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=31
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=32",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__slug&page=30",
    "results": [
        {
            "slug": "shoulder-dragon-brooch-a5e",
            "name": "Shoulder Dragon Brooch",
            "type": "Wondrous Item",
            "desc": "Once attuned to this intricate golden brooch, you can imagine up to one dragon of your choice and a Tiny-sized illusion of it appears on your shoulders. The dragon looks lifelike and it occasionally flies, snaps at insects, and generally behaves in a dragon-like way. This illusion does not hold up to physical scrutiny and any creature who physically interacts with the dragon sees through the illusion with a successful DC 12 Investigation check. You can use a bonus action to dismiss the illusion.\n\nAs a bonus action, you can have your dragon illusion attack a creature within 5 feet of you. That creature must make a DC 12 Dexterity _saving throw_ , taking 1d4 damage of a type of your choice (fire, lightning, cold, or acid) on a failed save or half as much on a successful one. Once you have used this feature, it cannot be used again for 24 hours.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "signal-rings-a5e",
            "name": "Signal Rings",
            "type": "Wondrous Item",
            "desc": "These rings come as a set of matched golden bands with a green enamel inlay. As an action, the wearer of one can rotate the inlay a full turn, at which point it turns to red. When one ring changes color, the other one does as well, regardless of its location.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sinners-ashes-a5e",
            "name": "Sinner’s Ashes",
            "type": "Wondrous Item",
            "desc": "This small stark urn contains the ashen remains of an unholy humanoid. As an action, you can throw the urn up to 30 feet away where it shatters and produces a 20-foot radius black cloud of ash. This area is _heavily obscured_  and any creature that ends its turn within the area must make a DC 13 Constitution _saving throw_  or take 2d4 necrotic damage. This ash cloud remains for 1 minute, until a moderate wind (at least 10 miles per hour) disperses the cloud in 4 rounds, or until a strong wind (20 or more miles per hour) disperses it in 1 round.\n\nAlternatively, the ashes can be used as an ingestible poison. The urn contains enough ashes for a single dose, and any celestial that consumes them must make a DC 16 Constitution _saving throw_ , taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "skeleton-key-a5e",
            "name": "Skeleton Key",
            "type": "Wondrous Item",
            "desc": "This miniature skeleton holding a knife has been carved out of a human’s vertebrae. As an action, you can use the miniature knife to self-inflict 2d4 damage that ignores all resistances and immunities. When you do so, the skeleton animates and walks towards the nearest locked door or object within 10 feet, then plunges itself into the lock and makes a thieves’ tools check (it has a +10 bonus) to crack the lock. Whether successful or unsuccessful, the skeleton then walks back to you and returns to its inanimate state.\n\nAlternatively, you can use an action to cover the skeleton in blood. When you do so, the skeleton rushes to the nearest lock within 10 feet and unlocks it (as per the spell __knock_ ) before dissolving into red mist.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "skofnung-a5e",
            "name": "Skofnung",
            "type": "Weapon",
            "desc": "This greatsword is etched with scenes of heroic battle. While you are attuned to it, you gain the following benefits:\n\n* You gain a +3 bonus to _attack and damage rolls_  made with this magic sword.\n* Objects hit with this sword take the maximum damage the weapon’s damage dice can deal.\n* When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. The roll another d20\\. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the Narrator. If the creature has no limb to sever, you lop off a portion of its body instead.\n* After a long rest, you gain temporary hit points equal to your Hit Dice\n\nSkofnung has 12 charges and regains 2d6 charges per week. As an action, you may expend 1 charge to summon a warrior spirit within 30 feet of you. It uses the statistics of a _champion warrior_  except they do not wear armor and possess the following additional abilities:\n\n_**Unarmored Defense.**_ The warrior’s AC equals 10 + their Dexterity modifier + their Constitution modifier (total of 18).\n\n_**Bloodied Frenzy.**_ While the warrior is _bloodied_ , they make all attacks with _advantage_  and all attacks against them are made with advantage.\n\nYou may also _concentrate_  for 1d4+1 rounds and expend 5 charges to summon a _berserker horde_  within 30 feet of you. Any creatures summoned by the sword obey your commands and remain for 1 hour or until they drop to 0 hit points.\n\n### Lore\n\nSkofnung was the blade of the legendary king Hrolf Kraki. It was renowned for its supernatural sharpness, the hardness of its steel, and for the fact it was imbued with the spirits of his 12 most faithful berserkers. It later showed up in multiple different sagas, usually as a result of some new hero plundering it from Hrolf’s tomb for one purpose or another.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "skrivena-moc-whispering-blade-a5e",
            "name": "Skrivena Moc, Whispering Blade ",
            "type": "Weapon",
            "desc": "A huge red ruby is set into the pommel of this intricately filigreed golden longsword. The jewel shimmers and shines as the blade speaks in a voice that resonates with a deep and distant baritone. Without this illusion, a twisted demonic form is revealed: the blade is composed of a single sharpened tooth, what appears to be the hilt is instead a grotesque sucker-like mouth, and the ruby pommel is a figment covering a single great crimson eye that stares with fiendish intelligence.\n\nYou have a +3 bonus to attack and damage rolls made with this magic longsword. An intense burning heat radiates from the blade and it deals an extra 3d6 fire damage on a successful hit. \n\n_**Attached Properties.**_ While attached to _Skrivena Moc,_ you gain resistance to fire, proficiency with longswords, and after taking the Attack action on your turn you can use your reaction to make a melee weapon attack using it. However, the weapon forms a permanent bond with its wielder and cannot be put down or removed once wielded.\n\n_**Corruption.**_ At the end of each week that _Skrivena Moc_ is attached to you, your Charisma score is decreased by 1d4\\. When you have lost 6 or more Charisma in this way, raised black veins radiate out from the point of _Skrivena Moc’s_ attachment. This Charisma loss cannot be healed until _Skrivena Moc_ is no longer attached to you, at which point you recover 1 Charisma at the end of each long rest.\n\n_**Fiend Transformed.**_ This elegantly crafted longsword of filigreed gold whispers promises of greater treasures to come—yet those who wield it are doomed. In truth it is an imprisoned _balor_  reduced in power by potent enchantments, the elegant blade only an illusion. Any that dare grasp the infernal hilt know not their peril, unaware they are actually plunging their hand into a fiendish maw.\n\n_**Sentience.** Skrivena Moc_ is a sentient construct with Intelligence 20, Wisdom 16, and Charisma 22\\. It has hearing and truesight to a range of 120 feet. The longsword communicates with you telepathically and can speak and understand Abyssal, Common, and up to 3 other languages of the Narrator’s choice.\n\n_**Personality.**_ _Skrivena Moc_ needs a wielder to accomplish much of anything and it is a peerless manipulator. Wrathful and vindictive, the fiend blade sees those who carry it as insignificant and a means to an end. However it has been stuck in this form for centuries and has learned to maintain a helpful and subservient façade to better facilitate the careful orchestration of events whenever possible, only revealing its true intentions as a last resort. Once wielded, the fiend blade grabs hold and cannot be dropped. The demon makes hasty apologies for its “curse”, manipulating its wielder into serving its will—it acts as a powerful weapon but slowly drains away their vital essences until they die, all the while using them to track down potential cures for its transformation.\n\n**Forgotten Fiend**\n\nLong ago Skrivena Moc was defeated by the great elven wizard Stariji. Rather than banish the demon and allow it to reform in the Abyss, the mage transformed the evil monster into something more useful: a sword to bestow upon her champions. It suffered for centuries as a tool of justice, made to forcefully cut down hundreds of fiends in the name of its most hated enemy. After nearly a millennium of belligerent service however, Stariji finally succumbed to her age and died peacefully in her bed. With the elven wizard and all her champions gone Skrivena Moc was left to molder deep within its cursed enemy’s home amongst other treasures—but as centuries passed it eventually was discovered and has escaped to wreak havoc on the world once more.\n\nSkrivena Moc constructs a web of lies, propping itself up as Stariji’s most trusted warrior who chose to serve the elven mage against evil even after death. It promises everything an adventurer could want and more if only they’ll wield it—and the demon keeps its promises, in a way. The fiend blade is powerful even in untrained hands, though it is also full of deception. Whatever lies and half-truths the sword produces, it has only one goal in mind: Skrivena Moc wishes to return to its true demonic form. Stariji’s old enchantment has weakened over the centuries and allowed for some of its fiendish essence to leach out, but it still cannot escape the mage’s trap. As it seems the old wizard never shared her techniques, Skrivena Moc must find her spellbook, the only known source that contains the techniques to restore its form. Even death cannot save it, as the mage ensured that it cannot be destroyed only to reform in the Abyss while in this cursed shape.\n\n**Skrivena Moc, Whispering Blade Challenge 4+**\n\n_Small fiend_ 1,100 XP+\n\n**Armor Class** 19 (natural armor)\n\n**Hit Points** 180 (19d6+114)\n\n**Speed** 0 ft.\n\n**STR DEX CON INT WIS CHA**\n\n26 (+8)15 (+2)22 (+6)20 (+5)16 (+3)22 (+6)\n\n**Proficiency** +3; **Maneuver DC** 19\n\n**Saving Throws** Con +8, Wis +5, Cha +8\n\n**Skills** Arcana +9, Deception +10, History +9, Insight +7, Intimidation +10, Investigation +9, Perception +7, Persuasion +10\n\n**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons\n\n**Damage Immunities** fire, poison\n\n**Condition Immunities** _poisoned_ \n\n**Senses** truesight 120 ft., passive Perception 17\n\n**Languages** Abyssal, Common, telepathy 120 ft.\n\n_**Death Throes.**_ When Skrivena Moc dies it explodes and each creature within 30 feet of it must make a DC 21 Dexterity _saving throw_ , taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites unattended flammable objects in the area. Any creature currently attached to Skrivena Moc has _disadvantage_  on this save.\n\n_**Demonic Blade.**_ While Skrivena Moc is attached to a creature, the creature gains the attached template.\n\n_**Immobile.**_ Skrivena Moc has been magically forced into the form of a blade and is unable to move on its own. It is considered _restrained_  and automatically fails Strength and Dexterity checks and _saving throws_ .\n\n_**Magic Resistance**_. Skrivena Moc has _advantage_  on _saving throws_  against spells and other magical effects.\n\n**_Prized Glamer._** Skrivena Moc has an illusion around it that makes it look and feel like a golden longsword. Creatures who physically interact with the figment can determine that the sword is glamored with a DC 22 Arcana or Investigation check. Skrivena Moc can use a bonus action to activate or dismiss this illusion.\n\n_**Variable Challenge Rating.**_ Skrivena Moc’s CR is equal to its wielder’s level or CR (minimum CR 4).\n\nACTIONS\n\n**_Corrupting Siphon (Recharge 5–6)_**. The creature attached to Skrivena Moc makes a DC 19 Constitution _saving throw_  or reduces its Charisma by 2 (1d4). Skrivena Moc regains 1d8 hit points for each point of Charisma lost in this way. This Charisma loss cannot be healed until Skrivena Moc is no longer attached to the creature, at which point it recovers 1 Charisma at the end of each _long rest_ .\n\n_**Demonic Leeching (3/Day)**_. Skrivena Moc uses its natural resistances to filter out its wielder’s ailments, ending either the _poisoned_  condition or one nonmagical _disease_  afflicting the attached creature.\n\n_**Grip of Control.**_ The creature attached to Skrivena Moc makes a DC 19 Wisdom _saving throw_  or temporarily loses control to the fiend blade until the end of Skrivena Moc’s next turn (as __dominate person_ ).\n\n_**Trusty Blade**_. The creature attached to Skrivena Moc makes a DC 19 Charisma _saving throw_  or it is _charmed_  for the next hour. If the attached creature’s saving throw is successful, the creature is immune to this effect for the next 24 hours. \n\nREACTIONS\n\n_**Fiendish Attachment.**_ When a creature grasps Skrivena Moc’s hilt, it can use reaction to attach to the creature. Once attached, the creature cannot let go and is forced to wield Skrivena Moc with whatever limb it used to grab the hilt. Skrivena Moc can use an action to detach from a creature and otherwise detaches when it dies, the attached limb is severed, or if it is dealt 35 or more radiant damage in a single round.\n\n_**Justified Paranoia**_. Whenever Skrivena Moc hears its name mentioned or is otherwise suspicious of a creature, it can use its reaction to telepathically delve into the creature’s mind (as _detect thoughts_ ; save DC 19).",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "skull-liqueur-a5e",
            "name": "Skull Liqueur",
            "type": "Potion",
            "desc": "This crystal phial appears empty unless it is agitated, which reveals that it is filled to the brim with a clear liqueur. Close examination reveals bubbles within the liquid that seem to be shaped like tiny skulls. Pouring the phial’s contents into the mouth of a dead creature animates it as if it were the target of a __speak with dead_ spell.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "skywing-a5e",
            "name": "Skywing",
            "type": "Wondrous Item",
            "desc": "Folding into a specially designed backpack, a _skywing_ is part mechanical, part magical, and you can gain proficiency with it as though it were a tool. The apparatus can be deployed as a bonus action and gives you a glide speed of 20 feet, but reduces your walking speed by half. Gliding allows you to move horizontally 1 foot for every 1 foot it descends, falling if you move less than 5 feet each turn. In addition, you can spend an action to make a Dexterity check. On a success, you gain 5 feet of height. The DC of this check is set by the Narrator based on the weather conditions.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "slippers-of-spider-climbing-a5e",
            "name": "Slippers of Spider Climbing",
            "type": "Wondrous Item",
            "desc": "While you are wearing these shoes, you can move on walls and upside down on ceilings without the use of your hands, gaining a climb speed equal to your Speed. The shoes cannot be used on slippery surfaces.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "snake-eye-bones-a5e",
            "name": "Snake-Eye Bones",
            "type": "Wondrous Item",
            "desc": "Every trip to sea can become boring and one of the best ways to whittle away at the time—besides drinking rum—is to engage in a game of bones. Not every sailor on the high seas is honest and these dice were crafted with the devious amongst them in mind. Each four-sided die is made from bleached white whale bone and inlaid with jet-black markings. No matter how many times they are thrown or the number of ship hulls they strike, the dice never nick or scuff, and their markings do not fade. \n\nThe dice have 2 charges and regain 1 charge each dawn. When you speak the command word as a bonus action as the dice are being rolled, their results come up as double ones (or snake-eyes). If you expend the last charge, roll a d20\\. On a result of 5 or less, the dice will roll up as double ones but both dice then crack in half rendering them useless.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "somnambulatory-brew-a5e",
            "name": "Somnambulatory Brew",
            "type": "Potion",
            "desc": "This concoction looks, smells, and tastes like water. An _identify_ spell reveals that it is imbued with enchantment magic but nothing else.\n\nIf you drink it, 1 minute later you must succeed on a DC 16 Constitution _saving throw_  or fall _unconscious_  for 1d4 hours. You remain unconscious until you take damage, or until a creature uses an action to shake or slap you awake.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sonic-staff-a5e",
            "name": "Sonic Staff",
            "type": "Weapon",
            "desc": "This metal polearm has complex flanged baffles along its haft and ends with a faintly glowing two-tined cap not unlike a tuning fork. When struck it reverberates near-deafeningly and by adjusting its components you can tune it to the destructive resonance of an object.\n\nYou have a +1 bonus to _attack and damage rolls_  made with this magic weapon. It constantly emits a high-pitched whine that is uncomfortable to animals. Animals do not willingly approach within 10 feet of the staff without a successful DC 22 Animal Handling check. \n\nAttacks with this weapon deal double damage against doors and other objects.\n\nOnce per day, you can use an action to slam it against the ground and generate a wave of thunder and force, either in a 10-foot radius or 30-foot cone. Creatures in the area take 3d6 thunder damage and are pushed 15 feet away. This effect cannot penetrate a _silence_ spell (or any similar magical silence effect).",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sovereign-glue-a5e",
            "name": "Sovereign Glue",
            "type": "Wondrous Item",
            "desc": "This alabaster liquid adhesive permanently joins together any two objects. When found the bottle has 1d6 + 1 ounces of adhesive inside. \n\nYou may use one ounce to cover a 1-foot square surface which. After 1 minute passes the _sovereign glue_ sets and the bond cannot be broken without using _universal solvent , oil of etherealness_ , or a __wish_ spell.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spectral-camera-a5e",
            "name": "Spectral Camera",
            "type": "Wondrous Item",
            "desc": "Favored by those who deal with hauntings, a spectral camera can capture the image of spirits on film. Any creature with incorporeal movement or on the Ethereal Plane (visible or not) that passes in front of the camera’s open aperture (up to 30 feet away) will trigger the camera to immediately take a monochrome picture. This has no effect on creatures affected by an _invisibility_  spell. You can also take a picture manually as a reaction. Once a picture is taken, you must spend an action to prepare the camera for another.\n\nUnlike physical objects, incorporeal beings do not need to stay still to appear on the resulting photo, though the entire process takes 1 minute to complete. Such photos do not need to be developed and show ghostly subjects in crisp detail, while all mundane aspects (chairs, corporeal creatures, etc.) are at best mildly blurry.\n\nEach picture taken with a spectral camera costs 2 gp in materials, which are significantly rarer than those for a mundane photograph. (300 gp, 15 lbs.)",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spell-scroll-a5e",
            "name": "Spell Scroll",
            "type": "Scroll",
            "desc": "A spell scroll bears a sealed spell within. If the spell is on your class’ spell list, you can use the scroll to cast the spell (taking the spell’s normal casting time) without the need for material components. Otherwise the _spell scroll_ is unreadable to you. If you are interrupted while using the scroll, you may attempt to use it again. Once the spell within a scroll has been cast, the scroll crumbles away. \n\nTo use a _spell scroll_ of a higher spell level than you are able to cast, you must succeed on _spellcasting_  ability check (DC 10 + the spell’s level). On a failure, the magical energy within is expended with no effect, leaving behind a blank piece of parchment. \n\nA wizard may use a _spell scroll_ to copy the spell stored within to their spellbook by making an Intelligence (Arcana) check (DC 10 + the spell’s level). Whether the check succeeds or not, the attempt destroys the _spell scroll_. \n\nThe level of the spell stored within a scroll determines the _saving throw_  DC, _attack bonus_ , crafting components, cost, and rarity as per Table: Spell Scrolls. The costs of a _spell scroll_ are in addition to any material components, which are required (and if necessary also consumed) when it is made.\n\n__Table: Spell Scrolls__\n| **Spell Level** | **Rarity** | **Save DC** | **Attack Bonus** | **Cost**  | **Crafting Components**                |\n| --------------- | ---------- | ----------- | ---------------- | --------- | -------------------------------------- |\n| Cantrip         | Common     | 13          | 5                | 10 gp     | Magical inks                           |\n| 1st             | Common     | 13          | 5                | 25gp      | Magical inks                           |\n| 2nd             | Common     | 13          | 5                | 75gp      | Magical inks                           |\n| 3rd             | Uncommon   | 15          | 7                | 175gp     | Dire wolf hide                         |\n| 4th             | Uncommon   | 15          | 7                | 500gp     | Dire wolf hide                         |\n| 5th             | Rare       | 17          | 9                | 1,250 gp  | Parchment infused with planar energy   |\n| 6th             | Rare       | 17          | 9                | 3,000 gp  | Parchment infused with planar energy   |\n| 7th             | Very Rare  | 18          | 10               | 8,000 gp  | Blank pages from a _lich’s_  spellbook |\n| 8th             | Very Rare  | 18          | 10               | 20,000 gp | Blank pages from a _lich’s_  spellbook |\n| 9th             | Legendary  | 19          | 11               | 55,000 gp | Parchment made from a dragon’s hide    |",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spellcasting-symphony-a5e",
            "name": "Spellcasting Symphony",
            "type": "Wondrous Item",
            "desc": "A noted bard created these flawless instruments to be exemplary examples of their kind. In addition to creating music of rare quality, they are able to cast spells as they are played as well as offering additional unique benefits.\n\nWhile attuned to one of these instruments, you gain an additional benefit and can use an action to cast one of the spells an instrument knows by playing it. Once you have done so, the instrument can not be used to cast that spell again until the next dawn.\n\nIf you are not a bard, when attempting to play one of these instruments you make a DC 14 Charisma _saving throw_  or take 3d6 psychic damage.\n\nWhen using one of these instruments to make a Performance check you gain an expertise die (1d8).\n\n__**Table: Spellcasting Symphony**__\n| **Instrument**       | **Cost**  | **Rarity** | **Spells**                                                                                 | **Other Benefits**                                                      |\n| -------------------- | --------- | ---------- | ------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------- |\n| _Harp of Harmony_    | 500 gp    | Uncommon   | __calm emotions , charm person , charm monster_                                            | Bonus action to gain _advantage_  on a Persuasion check once each dawn. |\n| _Defending Drum_     | 1,500 gp  | Rare       | __alter self , feather fall , misty step_                                                  | +2 to AC.                                                               |\n| _Triangle of Terror_ | 4,500 gp  | Rare       | __fear , phantasmal killer_                                                                | _Advantage_  on Intimidation checks.                                    |\n| _Flute of the Wind_  | 10,000 gp | Very Rare  | __fly , sleet storm , stone shape , wind wall_                                             | Bonus action to gain _advantage_  on a Survival check once each dawn.   |\n| _Lute of Legends_    | 95,000 gp | Legendary  | __conjure celestial , contact other plane , delayed blast fireball , greater invisibility_ | Single casting of __wish ._                                             |",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spellguard-shield-a5e",
            "name": "Spellguard Shield",
            "type": "Armor",
            "desc": "While this heavy metal shield is equipped you have _advantage_  on _saving throws_  made against spells and magical effects, and spell attacks against you have _disadvantage_ .",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sphere-of-annihilation-a5e",
            "name": "Sphere of Annihilation",
            "type": "Wondrous Item",
            "desc": "This floating sphere of darkness is a 2-foot-diameter hole in reality that eliminates all matter that it comes into contact with. Only artifacts can survive contact with the sphere, though some artifacts have a specific weakness to its properties.\n\nAnything that the sphere touches or that touches it that is not instantly obliterated takes 4d10 force damage. The default state of the sphere is stationary, but should a creature be in the way of a moving sphere it makes a DC 13 Dexterity _saving throw_  or takes 4d10 force damage.\n\nWhile within 60 feet of an uncontrolled _sphere of annihilation_, you can use an action to make a DC 25 Intelligence (Arcana) check and take control of it. On a success, the sphere moves in the direction of your choice a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you instead. \n\nIf a sphere is controlled by another creature, you may wrest away control by using an action and making an Intelligence (Arcana) check opposed by the controlling creature. On a success, you take control of the sphere and can utilize it as normal. \n\nA unique effect happens when a sphere comes into contact with a planar portal or extradimensional space (such as a _portable hole_ ). In the case of such an event, the Narrator rolls d100 to determine what happens next: on 1–50 the sphere is destroyed, on 51–85 the sphere simply moves through the portal or into the space, and on 86–100 a rift forms that pulls in all creatures and objects within 180 feet. Each object and creature, including the sphere, reappears in a random plane of existence. ",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spinal-whip-a5e",
            "name": "Spinal Whip",
            "type": "Weapon",
            "desc": "This magic whip deals 1d6 bludgeoning damage, and when you hit a living creature with an attack using it, the target takes an extra 1d8 necrotic damage.\n\nWhen you attack a living creature with this weapon and roll a 20 on the attack roll, it rattles with the death throes of the damned. Each creature of your choice in a 50-foot radius extending from you must succeed on a DC 18 Wisdom _saving throw_  or become _frightened_  of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 50 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spindle-of-spinning-a5e",
            "name": "Spindle of Spinning",
            "type": "Wondrous Item",
            "desc": "You can use an action to stab with this spindle, treating it as an improvised weapon and making a melee weapon attack roll against a creature within reach. On a hit, you deal 1 magical piercing damage and the creature makes a DC 15 Strength _saving throw_  or it falls into a magical slumber (as the __sleep_ spell) for 2d4 hours. A sleeping creature awakens when it takes damage or a loud noise occurs within 50 feet of it.\n\nThis enchanted slumber is infectious through touch. When a creature uses an action to try and shake or slap a sleeper awake, it makes a DC 15 Strength _saving throw_  or it falls asleep for 1d4 hours.\n\nThe needle breaks when you roll a 1 on a weapon attack roll using it, dispersing its sleep magic in a 30-foot radius. Each creature in the area makes a DC 15 Strength _saving throw_  or it falls asleep.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spirit-lantern-a5e",
            "name": "Spirit Lantern",
            "type": "Wondrous Item",
            "desc": "When you use a bonus action to speak its command word, this lantern creates a magical bluish flame that emits _bright light_  in a 20-foot radius and dim light for an additional 20 feet. This light outlines any ethereal creatures within 40 feet and any _invisible_  creatures within 10 feet. ",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spirit-trapping-camera-a5e",
            "name": "Spirit-Trapping Camera",
            "type": "Wondrous Item",
            "desc": "Not to be mistaken for a simple spectral camera, this plain-looking but obviously finely-made piece gives off a subtle but reassuring feeling of peace. As an action, you can use one charge to focus the camera’s lens on a single creature within 30 feet and take its picture. If the targeted creature is an undead or a fiend, it must make a DC 17 Charisma _saving throw_  or be instantly captured in a glass photographic plate. If the target is not an undead or fiendish creature the charge is wasted. Any other creatures shown in the photograph are unaffected, even if they are undead or fiends. The spirit-trapping camera can produce as many plates as it has charges, though each must be removed as a bonus action before you can use another charge.\n\nA trapped creature can be released by breaking the plate or it can be sent to its final judgment (in the case of an undead creature) or back to its native plane (in the case of a fiend) by immersing the plate in holy water for 1 hour, at which point it disappears. Creatures banished in this way cannot return to the plane they were sent away from for a year and a day by any means short of divine intervention. If neither of these actions are performed within 24 hours of the photograph being taken, the creature is banished as above, though it has no limitations on returning.\n\nThe spirit-trapping camera has 3 charges and regains 1 each dawn. When the last charge is expended, roll a d20\\. On a 1, it becomes a mundane photochemical camera.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-charming-a5e",
            "name": "Staff of Charming",
            "type": "Staff",
            "desc": "While holding this magical quarterstaff you can use an action and expend charges to cast one of the following spells, using your spell save DC: _charm person_  (1 charge), _command_ (1 charge), _comprehend languages_ (1 charge).\n\nOnce per dawn, when you are holding the staff and fail a _saving throw_  against an enchantment spell, you can instead choose to succeed. When you succeed on a saving throw against an enchantment spell (with or without the staff’s intervention) you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster (targeting only them), as if you had cast the spell.\n\nThe staff has 10 charges and regains 1d8+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, it loses its magical properties.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-fire-a5e",
            "name": "Staff of Fire",
            "type": "Staff",
            "desc": "While holding this staff you gain _resistance_  to fire damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __burning hands_ (1 charge), __fireball_ (3 charges), _wall of fire_  (4 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff crumbles to ash 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": "staff-of-frost-a5e",
            "name": "Staff of Frost",
            "type": "Staff",
            "desc": "While holding this staff you gain _resistance_  to cold damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __fog cloud_  (1 charge), _ice storm_  (4 charges), _wall of ice_ (4 charges), __cone of cold_  (5 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff melts into water 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": "staff-of-gravity-bending-a5e",
            "name": "Staff of Gravity Bending",
            "type": "Staff",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  with this magic quarterstaff. In addition, while holding it you gain a +2 bonus to _spell attack rolls_ .\n\nWhile holding this staff, you can use an action to sense the direction of magnetic north (nothing happens if the staff is used in a location that has no magnetic north.) Alternatively, you can use an action to expend charges to cast one of the following spells (spell save DC 15): __feather fall_  (1 charge), __jump_ (1 charge), _levitate_  (2 charges), __telekinesis_  (5 charges), _reverse gravity_  (7 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff loses its magical properties.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-healing-a5e",
            "name": "Staff of Healing",
            "type": "Staff",
            "desc": "While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spellcasting ability modifier: _cure wounds_ (1 charge per spell level, up to 4th-level), _lesser restoration_ (2 charges), __mass cure wounds_ (5 charges).\n\nThe staff has 10 charges, regaining 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff disappears with a flash of light and is lost forever.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-power-a5e",
            "name": "Staff of Power",
            "type": "Staff",
            "desc": "You have a +2 bonus to attack and damage rolls made with this magic quarterstaff. When you hit with a melee attack using this staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Additionally, while holding it you gain a +2 bonus to AC, saving throws, and spell attack rolls.\n\n**_Spells._** While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spell save DC and spell attack bonus: _magic missile_  (1 charge), __ray of enfeeblement_ (1 charge), __levitate_  (2 charges), __hold monster_ (5 charges), __lightning bolt_  (5th-level version, 5 charges), __wall of force_  (5 charges), __cone of cold_  (5 charges), __fireball_  (5th-level version, 5 charges), _globe of invulnerability_  (6 charges).\n\nThe staff has 20 charges and regains 2d8+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 20, the staff immediately regains 1d8+2 charges. On a 1, the staff loses its magical properties, apart from its +2 bonus to attack and damage rolls.\n\n_**Retributive Strike**._ You can use an action to destroy the staff, releasing its magic in a 30-foot-radius explosion. Roll a d6\\. On an even result, you teleport to a random plane of existence and avoid the explosion. On an odd result, you take damage equal to 16 × the number of charges in the staff. Every other creature in the area makes a DC 17 Dexterity _saving throw_ . On a failed save, a creature takes damage based on how far away it is from the point of origin, as on the Retributive Strike table. On a successful save, a creature takes half as much damage.\n\n__**Table: Retributive Strike**__\n| **Distance from Origin** | **Damage**               |\n| ------------------------ | ------------------------ |\n| 10 feet away or closer   | 8 × charges in the staff |\n| 11 to 20 feet away       | 6 × charges in the staff |\n| 21 to 30 feet away       | 4 x charges in the staff |",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-squalor-a5e",
            "name": "Staff of Squalor",
            "type": "Staff",
            "desc": "Strands of white mycelium cover the head of this gnarled wooden staff. When tapped on the ground, the staff sheds a thin coating of dirt. While attuned to the staff, you suffer no harmful effects from _diseases_  but can still carry diseases and spread them to others. When you hit a creature with this staff, you can force the target to make a DC 12 Constitution _saving throw_ . On a failure, it contracts one disease of your choice that you’re currently carrying.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-striking-a5e",
            "name": "Staff of Striking",
            "type": "Staff",
            "desc": "You have a +3 bonus to _attack and damage rolls_  made with this magic quarterstaff.\n\nWhen you hit with a melee attack using this staff, you can expend up to 3 of its charges, dealing an extra 1d6 force damage per expended charge.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, 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": "staff-of-swarming-insects-a5e",
            "name": "Staff of Swarming Insects",
            "type": "Staff",
            "desc": "While holding this staff, you can use an action to expend charges to conjure an insect cloud, or cast one of the following spells, using your spell save DC: _giant insect_  (4 charges), __insect plague_  (5 charges)\n\n_**Insect Cloud**_ (1 Charge). A swarm of harmless flying insects spreads out in a 30-foot radius from you, _heavily obscuring_  the area for creatures other than you. It moves when you do, with you at its center. The radius of the swarm decreases by 10 feet each time you are included within an area of effect that deals damage. The insects remain for 10 minutes, until the swarm’s radius is less than 10 feet, or it is dispersed by strong wind.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff is destroyed as it transforms into a swarm of insects which immediately disperse.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-the-magi-a5e",
            "name": "Staff of the Magi",
            "type": "Staff",
            "desc": "You have a +2 bonus to _attack and damage rolls_  made with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to _spell attack rolls_  and _advantage_  on _saving throws_  against spells.\n\n_**Spell Absorption.**_ When another creature casts a spell which targets only you, you can use your reaction to cause the staff to absorb the magic of the spell, cancelling its effect and gaining charges equal to the spell’s level. If this brings the staff’s total charges above 50, the staff explodes as if you activated its Retributive Strike.\n\n_**Spells.**_ While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spell save DC and spell attack bonus: __flaming sphere_ (2 charges), _invisibility_ (2 charges), _knock_  (2 charges), _web_ (2 charges), __dispel magic_  (3 charges), _ice storm_  (4 charges), _wall of fire_ (4 charges), __passwall_  (5 charges), __telekinesis_ (5 charges), __conjure elemental_  (7 charges), _fireball_  (7th-level version, 7 charges), _lightning bolt_  (7th-level version, 7 charges), __plane shift_  (7 charges).  \nYou can also use an action to cast the following spells from the staff without expending any charges: __arcane lock , detect magic , enlarge/reduce , light , mage hand , protection from evil and good ._\n\nThe staff has 50 charges and regains 4d6+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 20, the staff immediately regains 1d12+1 charges.\n\n_**Retributive Strike.**_ You can use an action to destroy the staff, releasing its magic in a 30-foot-radius explosion. Roll a d6\\. On an even result, you teleport to a random plane of existence and avoid the explosion. On an odd result, you take damage equal to 16 × the number of charges in the staff. Every other creature in the area makes a DC 17 Dexterity _saving throw_ . On a failed save, a creature takes damage based on how far away it is from the point of origin, as on the _Retributive Strike_  table. On a successful save, a creature takes half as much damage.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-the-python-a5e",
            "name": "Staff of the Python",
            "type": "Staff",
            "desc": "You can use an action to speak this staff’s command word and throw it at a point on the ground within 10 feet to transform it into a _giant constrictor snake_ **.** During your turn, while you aren’t incapacitated and remain within 60 feet of it, you can mentally command the snake. The snake acts immediately after you. You decide its moves and actions, or you can issue a general command such as to guard a location.\n\nAs a bonus action, you can transform the snake back into a staff by repeating the command word. The staff appears in the space formerly occupied by the snake. If the snake has at least 1 hit point when it becomes a staff, it regains all its hit points.\n\nIf the snake is reduced to 0 hit points, it is destroyed, reverting to staff form before shattering into pieces.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-the-web-tender-a5e",
            "name": "Staff of the Web-Tender",
            "type": "Staff",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to _spell attack rolls_ .\n\nWhile holding this staff, natural and magical spider webs do not hamper your movement. In addition, you can use an action to expend 1 charge to cast _animal friendship_  (spiders only), using your spell save DC. For 1 charge, you cast the 1st-level version of the spell. You can affect one additional spider for each additional charge expended.\n\nYou can use an action to expend 5 charges to summon a _phase spider_ , which appears in an unoccupied space you can see within 60 feet of you. The spider is friendly to you and your companions and takes its turn immediately after yours. It obeys your verbal commands. Without such commands, the spider only defends itself. The spider disappears when reduced to 0 hit points or 1 hour after you summoned it.\n\nThe staff has 8 charges and regains 1d6+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff transforms into hundreds of harmless Tiny spiders that wander away.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-the-woodlands-a5e",
            "name": "Staff of the Woodlands",
            "type": "Staff",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to spell attack rolls.\n\nWhile holding this staff, you can use an action to cast pass without trace, or to expend charges to cast one of the following spells, using your spell save DC: _animal friendship_  (1 charge), _speak with animals_  (1 charge), __barkskin_  (2 charges), _locate animals or plants_  (2 charges), __speak with plants_  (3 charges), __awaken_ (5 charges), __wall of thorns_  (6 charges).\n\n_**Tree Form**._ As an action you can plant the staff in the earth and expend 1 charge, transforming it into a full-grown tree. The tree is 60 feet tall, has a 5-foot-wide trunk, and its highest branches fill a 20-foot radius. The tree looks ordinary but radiates faint transmutation magic if inspected with __detect magic ._ By using an action to touch the tree and speak the staff’s command word, you can transform it back into a staff. Creatures in the tree fall when the staff reverts to its original form.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff loses its magical properties.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-thunder-and-lightning-a5e",
            "name": "Staff of Thunder and Lightning",
            "type": "Staff",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  with this magic quarterstaff. Additionally, while holding it you can activate one of the following properties, each of which can be used once per dawn.\n\n**_Lightning._** When you make a successful melee attack with the staff, you deal an extra 2d6 lightning damage.\n\n_**Thunder.**_ When you make a successful melee attack with the staff, you cause it to emit a thunderclap audible up to 300 feet away. The target makes a DC 17 Constitution _saving throw_  or it is _stunned_  until the end of your next turn.\n\n_**Lightning Strike.**_ You can use an action to fire a 120 feet long and 5 foot wide line of lightning from the staff. Each creature in the area makes a DC 17 Dexterity _saving throw_ , taking 9d6 lightning damage on a failure, or half damage on a success.\n\n_**Thunderclap.**_ You can use an action to create a thunderous roar audible up to 600 feet away. Each creature other than you within 60 feet makes a DC 17 Constitution _saving throw_  or takes 2d6 thunder damage and becomes _deafened_  for 1 minute. On a successful save, a creature takes half damage and isn’t deafened.\n\n_**Thunder and Lightning**._ You can use an action to use the Lightning Strike and Thunderclap properties simultaneously. This doesn’t expend the daily uses of those properties, only this one.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-withering-a5e",
            "name": "Staff of Withering",
            "type": "Staff",
            "desc": "This magic quarterstaff has 3 charges and regains 1d3 expended charges each dawn. When you make a successful _melee attack_  with the staff, you can expend 1 charge to deal an extra 2d10 necrotic damage. The target makes a DC 15 Constitution _saving throw_  or for the next hour it has _disadvantage_  on Strength and Constitution checks 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": "stalking-cat-a5e",
            "name": "Stalking Cat",
            "type": "Wondrous Item",
            "desc": "This jade pendant takes the form of a cat ready to pounce. Once per day while attuned to this pendant you may immediately reroll a failed melee weapon attack or Stealth roll. If the reroll also fails the pendant loses its magic, becoming a mundane item worth 25 gold.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "star-heart-a5e",
            "name": "Star Heart",
            "type": "Wondrous Item",
            "desc": "This item looks like a bright orange starfish. Once you are attuned to the _star heart_ it attaches to your skin over your heart, and as long as you have at least 1 hit point you regain 1d6 hit points every 10 minutes. If you lose a body part, after 1d6 + 1 days if you have at least 1 hit point the whole time the body part regrows and returns to full functionality.\n\nIn addition, any lost body part grows into an entirely new version of yourself after 1d4 + 3 days, complete with your personality, memory, and abilities. This new clone is independent and sentient, although it is incapable of further duplication. Every time a clone is created, one of the five legs of the _star heart_ withers and dies; it only regenerates when its associated clone dies. \n\nIf all five legs have grown into clones, then the _star heart_ is destroyed.\n\n_**Curse.**_ While some may say that having a clone that believes itself to be just as much “you” as yourself is enough of a curse in and of itself, the _star heart_ has other dangers. It was designed for a disposable warrior class of drones and isn’t quite compatible with other creatures. Every time the _star heart_ creates a clone, there’s a chance that something may go wrong. Roll 1d20 and consult Table: Star Heart Clone. If the result was over 11, then roll again, applying all effects.\n\n__Table: Star Heart Clone__\n| **d20** | **Effect**                                                                                                                                                                                                                                                                                                                                                                                                                                                     |\n| ------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1       | The clone is an exact copy (unless affected by previous rolls) but it is lifeless.                                                                                                                                                                                                                                                                                                                                                                             |\n| 2–11    | Nothing. The clone is an exact copy of you (if you have acquired scars or other imperfections over the years that regeneration didn’t cure then the clone will still lack them).                                                                                                                                                                                                                                                                               |\n| 12–13   | The clone is an exact copy, but its mind has been permanently warped by the regeneration process. It rolls once on Table: _Long Term Mental Stress Effects_ .                                                                                                                                                                                                                                                                                                  |\n| 14–15   | The clone is an exact copy but something has changed in its personality. The clone may choose to pursue a different class or profession than you. Whenever the clone can see you, it needs to make a DC 12 Wisdom check or it acquires a _short-term mental stress effect_ .                                                                                                                                                                                   |\n| 16–17   | Something is off. The clone may have different colored eyes or hair, new birthmarks or blemishes, or other minor differences (such as a different score in one or two abilities). Such differences are easy to hide and can be difficult to spot. These differences prey on the clone’s mind when it is near you. Whenever the clone can see you, it needs to make a DC 12 Wisdom check or it acquires a _short-term mental stress effect_ .                   |\n| 18      | The clone is obviously imperfect. At the Narrator’s discretion, the clone may be noticeably shorter, taller, heavier, or lighter than you. The clone has _disadvantage_  on any attempts to disguise itself as you. Whenever the clone can see you, it needs to make a DC 14 Wisdom check or it acquires a _long-term mental stress effect_ .                                                                                                                  |\n| 19      | The clone is effectively a reincarnation of you. Roll on Table: _Reincarnation_  to determine the clone’s heritage. Whenever the clone can see you, it needs to make a DC 14 Wisdom check or it acquires a _long-term mental stress effect_ .                                                                                                                                                                                                                  |\n| 20      | There is a darkness within the clone and it wants to replace you. No matter how perfect the copy, the clone always attacks you on sight with the intent to kill (at the Narrator’s discretion, the clone may delay such an act if it would be immediately beneficial to the clone—once the benefit is gone, the bloodlust returns). The clone also plots against you when not in its presence, hiring assassins or otherwise attempting to vex or destroy you. |\n\n**Note:** Particular _mental stress effects_  do not stack. For example, if the clone has both a personality change and develops a phobia, it only needs to make a single DC 14 Wisdom check when it sees you.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "steelsilk-mantle-a5e",
            "name": "Steelsilk Mantle",
            "type": "Wondrous Item",
            "desc": "This ornate purple silk cloak is interwoven with enchanted steel threads. As a bonus action, you can reshape some part of the cloak into any mundane steel object that can be held in one hand, such as a sword, a key, or a cage. This item detaches from the main cloak, but can be reattached on your turn (no action required). Only one item may be detached from the cloak at a time. Three times between _long rests_ , when you see a creature target you with an attack you can use your reaction to spin the cloak into its path. The cloak hardens like a shield, increasing your AC by +4 against that attack.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stick-awl-a5e",
            "name": "Stick Awl",
            "type": "Wondrous Item",
            "desc": "This simple, small, pointed leatherworking tool has a sturdy maple wooden handle and a superb steel point that never dulls. Used by crafters to make the finest armor, it has been known to pierce the toughest of hides. When used as a weapon the awl is treated as a dagger that deals 1 point of magical piercing damage. When you speak the command word while making a successful melee weapon attack with it against an object, the awl is destroyed after puncturing a hole. The awl is able to puncture any substance, and the hole it leaves behind is 3-inches deep with a diameter of 1/8th-inch. Unlike other enchanted trinkets, the awl can be used as a weapon without potentially being destroyed.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stone-of-controlling-earth-elementals-a5e",
            "name": "Stone of Controlling Earth Elementals",
            "type": "Wondrous Item",
            "desc": "You can use an action to touch this 5 pound stone to the ground and speak a command word, summoning an _earth elemental_  (as the _conjure elemental_ spell). Once used, the stone cannot be used again until the next dawn.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stone-of-good-luck-luckstone-a5e",
            "name": "Stone of Good Luck (Luckstone)",
            "type": "Wondrous Item",
            "desc": "You gain a +1 bonus to ability checks and _savings throws_  as long as this lustrous gemstone is on your person.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "subtle-mage-gloves-a5e",
            "name": "Subtle Mage Gloves",
            "type": "Wondrous Item",
            "desc": "While wearing these gloves, you gain a +1 bonus to AC. In addition, when you cast a spell you can use your reaction to expend a number of charges equal to the spell’s level, casting it without any seen or vocalized components. The gloves have 4 charges and regain 1d3 charges each dawn.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sun-blade-a5e",
            "name": "Sun Blade",
            "type": "Weapon",
            "desc": "This weapon first appears to be nothing more than a sword hilt. While holding the hilt, you can use a bonus action to make a blade of sunlight appear or disappear. Being proficient in shortswords or longswords grants proficiency with this magic sword, which also has the finesse property as long as the blade is in existence.\n\nWhile the blade is ignited, you gain +2 bonus to _attack and damage rolls_  made with it, dealing 1d8 radiant damage on a hit (instead of slashing damage), or 2d8 radiant damage if your target is undead.\n\nThe blade shines with _bright sunlight_  in a 15-foot radius and dim sunlight for an additional 15 feet. You can use an action to increase or decrease the bright sunlight and dim sunlight radiuses by 5 feet, up to a maximum of 30 feet each or down to a minimum of 10 feet each.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "survivors-cloak-a5e",
            "name": "Survivor’s Cloak",
            "type": "Wondrous Item",
            "desc": "This cloak is an unassuming neutral grayish-brown color that seems to slowly fade into the background whenever you are standing still. You cannot attune to this cloak if you are not proficient with Survival. \n\nWhile attuned to and wearing the cloak, you may treat a _long rest_  as if you were in a _haven_ . Once you use this property, you cannot do so again for 1 week. \n\nIn addition, the cloak allows you to travel at a fast pace while remaining stealthy.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sword-of-life-stealing-a5e",
            "name": "Sword of Life Stealing",
            "type": "Weapon",
            "desc": "When you use this weapon to make an attack against a creature that is not a construct or undead and roll a natural 20, the creature takes an extra 3d6 necrotic damage and you gain an amount of temporary hit points equal to the necrotic damage dealt.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sword-of-sharpness-a5e",
            "name": "Sword of Sharpness",
            "type": "Weapon",
            "desc": "Objects hit with this sword take the maximum damage the weapon’s damage dice can deal.\n\nWhen you use this sword to _make an attack_  against a creature and roll a natural 20, the target takes an extra 4d6 slashing damage. Then roll an additional d20, and on a natural 20 you chop off one of the target’s limbs (or a portion of its body if it has no limbs). The Narrator determines what effect (if any) the result of this severing off is.\n\nYou may also speak this sword’s command word to make the blade emit bright light in a 10-foot radius and dim light an additional 10 feet. Repeating the command word or sheathing the sword extinguishes the blade’s light.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sword-of-the-serpent-a5e",
            "name": "Sword of the Serpent",
            "type": "Weapon",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  made with this magic sword. When you hit with this weapon, you deal an extra 1d6 poison damage. The sword has 3 charges and regains all expended charges at dawn.\n\nWhile wielding the sword, you can use an action to expend 1 charge and cast __polymorph_ on yourself, transforming into a _giant poisonous snake_ . While in this form, you retain your Intelligence, Wisdom, and Charisma scores.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sword-of-three-traditions-a5e",
            "name": "Sword of Three Traditions",
            "type": "Weapon",
            "desc": "The _Sword of Three Traditions_ is a jewel-pommeled blade with the power to transform into other weapons—each specially suited for one of the eleven martial traditions. Originally called the _Sword of All Traditions,_ over time the gems in the pommel were lost and now only three remain. Should its lost gemstones be returned, the blade might be restored to its full spectrum of glory and power.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Sword of Three Traditions,_ which grants mastery of the techniques of combat. Each of the three gemstones in its hilt represents a tradition of combat.\n\n**DC 18** The sword can transform into other weapons based on the gemstones in its hilt.\n\n**DC 21** Only a dragon of the same color can destroy the sword’s gemstones.\n\n**Artifact Properties**\n\nThe _Sword of Three Traditions_ has two lesser artifact benefits, one greater artifact benefit, and one greater artifact detriment. For each of the first five magical gemstones restored to the sword, it gains 1 lesser artifact benefit. For each of the last three magical gemstones restored to it, the sword gains 1 greater artifact detriment and 1 greater artifact benefit.\n\nThe _Sword of Three Traditions_ is a   _1 longsword_ . Once you are attuned, you can use an action to turn the sword into a different _1 weapon ._ In addition, when you use a combat maneuver, the sword automatically changes into the weapon associated with that tradition. To change into a given weapon, the gem associated with that tradition must be attached. \n\nWhile holding the sword, when you use a combat maneuver of a tradition associated with an attached gem, its exertion cost is reduced by 1 (minimum 1 exertion).\n\n**Magical Gemstones**\n\nEach of the lost magical gemstones of the _Sword of Three Traditions_ is a wondrous item and artifact that requires attunement. Once attuned to a magical gemstone, it bestows a minor artifact benefit. You can only attune to the magical gemstone if you know a combat maneuver from the tradition associated with it. \n\nYou can use an action to attach a magical gemstone to the sword. No matter how many magical gemstones are attached to the sword, it counts as a single magic item for the purposes of attunement.\n\nThe sword normally comes affixed with its diamond, peridot, and sapphire (for the Adamant Mountain, Rapid Current, and Razor’s Edge traditions), but the Narrator may choose to have different magical gemstones attached to it or determine them randomly. \n\nWhen the sword turns into more than one item, the +1 bonus to _attack and damage rolls_  only apply to any weapons created (there are no bonuses bestowed to the ammunition or shield). The additional objects materialize either in the attuned creature’s off-hand or strapped to their back. Any such item created by the sword disappears after 1 minute if it is no longer on your person, or when the sword changes shape again.\n\n The sword’s power increases when 7 gems are in its pommel (turning it into a _2 weapon_  that reduces exertion costs by 2) or when fully restored with all 11 magical gemstones (turning it into a   _3 weapon_ that reduces exertion costs by 3). \n\n__**Table: Sword of Three Traditions**__\n| **1d12** | **Tradition**       | **Weapon**                        | **Gem**    |\n| -------- | ------------------- | --------------------------------- | ---------- |\n| 1        | Razor’s Edge        | Longsword                         | Diamond    |\n| 2        | Adamant Mountain    | Greatsword                        | Peridot    |\n| 3        | Rapid Current       | Two shortswords                   | Sapphire   |\n| 4        | Biting Zephyr       | Longbow and quiver with 10 arrows | Pearl      |\n| 5        | Mirror’s Glint      | Saber and light shield            | Opal       |\n| 6        | Mist and Shade      | Dagger                            | Aquamarine |\n| 7        | Sanguine Knot       | Bastard sword                     | Garnet     |\n| 8        | Spirited Steed      | Lance                             | Topaz      |\n| 9        | Tempered Iron       | Morningstar                       | Amethyst   |\n| 10       | Tooth and Claw      | Battleaxe                         | Ruby       |\n| 11       | Unending Wheel      | Rapier                            | Emerald    |\n| 12       | Adventurer’s choice | \\-                                | \\-         |\n\n### **Seekers of the Sword**\n\nThe _Sword of Three Traditions_ is sought after by power hungry and righteous warriors alike, and any search for the fabled blade is certain to cause conflict with some of the following foes.\n\n__**Table: Seekers of the Sword**__\n| **1d6** | **Adversary**                              |\n| ------- | ------------------------------------------ |\n| 1       | _Warrior_  on training pilgrimage          |\n| 2       | Despot with a band of raiders              |\n| 3       | Master martial artist who tests the worthy |\n| 4       | Spellsword in search of secrets            |\n| 5       | Greedy _assassin_  or _thief_              |\n| 6       | Greedy _assassin_  or _thief_              |\n\n### **Destroying the Sword**\n\nThe power which binds the _Sword of Three Traditions_ is located in its magical gemstones. Each gemstone can be destroyed forever if it is removed from the pommel and fed to an adult or older true dragon of similar hue. Once each magical gemstone is destroyed, the blade crumbles into dust.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}