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=32
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__slug&page=33", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__slug&page=31", "results": [ { "slug": "sword-of-wounding-a5e", "name": "Sword of Wounding", "type": "Weapon", "desc": "Once per turn, when you use this sword to _hit a creature_ with a melee weapon attack, in addition to dealing the attack damage you may inflict it with a wound. A wounded creature takes 1d4 necrotic damage at the start of each of its turns for each wound you have inflicted this way. Whenever the creature is damaged by its wound, it can make a DC 15 Constitution _saving throw_ , ending all wound effects it is suffering from on a success. Alternatively, the wounds can be healed if the wounded creature (or a creature within 5 feet of it) uses an action to make a DC 15 Medicine check, ending all wound effects it is suffering from on a success.\n\nDamage dealt by this sword can only be regained by taking a _short or long rest_ —no other method, magical or otherwise, will restore the hit points.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tailored-suit-of-armor-a5e", "name": "Tailored Suit of Armor", "type": "Armor", "desc": "For the debonair gentleman or sophisticated lady who wishes to attend the ball in something respectable but still retain the safety of mind that armor provides, this set of padded leather armor is glamored with an illusion that makes it look like a finely-tailored suit or dress. This illusion does not hold up to physical scrutiny and any creature who physically interacts with the armor sees through the figment with a successful DC 10 Investigation check.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "talisman-of-pure-good-a5e", "name": "Talisman of Pure Good", "type": "Wondrous Item", "desc": "This talisman’s purity harms creatures that do not have the Good trait, dealing 6d6 radiant damage when touched (or 8d6 radiant damage to a creature with the Evil trait). A creature carrying or holding this item takes the same damage at the end of each of its turns as long as it does so.\n\nA cleric or herald with the Good trait can use this talisman as a holy symbol, which grants a +2 bonus to _spell attack rolls_ while held or worn.\n\nIn addition, the talisman has 7 charges. While wielded or worn, you can use an action to expend a charge and choose a target within 120 feet that is on the ground. If the creature has the Evil trait, it makes a DC 20 Dexterity _saving throw_ or is destroyed by a flaming pit that appears beneath it. Once the pit closes no trace of it or the target remains. Once all charges are expended, the talisman collapses into golden specks of light.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "talisman-of-the-sphere-a5e", "name": "Talisman of the Sphere", "type": "Wondrous Item", "desc": "When you hold this talisman while making an Intelligence (Arcana) check to control a __sphere of annihilation_ add your proficiency bonus twice. If you are in control of a _sphere of annihilation_ at the start of your turn, you can use an action to move the sphere 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "talisman-of-ultimate-evil-a5e", "name": "Talisman of Ultimate Evil", "type": "Wondrous Item", "desc": "This talisman’s blasphemous nature harms creatures that do not have the Evil trait, dealing 6d6 necrotic damage when touched (or 8d6 necrotic damage to a creature with the Good trait). A creature carrying or holding this item takes the same damage at the end of each of its turns as long as it does so. \n\nA cleric or herald with the Evil trait can use this talisman as a holy symbol, which grants a +2 bonus to _spell attack rolls_ while held or worn.\n\nIn addition, the talisman has 6 charges. While wielded or worn, you can use an action to expend a charge and choose a target within 120 feet that is on the ground. If the creature has the Good trait, it makes a DC 20 Dexterity _saving throw_ or is destroyed by a flaming pit that appears beneath it. Once the pit closes no trace of it or the target remains. Once all charges are expended, the talisman melts into a puddle of ooze. ", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "that-which-spies-from-infinitys-true-name-a5e", "name": "That Which Spies From Infinity’s True Name", "type": "Wondrous Item", "desc": "This slip of parchment contains the magically bound name “Holtrathamogg” surrounded by eldritch symbols that defy all translation. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a dark and tentacled elder evil beside you for 1 minute. Holtrathamogg is utterly alien and is disquietingly silent unless spoken to. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Instantly snuff out a bonfire, candle, or similar light source within 15 feet.\n* Translate up to 25 words of spoken or written Deep Speech into Common.\n* Whisper madness into the ears of a target creature within 5 feet. A creature whispered to in this way makes a DC 13 Wisdom _saving throw_ or becomes _frightened_ until the end of its next turn.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on That Which Spies From Infinity in exchange for its direct assistance. When you do so the parchment melts away into nothing and for the next minute the vision transforms into an eldritch ethereal tentacle within 30 feet. On each of your turns, you can use a bonus action to verbally instruct the tentacle to make a melee spell attack (+6 bonus to hit) against a target within 10 feet of it. On a hit, the target takes 1d8 cold damage and its Speed is reduced by 10 feet until the start of your next turn. Once you have revoked your claim in this way, you can never invoke That Which Spies From Infinity’s true name again.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "the-song-of-creation-a5e", "name": "The Song of Creation", "type": "Wondrous Item", "desc": "This golden tome is a written record of the divine dance which brought the world into being. _The Song of Creation i_s eternal, meaning that it has always existed even before the words were wrought onto the page. One wonders—is the _Song of Creation_ the written word, the book, or the melody the gods sang? Somehow the _Song of Creation_ is more than this and yet they all are one. That means that in a way the _Song of Creation’s_ wielder holds the multiverse itself in their hands.\n\n**Legends and Lore Success** on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Song of Creation_, a prayer book filled with the eternal melody which brought the world into being. \n\n**DC 18** The tome can break the minds of those who read it, but it can also grant access to powerful miracles.\n\n**DC 21** The tome is completely indestructible.\n\n**Artifact Properties**\n\nThe _Song of Creation_ has two lesser artifact benefits, one lesser artifact detriment, and one greater artifact detriment.\n\n**Mystical Tome**\n\nThis tome is written in a script that even the angels cannot decipher. While attuned to it, you can read it as though you are reading your first language. Reading the _Song of Creation_ reveals beautiful poetry about nature, light, and life, but structurally they do not make sense when read start-to-end. The poems cannot be perfectly translated, as each individual interprets the same poem differently. The pages cannot be counted, and various purported complete counts invariably disagree. \nWhen you first attune to this tome and when you read it, you must make a DC 18 Wisdom _saving throw_ or else become _stunned_ for 1 hour. If you succeed on this saving throw, you are not subject to it again for 1 week. If you consult this tome during a Wisdom or Intelligence check to recall lore, you gain a +5 bonus to the roll, and any natural d20 results of 2 through 9 count as a 10.\n\n**Magic**\n\nWhile you use this prayer book as a spell focus, you gain a +3 bonus to spell attack rolls and your spell save DC, and you cast the spell without the need for any other material components that cost 1,000 gold or less. In addition, you know the following spells: __astral projection , demiplane , gate , maze , true resurrection ._\n\n**Destroying the Song**\n\nThe _Song of Creation_ is made from a material that defies categorization, and it may well be indestructible. The best hope at banishing its power from the world is to return the tome directly into the hands of a god.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "the-traveling-chest-a5e", "name": "The Traveling Chest", "type": "Wondrous Item", "desc": "This large chest has an interior space 5 feet wide, 3 feet deep, and 3 feet tall, and appears mundane save that the wood used in its construction is normally reserved for making magic wands. It’s magical properties become apparent however when it moves, as it stands on hundreds of tiny humanoid legs and opens to reveal a long red tongue and a rim dotted with sharp teeth. It functions like a typical chest with the following additional properties.\n\n**_Mimic-Like._** _The Traveling Chest_ can use an action to appear to be a mundane chest, and you can verbally command it to do so. While mimicking a normal chest in this way it is indistinguishable from its mundane counterpart.\n\n_**Multiple Interiors.** The Traveling Chest_ has 1,000 different interior spaces, each 5 feet wide, 3 feet deep, and 3 feet tall. You can verbally request any particular space (such as the last one, or the one with my laundry in it) and when opened the chest reveals that interior. Otherwise the chest opens to reveal a random interior space. While the chest is closed, all of its interior spaces are located within separate pocket dimensions. These pocket dimensions have no air, and any Supply stored within them instantly deteriorates and rots as if decades have passed as soon as the chest is closed. Only you can summon up the other interiors in this way, and any other creature that opens the chest only finds the “first interior”.\n\n_**Relentless.**_ Once you attune to _The Traveling Chest_, it relentlessly follows you until it sits no more than 15 feet away from you. The chest is magically aware of your location at all times, even if you are on a separate plane. If separated from you the chest travels towards you as fast as it can to the best of its ability and it attacks any creature that attempts to hinder its progress. If you are functionally unreachable, such as being on a different plane or across an ocean, the chest still progresses using even esoteric or hidden methods of reaching you such as magic portals or stowing away on ships headed in your direction.\n\n_**Imprinted.**_ _The Traveling Chest_ does not relinquish attunement once attuned, and you cannot voluntarily remove this attunement. If you attune to additional magic items beyond your limit, _The Traveling Chest_ always remains as one of your attuned items. \n\n_**Pack Lightly.** The Traveling Chest_ does not like being weighed down too much, and can carry a maximum of 10 bulky items. Any additional bulky items you attempt to store within it are spit out. \n\n_**Sentience.** The Traveling Chest_ is a sentient construct with Intelligence 3, Wisdom 14, and Charisma 12\\. It has blindsight to a range of 60 feet. _The Traveling Chest_ cannot speak or read, but it understands Common and Elvish. _The Traveling Ches_t lacks proper communication, but can animalistically communicate simple emotions (most often boredom or rage).\n\n_**Personality.**_ _The Traveling Chest_ has the intellect and temperament of a poorly trained dog. Loyalty has been branded magically into its psyche but its actual obedience is looser. The chest is playful and quick to anger, yet is utterly committed to following whomever is attuned to it. It also isn’t a fighter and ignores outright commands to attack, though it defends itself in combat when it is attacked. It likes to be used for its intended purpose, happiest when numerous items are stored within it and regularly retrieved. If left idle or unused for more than a day it will come into conflict. While in conflict the chest intentionally opens to the wrong interior spaces, or remains indignantly locked, and it generally acts snippy and uncooperative. An apology and DC 14 Animal Handling or Persuasion check calms the chest down and ends the conflict, or if it feels genuinely mistreated, it can be offered a full wardrobe’s worth of new clothing to store as a peace offering.\n\n---\n\n**The Traveling Chest Challenge 7**\n\n_Medium construct_ 2,900 XP\n\n**Armor Class** 18 (natural armor)\n\n**Hit Points** 119 (14d6+70)\n\n**Speed** 50 ft.\n\nSTR DEX CON INT WIS CHA\n\n18 (+4) 14 (+2) 20 (+5) 3 (–4) 14 (+2) 12 (+1)\n\n**Proficiency** +3; **Maneuver** DC 15\n\n**Damage Resistances** cold, fire; bludgeoning, piercing, slashing from nonmagical weapons\n\n**Damage Immunities** necrotic, poison, thunder\n\n**Condition Immunities** _fatigued_ , _poisoned_ \n\n**Senses** blindsight 60 ft., passive Perception 12\n\n**Languages** understands but can not speak Common, Elvish\n\n**_False Appearance._** While _The Traveling Chest_ remains motionless, it is indistinguishable from an ordinary chest.\n\n_**Immutable Form**_. The chest is immune to any spell or effect that would alter its form.\n\nACTION\n\n**_Bite._** _Melee Weapon Attack_: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8+4) piercing damage. If the target is a creature, it is _grappled_ (escape DC 15). Until this grapple ends, the target is _restrained_ , and the chest can't bite another target.\n\n_**Swallow.