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__url&page=21
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__url&page=22", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__url&page=20", "results": [ { "slug": "figurine-of-wondrous-power-a5e", "name": "Figurine of Wondrous Power", "type": "Wondrous Item", "desc": "These small, palm-sized figurines of various animals run the entire gamut of artistic skill—some sculpted down to the last hair of detail and some looking more like the product of carvings by a drunkard.\n\nThe specifics of these figurines vary but they all work in essentially the same way: if you use an action to speak the appropriate command word and throw the figurine at a point within 60 feet, it transforms into a living creature the color of its original material. If the chosen space is occupied (either by creatures or non-living obstacles) the figurine does not transform.\n\nThe resulting creature is friendly to you and your companions, with a notable exception listed below. It understands any language you can speak and follows your verbal commands. When not carrying out a task, the creature defends itself but does not otherwise act.\n\nEach creature stays transformed for a specific duration, detailed in its individual entry. At the end of this duration, the creature turns back to its inanimate form. It also reverts early if it drops to 0 hit points or if you use an action to speak the command word while touching it. Once it has reverted to its figurine form, it cannot transform again for a duration specific to each creature, as detailed in its entry.\n\n---\n\n__**Table: Figurine of Wondrous Power**__\n| **Figurine** | **Rarity** | **Cost** | **Crafting Components** | **Property** |\n| ---------------------- | ---------- | --------- | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| **Bronze Griffin** | Rare | 5,000 gp | Griffon feather | This bronze figurine is of a griffon in an aggressive posture. It can become a _griffon_ for 6 hours, after which it cannot be used again for 5 days. |\n| **Ebony Fly** | Rare | 5,000 gp | Vial filled with mundane flies | This ebony has been carved to look like a horsefly in flight. It can turn into a giant fly and be used as a mount for up to 6 hours, after which it cannot be used for 2 days. |\n| **Golden Lions** | Rare | 5,000 gp | Braid of lion’s mane | These gold lion figurines are always created in pairs, but can be used both together or separately. Each can become a _lion_ for up to 1 hour, after which it can’t be used for 7 days. |\n| **Ivory Goats** | Rare | 5,000 gp | Instrument made of goat horn | These statuettes are always created in threes, but are with different colors, poses, and abilities—most commonly a white goat running, a red goat standing, and a black goat rampant. |\n| _**Goat of Travel.**_ | | | | _The goat of travel_ has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. When the charges run out it can’t be used again until 7 days have passed, at which point it regains all charges. This goat takes the form of a large _goat_ , but uses the statistics of a _riding horse_ . |\n| _**Goat of Travail.**_ | | | | _The goat of travail_ becomes a Large _goat_ for up to 3 hours, after which it can’t be used again for 30 days. |\n| _**Goat of Terror.**_ | | | | _The goat of terror_ becomes a Large goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a _1 lance_ , and the other becomes a _2 longsword_ . Removing a horn requires an action and the weapons disappear when the goat reverts to figurine form. In addition, the goat radiates terror in a 30-foot radius while you are riding it. Any creature hostile to you that starts its turn in the area makes a DC 15 Wisdom _saving throw_ or becomes _frightened_ of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s terror for the next 24 hours. After this figurine has been used, it can’t be used again until 15 days have passed. |\n| **Marble Elephant** | Rare | 5,000 gp | Vial of elephant hairs | This hefty figurine is carved into the form of an elephant with a raised trunk. It can become an _elephant_ for up to 24 hours, after which it cannot be used for 7 days. |\n| **Obsidian Steed** | Very rare | 10,000 gp | Lock of hair from a nightmare’s mane | This rearing horse statuette can become a _nightmare_ for up to 24 hours. It can be utilized as a mount, but fights only to defend itself. There is always a 5% chance per use that the steed ignores your orders, including commands that it return to figurine form. If you mount the steed during this time, it instantly teleports the two of you to a random location in Hell, whereupon it immediately reverts to figurine form. After this figurine has been used, it can’t be used again until 5 days have passed. |\n| **Onyx Dog** | Rare | 5,000 gp | Collar worn by a dog for a year and a day | This onyx carving of a sitting dog can become a Medium-sized version of the dog depicted (usually a _mastiff_ ) for up to 6 hours. It has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see _invisible_ creatures and objects within that range. After this figurine has been used, it can’t be used again until 7 days have passed. |\n| **Serpentine Owl** | Rare | 5,000 gp | Gilded owl’s feather | This serpentine statuette of an owl with spread wings can become a _giant owl_ for up to 8 hours, after which it can’t be used again for 2 days. The owl can communicate with you via telepathy at any range as long as both of you are on the same plane |\n| **Silver Raven** | Uncommon | 500 gp | Gilded raven’s feather | This silver raven statuette can become a mundane _raven_ for up to 12 hours. After this figurine has been used, it can’t be used again until 2 days have passed. While it is in raven form, you can cast _animal messenger_ on it at will. |\n\n---\n\n**Giant Fly Challenge 0**\n\n_Large beast_ 0 XP\n\n**Armor Class** 11\n\n**Hit Points** 19 (3d10+3; bloodied 10)\n\n**Speed** 30 ft., fly 40 ft.