Magic Item List
list: API endpoint for returning a list of magic items.
retrieve: API endpoint for returning a particular magic item.
GET /v1/magicitems/?format=api&ordering=-document__slug&page=30
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__slug&page=31", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__slug&page=29", "results": [ { "slug": "ring-of-protection-a5e", "name": "Ring of Protection", "type": "Ring", "desc": "While wearing this ring, you gain a +1 bonus to Armor Class and _saving throws_ .", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-regeneration-a5e", "name": "Ring of Regeneration", "type": "Ring", "desc": "While wearing this ring, as long as you have at least 1 hit point you regain 1d6 hit points every 10 minutes. As long as you have at least 1 hit point the entire time, when you lose a body part over the next 1d6 + 1 days it completely regrows and you regain full functionality.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-resistance-a5e", "name": "Ring of Resistance", "type": "Ring", "desc": "While wearing this ring, you have resistance to one type of damage based on the ring’s gemstone (either chosen by the Narrator or determined randomly).\n\n__**Table: Ring of Resistance**__\n| **d10** | **Damage Type** | **Gem** |\n| ------- | --------------- | ----------- |\n| 1 | Acid | Peridot |\n| 2 | Cold | Aquamarine |\n| 3 | Fire | Garnet |\n| 4 | Force | Sapphire |\n| 5 | Lightning | Citrine |\n| 6 | Necrotic | Labradorite |\n| 7 | Poison | Amethyst |\n| 8 | Psychic | Moonstone |\n| 9 | Radiant | Topaz |\n| 10 | Thunder | Spinel |", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-shooting-stars-a5e", "name": "Ring of Shooting Stars", "type": "Ring", "desc": "While wearing this ring, if you are in _dim light or darkness_ you can use an action to cast _dancing lights_ or _light_. The ring has 6 charges and regains 1d6 expended charges at dawn.\n\n**Faerie Fire.** You can use an action and expend 1 charge to cast _faerie fire ._\n\n**Ball Lightning**. You can use an action and expend 2 charges to create up to four 3-foot-diameter lightning spheres. The number of spheres created determines each sphere’s intensity (see Table: Ball Lightning), each sheds light in a 30-foot radius, and they remain up to 1 minute as long as you _concentrate_ (as if concentrating on a spell). As a bonus action, you can move each sphere up to 30 feet, but no further than 120 feet from you.\n\nWhen a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and then disappears. The creature makes a DC 15 Dexterity _saving throw_ or takes lightning damage based on the sphere’s intensity.\n\nShooting Stars. You can use an action to expend 1 to 3 charges. For each expended charge, you shoot a glittering mote of light at a point you can see within 60 feet where it explodes in a 15-foot-cube of sparks. Each creature in the area makes a DC 15 Dexterity _saving throw_ , taking 5d4 fire damage on a failed save, or half damage on a success.\n\n__**Table: Ball Lightning**__\n| **Spheres** | **Lightning Damage** |\n| ----------- | -------------------- |\n| 1 | 4d12 |\n| 2 | 5d4 |\n| 3 | 2d6 |\n| 4 | 2d4 |", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-spell-storing-a5e", "name": "Ring of Spell Storing", "type": "Ring", "desc": "This ring stores spells cast into it, and holds them for later use. While wearing this ring, you can cast any spell stored within it. The spell has the slot level, spell save DC, spell attack modifier, and spellcasting ability of the original caster. Once the spell is cast, it is no longer stored within the ring.\n\nWhen found, the ring contains 1d6 – 1 levels of stored spells, as determined by the Narrator. The ring can store up to 5 levels worth of spells at a time. To store a spell, a creature casts any spell of 1st- to 5th-level while touching the ring. The spell has no immediate effect. The level the spell is cast at determines how much space it uses. If the ring cannot store the spell, the spell fails and the spell slot is wasted.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-spell-turning-a5e", "name": "Ring of Spell Turning", "type": "Ring", "desc": "While wearing this ring, you have _advantage_ on _saving throws_ against spells that target only you (not an area of effect spell). Additionally, on a saving throw with a natural 20 if the spell is 7th-level or lower, the spell instead targets the caster, using their original slot level, spell save DC, spell attack modifier, and spellcasting ability.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-swimming-a5e", "name": "Ring of Swimming", "type": "Ring", "desc": "While wearing this ring, you have a swim speed of 40 feet.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-telekinesis-a5e", "name": "Ring of Telekinesis", "type": "Ring", "desc": "While wearing this ring, you can cast __telekinesis_ , but you are only able to target unattended objects.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-the-ram-a5e", "name": "Ring of the Ram", "type": "Ring", "desc": "This ring has 3 charges and regains 1d3 expended charges at dawn. While wearing this ring, you can use an action to expend 1 to 3 charges and choose a creature you can see within 60 feet. A spectral ram’s head launches from the ring to slam into the creature, making its _attack roll_ with a +7 bonus. On a hit, for every expended charge the attack deals 2d10 force damage and the creature is pushed 5 feet away. \n\nAdditionally, you can use an action to expend 1 to 3 charges to break an unattended object you can see within 60 feet. The ring makes a Strength check with a +5 bonus for each expended charge", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-the-vengeance-seeker-a5e", "name": "Ring of the Vengeance Seeker", "type": "Ring", "desc": "This silver ring is set with an exquisite emerald. As an action, you can rotate the ring three times on your finger, casting the __poison skin_ spell. When cast in this way, the effect of the bright colors gives the appearance of brilliantly-colored makeup, face paint, or hair dye, removing the _disadvantage_ to Stealth. Recognizing the coloring for what it is requires a DC 14 Arcana check. Once the ring has been used in this way, it cannot be used until the next evening.\n\nYou can also use an action to release the gem from its setting and drop it into a container of liquid no larger than a mug of ale. The liquid functions as a truth serum. Once the gem is removed, the ring becomes a mundane item.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-three-wishes-a5e", "name": "Ring of Three Wishes", "type": "Ring", "desc": "While wearing this ring, you can use an action to expend 1 of its 3 charges to cast __wish_ . When all the ring’s charges are expended, it loses its magic.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-warmth-a5e", "name": "Ring of Warmth", "type": "Ring", "desc": "While wearing this ring, you have resistance to cold damage. Additionally, you and anything you are wearing or carrying remain unharmed by temperatures as low as –50° Fahrenheit (–46° Celsius).", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-water-walking-a5e", "name": "Ring of Water Walking", "type": "Ring", "desc": "While wearing this ring, you can choose to stand on or move across any liquid surface as if it were solid ground.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-x-ray-vision-a5e", "name": "Ring of X-Ray Vision", "type": "Ring", "desc": "While wearing this ring, you can use an action to speak its command word and see through solid objects and matter in a 30-foot radius for 1 minute. Solid objects within the radius appear ghostly and transparent, allowing light to pass through them. You can see through up 3 feet of wood and dirt, 1 foot of stone, and 1 inch of common metal (thicker materials or a thin sheet of lead block the vision).\n\nWhen you use this ring again before taking a _long rest_ , you make a DC 15 Constitution _saving throw_ or suffer one level of _fatigue_ and one level of _strife_ .", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "robe-of-eyes-a5e", "name": "Robe of Eyes", "type": "Wondrous Item", "desc": "Numerous upraised eyes are sewn into the fabric of this robe. You gain the following benefits while attuned to and wearing the robe:\n\n* _Advantage_ on sight-based Perception checks.\n* Darkvision to a range of 120 feet.\n* The ability to see 120 feet into the Ethereal Plane.\n* The ability to see _invisible_ creatures and objects within 120 feet.\n* The ability to see in all directions.\n* You are always considered to have your eyes open and may not close or avert them.\n\n When a _daylight_ or __light_ spell is cast within 5 feet of you or on the robe, you are _blinded_ for 1 minute. At the end of each of your turns, you make a DC 11 (_light)_ or DC 15 (_daylight_) Constitution _saving throw_ to end the condition.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "robe-of-scintillating-colors-a5e", "name": "Robe of Scintillating Colors", "type": "Wondrous Item", "desc": "While wearing and attuned to this robe of stimulating and lively colors, you can use an action to expend 1 charge and make the garment to emit _bright kaleidoscopic light_ for 30 feet and dim light for an additional 30 feet. The light lasts until the end of your next turn. Creatures that can see you have _disadvantage_ on _attack rolls_ against you, and creatures within 30 feet that can see you when the light is emitted make a DC 15 Wisdom _saving throw_ or are _stunned_ until the end of your next turn.\n\nThe robe has 3 charges and regains 1d3 expended charges at dawn.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "robe-of-stars-a5e", "name": "Robe of Stars", "type": "Wondrous Item", "desc": "This robe is the color of the night sky and has a half dozen magical metal stars sewn into it. You gain the following benefits while attuned to and wearing the robe:\n\n* A +1 bonus to _saving throws_\n* You can use an action to shift to the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return, appearing either in the space you last occupied or the nearest unoccupied space.\n\nUp to 6 times each day, you can use an action to pull a star from the robe to cast _magic missile_ (as a 5th-level spell). At dusk 1d6 removed stars reappear.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "robe-of-the-archmagi-a5e", "name": "Robe of the Archmagi", "type": "Wondrous Item", "desc": "This elegant garment is adorned with runes sewn with metallic thread. You gain the following benefits while attuned to and wearing the robe:\n\n* While not wearing armor, your Armor Class is 15 + your Dexterity modifier.\n* Advantage on _saving throws_ against spells and other magical effects.\n* Your _spell save DC and spell attack bonus_ are increased by 2.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "robe-of-useful-items-a5e", "name": "Robe of Useful Items", "type": "Wondrous Item", "desc": "Leather patches of various shapes and colors are sewn into this robe. While attuned to and wearing the robe, you can use an action to detach one of the patches, causing it to become the object it represents. Once the last patch is removed, the robe loses its magical properties.\n\nThe robe has two of each of the following patches: \n\n* _Dagger_\n* _Bullseye lantern_ (filled and lit)\n* _Steel mirror_\n* 10-foot _pole_\n* _Hempen rope_ (50 feet, coiled)\n* _Sack_\n\nIn addition, the robe has 4d4 other patches (either chosen by the Narrator or randomly determined).\n\n__**Table: Robe of Useful Items**__\n| **d100** | **Patch** |\n| -------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 01–02 | Spade, _bucket_ |\n| 03–04 | Pair of empty _waterskins_ |\n| 05–06 | Luxurious _blanket_ |\n| 07–08 | _Grappling hook_ |\n| 09–10 | 10 _iron spikes_ |\n| 11–12 | _Miner’s pick_ |\n| 13–14 | 10 _pitons_ |\n| 15–18 | _Wheelchair_ |\n| 19–20 | _Flash bomb_ , _smoke bomb_ |\n| 21–22 | _Block and tackle_ , _bar of soap_ |\n| 23–25 | Chalk, _crowbar_ , hammer |\n| 26 | _Medium cage_ |\n| 27–29 | Roll 1d4 (1: _fishing snare_ , 2: _hunting snare_ , 3–4: _hunting trap_ ) |\n| 30 | _Sled_ |\n| 31–32 | _Cold weather gear_ |\n| 33–35 | Roll 1d4 (1–2: _one person tent_ , 3: _two person tent_ , 4: _communal tent_ ) |\n| 36–37 | 2 _alchemical torches_ |\n| 38 | Blank _spellbook_ |\n| 39–40 | 10-foot _chain_ |\n| 41–42 | _Tinderbox_ |\n| 43–44 | _Signal whistle_ and a _small bell_ |\n| 45–46 | _Backpack_ |\n| 47–50 | 4 bags of _caltrops_ |\n| 51 | _Mosquito netting_ |\n| 52–55 | _Prosthetic leg or foot_ |\n| 56–59 | 4 bags of _ball bearings_ |\n| 60 | _Large cage_ |\n| 61–62 | _Merchant’s scales_ , stick of _incense_ |\n| 63 | _Barrel_ |\n| 64–66 | _Prosthetic arm or hand_ |\n| 67–68 | Bottle of ink, inkpen, sealing wax, 2 sheets of paper |\n| 69–70 | Vial of perfume |\n| 71–72 | _Portable ram_ |\n| 73 | _Huge cage_ |\n| 74–75 | _Marshland gear_ |\n| 76–79 | _Antitoxin_ |\n| 80–81 | _Healer’s satchel_ (10 uses) |\n| 82–83 | 10 _bandages_ sealed in oilskin |\n| 84–86 | _Cart_ |\n| 87–89 | _12-foot long rowboat_ |\n| 90 | _Lock_ |\n| 91–92 | Pit (a cube 10 feet on a side) which you can place on the ground within 10 feet |\n| 93–94 | _Greataxe_ |\n| 95–96 | 24-foot long wooden folding ladder (each section is 6 feet) |\n| 97–98 | Fully glazed window that changes to fit a hole in a wall no larger than 10 feet in any direction |\n| 99–100 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach (the door conforms to fit the opening, attaching and hinging itself) |", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rod-of-absorption-a5e", "name": "Rod of Absorption", "type": "Rod", "desc": "While holding this rod, when you are the only target of a spell you can use your reaction to absorb it as it is being cast. An absorbed spell has no effect and its energy is stored within the rod. The spell’s energy equals the spell levels used to cast it. The rod can store up to 50 spell levels worth of energy over the course of its existence. The rod cannot hold more than 50 spell levels worth of energy. If the rod does not have the space to store a spell and you try to absorb it, the rod has no effect.\n\nAfter attuning to the rod you know how much energy it currently contains and how much it has held over the course of its existence. A spellcaster can expend the energy in the rod and convert it to spell slots—for example, you can expend 3 spell levels of energy from the rod to cast a 3rd-level spell, even if you no longer have the spell slots to cast it. The spell must be a spell you know or have prepared, at a level you can cast it, and no higher than 5th-level.\n\nWhen found the rod contains 1d10 spell levels. A rod that can no longer store energy and no longer has any energy remaining within it loses its magical properties.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rod-of-alertness-a5e", "name": "Rod of Alertness", "type": "Rod", "desc": "While holding this rod, you have _advantage_ on Perception checks and _initiative_ rolls, and as an action you can cast the following spells: __detect evil and good , detect magic , detect poison and disease ,_ see __invisibility ._\n\n**Protective Aura**. Once per dawn, you can use an action to plant the rod in the ground and speak its command word, causing it to emit _bright light_ in a 60-foot radius and dim light for an additional 60 feet. While in the bright light, you and creatures friendly to you gain a +1 bonus to AC and _saving throws_ and can sense the location of any _invisible_ hostile creature also in the bright light.\n\nThe rod stops glowing and the effect ends after 10 minutes, or sooner if a creature uses an action to pull the rod from the ground.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rod-of-entropy-a5e", "name": "Rod of Entropy", "type": "Rod", "desc": "This skull-topped rod can be used as a club that grants a +1 bonus to _attack and damage rolls_ and deals an extra 1d6 necrotic damage.\n\nThe rod has 3 charges and regains 1d3 expended charges at dawn. As an action, you can expend the rod’s charges, increasing entropy in a 15-foot cone. Each creature in the area makes a DC 15 Constitution _saving throw_ . On a failure, the target takes 3d8 necrotic damage per charge expended, or half the damage on a success. A creature killed by this damage decays and becomes an inanimate skeleton. In addition, nonmagical objects in the area that are not being carried or worn experience rapid aging. If you expended 1 charge, soft materials like leather and cloth rot away, and liquid evaporates. If you expended 2 charges, hard organic materials like wood and bone crumble, and iron and steel rust away. Expending 3 charges causes Medium or smaller stone objects to crumble to dust.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rod-of-lordly-might-a5e", "name": "Rod of Lordly Might", "type": "Rod", "desc": "You have a +3 bonus to _attack and damage rolls_ made with this rod, which appears as a magical mace in its default form. When you hit a creature with a weapon attack using the rod, you can activate one of the following three properties, each of which can be used once per dawn:\n\n* **Drain Life:** The target makes a DC 17 Constitution _saving throw_ , taking an extra 4d6 necrotic damage on a failure. You regain a number of hit points equal to half the necrotic damage dealt.\n* **Paralyze:** The target makes a DC 17 Strength _saving throw_ or is _paralyzed_ for 1 minute. At the end of each of its turns, it repeats the saving throw, ending the effect on a success.\n* **Terrify:** The target makes a DC 17 Wisdom _saving throw_ or is _frightened_ for 1 minute. At the end of each of its turns, it repeats the saving throw, ending the effect on a success.\n\n**Six Buttons.** The rod has buttons along its haft which alter its form when pressed. You can press one of the buttons as a bonus action, and the effect lasts until you push a different button for a new effect, or press the same button again causing the rod to revert to its default form.\n\n* **Button 1:** The rod loses its bonus to attack and damage rolls, instead producing a fiery blade from its haft which you can wield as a _flame tongue_ sword.\n* **Button 2:** The rod transforms into a magic battleaxe.\n* **Button 3:** The rod transforms into a magic spear.\n* **Button 4:** The rod transforms into a climbing pole up to 50 feet long. A spike at the bottom and three hooks at the top anchor the pole into any surface as hard as granite. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. Either excess weight or a lack of solid anchoring causes the rod to revert to its default form.\n* **Button 5:** The rod transforms into a handheld battering ram that grants a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\n* **Button 6:** The rod assumes or remains in its default form and indicates magnetic north, and how far above or below ground that you are. Nothing happens if this function is used in a location without a magnetic north, or a ground as a reference point.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rod-of-rulership-a5e", "name": "Rod of Rulership", "type": "Rod", "desc": "Once per dawn, while holding this rod you can use an action to command obedience. Each creature of your choice that you can see within 120 feet makes a DC 15 Wisdom _saving throw_ . On a failure, a creature is _charmed_ by you for 8 hours. A creature charmed by you regards you as its trusted leader. The charm is broken if you or your companions either command a charmed creature to do something contrary to its nature, or cause the creature harm.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rod-of-security-a5e", "name": "Rod of Security", "type": "Rod", "desc": "This rod provides a _haven_ for the decadent adventurer—a safe place to wait out one's problems.\n\n**Supply Storage.** This rod can magically store up to 200 Supply. While holding the rod you can use an action to target up to 20 Supply you can see within 5 feet of you, which instantly vanishes and is stored in the rod. You can’t use this ability in paradise.\n\nA newly found rod has 2d100 Supply already stored.\n\n**Paradise.** While holding the rod, you can use an action to activate it and expend an amount of Supply (1 per creature) for yourself and each willing creature you can see. You and the other creatures are instantly transported into an extraplanar _haven_ that takes the form of any paradise you can imagine (or chosen at random using the Sample Paradises table). It contains enough Supply to sustain its visitors, and for each hour spent in paradise a visitor regains 10 hit points. Creatures don’t age while in paradise, although time passes normally. To maintain the extraplanar space each day beyond the first, an amount of Supply equal to the number of visitors must be expended from the rod.\n\nApart from visitors and the objects they brought into the paradise, everything within the paradise can only exist there. A cushion taken from a palace paradise, for example, disappears when taken outside.\n\nWhen you expend the last Supply stored in the rod or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or the nearest unoccupied space, and the rod can’t be used again until 10 days have passed.\n\n__**Table: Sample Paradises**__\n| **d6** | **Paradise** |\n| ------ | ------------------ |\n| 1 | Cloud castle |\n| 2 | Cozy tavern |\n| 3 | Fantastic carnival |\n| 4 | Luxurious palace |\n| 5 | Tranquil glade |\n| 6 | Tropical island |", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rope-of-climbing-a5e", "name": "Rope of Climbing", "type": "Wondrous Item", "desc": "This magical rope is 60 feet long, holds up to 3,000 pounds, and weighs only 3 pounds. While holding one end of the rope, you can use an action to speak a command word that animates it. With a bonus action, you can make the other end move toward a destination you choose. \n\nThe other end moves 10 feet on each of your turns until it reaches the point, moves its maximum length away, or you command it to halt. You may also command the rope to coil itself, knot itself, unknot itself, or fasten or unfasten itself.\n\nWhile knotted, the rope shortens to 50 feet as knots appear at 1 foot intervals along its length. Creatures have _advantage_ on checks made to climb the rope when it is used in this way.\n\nThe rope has AC 20 and 20 hit points. When damaged the rope recovers 1 hit point every 5 minutes. The rope is destroyed when reduced to 0 hit points.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rope-of-entanglement-a5e", "name": "Rope of Entanglement", "type": "Wondrous Item", "desc": "This magical rope is 60 feet long, holds up to 3,000 pounds, and weighs only 3 pounds. While holding one end of the rope, you can use an action to speak a command word that animates it. With a bonus action, you can make the other end move toward a destination you choose. \n\nThe other end moves 10 feet on each of your turns until it reaches the point, moves its maximum length away, or you command it to halt. You may also command the rope to coil itself, knot itself, unknot itself, or fasten or unfasten itself.\n\nWhile knotted, the rope shortens to 50 feet as knots appear at 1 foot intervals along its length. Creatures have _advantage_ on checks made to climb the rope when it is used in this way.\n\nThe rope has AC 20 and 20 hit points. When damaged the rope recovers 1 hit point every 5 minutes. The rope is destroyed when reduced to 0 hit points.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rose-of-the-enchantress-a5e", "name": "Rose of the Enchantress", "type": "Wondrous Item", "desc": "While you are _concentrating_ on a spell of 3rd-level or lower and attuned to this item, you can use a bonus action to activate it. Once activated, the rose maintains concentration on the spell for you for the duration or until you use another bonus action to stop the rose’s concentration. \n\nThe rose has 10 petals. When it is activated, a number of petals drop from the rose equal to the level of the spell it is concentrating on. At the end of each minute the spell continues, an equal number of petals drop from the rose. When its last petal falls the rose wilts and its magic is lost.\n\nAlternatively, if the rose is thrown against the ground, the magic inside of it implodes and frays magical energies in a 15-foot radius (as the __dispel magic_ spell, gaining a bonus to any spellcasting ability checks equal to its number of petals).", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ruyi-jingu-bang-a5e", "name": "Ruyi Jingu Bang", "type": "Weapon", "desc": "You gain a +2 bonus to _attack and damage rolls_ made with this staff.\n\nAs an action you can command either or both ends of the staff to lengthen or shorten up to a total of 10 feet without increasing its weight. This expansion is quick but not fast enough to use as part of an attack. If the staff is longer than twice your height, weapon attacks with it have _disadvantage_ . There is no limit to the length the staff can reach. The shortest it can shrink is 5 inches, at which point it has retracted entirely into its handle and appears to be a heavy sewing needle.\n\nYou can also use an action to command the staff to increase or decrease in weight and density by up to 1 pound per round. If the staff’s weight exceeds 10 lbs., any attacks made with it have _disadvantage_ , and if its weight increases to 17 lbs. or more it cannot be effectively used as a weapon. Like its length, there is no apparent limit to its maximum weight, but it cannot be reduced to less than 1 pound.\n\nIn addition, you can use a bonus action to toss this magic staff into the air and speak a command word. When you do so, the staff begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it (+10 to hit, 1d8+5 magical bludgeoning damage). While the staff hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the staff to attack one creature within 5 feet of it. After the hovering staff attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the staff has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sack-of-sacks-a5e", "name": "Sack of Sacks", "type": "Wondrous Item", "desc": "Inside this hand-sized sack is a Medium-sized sack. There is no room to store anything inside the original sack. When you pull a sack out, roll 1d20 and add 1 for each sack pulled out in the last 24 hours. On a result of 20 or higher the hand-sized sack is empty and it becomes a mundane item. Otherwise there is another Medium-sized sack inside.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sail-of-the-black-opal-a5e", "name": "Sail of the Black Opal", "type": "Wondrous Item", "desc": "Rumored to be crafted from the sailcloth of the notorious Black Opal, this heavy black canvas has been roughly sewn with human hair into a cloak.\n\nAs a bonus action you can expend one charge to call on the ship’s necromantic power and gain 1d4+4 temporary hit points. The sail has 3 charges and regains 1 charge for every hour spent submerged in seawater.\n\nAdditionally, if you are reduced to 0 hit points while attuned to this item, you immediately become stable as the hair burns to ash, blowing away at the faintest breeze and leaving behind a mundane piece of bone-dry sailcloth. ", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "satyr-boots-a5e", "name": "Satyr Boots", "type": "Wondrous Item", "desc": "You gain an expertise die on Performance checks made to dance while you wear these finely-crafted boots. As an action, you can transform your legs and feet into the furry haunches and cloven hooves of a goat. The transformation lasts for 1 minute or until you use another action to return to your normal form. While transformed, your base Speed becomes 40 feet, you gain an expertise die on Acrobatics checks, and you ignore _nonmagical difficult terrain_ . When the effect ends, the boots fall apart and become useless until a properly trained _satyr_ cobbler repairs them for you.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "scale-milk-a5e", "name": "Scale MIlk", "type": "Potion", "desc": "Contained in a small, clear bottle, the cap to this item is carefully sealed with thick wax. The gray tinge to the milky liquid and the aroma of putrid fruit once it is opened are off-putting, but if it has not spoiled scale milk is a powerful restorative.\n\nIf consumed within 1 hour of breaking the wax seal, you receive the benefits of both the _greater restoration_ and __heal_ spells.\n\nIf you consume this potion after the first hour, make a DC 18 Constitution _saving throw_ . On a failure you take 6d8 poison damage and are _poisoned_ for the next hour. On a success you take half damage and are poisoned until the end of their next turn. ", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "scarab-of-protection-a5e", "name": "Scarab of Protection", "type": "Wondrous Item", "desc": "After being held in your hand for 1 round, this scarab medallion shimmers with magical inscriptions. The scarab has 12 charges, crumbling into dust when it has no charges left. \n\nThis item has two benefits while it is on your person. First, you gain _advantage_ on _saving throws_ made against spells. Second, if you fail a saving throw against a necromancy spell or either an attack from or trait of an undead creature, you may instead succeed on the saving throw by using your reaction to expend a charge from the scarab.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "schooled-weapon-a5e", "name": "Schooled Weapon", "type": "Weapon", "desc": "Each of these weapons comes in a different form depending on the combat tradition it is associated with. You are proficient with this magic weapon as long as you are attuned to it, and you gain a +1 bonus on _attack and damage rolls_ with it.\n\nYou cannot attune to this weapon if you do not know at least one combat maneuver from the tradition it is associated with. When you attune to this weapon, choose a combat maneuver from its associated tradition that you meet the prerequisites for. While you remain attuned to the weapon, you have access to that combat maneuver. \n\nIn addition, any attacks you make with the weapon as part of a combat maneuver from the associated tradition gains an additional +1 bonus to attack and damage.\n\n__**Table: Schooled Weapons**__\n| **Magic Weapon** | **Weapon** |\n| --------------------------------- | --------------- |\n| _Mattock of the Adamant Mountain_ | Maul |\n| _Bow of the Biting Zephyr_ | Longbow |\n| _Reflection of Mirror’s Glint_ | Dueling Dagger |\n| _Rapier of Mist and Shade_ | Rapier |\n| _Rapid Current’s Flow_ | Scimitar |\n| _Razor’s Edge_ | Bastard Sword |\n| _Blade of the Sanguine Knot_ | Longsword |\n| _Spirited Steed’s Striker_ | Lance |\n| _Bite of Tempered Iron_ | Flail |\n| _Paw of Tooth and Claw_ | Punching Dagger |\n| _Wave of the Unending Wheel_ | Glaive |", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "scimitar-of-speed-a5e", "name": "Scimitar of Speed", "type": "Weapon", "desc": "\\[You gain a +2 bonus to _attack and damage rolls_ made with this magic scimitar, and on each of your turns you can use a bonus action to make one attack with it.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "scrap-of-forbidden-text-a5e", "name": "Scrap of Forbidden Text", "type": "Wondrous Item", "desc": "This page of nonsense was torn from the diary of someone not well. As you focus on the strange symbols they begin to make a strange sort of sense—revealing hidden truths about the world. You can use an action to study the fragment of text to gain an expertise die on an Arcana or History check. You can’t do so again until you finish a _long rest_ .\n\nIf instead of studying the paper, you can use an action to eat it to automatically succeed on an Arcana or History check. You can wait until after making the check before deciding to eat the _scrap of forbidden text_, but you must decide before the Narrator says whether the roll succeeds or fails.\n\n**Curse**. This scrap of text is cursed and eating it draws the attention of an aberrant creature that seeks you out to involve you in its schemes.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sea-witchs-amulet-a5e", "name": "Sea Witch’s Amulet", "type": "Wondrous Item", "desc": "This locket was dredged from the remains of a long-dead sea monster. The amulet has 3 charges. While wearing this strange oyster-shaped pendant, you can use an action to expend a charge and choose one creature within 30 feet that is laughing, singing, or speaking. The target makes a DC 15 Wisdom _saving throw_ or you steal its voice. As long as you are wearing the amulet, you can speak with the target’s voice. For as long as you possess a target’s voice in the amulet, the target is unable to speak. \n\nAt the end of every 24 hours, the amulet expends 1 charge per voice stored inside of it. When the amulet has no charges to expend, the stolen voice is released and returns to the target. You can use a bonus action to release a voice stored in the amulet. When the amulet has no voices stored in it and is soaked in sea water for 24 hours, it regains 1 charge. \n\nDestroying the amulet releases any stolen voices stored inside and creates a brief piercing shriek in a 100-foot radius. Each creature in the area must make a DC 10 Constitution _saving throw_ or be _stunned_ until the start of its next turn.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "seafarers-quill-a5e", "name": "Seafarer's Quill", "type": "Wondrous Item", "desc": "This elegant swan feather quill has a solid gold nib that allows you to write in perfect cursive, granting an expertise die on any forgery kit check you make as long as the handwriting you are copying is also in cursive.\n\nStrangely enough, you can use a bonus action or reaction to break the quill, magically transforming everything it has written in the last minute to almost perfectly match the original handwriting of whoever you were copying last. Creatures have _disadvantage_ on checks made to realize it is a forgery.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "second-light-lantern-a5e", "name": "Second-Light Lantern", "type": "Wondrous Item", "desc": "Many humanoid races have darkvision but some find that this curious lantern (which can be a hooded lantern or bullseye lantern) is worth carrying all the same, particularly scholars and spies who often need the finest possible detail without revealing themselves to others. When you light this lantern, you can expend 1 charge to shed second-light. Second-light is visible only to creatures with darkvision and they see the full range of colors in things illuminated by it. \n\nAlternatively, you can expend 1d4 charges to shed a still more specialized light, visible only to those who are touching the lantern’s handle. This light lasts for a number of minutes equal to the charges expended.\n\nThe lantern has 4 charges and regains 1 charge each dusk. If you expend the last charge, roll a d20\\. On a result of 5 or less, the lantern 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": "secret-catching-pearls-a5e", "name": "Secret-catching Pearls", "type": "Wondrous Item", "desc": "This necklace is a work of art; a delicate golden chain with a shower of 2d6+2 pearls affixed to it. As a bonus action, you can detach a pearl. On your subsequent turns, you can use your bonus action to listen through the pearl, allowing you to hear as though you were there. This effect ends after ten minutes or if the wearer removes the necklace.\n\nOnce all pearls have been removed, the necklace becomes a mundane gold chain worth 30 gp.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "security-gremlin-a5e", "name": "Security Gremlin", "type": "Wondrous Item", "desc": "This military-styled tin contains a Tiny ethereal mottled green goblinoid dressed in soldier’s armor and when opened it salutes with earnest eagerness. You can instruct this gremlin to patrol an area, such as the perimeter of a room, campsite, or structure, while keeping watch for a creature type you instruct it to watch for. It completely ignores any creatures that are not of the chosen creature type. If it spots a creature of the chosen type, it immediately begins shouting loud enough to be heard within 30 feet as it runs back into its tin to hide.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "seeds-of-necessity-a5e", "name": "Seeds of Necessity", "type": "Wondrous Item", "desc": "In the groves of particularly friendly and sociable druids the plants themselves become helpful and eager to please, their valuable seeds able to grow into whatever shape is required. A pouch of _seeds of necessity_ contains 1d10 coin-sized seeds. When you plant one of these seeds in soil and water it while you picture in your mind an object which you desire, over the course of one minute the seed grows into a simple wooden object no larger than a 10-foot-cube that closely matches the picture in your mind (common uses include a ladder, a sturdy table, a throne, a barrel, a cart wheel, or a rowboat). The seed is consumed as it grows into the object.\n\nThe seed cannot grow into an object with moving parts, but several seeds can be grown into a combination of objects which could be used to construct a more complicated shape, such as a cart made from a tray with four wheels, or a row boat and two oars.\n\nWhen you plant and water a _seed of necessity_, roll a d100\\. On a result of 100, instead of the object you requested, a friendly _awakened shrub_ grows in its place. On a result of 13 or less, the seed was a bad seed and instead grows into a hostile _awakened tree_ .", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "serveros-war-engine-a5e", "name": "Serveros War Engine", "type": "Wondrous Item", "desc": "In size and shape this massive construct is not unlike a squat _hill giant_ —if hill giants were made of metal, leather, wood, and glass. With all manner of wheels, gears, cables, and hinges, when worn its movements are surprisingly fluid, if somewhat loud and heavy.\n\nThe last of its kind, the _Serveros War Engine_ was used by a forgotten empire's soldiers in wars that spread far beyond their kingdom. It’s hard to imagine there may once have been entire armies outfitted with these magical constructs and engaged in battle against one another, and impossible to conceive of the untold destruction they wrought.\n\nMounting the war engine is a fairly straightforward matter. As you enter the construct, you can don a helm and belt, both connected to the war engine, which allow you to attune to and control the construct. The construct is not sentient and moves only when controlled in this way.\n\nWhen controlling the construct, you form a psychic bond with it, seeing through its eyes, moving with its limbs, and experiencing pain through its body.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Serveros War Engine_, the last war machine of a forgotten empire. \n\n**DC 18** The engine is piloted from inside, and only those with mental and physical fortitude can endure it. In addition to offering great might, it can manifest arcane blades, cannons, and other effects.\n\n**DC 21** Destroying the engine requires destroying the helm, which is heavily enchanted with fortifications against harm.\n\n**Artifact Properties**\n\nThe _Serveros War Engine_ has one lesser artifact benefit. Piloting the war engine can be quite taxing, both mentally and physically. You gain no benefits from a _long or short rest_ while mounted in the war engine, and when you expend its last available charge you suffer both a level of _fatigue_ and _strife_ .\n\nWhile you are attuned to, mounted inside, and controlling the _Serveros War Engine_, you gain the following benefits:\n\n* Your AC becomes 18.\n* Your Strength score becomes 21.\n* You are Huge-sized.\n* Your Speed becomes 40 feet.\n* You have _advantage_ on _saving throws_ made to avoid being _grappled_ or knocked _prone_ .\n* You sustain only 1 hit point of damage for every 5 hit points of nonmagical bludgeoning, piercing, and slashing damage dealt to you.\n* Your unarmed strikes deal 4d8 bludgeoning damage.\n* Your weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.\n* You have _disadvantage_ on Dexterity (Stealth) checks.\n* You are vulnerable to psychic damage.\n\n**Charged Properties**\n\nThe war engine also has several built-in features, some of which are powered by stored electrical charges or drain energy from your life force.\n\n* A massive sword hilt is secured to the construct’s hip by an incredible magnetic force. You can use a bonus action to either expend 1 charge or take 5 (2d4) force damage to draw the hilt and engage its plasma blade.\n\n_**Plasma Blade**_. _Melee Weapon Attack_: reach 10 ft., one target. Hit: 18 (3d8+5) radiant damage, or 21 (3d10+5) radiant damage if wielded in two hands.\n\n* An arcane cannon is housed in the construct’s left forearm. You can use an action or bonus action to either expend 1 charge or take 5 (2d4) force damage to fire the arcane cannon.\n\n_**Arcane Cannon**_. _Ranged Weapon Attack_: range 120/300 ft., one target. _Hit:_ 7 (2d6) radiant damage.\n\n* The construct’s right hand is detachable. You can use an action and either expend 1 charge or take 5 (2d4) force damage to fire the gauntlet as a projectile.\n\n_**Gauntlet Grapple.**_ _Ranged Weapon Attack_: range 60/120 ft., one target. _Hit:_ 23 (4d8+5) bludgeoning damage, or 8 (1d6+5) bludgeoning damage and if the target is a Large or smaller creature it is _grappled_ . You can use a bonus action to retract the hand up to 120 feet and reconnect it to the construct. A grappled target moves with the hand.\n\n The _Serveros War Engine_ begins with 1d20 charges. By making a DC 18 Intelligence (Engineering) check, 2d10 charges can be restored during a _long rest_ .\n\n**Warframe Variations**\n\nThe Narrator may apply one or more of the following variant options if desired.\n\n_**Airborne.**_ You can expend 1 charge or take 5 (2d4) force damage to unfold magical wings and gain a flying speed of 15 feet for 1 minute.\n\n_**Disrepair.**_ When first discovered, the _Serveros War Engine_ may be completely depleted of stored charges and heavily damaged, or perhaps almost completely dismantled. With maintenance, care, and careful reconstruction using Engineering (or a wish spell), it can be restored to its full, terrible power.\n\n_**Glass Jaw.**_ When the _Serveros War Engine_ takes a critical hit from an attack that deals bludgeoning damage, roll a d20\\. On a 1, the war engine’s head is knocked off, disabling the artifact until it is repaired with a DC 23 Intelligence (Engineering) check and 8 hours of work.\n\n_**Mortal Echoes.**_ The _Serveros War Engine’s_ last pilot died while mounted within the war engine, and echoes of their psyche still linger within the construct. When first attempting to attune to the artifact, you relive the final moments of the dead pilot and make a DC 18 Charisma _saving throw_ . On a failure, you take 5 (1d10) psychic damage and gain a short-term _mental stress effect_ .\n\n**_Nautical._** You gain a swim speed of 40 feet. In addition, you can use an action to either expend 1 charge or take 5 (2d4) force damage to seal the cockpit and fill it with breathable air which lasts for 1 hour.\n\n_**Recon.**_ You gain darkvision to a range of 60 feet and can either expend 1 charge or take 5 (2d4) force damage to activate magical floating discs on the soles of the construct’s feet. The discs last for 1 hour during which time the construct does not cause you to have _disadvantage_ on Dexterity (Stealth) checks and you leave no tracks on the ground.\n\n_**Serveros Slayer.**_ In lieu of the arcane cannon and detachable fist, the construct is equipped with a psyblade in each hand. You can use a bonus action and either expend 1 charge or take 5 (2d4) force damage to deploy one or both psyblades. \n\n_**Psyblade.** Melee Weapon Attack_: reach 10 ft., one target. Hit: 15 (3d6+5) psychic damage.\n\n_**Specialized Weaponry**_. Instead of a giant plasma sword, the _Serveros War Engine_ has one of the following weapons. You can use a bonus action and either expend 1 charge or take 5 (2d4) force damage to equip and activate the weapon.\n\n_**Discus Throwing Shield**. Melee_ or _Ranged Weapon Attack:_ reach 5 ft. or range 40/80 ft., one target, or if thrown two targets within 10 feet of each other. Hit: 15 (3d6+5) bludgeoning damage. In addition, while the shield is donned your AC increases by 2.\n\n_**Extendable Metal Staff**_. _Melee Weapon Attack_: reach 15 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning, or 18 (3d8+5) bludgeoning damage when wielded with two hands, and a Large or smaller target makes a DC 18 Strength _saving throw_ or is knocked _prone_ .\n\n_**Shocking Net.**_ _Ranged Weapon Attack_: range 30/60 ft., all targets in a 15-foot square area. _Hit:_ 9 (2d8) lightning damage and the target is _grappled_ . At the start of your turn, conscious creatures grappled by the net take 9 (2d8) lightning damage. This weapon cannot damage a creature with 0 hit points.\n\n_**Sonic War Hammer.**_ _Melee Weapon Attack_: reach 10 ft., one target. _Hit:_ 18 (3d8+5) thunder damage, or 21 (3d10+5) thunder damage when wielded with two hands.\n\n**Destroying the War Engine**\n\nOf all its various parts and components the key to disabling and ultimately destroying the war engine is the helm. The rest of the massive construct might feasibly be replaced or reengineered by an ingenious mind. However with its complex structure, both magical and mechanical, replicating the controller headpiece requires arcane knowledge and technical documentation that disappeared with the war engine’s creators long ago. \n\nThe helm is heavily enchanted with fortifications against harm. Bypassing its magical protections requires two steps: first, a __dispel magic_ cast at 5th-level or higher is needed to make the invisible barrier around the war engine’s helm vulnerable for 6 seconds, followed by a __disintegrate_ spell cast at 7th-level or higher to completely dissolve the barrier. Once the barrier is dissolved, for the next 24 hours the helm can be destroyed like any other item (AC 22, 100 hit points) before its magical protections regenerate and fully repair it.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "seven-sided-coin-a5e", "name": "Seven-Sided Coin", "type": "Wondrous Item", "desc": "The origins of this dull gray coin are impossible to identify. Though when observed the coin has only two sides, flipping it yields one of 7 different results. You can flip the coin as an action. The effects of the flip last for 10 minutes or until you flip the coin again. Roll a d8 to determine the result: \n\n| **d8** | **Effect** |\n| ------ | ---------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | _Black Sun:_ Choose one warlock cantrip you don’t already know. You know that cantrip for the duration. |\n| 2 | _Broken Temple:_ You gain an expertise die on Wisdom _saving throws_ . |\n| _3_ | _Guiding Star:_ When you make an Arcana, History, Nature, or Religion check, you can treat a d20 roll of 9 or lower as a 10. |\n| 4 | _Lidless Eye:_ You see _invisible_ creatures and objects as if they were visible, and you can see into the Ethereal Plane. |\n| 5 | _New Moon:_ You have an expertise die on Stealth checks. |\n| 6 | _Pact Blade:_ You gain a +2 bonus to melee attack rolls. |\n| 7 | _Twisted Rod:_ When you cast a spell that deals damage, you can choose to reroll one of the damage dice. You must use the second result. |\n| 8 | The coin folds in on itself and disappears forever. |", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "shackle-of-the-ghostheart-covenant-a5e", "name": "Shackle of the Ghostheart Covenant", "type": "Wondrous Item", "desc": "This shackle has an etched knot pattern running around it, which is flecked with white ashes. It’s finely-polished, weightless, and slightly translucent. While a _shackle of the ghostheart covenant_ can be purposefully made, these objects often appear through the sheer force of will of a given ghost.\n\nWhile attuned to this shackle, you can see and physically interact with incorporeal undead within 30 feet, and your weapon attacks and unarmed strikes bypass their _damage resistance_ to nonmagical weapons. Additionally, you can’t be possessed and gain _expertise_ on _saving throws_ caused by undead.\n\n_**Curse.**_ The spirit bound to this shackle still lingers within it. They don’t speak directly, but may communicate through cryptic visions and dreams or even exhibit poltergeist-like activity at inopportune times if you ignore their wishes. The only way to end your attunement to this item is to cut off the limb it’s attached to, which the spirit takes it as tribute. The limb can never be regrown, even through magic.\n\n**_Escalation._** The spirit bound to this shackle has motives and desires left unfulfilled from its death. Each time you meaningfully advance these motives, choose one of the following benefits.\n\n_Echo Strike._ When you make a weapon attack against a creature or cast a cantrip with a creature as the target, you can use your bonus action to cause a translucent echo of your form to repeat the attack or cantrip against the same creature. Once you have used this property, you can’t use it again until the next dawn.\n\n_Foot in the Grave._ While _bloodied_ , you gain _resistance_ to necrotic damage and non-magical bludgeoning, piercing, and slashing damage.\n\n_Ghostwalk._ At the start of your turn, you can activate the shackle as a bonus action to become incorporeal until the end of your turn. While incorporeal, you can only take the Dash action, but you gain _immunity_ to all damage, and can move through solid objects and creatures. If you end your turn inside a solid object or another creature, you’re shunted into the nearest free space and take 1d6 force damage for every 5 feet you were moved in the process. Once you have used this property, you can’t use it 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": "shield-1-a5e", "name": "Shield +1", "type": "Armor", "desc": "This shield’s bonus to your Armor Class increases by +1 ", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "shield-2-a5e", "name": "Shield +2", "type": "Armor", "desc": "This shield’s bonus to your Armor Class increases by +2", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "shield-3-a5e", "name": "Shield +3", "type": "Armor", "desc": "This shield’s bonus to your Armor Class increases by +3.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "shield-of-missile-attraction-a5e", "name": "Shield of Missile Attraction", "type": "Armor", "desc": "While wearing this shield you have resistance to damage from ranged weapon attacks.\n\n**Curse.** Whenever a ranged weapon attack is made against a target within 10 feet of you, you become the target instead. Removing the shield does not stop the curse.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "