn the sword creates an aura in a 10-foot radius around you. You and friendly creatures in the aura gain _advantage_  on _saving throws_  against spells and other magical effects. If you have 17 or more levels in the herald class, the aura increases to a 30-foot radius.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dragon-slayer-a5e",
            "name": "Dragon Slayer",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic sword, and it deals an extra 3d6 damage against dragons (including any creature with the dragon type, such as _dragon turtles_  and _wyverns_ ).",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "midirs-trident-a5e",
            "name": "Midir's Trident",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to _attack and damage rolls_  made with this magic trident. When you hit with this weapon, you deal an extra 1d6 lightning damage. When you make a ranged attack with this trident, it has a normal range of 40 feet and a maximum range of 120 feet, and it returns to your hand after the attack.\n\nThe trident’s size changes to match your own. If you are Large or larger, it deals an extra 2d6 lightning damage.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "vorpal-sword-a5e",
            "name": "Vorpal Sword",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to _attack and damage rolls_  made with this magic sword, and it ignores resistance to slashing damage.\n\nWhen you attack a creature with this blade and it has at least one head, rolling a natural 20 on the _attack roll_  causes the sword to make a snicker-snack sound as it efficiently chops off one of the target’s heads. If the creature can’t survive without its head removed, it dies. This effect does not apply if the target is too big for its head to be removed by the sword (determined at the discretion of the Narrator), it doesn’t need a head or have one, has immunity to slashing damage, or has legendary actions. In cases where a creature cannot lose a head, it takes an additional 6d8 slashing damage (unless it is immune to slashing damage; this extra damage does not double).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bludgeon-of-nightmares",
            "name": "Bludgeon of Nightmares",
            "type": "Weapon",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this weapon. The weapon appears to be a mace of disruption, and an identify spell reveals it to be such. The first time you use this weapon to kill a creature that has an Intelligence score of 5 or higher, you begin having nightmares and disturbing visions that disrupt your rest. Each time you complete a long rest, you must make a Wisdom saving throw. The DC equals 10 + the total number of creatures with Intelligence 5 or higher that you've reduced to 0 hit points with this weapon. On a failure, you gain no benefits from that long rest, and you gain one level of exhaustion.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "blade-of-petals",
            "name": "Blade of Petals",
            "type": "Weapon",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. This brightly-colored shortsword is kept in a wooden scabbard with eternally blooming flowers. The blade is made of dull green steel, and its pommel is fashioned from hard rosewood. As a bonus action, you can conjure a flowery mist which fills a 20-foot area around you with pleasant-smelling perfume. The scent dissipates after 1 minute. A creature damaged by the blade must succeed on a DC 15 Charisma saving throw or be charmed by you until the end of its next turn. A creature can't be charmed this way more than once every 24 hours.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "mountain-hewer",
            "name": "Mountain Hewer",
            "type": "Weapon",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. The massive head of this axe is made from chiseled stone lashed to its haft by thick rope and leather strands. Small chips of stone fall from its edge intermittently, though it shows no sign of damage or wear. You can use your action to speak the command word to cause small stones to float and swirl around the axe, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The light remains until you use a bonus action to speak the command word again or until you drop or sheathe the axe. As a bonus action, choose a creature you can see. For 1 minute, that creature must succeed on a DC 15 Wisdom saving throw each time it is damaged by the axe or become frightened until the end of your next turn. Creatures of Large size or greater have disadvantage on this save. Once used, this property of the axe can't be used again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "scimitar-of-speed",
            "name": "Scimitar of Speed",
            "type": "Weapon (scimitar)",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "nine-lives-stealer",
            "name": "Nine Lives Stealer",
            "type": "Weapon (any sword)",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "nine-lives-stealer-a5e",
            "name": "Nine Lives Stealer",
            "type": "Weapon",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this magic sword.\n\nThe sword has 1d8+1 charges. When you use the sword to score a critical hit against a creature that is not a construct or undead, if it has less than 100 hit points it makes a DC 15 Constitution _saving throw_  or it instantly dies as the sword rips the life force out of it. Each time a creature is killed in this manner the sword expends a charge. When all its charges are gone, the sword loses this property. ",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-gravity-bending-a5e",
            "name": "Staff of Gravity Bending",
            "type": "Staff",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  with this magic quarterstaff. In addition, while holding it you gain a +2 bonus to _spell attack rolls_ .\n\nWhile holding this staff, you can use an action to sense the direction of magnetic north (nothing happens if the staff is used in a location that has no magnetic north.) Alternatively, you can use an action to expend charges to cast one of the following spells (spell save DC 15): __feather fall_  (1 charge), __jump_ (1 charge), _levitate_  (2 charges), __telekinesis_  (5 charges), _reverse gravity_  (7 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff loses its magical properties.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-the-woodlands-a5e",
            "name": "Staff of the Woodlands",
            "type": "Staff",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to spell attack rolls.\n\nWhile holding this staff, you can use an action to cast pass without trace, or to expend charges to cast one of the following spells, using your spell save DC: _animal friendship_  (1 charge), _speak with animals_  (1 charge), __barkskin_  (2 charges), _locate animals or plants_  (2 charges), __speak with plants_  (3 charges), __awaken_ (5 charges), __wall of thorns_  (6 charges).\n\n_**Tree Form**._ As an action you can plant the staff in the earth and expend 1 charge, transforming it into a full-grown tree. The tree is 60 feet tall, has a 5-foot-wide trunk, and its highest branches fill a 20-foot radius. The tree looks ordinary but radiates faint transmutation magic if inspected with __detect magic ._ By using an action to touch the tree and speak the staff’s command word, you can transform it back into a staff. Creatures in the tree fall when the staff reverts to its original form.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff loses its magical properties.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-the-web-tender-a5e",
            "name": "Staff of the Web-Tender",
            "type": "Staff",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to _spell attack rolls_ .\n\nWhile holding this staff, natural and magical spider webs do not hamper your movement. In addition, you can use an action to expend 1 charge to cast _animal friendship_  (spiders only), using your spell save DC. For 1 charge, you cast the 1st-level version of the spell. You can affect one additional spider for each additional charge expended.\n\nYou can use an action to expend 5 charges to summon a _phase spider_ , which appears in an unoccupied space you can see within 60 feet of you. The spider is friendly to you and your companions and takes its turn immediately after yours. It obeys your verbal commands. Without such commands, the spider only defends itself. The spider disappears when reduced to 0 hit points or 1 hour after you summoned it.\n\nThe staff has 8 charges and regains 1d6+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff transforms into hundreds of harmless Tiny spiders that wander away.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}