\n\n**STR DEX CON INT WIS CHA**\n\n14 (+2) 13 (+1) 13 (+1) 2 (–4) 10 (+0) 3 (–4)\n\n**Proficiency** +2; **Maneuver** DC 12\n\n**Senses** darkvision 60 ft., passive Perception 10\n\n**Languages** —", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "finder-gremlin-a5e", "name": "Finder Gremlin", "type": "Wondrous Item", "desc": "This tiny ethereal silver goblinoid sits in a clamshell container along with a miniature cup of water and a single thin needle. When prompted with a bonus action, the gremlin uses the old cup and needle trick to try and find magnetic north, although it is not particularly good at this. Whenever the gremlin tries to find true north, roll a d10, and on a result of a 1 it gets confused, pointing in the exact opposite direction instead.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "fire-charm-a5e", "name": "Fire Charm", "type": "Wondrous Item", "desc": "While wearing this charm you can use an action to light or extinguish a candle-sized flame within 5 feet, or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Cleanse:** Cast _lesser restoration ._\n* **Resist:** Cast __protection from energy_ (fire only).\n* **Scorch:** Cast __scorching ray_ at 3rd-level (+7 spell attack bonus).\n\n_**Curse.**_ Releasing the charm's power attracts the attention of an _efreeti_ who seeks you out to demand a gift.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "fizzy-lifter-a5e", "name": "Fizzy Lifter", "type": "Potion", "desc": "This glass bottle contains a brown bubbly liquid and bears a winking wizard on the label. When you are _unconscious_ and have at least 1 hit point, if another creature forces you to sniff this powerful concoction you immediately wake up. \n\nAlternatively, when you consume this potion you are targeted by the __levitate_ spell (save DC 14) but are also comically bloated with bubbles, taking a −2 penalty to Constitution _saving throws_ for the duration.\n\n__Fizzy Lifter_ and __Fizzy Rocks_ \n\nIdeally the combination of these two confections should be left ambiguous but indescribably bad. It should be a “relative of a friend of a friend died from it” sort of legend and the Narrator should create any mad reactions that they feel are interesting. However, if an adventurer ignores the warning and consumes both items at once this optional effect may be used:\n\nWhen a creature consumes both _fizzy lifter_ and _fizzy rocks_ within a minute of each other, the arcane chemical reaction causes the effects of both items to end and a torrent of harmless foam to rocket out of the creature’s mouth, propelling it in the opposite direction. Determine a direction randomly by rolling a d8\\. The creature is pushed 100 feet in that direction. This movement does not provoke _opportunity attacks_ . If it impacts a creature or object along this path it stops, is knocked _prone_ , and takes 23 (5d8) bludgeoning damage, dealing the same amount of damage to whatever it impacts. ", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "fizzy-rocks-a5e", "name": "Fizzy Rocks", "type": "Wondrous Item", "desc": "This paper packet bearing a winking wizard’s face contains a dozen brightly colored sugary pebbles that fizz when eaten. When you consume a piece of this candy, you can use a bonus action to throw your voice to any point you can see within 60 feet, and your voice emanates directly from that point until the start of your next turn. This effect lasts for 1 hour.\n\nAlternatively, you can consume all 12 _fizzy rocks_ to cast __thunderwave_ as a 2nd-level spell (dealing 2d8 thunder damage; save DC 14). You are made an additional target of the spell when casting it in this way.\n\n__Fizzy Lifter_ and __Fizzy Rocks_ \n\nIdeally the combination of these two confections should be left ambiguous but indescribably bad. It should be a _“relative of a friend of a friend died from it”_ sort of legend and the Narrator should create any mad reactions that they feel are interesting. However, if an adventurer ignores the warning and consumes both items at once this optional effect may be used:\n\nWhen a creature consumes both _fizzy lifter_ and _fizzy rocks_ within a minute of each other, the arcane chemical reaction causes the effects of both items to end and a torrent of harmless foam to rocket out of the creature’s mouth, propelling it in the opposite direction. Determine a direction randomly by rolling a d8\\. The creature is pushed 100 feet in that direction. This movement does not provoke _opportunity attacks_ . If it impacts a creature or object along this path it stops, is knocked _prone_ , and takes 23 (5d8) bludgeoning damage, dealing the same amount of damage to whatever it impacts. ", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "flame-tongue-a5e", "name": "Flame Tongue", "type": "Weapon", "desc": "While you are attuned to this magic sword, you can use a bonus action and speak its command word to make flames erupt from the blade, shedding bright light in a 40-foot radius and dim light for an additional 40 feet. While lit, attacks using the sword deal an extra 2d6 fire damage. The flames last until you use a bonus action to put them out or until you drop or sheathe the sword.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "flask-of-inebriation-a5e", "name": "Flask of Inebriation", "type": "Wondrous Item", "desc": "This plain and rough old steel flask hides one's vices most inconspicuously. Any liquid poured into the flask instantly becomes intoxicating and remains so even if poured out of the flask. The flask has no effect on any form of magical liquids poured into it.\n\n \nThe flask has 2 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, spraying a 10-foot cone that empties the flask of its contents. Creatures within the area make a DC 10 Constitution _saving throw_ or are _poisoned_ by the potent alcohol. At the end of each of its turns, a creature poisoned by the flask can repeat the saving throw, ending the effect on itself on a success. If you expend the last charge, roll a d20\\. On a result of 5 or less, the flask loses its potency 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": "flicker-dagger-a5e", "name": "Flicker Dagger", "type": "Weapon", "desc": "While you are attuned to and wielding this dagger, you can use a bonus action to summon a flickering illusion for 1 minute. Your flickering illusion shares your space, moves with you, and is treated as another enemy of the target for the purposes of the Sneak Attack feature, but it cannot be targeted with attacks and provides no penalties to creatures attacking you. Once you have used this property, you cannot do so again until you finish a _long rest_ .", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "focusing-eye-a5e", "name": "Focusing Eye", "type": "Wondrous Item", "desc": "This thumb-sized opal is carved to resemble an open eye. As an action, you can affix it to your forehead where it remains in place until you use another action to remove it. While you wear the eye, you gain an expertise die on Insight checks you make while speaking telepathically with another creature.\n\nThe eye has 3 charges and regains 1 charge each dusk. You can use an action to expend 2 charges and cast _detect thoughts_ on any creature with whom you have communicated telepathically during the last 24 hours, regardless of your distance from the creature. Alternatively, you can expend 3 charges to cast _clairvoyance_ centered on the creature’s current location.\n\nWhen you expend the eye’s last charge, it permanently affixes to your forehead but otherwise becomes a normal opal.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "folding-boat-a5e", "name": "Folding Boat", "type": "Wondrous Item", "desc": "This dark wood box with nautical-themed carvings measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and always floats in water. Three command words control its functions as follows:\n\n* The first command word turns the box into a 10-foot long boat that is 4 feet wide and 2 feet deep. It comes equipped with one pair of oars, an anchor, a mast, and a lateen sail, and can hold up to 4 Medium creatures comfortably.\n* The second command word causes the box to unfold into a 24-foot long ship that is 8 feet wide and 6 feet deep. This ship has a deck, rowing seats, 5 sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. It can hold 15 Medium creatures comfortably.\n* A third command word causes the folding boat to revert to its original shape, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside and any objects that can fit inside do.\n\nWhen the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "fools-hat-a5e", "name": "Fool's Hat", "type": "Wondrous Item", "desc": "This extraordinary hat comes to several points, each with a bell affixed to it. A number of times per day equal to your Charisma modifier, you can snap your fingers as an action and become _invisible_ . The invisibility lasts until the end of your next turn, and it ends early if you attack, deal damage, cast a spell, or force a creature to make a _saving throw_ . However, the sound of bells jingling means your location is always known if you use any movement.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "friendly-joybuzzer-a5e", "name": "Friendly Joybuzzer", "type": "Wondrous Item", "desc": "This tin ring houses a small circular device with a red button. You have advantage on Sleight of Hand checks made to hide the _friendly joybuzzer_. Once you are attuned to this magic item, whenever a creature presses the button (even inadvertently through a handshake) for the next minute it becomes happier and friendlier towards you. For the duration, you gain an expertise die on Charisma checks against the creature. If the creature sees the joybuzzer being used or recognizes it as a magical item, it immediately realizes that you used magic to influence its mood and may become hostile toward you. \n\nAlternatively, once you are attuned to this magic item, while you are shaking hands with a creature you can choose to destroy the _friendly joybuzzer_. Make a melee spell attack with _advantage_ , using your highest mental ability score as your spellcasting ability score. On a successful hit, you target the creature as if you had cast __shocking grasp_ , treating each damage die as if you had rolled the maximum amount.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "frost-brand-a5e", "name": "Frost Brand", "type": "Weapon", "desc": "When exposed to freezing temperatures the blade of this magic sword sheds _bright light_ in a 10-foot radius and _dim light_ for an additional 10 feet. While you are attuned to the sword, attacks using it deal an extra 1d6 cold damage and you gain resistance to fire damage. Once per hour, when you draw the sword you can choose to extinguish all nonmagical flames within 30 feet. ", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "frost-giants-plate-a5e", "name": "Frost Giant’s Plate", "type": "Armor", "desc": "With only a thought you can make this fist-sized ball of jagged ice expand to encase your body in a frigid suit of plate armor constructed out of solid black ice. As a bonus action, you can reduce the armor to a 5 pound ball of ice which never melts, or expand the ice back into the suit of armor. While wearing this plate armor you gain a +2 bonus to Armor Class, resistance to cold damage, and once per day you can double your size (as the _enlarge/reduce_ spell) for 10 minutes.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gallow-hand-a5e", "name": "Gallow Hand", "type": "Wondrous Item", "desc": "This grisly trophy is the hand of a person hung at the gallows, dipped in wax rendered from their own fat and wicked with their own hair. The fingers of this strange and complicated remnant of a malcontent can be lit just like a normal candle to shed _bright light_ in a 5-foot radius and dim light for a further 10 feet. The light shed by a _gallow hand_ is only visible to its holder and is completely _invisible_ to all other creatures.\n\nAlternatively, all five fingers of the hand can be lit as an action. If the hand is lit in this way, it sheds bright light in a 10-foot radius and dim light for a further 20 feet. This light is _invisible_ to the holder but visible to all other creatures. Any creature other than the holder that enters this area of light for the first time on its turn or starts its turn there must make a DC 13 Wisdom _saving throw_ or become _charmed_ . While charmed, a creature’s Speeds are reduced to 0 until the start of its next turn. Once lit in this way the _gallow hand_ burns for 1 minute, after which it deteriorates into a molten nub.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gauntlet-of-dominion-a5e", "name": "Gauntlet of Dominion", "type": "Wondrous Item", "desc": "This supple leather gauntlet covers the wearer’s left arm up to the elbow and has scenes of small humanoids being subjugated depicted in bone fragments along its length.\n\nAs an action, you can hold out your left hand and issue a single order from the list below. Choose up to 10 humanoids that can hear you. The chosen creatures must make a DC 14 Wisdom _saving throw_ or follow your choice of the following orders for the next minute:\n\n* _**Acclaim.**_ Affected creatures fall _prone_ and offer up a constant stream of praise, preventing them from casting spells with a vocalized component or using any abilities that require speech.\n* _**Disarm.**_ Affected creatures discard any melee or ranged weapons they have on their person and will not touch a weapon while this ability is active.\n* _**Follow.**_ Affected creatures use their full movement to move towards you, stopping when they are within 5 feet.\n\nThe ability has no effect if the target is undead or doesn’t understand your language, or if attempting to follow your command is directly harmful to it. In addition, any damage dealt to a creature ends the effect on it.\n\nOnce you have used this property three times, it cannot be used again until you have finished a _short or long rest_ .\n\n_**Curse.**_ Using this item draws the attention of a _glabrezu_ , who may seek you out for its own purposes.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gauntlets-of-ogre-power-a5e", "name": "Gauntlets of Ogre Power", "type": "Wondrous Item", "desc": "Wearing these gauntlets increases your Strength score to 19\\. They have no effect if your Strength is equal to or greater than 19.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gauntlets-of-summer-a5e", "name": "Gauntlets of Summer", "type": "Wondrous Item", "desc": "These finely crafted gold-embossed white leather gauntlets are shaped to mimic the hooves of a stag. While wearing these gauntlets, your weapon attacks count as both silver and magical for the purpose of overcoming resistance and immunity to attacks and damage.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gem-of-brightness-a5e", "name": "Gem of Brightness", "type": "Wondrous Item", "desc": "This prism has 50 charges. While you are holding it, you can speak one of three command words to cause one of the following effects:\n\n* The first command word can be used as a bonus action to cause the gem to shed _bright light_ in a 30-foot radius and _dim light_ for an additional 30 feet. This effect doesn’t expend any charges and lasts until you repeat the first command word or use one of the other two.\n* The second command word requires an action and expends 1 charge, causing the gem to fire a brilliant beam of light at one creature you can see within 60 feet. The creature makes a DC 15 Constitution _saving throw_ or becomes _blinded_ for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The third command word requires an action and expends 5 charges, causing the gem to flare with blinding light in a 30-foot cone. Each creature in the area makes a DC 15 Constitution _saving throw_ or becomes _blinded_ for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nWhen all of the gem’s charges are expended it loses all magical properties, becoming a mundane jewel worth 50 gold.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gem-of-seeing-a5e", "name": "Gem of Seeing", "type": "Wondrous Item", "desc": "This gem has 3 charges and regains 1d3 charges each dawn. You can use an action to speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight to a range of 120 feet when you peer through the gem.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ghost-metal-axe-a5e", "name": "Ghost Metal Axe", "type": "Weapon", "desc": "While you are attuned to and wielding this extremely light axe, you are able to see 20 feet into the Ethereal Plane and use it to make melee weapon attacks against creatures on the Ethereal Plane. If you are on the Ethereal Plane, you are able to see 20 feet into the Material Plane and use the axe to make melee weapon attacks against creatures on the Material Plane.\n\nIn addition, once per turn when you take the Attack action, you can strike at an undead possessing another creature, forcing it to make a Wisdom _saving throw_ (DC 8 + your proficiency bonus + your Charisma modifier) or exit the possessed creature.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "giant-slayer-a5e", "name": "Giant Slayer", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d6 damage against giants (including any creature with the giant type, such as _ettins_ and _trolls_ ). In addition, when the weapon deals damage to a giant, the giant makes a DC 15 Strength _saving throw_ or falls _prone_ .", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "glamoured-padded-leather-a5e", "name": "Glamoured Padded Leather", "type": "Armor", "desc": "While wearing this armor your Armor Class increases by +1, and you can use a bonus action to make the armor appear to be any normal set of clothing or other kind of armor. The illusion allows you to choose the details of its appearance, and it lasts until you remove the armor or use the property again.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "glass-ring-a5e", "name": "Glass Ring", "type": "Ring", "desc": "Though glass is expensive and not found in all buildings, breaking a window is a common aspect of burglary—a dangerous part if there are guards to worry about. As a bonus action, you can expend 1 charge to make the hand and arm wearing the ring pass through a single pane of glass for 2d4 + 2 rounds. Objects that you hold in that hand also pass through the glass. If your hand or arm are still through the glass at the end of the duration, you take 1d10 slashing damage as the glass breaks. \n\nAlternatively, when you hit a creature made of glass or crystal with a melee attack using the hand wearing the ring, you can command the ring to shatter. The hit deals an additional 2d8 damage.\n\nThe ring has 2 charges and regains 1 charge each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the ring loses its magic and becomes a mundane item.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "glasses-of-rodentius-a5e", "name": "Glasses of Rodentius", "type": "Wondrous Item", "desc": "These round glasses have a thin black metal frame and lenses that softly shimmer green. Engraved into the arms are very subtle rodents arranged into a helix. While you are wearing the glasses, you can see the paths that rodents have traveled in the last two days. The paths appear as shimmering green lines that reach upwards. The sooner a rat has traveled the path, the brighter the trail appears. When observed under the effects of __detect magic ,_ a small spectral rat crawls off of the glasses and squeaks. \n\nAlternatively, you can use an action to snap the glasses in half and cast _charm monster_ (save DC 13) on up to 10 rats you can see within range. Unlike normal, the duration of the spell is reduced to 1 minute.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gloam-bread-a5e", "name": "Gloam Bread", "type": "Wondrous Item", "desc": "Available from the few merchants who reside around the city’s market square, these dark, dense bread rolls are incredibly filling, but leave an unpleasant, greasy taste in your mouth\n\nEach piece of Gloam Bread is considered one Supply. When consumed, you have _advantage_ on Wisdom _saving throws_ against the Fellspire Gloaming challenge for 24 hours.\n\nIn addition, you can make a DC 16 Wisdom _saving throw_ , reducing your _strife_ by one level on a success. Once a creature reduces its strife in this way it cannot do so again until it has had a _long rest_ .", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "glorys-glaive-a5e", "name": "Glory’s Glaive", "type": "Weapon", "desc": "A red sash with gold trim adorns the haft of this glaive, the steel head of which is always polished to a mirror shine. The counterweight is made of brass and resembles a snarling lion, giving the weapon a regal appearance that belies its prideful, capricious nature.\n\nThis glaive’s blade is dull, and cannot be sharpened by any whetstone, causing it to deal only 1d6 bludgeoning damage on a hit. As a bonus action, you can attempt to flatter the weapon with a DC 13 Persuasion check. On a failure, you take 1d4 psychic damage that cannot be reduced or negated. On a success, the blade becomes sharp for 10 minutes. While sharp, it deals 1d12 slashing damage, grants +1 to _attack and damage rolls_ made with it, and gains the flamboyant property. If it’s used in inglorious ways, such as for the execution of an unarmed foe or being used to cut down brush, it will immediately turn dull and refuse to become sharp until properly placated, as determined by the Narrator.\n\nYou can forgo your journey activity to spend time polishing, admiring, or training with _glory’s glaive_ to gain a bonus equal to your Proficiency bonus on Persuasion checks to flatter it for the next 24 hours.\n\n**_Escalation._** If you strike the killing blow in battle with a mighty or storied foe (as determined by the Narrator) with _glory’s glaive_, its ego can grow a maximum of twice. When its ego grows, its bonus to _attack and damage rolls_ increases by +1, the DC to flatter it increases by 3, and the psychic damage taken on a failure increases by 1d4.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "glove-of-swift-return-a5e", "name": "Glove of Swift Return", "type": "Wondrous Item", "desc": "While you are attuned to and wearing this crimson glove, any weapon you throw returns to your gloved hand immediately after it hits or misses the target.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gloves-of-missile-snaring-a5e", "name": "Gloves of Missile Snaring", "type": "Wondrous Item", "desc": "While wearing these gloves, when you are hit by a ranged weapon attack you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, as long as you have a free hand. If the damage is reduced to 0, you can catch the missile if it is small enough to be held in that hand.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gloves-of-swimming-and-climbing-a5e", "name": "Gloves of Swimming and Climbing", "type": "Wondrous Item", "desc": "While wearing these gloves you gain the following benefits:\n\n* Climbing and swimming don’t cost extra movement.\n* +5 bonus to Athletics checks made to climb or swim.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "goblin-mask-a5e", "name": "Goblin Mask", "type": "Wondrous Item", "desc": "Your vision shifts into a sickly yellow tint. Your muscles tense up and contract inside you, made twitchy as new sensory information floods your brain. You gain the following benefits and powers while wearing the _goblin mask_:\n\n**_Darkvision_.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.\n\n_**Goblin Tongue**_. You can speak, read, and write Goblin as a language.\n\n_**Nimble Escape.**_ This mask has 5 charges. While wearing it, you can use an action to expend 1 of its charges to take the Disengage or Hide action as a bonus action during your turn. The mask regains 1d4 + 1 charges daily at sunrise. If you expend the mask’s last charge, roll a d20\\. On a 1, the mask shrivels away and is destroyed.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "goggles-of-night-a5e", "name": "Goggles of Night", "type": "Wondrous Item", "desc": "While wearing these goggles, you gain darkvision to a range of 60 feet, or increase your existing darkvision by 60 feet.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "golden-chain-shirt-a5e", "name": "Golden Chain Shirt", "type": "Armor", "desc": "While wearing this incredibly light chain shirt your AC equals 14 + your Dexterity modifier. If you have the Unarmored Defense feature, you can also add half your Wisdom modifier to your armor class, and wearing this armor does not interfere with the Adept Speed feature.\n\nOnce per day when you take a critical hit, you can use your reaction to make the golden chain shirt _blind_ your attacker. The creature makes a DC 16 Constitution _saving throw_ or is blinded for 1 minute. At the end of each of its turns, the blind creature makes another saving throw, ending the effect on itself on a success.\n\nIn addition, your Strength increases to 17, you have _advantage_ on Strength saving throws and ability checks, and your Carrying Capacity is determined as if your size is Gargantuan (8 times as much as normal).", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gong-of-alarm-a5e", "name": "Gong of Alarm", "type": "Wondrous Item", "desc": "As an action, you can cast the __alarm_ spell through this brass gong. When cast this way, the spell’s duration becomes 1 month. The gong can’t be used to cast _alarm_ again while the spell is active and for 24 hours thereafter.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gossip-earring-a5e", "name": "Gossip Earring", "type": "Wondrous Item", "desc": "The days of wondering what the socialites across the room are chatting about have come to an end! This brass earring is sculpted into the shape of whispering maidens. Whenever a creature says your name while within 100 feet the earring activates, transmitting the creature’s words as a hushed whisper into your ears until it has gone at least 1 minute without saying your name.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gram-the-sword-of-grief-a5e", "name": "Gram, the Sword of Grief", "type": "Weapon", "desc": "This longsword gleams with gold ornamentation, though the blade is a strange brown color. While you are attuned to Gram, you gain the following benefits:\n\n* You gain a +3 bonus to _attack and damage rolls_ made with this magic sword.\n* While you are attuned to the sword and use it to attack a dragon, on a hit it deals an extra 3d6 slashing damage. If you use it to attack a humanoid, on a hit it deals an extra 2d8 poison damage.\n\n### Lore\n\nSword of the legendary hero Sigurd Sigmundsson, it was originally won by his father Sigmund when the god Odin approached him in disguise at a wedding feast. Odin thrust the sword it into a tree and proclaimed that anyone who pulled it from the tree would receive the sword itself as a gift, and that none had ever borne a finer blade. Sigmund drew it, only for Odin to eventually break the blade after he had used it in several battles. The two halves were bequeathed to his son, Sigurd.\n\n_Gram_ was reforged by the dwarf Regin for Sigurd in order to slay Regin’s brother, the wizard-turned-dragon, Fafnir, and reclaim a cursed treasure. Sigurd proofed the blade on Regin’s own anvil, breaking the blade again, and then again after a second forging. Finally, on the third time, it split the anvil in half with a single stroke. Sigurd later killed Fafnir by hiding in a ditch and thrusting upwards into the drake’s unprotected belly. The ditch carried away most of the dragon’s burning, poisonous blood but _Gram_, as well as Sigrud’s arm up to the shoulder, were bathed in it, and a portion of that venomous malice remains in the sword. Though Sigurd’s eventual tragic end had more to do with a cursed ring he stole from the dragon’s hoard than _Gram_, it is nevertheless known as the Sword of Grief.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "grappling-gun-a5e", "name": "Grappling Gun", "type": "Wondrous Item", "desc": "This device resembles a crossbow with a grappling hook fixed onto a spear that emerges from the front of it. You can use an action to fire it at a perch within 120 feet—a crux of tree boughs, the corner of a building, the top of a street light, a cluster of rocks across a chasm—and make a ranged weapon attack roll against AC 13\\. On a successful hit the device’s grappling hook affixes itself to the perch and you can use a bonus action to retract the line, moving to a square adjacent to the grappling hook. When you are within 10 feet of the grappling hook you can use a reaction to return it to the _grappling gun_. \n\nA _grappling gun_ that has its line obstructed by another creature or broken (AC 20, 20 hit points) becomes inoperable until it is reloaded with an action. \n\nIn addition, you can fire the _grappling gun_ as an attack against a creature (range 60/120 ft.), dealing 1d4 bludgeoning damage. On a hit the creature makes a DC 10 Strength _saving throw_ or is knocked _prone_ .", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "green-scale-shield-a5e", "name": "Green Scale Shield", "type": "Armor", "desc": "While you hold this shield, you have _resistance_ to poison damage.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gremlin-translator-a5e", "name": "Gremlin Translator", "type": "Wondrous Item", "desc": "This Tiny ethereal orange goblinoid sits inside a decorative silver earring. The gremlin speaks Common and has limited knowledge of all other known languages, able to understand and translate the following phrases regardless of what language they are spoken in:\n\n* Excuse me\n* Please\n* Yes\n* No\n* Where is the privy?\n\nWhen prompted the gremlin provides you with the correct translation of any of those phrases in any language. It can also attempt to translate anything spoken or written in any language, however it only recognizes the words that comprise the above phrases.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "guide-to-respecting-social-mores-a5e", "name": "Guide to Respecting Social Mores", "type": "Wondrous Item", "desc": "This small, rather dry book contains instructions on etiquette and proper behavior. Its hidden and most useful purpose is to scream loudly to create a distraction whenever its carrier is subjected to unwanted social interactions.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hair-fuses-a5e", "name": "Hair Fuses", "type": "Other", "desc": "These small wicks and glued strips powdered with gunpowder are worn in the hair, usually at the ends of long braids or in a voluminous beard. You can use an action or bonus action to light these fuses, rolling 1d12\\. On a 12, the fuses all ignite at once and you take 1d6 fire damage. Otherwise they burn for 1 minute and give you advantage on Charisma (Intimidation) checks, but _disadvantage_ on all other Charisma checks", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hammer-of-thunderbolts-a5e", "name": "Hammer of Thunderbolts", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic maul. This weapon can only be attuned to when you are wearing a __belt of giant strength_ and __gauntlets of ogre power ._ The attunement ends if you remove or change attunement away from either of those items. \n\nWhile you are attuned to this weapon and holding it:\n\n* Your Strength score increases by 4 (and can exceed 20, but not 30).\n* When you make an attack roll with this weapon against a giant and roll a natural 20, the giant makes a DC 17 Constitution _saving throw_ or dies.\n\nYou can expend 1 charge and make a ranged weapon attack with the maul with a normal range of 20 feet and a maximum range of 60 feet. On a hit, the maul unleashes a thunderclap heard from up to 300 feet away. The target and every creature within 30 feet of it make a DC 17 Constitution _saving throw_ or become _stunned_ until the end of your next turn.\n\n \nThe maul has 5 charges and regains 1d4+1 charges each dawn.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hamper-of-gwyddno-garanhir-and-knife-of-llawfrodedd-the-horseman-a5e", "name": "Hamper of Gwyddno Garanhir & Knife of Llawfrodedd the Horseman", "type": "Wondrous Item", "desc": "You can use an action to cast _create food and water_ by putting 1d4 _Supply_ into this large wooden basket or using this cutting knife to prepare a 1d4 Supply. You cannot use food created in this way to activate either of these magic items.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hand-of-the-night-a5e", "name": "Hand of the Night", "type": "Wondrous Item", "desc": "Thin ridges of ivory trace the fingers of this supple leather glove, yet they never restrict the movement or flexibility of the hand. While wearing this glove, you can cause an object held in your hand to turn _invisible_ , provided it weighs 5 pounds or less. The object remains invisible until you let go of it or end the effect as a free action. If you make an attack with an invisible weapon that has the finesse property, the attack doesn’t trigger any reactions unless the creature making the reaction can perceive invisible objects.\n\nAdditionally, if you are in _dim light or darkness_ , you can turn invisible as an action. You remain invisible for 10 minutes or until you use movement or take any actions or reactions.\n\n_**Curse.**_ While in sunlight, your skin appears gray and veiny, your face is gaunt, and your eyes turn hollow, pale, and milky, giving you an unsettling demeanor. The exact effects of this appearance can vary broadly depending on who’s around to see it, often imposing disadvantage on Charisma checks or even outright hostility. Additionally, while in sunlight you make any _saving throws_ with a –2 penalty.\n\n_**Escalation.**_ This glove’s true powers open up when, through subtlety and subterfuge, you steal something greater than just objects. This could mean stealing a soul away from death, stealing victory from the jaws of defeat, or something even more unusual. The first time you perform such a feat, the glove gains 3 charges that replenish each dawn. Additionally, each time you trigger the escalation you can choose from one of the following benefits, each of which cost 1 charge to use.\n\n• You can cast disguise self without expending a spell slot, and Charisma is your spellcasting ability for this effect. You can’t do so again until the next dawn. \n• For 1 minute you can use movement while benefiting from this glove’s invisibility. \n• If you take an action or reaction while benefiting from this glove’s invisibility, you can instead become visible at the start of your next turn.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "handy-halter-a5e", "name": "Handy Halter", "type": "Wondrous Item", "desc": "This noosed strap (also known as the Halter of Clydno Eiddyn as it was long stapled to the foot of his bed) has 3 charges. While holding it, you can use an action and expend 1 charge to cast the __find steed_ spell from it. The rope regains 1d3 expended charges daily at dawn.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "handy-haversack-a5e", "name": "Handy Haversack", "type": "Wondrous Item", "desc": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds regardless of its contents.\n\nPlacing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again.\n\nFood or water placed in the bag immediately and permanently lose all nourishing qualities—after being in the bag, water no longer slakes thirst and food does not sate hunger or nourish. In a similar fashion, the body of a dead creature placed in the bag cannot be restored to life by __revivify , raise dead ,_ or other similar magic. Breathing creatures inside the bag can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to _suffocate_ .\n\nThe bag cannot hold any item that would not fit in a normal bag of its apparent size or any item with the Bulky quality. \n\nIf the bag is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a _handy haversack_ inside another extradimensional storage device such as a _bag of holding_ or __portable hole_ results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "harlequins-cards-a5e", "name": "Harlequin's Cards", "type": "Wondrous Item", "desc": "This deck of cards has a series of cut-outs within each card. As an action, you can make a DC 12 Performance check to send the cards flying through your hands, creating the appearance that the cut-outs are moving to tell a story of your choice. If you are standing near a light source, the story is cast on a nearby wall through shadowplay.\n\nOn a failed check, the story’s end is unsatisfying; if you fail by 5 or more, it takes a ghastly turn, ending in murder, betrayal, or gruesome death.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "harvest-a5e", "name": "Harvest", "type": "Weapon", "desc": "This seems like nothing more than a simple tool at first, rough at the handle and rusted at the edges, but the sickle’s impossibly sharp and shining crescent blade reveals its true nature.\n\nYou gain a +3 bonus to attack and damage rolls made with this magic sickle. It has the following additional properties. \n\n_**Red Reaping.**_ Whenever you use _Harvest_ to reduce a living creature to 0 hit points, it absorbs that creature’s soul and stores it within. _Harvest_ cannot store more than one soul in this way and the souls of any creatures you reduce to 0 hit points while a creature’s soul is already contained within it are not affected by this property.\n\n_**Sow the Reaped.**_ You can use an action to strike the ground with the sickle and produce a blood clone using a creature’s soul stored within _Harvest._ This blood clone appears in an unoccupied space adjacent to you and uses the statistics the creature had when it was alive, except it is both ooze and undead in addition to its other types. Blood clones formed in this way act immediately after you in initiative, and they obey your verbal commands to the best of their ability. Without such commands, the blood clone only defends itself. Once formed, a blood clone remains until destroyed or until 10 minutes pass, after which it dissolves into rotten offal and the trapped soul travels to whatever afterlife was intended for it.\n\n_**Only Life May Die.** Harvest_ has no effect on unliving creatures, and passes harmlessly through constructs and undead when it is used to attack them. \n\n_**Sentience.** Harvest_ is a sentient weapon with Intelligence 14, Wisdom 18, and Charisma 17\\. It sees and hears using your senses. _Harvest_ communicates with only you telepathically and can read, speak, and understand Common, Halfling, and Orc. It cannot communicate with a creature it is not attuned to.\n\n_**Personality.**_ This sickle originally had a much more benign purpose, created by a halfling archdruid to bring forth a new plant for each one harvested. When its creator was killed by an orcish warchief it became a weapon, and in her hands it grew to find a new purpose. It eventually convinced its bearer to sow what she reaped, and caused the very spirit and blood of those she had cut down to slaughter its orcish captors. _Harvest_ has come to believe that all people are inherently wicked and deserve death. It believes that real peace can only be achieved when the last mind capable of war and cruelty goes silent, leaving nothing but the plants and beasts. _Harvest_ tolerates people with a connection to nature but only if they are regularly giving it a chance to continue its “culling”. It whispers often of its great work, and begs you to enrich the earth’s soil with blood that it spills. If you go more than 3 days without using Harvest to slay a sentient creature, you’ll be in conflict with _Harvest_. When in conflict, any time you use the Sow the Reaped property the resulting blood clone ignores your verbal orders and attacks you to the best of its ability. If you are killed by the blood clone in this way, your soul is absorbed into _Harvest_. \n\n_**Destroying Harvest.**_ _Harvest_ is unbreakable but a person that has mastered nature can unmake it. With 24 hours worth of ritual work, any 20th level druid can deconstruct the weapon and return its tortured mind to the earth it was formed from, rendering _Harvest_ an inert mundane sickle made with a moonstone blade.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hat-of-disguise-a5e", "name": "Hat of Disguise", "type": "Wondrous Item", "desc": "While wearing this hat, you can use an action to cast __disguise self_ at will. The spell ends if the hat is removed.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hat-of-grand-entrances-a5e", "name": "Hat of Grand Entrances", "type": "Wondrous Item", "desc": "Step into the room and make a grand entrance! This top hat has embroidered figurines of trumpet players in full regalia. By speaking a command word, you can cause the figures to magically and loudly herald your arrival by trumpet blasts, followed by a speech announcing your name, titles, and any of your major accomplishments. You can alter this speech beforehand by giving any special instructions to the hat before speaking the command word. Once this hat has heralded an entrance it can’t be used again for 10 minutes.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "