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=24
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=25",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__slug&page=23",
    "results": [
        {
            "slug": "celestial-aegis-a5e",
            "name": "Celestial Aegis",
            "type": "Armor",
            "desc": "This suit of imposing _2 full plate_  is engraved with holy runes of a forgotten divinity. You cannot attune to this armor if you have either the Evil alignment trait. While attuned to and wearing this armor, you gain the following benefits:\n\n* Your AC increases by 2.\n* You count as one size category larger when determining your carrying capacity.\n* Your Strength score increases to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* You have _advantage_  on Strength checks and _saving throws_ .\n* You gain an expertise die on Intimidation checks.\n* You can use a bonus action to regain 2d6 hit points. Once you have used this property a number of times equal to your proficiency bonus, you cannot do so again until you finish a _long rest_ .\n* Your unarmed strikes and weapon attacks deal an extra 1d6 radiant damage.\n* Aberrations, fiends, undead, and creatures with the Evil alignment trait have _disadvantage_  on attack rolls made against you.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "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": "charcoal-stick-of-aversion-a5e",
            "name": "Charcoal Stick of Aversion",
            "type": "Wondrous Item",
            "desc": "At every level of society—but especially when you’re on the bottom—going unnoticed can be a great benefit. Invisibility is one thing but effectively hiding your home and your possessions can be harder. As an action, you can expend 1 charge to draw a large X on one object up to the size of a normal door. This has no effect on creatures, or objects worn by creatures. Creatures other than you that see the marked object roll a DC 10 Intelligence _saving throw_ . On a failed save, they do not notice the marked object as anything out of the ordinary from its surroundings (such as a blasphemous icon in a church, a barrel of gunpowder in a kitchen, or an unsheathed weapon resting against the wall of a bedroom going unnoticed). On a success, they can interact with the object normally. A creature that remains in the area and is consciously searching for the kind of object that you have marked receives a new saving throw at the end of each minute. A creature interacting with a marked object automatically reveals it to all creatures who observe the interaction. A charcoal mark lasts for 24 hours or until it is wiped away as an action. \n\nAlternatively, you can expend 2 charges to increase the DC to notice the object to 15\\. \n\nThe charcoal has 2 charges and regains 1 charge each dusk. If you expend the last charge, the charcoal is consumed.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "chariot-a-la-calabaza-a5e",
            "name": "Chariot a la Calabaza",
            "type": "Wondrous Item",
            "desc": "The original chariot a la Calabaza was created by a powerful wizard with a penchant for transmutation and riding in style. It is pulled by two spectral stallions with flowing manes and tails, who function as per the __phantom steed_  spell. As an action, you may speak the command word to transform the chariot into a pumpkin two feet in diameter. Speaking the command word again transforms the pumpkin into a carriage and resummons the horses.\n\nWhile in pumpkin form, the chariot is, in truth, a pumpkin, except that it does not naturally decay. Attempts to carve, smash, or draw upon the pumpkin are reflected onto the chariot’s form when it reappears, although the horses seem to remain unscathed regardless of such events.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "chessboard-of-gwenddoleu-ap-ceido-a5e",
            "name": "Chessboard of Gwenddoleu Ap Ceido",
            "type": "Wondrous Item",
            "desc": "You can use 1d4–1 actions (minimum 1 action) to place each silver and crystal chess piece in its correct starting square on this gold chessboard. When you do so, the pieces emit noises and move themselves about the board in a thrilling game that lasts 1d4+1 minutes. Other creatures within 60 feet make a DC 18 Wisdom _saving throw_ . On a failed save, a creature is compelled to use its action each turn watching the chess game and it has _disadvantage_ on Wisdom (Perception) checks until the match ends or something harmful is done to it.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "chime-of-opening-a5e",
            "name": "Chime of Opening",
            "type": "Wondrous Item",
            "desc": "You can use an action to strike this foot-long metal tube while pointing it at an object that can be opened (such as a lid, lock, or window) within 120 feet. The chime sounds and one lock or latch on the object opens as long as the sound can reach the object. If no closures remain, the object itself opens. After being struck 10 times, the chime cracks and becomes useless.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cipher-sword-a5e",
            "name": "Cipher Sword",
            "type": "Weapon",
            "desc": "This sword’s blade is plated with alchemical silver, its hilt stylized to resemble an open book from which the blade emerges. Despite its masterfully-crafted appearance, however, a cipher sword is uncomfortable to hold and strangely unwieldy. It has the two-handed and heavy properties and deals 2d8 slashing damage on a hit, but you feel this is only a fraction of its potential.\n\n_**Curse**_. There are other cipher swords owned by a variety of creatures across the planes. Most wielders consider themselves part of an exclusive group and expect the loyalty and cooperation of those with less mastery, regardless of other alliances. Attaining even a novice level of mastery attracts the attention of other wielders, who may have expectations of you.\n\nThe cipher sword also has the following properties:\n\n* You are not considered proficient with this weapon.\n* While wielding this weapon, you don’t benefit from any feature that would grant you additional attacks.\n\n**_Escalation._** This weapon is immensely powerful for those willing to solve the riddle of its use. Once per week, if you’ve successfully reduced a dangerous enemy (as determined by the Narrator) to 0 hit points with it since the last time you finished a long rest, make a DC 14 Intelligence check to meditate on the sword’s secrets. On a failure, you gain +1 to future attempts at this check. On a success, your level of mastery increases, you lose any bonus gained from failed attempts, the DC to advance again increases by 4, and the time between attempts increases by 1 week. If you ever willingly end your attunement to this weapon, you take 8 (4d4) psychic damage that cannot be negated or reduced and lose all mastery you’ve gained.\n\nThe levels of mastery are as follows:\n\n_Novice:_ You now are proficient with this weapon, and it gains the finesse property. However, wielding anything else begins to feel wrong to you, and you suffer _disadvantage_  on all melee weapon attacks made with a different weapon.\n\n_Apprentice:_ You gain +1 to _attack and damage rolls_ with this weapon. You can also now attack twice, instead of once, when you take the Attack action with this weapon on your turn. Additionally, you now suffer _disadvantage_  on all weapon attacks with other weapons.\n\n_Expert:_ Your bonus to _attack and damage rolls_  with this weapon increases to +2 and it gains the Vicious property. When you make a weapon attack with a different weapon, you now also take 4 (2d4) psychic damage. This damage cannot be negated or reduced by any means.\n\n_Master:_ Your bonus to _attack and damage rolls_ with this weapon increases to +3, and you can summon it to your hand as a bonus action so long as you are on the same plane as it. Additionally, once per _short rest_ , when you successfully attack a creature with it, you immediately learn about any special defenses or weaknesses that creature possesses as the blade imparts the wisdom of previous wielders. Additionally, the psychic damage you take from making a weapon attack with a different weapon increases to 8 (4d4).",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "circlet-of-blasting-a5e",
            "name": "Circlet of Blasting",
            "type": "Wondrous Item",
            "desc": "Once per dawn, while wearing this circlet you can use an action to cast _scorching ray_ . The attack bonus for the spell when cast this way is +5.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "circlet-of-the-apprentice-a5e",
            "name": "Circlet of the Apprentice",
            "type": "Wondrous Item",
            "desc": "This simple circlet has the color of lightly rusted iron and is highlighted by a large violet gem in its center, which appears to contain a slowly-moving metallic fluid.\n\nWhile attuned to this circlet, you gain a +1 bonus to all _saving throws_ . Additionally, when you fail a saving throw, you can choose to succeed instead. You can’t use this property again until the following dawn.\n\n**Curse.** The true name of the creature who crafted this circlet is forever instilled within it, and it becomes aware of you upon attunement. If that creature forces you to make a _saving throw_ , you automatically fail, and you can’t use this circlet to succeed. You can learn the name of the creature with legend lore or similar magic. Short of powerful magic (such as __wish_ ), only the maker’s willing touch or death (yours or theirs) allows you to end your attunement to the circlet. If you willingly end your attunement after the maker’s death, the circlet loses all magical properties.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cloak-of-arachnida-a5e",
            "name": "Cloak of Arachnida",
            "type": "Wondrous Item",
            "desc": "While wearing this cloak, you gain the following benefits:\n\n* Resistance to poison damage.\n* A climbing speed equal to your base Speed, allowing hands-free movement across vertical and upside down surfaces.\n* The ability to ignore the effects of webs and move through them as if they were _difficult terrain_ .\n\nOnce between long rests you can use an action to cast the __web_  spell (save DC 13), except it fills double the normal area.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cloak-of-displacement-a5e",
            "name": "Cloak of Displacement",
            "type": "Wondrous Item",
            "desc": "This cloak creates a visual illusion that distorts your position. _Attack rolls_  against you have _disadvantage_  unless the attacker does not rely on sight. When you take damage, this property stops until the start of your next turn, and it is otherwise negated if you are _incapacitated_ , _restrained_ , or unable to move.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cloak-of-elvenkind-a5e",
            "name": "Cloak of Elvenkind",
            "type": "Wondrous Item",
            "desc": "While you wear this cloak with its hood up, its color changes to camouflage you. While camouflaged, you gain _advantage_  on Dexterity (Stealth) checks made to hide and creatures have _disadvantage_  on Wisdom (Perception) checks made to see you. You can use an action to put the hood up or down.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cloak-of-protection-a5e",
            "name": "Cloak of Protection",
            "type": "Wondrous Item",
            "desc": "While wearing this cloak, you gain a +1 bonus to Armor Class and _saving throws_ .",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cloak-of-the-bat-a5e",
            "name": "Cloak of the Bat",
            "type": "Wondrous Item",
            "desc": "While wearing this cloak, you gain _advantage_  on Dexterity (Stealth) checks. In addition, while in an area of _dim light or darkness_ , you gain the following benefits:\n\n* A fly speed of 40 feet while gripping the edges of the cloak with both hands.\n* Once between _long rests_  you can use an action to cast _polymorph_  on yourself, transforming into a bat. Unlike normal, you retain your Intelligence, Wisdom, and Charisma scores.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cloak-of-the-manta-ray-a5e",
            "name": "Cloak of the Manta Ray",
            "type": "Wondrous Item",
            "desc": "While you wear this cloak with its hood up, you gain a swim speed of 60 feet and can breathe water. You can use an action to put the hood up or down.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cloak-of-the-shadowcaster-a5e",
            "name": "Cloak of the Shadowcaster",
            "type": "Wondrous Item",
            "desc": "Shadows writhe underneath this cloak. While attuned to and wearing this incredibly dark cloak, you have _advantage_  on Dexterity (Stealth) checks made to hide in _dim light or darkness_ . \n\nIn addition, you can use an action to animate your _shadow_  for up to 1 hour. While animated, you can see and hear through your shadow’s senses and control it telepathically. If your shadow is slain while animated, your shadow disappears until the new moon, during which time the cloak becomes nonmagical. Once you have used this property, you cannot do so again until the next dawn.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "clock-of-opening-a5e",
            "name": "Clock of Opening",
            "type": "Wondrous Item",
            "desc": "This grandfather clock weighs 250 pounds and tolls loudly every hour. Among its internal mechanisms are 12 keyholes of various sizes. Any key can be inserted into a keyhole.\n\nIf you are trained in the Arcana or Engineering skill, you can use an action to cause a lock within 500 miles to magically lock or unlock by inserting the lock’s key into the clock and adjusting the clock’s mechanisms. Additionally, so long as the key remains in the clock, you can schedule the lock to lock or unlock at certain hours of the day.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "clockwork-calendar-a5e",
            "name": "Clockwork Calendar",
            "type": "Wondrous Item",
            "desc": "A circular disk of dozens of interlocking gears almost a foot in diameter, upon first examination this device is unfathomably complex. The gears are covered with runes that appear to be a much older form of Dwarvish script. Rotating some of the raised gears causes this apparatus to slowly tick through a series of symbols that seem to correspond to astrological signs.\n\nTo understand how to operate the _clockwork calendar_, you must carefully study the device and turn the gears through their myriad configurations. After 1 hour you can make a DC 16 Investigation or Arcana check. On a failure, you cannot reach a conclusion regarding how to interpret the intended function of the calendar. On a success, you understand how to utilize the device as indicated below. Casting __identify_  on the calendar reveals a moderate aura of divination magic but provides no information on how to use this complex object.\n\nOnce you know how the _clockwork calendar_ functions, you can adjust the dials to display the current day of the year for the geographical region of the world you are located in (this property does not function outside of the Material Plane). The exposed faces of the gears composing the calendar display the position of the stars in the sky and the dials can be adjusted throughout the day or night to continue to track their position. The calendar can also be adjusted to any past or future dates and times to ascertain the position of any of the celestial objects visible in the night sky.\n\nAdditionally, you can use a bonus action to smash the _clockwork calendar_ and destroy it, gaining the benefits of the __haste_ spell until the end of your next turn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "coat-of-padarn-beisrudd-a5e",
            "name": "Coat of Padarn Beisrudd",
            "type": "Armor",
            "desc": "Can only be attuned to by a brave adventurer.\n\nWhile you are attuned to and wearing this fine chain shirt, your armor class equals 17 + Dexterity modifier (maximum 2).",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "compendium-of-many-colors-a5e",
            "name": "Compendium of Many Colors",
            "type": "Wondrous Item",
            "desc": "This spellbook made from high quality blank parchment is covered in tiny runes. When one of these small inscriptions is pressed the parchment changes color.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "confidantes-journal-a5e",
            "name": "Confidante’s Journal",
            "type": "Wondrous Item",
            "desc": "Living vines hold shut this journal’s cover and part only for you. Your patron can read anything you write in the journal and can cause brief messages to appear on its pages.\n\nIf you spend a short or long rest writing your most secret thoughts in the journal, you can choose to gain Inspiration instead of regaining expended Pact Magic spell slots. The seventh time you gain Inspiration in this way, you fill the journal’s pages and can’t write in it again.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "contract-of-indentured-service-a5e",
            "name": "Contract of Indentured Service",
            "type": "Wondrous Item",
            "desc": "Necromancers occasionally act as apparent benefactors, offering loans to victims now in exchange for service after death. This contract details an account of a spirit that has become indentured to the contract’s holder. While holding the contract, you can speak the command word as an action to summon the _invisible_  undead spirit, which functions as the spell __unseen servant_ . You can’t do so again until you finish a _long rest_ .\n\nAlternatively, you can use an action to tear up the contract and release the undead spirit. The spirit appears as a friendly **_specter_**  you can telepathically command (as a bonus action) for as long as you maintain _concentration_ . The specter acts immediately after your turn. If your concentration is broken, the specter attacks you and your companions. Otherwise the specter disappears 10 minutes after it is summoned, vanishing to whichever afterlife awaits it.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cord-of-spirit-stealing-a5e",
            "name": "Cord of Spirit Stealing",
            "type": "Wondrous Item",
            "desc": "This leather cord is the color of stained blood and feels slightly moist. When wrapped around the handle of a melee weapon, the cord captures some of the energy of any sapient creature the weapon is used to kill. When you reduce a hostile sapient creature to 0 hit points, the cord gains 1 charge (to a maximum of 5). You can use a bonus action to spend 1 charge from the cord to cast _false life_ , or expend more additional charges to increase the spell’s level to the number of charges expended. ",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crafters-codex-a5e",
            "name": "Crafter’s Codex",
            "type": "Wondrous Item",
            "desc": "Centuries ago, a famed artificer published her masterwork treatise on crafting magic items—humbly titled _Wands, Rings, and Wondrous Things_—and the work was so revolutionary that every serious library simply had to have a copy. The work still influences the art of crafting magic items to this day. \n\n A regular copy of _Wands, Rings, and Wondrous Things_ is a masterwork book about crafting magic items. Yet a fabled version of this tome is said to meander through literary circles—a copy annotated by a mad genius. Known as the _Crafter’s Codex_, this copy of the book is dog-eared throughout and stuffed to the brim with exceedingly peculiar, illegible marginalia. To the person approaching the book through the right means (such as refracting the text through a beer glass, reading at strange angles, or using one’s own personal genius) these notes reveal step-by-step instructions which streamline and improve the enchantments described within. Alas, no owner seems to hold on to the _Crafter’s Codex_ for long. The book itself appears to hyperfixate on a given reader and then simply disappear, presumably in search of someone more suited to its talents and disposition.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Crafter’s Codex_, a legendary book containing secrets of crafting magical items that can unsettle even the strongest minds.\n\n**DC 18** This book is a unique annotated version of the more common _Wands, Rings, and Wondrous Things_.\n\n**DC 21** The Crafter’s Codex can only be destroyed by destroying every copy of _Wands, Rings, and Wondrous Things_ that exists in the multiverse.\n\n**Artifact Properties**\n\nThe _Crafter’s Codex_ has one lesser artifact benefit, one greater artifact benefit, and one greater artifact detriment. While attuned to this book, you gain an expertise die on any checks related to crafting a magic item, and you do not need to meet any of the usual requirements related to crafting a magic item aside from its cost.\n\nIn addition, you gain one random long-term mental stress effect oriented around inventing, the _Crafter’s Codex_, or keeping the book safely in your possession.\n\nOnce between _long rests_ , while crafting a magic item or performing an attendant activity towards crafting a magic item, you can consult the _Crafter’s Codex_ and make a DC 20 Intelligence check. On a success, choose one of the following:\n\n* Reduce research time by 75%.\n* Reduce component cost by 75%.\n* Reduce crafting time by 75%.\n* Reduce a harvesting DC by 6.\n* Reduce a crafting DC by 6.\n\nAfter three failures on the Intelligence check, th_e Crafter’s Codex_ moves on. You retain a copy of _Wands, Rings, and Wondrous Things_ but the magic and marginalia of the _Crafter’s Codex_ magically transmits to a different copy somewhere else in the world, and you lose your attunement to it. Any bonuses accrued remain for the duration of the current crafting project or after a year and one day (whichever comes first). \n\n**Seekers of the Codex**\n\nThe _Crafter’s Codex_ is coveted by collectors and ambitious artificers alike, and any search for the Crafter’s Codex surely means encountering some of the following foes.\n\n__**Table: Seekers of the Codex**__\n| **1d6** | **Adversary**                                                         |\n| ------- | --------------------------------------------------------------------- |\n| 1       | Noble with entourage of bodyguards—previous owner or antimagic zealot |\n| 2       | _Assassin_ , stealthy _mage_ , or _thief_                             |\n| 3       | Rival artificer (friendly or hostile)                                 |\n| 4       | Mischievous book-obsessed fey                                         |\n| 5       | Celestial or fiendish curator of an interplanar library               |\n| 6       | Rival artificer from an entirely different Material Plane             |\n\n**Destruction**\n\nThe secret knowledge that permeates the Crafter’s Codex cannot simply be stricken from the world with ink, blade, or fire. When the artifact faces a serious physical threat it simply moves on. The only way to rid the world of the _Crafter’s Codex_ is to eliminate every last copy of _Wands, Rings, and Wondrous Things_ that exists in the multiverse—if even one copy remains, even on another plane of existence, the _Crafter’s Codex_ persists.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cravat-of-strangling-a5e",
            "name": "Cravat of Strangling",
            "type": "Wondrous Item",
            "desc": "This red silk cravat appears to be—and, technically, is—extremely luxurious. While holding it, you can change its color or pattern as a bonus action. Unfortunately, it is also cursed. When you put it on, it immediately tightens. You must make a DC 14 Constitution _saving throw_  each round or begin to suffocate. On subsequent turns, you or an ally may make a DC 15 Strength (Athletics) check to attempt to remove it. Doing so has a 50 percent chance of destroying the cravat. Attempts to cut, burn, or magically rip it off deal half damage to wearer and half to the cravat (10 hp), which only releases its hold once destroyed.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crest-of-putrid-endurance-a5e",
            "name": "Crest of Putrid Endurance",
            "type": "Wondrous Item",
            "desc": "Though it resembles an __amulet of health_ , closer inspection reveals that the crimson gem is set in a frame made of grave wax rather than filigreed metal. While you wear it, you regain hit points equal to your level at the start of each of your turns so long as you have at least 1 hit point. As a bonus action, you can draw greater power from the crest. For the next minute, its healing factor is doubled and you read as an undead for the purposes of any effect that would identify your creature type. You can’t use this effect again until the next dawn.\n\n_**Curse.**_ You cannot benefit from magical healing.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crock-and-dish-of-rhygenydd-ysgolhaig-a5e",
            "name": "Crock and Dish of Rhygenydd Ysgolhaig",
            "type": "Wondrous Item",
            "desc": "You can use an action to cast __create food and water_ from this cookware.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crown-of-the-crystal-sovereign-a5e",
            "name": "Crown of the Crystal Sovereign",
            "type": "Wondrous Item",
            "desc": "This crown looks like a braid of pure crystal and its front is a set of three pointed, curling spires that give its wearer an imposing, regal silhouette. Once worn by the monarch of an ancient crystal palace deep underground, the crown was lost after its wearer’s grasping schemes brought calamity on their people. The power, ambition, and ruthless might of the Crystal Sovereign of Coranaal still lingers, granting the wearer the following properties:\n\n_**Crystal Skin.**_ Your skin takes on a jagged, shimmering appearance and feels firm and cold to the touch. You gain +2 to your Armor Class. Additionally, when you’re hit by a ranged spell attack, roll 1d4\\. On a 3, you are unaffected and the spell is reflected back at its caster, rolling again to see if it hits.\n\n**_All-Seeing._** You gain truesight out to 30 feet. Additionally, you can use this trait to cast __clairvoyance_  at will, using the crown as your material component.\n\n**_Lord Under The Mountain._** Your Prestige Rating is increased by 2, or 4 if you’re underground.\n\n**_Regal Bearing._** A number of times per day equal to your Charisma modifier you can, as an action, target one creature that can see you within 60 feet. It must succeed on a Wisdom _saving throw_  (DC = 8 + your proficiency modifier + your Charisma modifier) or use its next turn to fall _prone_  in supplication, taking no other actions. Additionally, when you’re targeted with any attack by a creature within 10 feet of you, you can force it to make this saving throw as a reaction. On a failure it has _disadvantage_  on the attack and then falls prone as above.\n\n**_Greed of Coronaal._** It’s said that, even as their palace crumbled, the Crystal Sovereign still coveted and guarded their treasures. You can use an action to summon an item from the hoard of Coronaal, an endlessly enormous extra dimensional space that you can access remotely. You instinctively know what’s inside, and when you first access the hoard, roll on _Treasure_  for Challenge Ratings 23-30 to determine what’s already there. This doesn’t mean that you have any desire to share, however, and must make a DC 14 Wisdom _saving throw_  to willingly part, even temporarily, with any item that has been in the hoard.\n\nYou can also use an action to touch an item of up to Large size and send it to the hoard. However, the crown shuns items it deems unworthy, casting them into the Astral Plane if you attempt to store them. This includes magic items of common or uncommon rarity and any mundane items worth less than 500 gp. Additionally, as a security feature, creatures cannot enter this space; even the wearer can only access it remotely. Otherwise, the hoard has the limitations of any other interdimensional space in regards to Supply and dead creatures. Placing another interdimensional item, such as a _portable hole_ , in the hoard destroys the lesser item, scattering its contents across the Astral Plane. Additionally, 4 (2d4) random valuables from the horde are also lost in this way, though the crown of the crystal sovereign is otherwise unaffected.\n\n_**Curse.**_ When you attune to this crown, your _Destiny_  immediately changes to _Dominion_  if it’s not already, and you can only fulfill it by reclaiming the Crystal Palace of Coronaal, which is lost to time and overtaken by creatures from the depths. You lose any existing Destiny features. In addition, if you have a chance to advance this Destiny (as determined by the Narrator) and do not take it, you lose all benefits from the crown and suffer a level of _strife_  each week until you pursue the opportunity, at which point you lose all strife gained this way and regain the benefits of the crown. These levels of strife cannot otherwise be removed.\n\nThe crown remains firmly affixed to your head and cannot be removed in any way, nor can your attunement be broken, unless you are beheaded, at which point you can never attune to the item again, even if you are brought back to life. The only other exception is if you reclaim the Crystal Palace and then choose to, in the presence of 4 sentient creatures, formally renounce your title while sitting on the throne of Coronaal, at which point the palace and crown begin to crumble, ending your attunement and destroying the item.\n\n**_Escalation._** When you fulfill this destiny, the save DC of Regal Bearing and the Armor Class bonus of Crystal Skin increase by 2, while the range of your truesight increases by 60 ft, your Prestige bonus is increased by 2, and you can cast __scrying_  at will using the crown as a focus.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crystal-ball-a5e",
            "name": "Crystal Ball",
            "type": "Wondrous Item",
            "desc": "A typical enchanted _crystal ball_ can be used to cast the __scrying_ spell (save DC 17) once between _short rests_  while touching it. \n\nThree legendary variations exist. In all cases, the legendary variants have an alignment (Chaotic, Evil, Good, or Lawful). If you do not have an alignment trait that matches the _crystal ball’s_, after using it you take 6d6 psychic damage and gain a level of _strife_ .\n\n**Crystal Ball of Mind Reading**. You can use an action to cast __detect thoughts_  (save DC 17) on a creature within 30 feet of the spell’s sensor. This effect does not require concentration, but it ends when the _scrying_ does.\n\n**Crystal Ball of Telepathy**. While the __scrying_ is active, you can communicate telepathically with creatures within 30 feet of the spell’s sensor, and you can use an action to cast sugges_tion_ (save DC 17) through the sensor on one of them. This effect does not require concentration, but it ends when the _scrying_ does.\n\n**Crystal Ball of True Seeing**. In addition to the normal benefits of __scrying_ , you gain _truesight_ through the spell’s sensor out to a range of 120 feet.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cube-of-force-a5e",
            "name": "Cube of Force",
            "type": "Wondrous Item",
            "desc": "This inch-long cube has a recessed button with a distinct marking on each face. It starts with 36 charges and regains 1d20 of them at dawn. \n\nYou can use an action to press one of the buttons, expending charges as shown on the Cube of Force table. If the cube has insufficient charges, nothing happens.\n\nOtherwise, the cube creates a 15-foot cube of force that is centered on you and moves with you. It lasts for 1 minute, until you use an action to press another button, or the cube’s charges are depleted. \n\nYou can change the cube’s effect by pressing a different button. Doing so expends the requisite number of charges and resets the duration.\n\nIf moving causes the cube to come into contact with a solid object that can't pass through the cube, you cannot move any closer to that object while the cube is active.\n\nThe cube loses charges when targeted by effects from the following spells or magic items: _disintegrate_ (1d12 charges), __horn of blasting_ (1d10 charges), __passwall_  (1d6 charges), __prismatic spray_  (1d20 charges), __wall of fire_  (1d4 charges).\n\n__**Table: Cube of Force**__\n| **Face** | **Charges** | **Effect**                                                                                              |\n| -------- | ----------- | ------------------------------------------------------------------------------------------------------- |\n| 1        | 1           | Gasses, wind, and fog can’t penetrate the cube.                                                         |\n| 2        | 2           | Nonliving matter can’t penetrate the cube, except for walls, floors, and ceilings (at your discretion). |\n| 3        | 3           | Living matter can’t penetrate the cube.                                                                 |\n| 4        | 4           | Spell effects can’t penetrate the cube.                                                                 |\n| 5        | 5           | Nothing penetrates the cube (exception for walls, floors, and ceilings at your discretion).             |\n| 6        | 0           | Deactivate the cube.                                                                                    |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cubic-gate-a5e",
            "name": "Cubic Gate",
            "type": "Wondrous Item",
            "desc": "This 3-inch cube has 3 charges and regains 1d3 charges each dawn. Each side of the cube is keyed to a different plane, one of which is the Material Plane. The other five sides are determined by the Narrator.\n\nAs an action, you may press one side of the cube and spend a charge to cast the _gate  s_pell, expending a charge and opening a portal to the associated plane. You may instead press a side twice, expending 2 charges and casting _plane shift_ (save DC 17) which sends the targets to the associated plane.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "culdarath-the-ninth-rings-true-name-a5e",
            "name": "Culdarath the Ninth Ring’s True Name",
            "type": "Wondrous Item",
            "desc": "This slip of parchment contains the magically bound name “Ozzacath’ta Culd” and is burned black at the edges. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful efreet beside you for 1 minute. Ozzacath is haughty and impatient when conjured but seems to relish the chance to burn anything. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Light a bonfire, candle, or similar flammable object within 15 feet.\n* Burn brightly (or cease burning brightly) for the next minute providing bright light in a 30-foot radius and dim light for a further 15 feet.\n* Translate up to 25 words of spoken or written Ignan into Common.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Culdarath in exchange for his direct assistance. When you do so the parchment burns to cinders and for the next minute the vision roars into a ball of fire within 5 feet of you (as __flaming sphere_ , save DC 13). On each of your turns, you can use a bonus action to verbally indicate where the ball of fire moves. Once you have revoked your claim in this way, you can never invoke Culdarath’s true name again.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cunning-tools-a5e",
            "name": "Cunning Tools",
            "type": "Wondrous Item",
            "desc": "This exquisitely designed set of thieves’ tools are enchanted to guide even the clumsiest felons to success. While using these thieves’ tools you are proficient with them, and you gain an expertise die on checks made to pick locks or disable devices such as traps. \n\nIn addition, these thieves’ tools fold down into a single smooth rosewood handle that appears to be a finely polished piece of wood, and you gain an expertise die on checks made to conceal them.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dagger-of-venom-a5e",
            "name": "Dagger of Venom",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic blade. In addition, once each dawn you can use an action to poison the dagger’s blade 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 2d10 poison damage and becomes _poisoned_  for 1 minute.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dancing-shoes-a5e",
            "name": "Dancing Shoes",
            "type": "Wondrous Item",
            "desc": "These shoes feature a low heel, but otherwise shape to the wearer’s foot. While wearing these shoes, you gain an _expertise die_  on checks that relate to dancing.\n\nIf the shoes are separated, you may attune to one. When attuned to in this way, you know the direction of its location and if another creature has attuned to it. Once the shoes are reunited again, the effect ends.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dancing-sword-a5e",
            "name": "Dancing Sword",
            "type": "Weapon",
            "desc": "While you are attuned to this magic sword, you can use a bonus action to speak the command word and throw it into the air. The sword hovers, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it (using your _attack roll_  and ability score modifier to damage rolls). On each of your turns you can use a bonus action to make the sword fly up to 30 feet to attack another creature within 5 feet of it. \n\nAfter the sword attacks for the fourth time, it tries to return to your hand. It flies 30 feet towards you, moving as close as it can before either being caught in your free hand or falling to the ground.\n\nThe sword ceases to hover if you move more than 30 feet away from it or grasp it.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dark-stone-a5e",
            "name": "Dark Stone",
            "type": "Weapon",
            "desc": "Five _dark stones_ are usually found together. A _dark stone_ is a black, round pebble that is cold to the touch. It can be used as sling ammunition or can be thrown up to 30 feet. If it is used as sling ammunition, a target hit by the stone takes an extra 1d6 cold damage. Whether it is fired or thrown, nonmagical fires within 10 feet of the stone’s point of impact are immediately extinguished, as are any magical lights or fires created with a spell slot of 2nd-level or lower.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "deaths-essence-pendant-a5e",
            "name": "Death’s Essence Pendant",
            "type": "Wondrous Item",
            "desc": "This small black pendant has 5 charges and regains 1d4 charges each day at dawn.\n\nYou can use an action and expend a charge to make undead of CR 1 or lower indifferent to you and creatures you choose within 30 feet of you. Undead remain indifferent until you for up to 1 hour, or until you threaten or harm them.\n\nThree times each day you can use a bonus action and expend a charge to summon a skeleton (page 334 or zombie (page 335). Your summoned creature follows you and is hostile to creatures that are hostile to you. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete. Undead created by the pendant turn into dust at dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "decanter-of-endless-water-a5e",
            "name": "Decanter of Endless Water",
            "type": "Wondrous Item",
            "desc": "This flask sloshes when shaken as if full of water. You can use an action to remove the stopper and speak a command word, causing undrinkable water to flow out of the flask. It stops at the start of your next turn. \n\n**Stream**. This command word produces 1 gallon of water.\n\n**Fountain.** This command word produces 5 gallons of water.\n\n**Geyser.** This command word produces 30 gallons of water that manifests as a geyser 30 feet long and 1 foot wide. As a bonus action, you can aim the geyser at a target within 30 feet, forcing it to make a DC 13 Strength _saving throw_  or take 1d4 bludgeoning damage and be knocked _prone_ . Any object less than 200 pounds is knocked over or pushed up to 15 feet away.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "deck-of-illusions-a5e",
            "name": "Deck of Illusions",
            "type": "Wondrous Item",
            "desc": "This box houses a set of 34 illustrated cards when new. A found deck is typically missing 1d20 cards. \n\nAs an action, you can draw a random card (one manually selected does nothing) and throw it up to 30 feet from you. \n\nUpon landing, the card creates an illusion of one or more creatures. These illusions are of normal size for the creatures depicted and act normally, but are insubstantial and harmless. While you are within 120 feet of the illusion, you can use an action to move it anywhere within 30 feet from its card. \n\nThe illusions are revealed to a creature when it uses an action to make a DC 15 Investigation check or automatically upon any physical interaction. Once revealed, an illusion becomes translucent.\n\nThe illusion lasts until its card is moved or it is dispelled. In either case the card disappears and cannot be reused.\n\n__**Table: Deck of Illusions**__\n| **Playing Card**    | **Illusion**                 |\n| ------------------- | ---------------------------- |\n| ♣ Ace of Clubs      | Iron golem                   |\n| ♣ King of Clubs     | Erinyes                      |\n| ♣ Jack of Clubs     | Berserker                    |\n| ♣ Ten of Clubs      | Hill giant                   |\n| ♣ Nine of Clubs     | Ogre                         |\n| ♣ Eight of Clubs    | Orc                          |\n| ♣ Two of Clubs      | Kobold                       |\n| ♦ Ace of Diamonds   | Murmuring worm               |\n| ♦ King of Diamonds  | Archmage and mage apprentice |\n| ♦ Queen of Diamonds | Night hag                    |\n| ♦ Jack of Diamonds  | Assassin                     |\n| ♦ Ten of Diamonds   | Fire giant                   |\n| ♦ Nine of Diamonds  | Ogre mage                    |\n| ♦ Eight of Diamonds | Gnoll                        |\n| ♦ Two of Diamonds   | Kobold                       |\n| ♥ Ace of Hearts     | Red dragon                   |\n| ♥ King of Hearts    | Knight and 4 guards          |\n| ♥ Queen of Hearts   | Incubus/Succubus             |\n| ♥ Jack of Hearts    | Druid                        |\n| ♥ Ten of Hearts     | Cloud giant                  |\n| ♥ Nine of Hearts    | Ettin                        |\n| ♥ Eight of Hearts   | Bugbear                      |\n| ♥ Two of Hearts     | Goblin                       |\n| ♠ Ace of Spades     | Lich                         |\n| ♠ King of Spades    | Priest and 2 acolytes        |\n| ♠ Queen of Spades   | Medusa                       |\n| ♠ Jack of Spades    | Veteran                      |\n| ♠ Ten of Spades     | Frost giant                  |\n| ♠ Nine of Spades    | Troll                        |\n| ♠ Eight of Spades   | Hobgoblin                    |\n| ♠ Two of Spades     | Goblin                       |\n| 🃏 Joker (2)        | The deck’s wielder           |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "deck-of-many-things-a5e",
            "name": "Deck of Many Things",
            "type": "Wondrous Item",
            "desc": "A legend of ruination and wonder to those that have heard of it, the _Deck of Many Things_ is the fickle power of fate distilled. Most were created by gods of luck and are found in small and ornately carved coffers and have only 13 cards, but some have the full 22\\. The Narrator may decide, or roll 1d4 to determine randomly (a partial deck on a 1–3, or a full deck on a 4).\n\nBefore drawing, you must declare the number of cards that you intend to draw. A modified poker deck can be used to create your own physical deck using the substitutions below. A card's magic takes effect as soon as it is drawn. Once you begin drawing, each subsequent card must be drawn within an hour of the card that came before it. Failure to do so causes all of your remaining draws to fly out of the deck and take effect immediately. Once a card is drawn, if it is not a joker it is reshuffled into the deck, making it possible to draw the same card twice.\n\nOnce you have drawn the number of cards that you’ve declared, the deck resets and you may never draw from that deck again. Once all individuals present when the deck is discovered have drawn their cards, roll 1d4\\. On a 1–3 the deck vanishes, or on a 4 it returns to its coffer, allowing you to transport it should you so choose.\n\nThe Balance, Comet, Donjon, Fates, Fool, Gem, Idiot, Talons, and Vizier cards only appear in the 22 card deck.\n\n---\n\n♣ **Ace of Clubs: Talons.** Every magical item that you own is immediately destroyed. Artifacts are not destroyed and are instead cast into the multiverse.\n\n♣ **King of Clubs: Void.** Your soul is torn from your body and trapped in an object in a location of the Narrator’s choosing where it is guarded by powerful beings. While your soul is trapped, your body is incapacitated. Even a _wish_ cannot restore your soul, but it can reveal its location. Any remaining draws from the deck are lost.\n\n♣ **Queen of Clubs: Flames.** You gain the enmity of a powerful devil. It seeks to destroy you along with all that you love or have built, inflicting as much misery upon you and your loved ones as possible before finally slaying you. This antagonism lasts until either you or the devil perish.\n\n♣ **Jack of Clubs: Skull.** A merciless harbinger of death appears and attempts to slay you. The harbinger appears in an unoccupied space within 10 feet and immediately attacks. A sense of mortal dread fills any allies present, warning them to stay away. The harbinger fights until you die or it is reduced to 0 hit points. It cannot be harmed by anyone other than you, and if anyone other than you attempts to harm it, another harbinger of death is summoned for them. Creatures slain by a harbinger cannot be restored to life by any means.\n\n♣ **Two of Clubs: Idiot.** Your Intelligence score is permanently reduced by 1d4+1, to a minimum of 1\\. You may draw one additional card beyond what you declared.\n\n♦ **Ace of Diamonds: Vizier.** At any point within a year of drawing this card, you may ask a question while meditating and immediately receive a truthful answer that helps you to solve a problem or dilemma as well as the wisdom and the knowledge to apply it.\n\n♦ **King of Diamonds: Sun.** You gain 50,000 XP, and a randomly determined wondrous item appears in your hands.\n\n♦ **Queen of Diamonds: Moon.** You are granted 1d3 wishes (as the __wish_ spell).\n\n♦ **Jack of Diamonds: Star.** Increase an ability score of your choice by 2\\. The score cannot exceed 24.\n\n♦ **Two of Diamonds: Comet.** Defeating the next hostile monster or group of monsters alone will grant you enough experience points to advance to the next level.\n\n♥ **Ace of Hearts: Fates.** You are granted the ability to reweave the fabric of reality, allowing you to circumvent or erase a single event as though it had never happened. You may use this ability immediately upon drawing the card or at any point prior to your death.\n\n♥ **King of Hearts: Throne.** You are granted proficiency in the Persuasion skill and gain a 1d6 expertise die on all Charisma (Persuasion) checks. You are also granted legal domain over a small keep or fortress on the plane that your character inhabits. Your new domain is overrun by monsters and must be liberated before it can be inhabited.\n\n♥ **Queen of Hearts: Key.** A magic weapon of at least rare rarity that you are proficient with appears in your hand. The weapon is chosen by the Narrator.\n\n♥ **Jack of Hearts: Knight.** A _veteran_  appears and offers you their service, believing it to be destiny, and will serve you loyalty unto death. You control this character.\n\n♥ **Two of Hearts: Gem.** You are showered in wealth. A total of 25 trinkets, easily portable pieces of art, or jewelry worth 2,000 gold each, or 50 gems worth 1,000 gold each appear directly in front of you. \n\n♠ **Ace of Spades: Donjon.** You vanish and are trapped in an extradimensional space. You are either unconscious in a sphere (50%) or trapped in a nightmare realm drawn from your own experiences and fears (50%). You remain in your prison until you are freed. While divination magics cannot locate you, a wish spell reveals the location of your prison. You cannot draw any more cards.\n\n♠ **King of Spades: Ruin.** All nonmagical wealth that you own is lost. Material items vanish. Property and other holdings are lost along with any documentation. You are destitute.\n\n♠ **Queen of Spades: Euryale.** You are _cursed_  by the card. You suffer a permanent –2 penalty to all _saving throws_ . Only a god or the Fates Card can end this curse.\n\n♠ **Jack of Spades: Rogue.** A trusted ally, friend, or other NPC (chosen by the Narrator) becomes a bitter enemy, although their identity is not revealed. They will act against you based upon their abilities and resources, and will try to utterly destroy you. Only a _wish_ spell or divine intervention can end the NPC’s hostility. \n\n♠ **Two of Spades: Balance.** Your history rewrites itself. You gain a randomly determined background, replacing your background feature with the new background feature. You do not change the skill proficiencies or ability score increases from your previous background, or gain new skill proficiencies or ability score increases.\n\n🃏 **Joker with Trademark: Fool.** You lose 10,000 xp and must immediately draw again. If the experience lost in this manner would cause you to lose a level, you are instead reduced to the beginning of your current level instead.\n\n🃏 **Joker without Trademark: Jester.** Fortune smiles on the foolish. Either gain 10,000 XP or draw twice more from the deck beyond what you declared.\n\n---\n\n**Harbinger of Death Challenge** —\n\n_Medium undead_ 0 XP\n\n**Armor Class** 20\n\n**Hit Points** half the hit point maximum of its summoner\n\n**Speed** 60 ft., fly 60 ft. (hover)\n\n**STR DEX CON INT WIS CHA**\n\n16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)\n\n**Proficiency** +3; **Maneuver** DC 14\n\n**Damage Immunities** necrotic, poison\n\n**Condition Immunities** _charmed_ , _frightened_ , _paralyzed_ , _petrified_ , _poisoned_ , _unconscious_ \n\n**Senses** darkvision 60 ft., truesight 60 ft., passive Perception 13\n\n**Languages** all languages known to its summoner\n\n_**Incorporeal Movement.**_ The harbinger can move through other creatures and objects as if they were _difficult terrain_ . It takes 5 (1d10) force damage if it ends its turn inside an object.\n\n_**Turning Immunity**_. The harbinger is immune to features that turn undead.\n\nACTIONS\n\n**_Reaping Scythe_**. The harbinger sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. The sixth time and each subsequent time that a creature is damaged by this attack, it makes a DC 14 Charisma _saving throw_  or becomes _doomed_ .",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "defender-a5e",
            "name": "Defender",
            "type": "Weapon",
            "desc": "You gain +3 bonus to attack and damage rolls made with this magic sword. In addition, while you are attuned to the sword, on each of your turns before you make your first attack with it you can transfer some or all of the +3 bonus to your Armor Class (instead of using it for attacks) until the start of your next turn or until you drop the sword (whichever comes first).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "defensive-umbrella-a5e",
            "name": "Defensive Umbrella",
            "type": "Wondrous Item",
            "desc": "This is an unassuming-looking black umbrella, but it can provide impressive protection when needed. As a bonus action when the umbrella is open, you can press a button in the handle. The canopy immediately flattens and hardens into a   _1 light shield_  and the handle transforms into a _1 rapier_ . You count as already wielding both and are considered proficient as long as you are attuned to the defensive umbrella. You can return the sword and shield to umbrella form as an action by bringing the two parts together and speaking the command word. Opening or closing the umbrella requires an action.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "demon-armor-a5e",
            "name": "Demon Armor",
            "type": "Armor",
            "desc": "While wearing this armor, your Armor Class increases by +1 and you can understand and speak Abyssal. You can attack with the armor’s clawed gauntlets (which deal 1d8 slashing damage) and gain a +1 bonus to attack and damage rolls when doing so.\n\n**Cursed.** You cannot remove this armor until you are targeted by _remove curse_ or similar magic. You have _disadvantage_  on _attack rolls_  against demons and on _saving throws_  made against them.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "describing-gremlins-a5e",
            "name": "Describing Gremlins",
            "type": "Wondrous Item",
            "desc": "This little porcelain chair has a tiny ethereal purple goblinoid sitting on it, and in the creature’s hands sits another even smaller purple goblinoid, and in their hands sits an even smaller goblinoid, and the motif seems to go on forever smaller. \n\nThis item includes 10 gremlins of decreasing scale from the largest at 4 inches tall, to the smallest that’s roughly the size of an amoeba. \n\nIf you place a single drop of a substance in front of the series of gremlins, the largest of them leans towards it and allows the smaller gremlins a minute to observe the drop’s contents at a cellular level. The smallest gremlin explains to the next size up, and so on, with the largest gremlin communicating back to you the description of the contents at a cellular level.\n\nThe gremlins are not particularly intelligent so most of their descriptions are similar to “_some sorta green globs_” or “_a buncha squidgy spiny things what tried to eat m_e”.\n\nAlthough this information is not scientifically or medically helpful, it can easily be used to identify if a substance is the same as another previously observed substance as the gremlins are consistent in their descriptions.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "devils-eye-ring-a5e",
            "name": "Devil’s Eye Ring",
            "type": "Ring",
            "desc": "This silver ring contains the sentient eye of a devil. While you are wearing the ring and it is uncovered, you have _disadvantage_  on Persuasion checks but gain an expertise die on Intimidation checks. \n\nIn addition, you gain darkvision to a range of 120 feet, and are able to see through both magical and nonmagical darkness.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dial-of-dal-a5e",
            "name": "Dial of Dal",
            "type": "Wondrous Item",
            "desc": "None living know who or what Dal was, only that the name is carved into this device. About half a foot in diameter, this flat disk resembles a sundial with many styles (time-telling edges), each of which can be moved on its own course, rotating on the flat of the disc on an undetectable groove. As these are moved, you receive a vision of events and emotions that have occurred in your current location.\n\nAs an action, you can use the dial of Dal to cast the __legend lore_  spell focused on your current location without the need for material components. Once used in this way, the dial cannot be used again until you finish a _long rest_ .",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dimensional-shackles-a5e",
            "name": "Dimensional Shackles",
            "type": "Wondrous Item",
            "desc": "You can use an action to shackle an _incapacitated_  Small- to Large-sized creature using these manacles. Once shackled, the creature is incapable of using or being affected by any sort of extradimensional travel or effect (including teleportation or plane shift spells and effects, but not portals). \n\nYou and any creature you designate when you use the shackles can use an action to remove them. At the end of every 2 weeks that pass, a shackled creature can make a DC 30 Strength (Athletics) check to break free and destroy the shackles.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "doorbreaker-a5e",
            "name": "Doorbreaker",
            "type": "Weapon",
            "desc": "The head of this magic maul is shaped like an adamantine fist. You gain a +2 bonus to _attack and damage rolls_  made with this weapon. When you hit an object or construct while wielding _Doorbreaker_, the hit is treated as a critical hit.\n\n_Doorbreaker_ has 3 charges. When you attack or touch a portal sealed with an __arcane lock_ , you can expend 1 charge to cast __knock_  on the portal. _Doorbreaker_ regains 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": "draconic-diorama-a5e",
            "name": "Draconic Diorama",
            "type": "Wondrous Item",
            "desc": "This Tiny diorama is contained within a cube-shaped box 5 inches on each side. The bottom is lead and the rest made of transparent crystal. Inside the box there are several trees made of paper and wire, a treasure chest made of clay, and a 1½-inch dragon skeleton. The skeleton stands in a different position each time the box is examined but it does not move while being observed.\n\nWhile you carry the diorama, you have _advantage_  on _saving throws_  against Frightful Presence.\n\nA successful DC 13 Arcana or Nature check reveals the skeleton is an actual dragon skeleton that has been shrunk to fit inside the box. \n\n**Curse.** While carrying the cursed diorama you are compelled to amass more wealth. As long as you are compelled, you must succeed on a DC 13 Charisma _saving throw_  to willingly part with the diorama, even temporarily.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}