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=26
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=27",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__slug&page=25",
    "results": [
        {
            "slug": "frost-giants-plate-a5e",
            "name": "Frost Giant’s Plate",
            "type": "Armor",
            "desc": "With only a thought you can make this fist-sized ball of jagged ice expand to encase your body in a frigid suit of plate armor constructed out of solid black ice. As a bonus action, you can reduce the armor to a 5 pound ball of ice which never melts, or expand the ice back into the suit of armor. While wearing this plate armor you gain a +2 bonus to Armor Class, resistance to cold damage, and once per day you can double your size (as the _enlarge/reduce_  spell) for 10 minutes.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gallow-hand-a5e",
            "name": "Gallow Hand",
            "type": "Wondrous Item",
            "desc": "This grisly trophy is the hand of a person hung at the gallows, dipped in wax rendered from their own fat and wicked with their own hair. The fingers of this strange and complicated remnant of a malcontent can be lit just like a normal candle to shed _bright light_  in a 5-foot radius and dim light for a further 10 feet. The light shed by a _gallow hand_ is only visible to its holder and is completely _invisible_  to all other creatures.\n\nAlternatively, all five fingers of the hand can be lit as an action. If the hand is lit in this way, it sheds bright light in a 10-foot radius and dim light for a further 20 feet. This light is _invisible_  to the holder but visible to all other creatures. Any creature other than the holder that enters this area of light for the first time on its turn or starts its turn there must make a DC 13 Wisdom _saving throw_  or become _charmed_ . While charmed, a creature’s Speeds are reduced to 0 until the start of its next turn. Once lit in this way the _gallow hand_ burns for 1 minute, after which it deteriorates into a molten nub.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gauntlet-of-dominion-a5e",
            "name": "Gauntlet of Dominion",
            "type": "Wondrous Item",
            "desc": "This supple leather gauntlet covers the wearer’s left arm up to the elbow and has scenes of small humanoids being subjugated depicted in bone fragments along its length.\n\nAs an action, you can hold out your left hand and issue a single order from the list below. Choose up to 10 humanoids that can hear you. The chosen creatures must make a DC 14 Wisdom _saving throw_  or follow your choice of the following orders for the next minute:\n\n* _**Acclaim.**_ Affected creatures fall _prone_  and offer up a constant stream of praise, preventing them from casting spells with a vocalized component or using any abilities that require speech.\n* _**Disarm.**_ Affected creatures discard any melee or ranged weapons they have on their person and will not touch a weapon while this ability is active.\n* _**Follow.**_ Affected creatures use their full movement to move towards you, stopping when they are within 5 feet.\n\nThe ability has no effect if the target is undead or doesn’t understand your language, or if attempting to follow your command is directly harmful to it. In addition, any damage dealt to a creature ends the effect on it.\n\nOnce you have used this property three times, it cannot be used again until you have finished a _short or long rest_ .\n\n_**Curse.**_ Using this item draws the attention of a _glabrezu_ , who may seek you out for its own purposes.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gauntlets-of-ogre-power-a5e",
            "name": "Gauntlets of Ogre Power",
            "type": "Wondrous Item",
            "desc": "Wearing these gauntlets increases your Strength score to 19\\. They have no effect if your Strength is equal to or greater than 19.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gauntlets-of-summer-a5e",
            "name": "Gauntlets of Summer",
            "type": "Wondrous Item",
            "desc": "These finely crafted gold-embossed white leather gauntlets are shaped to mimic the hooves of a stag. While wearing these gauntlets, your weapon attacks count as both silver and magical for the purpose of overcoming resistance and immunity to attacks and damage.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gem-of-brightness-a5e",
            "name": "Gem of Brightness",
            "type": "Wondrous Item",
            "desc": "This prism has 50 charges. While you are holding it, you can speak one of three command words to cause one of the following effects:\n\n* The first command word can be used as a bonus action to cause the gem to shed _bright light_  in a 30-foot radius and _dim light_  for an additional 30 feet. This effect doesn’t expend any charges and lasts until you repeat the first command word or use one of the other two.\n* The second command word requires an action and expends 1 charge, causing the gem to fire a brilliant beam of light at one creature you can see within 60 feet. The creature makes a DC 15 Constitution _saving throw_  or becomes _blinded_  for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The third command word requires an action and expends 5 charges, causing the gem to flare with blinding light in a 30-foot cone. Each creature in the area makes a DC 15 Constitution _saving throw_  or becomes _blinded_  for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nWhen all of the gem’s charges are expended it loses all magical properties, becoming a mundane jewel worth 50 gold.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gem-of-seeing-a5e",
            "name": "Gem of Seeing",
            "type": "Wondrous Item",
            "desc": "This gem has 3 charges and regains 1d3 charges each dawn. You can use an action to speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight to a range of 120 feet when you peer through the gem.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ghost-metal-axe-a5e",
            "name": "Ghost Metal Axe",
            "type": "Weapon",
            "desc": "While you are attuned to and wielding this extremely light axe, you are able to see 20 feet into the Ethereal Plane and use it to make melee weapon attacks against creatures on the Ethereal Plane. If you are on the Ethereal Plane, you are able to see 20 feet into the Material Plane and use the axe to make melee weapon attacks against creatures on the Material Plane.\n\nIn addition, once per turn when you take the Attack action, you can strike at an undead possessing another creature, forcing it to make a Wisdom _saving throw_  (DC 8 + your proficiency bonus + your Charisma modifier) or exit the possessed creature.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "giant-slayer-a5e",
            "name": "Giant Slayer",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d6 damage against giants (including any creature with the giant type, such as _ettins_  and _trolls_ ). In addition, when the weapon deals damage to a giant, the giant makes a DC 15 Strength _saving throw_  or falls _prone_ .",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "glamoured-padded-leather-a5e",
            "name": "Glamoured Padded Leather",
            "type": "Armor",
            "desc": "While wearing this armor your Armor Class increases by +1, and you can use a bonus action to make the armor appear to be any normal set of clothing or other kind of armor. The illusion allows you to choose the details of its appearance, and it lasts until you remove the armor or use the property again.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "glass-ring-a5e",
            "name": "Glass Ring",
            "type": "Ring",
            "desc": "Though glass is expensive and not found in all buildings, breaking a window is a common aspect of burglary—a dangerous part if there are guards to worry about. As a bonus action, you can expend 1 charge to make the hand and arm wearing the ring pass through a single pane of glass for 2d4 + 2 rounds. Objects that you hold in that hand also pass through the glass. If your hand or arm are still through the glass at the end of the duration, you take 1d10 slashing damage as the glass breaks. \n\nAlternatively, when you hit a creature made of glass or crystal with a melee attack using the hand wearing the ring, you can command the ring to shatter. The hit deals an additional 2d8 damage.\n\nThe ring has 2 charges and regains 1 charge each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the ring loses its magic and becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "glasses-of-rodentius-a5e",
            "name": "Glasses of Rodentius",
            "type": "Wondrous Item",
            "desc": "These round glasses have a thin black metal frame and lenses that softly shimmer green. Engraved into the arms are very subtle rodents arranged into a helix. While you are wearing the glasses, you can see the paths that rodents have traveled in the last two days. The paths appear as shimmering green lines that reach upwards. The sooner a rat has traveled the path, the brighter the trail appears. When observed under the effects of __detect magic ,_ a small spectral rat crawls off of the glasses and squeaks. \n\nAlternatively, you can use an action to snap the glasses in half and cast _charm monster_  (save DC 13) on up to 10 rats you can see within range. Unlike normal, the duration of the spell is reduced to 1 minute.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gloam-bread-a5e",
            "name": "Gloam Bread",
            "type": "Wondrous Item",
            "desc": "Available from the few merchants who reside around the city’s market square, these dark, dense bread rolls are incredibly filling, but leave an unpleasant, greasy taste in your mouth\n\nEach piece of Gloam Bread is considered one Supply. When consumed, you have _advantage_  on Wisdom _saving throws_  against the Fellspire Gloaming challenge for 24 hours.\n\nIn addition, you can make a DC 16 Wisdom _saving throw_ , reducing your _strife_  by one level on a success. Once a creature reduces its strife in this way it cannot do so again until it has had a _long rest_ .",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "glorys-glaive-a5e",
            "name": "Glory’s Glaive",
            "type": "Weapon",
            "desc": "A red sash with gold trim adorns the haft of this glaive, the steel head of which is always polished to a mirror shine. The counterweight is made of brass and resembles a snarling lion, giving the weapon a regal appearance that belies its prideful, capricious nature.\n\nThis glaive’s blade is dull, and cannot be sharpened by any whetstone, causing it to deal only 1d6 bludgeoning damage on a hit. As a bonus action, you can attempt to flatter the weapon with a DC 13 Persuasion check. On a failure, you take 1d4 psychic damage that cannot be reduced or negated. On a success, the blade becomes sharp for 10 minutes. While sharp, it deals 1d12 slashing damage, grants +1 to _attack and damage rolls_  made with it, and gains the flamboyant property. If it’s used in inglorious ways, such as for the execution of an unarmed foe or being used to cut down brush, it will immediately turn dull and refuse to become sharp until properly placated, as determined by the Narrator.\n\nYou can forgo your journey activity to spend time polishing, admiring, or training with _glory’s glaive_ to gain a bonus equal to your Proficiency bonus on Persuasion checks to flatter it for the next 24 hours.\n\n**_Escalation._** If you strike the killing blow in battle with a mighty or storied foe (as determined by the Narrator) with _glory’s glaive_, its ego can grow a maximum of twice. When its ego grows, its bonus to _attack and damage rolls_  increases by +1, the DC to flatter it increases by 3, and the psychic damage taken on a failure increases by 1d4.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "glove-of-swift-return-a5e",
            "name": "Glove of Swift Return",
            "type": "Wondrous Item",
            "desc": "While you are attuned to and wearing this crimson glove, any weapon you throw returns to your gloved hand immediately after it hits or misses the target.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gloves-of-missile-snaring-a5e",
            "name": "Gloves of Missile Snaring",
            "type": "Wondrous Item",
            "desc": "While wearing these gloves, when you are hit by a ranged weapon attack you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, as long as you have a free hand. If the damage is reduced to 0, you can catch the missile if it is small enough to be held in that hand.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gloves-of-swimming-and-climbing-a5e",
            "name": "Gloves of Swimming and Climbing",
            "type": "Wondrous Item",
            "desc": "While wearing these gloves you gain the following benefits:\n\n* Climbing and swimming don’t cost extra movement.\n* +5 bonus to Athletics checks made to climb or swim.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "goblin-mask-a5e",
            "name": "Goblin Mask",
            "type": "Wondrous Item",
            "desc": "Your vision shifts into a sickly yellow tint. Your muscles tense up and contract inside you, made twitchy as new sensory information floods your brain. You gain the following benefits and powers while wearing the _goblin mask_:\n\n**_Darkvision_.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.\n\n_**Goblin Tongue**_. You can speak, read, and write Goblin as a language.\n\n_**Nimble Escape.**_ This mask has 5 charges. While wearing it, you can use an action to expend 1 of its charges to take the Disengage or Hide action as a bonus action during your turn. The mask regains 1d4 + 1 charges daily at sunrise. If you expend the mask’s last charge, roll a d20\\. On a 1, the mask shrivels away and is destroyed.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "goggles-of-night-a5e",
            "name": "Goggles of Night",
            "type": "Wondrous Item",
            "desc": "While wearing these goggles, you gain darkvision to a range of 60 feet, or increase your existing darkvision by 60 feet.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "golden-chain-shirt-a5e",
            "name": "Golden Chain Shirt",
            "type": "Armor",
            "desc": "While wearing this incredibly light chain shirt your AC equals 14 + your Dexterity modifier. If you have the Unarmored Defense feature, you can also add half your Wisdom modifier to your armor class, and wearing this armor does not interfere with the Adept Speed feature.\n\nOnce per day when you take a critical hit, you can use your reaction to make the golden chain shirt _blind_  your attacker. The creature makes a DC 16 Constitution _saving throw_  or is blinded for 1 minute. At the end of each of its turns, the blind creature makes another saving throw, ending the effect on itself on a success.\n\nIn addition, your Strength increases to 17, you have _advantage_  on Strength saving throws and ability checks, and your Carrying Capacity is determined as if your size is Gargantuan (8 times as much as normal).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gong-of-alarm-a5e",
            "name": "Gong of Alarm",
            "type": "Wondrous Item",
            "desc": "As an action, you can cast the __alarm_  spell through this brass gong. When cast this way, the spell’s duration becomes 1 month. The gong can’t be used to cast _alarm_ again while the spell is active and for 24 hours thereafter.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gossip-earring-a5e",
            "name": "Gossip Earring",
            "type": "Wondrous Item",
            "desc": "The days of wondering what the socialites across the room are chatting about have come to an end! This brass earring is sculpted into the shape of whispering maidens. Whenever a creature says your name while within 100 feet the earring activates, transmitting the creature’s words as a hushed whisper into your ears until it has gone at least 1 minute without saying your name.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gram-the-sword-of-grief-a5e",
            "name": "Gram, the Sword of Grief",
            "type": "Weapon",
            "desc": "This longsword gleams with gold ornamentation, though the blade is a strange brown color. While you are attuned to Gram, you gain the following benefits:\n\n* You gain a +3 bonus to _attack and damage rolls_  made with this magic sword.\n* While you are attuned to the sword and use it to attack a dragon, on a hit it deals an extra 3d6 slashing damage. If you use it to attack a humanoid, on a hit it deals an extra 2d8 poison damage.\n\n### Lore\n\nSword of the legendary hero Sigurd Sigmundsson, it was originally won by his father Sigmund when the god Odin approached him in disguise at a wedding feast. Odin thrust the sword it into a tree and proclaimed that anyone who pulled it from the tree would receive the sword itself as a gift, and that none had ever borne a finer blade. Sigmund drew it, only for Odin to eventually break the blade after he had used it in several battles. The two halves were bequeathed to his son, Sigurd.\n\n_Gram_ was reforged by the dwarf Regin for Sigurd in order to slay Regin’s brother, the wizard-turned-dragon, Fafnir, and reclaim a cursed treasure. Sigurd proofed the blade on Regin’s own anvil, breaking the blade again, and then again after a second forging. Finally, on the third time, it split the anvil in half with a single stroke. Sigurd later killed Fafnir by hiding in a ditch and thrusting upwards into the drake’s unprotected belly. The ditch carried away most of the dragon’s burning, poisonous blood but _Gram_, as well as Sigrud’s arm up to the shoulder, were bathed in it, and a portion of that venomous malice remains in the sword. Though Sigurd’s eventual tragic end had more to do with a cursed ring he stole from the dragon’s hoard than _Gram_, it is nevertheless known as the Sword of Grief.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "grappling-gun-a5e",
            "name": "Grappling Gun",
            "type": "Wondrous Item",
            "desc": "This device resembles a crossbow with a grappling hook fixed onto a spear that emerges from the front of it. You can use an action to fire it at a perch within 120 feet—a crux of tree boughs, the corner of a building, the top of a street light, a cluster of rocks across a chasm—and make a ranged weapon attack roll against AC 13\\. On a successful hit the device’s grappling hook affixes itself to the perch and you can use a bonus action to retract the line, moving to a square adjacent to the grappling hook. When you are within 10 feet of the grappling hook you can use a reaction to return it to the _grappling gun_. \n\nA _grappling gun_ that has its line obstructed by another creature or broken (AC 20, 20 hit points) becomes inoperable until it is reloaded with an action. \n\nIn addition, you can fire the _grappling gun_ as an attack against a creature (range 60/120 ft.), dealing 1d4 bludgeoning damage. On a hit the creature makes a DC 10 Strength _saving throw_  or is knocked _prone_ .",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "green-scale-shield-a5e",
            "name": "Green Scale Shield",
            "type": "Armor",
            "desc": "While you hold this shield, you have _resistance_  to poison damage.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gremlin-translator-a5e",
            "name": "Gremlin Translator",
            "type": "Wondrous Item",
            "desc": "This Tiny ethereal orange goblinoid sits inside a decorative silver earring. The gremlin speaks Common and has limited knowledge of all other known languages, able to understand and translate the following phrases regardless of what language they are spoken in:\n\n* Excuse me\n* Please\n* Yes\n* No\n* Where is the privy?\n\nWhen prompted the gremlin provides you with the correct translation of any of those phrases in any language. It can also attempt to translate anything spoken or written in any language, however it only recognizes the words that comprise the above phrases.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "guide-to-respecting-social-mores-a5e",
            "name": "Guide to Respecting Social Mores",
            "type": "Wondrous Item",
            "desc": "This small, rather dry book contains instructions on etiquette and proper behavior. Its hidden and most useful purpose is to scream loudly to create a distraction whenever its carrier is subjected to unwanted social interactions.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hair-fuses-a5e",
            "name": "Hair Fuses",
            "type": "Other",
            "desc": "These small wicks and glued strips powdered with gunpowder are worn in the hair, usually at the ends of long braids or in a voluminous beard. You can use an action or bonus action to light these fuses, rolling 1d12\\. On a 12, the fuses all ignite at once and you take 1d6 fire damage. Otherwise they burn for 1 minute and give you advantage on Charisma (Intimidation) checks, but _disadvantage_  on all other Charisma checks",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hammer-of-thunderbolts-a5e",
            "name": "Hammer of Thunderbolts",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic maul. This weapon can only be attuned to when you are wearing a __belt of giant strength_ and __gauntlets of ogre power ._ The attunement ends if you remove or change attunement away from either of those items. \n\nWhile you are attuned to this weapon and holding it:\n\n* Your Strength score increases by 4 (and can exceed 20, but not 30).\n* When you make an attack roll with this weapon against a giant and roll a natural 20, the giant makes a DC 17 Constitution _saving throw_  or dies.\n\nYou can expend 1 charge and make a ranged weapon attack with the maul with a normal range of 20 feet and a maximum range of 60 feet. On a hit, the maul unleashes a thunderclap heard from up to 300 feet away. The target and every creature within 30 feet of it make a DC 17 Constitution _saving throw_  or become _stunned_  until the end of your next turn.\n\n  \nThe maul has 5 charges and regains 1d4+1 charges each dawn.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hamper-of-gwyddno-garanhir-and-knife-of-llawfrodedd-the-horseman-a5e",
            "name": "Hamper of Gwyddno Garanhir & Knife of Llawfrodedd the Horseman",
            "type": "Wondrous Item",
            "desc": "You can use an action to cast _create food and water_  by putting 1d4 _Supply_ into this large wooden basket or using this cutting knife to prepare a 1d4 Supply. You cannot use food created in this way to activate either of these magic items.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hand-of-the-night-a5e",
            "name": "Hand of the Night",
            "type": "Wondrous Item",
            "desc": "Thin ridges of ivory trace the fingers of this supple leather glove, yet they never restrict the movement or flexibility of the hand. While wearing this glove, you can cause an object held in your hand to turn _invisible_ , provided it weighs 5 pounds or less. The object remains invisible until you let go of it or end the effect as a free action. If you make an attack with an invisible weapon that has the finesse property, the attack doesn’t trigger any reactions unless the creature making the reaction can perceive invisible objects.\n\nAdditionally, if you are in _dim light or darkness_ , you can turn invisible as an action. You remain invisible for 10 minutes or until you use movement or take any actions or reactions.\n\n_**Curse.**_ While in sunlight, your skin appears gray and veiny, your face is gaunt, and your eyes turn hollow, pale, and milky, giving you an unsettling demeanor. The exact effects of this appearance can vary broadly depending on who’s around to see it, often imposing disadvantage on Charisma checks or even outright hostility. Additionally, while in sunlight you make any _saving throws_  with a –2 penalty.\n\n_**Escalation.**_ This glove’s true powers open up when, through subtlety and subterfuge, you steal something greater than just objects. This could mean stealing a soul away from death, stealing victory from the jaws of defeat, or something even more unusual. The first time you perform such a feat, the glove gains 3 charges that replenish each dawn. Additionally, each time you trigger the escalation you can choose from one of the following benefits, each of which cost 1 charge to use.\n\n• You can cast disguise self without expending a spell slot, and Charisma is your spellcasting ability for this effect. You can’t do so again until the next dawn.  \n• For 1 minute you can use movement while benefiting from this glove’s invisibility.  \n• If you take an action or reaction while benefiting from this glove’s invisibility, you can instead become visible at the start of your next turn.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "handy-halter-a5e",
            "name": "Handy Halter",
            "type": "Wondrous Item",
            "desc": "This noosed strap (also known as the Halter of Clydno Eiddyn as it was long stapled to the foot of his bed) has 3 charges. While holding it, you can use an action and expend 1 charge to cast the __find steed_  spell from it. The rope regains 1d3 expended charges daily at dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "handy-haversack-a5e",
            "name": "Handy Haversack",
            "type": "Wondrous Item",
            "desc": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds regardless of its contents.\n\nPlacing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again.\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 _handy haversack_ inside another extradimensional storage device such as a _bag of holding_ or __portable hole_ results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "harlequins-cards-a5e",
            "name": "Harlequin's Cards",
            "type": "Wondrous Item",
            "desc": "This deck of cards has a series of cut-outs within each card. As an action, you can make a DC 12 Performance check to send the cards flying through your hands, creating the appearance that the cut-outs are moving to tell a story of your choice. If you are standing near a light source, the story is cast on a nearby wall through shadowplay.\n\nOn a failed check, the story’s end is unsatisfying; if you fail by 5 or more, it takes a ghastly turn, ending in murder, betrayal, or gruesome death.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "harvest-a5e",
            "name": "Harvest",
            "type": "Weapon",
            "desc": "This seems like nothing more than a simple tool at first, rough at the handle and rusted at the edges, but the sickle’s impossibly sharp and shining crescent blade reveals its true nature.\n\nYou gain a +3 bonus to attack and damage rolls made with this magic sickle. It has the following additional properties. \n\n_**Red Reaping.**_ Whenever you use _Harvest_ to reduce a living creature to 0 hit points, it absorbs that creature’s soul and stores it within. _Harvest_ cannot store more than one soul in this way and the souls of any creatures you reduce to 0 hit points while a creature’s soul is already contained within it are not affected by this property.\n\n_**Sow the Reaped.**_ You can use an action to strike the ground with the sickle and produce a blood clone using a creature’s soul stored within _Harvest._ This blood clone appears in an unoccupied space adjacent to you and uses the statistics the creature had when it was alive, except it is both ooze and undead in addition to its other types. Blood clones formed in this way act immediately after you in initiative, and they obey your verbal commands to the best of their ability. Without such commands, the blood clone only defends itself. Once formed, a blood clone remains until destroyed or until 10 minutes pass, after which it dissolves into rotten offal and the trapped soul travels to whatever afterlife was intended for it.\n\n_**Only Life May Die.** Harvest_ has no effect on unliving creatures, and passes harmlessly through constructs and undead when it is used to attack them. \n\n_**Sentience.** Harvest_ is a sentient weapon with Intelligence 14, Wisdom 18, and Charisma 17\\. It sees and hears using your senses. _Harvest_ communicates with only you telepathically and can read, speak, and understand Common, Halfling, and Orc. It cannot communicate with a creature it is not attuned to.\n\n_**Personality.**_ This sickle originally had a much more benign purpose, created by a halfling archdruid to bring forth a new plant for each one harvested. When its creator was killed by an orcish warchief it became a weapon, and in her hands it grew to find a new purpose. It eventually convinced its bearer to sow what she reaped, and caused the very spirit and blood of those she had cut down to slaughter its orcish captors. _Harvest_ has come to believe that all people are inherently wicked and deserve death. It believes that real peace can only be achieved when the last mind capable of war and cruelty goes silent, leaving nothing but the plants and beasts. _Harvest_ tolerates people with a connection to nature but only if they are regularly giving it a chance to continue its “culling”. It whispers often of its great work, and begs you to enrich the earth’s soil with blood that it spills. If you go more than 3 days without using Harvest to slay a sentient creature, you’ll be in conflict with _Harvest_. When in conflict, any time you use the Sow the Reaped property the resulting blood clone ignores your verbal orders and attacks you to the best of its ability. If you are killed by the blood clone in this way, your soul is absorbed into _Harvest_. \n\n_**Destroying Harvest.**_ _Harvest_ is unbreakable but a person that has mastered nature can unmake it. With 24 hours worth of ritual work, any 20th level druid can deconstruct the weapon and return its tortured mind to the earth it was formed from, rendering _Harvest_ an inert mundane sickle made with a moonstone blade.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hat-of-disguise-a5e",
            "name": "Hat of Disguise",
            "type": "Wondrous Item",
            "desc": "While wearing this hat, you can use an action to cast __disguise self_ at will. The spell ends if the hat is removed.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hat-of-grand-entrances-a5e",
            "name": "Hat of Grand Entrances",
            "type": "Wondrous Item",
            "desc": "Step into the room and make a grand entrance! This top hat has embroidered figurines of trumpet players in full regalia. By speaking a command word, you can cause the figures to magically and loudly herald your arrival by trumpet blasts, followed by a speech announcing your name, titles, and any of your major accomplishments. You can alter this speech beforehand by giving any special instructions to the hat before speaking the command word. Once this hat has heralded an entrance it can’t be used again for 10 minutes.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "headband-of-intellect-a5e",
            "name": "Headband of Intellect",
            "type": "Wondrous Item",
            "desc": "Wearing this headband increases your Intelligence score to 19\\. It has no effect if your Intelligence is equal to greater than 19.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "heartbreaks-dagger-a5e",
            "name": "Heartbreak's Dagger",
            "type": "Weapon",
            "desc": "This delicate dagger, not much larger than a hatpin, features a curling silver cross-piece and a hilt wrapped in soft red leather. You gain a +1 to _attack and damage rolls_  with this weapon. On a critical hit, the target must make a Constitution _saving throw_  versus your maneuver DC. On a failure, it begins to bleed heavily, taking an additional 2d4 damage at the start of each of its turns. It can make another Constitution saving throw at the end of each of its turns, ending the effect on a success. This effect does not stack.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "heavens-roof-ring-a5e",
            "name": "Heaven's Roof Ring",
            "type": "Wondrous Item",
            "desc": "Awarded to those who have performed some great service to the cloud elves, this silver band of this ring is set with a flat gray stone etched with a wing. Once a day, you can spend an action to gain fly speed of 50 feet for 10 minutes, and once per day, as a reaction, you can cast _feather fall_  on yourself. While attuned, you are also fully acclimated to great heights and automatically succeed on checks against the effects of the _Elsenian Span_.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "helm-of-brilliance-a5e",
            "name": "Helm of Brilliance",
            "type": "Wondrous Item",
            "desc": "This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Gems removed from the helm crumble to dust. The helm loses its magic when all the gems are removed.\n\nWhile wearing this helm, you gain the following benefits:\n\n* You can use an action to cast one of the following spells (save DC 18) with the listed gem as its component: _daylight_ (opal), __fireball_  (fire opal), _prismatic spray_ (diamond), or _wall of fire_  (ruby). The gem is then destroyed.\n* If at least one diamond remains, the helm casts dim light in a 30-foot radius if at least one undead is within 30 feet. Any undead that starts its turn in the light takes 1d6 radiant damage.\n* If at least one ruby remains, you have resistance to fire damage.\n* If at least one fire opal remains, you can use an action to speak a command word and cause a weapon you are holding to erupt in flames, causing it to deal an extra 1d6 fire damage on a hit. The flames cast bright light in a 10-foot radius and dim light for an additional 10 feet. The flames last until you use a bonus action to speak the command word or you release the weapon.\n* Whenever you fail a _saving throw_  against a spell and take fire damage as a result, roll a d20\\. On a 1, light blazes from the remaining gems. Each creature within 60 feet other than you must succeed on a DC 17 Dexterity saving throw or take radiant damage equal to the number of gems in the helm. The helm and the remaining gems are then destroyed.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "helm-of-comprehending-languages-a5e",
            "name": "Helm of Comprehending Languages",
            "type": "Wondrous Item",
            "desc": "While wearing this helm, you can use an action to cast __comprehend languages_ at will.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "helm-of-telepathy-a5e",
            "name": "Helm of Telepathy",
            "type": "Wondrous Item",
            "desc": "While wearing this helm, you gain the following benefits:\n\n* You can use an action to cast _detect thoughts_ (save DC 13) at will. While maintaining _concentration_ , you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply with a bonus action while you are focused on it. If a creature successfully saves against this property, it becomes immune to it for 24 hours.\n\nOnce between _long rests_ , while focusing on a creature with _detect thoughts_ you can use an action to cast __suggestion_  (save DC 13) on that creature.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "helm-of-teleportation-a5e",
            "name": "Helm of Teleportation",
            "type": "Wondrous Item",
            "desc": "While wearing this helm you can use an action to cast _teleport_ . The helm has 3 charges and regains 1d3 charges each dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "holy-avenger-a5e",
            "name": "Holy Avenger",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic sword. While you are attuned to the sword and use it to attack a fiend or undead, on a hit it deals an extra 2d10 radiant damage. In addition, while drawn the sword creates an aura in a 10-foot radius around you. You and friendly creatures in the aura gain _advantage_  on _saving throws_  against spells and other magical effects. If you have 17 or more levels in the herald class, the aura increases to a 30-foot radius.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hopeful-slippers-a5e",
            "name": "Hopeful Slippers",
            "type": "Wondrous Item",
            "desc": "A wish made from the innocent heart of a scullery maid created these magical shoes, upon which she danced her way into a better life. You can only attune to these shoes if you are the first creature to do so. When you attune to the shoes, they resize to perfectly fit your feet and your feet alone. During the day they take the form of simple wooden clogs, and by night the shoes transform into beautiful glass slippers that somehow hold your weight without breaking. \n\nWhile wearing these shoes as clogs, your Wisdom score increases by 2 and you gain an expertise die on Animal Handling checks. While wearing these shoes as glass slippers, your Charisma score increases by 2 and you gain an expertise die on Performance checks. \n\nAlternatively, you can use a bonus action to shatter the glass slipper against the floor, sending shards exploding outward in a 10-foot radius. Creatures and objects in the area make a DC 15 Dexterity _saving throw_ , taking 8d6 magical piercing damage on a failed save or half as much on a success. Afterwards the area becomes _difficult terrain_ , and the remaining shoe becomes a mundane item.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hopes-final-light-a5e",
            "name": "Hope's Final Light",
            "type": "Wondrous Item",
            "desc": "This fine silver _hooded lantern_ is lit with an everburning light that emanates no heat and burns a pale blue. With its filigreed hood down in the dark, it projects strange shadows on nearby walls which dance like those of a zoetrope, depicting stories of heroic triumph against all odds. Holding it lifts your spirits.\n\nWhen you find this lantern, roll 2d6 – 2\\. The result is its current charges. While carrying it,  \nyou can increase its current charges by sacrificing some of your own vitality. For each charge you add, your maximum hit dice are reduced by 1 and your current hit dice are reduced by the same amount (to a minimum of 0). The lantern can only hold a maximum of 10 charges at one time. If an effect would cause the lantern to expend more charges than it currently has, you immediately provide charges to meet the need. If you do not have enough hit dice to meet the cost, the effect fails.\n\nIf the lantern has 6 or more charges, the radius of its _bright light_  is doubled. If the lantern has 0 charges, it sheds no light. Charges can be expended in the following ways using your reaction (unless otherwise noted):\n\n* Allies in the lantern’s bright light can use their reaction to spend 1 charge to add 1d12 to an _attack roll_ , _ability check_ , or _saving throw_  after it’s rolled. You can use your own reaction to disallow this use.\n* When a creature in the lantern’s bright light is reduced to 0 hit points, you can expend 1 or more charges to roll 1d12 per charge expended. The creature is conscious with hit points equal to the result.\n* When a creature in the lantern’s bright light takes damage, you can project a shield over them. The damage is negated, and the lantern loses 1 charge per 10 damage negated (minimum 1).\n* When a creature in the lantern’s bright light is targeted by a spell or would be caught in the area of a spell, you can negate the spell’s effect on that creature. The lantern loses charges equal to the spell’s level.\n\nIf _hope’s final light_ is missing any charges at dawn, roll 1d8\\. On a 1, nothing happens. Otherwise, it regains all lost charges.\n\n_**Curse.**_ Hope’s final light is a dangerous burden. If you have 0 hit dice remaining after providing charges to it, you are pulled into the lantern and are impossible to resurrect except by the direct intervention of a deity. The stories of creatures who vanish in this way are depicted in the shadows it casts.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horn-of-blasting-a5e",
            "name": "Horn of Blasting",
            "type": "Wondrous Item",
            "desc": "You can use an action to speak the horn’s command word and blow it, emitting a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the area makes a DC 15 Constitution _saving throw_ . On a failed save, a creature takes 5d6 thunder damage and is _deafened_  for 1 minute. On a successful save, a creature takes half damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take double damage.\n\nEach use of the horn’s magic has a 20% chance of making it explode, dealing 10d6 fire damage to you and destroying it.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horn-of-valhalla-a5e",
            "name": "Horn of Valhalla",
            "type": "Wondrous Item",
            "desc": "You can use an action to blow this horn and summon the spirits of fallen warriors. These spirits appear within 60 feet of you and use the statistics for _berserker hordes_ . They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again for 7 days.\n\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn’s type determines how many _berserker hordes_  answer its summons, as well as the requirement for its use. The Narrator chooses the horn’s type or determines it randomly.\n\n__**Table: Horn of Valhalla**__\n| **Horn**   | **Rarity** | **Cost**  | **Crafting Components**                                | **Berserker Hordes Summoned** |\n| ---------- | ---------- | --------- | ------------------------------------------------------ | ----------------------------- |\n| **Silver** | Rare       | 1,000 gp  | Silver sword pendant that has been carried into battle | 2                             |\n| **Brass**  | Rare       | 5,000 gp  | Horn of a celestial creature                           | 3                             |\n| **Bronze** | Very rare  | 10,000 gp | Horn of a _horned devil_                               | 4                             |\n| **Iron**   | Legendary  | 75,000 gp | Horn that has been blown by a _solar_                  | 5                             |",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horseshoes-of-a-zephyr-a5e",
            "name": "Horseshoes of a Zephyr",
            "type": "Wondrous Item",
            "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to perform the following feats:\n\n* Move normally while floating 4 inches above the ground, allowing it to cross or stand above nonsolid or unstable surfaces (such as lava or water).\n* Leave no tracks and ignore _difficult terrain_ .\n* Move its Speed for up to 12 hours a day without suffering _fatigue_  from a forced march.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}