Magic Item List
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&page=7
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=8", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=6", "results": [ { "slug": "amulet-of-the-planes-a5e", "name": "Amulet of the Planes", "type": "Wondrous Item", "desc": "While wearing this amulet, you can use an action and name a location that you are familiar with on another plane of existence, making a DC 15 Intelligence check. On a success you cast the _plane shift_ spell, but on a failure you and every creature and object within a 15-foot radius are transported to a random location determined with a d100 roll. On a 1–60 you transport to a random location on the plane you named, or on a 61–100 you are transported to a randomly determined plane of existence.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "amulet-of-proof-against-detection-and-location", "name": "Amulet of Proof against Detection and Location", "type": "Wondrous item", "desc": "While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.", "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": "boots-of-quaking", "name": "Boots of Quaking", "type": "Wondrous item", "desc": "While wearing these steel-toed boots, the earth itself shakes when you walk, causing harmless, but unsettling, tremors. If you move at least 15 feet in a single turn, all creatures within 10 feet of you at any point during your movement must make a DC 16 Strength saving throw or take 1d6 force damage and fall prone. In addition, while wearing these boots, you can cast earthquake, requiring no concentration, by speaking a command word and jumping on a point on the ground. The spell is centered on that point. Once you cast earthquake in this way, you can't do so again until the next dawn.", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "goggles-of-night-a5e", "name": "Goggles of Night", "type": "Wondrous Item", "desc": "While wearing these goggles, you gain darkvision to a range of 60 feet, or increase your existing darkvision by 60 feet.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "subtle-mage-gloves-a5e", "name": "Subtle Mage Gloves", "type": "Wondrous Item", "desc": "While wearing these gloves, you gain a +1 bonus to AC. In addition, when you cast a spell you can use your reaction to expend a number of charges equal to the spell’s level, casting it without any seen or vocalized components. The gloves have 4 charges and regain 1d3 charges each dawn.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gloves-of-missile-snaring-a5e", "name": "Gloves of Missile Snaring", "type": "Wondrous Item", "desc": "While wearing these gloves, when you are hit by a ranged weapon attack you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, as long as you have a free hand. If the damage is reduced to 0, you can catch the missile if it is small enough to be held in that hand.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gloves-of-swimming-and-climbing", "name": "Gloves of Swimming and Climbing", "type": "Wondrous item", "desc": "While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.", "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": "gloves-of-swimming-and-climbing-a5e", "name": "Gloves of Swimming and Climbing", "type": "Wondrous Item", "desc": "While wearing these gloves you gain the following benefits:\n\n* Climbing and swimming don’t cost extra movement.\n* +5 bonus to Athletics checks made to climb or swim.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "serpentine-sandals", "name": "Serpentine Sandals", "type": "Wondrous item", "desc": "While wearing these glistening, snake-skin sandals, you ignore difficult terrain created by marsh, swamps, or other shallow water, such as a rain-soaked rooftop. In addition, you have advantage on ability checks and saving throws made to escape a grapple or the restrained condition while wearing these sandals.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "goggles-of-night", "name": "Goggles of Night", "type": "Wondrous item", "desc": "While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.", "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": "goggles-of-shade", "name": "Goggles of Shade", "type": "Wondrous item", "desc": "While wearing these dark lenses, you have advantage on Charisma (Deception) checks. If you have the Sunlight Sensitivity trait and wear these goggles, you no longer suffer the penalties of Sunlight Sensitivity while in sunlight.", "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": "bracers-of-archery", "name": "Bracers of Archery", "type": "Wondrous item", "desc": "While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.", "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": "bracers-of-archery-a5e", "name": "Bracers of Archery", "type": "Wondrous Item", "desc": "While wearing these bracers, you gain proficiency with the longbow and shortbow, and you gain a +2 bonus on damage rolls on ranged attacks made with them.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "bracers-of-defense", "name": "Bracers of Defense", "type": "Wondrous item", "desc": "While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.", "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": "bracers-of-defense-a5e", "name": "Bracers of Defense", "type": "Wondrous Item", "desc": "While wearing these bracers, you gain a +2 bonus to AC if you are not wearing armor or using a shield.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "boots-of-striding-and-springing-a5e", "name": "Boots of Striding and Springing", "type": "Wondrous Item", "desc": "While wearing these boots, your Speed increases to 30 feet, unless it is higher, regardless of encumbrance or armor. In addition, your jump distances increase 15 feet vertically and 30 feet horizontally (as the _jump_ spell).", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "boots-of-the-grandmother", "name": "Boots of the Grandmother", "type": "Wondrous item", "desc": "While wearing these boots, you have proficiency in the Stealth skill if you don't already have it, and you double your proficiency bonus on Dexterity (Stealth) checks. As an action, you can drip three drops of fresh blood onto the boots to ease your passage through the world. For 1d6 hours, you and your allies within 30 feet of you ignore difficult terrain. Once used, this property can't be used again until the next 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": "boots-of-the-winterlands-a5e", "name": "Boots of the Winterlands", "type": "Wondrous Item", "desc": "While wearing these boots, you gain the following benefits:\n\n* Resistance to cold damage.\n* You ignore _difficult terrain_ caused by ice or snow.\n* You can survive temperatures as low as –50° Fahrenheit (–46° Celsius) without effect, or as low as –100° Fahrenheit (–74° Celsius) with heavy clothes.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "boots-of-speed-a5e", "name": "Boots of Speed", "type": "Wondrous Item", "desc": "While wearing these boots, you can use a bonus action to click the heels together. You double your base Speed, and opportunity attacks made against you have _disadvantage_ . You can end the effect as a bonus action.\n\nOnce the boots have been used in this way for a total of 10 minutes (each use expends a minimum of 1 minute), they cease to function until you finish a _long rest_ .", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "boots-of-levitation-a5e", "name": "Boots of Levitation", "type": "Wondrous Item", "desc": "While wearing these boots, up to 3 times between _long rests_ you can use an action to cast __levitate_ on yourself.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "comfy-slippers", "name": "Comfy Slippers", "type": "Wondrous item", "desc": "While wearing the slippers, your feet feel warm and comfortable, no matter what the ambient temperature.", "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": "plate-armor-of-etherealness-a5e", "name": "Plate Armor of Etherealness", "type": "Armor", "desc": "While wearing and attuned to this set of armor, once per dawn you can use an action to cast the __etherealness_ spell. The spell lasts for 10 minutes, until the armor is removed, or until you use an action to end it.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "robe-of-scintillating-colors-a5e", "name": "Robe of Scintillating Colors", "type": "Wondrous Item", "desc": "While wearing and attuned to this robe of stimulating and lively colors, you can use an action to expend 1 charge and make the garment to emit _bright kaleidoscopic light_ for 30 feet and dim light for an additional 30 feet. The light lasts until the end of your next turn. Creatures that can see you have _disadvantage_ on _attack rolls_ against you, and creatures within 30 feet that can see you when the light is emitted make a DC 15 Wisdom _saving throw_ or are _stunned_ until the end of your next turn.\n\nThe robe has 3 charges and regains 1d3 expended charges at dawn.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "stone-of-good-luck-luckstone", "name": "Stone of Good Luck (Luckstone)", "type": "Wondrous item", "desc": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.", "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": "pearl-of-power", "name": "Pearl of Power", "type": "Wondrous item", "desc": "While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement by a spellcaster", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "spellguard-shield-a5e", "name": "Spellguard Shield", "type": "Armor", "desc": "While this heavy metal shield is equipped you have _advantage_ on _saving throws_ made against spells and magical effects, and spell attacks against you have _disadvantage_ .", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "bowl-of-commanding-water-elementals", "name": "Bowl of Commanding Water Elementals", "type": "Wondrous item", "desc": "While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the _conjure elemental_ spell. The bowl can't be used this way again until the next dawn.\n\nThe bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "esquires-rowels", "name": "Esquire's Rowels", "type": "Wondrous item", "desc": "While riding a mount and wearing these silver-chased spurs, you have a +1 bonus to initiative rolls, and your mount1s Armor Class increases by 2. In addition, while riding a mount and wearing these spurs, you and your mount have advantage on Constitution saving throws against exhaustion caused by traveling more than 8 hours in a day.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "portable-hole-a5e", "name": "Portable Hole", "type": "Wondrous Item", "desc": "While not in use, this item appears as a cloth the color of darkness. When unfolded, it opens up into a circular sheet that is 6 feet in diameter. \n\nYou can use an action to unfold the _portable hole_ on a stable solid surface. When unfolded, the item creates a hole 10 feet deep that leads to a cylindrical extra dimensional space which cannot be used to create open passages. Closing the hole requires an action and involves you taking a hold of the edges and folding it up. No matter its contents, the hole weighs next to nothing. \n\nFood or water placed in a closed _portable hole_ immediately and permanently lose all nourishing qualities—after being in the item, water no longer slakes thirst and food does not sate hunger or nourish. In a similar fashion, the body of a dead creature placed in the portable hole cannot be restored to life by __revivify , raise dead_ , or other similar magic. Breathing creatures inside a closed _portable hole_ can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to _suffocate_ .\n\nCreatures inside the hole while it’s open can exit the hole by simply climbing out. A creature still within the hole can use an action to make a DC 10 Strength check to escape as it is being closed. On a success, the creature appears within 5 feet of the item or creature carrying it.\n\nPlacing a _portable hole_ inside another extradimensional storage device such as a _bag of holding_ or __handy haversack_ results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "lantern-of-revealing-a5e", "name": "Lantern of Revealing", "type": "Wondrous Item", "desc": "While lit, this hooded lantern casts bright light in a 30-foot radius, revealing _invisible_ creatures and objects in the area. It sheds dim light an additional 30 feet, or if you use an action to lower the hood only in a 5-foot radius. The lantern stays lit for 6 hours on 1 pint of oil.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "lantern-of-revealing", "name": "Lantern of Revealing", "type": "Wondrous item", "desc": "While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5* foot radius.", "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": "frostfire-lantern", "name": "Frostfire Lantern", "type": "Wondrous item", "desc": "While lit, the flame in this ornate mithril lantern turns blue and sheds a cold, blue dim light in a 30-foot radius. After the lantern's flame has burned for 1 hour, it can't be lit again until the next dawn. You can extinguish the lantern's flame early for use at a later time. Deduct the time it burned in increments of 1 minute from the lantern's total burn time. When a creature enters the lantern's light for the first time on a turn or starts its turn there, the creature must succeed on a DC 17 Constitution saving throw or be vulnerable to cold damage until the start of its next turn. When you light the lantern, choose up to four creatures you can see within 30 feet of you, which can include yourself. The chosen creatures are immune to this effect of the lantern's light.", "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": "prismatic-gown-a5e", "name": "Prismatic Gown", "type": "Wondrous Item", "desc": "While it always remains perfectly fitted to the wearer, this ballroom gown constantly shifts between thousands of colors, styles, cuts and patterns. While wearing the _prismatic gown_, you gain _advantage_ on _saving throws_ made for the effects of spells from the prismatic school due to the odd magic woven into it.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "censer-of-controlling-air-elementals", "name": "Censer of Controlling Air Elementals", "type": "Wondrous item", "desc": "While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the _conjure elemental_ spell. The censer can't be used this way again until the next dawn.\n\nThis 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "censer-of-controlling-air-elementals-a5e", "name": "Censer of Controlling Air Elementals", "type": "Wondrous Item", "desc": "While incense burns in this 1 pound censer, you can use an action to summon an _air elemental_ as if you had cast the __conjure elemental_ spell. Once used, you must wait until the next dawn to use it again.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-war-mage-1-2-or-3", "name": "Wand of the War Mage, +1, +2, or +3", "type": "Wand", "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", "rarity": "uncommon (+1), rare (+2), or very rare (+3)", "requires_attunement": "requires attunement by a spellcaster", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "wand-of-enemy-detection-a5e", "name": "Wand of Enemy Detection", "type": "Wand", "desc": "While holding this wand, you can use an action to speak its command word and expend 1 charge to extend your senses for 1 minute. You sense the direction (but not precise location) of the nearest creature hostile to you within 60 feet (this includes ethereal, _invisible_ , disguised, and hidden creatures, as well as those in plain sight). The effect ends early if you stop holding the wand.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears the next time it is unobserved.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-binding-a5e", "name": "Wand of Binding", "type": "Wand", "desc": "While holding this wand, you can use an action to expend charges to cast one of the following spells, using your spell save DC: _hold person_ (2 charges), __hold monster_ (5 charges). Alternatively, when you attempt to escape a _grapple_ or are making a _saving throw_ to avoid being _paralyzed_ or _restrained_ , you can use your reaction to expend 1 charge and gain _advantage_ .\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand folds in on itself until it disappears.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-magic-missile-a5e", "name": "Wand of Magic Missile", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 or more of its charges to cast __magic missile ._ For 1 charge, you cast the 1st-level version of the spell. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a bolt of magic that soars out of sight and disappears", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-fireballs-a5e", "name": "Wand of Fireballs", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast fireball (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears in a flash of fire and smoke.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-lightning-bolts-a5e", "name": "Wand of Lightning Bolts", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast __lightning bolt_ (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\n This wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits sparks of electricity and disappears in a flash. ", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-secrets-a5e", "name": "Wand of Secrets", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to make it pulse and point at the nearest secret door or trap within 30 feet.\n\nThis wand has 3 charges and regains 1d3 expended charges each dawn.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-paralysis-a5e", "name": "Wand of Paralysis", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to force a creature within 60 feet to make a DC 15 Constitution _saving throw_ or become _paralyzed_ for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand shatters into hundreds of pieces.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-web-a5e", "name": "Wand of Web", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to cast _web_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand dissolves into a pile of webbing.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-polymorph-a5e", "name": "Wand of Polymorph", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to cast _polymorph_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a Tiny bug that wanders away.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-magic-detection-a5e", "name": "Wand of Magic Detection", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to cast __detect magic ._\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-elocution-a5e", "name": "Wand of Elocution", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and touch it to one willing beast or humanoid. If the target is a humanoid, for the next hour it gains an expertise die on Deception, Intimidation, and Persuasion checks, as well as on Performance checks made to act, orate, or otherwise speak in front of a crowd. If the target is a beast, it gains the ability to speak one language that you are proficient with for the next hour.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits a cacophony of voices and animal noises audible within 100 feet for 1 minute then loses its magical properties.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-erudition-a5e", "name": "Wand of Erudition", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and target one willing humanoid you can see within 30 feet. For the next hour, the target gains one of the following benefits:\n\n* The ability to read, speak, and understand one language you are proficient with.\n* Proficiency with one skill or tool with which you are proficient.\n* Knowledge of some piece of information you know that you could communicate in less than 1 minute, such as the contents of a book you have read or directions to a location familiar to you. The target gains this knowledge even if you do not share a language. When the effect ends, the target forgets the information you imparted.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand fades from existence and you forget you ever owned it.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-fear-a5e", "name": "Wand of Fear", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and command another creature to flee or grovel (as the _command_ spell, save DC 15). Alternatively, you can use an action to expend 2 charges, causing the wand to emit a 60-foot cone of light. Each creature in the area makes a DC 15 Wisdom _saving throw_ or becomes _frightened_ of you for 1 minute. A creature frightened in this way must spend its turns trying to move as far away from you as possible, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. On its turn, the frightened creature can use only the Dash action or try to escape from an effect that prevents it from moving, or if it has nowhere to move then the Dodge action. A frightened creature can repeat the _saving throw_ at the end of each of its turns, ending the effect on itself on a success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand releases a chilling wail and crumbles into nothing.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-wonder-a5e", "name": "Wand of Wonder", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and choose a creature, object, or point in space within 120 feet. Roll d100 on the Wand of Wonder table to determine the effect.\n\nSpells cast from the wand have a spell save DC of 15 and a range of 120 feet. Area effects are centered on and include the target. If an effect might target multiple creatures, the Narrator randomly determines which ones are affected.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.\n\n__**Table: Wand of Wonder**__\n| **d100** | **Effect** |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 01–05 | You cast _slow ._ |\n| 06–10 | You cast __faerie fire ._ |\n| 11–15 | You are awestruck and become _stunned_ until the start of your next turn. |\n| 16–20 | You cast _gust of wind ._ |\n| 21–25 | You cast __detect thoughts_ on the target. If you didn’t target a creature, you take 1d6 psychic damage instead. |\n| 26–30 | You cast _stinking cloud ._ |\n| 31–33 | Rain falls in a 60-foot radius centered on the target, making the area __lightly obscured_ until the start of your next turn. |\n| 34–36 | A beast appears in an unoccupied space adjacent to the target. You don’t control the animal, which acts as it normally would. Roll a d4 to determine the beast (1: _rhinoceros_ , 2: _elephant_ , 3–4: _rat_ ). |\n| 37–46 | You cast _lightning bolt ._ |\n| 47–49 | Butterflies fill a 30-foot radius centered on the target, making the area _heavily obscured_ . The butterflies remain for 10 minutes. |\n| 50–53 | The target doubles in size (as if you had cast __enlarge/reduce_ ), or if the target is an attended object, you become the spell’s target. |\n| 54–58 | You cast _darkness ._ |\n| 59–62 | Grass grows on the ground in a 60-foot radius centered on the target. Existing grass grows to 10 times normal size for 1 minute, becoming _difficult terrain_ . |\n| 63–65 | An unattended object (chosen by the Narrator) within 120 feet of the target disappears into the Ethereal Plane. The object must be able to fit in a 10-foot cube. |\n| 66–69 | You shrink to half your size (as __enlarge/reduce_ ). |\n| 70–79 | You cast _fireball ._ |\n| 80–84 | You cast _invisibility_ on yourself. |\n| 85–87 | Leaves grow from the target. If you targeted a point in space, leaves sprout from the creature nearest that point instead. The leaves fall off after 24 hours but can be pruned before that time. |\n| 88–90 | A stream of 1d4 × 10 gems (each worth 1 gp) shoots from the wand in a 30-foot long, 5-foot wide line. Each gem deals 1 bludgeoning damage. Divide the total damage equally among all creatures in the area. |\n| 91–95 | A burst of shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see make a DC 15 Constitution _saving throw_ or become _blinded_ for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success |\n| 96–97 | For the next 1d10 days, the target is able to breathe underwater and its skin turns blue. If you targeted an object or point in space, the creature nearest that target is affected instead. |\n| 98–100 | If you targeted a creature, it makes a DC 15 Constitution _saving throw_ . If you didn’t target a creature, you become the target instead. A creature that fails the saving throw by 5 or more is instantly _petrified_ . On any other failed save, the creature is _restrained_ and begins to turn to stone. While restrained in this way, the target repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. A __greater restoration_ spell or similar magic restores a petrified creature but the effect is otherwise permanent. |", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "