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=22
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__url&page=23",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-document__url&page=21",
    "results": [
        {
            "slug": "headband-of-intellect-a5e",
            "name": "Headband of Intellect",
            "type": "Wondrous Item",
            "desc": "Wearing this headband increases your Intelligence score to 19\\. It has no effect if your Intelligence is equal to greater than 19.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "heartbreaks-dagger-a5e",
            "name": "Heartbreak's Dagger",
            "type": "Weapon",
            "desc": "This delicate dagger, not much larger than a hatpin, features a curling silver cross-piece and a hilt wrapped in soft red leather. You gain a +1 to _attack and damage rolls_  with this weapon. On a critical hit, the target must make a Constitution _saving throw_  versus your maneuver DC. On a failure, it begins to bleed heavily, taking an additional 2d4 damage at the start of each of its turns. It can make another Constitution saving throw at the end of each of its turns, ending the effect on a success. This effect does not stack.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "heavens-roof-ring-a5e",
            "name": "Heaven's Roof Ring",
            "type": "Wondrous Item",
            "desc": "Awarded to those who have performed some great service to the cloud elves, this silver band of this ring is set with a flat gray stone etched with a wing. Once a day, you can spend an action to gain fly speed of 50 feet for 10 minutes, and once per day, as a reaction, you can cast _feather fall_  on yourself. While attuned, you are also fully acclimated to great heights and automatically succeed on checks against the effects of the _Elsenian Span_.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "helm-of-brilliance-a5e",
            "name": "Helm of Brilliance",
            "type": "Wondrous Item",
            "desc": "This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Gems removed from the helm crumble to dust. The helm loses its magic when all the gems are removed.\n\nWhile wearing this helm, you gain the following benefits:\n\n* You can use an action to cast one of the following spells (save DC 18) with the listed gem as its component: _daylight_ (opal), __fireball_  (fire opal), _prismatic spray_ (diamond), or _wall of fire_  (ruby). The gem is then destroyed.\n* If at least one diamond remains, the helm casts dim light in a 30-foot radius if at least one undead is within 30 feet. Any undead that starts its turn in the light takes 1d6 radiant damage.\n* If at least one ruby remains, you have resistance to fire damage.\n* If at least one fire opal remains, you can use an action to speak a command word and cause a weapon you are holding to erupt in flames, causing it to deal an extra 1d6 fire damage on a hit. The flames cast bright light in a 10-foot radius and dim light for an additional 10 feet. The flames last until you use a bonus action to speak the command word or you release the weapon.\n* Whenever you fail a _saving throw_  against a spell and take fire damage as a result, roll a d20\\. On a 1, light blazes from the remaining gems. Each creature within 60 feet other than you must succeed on a DC 17 Dexterity saving throw or take radiant damage equal to the number of gems in the helm. The helm and the remaining gems are then destroyed.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "helm-of-comprehending-languages-a5e",
            "name": "Helm of Comprehending Languages",
            "type": "Wondrous Item",
            "desc": "While wearing this helm, you can use an action to cast __comprehend languages_ at will.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "helm-of-telepathy-a5e",
            "name": "Helm of Telepathy",
            "type": "Wondrous Item",
            "desc": "While wearing this helm, you gain the following benefits:\n\n* You can use an action to cast _detect thoughts_ (save DC 13) at will. While maintaining _concentration_ , you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply with a bonus action while you are focused on it. If a creature successfully saves against this property, it becomes immune to it for 24 hours.\n\nOnce between _long rests_ , while focusing on a creature with _detect thoughts_ you can use an action to cast __suggestion_  (save DC 13) on that creature.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "helm-of-teleportation-a5e",
            "name": "Helm of Teleportation",
            "type": "Wondrous Item",
            "desc": "While wearing this helm you can use an action to cast _teleport_ . The helm has 3 charges and regains 1d3 charges each dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "holy-avenger-a5e",
            "name": "Holy Avenger",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic sword. While you are attuned to the sword and use it to attack a fiend or undead, on a hit it deals an extra 2d10 radiant damage. In addition, while drawn the sword creates an aura in a 10-foot radius around you. You and friendly creatures in the aura gain _advantage_  on _saving throws_  against spells and other magical effects. If you have 17 or more levels in the herald class, the aura increases to a 30-foot radius.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hopeful-slippers-a5e",
            "name": "Hopeful Slippers",
            "type": "Wondrous Item",
            "desc": "A wish made from the innocent heart of a scullery maid created these magical shoes, upon which she danced her way into a better life. You can only attune to these shoes if you are the first creature to do so. When you attune to the shoes, they resize to perfectly fit your feet and your feet alone. During the day they take the form of simple wooden clogs, and by night the shoes transform into beautiful glass slippers that somehow hold your weight without breaking. \n\nWhile wearing these shoes as clogs, your Wisdom score increases by 2 and you gain an expertise die on Animal Handling checks. While wearing these shoes as glass slippers, your Charisma score increases by 2 and you gain an expertise die on Performance checks. \n\nAlternatively, you can use a bonus action to shatter the glass slipper against the floor, sending shards exploding outward in a 10-foot radius. Creatures and objects in the area make a DC 15 Dexterity _saving throw_ , taking 8d6 magical piercing damage on a failed save or half as much on a success. Afterwards the area becomes _difficult terrain_ , and the remaining shoe becomes a mundane item.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hopes-final-light-a5e",
            "name": "Hope's Final Light",
            "type": "Wondrous Item",
            "desc": "This fine silver _hooded lantern_ is lit with an everburning light that emanates no heat and burns a pale blue. With its filigreed hood down in the dark, it projects strange shadows on nearby walls which dance like those of a zoetrope, depicting stories of heroic triumph against all odds. Holding it lifts your spirits.\n\nWhen you find this lantern, roll 2d6 – 2\\. The result is its current charges. While carrying it,  \nyou can increase its current charges by sacrificing some of your own vitality. For each charge you add, your maximum hit dice are reduced by 1 and your current hit dice are reduced by the same amount (to a minimum of 0). The lantern can only hold a maximum of 10 charges at one time. If an effect would cause the lantern to expend more charges than it currently has, you immediately provide charges to meet the need. If you do not have enough hit dice to meet the cost, the effect fails.\n\nIf the lantern has 6 or more charges, the radius of its _bright light_  is doubled. If the lantern has 0 charges, it sheds no light. Charges can be expended in the following ways using your reaction (unless otherwise noted):\n\n* Allies in the lantern’s bright light can use their reaction to spend 1 charge to add 1d12 to an _attack roll_ , _ability check_ , or _saving throw_  after it’s rolled. You can use your own reaction to disallow this use.\n* When a creature in the lantern’s bright light is reduced to 0 hit points, you can expend 1 or more charges to roll 1d12 per charge expended. The creature is conscious with hit points equal to the result.\n* When a creature in the lantern’s bright light takes damage, you can project a shield over them. The damage is negated, and the lantern loses 1 charge per 10 damage negated (minimum 1).\n* When a creature in the lantern’s bright light is targeted by a spell or would be caught in the area of a spell, you can negate the spell’s effect on that creature. The lantern loses charges equal to the spell’s level.\n\nIf _hope’s final light_ is missing any charges at dawn, roll 1d8\\. On a 1, nothing happens. Otherwise, it regains all lost charges.\n\n_**Curse.**_ Hope’s final light is a dangerous burden. If you have 0 hit dice remaining after providing charges to it, you are pulled into the lantern and are impossible to resurrect except by the direct intervention of a deity. The stories of creatures who vanish in this way are depicted in the shadows it casts.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horn-of-blasting-a5e",
            "name": "Horn of Blasting",
            "type": "Wondrous Item",
            "desc": "You can use an action to speak the horn’s command word and blow it, emitting a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the area makes a DC 15 Constitution _saving throw_ . On a failed save, a creature takes 5d6 thunder damage and is _deafened_  for 1 minute. On a successful save, a creature takes half damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take double damage.\n\nEach use of the horn’s magic has a 20% chance of making it explode, dealing 10d6 fire damage to you and destroying it.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horn-of-valhalla-a5e",
            "name": "Horn of Valhalla",
            "type": "Wondrous Item",
            "desc": "You can use an action to blow this horn and summon the spirits of fallen warriors. These spirits appear within 60 feet of you and use the statistics for _berserker hordes_ . They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again for 7 days.\n\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn’s type determines how many _berserker hordes_  answer its summons, as well as the requirement for its use. The Narrator chooses the horn’s type or determines it randomly.\n\n__**Table: Horn of Valhalla**__\n| **Horn**   | **Rarity** | **Cost**  | **Crafting Components**                                | **Berserker Hordes Summoned** |\n| ---------- | ---------- | --------- | ------------------------------------------------------ | ----------------------------- |\n| **Silver** | Rare       | 1,000 gp  | Silver sword pendant that has been carried into battle | 2                             |\n| **Brass**  | Rare       | 5,000 gp  | Horn of a celestial creature                           | 3                             |\n| **Bronze** | Very rare  | 10,000 gp | Horn of a _horned devil_                               | 4                             |\n| **Iron**   | Legendary  | 75,000 gp | Horn that has been blown by a _solar_                  | 5                             |",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horseshoes-of-a-zephyr-a5e",
            "name": "Horseshoes of a Zephyr",
            "type": "Wondrous Item",
            "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to perform the following feats:\n\n* Move normally while floating 4 inches above the ground, allowing it to cross or stand above nonsolid or unstable surfaces (such as lava or water).\n* Leave no tracks and ignore _difficult terrain_ .\n* Move its Speed for up to 12 hours a day without suffering _fatigue_  from a forced march.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horseshoes-of-speed-a5e",
            "name": "Horseshoes of Speed",
            "type": "Wondrous Item",
            "desc": "These iron horseshoes come in a set of four. Once all four are affixed to the hooves of a horse or similar creature, its Speed increases by 30 feet.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "how-to-make-fiends-and-influence-people-a5e",
            "name": "How to Make Fiends and Influence People",
            "type": "Wondrous Item",
            "desc": "The cracks in the deep green leather binding of this ancient book reveal an unwavering orange glow. After studying this book for 1 hour each day over the course of a year and a day, you gain permanent influence over one randomly determined humanoid on your plane, even if it is immune to being _charmed_ . This otherwise functions as the _suggestion_ spell (no _saving throw_ ). The target uses the statistics of a _cambion_ , but maintains its prior physical appearance. A __wish_ spell, or the destruction of the book via __disintegrate_  or similar magic, frees the creature from this effect.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "humour-realignment-transfiguration-a5e",
            "name": "Humour Realignment Transfiguration",
            "type": "Other",
            "desc": "People seeking a permanent change to their body tend to avoid shapechanging magic—it’s costly and scarce, and the thought of a wayward dispel reverting you to your old form and triggering a wave of dysphoria is horrifying. Instead most seek out magics that gradually encourage the systems of their body to adopt a new form. These magics take many shapes: potions from an alchemist, a blessed amulet, a pouch of ritual ingredients from a wizard. \n\nUsing the magic requires a 5 minute ritual at the end of each _long rest_ . At the end of the first month, your outward appearance begins to take on the shape and characteristics of a form more comfortable to you. By the end of six months of use, your body fully shifts to your desired comfortable form. To maintain the new form you must continue to perform the ritual—ceasing it reverts these changes at the same pace. Any new form must be of the same heritage as your previous form. \n\nMost practitioners provide 3 months’ supply at a time to encourage you to regularly seek assessment from a transmutation expert and catch dangerous changes before they cause you trouble. Unsurprisingly, many transmutation wizards, alchemists, and priests of elven deities across the land chose their career so they could pursue this path without any gatekeepers.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hungry-quasit-a5e",
            "name": "Hungry Quasit",
            "type": "Wondrous Item",
            "desc": "This Tiny bloodstone is carved in the shape of a grinning, pot-bellied _quasit_ . Whenever you would gain temporary hit points, you can choose to store them inside the quasit instead. Unlike normal temporary hit points, the hit points you store inside the quasit stack, although the maximum number of temporary hit points the quasit can hold at one time is equal to your Charisma modifier + your warlock level (minimum 1).\n\nYou can use an action to activate the quasit and gain all the temporary hit points currently stored inside it, which last for up to 1 hour. Whenever you activate the quasit, roll a d20\\. On a result of 5 or less, you don’t gain any temporary hit points, and instead the _quasit_  animates and flies off never to be seen again.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hunters-quiver-a5e",
            "name": "Hunter's Quiver",
            "type": "Wondrous Item",
            "desc": "You can pull an endless number of nonmagical arrows from this quiver. An arrow disappears when it is fired or if it leaves your possession for longer than 1 minute. While you carry the quiver, if no hostile creatures are within 30 feet of you, you can use a bonus action to aim, gaining _advantage_  on _ranged weapon attacks_  until the end of your turn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ice-riders-a5e",
            "name": "Ice Riders",
            "type": "Wondrous Item",
            "desc": "The magic focused in the soles of these boots enable you to traverse ice and snow as if it were solid, non-slippery ground. You ignore _difficult terrain_  created by cold conditions.\n\nWhen traveling over snow, you leave only 1/2-inch deep footprints, enabling you to walk over deep drifts without the dangers of falling in. Similarly, you can step onto a floating chunk of ice without fear of tipping it over, although jumping onto the ice will “push” it in the direction of the jump.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "idol-of-light-a5e",
            "name": "Idol of Light",
            "type": "Wondrous Item",
            "desc": "This glass idol resembles a humanoid woman with a set of iridescent butterfly wings and a crystalline crown. The idol sheds bright light in a 10-foot radius and dim light for an additional 10 feet at all times. It has 10 charges and regains 1d6 + 4 charges each day if exposed to the light of dawn. You can expend the idol’s charges to produce the following effects:\n\n* When you take radiant or necrotic damage, you can use your reaction to expend 1 charge and gain _resistance_  to that damage type for the next minute or until you use this property again.\n* As an action, you can expend 2 charges to make the idol shed light, as if by the __daylight_ spell, for 10 minutes.\n* As an action, you can expend 3 charges to cast __dispel magic_ , targeting an illusion or necromancy spell. You can increase the spell slot level by one for each additional charge you expend.\n* As a bonus action, you can expend 4 charges to cause the idol to flare with blinding light. Creatures you choose within 30 feet must succeed on a DC 13 Constitution _saving throw_  or be _blinded_  until the end of your next turn. Undead make the save with _disadvantage_ .",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "immovable-rod-a5e",
            "name": "Immovable Rod",
            "type": "Rod",
            "desc": "You can use an action to press this metal rod’s single button, magically fixing it in place where it defies gravity. To move the rod, you or another creature must use an action to press the button again.\n\nThe rod can support up to 8,000 pounds of weight (if this is exceeded, the rod deactivates and falls). A creature that attempts to move the rod needs to make a DC 30 Strength check, moving the rod up to 10 feet on a success.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "impossible-cube-a5e",
            "name": "Impossible Cube",
            "type": "Wondrous Item",
            "desc": "At a glance this hand-sized item appears to be a metal framework in the simple shape of a cube, but when looked at more closely it becomes clear that the geometry of the framework is impossible with absurd angles, preposterous twists, and endpoints. Any attempt to follow the various lines and compositions to their conclusion is frustrating at best and truly maddening at worst. \n\nWhen a creature with an Intelligence score of 6 or higher sees the cube for the first time it makes a DC 10 Wisdom _saving throw_  or becomes compelled to study the cube further. When a creature first studies the cube, it makes a DC 15 Wisdom saving throw or suffers from the Terrorized short-term _mental stress effect_  and a compulsion to study the cube even further. A creature that fails this saving throw by 5 or more instead suffers from the Distorted Perceptions long-term mental stress effect. Any further inspection of the cube has no additional effect.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "infernal-carapace-a5e",
            "name": "Infernal Carapace",
            "type": "Armor",
            "desc": "This suit of terrifying   _2 full plate_ is engraved with Infernal runes that blaze with unholy power. You cannot attune to this armor if you have the Good alignment trait. While attuned to and wearing this armor, you gain the following benefits:\n\n* Your AC increases by 2.\n* You count as one size category larger when determining your carrying capacity.\n* Your Strength score increases to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* You have _advantage_  on Strength checks and _saving throws_ .\n* You can use a bonus action and choose a creature that can see you, forcing it to make a Wisdom _saving throw_  (DC 8 + your proficiency bonus + your Charisma modifier) or become _frightened_  for 1 minute. Once you have used this property a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.\n* Your unarmed strikes and weapon attacks deal an extra 1d6 necrotic damage.\n* Celestials, elementals, fey, and creatures with the Good alignment trait have _disadvantage_  on _attack rolls_  made against you.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "inkpot-of-the-thrifty-apprentice-a5e",
            "name": "Inkpot of the Thrifty Apprentice",
            "type": "Wondrous Item",
            "desc": "This appears to be nothing more than a mundane pot of ink. When you speak the command word and use a bonus action to expend 1 charge, it fills with enough high quality and particularly durable ink of the color of your choice to fill 50 pages of parchment. This ink is extremely hard to remove from any surface, including cloth or flesh, and often takes many days and washings to clean away. The ink cannot be used to inscribe spells, and when removed from the pot with anything but a quill the ink instantly dries. \n\nWhen you speak another command word and expend all 3 charges as an action, a 15-foot cone of ink erupts from the inkpot, coating anything and everything that it hits. Creatures in the area make a DC 10 Dexterity _saving throw_ . On a failure, a creature is _blinded_  until it spends an action cleaning the ink away from its eyes. \n\nThe inkpot has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a 5 or less, the inkpot 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": "inspiring-pahu-a5e",
            "name": "Inspiring Pahu",
            "type": "Wondrous Item",
            "desc": "This large bass drum is made from hearty kamani (a wood light in color and native to far away islands) covered in cured sharkskin. Carvings all around the instrument depict warriors engaged in song and dance around a giant funeral pyre, and a leather strap hangs from its side to secure the drum at the waist. When struck the drum creates a deep resonant sound that sets the tempo for a song, an excellent tool for motivating warriors before battle.\n\nThis drum has 2 charges and regains 1 charge each dawn. You can use a bonus action to play it and expend 1 charge, focusing its energies on a living creature that has 0 hit points and that you can see within 20 feet. Until the start of your next turn, the creature has _advantage_  on death _saving throws_ .\n\nAlternatively, you can use an action to play it and expend 2 charges. Each creature within 30 feet of you that hears you play makes a DC 20 Constitution _saving throw_ . On a success, a creature gains inspiration. \n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the sharkskin membrane covering the drum breaks and it becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "instant-fortress-a5e",
            "name": "Instant Fortress",
            "type": "Wondrous Item",
            "desc": "You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use another action to speak the command word that dismisses it. The fortress can only be dismissed when it is empty. \n\nWhen activated, the cube transforms into a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it, with a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action (it is immune to spells like _knock_  and related magic, such as a __chime of opening_ .) The tower’s interior has two floors, with a ladder connecting them and continuing on to a trapdoor to the roof. \n\nEach creature in the area where the fortress appears makes a DC 15 Dexterity _saving throw_ , taking 10d10 bludgeoning damage on a failure, or half damage on a success. In either case, the creature is pushed to an unoccupied space next to the fortress. Objects in the area that aren’t being worn or carried take full damage and are pushed automatically.\n\nThe tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have AC 20, 100 hit points, immunity to damage from nonmagical weapons (excluding siege weapons), and resistance to all other damage. Only a _wish_  spell can repair the fortress (this use of the spell counts as replicating a spell of 8th-level or lower). Each casting causes the roof, the door, or one wall to regain 50 hit points.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "instrument-of-irresistible-symphonies-a5e",
            "name": "Instrument of Irresistible Symphonies",
            "type": "Wondrous Item",
            "desc": "Once per week, you can use an action to speak a command word that causes this instrument to play its own beautiful music for 1 minute. Choose a creature you can see within 30 feet of the instrument that is able to hear the music. The creature makes a DC 13 Charisma _saving throw_  at the start of each of its turns or it is forced to dance in place for as long as the music plays. While the creature dances, it is considered _grappled_ .",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ioun-stone-a5e",
            "name": "Ioun Stone",
            "type": "Wondrous Item",
            "desc": "Some say these enchanted gems take their name from a deity of knowledge, others that they are named for the sound they make as they gently orbit their bearer’s head. Whatever the case, there are many types of _ioun stones_, each imbued with powerful beneficial magic.\n\nThe specifics of these stones vary but they all work in essentially the same way: once you have attuned to it you can use an action to set a stone in a gentle orbit around your head, 1d4 feet away from you. Another creature may use an action to try and take an orbiting stone, but must make a melee attack against AC 24 or make a DC 24 Dexterity (Acrobatics) check. An _ioun stone’s_ AC is 24, it has 10 hit points, and resistance to all damage. While orbiting your head, it is considered a worn item. You can use an action to seize and stow the stone, returning it to an inert and inactive state.\n\n__**Table: Ioun Stones**__\n| **Type**           | **Rarity** | **Cost**  | **Crafting Components**                                                               | **Property**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |\n| ------------------ | ---------- | --------- | ------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| Absorption         | Very rare  | 10,000 gp | Refined negative energy                                                               | While this white marble sphere orbits your head, when a creature you can see casts a spell of 4th-level or lower targeting only you, you can use your reaction to have the stone harmlessly absorb the spell, suffering no damage or negative effects. The stone can absorb 20 spell levels. If a spell is higher level than the available spell levels left in the stone, the spell cannot be absorbed. After absorbing 20 spell levels the stone loses its magic and turns a faded gray.                                                                                                                                                                                                                                                             |\n| Agility            | Very rare  | 15,000 gp | A cat’s dream captured in the Astral Plane                                            | While this ice-blue octahedron orbits your head your Dexterity score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |\n| Awareness          | Rare       | 600 gp    | Phase spider’s eye                                                                    | While this bright red cylinder orbits your head, it chimes to keep you from being _surprised_ .                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| Fortitude          | Very rare  | 15,000 gp | Hoof or horn of a divine ox                                                           | While this bright pink dodecahedron orbits your head your Constitution score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |\n| Greater Absorption | Legendary  | 50,000 gp | Refined negative energy, shards from a destroyed __staff of power_                    | This gold and onyx ellipsoid draws powerful magic into it. While this gem orbits your head, it functions as an _ioun stone_ of _absorption_, but can absorb spells of 8th-level or lower, up to a maximum of 50 total spell levels.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |\n| Insight            | Very rare  | 15,000 gp | Tail feathers from an awakened owl                                                    | While this clear octahedron orbits your head your Wisdom score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |\n| Intellect          | Very rare  | 15,000 gp | Canine teeth from an awakened fox                                                     | While this cobalt blue tetrahedron orbits your head your Intelligence score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |\n| Leadership         | Very rare  | 15,000 gp | Collar from a loyal dog that died of old age                                          | While this brilliant yellow cube orbits your head your Charisma score is increased 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| Mastery            | Legendary  | 50,000 gp | The most treasured possession of a slain adventurer that redeemed themselves in death | While this jet icosahedron orbits your head, your proficiency bonus is increased by 1.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |\n| Protection         | Rare       | 1,000 gp  | Bone plate from a _stegosaurus_                                                       | While this dusty blue tetrahedron orbits your head, your AC is increased by +1.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| Regeneration       | Legendary  | 25,000 gp | _Basilisk's_  gizzard                                                                 | While this green and purple spindle orbits your head, you regain 15 hit points every hour, provided you have at least 1 hit point.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |\n| Reserve            | Rare       | 600 gp    | __Pearl of power_                                                                     | This radiant indigo prism encases a pearl and can store spells for later use. The stone can hold up to 3 spell levels and is typically found with 1d4 – 1 levels of stored spells. To store a spell in the stone, a creature must cast a 1st-, 2nd-, or 3rd-level spell while holding it. The spell is drawn into the stone with no other effect. If there aren’t enough available levels to hold a spell, it cannot be stored. While the stone is orbiting you, you can cast any spell stored in it using the appropriate action. The spell uses the spell level, spell save DC, attack bonus, and spellcasting ability of the creature that stored the spell, but you are considered to be the caster. Once a spell is cast, it is no longer stored. |\n| Strength           | Very rare  | 15,000 gp | Canine teeth from an awakened bear                                                    | While this bright pink pentagonal trapezohedron orbits your head your Strength score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |\n| Sustenance         | Rare       | 525 gp    | Honeycomb from a giant bee beehive                                                    | While this delicate amber spindle orbits your head, when taking a long rest you can roll a d20\\. On an 11 or higher, you do not require Supply during that _long rest_ .                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iron-bands-of-binding-a5e",
            "name": "Iron Bands of Binding",
            "type": "Wondrous Item",
            "desc": "This smooth iron sphere conceals a formidable set of restraints that unfolds into metal bands when thrown. Once between long rests you can use an action to throw it at a creature within 60 feet, treating it as if it were a ranged weapon attack with which you are proficient. On a hit, if the creature is Huge-sized or smaller it becomes _restrained_  until you use a bonus action to speak a different command word and release it.\n\nA creature can try to break the bands by using an action to make a DC 20 Strength Check. On a success, the bands are broken and the _restrained_  creature is freed. On a failure, the creature cannot try again until 24 hours have passed.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iron-flask-a5e",
            "name": "Iron Flask",
            "type": "Wondrous Item",
            "desc": "This dark iron bottle feels heavy in your hand. Engraved with powerful runes of binding, it is capable of trapping otherworldly creatures. You can use an action to speak the command word and remove the silver stopper from the flask, targeting a creature within 60 feet that is not native to the plane of existence the flask is currently on.\n\n* If the _iron flask_ is empty and you can see the creature, it makes a DC 17 Wisdom _saving throw_  or becomes trapped in the flask. A creature that has previously been trapped in this flask has _advantage_  on this save. The trapped creature is held in stasis—it doesn’t breathe, eat, drink, or age.\n* As an action, you can release the creature trapped within. A released creature remains friendly to you and your allies for 1 hour, during which it obeys your verbal commands, and afterward it acts normally. Without any commands or when given a command likely to result in its death, the creature defends itself but otherwise takes no actions.\n* Casting _identify_ on this flask also reveals if a creature is trapped within, but will not reveal the type. The only way to determine an _iron flask’s_ contents is to open the flask and release its inhabitant.\n* Newly acquired _iron flasks_ may already have a trapped creature, either chosen by the Narrator or determined randomly.\n\n__**Table: Iron Flask**__\n| **d100** | **Contents**             |\n| -------- | ------------------------ |\n| 0-50     | Empty                    |\n| 51–55    | _Djinni_                 |\n| 56–60    | _Efreeti_                |\n| 61–65    | _Marid_                  |\n| 66–70    | _Divi_                   |\n| 71–80    | Angel (any)              |\n| 81–90    | _Elemental_  (any)       |\n| 91       | Lich from another plane  |\n| 92       | Chromatic dragon (any)   |\n| 93       | Metallic dragon (any)    |\n| 94       | Gem dragon (any)         |\n| 95       | Spirit dragon (any)      |\n| 96       | _Couatl_                 |\n| 97       | Succubus/Incubus         |\n| 98       | Ghost from another plane |\n| 99       | _Dragon turtle_          |\n| 100      | _Xorn_                   |",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iron-foe-mace-a5e",
            "name": "Iron Foe Mace",
            "type": "Weapon",
            "desc": "Crafted with the ichor of a rust monster, this pale white mace looks and feels like bone, but has the heft of stone and consumes metal on impact. You gain +2 bonus to _attack and damage rolls_  made with this magical mace. However, if your Strength score is less than 16 you suffer _disadvantage_  on attack rolls made with the mace.\n\nOn a successful attack, you can use your reaction to expend a charge and attempt to consume non-magical metal armor or a shield worn by your target, in addition to your normal damage. Alternately, when an attack misses you, you can use your reaction to spend a charge to deflect the weapon and attempt to consume it. Finally, you can use your action to spend a charge and touch the mace to any unattended non-magical metal object of Medium size or smaller and consume it.\n\nThe wielder of an item you are trying to consume must succeed on a DC 14 Constitution _saving throw_ , otherwise the item is destroyed. Unattended objects are automatically destroyed. The mace has 4 charges and regains 1d4 charges each dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ironweed-rope-a5e",
            "name": "Ironweed Rope",
            "type": "Wondrous Item",
            "desc": "When this tough, fibrous plant is carefully woven into rope it has AC 17, 10 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ivory-knights-a5e",
            "name": "Ivory Knights",
            "type": "Wondrous Item",
            "desc": "These two ivory figurines look as though they belong with a chess set. If you and one other person hold one of the knights, you can use an action to whisper in the ear of the game piece to communicate with the creature holding the other (as the _message_ cantrip).\n\nIf you and the person carrying the other figurine hold your game pieces to your hearts while within 120 feet of each other, you share a remembrance of two outmatched knights rushing into battle. Within the next minute, each of you can use an action once to teleport to any point between your current positions. You each can teleport once, after which the figurines lose their power.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "jade-tiger-a5e",
            "name": "Jade Tiger",
            "type": "Wondrous Item",
            "desc": "This jade figurine carries the memories of a _weretiger_  that spent years tracking and hunting its prey under the light of the jungle moon. When you attune to the item and keep it on your person, you gain an expertise die on Survival checks made to find and follow tracks for up to 1 hour per day.\n\nWhen you speak the _jade tiger's_ command word, you vividly recall one of the _weretiger’s_  most challenging hunts. For the next minute, you can use a bonus action to make a Stealth check to hide immediately before or after you take the Attack action. The _jade tiger's_ magic forever fades away after being used in this way.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "jarngreipr-a5e",
            "name": "Járngreipr",
            "type": "Wondrous Item",
            "desc": "These iron gauntlets are required in order to handle the mighty _Mjölnir_ . Your Strength score is 19 while you wear these gauntlets. This benefit has no effect on you if your Strength is 19 or higher without them. The gloves have 5 charges. You can use your reaction to expend a charge to gain _advantage_  on a Strength check or Strength _saving throw_ . The gloves regain 1d4+1 expended charges daily at dawn.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "jarred-brain-a5e",
            "name": "Jarred Brain",
            "type": "Wondrous Item",
            "desc": "A humanoid brain floats in formaldehyde within this glass and iron jar, the electrodes protruding from its lid sparking on occasion as the mass of tissue within twitches. You can use an action to gain a flash of insight by shocking your own mind with the jar’s electrodes, taking 1d6 lightning damage. You gain 5 expertise dice to use on Intelligence checks made in the next minute, either individually or up to as many as 3 at a time. Once the jar is used in this way the sparks recede and it cannot be used in this way again for the next 24 hours. \n\nAlternatively, the brain can be wired up directly to the mind of another creature. This process takes 1 minute and allows a creature to consult the jarred brain about a specific course of action (as the spell __augury_ ), after which it malfunctions and shatters.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "javelin-of-lightning-a5e",
            "name": "Javelin of Lightning",
            "type": "Weapon",
            "desc": "Once per dawn, when you throw this magic weapon and speak its command word it transforms into a 5-foot wide line of electricity that is 120 feet long. Each creature in the area (excluding you) makes a DC 13 Dexterity _saving throw_ , taking 4d6 lightning damage on a failed save, or half damage on a success. The target of your attack takes the javelin’s normal damage plus 4d6 lightning damage.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "kraken-scale-a5e",
            "name": "Kraken Scale",
            "type": "Wondrous Item",
            "desc": "This plump, palm-sized scale is pliant, and its mustard-green surface is tattooed with figures of sea monsters. It is also always slightly damp to the touch and gives off the faintest smell of brine.\n\nWhen you are hit with an attack that would deal lightning damage, you can, as a reaction before damage is dealt, press the scale to give yourself Lightning _resistance_  until the start of your next turn. Each time you do, roll 1d20 and subtract the amount of damage prevented. If the total is less than 1, the scale pops with a burst of seawater and a splash of seawater bursts from it as it loses its magical properties.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "laevateinn-a5e",
            "name": "Lævateinn",
            "type": "Staff",
            "desc": "Lævateinn was forged in the underworld by Loki (who of the Æsir is the one most associated with dwarves) near the doors of death itself, spoken of in the very late Eddic poem Fjölvinsmál. Some historians believe its translation ends with ‘wounding wand’ while others claim it is ‘wounding twig’, similar to the word for magic staff (gambantein). Either way it is this weapon and this weapon only that can kill the golden rooster Víðópnir (which sits in the branches of Yggdrasil and may be tied to Ragnarök, or possibly be another name for Gullinkambi) so that its wing joints (the only things that will suffice) can be used to distract the dogs guarding the flame-encircled castle holding Menglöð, a maiden fated to be married to the hero Svipdagr. The runed weapon awaits within however, protected by the jötunn Sinmara (a _storm giant_ ) who will only exchange it for a tail feather from the golden rooster—that can only be harmed by the very same sword, creating a paradoxical task. Its forger and the owner of the chest that contains it can reveal the secrets to bypassing the 9 locks holding its prison closed, although Loki would only ever do so if a cunning price is attached...\n\nLÆVATEINN\n\nUntil you are attuned to this staff, it appears to be a rotting quarterstaff or battered longsword. After you have attuned to it however, runes glow along the length of the wood or the blade.\n\nThis staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While wielding it, you can use a bonus action to transform it into a magic longsword or back.\n\nThe staff has 10 charges for the following properties. It regains 1d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20\\. On a 1, the staff loses its properties and becomes a nonmagical weapon (whichever form it is in when the last charge is expended).\n\nWhile it is in staff form, the runes grant access to magic.\n\n_**Spell Runes.**_ You can use an action to expend 1 or more of the staff’s charges to activate a rune and cast one of the following spells from it (spell save DC 18, +10 to hit with spell attacks): __hideous laughter_  (1 charge), _speak with animals_  (1 charge), _pass without trace_  (2 charges), _dispel magic_  (3 charges), _speak with plants_  (3 charges), __confusion_  (4 charges), __glibness_  (8 charges). You can also use an action to cast the __charm person , disguise self ,_ or __vicious mockery_  spells from the staff without using any charges.\n\nWhile it is in longsword form, the runes channel magic with less finesse and unleash lethal energies.\n\n_**Death Rune.**_ You can use a bonus action and 1 charge to activate this rune, causing shadows to flow out from the weapon for 1 minute. These shadows reduce _dim light_  in a 40-foot radius to _darkness_ , and bright light in a 20-foot radius to dim light. While the weapon is shadowed, it deals an extra 2d6 necrotic damage to any target it hits. The shadows last until you use a bonus action to speak the command word again, the duration expires, or until you drop the weapon.\n\n_**Flame Rune.**_ You can use a bonus action and 1 charge to activate this rune, causing flames to erupt from the weapon for 1 minute. These flames shed _bright light_  in a 40-foot radius and dim light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again, the duration expires, or until you drop the weapon.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "lantern-of-revealing-a5e",
            "name": "Lantern of Revealing",
            "type": "Wondrous Item",
            "desc": "While lit, this hooded lantern casts bright light in a 30-foot radius, revealing _invisible_  creatures and objects in the area. It sheds dim light an additional 30 feet, or if you use an action to lower the hood only in a 5-foot radius. The lantern stays lit for 6 hours on 1 pint of oil.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "legerdemain-gloves-a5e",
            "name": "Legerdemain Gloves",
            "type": "Wondrous Item",
            "desc": "Stage magic may not be as impressive as true wizardry but it can still delight an audience and that’s where these supple gray leather gloves got their start, but con artists and thieves find uses for them as well. While wearing both of these gloves, once per minute you can teleport an item, up to the size of a dagger, from one hand to the other.\n\nThe gloves can teleport an item a longer distance, but their magic is forever exhausted in the process. When you wear one glove and another creature within 120 feet wears the other, you can teleport an item up to the size of a dagger into the hand of the creature wearing the other glove. If you do, the gloves dry and crack, losing their magic and becoming mundane items.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "letter-lift-paper-a5e",
            "name": "Letter-Lift Paper",
            "type": "Wondrous Item",
            "desc": "This pad of light tissue paper contains 4d6 sheets and is enchanted with a subtle magic. When a sheet of paper is pressed to a written page, such as a book or letter, and left there for six seconds, it transfers a perfect copy of the text onto the thin paper. The copy would never pass for the original, but preserves details such as handwriting.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "library-scarf-a5e",
            "name": "Library Scarf",
            "type": "Wondrous Item",
            "desc": "Wizard schools are rarely built for comfort and more than one would-be scholar has caught a chill while pouring over inscrutable tomes or stuffy old biographies in drafty libraries in the wee hours of the morning. Given that bonfires are generally frowned upon when surrounded by books, creative apprentices were forced to investigate other means to get them through long nights of studying, resulting in the creation of these enchanted trinkets. Each appears as a simple woolen scarf of whatever color or pattern its creator chooses. When you use a bonus action to speak its command word and expend 1 charge, the scarf magically warms you for 2 hours, providing comfort and protection from cold temperatures down to freezing (under more frigid conditions, each charge insulates you for 1 hour).\n\nIn dire circumstances, the scarf can offer more significant protection. When you take cold damage, you can use your reaction and expend 3 charges to gain cold resistance until the end of the round. \n\nThe scarf 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 scarf 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": "life-catching-portrait-a5e",
            "name": "Life-Catching Portrait",
            "type": "Wondrous Item",
            "desc": "This canvas, whether black or painted, radiates necromantic energies. Once you have attuned to it, you or another creature can make a DC 20 Dexterity (painter’s tools) check to capture your likeness in a portrait on the canvas (AC 14, 20 hit points). On a success, the painting captures your soul.\n\nWhile the _life-catching portrait_ remains intact, the Narrator begins tracking how much damage you take and how much time has passed since the painting. Your image on the portrait shows what you would look like from all the injuries you’ve suffered and the passage of time. With a Dexterity (painter’s tools) check (DC 20 + 3 per previous check) some of the damage can be mitigated by touching up the painting, reducing the aging and damage your likeness has suffered by half.\n\nShould the portrait ever be destroyed, you immediately suffer from all of the damage dealt to your likeness, and you age all at once. If this kills you, your soul is permanently destroyed.\n\nYou gain the following traits while your portrait is intact:\n\n_**Regeneration.**_ You regain hit points equal to half your level at the start of your turn. You die only if you start your turn with 0 hit points.\n\n**_Rejuvenation._** When you die, 1d4 hours later you regain all of your hit points and become active again.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "liquid-luck-a5e",
            "name": "Liquid Luck",
            "type": "Potion",
            "desc": "This ornate vial contains a liquid that shimmers with opalescent hues. After drinking this potion, for the next 24 hours you have _advantage_  whenever you roll a d20.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "listening-quills-a5e",
            "name": "Listening Quills",
            "type": "Wondrous Item",
            "desc": "Many fledgling wizards find themselves overwhelmed with the workload that’s thrust upon them and struggle to find the time for all of their duties—between studying, projects, and the many chores often required of them it can be difficult to attend lectures. These enchanted trinkets were one of the many tools created to alleviate the problem and are now sold to more than novice mages. Each resembles a perfectly ordinary writing quill. When you spend a bonus action to speak the command word and expend 1 charge, the quill leaps to life and copies everything said by a target that you can hear within 60 feet. The quill ceases to copy after 1 hour, when the target moves more than 60 feet away from it, stops speaking for more than 10 minutes, or when it runs out of writing surface (usually a long scroll of parchment).\n\nThe magic that animates the quill can also be put to slightly more dangerous purposes. When you speak another command word and expend all 3 charges, as an action you hurl it at a target you can see within 10 feet. The quill leaps to life and jabs, stabs, pokes, gouges, and otherwise injures the target for up to 1 minute. The quill attacks once per round at the end of your turn. It has a +2 bonus to attack and deals 1d4 piercing damage on a successful hit. When you roll a natural 1 to attack with the quill, it loses its magic and becomes a mundane item. Otherwise, it falls to the ground when its target has moved more than 15 feet away or become _incapacitated_ .\n\nThe quill has 3 charges and regains 1d3 charges each dawn. ",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "lockpicks-of-memory-a5e",
            "name": "Lockpicks of Memory",
            "type": "Wondrous Item",
            "desc": "It’s good to learn from your experiences but even better to learn from someone else’s. For a guild of thieves with a legacy of control and access within a city, these enchanted tools are a truly valuable asset. The lockpicks twitch in your hands when they come within 5 feet of a lock they have been used to open within the last year. You can use these lockpicks and an action to unlock any lock that the lockpicks have previously opened.\n\nAlternatively, you can exhaust the lockpicks’ magic completely to borrow a skill or memory from a previous user. You can choose to either watch 10 minutes of a previous user’s memory (taken from the span of time they had the lockpicks in their possession) or for 10 minutes you can gain one skill, tool, or language proficiency of the previous user. At the end of the duration, the lockpicks rust away to nothing.\n\n**Note**. The cost listed above is for a relatively recent set of lockpicks of memory and at the Narrator’s discretion an older version may cost much more.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "long-fang-of-the-moon-a5e",
            "name": "Long Fang of the Moon",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this silvered longsword. \n\nWeapon attacks using _long fang of the moon_ deal an extra 2d6 radiant damage against creatures. When you hit a shapeshifter with this weapon, it makes a DC 30 Constitution _saving throw_  or reverts to its original form. If it fails this saving throw, you may choose to prevent the shapeshifter from transforming for up to 10 minutes.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "luck-blade-a5e",
            "name": "Luck Blade",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic sword. While you are attuned to the sword and holding it, you gain a +1 bonus to _saving throws_ . In addition, it has the following properties:\n\n**Luck.** Once per dawn, while the sword is on your person you may reroll one ability check, attack roll, or _saving throw_ . You must use the new roll.\n\n**Wish.** Once per dawn, while holding the weapon you can use an action to expend 1 charge and cast _wish_ . The weapon has 1d4 – 1 charges and loses this property when there are no charges left.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "lucky-halfling-foot-a5e",
            "name": "Lucky Halfling Foot",
            "type": "Wondrous Item",
            "desc": "This small hairy humanoid foot has been chemically preserved and attached to a simple chain necklace as a pendant. Whenever you roll a natural 1 for an ability check, _attack roll_ , or _saving throw_  while wearing this necklace, you may choose to reroll and must use the new result. Once you make a reroll in this way, you cannot do so again for the next 24 hours. In addition, halflings get an unnerving sense of this macabre trophy even when it is hidden, and while wearing this necklace you have _disadvantage_  on all Charisma (Persuasion) checks to influence halflings.\n\nAlternatively, these mortal remains can be buried or burned properly through halfling funerary rites taking 1 hour. If these rites are completed, any creatures in attendance (a maximum of 8) gain a point of inspiration.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}