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=-document__slug&page=23
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=-document__slug&page=24",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__slug&page=22",
    "results": [
        {
            "slug": "assassins-ring-a5e",
            "name": "Assassin’s Ring",
            "type": "Ring",
            "desc": "This unassuming-looking signet ring comes with sinister features. The first is a four-chambered extradimensional space, each of which can hold one dose of poison. While wearing the ring, you can use an action to press part of its filigree to deploy one of the poisons and apply it to a weapon or piece of ammunition. You have _advantage_  on checks made to conceal this action from observers. \n\nIn addition, you can use a bonus action to whisper a command word that makes a garrote of shadowy force unspool from the ring. A creature _grappled_  using this garrote has _disadvantage_  on _saving throws_  made to escape the grapple.\n\nThis ring’s magic is subtle and creatures have _disadvantage_  on checks made to notice it is magical or determine its purpose.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "assembling-armor-a5e",
            "name": "Assembling Armor",
            "type": "Wondrous Item",
            "desc": "This thick leather belt pouch jingles softly as if filled with metal rings. This item has 6 charges and regains 1d4 each dawn.\n\nYou can use an action to speak one of three command words and expend 1 or more of the pouch’s charges, causing metal rings and plates to stream out of the pouch and assemble into a suit of armor on your body.\n\n* Leather brigandine (1 charge)\n* Half plate (2 charges)\n* Full plate (3 charges)\n\nAlternatively, you can use a bonus action to speak a fourth command word and expend 1 charge to summon a medium shield from the pouch.\n\nIf you are already wearing armor that provides equal or greater protection than the armor provided by the pouch, the charges are wasted and nothing happens. If you are wearing armor that provides less protection, the assembling armor reinforces the armor you are already wearing and you benefit from the same level of protection as if you activated the pouch while unarmored. The armor remains on your person for up to 1 hour or until you use an action to dismiss it, after which it disassembles and returns to the pouch. ",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "atlas-to-libation-a5e",
            "name": "Atlas to Libation",
            "type": "Wondrous Item",
            "desc": "This golden-brown parchment has an odd handle-like wooden stave and a seal marked with an ale tankard. As a bonus action, you can break the seal and unfurl the map. When you do so, the map fills in with accurate topography in a 1-mile radius around you. A miniature image of you appears at the map’s center along with a dotted line leading to an X that marks the nearest potable alcohol. The map immediately rolls back up if brought within 50 feet of alcohol or if no alcohol is within 1 mile when the seal is opened. \n\nOnce used in this way, the seal reforms and is usable again after 24 hours.\n\nAlternatively, you can form a cylinder with the map and grasp it by the handle as an action. If you do so, the map hardens into a tall wooden tankard and magically fills with high quality ale, then loses all magical properties and becomes a mundane object.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "axe-of-chilling-fear-a5e",
            "name": "Axe of Chilling Fear",
            "type": "Weapon",
            "desc": "This black iron axe is ice-cold to the touch and feels uncomfortable to hold. Its head has an iridescent blue tint to it, and frost gathers around it when it’s left to rest.\n\nYou have a +1 bonus to _attack and damage rolls_  with this weapon, and when you hit a creature that’s _frightened_  of you (as per the condition) with it, it deals an extra 2d6 cold damage. Additionally, you have _advantage_  on Intimidation checks while holding it, and when you score a critical hit with it, the target must make a DC 15 Wisdom _saving throw_  or be frightened of you for 1 minute. It can repeat the saving throw each time it takes damage, ending the effect on a success.\n\n**_Curse._** While attuned to this axe, a deep-seated fear comes to the fore. You develop a _phobia_ based on a pre-existing fear (work with the Narrator to determine something suitable), however dormant, with the following alterations: when confronted with this object of this phobia, you must make a DC 15 Wisdom _saving throw_ , becoming _frightened_  of it for 1 minute on a failure. On a success, you can’t be frightened by that phobia again for 1 hour. This does not affect a phobia gained in any other way.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "badge-of-seasons-a5e",
            "name": "Badge of Seasons",
            "type": "Wondrous Item",
            "desc": "Glowing, magical symbols of spring, summer, autumn, and winter decorate this wooden badge. So long as at least one of the symbols remains on the badge, fey creatures regard you as a figure of authority. You gain an expertise die on Intimidation and Persuasion checks made to influence fey.\n\nWhenever you create your pact weapon, you can choose to imbue it with the magic of one of the badge’s four symbols. For the next minute or until your pact weapon disappears, you gain a benefit related to the chosen symbol:\n\n**Spring:** Whenever you use your pact weapon to damage a creature, you regain 1d4 hit points.\n\n**Summer:** Attacks made with your pact weapon deal an additional 1d6 fire damage.\n\n**Autumn:** Whenever you use your pact weapon to damage a creature, the target makes a Charisma _saving throw_  against your spell save DC or it deals half damage with weapon attacks until the end of your next turn.\n\n**Winter:** You can use a bonus action to teleport up to 15 feet to an unoccupied space that you can see. Creatures within 5 feet of the space you left each take 1d4 cold damage.\n\nThe symbol disappears after its effect ends. Once you’ve used all four symbols, the badge becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-beans-a5e",
            "name": "Bag of Beans",
            "type": "Wondrous Item",
            "desc": "This cloth bag contains 3d4 dry beans and weighs ½ pound plus ¼ pound for each bean inside.\n\nDumping the bag’s contents on the ground creates a fiery 10-foot radius explosion. The fire ignites unattended flammable objects. Each creature in the area makes a DC 15 Dexterity _saving throw_ , taking 5d4 fire damage on a failure, or half damage on a success. \n\nYou may also take a bean from the bag and plant it in dirt or sand and water it, producing an effect 1 minute later centered on where it was planted.\n\nTo determine the effect the Narrator may create something entirely new, choose one from the following table, or roll.\n\nTable: Bag of Beans\n\n| 1     | 5d4 toadstools with strange markings appear. When a creature eats a toadstool (raw or cooked), roll any die. An even result grants 5d6 temporary hit points for 1 hour, and an odd result requires the creature to make a DC 15 Constitution _saving throw_  or take 5d6 poison damage and become _poisoned_  for 1 hour.                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 2–10  | 1d4+1 geysers erupt. Each one spews a different liquid (chosen by the Narrator) 30 feet into the air for 1d6 rounds: beer, berry juice, cooking oil, tea, vinegar, water, or wine.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |\n| 11–20 | A fully developed _treant_  appears. There is a 50% chance it is chaotic evil, in which case it immediately attacks the nearest creature.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 21–30 | A stone statue in your likeness with an angry countenance rises. The statue is immobile except for its mouth, which can move and speak. It constantly rails threats and insults against you. If you leave the statue, it knows where you are (if you are on the same plane of existence) and tells anyone who comes near that you are the worst of villains, urging them to kill you. The statue attempts to cast _geas_ (save DC 10) on any nearby creature that can speak a language you do (and isn’t your friend or companion) with the command to find and kill you. After 24 hours, the statue loses the ability to speak and cast geas, becoming completely inanimate.                                                                                    |\n| 31–40 | A campfire with green flames appears for 24 hours or until it is extinguished. The area in a 10-foot radius is a haven.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |\n| 41–50 | 1d6+6 fully developed _shriekers_  appear.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |\n| 51–60 | 1d4+8 small pods sprout, which then unfurl to allow a luminescent pink toad to crawl out of each one. A toad transforms into a Large or smaller beast (determined by the Narrator) whenever touched. The beast remains for 1 minute, then disappears in a puff of luminescent pink smoke.                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 61–70 | A fully developed _shambling mound_  appears. It is not hostile but appears perplexed as it is _stunned_  for 1d4 rounds. Once the stun effect ends, it is _frightened_  for 1d10+1 rounds. The source of its fear is one randomly determined creature it can see.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |\n| 71–80 | A tree with tantalizing fruit appears, but then turns into glass that refracts light in a dazzlingly beautiful manner. The glass tree evaporates over the next 24 hours.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |\n| 81–90 | A nest appears containing 1d4+3 vibrantly multicolored eggs with equally multicolored yolks. Any creature that eats an egg (raw or cooked) makes a DC 20 Constitution _saving throw_ . On a success, the creature's lowest ability score permanently increases by 1 (randomly choosing among equally low scores). On a failure, the creature takes 10d6 force damage from an internal magical explosion.                                                                                                                                                                                                                                                                                                                                                         |\n| 91–99 | A 5-foot hole with swirling multicolored vapors inside appears. All creatures within 10 feet of the hole that have an Intelligence of 6 or higher hear urgent, loving whispers from within in a language they understand. Each creature makes a DC 15 Wisdom _saving throw_  or try to leap into the hole. The first creature to jump into the hole (or more than one, if multiple creatures jump in simultaneously) disappears for 1 day before reappearing. A creature has no memory of the previous 24 hours when it reappears, but finds a new randomly determined magic item of uncommon rarity among its possessions. It also gains the benefits of a _long rest_ . The hole disappears after 1 minute, or as soon as a creature jumps completely into it. |\n| 100   | A fantastic, gargantuan beanstalk erupts and grows to a height determined by the Narrator. The Narrator also chooses where the top leads. These options (and more) are possible: the castle of a giant, a magnificent view, a different plane of existence.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-cheese-a5e",
            "name": "Bag of Cheese",
            "type": "Wondrous Item",
            "desc": "This item is often bought from apprentice wizards with an adventurer’s first reward from questing. It is a yellow bag with the word “cheese” embroidered on it (in Common). Any food you put in this bag becomes cheese, but retains its original taste and condition—a moldy and dirty loaf of bread becomes a moldy and dirty piece of cheese. Any non-food items develop a distinctly cheesy aroma.\n\nAlternatively, you can turn the bag inside out, transforming it into 1 Supply worth of any type of mundane cheese.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-devouring-a5e",
            "name": "Bag of Devouring",
            "type": "Wondrous Item",
            "desc": "This item is actually an aperture for the mouth of an immense extradimensional creature and is often mistaken for a _bag of holding_ . \n\nThe creature can perceive everything placed inside the bag. Up to a cubic foot of inanimate objects can be stored inside, however once per day the creature swallows any inanimate objects inside and spews them into another plane of existence (with the Narrator deciding the plane and time of day). Animal or vegetable matter placed completely inside is instead ingested and destroyed. \n\nThis item can be very dangerous. When part of a creature is inside the bag (including a creature reaching a hand inside) there is a 50% chance the bag pulls it inside. A creature that ends its turn inside the bag is ingested and destroyed. \n\nA creature inside the bag can try to escape by using an action and making a DC 15 Strength check. Creatures outside the bag may use an action to attempt to reach in and pull a creature out with a DC 20 Strength check. This rescue attempt is subject to the same 50% chance to be pulled inside.\n\nPiercing or tearing the item destroys it, with anything currently inside shifted to a random location on the Astral Plane. Turning the bag inside out closes the mouth.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-holding-a5e",
            "name": "Bag of Holding",
            "type": "Wondrous Item",
            "desc": "This bag’s interior space is significantly larger than its apparent size of roughly 2 feet at the mouth and 4 feet deep. The bag can hold up to 500 pounds and has an internal volume of 64 cubic feet. Regardless of its contents, it weighs 15 pounds. Retrieving an item from the bag requires an action. If you have never interacted with a specific bag of holding before, the first time you use it, it requires 1d4 rounds to take stock of its contents before anything can be retrieved from the bag.\n\nFood or water placed in the bag immediately and permanently lose all nourishing qualities—after being in the bag, 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 bag cannot be restored to life by __revivify , raise dead ,_ or other similar magic. Breathing creatures inside the bag can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\n\nThe bag cannot hold any item that would not fit in a normal bag of its apparent size or any item with the Bulky quality. \n\nIf the bag is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a _bag of holding_ inside another extradimensional storage device such as a _portable hole_  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": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-tricks-a5e",
            "name": "Bag of Tricks",
            "type": "Wondrous Item",
            "desc": "This seemingly empty cloth bag comes in several colors and has a small, fuzzy object inside. \n\nYou can use an action to pull a fuzzy object from the bag and throw it up to 20 feet. Upon landing, it becomes a creature determined by a roll on the Bag of Tricks table (depending on the bag’s color). \n\nThe resulting creature is friendly to you and any companions you have. It acts on your turn, during which you can use a bonus action to give it simple commands such as “attack that creature” or “move over there”. If the creature dies or if you use the bag again, it disappears without a trace. After the first use each day, there is a 50% chance that a creature from the bag is hostile instead of friendly and obedient.\n\nOnce you have used the bag three times, you cannot do so again until the next dawn.\n\n__**Table: Bags of Tricks**__\n| Blue bag of tricks (uncommon; cost 400 gp) |                     | Gray bag of tricks (uncommon; cost 350 gp) |                | Green bag of tricks (rare; cost 800 gp) |                   | Rust bag of tricks (uncommon; cost 400 gp**)** |              | Tan bag of tricks (uncommon; cost 300 gp) |                |\n| ------------------------------------------ | ------------------- | ------------------------------------------ | -------------- | --------------------------------------- | ----------------- | ---------------------------------------------- | ------------ | ----------------------------------------- | -------------- |\n| **d8**                                     | **Creatu**re        | d8                                         | **Creature**   | **d8**                                  | **Creature**      | **d8**                                         | **Creature** | **d8**                                    | **Creature**   |\n| 1                                          | _Quipper_           | 1                                          | _Weasel_       | 1                                       | _Giant Crocodile_ | 1                                              | _Rat_        | 1                                         | _Jackal_       |\n| 2                                          | _Octopus_           | 2                                          | _Giant rat_    | 2                                       | _Allosaurus_      | 2                                              | _Owl_        | 2                                         | _Ape_          |\n| 3                                          | _Seahorse_          | 3                                          | _Badger_       | 3                                       | _Ankylosaurus_    | 3                                              | _Mastiff_    | 3                                         | _Baboon_       |\n| 4                                          | _Hunter Shark_      | 4                                          | _Boar_         | 4                                       | _Raptor_          | 4                                              | _Goat_       | 4                                         | _Axe Beak_     |\n| 5                                          | _Swarm of quippers_ | 5                                          | _Panther_      | 5                                       | _Giant lizard_    | 5                                              | _Giant Goat_ | 5                                         | _Black Bear_   |\n| 6                                          | _Reef shark_        | 6                                          | _Giant Badger_ | 6                                       | _Triceratops_     | 6                                              | _Giant Boar_ | 6                                         | _Giant Weasel_ |\n| 7                                          | _Giant Seahorse_    | 7                                          | _Dire Wolf_    | 7                                       | _Plesiosaurus_    | 7                                              | _Lion_       | 7                                         | _Giant Hyena_  |\n| 8                                          | _Giant Octopus_     | 8                                          | _Giant Elk_    | 8                                       | _Pteranodon_      | 8                                              | _Brown Bear_ | 8                                         | _Tiger_        |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "barbed-devils-bracelet-a5e",
            "name": "Barbed Devil’s Bracelet",
            "type": "Wondrous Item",
            "desc": "The hand on which you wear this bracelet transforms into a claw covered with a dozen wicked spines. Your unarmed attacks with the claw deal 1d6 piercing damage, and you gain an expertise die on Sleight of Hand checks made to steal small items. Your hand returns to normal if you remove the bracelet. \n\nAs an action, you can draw upon the claw’s magic to cast __produce flame_ . Whenever you use the claw in this way, one of the bracelet’s spines disappears and your hit point maximum is reduced by 1d8\\. This reduction lasts until you finish a _long rest_ . If this effect reduces your hit point maximum to 0, you die and your body permanently transforms into a _barbed devil_ . When the bracelet has no more spines it becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "barrow-bread-a5e",
            "name": "Barrow Bread",
            "type": "Wondrous Item",
            "desc": "Barrow bread is made from mashing together plantains and starches that are grown in the tropical barrows. While this viscous, starchy paste is not actually a bread, it perfectly preserves and maintains the temperature of any food tucked inside it for up to a week, protecting and preserving 1 Supply. The magic is contained in the plantain leaves that are wrapped around the barrow bread. Once unwrapped, the barrow bread itself can be consumed (as 1 Supply) within 15 minutes before the outside elements spoil it. ",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bead-of-force-a5e",
            "name": "Bead of Force",
            "type": "Wondrous Item",
            "desc": "This sphere of black glass is ¾ an inch in diameter and can be thrown up to 60 feet as an action. On impact it creates a 10-foot radius explosion. Creatures in the area make a DC 15 Dexterity _saving throw_ , taking 5d4 force damage on a failure. A sphere of force then encloses the same area for 1 minute. Any creature that is completely in the area and fails its save is trapped within the sphere. Creatures that succeed on the save or that are only partially within the area are pushed away from the point of impact until they are outside the sphere instead. \n\nThe wall of the sphere only allows air to pass, stopping all other attacks and effects. A creature inside the sphere can use its action to push against the sides of the sphere, moving up to half its Speed. The sphere only weighs 1 pound if lifted, regardless of the weight of the creatures inside.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bead-of-tracking-a5e",
            "name": "Bead of Tracking",
            "type": "Wondrous Item",
            "desc": "This miniature bead is covered with hundreds of small hooks. When you use an action to place it on a creature’s clothing or hide, the bead hangs there imperceptibly and creates a bond between you and the creature. You gain an expertise die on checks made to track the creature while the bead remains on it. To place the bead during combat without being noticed, you must succeed on a Dexterity (Sleight of Hand) check against the creature’s maneuver DC (or when outside of combat, the creature’s passive Perception).",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "belt-of-dwarvenkind-a5e",
            "name": "Belt of Dwarvenkind",
            "type": "Wondrous Item",
            "desc": "While wearing this belt, you gain the following benefits:\n\n* Your Constitution score increases by 2, to a maximum of 20.\n* _Advantage_  on Charisma (Persuasion) checks made against dwarves.\n* _Advantage_  on saving throws against poison, and resistance to poison damage.\n* Darkvision to a range of 60 feet.\n* The ability to speak, read, sign, and write Dwarvish.\n\nIn addition, while you are attuned to this belt there is a 50% chance at dawn each day that you grow a full beard (or a noticeably thicker beard if you have one already).",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "belt-of-giant-strength-a5e",
            "name": "Belt of Giant Strength",
            "type": "Wondrous Item",
            "desc": "Braided rope made of hair from the same kind of giant as the belt to be made\n\nWearing this belt increases your Strength score to the score granted by the belt. It has no effect if your Strength is equal to or greater than the belt’s score.\n\nEach variety of belt corresponds with a different kind of giant.\n\n__**Table: Belts of Giant Strength**__\n| **Type**                  | **Strength** | **Rarity** | **Cost**   |\n| ------------------------- | ------------ | ---------- | ---------- |\n| _Hill giant_              | 20           | Rare       | 4,000 gp   |\n| _Frost_  or _stone giant_ | 23           | Very rare  | 9,000 gp   |\n| _Fire giant_              | 25           | Very rare  | 20,000 gp  |\n| _Cloud giant_             | 27           | Legendary  | 55,000 gp  |\n| _Storm giant_             | 29           | Legendary  | 150,000 gp |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "berserker-axe-a5e",
            "name": "Berserker Axe",
            "type": "Weapon",
            "desc": "You gain +1 bonus to attack and damage rolls made with this magic axe, and while you are attuned to it your hit point maximum is increased by 1 for each level you have attained. \n\n**Curse.** After you attune to this axe you are unwilling to part with it, keeping it within reach at all times. In addition, you have _disadvantage_  on attack rolls with weapons other than this one unless the nearest foe you are aware of is 60 feet or more away from you.\n\nIn addition, when you are damaged by a hostile creature you make a DC 15 Wisdom _saving throw_  or go berserk. While berserk, on your turn each round you move to the nearest creature and take the Attack action against it, moving to attack the next nearest creature after you _incapacitate_  your current target. When there is more than one possible target, you randomly determine which to attack. You continue to be berserk until there are no creatures you can see or hear within 60 feet of you at the start of your turn. ",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bicycle-bell-of-flight-a5e",
            "name": "Bicycle Bell of Flight",
            "type": "Wondrous Item",
            "desc": "This beautifully-filigreed bell can turn into a mundane bicycle of Small or Medium size (chosen at the time of creation) when you activate it as an action. Returning the bicycle to bell form also requires an action.\n\nWhile riding this bicycle, you can ring its bell to gain a flying speed of 50 feet and the ability to hover. You can use the bike to fly for 2 hours, expending at least 10 minutes worth of time with each use. If you are flying when the time runs out, you fall at a rate of 60 feet and take no damage from landing. The bell regains 1 hour of flying time for every 12 hours it is not in use, regardless of which form it is in.\n\n**_Curse._** While far from malicious, the magic of the bell is exuberant to a fault. While you are using its flying speed it frequently rings of its own accord, giving you _disadvantage_  on Stealth checks.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "birdsong-whistle-a5e",
            "name": "Birdsong Whistle",
            "type": "Wondrous Item",
            "desc": "This carving of reddish soapstone resembles a miniature cardinal. When air is blown through the lower back high-pitched sounds are emitted through the bird’s open beak. When the whistle is blown the sounds of songbirds are heard by all creatures in a 100-foot radius. These calls are indistinguishable from actual birds singing. \n\nAlternatively, you can use an action to break the whistle to summon a large flock of birds that appear at the start of your next turn and surround you in a 10-foot radius. The flock moves with you and makes you _heavily obscured_  from creatures more than 10 feet away for 1 minute, or until the flock takes 10 or more damage from area effects.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "blackbird-pie-a5e",
            "name": "Blackbird Pie",
            "type": "Wondrous Item",
            "desc": "This item appears to be a freshly baked pie in a tin. When the crust is fully punctured the pie explodes as 24 magic blackbirds fly out and flit through the air in a 20-foot radius for 2d4 rounds, at which point the birds and the pie disappear. A creature that starts its turn in the area or first enters into the area on its turn makes a DC 15 Dexterity _saving throw_ , taking 1 slashing damage on a failure. A creature damaged by the blackbirds has _disadvantage_  on ability checks and _attack rolls_  until the beginning of its next turn. The blackbirds are magical and cannot be interacted with like normal animals, and attacking them has no effect.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bloodiron-band-a5e",
            "name": "Bloodiron Band",
            "type": "Wondrous Item",
            "desc": "The Bloodiron Band gleams a metallic crimson and is set with dozens of spikes on the inside so that it pierces the skin as it closes on the forearm during attunement.\n\nWearing this band increases your Strength to 20\\. It has no effect if your Strength is equal to or greater than 20.\n\n**_Curse._** Because of the horrific materials required in its construction, each band comes with a terrible cost. While attuned to the bloodiron band, your maximum hit points are reduced by a number equal to twice your level. Additionally, at the start of your turn, if another creature within 15 feet of you is _bloodied_ , you must make a DC 15 Wisdom _saving throw_  (gaining _advantage_  if the creature is an ally). On a failure, you must attempt to move to a space within reach and take the attack action against that creature.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "book-of-storing-a5e",
            "name": "Book of Storing",
            "type": "Wondrous Item",
            "desc": "After you attune to this 1-foot square 6-inch thick book it hides its true nature to anybody else, appearing to be a mundane diary. When you open it however, the book reveals a Tiny storage compartment.\n\nThe storage space is the same size as the book, and because this item doesn’t function as a pocket dimension it can be safely used to store such items (such as a __portable hole_ ).",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "boots-of-elvenkind-a5e",
            "name": "Boots of Elvenkind",
            "type": "Wondrous Item",
            "desc": "These boots cause your steps to make no sound, no matter the material stepped upon. While wearing these boots, you gain _advantage_  on Dexterity (Stealth) checks to move silently.",
            "rarity": "Uncommon",
            "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": "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-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-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": "borrowers-bookmark-a5e",
            "name": "Borrower’s Bookmark",
            "type": "Wondrous Item",
            "desc": "A neat strap of embossed leather, the borrower’s bookmark can be placed in a book, allowing it to be stored in an extradimensional space. As an action you can send the book into a pocket dimension. While it is in the pocket dimension, you can use an action to summon it to your hand or an unoccupied space within 5 feet of you. If you unattune from the bookmark while its book is within the pocket dimension, the bookmark reappears on your person, but the book is lost. The bookmark’s magic can’t be used to store anything other than a book.\n\n**_Curse._** The borrower’s bookmark is cursed. Books dismissed to the pocket dimension are sent to a powerful entity’s lair. The entity learns all the knowledge contained therein, as well as your identity and location.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bottle-of-fizz-a5e",
            "name": "Bottle of Fizz",
            "type": "Wondrous Item",
            "desc": "When found this thick glass bottle has 25 (5d10) small red rocks inside. You can use an action to throw a red rock to the ground to create a spectacular fireworks show that lasts for 1 round. The fireworks cast bright light for 50 feet and dim light for a further 30 feet, and they can be heard up to 200 feet away.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bouquet-of-wisdom-a5e",
            "name": "Bouquet of Wisdom",
            "type": "Wondrous Item",
            "desc": "This stunningly crafted bouquet contains 2d10 magically fresh flowers—most commonly roses. As an action, you may pluck one from the bouquet while concentrating on your intent. The flower may function as a _scroll_  of _identify , detect poison and disease ,_ or __detect magic_ . The effect lasts for one minute, after which the flower withers and dies.\n\nIf the bouquet is made up of seven roses or more, you can burn it to cast a _divination_  spell, revealing the answer to the question asked in the sweetly-scented smoke. Doing so destroys the bouquet.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bow-of-the-viper-a5e",
            "name": "Bow of the Viper",
            "type": "Weapon",
            "desc": "Both limbs of this bow are scaled and end in a snake’s open mouth.\n\nYou gain a +1 to attack and damage rolls while wielding this weapon. As a bonus action, you can expend 1 charge to poison one arrow suitable for the bow for 1 minute or until it is used to damage a creature When a creature is damaged by the blade’s poison, it makes a DC 15 Constitution _saving throw_  or takes 1d10 poison damage and becomes _poisoned_  for 1 minute.\n\nAlternatively, you can use an action to expend 2 charges to cast the following: _protection from poison , shillelagh_ (transforming the bow into a snake-headed   _1 quarterstaff_ ), _thorn whip_ (causing one of the bow’s snake heads to lash out).\n\nThe bow of the viper has 4 charges and regains 1d4 expended charges each dawn. If you expend the last charge, roll a d20\\. On a or 5 or less, it can no longer regain charges and becomes a   _1 longbow_ .",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bowl-of-commanding-water-elementals-a5e",
            "name": "Bowl of Commanding Water Elementals",
            "type": "Wondrous Item",
            "desc": "This heavy glass bowl weighs 3 pounds and can hold 3 gallons of water. While it is filled, you can use an action to summon a _water 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": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "box-of-bees-a5e",
            "name": "Box of Bees",
            "type": "Wondrous Item",
            "desc": "Many apprentices play pranks on one another, some of which can be quite painful—the _box of bees_ is a particularly popular example and now sold by those with their own mischievous designs. Each of these wooden boxes is rectangular and approximately 2 inches long. It is usually unadorned, though some boxes seem to have something moving or vibrating inside.\n\nWhen you speak the command word and use an action to expend 1 charge, the lid slides open and a bee erupts out of the box to harass a creature of your choice within 20 feet. A creature harassed by the bee must succeed on a DC 5 Constitution _saving throw_  at the start of each of its turns for 1 minute. On a failure, the creature makes its next attack roll or ability check with _disadvantage_ . \n\nWhen you speak another command word and expend all 3 charges, a dozen or more bees swarm out of the box and attack. A creature attacked by the bees must succeed on a DC 10 Constitution _saving throw_  at the start of each of its turns for 1 minute. On a failure, the creature takes 1 point of damage and has _disadvantage_  on attack rolls and ability checks for 1 round. \n\nThe box has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the box loses its magic and becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "box-of-party-tricks-a5e",
            "name": "Box of Party Tricks",
            "type": "Wondrous Item",
            "desc": "This small neat box contains 1d12 glowing vials. You can use an action to remove a vial and smash it to the ground, creating a randomly determined effect from the Box of Party Tricks table.\n\n## Table: Box of Party Tricks\n\n| **d8** | **Effect**                                                                                                                                                                                         |\n| ------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1      | A small bonfire appears in the nearest unoccupied 5-foot cube and remains for 1 minute. All other sources of flame within 50 feet double in brightness.                                            |\n| 2      | For the next minute you gain +1 bonus to ability checks, _attack rolls_ , damage rolls, and _saving throws_  using Strength.                                                                       |\n| 3      | You summon a small, fiercely loyal armored _weasel_  into your service (with 7 hit points and Armor Class 14 thanks to its miniature mithral outfit) that obeys only your commands.                |\n| 4      | A metal ball appears floating in your space and remains there until you say the command word, making it slam into the nearest hostile creature to deal 3d6 bludgeoning damage before disappearing. |\n| 5      | For the next 1d6 hours your voice becomes higher by an octave.                                                                                                                                     |\n| 6      | Until the next dawn you leave a trail of wildflowers wherever you walk.                                                                                                                            |\n| 7      | A pair of __boots of elvenkind_ appear in the nearest unoccupied square. After this effect has appeared once, any further results of 7 are rerolled.                                               |\n| 8      | All hostile creatures in a 30-foot radius are ensnared by ice. An ensnared creature is _grappled_  until it uses an action to make a DC 16 Strength check to break out.                            |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "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-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": "brazier-of-commanding-fire-elementals-a5e",
            "name": "Brazier of Commanding Fire Elementals",
            "type": "Wondrous Item",
            "desc": "While fire burns in this 5 pound brass brazier, you can use an action to summon a _fire 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": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "brighellas-guitar-a5e",
            "name": "Brighella's Guitar",
            "type": "Wondrous Item",
            "desc": "This guitar is brilliantly painted with triangles of bright color. While attuned, you gain an _expertise die_  on Performance checks made with this guitar. Additionally, once per day, you may use an action to cast __bestow curse_  as a 5th-level spell, without spending a spell slot. However, the curse is always _disadvantage_  on Dexterity _ability checks_  and _saving throws_  and each failure is followed by a slapstick sound effect.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "brooch-of-shielding-a5e",
            "name": "Brooch of Shielding",
            "type": "Wondrous Item",
            "desc": "While wearing this brooch, you gain resistance to force damage and immunity to the _magic missile_  spell.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "broom-of-flying-a5e",
            "name": "Broom of Flying",
            "type": "Wondrous Item",
            "desc": "You can sit astride this ordinary-seeming 3 pound broom and speak its command word, causing it to hover. While it is hovering you can ride the broom to fly through the air. The broom can carry up to 200 pounds at a speed of 40 feet, or up to 400 pounds at a speed of 20 feet. It stops hovering if you land.\n\nYou can send the broom up to 1 mile from you by speaking its command word and naming a location you are familiar with. It can also be called back from up to a mile away with a different command word.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bubble-wand-a5e",
            "name": "Bubble Wand",
            "type": "Wand",
            "desc": "This slender timber wand has a wooden ring at its tip. The wand has 7 charges and regains 1d6+1 charges each dawn. If you expend the last charge, roll a d20\\. On a 1, the wand bursts into a spray of colorful bubbles and is lost forever.\n\nWhile holding the wand, you can use an action to expend its charges and either create a harmless spray of colorful bubbles (1 charge) or cast the __dancing lights_ cantrip (2 charges). The _dancing lights_ appear as glowing bubbles.\n\nWhen a creature targets you with an attack while you are holding the wand, you can use your reaction to snap it (destroying the wand). You can do this after the roll is made, but before the outcome of the attack is determined. You gain a +5 bonus to AC and a fly speed of 10 ft. as a giant soap bubble coalesces around you. The bubble persists for 1 minute or until you are hit with an attack, at which point it bursts with a loud ‘pop’.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "butterfly-clips-a5e",
            "name": "Butterfly Clips",
            "type": "Wondrous Item",
            "desc": "These clips look like brightly colored enamel butterflies. When affixed to hair, they animate and flit around your head. Most people who wear these clips wear multiple, giving the appearance of a swarm of butterflies surrounding their hair.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cage-of-folly-a5e",
            "name": "Cage of Folly",
            "type": "Wondrous Item",
            "desc": "This small silver or gold birdcage traps your bad ideas and puts them on display. When you fail an Arcana, History, Nature, or Religion check, a little piece of a mechanical bird materializes inside the cage: first the feet, then legs, body, wings, and head. You can immediately reconsider and reroll the ability check. The _cage of folly_ can be used once every 24 hours, and recharges at the end of each week.\n\nOnce you have used the birdcage 5 times, the bird sings a mocking song for 1 hour when you fail an Arcana, History, Nature, or Religion check. If you open the birdcage and let the bird go free, it gives you one piece of good advice about a current problem or question that you face. At the Narrator’s discretion, the advice may give you _advantage_  on one ability check made in the next week. Afterward it flies away as the birdcage loses its magic and becomes a mundane item (though some who have released their birds claim to have encountered them again in the wilds later).",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "candle-of-invocation-a5e",
            "name": "Candle of Invocation",
            "type": "Wondrous Item",
            "desc": "This golden candle is infused with raw divine magic. When attuned to by a cleric or druid, it takes on a color appropriate to the cleric’s deity. \n\nYou can use an action to light the candle and activate its magic. The candle can burn for a total of 4 hours in 1 minute increments before being used up. \n\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within the area who worships the same deity as the attuned creature (or at the Narrator’s discretion, an allied deity) has _advantage_  on _attack rolls_ , _saving throws_ , and ability checks. If one of the creatures gaining the prior benefit is also a cleric, druid, or herald, they can cast 1st-level spells from one of those classes at that spell level without expending spell slots.\n\nAlternatively, one of these candles that has not yet been lit can be used to cast the __gate_ spell. Doing so consumes the candle.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "candle-of-the-surreptitious-scholar-a5e",
            "name": "Candle of the Surreptitious Scholar",
            "type": "Wondrous Item",
            "desc": "Initially crafted by wizard apprentices trying not to irritate their roommates, these candles became extremely popular with the thieves and other ne'er do wells that can afford them (helping some less scrupulous novice mages to afford tuition). The candle has 3 charges and regains 1d3 charges each dawn. \n\nWhen you speak the command word and use an action to expend 1 charge, the candle’s flame to spring to life. Its bluish flame provides clear illumination within 5 feet and _dim light_  for another 5 feet. The enchantment of the candle is such that the light that it sheds is visible only to you, allowing you to read, write, or engage in other tasks with no penalties from darkness. Each charge is good for 1 hour of illumination, after which the candle winks out. \n\nBy expending all 3 charges at once, you can create an effect identical to _light_  except that only you are able to see the light it sheds.\n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the candle loses its magic and becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cane-of-chaos-a5e",
            "name": "Cane of Chaos",
            "type": "Staff",
            "desc": "The _Cane of Chaos_ (known by some by its fairytale name, the Little Silver Stick) is a gorgeous silver scepter etched with fractals, adorned with an eight-pointed star, and imbued with the power of chaos. A cunning historian may be able to track the cane’s origins to a certain mage under a certain authoritarian regime centuries ago, who supplied it to a figure widely known for their role in the regime’s downfall. Similarly, the cane seems to be drawn to those who march to their own drumbeat, directing them on behalf of its creator to sow disruption and turmoil.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Cane of Chaos_, used by a despot in times long past. It is also known as the Little Silver Stick.\n\n**DC 18** The cane stores and is able to cast spells linked to chaos, but randomly unleashes chaotic magical effects when used.\n\n**DC 21** The cane can only be destroyed by a sovereign on the day of their coronation.\n\n**Artifact Properties**\n\nThe _Cane of Chaos_ has 1d4 lesser artifact benefits, 1d4 lesser artifact detriments, 1d4–1 greater artifact benefits, and 1d4+1 greater artifact detriments. \n\nIn addition, the cane has the finesse property and can be used as a double weapon which you become proficient with when you attune to it. You gain a +2 bonus to weapon attack rolls and damage rolls made using the _Cane of Chaos_.\n\n## **Magic**\n\nWhile you use this quarterstaff as a spell focus, you gain a +2 bonus to spell attack rolls and your spell save DC. You know and have prepared all spells of the chaos school of magic (but not their rare versions). \n\nThe _Cane of Chaos_ begins with a number of charges equal to your proficiency bonus and regains 1d6 charges each dawn (to a maximum number of charges equal to your level + 1, or your CR + 1). You can expend any number of charges from the cane to cast a chaos spell, which costs a number of charges equal to the spell’s level. Your spellcasting ability for these spells is your highest mental ability score (Intelligence, Wisdom, or Charisma).\n\nWhen you expend charges from the _Cane of Chaos_, it unleashes another chaotic magical effect, either chosen by the Narrator or randomly determined.\n\n__**Table: Cane of Chaos**__\n| **d8** | **Wild Magic Effect**                                                                                                                                                                                                                                                                                                                           |\n| ------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1      | One random creature you see is subject to a _polymorph_  spell cast by the cane (using your spell save DC), turning it into a random CR 1/8 beast.                                                                                                                                                                                              |\n| 2      | The 1d6 doors nearest to you come under an _arcane lock_  effect as though cast by the creature nearest to you that can speak, write, or sign at least one language.                                                                                                                                                                            |\n| 3      | The cane creates a __control weather_  effect, driving the weather towards unseasonable extreme temperatures and conditions.                                                                                                                                                                                                                    |\n| 4      | Each creature within 60 feet rolls 1d6, increasing a random ability score to 18 for the next 10 minutes (1: Strength, 2: Dexterity, 3: Constitution, 4: Intelligence, 5: Wisdom, 6: Charisma).                                                                                                                                                  |\n| 5      | Each creature within 60 feet is subject to a __levitation_ effect created by the cane (using your spell save DC). Each creature has _disadvantage_  on _saving throws_  against the effect and on a failure immediately rises 60 feet. For the duration, each creature can control its own movement as though it had cast _levitate_ on itself. |\n| 6      | You grow 1d6 inches taller (this effect cannot increase your size category).                                                                                                                                                                                                                                                                    |\n| 7      | If you are a humanoid you are permanently transformed into a different humanoid heritage (as per Table: Reincarnation for the _reincarnate_  spell).                                                                                                                                                                                            |\n| 8      | Duplicates of yourself appear within 60 feet! Roll 1d6 to determine their nature (1–2: 1d6 _animated armors_ , 3–4: a _mirror image_  effect, 5–6: a __simulacrum_  effect).                                                                                                                                                                    |\n\n## Destroying the Cane\n\nThe _Cane of Chaos_ is born from the very essence of rebellion. To destroy it, you must offer the artifact as a gift to a sovereign on the day of their coronation or to a magical being with the Lawful alignment trait on the anniversary of their advent. If accepted as such a gift, the _Cane of Chaos_ melts into a puddle of ordinary molten silver.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cantrip-wand-a5e",
            "name": "Cantrip Wand",
            "type": "Wand",
            "desc": "This wand can be used as a spellcasting focus and allows you to cast one additional cantrip as if you knew it, as long as it is on your spell list. Each cantrip wand has a cantrip imbued within it upon creation, and will be known by its name (such as a _fire bolt_  wand or __light  wand_). \n\nOther implements exist for the storing of cantrips from other classes (like _cantrip holy symbols_ or _cantrip instruments_), and though these are wondrous items they function like wands.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cape-of-the-mountebank-a5e",
            "name": "Cape of the Mountebank",
            "type": "Wondrous Item",
            "desc": "While wearing this cape, you can use an action to cast _dimension door_  once between _long rests_ . You disappear and reappear in a cloud of smoke which dissipates at the end of your next turn, or sooner if conditions are windy.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "carpet-of-flying-a5e",
            "name": "Carpet of Flying",
            "type": "Wondrous Item",
            "desc": "You can use an action to speak this carpet’s command word, making it hover and fly. It moves according to your verbal commands as long as you are within 30 feet of it. \n\nThese carpets come in four sizes. The Narrator can choose or randomly determine which size a given carpet is.\n\nIf the carpet is carrying half its capacity or less, its Speed is doubled.\n\n__**Table: Carpet of Flying**__\n| **d20** | **Size**      | **Capacity** | **Flying Speed** | **Cost**  |\n| ------- | ------------- | ------------ | ---------------- | --------- |\n| 1-4     | 3 ft. x 5 ft. | 250 lb.      | 30 ft.           | 15,000 gp |\n| 5-11    | 4 ft. x 6 ft. | 500 lb.      | 25 ft.           | 20,000 gp |\n| 12-16   | 5 ft. x 7 ft. | 800 lb.      | 20 ft.           | 25,000 gp |\n| 17-20   | 6 ft. x 9 ft. | 1,000 lb.    | 15 ft.           | 30,000 gp |",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cauldron-of-dymwch-a5e",
            "name": "Cauldron of Dymwch",
            "type": "Wondrous Item",
            "desc": "When you speak the command word this Medium-sized 50 pound cauldron glows red-hot. Any creature in physical contact with the object takes 2d8 fire damage. You can use a bonus action on each of your subsequent turns to cause this damage again. Liquid inside of the cauldron immediately comes to a roiling boil. If a creature is in the liquid, it must succeed on a DC 18 Constitution _saving throw_ or gain one level of _fatigue_ in addition to taking damage.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}