**_ The chest makes one bite attack against a Medium or smaller creature it is _grappling_ . If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is _blinded_ and _restrained_ , it has _total cover_ against attacks and other effects outside the chest, and it begins _suffocating_ at the start of each of the chest’s turns. If the chest takes 30 damage or more on a single turn from a creature inside it, the chest regurgitates all swallowed creatures along with up to 1d10 other random items that were stored within it, all of which falls _prone_ in a space within 10 feet of the chest. If the chest dies, all swallowed creatures are no longer restrained by it, and they and any items reappear randomly in unoccupied spaces within 10 feet of the destroyed chest. ", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "timekeeper-gremlin-a5e", "name": "Timekeeper Gremlin", "type": "Wondrous Item", "desc": "Inside of this iron locket waits a Tiny ethereal green goblinoid endlessly counting to itself. The magical creature obeys very limited instructions but only when they relate to timekeeping. It counts the seconds, minutes, and hours accurately out loud as they pass, immediately losing count when interrupted. ", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-clear-thought-a5e", "name": "Tome of Clear Thought", "type": "Wondrous Item", "desc": "This magical book dictates methodologies for more rational and logical thinking. Spending 48 hours over 6 days (or fewer) reading and following the book’s methodologies increases your Intelligence score and your maximum Intelligence score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-leadership-and-influence-a5e", "name": "Tome of Leadership and Influence", "type": "Wondrous Item", "desc": "This magical book details techniques for how to best influence others. Spending 48 hours over 6 days (or fewer) reading and practicing the book’s techniques increases your Charisma score and your maximum Charisma score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-the-endless-tale-a5e", "name": "Tome of the Endless Tale", "type": "Wondrous Item", "desc": "The stresses of a wizard’s education can overwhelm even the most stalwart apprentices without some sort of diversion. Typically resembling a small, worn book with fanciful creatures or locales on battered leather covers, the tome’s pages fill with serialized stories that engage and distract the reader. Each tome focuses on a given genre (often romance or adventure) but the stories crafted within the pages are unique to each reader, tailored by the magic from their own imagination and so vibrant that the book’s tales seem to come to life in the mind’s eye.\n\nEach tome has 3 charges. When you speak the command word and use an action to expend 1 charge, its pages fill with a serial story tailored to the next reader that touches the tome. This story typically takes 1 hour to read, continuing from where the last tale completed. \n\nWhen you speak another command word and use an action to expend all 3 charges, the story created when the book is opened is particularly engrossing and the reader must succeed on a DC 10 Wisdom _saving throw_ or be enthralled, failing to notice anything that is not directly harmful. \n\nThe tome has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the tome loses its magic and becomes a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-the-spellblade-a5e", "name": "Tome of the Spellblade", "type": "Wondrous Item", "desc": "This soft-covered leather bound treatise contains writings describing, in the most basic terms possible, methods of magical fighting. Even so, the material is fairly dense and requires definition and reiteration of various terms and ideas. Fortunately, it also contains many detailed diagrams.\n\nSpending at least 24 hours over the course of 7 days reading and practicing the forms and phrases within the tome allows you to learn the \n_Arcane Knight_ combat tradition at the end of the week, as long as you already have access to combat maneuvers. This combat tradition does not count against your limit of known combat traditions. At the time of reading, you can also choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition.\n\nOnce this tome has been read, it becomes a mundane item for a year and a day before it regains its magic.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-triumphant-tavern-keeping-a5e", "name": "Tome of Triumphant Tavern Keeping", "type": "Wondrous Item", "desc": "This collection of journals from tavern keepers the world over contains numerous stories about revelry written by the people that enabled them. After you spend 12 hours reading through the book’s tales, whenever you are in a pub, inn, or tavern you gain _advantage_ on Wisdom and Charisma checks made against the workers there. The tome then becomes a mundane item for 28 days before it regains its magic.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-understanding-a5e", "name": "Tome of Understanding", "type": "Wondrous Item", "desc": "This magical book contains lessons and practices for enhancing intuition, empathy, and awareness. Spending 48 hours over 6 days (or fewer) reading and memorizing the book’s lessons increases your Wisdom score and your maximum Wisdom score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tools-of-the-hidden-hand-a5e", "name": "Tools of the Hidden Hand", "type": "Wondrous Item", "desc": "Carrying thieves’ tools is frequently illegal without a license or certification for locksmithing and even then can be an unfortunate piece of circumstantial evidence in the courts. As an action, you can alter the shape of these thieves’ tools to resemble any one set of artisan’s tools. If used for any task related to their new appearance, the illusion fades. The illusion can also be detected by a creature that spends an action inspecting them and succeeds on a DC 13 Investigation check.\n\nAlternatively, while you are touching these thieves’ tools you can command them to truly become whatever type of artisan’s tools they are disguised as. You add your proficiency bonus to the first ability check you make with that set of artisan’s tools. Afterward the artisan’s tools remain in their new form as all magic fades from them and they become a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "transforming-cloak-a5e", "name": "Transforming Cloak", "type": "Wondrous Item", "desc": "While you are attuned to and wearing a _transforming cloak_, you gain _resistance_ to a type of damage and you can use an action to activate an elemental form that lasts for 1 hour, until you fall _unconscious_ , or you use a bonus action to end it. Once you have used the cloak to take on an elemental form, you cannot use that property again until you have finished a long rest. The resistance you gain and the type of your elemental form is listed on Table: Transforming Cloaks.\n\n_**Gnome Cloak.**_ This cloak appears to be made of vibrant earthy soil, yet it leaves no dirt where it touches. You have _advantage_ on _saving throws_ to resist being pushed, pulled, knocked prone, or otherwise involuntarily moved. While your earth form is active you gain _resistance_ to damage from nonmagical weapons, tremorsense to a range of 30 feet, and a burrow speed equal to half your Speed (leaving no tunnel behind). \n\n_**Salamander Cloak.**_ This cloak appears to be made of living flames, though it does not burn. While your fire form is active you gain _immunity to fire_ damage, your weapon attacks deal fire damage, when a creature hits you with a melee weapon attack it takes 1d6 fire damage, you can fit through spaces at least an inch wide without squeezing, and you gain a climb speed equal to your Speed.\n\n_**Sylph Cloak.**_ This cloak looks like iridescent dragonfly wings that appear to flutter when seen out of the corner of the eye. While your air form is active you gain a fly speed of 30 feet (hover), you do not need to breathe, you do not provoke _opportunity attacks_ , and you can pass through spaces at least half an inch wide without squeezing.\n\n**_Undine Cloak._** This fine blue and green cloak always appears to be wet, yet it never drips. While your water form is active you gain _resistance_ to fire damage, a swim speed of 60 feet, the ability to breathe water, and you can pass through space at least half an inch wide without squeezing.\n\n__**Table: Transforming Cloaks**__\n| **Cloak** | **Elemental Component** | **Resistance** | **Elemental Form** |\n| ---------------- | ----------------------- | -------------- | ------------------ |\n| Gnome cloak | _Giant earth elemental_ | Acid | Earth form |\n| Salamander cloak | _Giant fire elemental_ | Fire | Fire form |\n| Sylph cloak | _Giant air elemental_ | Lightning | Air form |\n| Undine cloak | _Giant water elemental_ | Cold | Water form |", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "transforming-wand-a5e", "name": "Transforming Wand", "type": "Wand", "desc": "This wand has 13 charges. While holding it, you can use an action to expend 1 of its charges to cast the __polymorph_ spell (save DC 16) from it, transforming one target humanoid into a beast. Unlike normal castings of the spell, the effect lasts for 24 hours, at which point a target can attempt a new save. After two failed saves, a polymorphed target is permanently transformed into its new form. The wand regains 2d6 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20\\. On a 1, the wand crumbles into ashes and is destroyed.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "trident-of-fish-command-a5e", "name": "Trident of Fish Command", "type": "Weapon", "desc": "This weapon has 3 charges. While carrying the trident, you can use an action to expend 1 charge and cast __dominate beast_ (save DC 15) on a beast with an innate swimming speed. At dawn each day the trident regains 1d3 expended charges.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "true-weight-gloves-a5e", "name": "True Weight Gloves", "type": "Wondrous Item", "desc": "This set of emerald green gloves are made from velvet with very fine silk stitching and function as a small scale. While wearing them, you can hold two objects in your hands and know the exact weight of the objects. The objects must be of a size and weight that allow you to hold your arms straight out with one in each open palm. While using the gloves to weigh objects, you can speak a command word that makes them disappear in a puff of green smoke if either object is counterfeit.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tyrants-teeth-a5e", "name": "Tyrant’s Teeth", "type": "Wondrous Item", "desc": "Dagger-sharp fangs ripped from the skull of a tyrant lizard clatter around this necklace’s cord. When you attack while wearing it, a ghostly reptilian head appears and snaps down on your target. You can only attune to this item if you have survived being bitten by a Huge or larger reptile or dragon.\n\nWhile wearing this item your footsteps make the ground tremble slightly and you have _disadvantage_ on Stealth checks.\n\nWhen you take energy damage, your attacks deal an extra 1d6 damage of the same type until the end of your next turn. If you are damaged by multiple energy types, you only deal bonus damage of the most recent type.\n\nOnce per day, when you hit with a melee attack you can use a bonus action to create a spectral tyrannosaur that bites the target, dealing 4d6 force damage.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tyrfing-the-thrice-cursed-sword-of-tragedy-a5e", "name": "Tyrfing, the Thrice-Cursed Sword of Tragedy", "type": "Weapon", "desc": "The blade of this weapon shines brilliantly, but there is a strange chill about it. You gain a +3 bonus to _attack and damage rolls_ made with this magic sword. Additionally, you can speak the blade’s command word as a bonus action to cause it to shed _bright light_ in a 20-foot radius and _dim light_ for an additional 20 feet. Repeating the command word or sheathing the blade extinguishes the light. Objects hit with this sword take the maximum damage the weapon’s damage dice can deal.\n\nTyrfing has 9 charges, which it does not regain while attuned to a creature. These charges are fully restored if a new creature attunes to it, but a previous bearer who attunes to the sword again only ever has the same pool of charges. When you use the sword to deal a critical hit against a creature that is not a construct or undead and has 100 or fewer hit points, it must make a DC 16 Constitution _saving throw_ . Each time a creature is killed in this manner the sword expends a charge.\n\n**_Curse._** Prior to 3 charges being expended from the blade, it will cause some tragedy or misfortune to befall you and will not expend its third charge until it has. The exact details and timing of this evil are up to the Narrator, but good examples include: causing you to automatically fail a crucial ability check (particularly one that would lead to further disaster, such as failing to identify an ally in the dark and accidentally attacking them); causing an ally who is reduced to 0 hit points to be incapable of rolling successes on death saving throws, leading to their death unless they are healed or stabilized by another creature; or causing all your next critical hits during a given combat to miss instead.\n\nMisfortune occurs again before 6 charges have been expended, and it will not expend the sixth until it has done so. Likewise, it must do so a third time before expending the final charge. If you break your attunement with Tyrfing with a pending misfortune, you remain _cursed_ until either the misfortune occurs or until you are targeted by a _remove curse_ spell cast using a 9th-level spell slot.\n\nOn expending the final charge, you must make a DC 16 constitution save. On a failure, you are slain by the sword just as surely as your opponent. On a success, you instead gain the _doomed_ condition, dying soon thereafter in a tragic manner unless powerful magic intervenes. Regardless of the result, Tyrfing then disappears. 1 week later it appears somewhere on your plane, searching for a new wielder to afflict.\n\n_Note:_ The exact mechanics of the following curse are for the Narrator and should be kept vague for players, even if they discover it is cursed. It is enough in that case for them to know Tyrfing will bring about three great evils and eventually the death of its wielder. The sword is nothing if not persistent, and attempts to leave it behind without breaking attunement merely mean that Tyrfing appears near its bearer 24 hours later.\n\n### Lore\n\nTyrfing was a sword forged under duress by the dwarves Svalinn and Durinn for Svafrlami, a king and grandson of Odin. Per his instructions, it shown with bright light, could cut through stone and steel as easily as flesh, and would never dull or rust. However, because their services were obtained under duress by threat of force, they also cursed the blade so that whenever drawn it would take a life, that it would bring about three great evils, and that it would eventually take Svafrlami’s life. This all came to pass, and the sword continued to bring disaster and ruin to each new wielder, its cursed hunger for tragedy never sated.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "universal-solvent-a5e", "name": "Universal Solvent", "type": "Wondrous Item", "desc": "The scent of alcohol wafts out of this bottle of white liquid. You can use an action to pour the liquid in the bottle onto a surface within your reach and dissolve up to 1 square foot of adhesive (including __sovereign glue )_.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "unliving-rune-a5e", "name": "Unliving Rune", "type": "Wondrous Item", "desc": "Found in desecrated holy texts, an unliving rune is a Tiny construct of negative energy resembling a splotch of darkly glowing ink. The rune can be applied to your skin much like a temporary tattoo, and while attached you can channel negative energy into an attack. On a successful hit with a _melee weapon attack_ you can use your reaction to activate the rune, dealing an additional 1d4 necrotic damage and preventing the target from regaining hit points until the start of your next turn. You can’t do so again until you finish a short or long rest.\n\nThe rune feeds on your vitality while attached to your skin. You gain a slightly sickly appearance, and the rune consumes one use of your Hit Dice each dawn. During a _short rest_ , you can peel the rune off your skin, taking 1d6 necrotic damage. The rune can be stored in a book instead of your skin but offers no benefit unless attached to you. When exposed to direct sunlight for a minute or more, the rune is destroyed.\n\nAs an action you can place the rune on a humanoid corpse that has died within the last 8 hours. The rune is destroyed as its magic is absorbed by the corpse, animating it as a _zombie_ . When placing the rune, you can feed it a portion of your life force by spending hit points. The zombie obeys your spoken commands and is friendly to you and your companions for 1 round per hit point you spent when placing the rune. At the end of this duration it becomes hostile to all living creatures.\n\n**_Curse._** The unliving rune is _cursed_ and while it is attached to you any senses or divinations that can detect undead incorrectly detect you as undead. If you die while the rune is attached to you, you are reanimated as a _zombie_ after 1d4 rounds.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "unparalleled-pianoforte-a5e", "name": "Unparalleled Pianoforte", "type": "Wondrous Item", "desc": "This elegant pianoforte has been painted white, with gold filigree adorning its lid and the tops of its keys. Originally commissioned by a noble with particularly musically incompetent children, those instrument. It allows you to add an _expertise die_ to your attempt to play it; this die increases by one step if you have proficiency with Performance.\n\nIf you succeed at a DC 17 Performance check, you may choose up to six creatures within 30 feet that can hear the pianoforte. For the next hour, these creatures have a d8 Inspiration die which can be spent on any one _attack roll_ , _ability check_ , or _saving throw_ .", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "useful-top-hat-a5e", "name": "Useful Top Hat", "type": "Wondrous Item", "desc": "This stylish and sturdy top hat conceals a useful feature: a small pocket dimension. You may store up to 50 pounds worth of items in the extradimensional space. Retrieving an item stowed this way requires a bonus action (to remove the hat) and an action (to retrieve the item). If you have never interacted with a specific useful top hat before, the first time you use it, it requires 1d4 rounds to take stock of its contents before anything can be retrieved from the bag.\n\nAs with all extra-dimensional storage, food or drink placed inside immediately and permanently loses its nourishing qualities, and a body placed in it cannot be restored to life by __resurrection , revivify ,_ or similar magic. Living creatures cannot be placed in the space and are merely stowed as though in a mundane top hat if it is attempted. The pocket dimension cannot be accessed until the creature is removed. The hat cannot hold any item that would not fit in a normal hat of its apparent size or any item with the Bulky quality. If the hat is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a useful top hat inside another extradimensional storage device such as a bag of holding results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "veil-of-fate-a5e", "name": "Veil of Fate", "type": "Wondrous Item", "desc": "Few powers are more coveted than the ability to examine and manipulate the threads of fate, and yet destiny is a mystery that most have yet to fully comprehend. As enigmatic as the forces it commands, the origins of the Veil of Fate are unknown. It was brought to historical attention when it was revealed as the source of a renowned seer’s remarkable abilities, her foretellings reached the ears of queens and generals, shaping a continent and undoubtedly the whole of history. Fearful of her influence and envious of the veil’s power, those outside of her circle of influence conspired to behead her and take the relic. The subsequent fighting and intrigue saw the Veil of Fate become lost for centuries, occasionally appearing in tales as fantastic as they were inscrutable. While this tale is the best known, records of the Veil of Fate’s existence can be traced to the beginnings of written history, its bearers painted as either titans of achievement or dire warnings to be heeded by the wise.\n\nThe Veil of Fate is a diaphanous silver and gray cloth attached to a thin silvery band which is worn on the bearer’s head. When worn correctly, it falls to the floor around its bearer, covering them entirely in a faint silver shimmer. It is unknown whether or not this appearance is due purely to the physical nature of the veil or its powers taking the bearer slightly beyond the bounds of reality.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Veil of Fate_, which allows the wearer to see the very strands of destiny. \n\n**DC 18** The veil grants glimpses into the future.\n\n**DC 21** Many who have donned the veil are immediately struck by disturbingly accurate premonitions of the future.\n\n**Artifact Properties**\n\nThe _Veil of Fate_ has one lesser artifact benefit, one greater artifact benefit, and one greater artifact detriment. \n\nWhen you are wearing and attuned to the veil, creatures have _disadvantage_ on _opportunity attacks_ against you as the combination of your enhanced foresight and diaphanous appearance bamboozles your foes.\n\nThe glimpses of the future granted by the _Veil of Fate_ are not always advantageous. You are always last in the initiative order as you are overwhelmed with insights into the events that are about to unfold, though you may choose to use your foretelling roll (see Control Fate below) for all of your initiative checks for the day.\n\nIn addition, you can impart some of the veil’s power by falling into a deep meditation for 8 hours. When your meditation is concluded, your touch bestows one of the benefits of the _Veil of Fate_ onto an allied creature, and you suffer a level of _fatigue_ from the effort.\n\n**Foretelling**\n\nAt the Narrator’s discretion, when you first attune to the Veil of Fate you are granted a detailed premonition of future events, presenting the opportunity to intertwine those threads of fate with your own. You can perfectly recall the premonition for a number of days equal to your Intelligence modifier (minimum 1 day), after which the memory is gone as if you never experienced it. Anything you write down or otherwise record about the premonition during this time is all that remains. Another creature may be given a different premonition or no premonition upon attuning to the veil. You can occasionally recall key details of the premonition at important crossroads in the future before the depicted events occur, and otherwise receive guidance from the premonition long after you’ve forgotten it.\n\n**Choose Your Destiny**\n\nWhile attuned to the Veil of Fate you are keenly aware of your own destiny. \n\nWhen you spend 8 hours meditating on your destiny and life’s purpose, you can see some of the steps you must take to change it. This meditation brings on a profound change, and when it is concluded you may choose a new _Destiny_ .\n\n**Control Fate**\n\nWhen you finish a long rest, you are bolstered by a strange sense of how to get the most out of your interactions and endeavours, gaining inspiration.\n\nIn addition, after completing a long rest you roll a d20\\. This is your foretelling roll. When you or a creature you can see within 30 feet makes an ability check, _attack roll_ , or _saving throw_ , you may choose to replace the d20 roll with your foretelling roll. You may choose to use this property after seeing the initial roll, but before any of the roll’s effects occur. Once you have used this property, you cannot do so again until finishing a long rest.\n\n**Magic**\n\nYou may cast _augury_ at will while attuned to and wearing the _Veil of Fate_.\n\nTwice per _long rest_ you can cast one of the following spells without consuming material components or expending a spell slot: _arcane eye , clairvoyance , commune , divination_ .\n\nRoll a d20 after each _long rest_ . On an 18 or above, you gain the benefits of the __foresight_ spell.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "vekeshi-blade-a5e", "name": "Vekeshi Blade", "type": "Weapon", "desc": "Composed of fire that has been kindled for five centuries since the death of Srasama, this weapon is pledged to defeat the infernal tieflings. You gain a +2 magical bonus to _attack and damage rolls_ made with this longsword. While wielding this longsword, you have _resistance_ to fire. On a successful hit against a celestial, elemental, fey, or fiend, this weapon deals an extra 2d6 damage. In addition, you can use an action to reshape this weapon into any other melee weapon that does not have the heavy property.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "verdant-fang-a5e", "name": "Verdant Fang", "type": "Wondrous Item", "desc": "You can attune to this item only if you’re in the good graces of the green dragon who granted it to you. You attune to the fang by pressing it into your mouth, whereupon it replaces one of your canine teeth. While attuned to the fang, you can speak and understand Draconic, and you can use an action to breathe a 15-foot cone of poison gas. Creatures in the area must make a DC 12 Constitution _saving throw_ , taking 4d6 poison damage on a failed save or half the damage on a success. You can’t use this property again until you finish a _long rest_ .\n\nAs an action, you can bite down on the fang, destroying it. Doing so sends a mental distress signal to the dragon who granted you the fang; the dragon immediately learns where you are and will come to your aid.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "vial-of-beauty-a5e", "name": "Vial of Beauty", "type": "Potion", "desc": "After spending 1 minute applying this pale lavender lotion to your skin, you can change one small detail of your appearance for the next 24 hours (like the color of your eyes or skin, the length or color of your hair, or an added cosmetic detail such as pointed ears or small horns).", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "vicious-weapon-a5e", "name": "Vicious Weapon", "type": "Weapon", "desc": "When you roll a natural 20 on an _attack roll_ using this weapon it deals an extra 2d6 damage of the weapon’s type (this extra damage does not double).", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "vorpal-sword-a5e", "name": "Vorpal Sword", "type": "Weapon", "desc": "You gain a +3 bonus to _attack and damage rolls_ made with this magic sword, and it ignores resistance to slashing damage.\n\nWhen you attack a creature with this blade and it has at least one head, rolling a natural 20 on the _attack roll_ causes the sword to make a snicker-snack sound as it efficiently chops off one of the target’s heads. If the creature can’t survive without its head removed, it dies. This effect does not apply if the target is too big for its head to be removed by the sword (determined at the discretion of the Narrator), it doesn’t need a head or have one, has immunity to slashing damage, or has legendary actions. In cases where a creature cannot lose a head, it takes an additional 6d8 slashing damage (unless it is immune to slashing damage; this extra damage does not double).", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "walking-chicken-hut-a5e", "name": "Walking Chicken Hut", "type": "Wondrous Item", "desc": "Rumored to appear in bogs and swamps where amidst the fog it is often mistaken for a gigantic predatory bird, this ramshackle hut has been known to convey many an influential spellcaster. Arcane societies tend to look down upon the people that deign to use this artifact and refuse to recognize it for what it truly is, perpetuating the belief that it is a cursed relic best left alone. Any knowledgeable scholar knows there is good reason for the practice—sometimes when left idle for too long without a master the hut walks of its own accord directly towards the nearest planar portal, and all those known to have claimed ownership have disappeared under mysterious circumstances. \n\nA simple bed and table permanently affixed to the floor in this shuttered wooden hut, and it is able to fit up to 12 Medium or smaller creatures inside. After taking a _long rest_ inside of the hut, you make a DC 21 Perception check, seeing through the veil and revealing its true nature on a success—strange markings and other signs of witchcraft cover nearly every surface of the interior and it reeks of chicken effluent. Once the veil is seen through, there are 8 glowing runes on the table, each only half-illuminated. When you pass your hand over a rune, the energies inside respond and you can fully illuminate it or remove its glow entirely. When certain runes are illuminated, enormous chicken legs beneath the hut rise it up off of the ground. The _Chicken Hut_ is a Gargantuan object with an Armor Class of 21, a total of 320 hit points, Speed 50 ft. or swim 10 ft. (0 ft. if the legs aren’t extended), and immunity to cold, poison, and psychic damage.\n\nThe hut floats on water. While the hut’s door and window shutters are closed, the interior is airtight and watertight. The interior holds enough air for 60 hours of breathing, divided by the number of breathing creatures inside.\n\nYou can use an action to control the illumination of as many as two of the hut’s runes, and a bonus action to control a third. After each use, a rune goes back to its neutral position. Each rune, from left to right, functions as shown in the Walking Chicken Hut Runes table.\n\nIf you are not attuned to any magic items and spend a week inside of the _Walking Chicken Hut_, you can attune to it. The hut uses 2 of your attunement slots. Once attuned, as long as you can see it you can use your bonus action to manipulate as many as 3 of its runes. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Walking Chicken Hut_, home to many wielders of magic throughout the ages. \n\n**DC 18** The hut is known to move and act of its own accord.\n\n**DC 21** The hut can be controlled using the runes on the table within.\n\n**Artifact Properties**\n\nThe _Walking Chicken Hut_ has one lesser artifact detriment and one greater artifact detriment.\n\n__**Table: Walking Chicken Hut Runes**__\n| **Rune** | **Lit** | **Dark** |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | An enormous pair of chicken legs extend, allowing the hut to walk and swim. | The chicken legs retract, reducing the hut’s Speed to 0 feet and making it unable to benefit from bonuses to speed. |\n| 2 | Forward window shutter opens. | Forward window shutter closes. |\n| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |\n| 4 | Each extended chicken leg makes the following melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d8) slashing damage. | The hut releases a disgusting and offensive miasma. All creatures in a 60-foot radius of the hut make a DC 18 Constitution _saving throw_ or are _poisoned_ until the end of the pilot’s next turn. If the interior is not sealed, this includes any creatures inside the hut. |\n| 5 | The hut walks or swims forward. | The hut walks or swims backward. |\n| 6 | The hut turns up to 180 degrees left. | The hut turns up to 180 degrees right. |\n| 7 | Lanterns appear on the front of the hut, emitting bright light in a 30-foot radius and dim light for an additional 30 feet. | If there are lanterns conjured on the front of the hut, they disappear. |\n| 8 | The front door unseals and opens. | The front door closes and seals. |", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-binding-a5e", "name": "Wand of Binding", "type": "Wand", "desc": "While holding this wand, you can use an action to expend charges to cast one of the following spells, using your spell save DC: _hold person_ (2 charges), __hold monster_ (5 charges). Alternatively, when you attempt to escape a _grapple_ or are making a _saving throw_ to avoid being _paralyzed_ or _restrained_ , you can use your reaction to expend 1 charge and gain _advantage_ .\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand folds in on itself until it disappears.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-cobwebs-a5e", "name": "Wand of Cobwebs", "type": "Wand", "desc": "A convincing way to cover one’s tracks is to create the appearance that an area hasn’t been disturbed in a long time. This spindly wooden wand sheds a little dust whenever you touch it. While holding it, you can use an action and expend 1 charge to conjure wispy cobwebs in a 1-foot cube within 30 feet of you that you can see. The cobwebs must be anchored to two solid masses or layered across a floor, wall, or ceiling. The ground beneath the cobwebs is covered with a layer of dust that suggests at least a year of disuse. The cobwebs and dust last until cleared away.\n\nThe wand has 10 charges and regains 1d6+4 charges each dusk. If you expend the last charge, roll a d20\\. On a result of 5 or less, the wand disintegrates into a mass of cobwebs.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-elocution-a5e", "name": "Wand of Elocution", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and touch it to one willing beast or humanoid. If the target is a humanoid, for the next hour it gains an expertise die on Deception, Intimidation, and Persuasion checks, as well as on Performance checks made to act, orate, or otherwise speak in front of a crowd. If the target is a beast, it gains the ability to speak one language that you are proficient with for the next hour.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits a cacophony of voices and animal noises audible within 100 feet for 1 minute then loses its magical properties.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-enemy-detection-a5e", "name": "Wand of Enemy Detection", "type": "Wand", "desc": "While holding this wand, you can use an action to speak its command word and expend 1 charge to extend your senses for 1 minute. You sense the direction (but not precise location) of the nearest creature hostile to you within 60 feet (this includes ethereal, _invisible_ , disguised, and hidden creatures, as well as those in plain sight). The effect ends early if you stop holding the wand.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears the next time it is unobserved.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-erudition-a5e", "name": "Wand of Erudition", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and target one willing humanoid you can see within 30 feet. For the next hour, the target gains one of the following benefits:\n\n* The ability to read, speak, and understand one language you are proficient with.\n* Proficiency with one skill or tool with which you are proficient.\n* Knowledge of some piece of information you know that you could communicate in less than 1 minute, such as the contents of a book you have read or directions to a location familiar to you. The target gains this knowledge even if you do not share a language. When the effect ends, the target forgets the information you imparted.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand fades from existence and you forget you ever owned it.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-fear-a5e", "name": "Wand of Fear", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and command another creature to flee or grovel (as the _command_ spell, save DC 15). Alternatively, you can use an action to expend 2 charges, causing the wand to emit a 60-foot cone of light. Each creature in the area makes a DC 15 Wisdom _saving throw_ or becomes _frightened_ of you for 1 minute. A creature frightened in this way must spend its turns trying to move as far away from you as possible, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. On its turn, the frightened creature can use only the Dash action or try to escape from an effect that prevents it from moving, or if it has nowhere to move then the Dodge action. A frightened creature can repeat the _saving throw_ at the end of each of its turns, ending the effect on itself on a success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand releases a chilling wail and crumbles into nothing.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-fireballs-a5e", "name": "Wand of Fireballs", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast fireball (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears in a flash of fire and smoke.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-lightning-bolts-a5e", "name": "Wand of Lightning Bolts", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast __lightning bolt_ (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\n This wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits sparks of electricity and disappears in a flash. ", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-magic-detection-a5e", "name": "Wand of Magic Detection", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to cast __detect magic ._\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-magic-missile-a5e", "name": "Wand of Magic Missile", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 or more of its charges to cast __magic missile ._ For 1 charge, you cast the 1st-level version of the spell. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a bolt of magic that soars out of sight and disappears", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-paralysis-a5e", "name": "Wand of Paralysis", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to force a creature within 60 feet to make a DC 15 Constitution _saving throw_ or become _paralyzed_ for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand shatters into hundreds of pieces.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-polymorph-a5e", "name": "Wand of Polymorph", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to cast _polymorph_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a Tiny bug that wanders away.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-secrets-a5e", "name": "Wand of Secrets", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to make it pulse and point at the nearest secret door or trap within 30 feet.\n\nThis wand has 3 charges and regains 1d3 expended charges each dawn.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-scribe-a5e", "name": "Wand of the Scribe", "type": "Wand", "desc": "Nearly half the size of most other wands, this arcane implement is a solid piece of mithral with a tapered point that resembles the nib of a writing quill. While you are attuned to the wand, you can write on parchment and similar surfaces that would hold ink as though using an ordinary quill. The wand never runs out of ink when used this way.\n\nThe _wand of the scribe_ has 1d6 charges and regains 3 charges each dawn. You can expend 1 charge from the wand to cast __illusory script_ . You can also expend 1 charge from the wand to create a copy of any mundane document without requiring a forgery kit, substituting an Arcana check for any ability check you would normally make. Finally, you can expend 2 charges from the wand to transcribe 1 minute of conversation that you can hear. You do not need to understand the language being spoken, and can choose to write it in any language that you know.\n\nIf you expend the wand’s last charge, roll a d20\\. On a result of 5 or less, the wand bursts causing ink to stain your hand and the front of any clothing you are wearing as the enchanted trinket breaks apart.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-war-mage-1-a5e", "name": "Wand of the War Mage +1", "type": "Wand", "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_ (uncommon +1), and you ignore _half cover_ when making spell attacks.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-war-mage-2-a5e", "name": "Wand of the War Mage +2", "type": "Wand", "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_ (rare +2), and you ignore _half cover_ when making spell attacks.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-war-mage-3-a5e", "name": "Wand of the War Mage +3", "type": "Wand", "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_ (very rare +3), and you ignore _half cover_ when making spell attacks.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "