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=-rarity&page=22
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=23", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=21", "results": [ { "slug": "tonic-of-blandness", "name": "Tonic of Blandness", "type": "Potion", "desc": "This deeply bitter, black, oily liquid deadens your sense of taste. When you drink this tonic, you can eat all manner of food without reaction, even if the food isn't to your liking, for 1 hour. During this time, you automatically fail Wisdom (Perception) checks that rely on taste. This tonic doesn't protect you from the effects of consuming poisoned or spoiled food, but it can prevent you from detecting such impurities when you taste the food.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "tracking-dart", "name": "Tracking Dart", "type": "Weapon", "desc": "When you hit a Large or smaller creature with an attack using this colorful magic dart, the target is splattered with magical paint, which outlines the target in a dim glow (your choice of color) for 1 minute. Any attack roll against a creature outlined in the glow has advantage if the attacker can see the creature, and the creature can't benefit from being invisible. The creature outlined in the glow can end the effect early by using an action to wipe off the splatter of paint.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "vigilant-mug", "name": "Vigilant Mug", "type": "Wondrous item", "desc": "An impish face sits carved into the side of this bronze mug, its eyes a pair of clear, blue crystals. The imp's eyes turn red when poison or poisonous material is placed or poured inside the mug.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-air-glyphs", "name": "Wand of Air Glyphs", "type": "Wand", "desc": "While holding this thin, metal wand, you can use action to cause the tip to glow. When you wave the glowing wand in the air, it leaves a trail of light behind it, allowing you to write or draw on the air. Whatever letters or images you make hang in the air for 1 minute before fading away.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-depth-detection", "name": "Wand of Depth Detection", "type": "Wand", "desc": "This simple wooden wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 charge and point it at a body of water or other liquid. You learn the liquid's deepest point or its average depth (your choice). In addition, you can use an action to expend 1 charge while you are submerged in a liquid to determine how far you are beneath the liquid's surface.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-direction", "name": "Wand of Direction", "type": "Wand", "desc": "This crooked, twisting wand is crafted of polished ebony with a small, silver arrow affixed to its tip. The wand has 3 charges. While holding it, you can expend 1 charge as an action to make the wand remember your path for up to 1,760 feet of movement. You can increase the length of the path the wand remembers by 1,760 feet for each additional charge you expend. When you expend a charge to make the wand remember your current path, the wand forgets the oldest path of up to 1,760 feet that it remembers. If you wish to retrace your steps, you can use a bonus action to activate the wand’s arrow. The arrow guides you, pointing and mentally tugging you in the direction you should go. The wand’s magic allows you to backtrack with complete accuracy despite being lost, unable to see, or similar hindrances against finding your way. The wand can’t counter or dispel magic effects that cause you to become lost or misguided, but it can guide you back in spite of some magic hindrances, such as guiding you through the area of a darkness spell or guiding you if you had activated the wand then forgotten the way due to the effects of the modify memory spell on you. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a roll of 1, the wand straightens and the arrow falls off, rendering it nonmagical.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-extinguishing", "name": "Wand of Extinguishing", "type": "Wand", "desc": "This charred and blackened wooden wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to extinguish a nonmagical flame within 10 feet of you that is no larger than a small campfire. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of ignition.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-flame-control", "name": "Wand of Flame Control", "type": "Wand", "desc": "This wand is fashioned from a branch of pine, stripped of bark and beaded with hardened resin. The wand has 3 charges. If you use the wand as an arcane focus while casting a spell that deals fire damage, you can expend 1 charge as part of casting the spell to increase the spell's damage by 1d4. In addition, while holding the wand, you can use an action to expend 1 of its charges to cause one of the following effects: - Change the color of any flames within 30 feet.\n- Cause a single flame to burn lower, halving the range of light it sheds but burning twice as long.\n- Cause a single flame to burn brighter, doubling the range of the light it sheds but halving its duration. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand bursts into flames and burns to ash in seconds.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-giggles", "name": "Wand of Giggles", "type": "Wand", "desc": "This wand is tipped with a feather. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to giggle for 1 minute. Giggling doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Tears.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-guidance", "name": "Wand of Guidance", "type": "Wand", "desc": "This slim, metal wand is topped with a cage shaped like a three-sided pyramid. An eye of glass sits within the pyramid. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the guidance spell from it. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Resistance.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-ignition", "name": "Wand of Ignition", "type": "Wand", "desc": "The cracks in this charred and blackened wooden wand glow like live coals, but the wand is merely warm to the touch. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to set fire to one flammable object or collection of material (a stack of paper, a pile of kindling, or similar) within 10 feet of you that is Small or smaller. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Extinguishing.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-resistance", "name": "Wand of Resistance", "type": "Wand", "desc": "This slim, wooden wand is topped with a small, spherical cage, which holds a pyramid-shaped piece of hematite. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the resistance spell. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Guidance .", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-tears", "name": "Wand of Tears", "type": "Wand", "desc": "The top half of this wooden wand is covered in thorns. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to cry for 1 minute. Crying doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Giggles .", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-windows", "name": "Wand of Windows", "type": "Wand", "desc": "This clear, crystal wand has 3 charges. You can use an action to expend 1 charge and touch the wand to any nonmagical object. The wand causes a portion of the object, up to 1-foot square and 6 inches deep, to become transparent for 1 minute. The effect ends if you stop holding the wand. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand slowly becomes cloudy until it is completely opaque and becomes nonmagical.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "warding-icon", "name": "Warding Icon", "type": "Wondrous item", "desc": "This carved piece of semiprecious stone typically takes the form of an angelic figure or a shield carved with a protective rune, and it is commonly worn attached to clothing or around the neck on a chain or cord. While wearing the stone, you have brief premonitions of danger and gain a +2 bonus to initiative if you aren't incapacitated.", "rarity": "common", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wayfarers-candle", "name": "Wayfarer's Candle", "type": "Wondrous item", "desc": "This beeswax candle is stamped with a holy symbol, typically one of a deity associated with light or protection. When lit, it sheds light and heat as a normal candle for up to 1 hour, but it can't be extinguished by wind of any force. It can be blown out or extinguished only by the creature holding it.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "whispering-powder", "name": "Whispering Powder", "type": "Wondrous item", "desc": "A paper envelope contains enough of this fine dust for one use. You can use an action to sprinkle the dust on the ground in up to four contiguous spaces. When a Small or larger creature steps into one of these spaces, it must make a DC 13 Dexterity saving throw. On a failure, loud squeals, squeaks, and pops erupt with each footfall, audible out to 150 feet. The powder's creator dictates the manner of sounds produced. The first creature to enter the affected spaces sets off the alarm, consuming the powder's magic. Otherwise, the effect lasts as long as the powder coats the area.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "white-dandelion", "name": "White Dandelion", "type": "Wondrous item", "desc": "When you are attacked or are the target of a spell while holding this magically enhanced flower, you can use a reaction to blow on the flower. It explodes in a flurry of seeds that distracts your attacker, and you add 1 to your AC against the attack or to your saving throw against the spell. Afterwards, the flower wilts and becomes nonmagical.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "worry-stone", "name": "Worry Stone", "type": "Wondrous item", "desc": "This smooth, rounded piece of semiprecious crystal has a thumb-sized groove worn into one side. Physical contact with the stone helps clear the mind and calm the nerves, promoting success. If you spend 1 minute rubbing the stone, you have advantage on the next ability check you make within 1 hour of rubbing the stone. Once used, the stone can't be used again until the next dawn.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "orb-of-dragonkind", "name": "Orb of Dragonkind", "type": "Wondrous item", "desc": "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five _Orbs of Dragonkind_ (or _Dragon Orbs_) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\n\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\n\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\n\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\n\nWhile attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.\n\nWhile you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts _suggestion_ on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\n\n**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:\n\n* 2 minor beneficial properties\n* 1 minor detrimental property\n* 1 major detrimental property\n\n**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).\n\nYou can also use an action to cast the _detect magic_ spell from the orb without using any charges.\n\n**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\n\n**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.", "rarity": "artifact", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "absurdist-web-a5e", "name": "Absurdist Web", "type": "Wondrous Item", "desc": "When you try to unfold this bed sheet-sized knot of spidersilk, you occasionally unearth a long-dead sparrow or a cricket that waves thanks before hopping away. It’s probably easier just to wad it up and stick it in your pocket. The interior of this ball of web is an extradimensional space equivalent to a 10-foot cube. To place things into this space you must push it into the web, so it cannot hold liquids or gasses. You can only retrieve items you know are inside, making it excellent for smuggling. Retrieving items takes at least 2 actions (or more for larger objects) and things like loose coins tend to get lost inside it. No matter how full, the web never weighs more than a half pound.\n\nA creature attempting to divine the contents of the web via magic must first succeed on a DC 28 Arcana check which can only be attempted once between _long rests_ .\n\nAny creature placed into the extradimensional space is placed into stasis for up to a month, needing no food or water but still healing at a natural pace. Dead creatures in the web do not decay. If a living creature is not freed within a month, it is shunted from the web and appears beneath a large spider web 1d6 miles away in the real world.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "aegis-of-the-eternal-moon-a5e", "name": "Aegis of the Eternal Moon", "type": "Armor", "desc": "The circular surface of this gleaming silver shield is marked by dents and craters making it reminiscent of a full moon. While holding this medium shield, you gain a magical +1 bonus to AC. This item has 3 charges and regains 1 charge each night at moonrise. \n\nWhile this shield is equipped, you may expend 1 charge as an action to cast _moonbeam_ , with the following exceptions: the spell manifests as a line of moonlight 10 feet long and 5 feet wide emanating from the shield, and you may move the beam by moving the shield (no action required). When the first charge is expended, the shield fades to the shape of a gibbous moon and loses its magical +1 bonus to AC. When the second charge is expended, the shield fades to the shape of a crescent moon and becomes a light shield, granting only a +1 bonus to AC. When the final charge is expended, the shield fades away completely, leaving behind its polished silver handle. When the shield regains charges, it reforms according to how many charges it has remaining.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ammunition-3-a5e", "name": "Ammunition +3", "type": "Weapon", "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "amulet-of-the-planes-a5e", "name": "Amulet of the Planes", "type": "Wondrous Item", "desc": "While wearing this amulet, you can use an action and name a location that you are familiar with on another plane of existence, making a DC 15 Intelligence check. On a success you cast the _plane shift_ spell, but on a failure you and every creature and object within a 15-foot radius are transported to a random location determined with a d100 roll. On a 1–60 you transport to a random location on the plane you named, or on a 61–100 you are transported to a randomly determined plane of existence.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "angurvadal-the-stream-of-anguish-a5e", "name": "Angurvadal, the Stream of Anguish", "type": "Weapon", "desc": "This longsword has 5 runes inscribed along its blade that glow and burn fiercely in times of war but with a dim, calming light in times of peace. You gain a +2 to attack and damage rolls with this weapon. While _Angurvadal_ is drawn, its runes glow with 5 feet of dim light when not in combat. As long as the weapon is drawn and you are conscious, you cannot be surprised and have _advantage_ on initiative rolls as the runes blaze to life. On your first turn, and for the duration of the combat, the runes emits bright light in a 20-foot radius and dim light for an additional 20 feet. During this time, attacks with this sword also deal an additional 2d6 fire damage.\n\n_Angurvadal_ has 5 charges and regains 1d4 + 1 charges each dawn. As an action, you can expend 1 or more charges to cast __burning hands_ (save DC 15). For each charge spent after the first, you increase the level of the spell by 1\\. When all charges are expended, roll a d20\\. On a 1, the fire of the runes dims and _Angurvadal_ can no longer gain charges. Otherwise, _Angurvadal_ acts as a mundane longsword until it regains charges. Each charge is represented on the blade by a glowing rune that is extinguished when it is used.\n\n### Lore\n\nLittle is known of _Angurvadal_ beyond the glow of its iconic runes and its often vengeful bearers, including the hero Frithiof. Despite its rather imposing title, this sword has far less of a history of tragedy associated with it than the other swords presented here.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "animated-shield-a5e", "name": "Animated Shield", "type": "Armor", "desc": "As a bonus action, you can verbally command the shield to animate and float in your space, or for it to stop doing so. The shield continues to act as if you were wielding it, but with your hands free. The shield remains animated for 1 minute, or until you are _incapacitated_ or die. It then returns to your free hand, if you have one, or else it falls to the ground. You can benefit from only one shield at a time.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "arrow-of-slaying-a5e", "name": "Arrow of Slaying", "type": "Weapon", "desc": "A particular kind of creature is chosen when this magic arrow is created. When the _arrow of slaying_ damages a creature belonging to the chosen type, heritage, or group, the creature makes a DC 17 Constitution _saving throw_ , taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once the _arrow of slaying_ deals its extra damage to a creature, it loses its magical properties. \n\nOther types of magic ammunition of this kind exist, such as bolts meant for a crossbow, or bullets for a firearm or sling.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "bag-of-devouring-a5e", "name": "Bag of Devouring", "type": "Wondrous Item", "desc": "This item is actually an aperture for the mouth of an immense extradimensional creature and is often mistaken for a _bag of holding_ . \n\nThe creature can perceive everything placed inside the bag. Up to a cubic foot of inanimate objects can be stored inside, however once per day the creature swallows any inanimate objects inside and spews them into another plane of existence (with the Narrator deciding the plane and time of day). Animal or vegetable matter placed completely inside is instead ingested and destroyed. \n\nThis item can be very dangerous. When part of a creature is inside the bag (including a creature reaching a hand inside) there is a 50% chance the bag pulls it inside. A creature that ends its turn inside the bag is ingested and destroyed. \n\nA creature inside the bag can try to escape by using an action and making a DC 15 Strength check. Creatures outside the bag may use an action to attempt to reach in and pull a creature out with a DC 20 Strength check. This rescue attempt is subject to the same 50% chance to be pulled inside.\n\nPiercing or tearing the item destroys it, with anything currently inside shifted to a random location on the Astral Plane. Turning the bag inside out closes the mouth.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "candle-of-invocation-a5e", "name": "Candle of Invocation", "type": "Wondrous Item", "desc": "This golden candle is infused with raw divine magic. When attuned to by a cleric or druid, it takes on a color appropriate to the cleric’s deity. \n\nYou can use an action to light the candle and activate its magic. The candle can burn for a total of 4 hours in 1 minute increments before being used up. \n\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within the area who worships the same deity as the attuned creature (or at the Narrator’s discretion, an allied deity) has _advantage_ on _attack rolls_ , _saving throws_ , and ability checks. If one of the creatures gaining the prior benefit is also a cleric, druid, or herald, they can cast 1st-level spells from one of those classes at that spell level without expending spell slots.\n\nAlternatively, one of these candles that has not yet been lit can be used to cast the __gate_ spell. Doing so consumes the candle.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "carpet-of-flying-a5e", "name": "Carpet of Flying", "type": "Wondrous Item", "desc": "You can use an action to speak this carpet’s command word, making it hover and fly. It moves according to your verbal commands as long as you are within 30 feet of it. \n\nThese carpets come in four sizes. The Narrator can choose or randomly determine which size a given carpet is.\n\nIf the carpet is carrying half its capacity or less, its Speed is doubled.\n\n__**Table: Carpet of Flying**__\n| **d20** | **Size** | **Capacity** | **Flying Speed** | **Cost** |\n| ------- | ------------- | ------------ | ---------------- | --------- |\n| 1-4 | 3 ft. x 5 ft. | 250 lb. | 30 ft. | 15,000 gp |\n| 5-11 | 4 ft. x 6 ft. | 500 lb. | 25 ft. | 20,000 gp |\n| 12-16 | 5 ft. x 7 ft. | 800 lb. | 20 ft. | 25,000 gp |\n| 17-20 | 6 ft. x 9 ft. | 1,000 lb. | 15 ft. | 30,000 gp |", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "celestial-aegis-a5e", "name": "Celestial Aegis", "type": "Armor", "desc": "This suit of imposing _2 full plate_ is engraved with holy runes of a forgotten divinity. You cannot attune to this armor if you have either the Evil 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 gain an expertise die on Intimidation checks.\n* You can use a bonus action to regain 2d6 hit points. 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 radiant damage.\n* Aberrations, fiends, undead, and creatures with the Evil 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": "cipher-sword-a5e", "name": "Cipher Sword", "type": "Weapon", "desc": "This sword’s blade is plated with alchemical silver, its hilt stylized to resemble an open book from which the blade emerges. Despite its masterfully-crafted appearance, however, a cipher sword is uncomfortable to hold and strangely unwieldy. It has the two-handed and heavy properties and deals 2d8 slashing damage on a hit, but you feel this is only a fraction of its potential.\n\n_**Curse**_. There are other cipher swords owned by a variety of creatures across the planes. Most wielders consider themselves part of an exclusive group and expect the loyalty and cooperation of those with less mastery, regardless of other alliances. Attaining even a novice level of mastery attracts the attention of other wielders, who may have expectations of you.\n\nThe cipher sword also has the following properties:\n\n* You are not considered proficient with this weapon.\n* While wielding this weapon, you don’t benefit from any feature that would grant you additional attacks.\n\n**_Escalation._** This weapon is immensely powerful for those willing to solve the riddle of its use. Once per week, if you’ve successfully reduced a dangerous enemy (as determined by the Narrator) to 0 hit points with it since the last time you finished a long rest, make a DC 14 Intelligence check to meditate on the sword’s secrets. On a failure, you gain +1 to future attempts at this check. On a success, your level of mastery increases, you lose any bonus gained from failed attempts, the DC to advance again increases by 4, and the time between attempts increases by 1 week. If you ever willingly end your attunement to this weapon, you take 8 (4d4) psychic damage that cannot be negated or reduced and lose all mastery you’ve gained.\n\nThe levels of mastery are as follows:\n\n_Novice:_ You now are proficient with this weapon, and it gains the finesse property. However, wielding anything else begins to feel wrong to you, and you suffer _disadvantage_ on all melee weapon attacks made with a different weapon.\n\n_Apprentice:_ You gain +1 to _attack and damage rolls_ with this weapon. You can also now attack twice, instead of once, when you take the Attack action with this weapon on your turn. Additionally, you now suffer _disadvantage_ on all weapon attacks with other weapons.\n\n_Expert:_ Your bonus to _attack and damage rolls_ with this weapon increases to +2 and it gains the Vicious property. When you make a weapon attack with a different weapon, you now also take 4 (2d4) psychic damage. This damage cannot be negated or reduced by any means.\n\n_Master:_ Your bonus to _attack and damage rolls_ with this weapon increases to +3, and you can summon it to your hand as a bonus action so long as you are on the same plane as it. Additionally, once per _short rest_ , when you successfully attack a creature with it, you immediately learn about any special defenses or weaknesses that creature possesses as the blade imparts the wisdom of previous wielders. Additionally, the psychic damage you take from making a weapon attack with a different weapon increases to 8 (4d4).", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cloak-of-arachnida-a5e", "name": "Cloak of Arachnida", "type": "Wondrous Item", "desc": "While wearing this cloak, you gain the following benefits:\n\n* Resistance to poison damage.\n* A climbing speed equal to your base Speed, allowing hands-free movement across vertical and upside down surfaces.\n* The ability to ignore the effects of webs and move through them as if they were _difficult terrain_ .\n\nOnce between long rests you can use an action to cast the __web_ spell (save DC 13), except it fills double the normal area.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "coat-of-padarn-beisrudd-a5e", "name": "Coat of Padarn Beisrudd", "type": "Armor", "desc": "Can only be attuned to by a brave adventurer.\n\nWhile you are attuned to and wearing this fine chain shirt, your armor class equals 17 + Dexterity modifier (maximum 2).", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "crock-and-dish-of-rhygenydd-ysgolhaig-a5e", "name": "Crock and Dish of Rhygenydd Ysgolhaig", "type": "Wondrous Item", "desc": "You can use an action to cast __create food and water_ from this cookware.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "crystal-ball-a5e", "name": "Crystal Ball", "type": "Wondrous Item", "desc": "A typical enchanted _crystal ball_ can be used to cast the __scrying_ spell (save DC 17) once between _short rests_ while touching it. \n\nThree legendary variations exist. In all cases, the legendary variants have an alignment (Chaotic, Evil, Good, or Lawful). If you do not have an alignment trait that matches the _crystal ball’s_, after using it you take 6d6 psychic damage and gain a level of _strife_ .\n\n**Crystal Ball of Mind Reading**. You can use an action to cast __detect thoughts_ (save DC 17) on a creature within 30 feet of the spell’s sensor. This effect does not require concentration, but it ends when the _scrying_ does.\n\n**Crystal Ball of Telepathy**. While the __scrying_ is active, you can communicate telepathically with creatures within 30 feet of the spell’s sensor, and you can use an action to cast sugges_tion_ (save DC 17) through the sensor on one of them. This effect does not require concentration, but it ends when the _scrying_ does.\n\n**Crystal Ball of True Seeing**. In addition to the normal benefits of __scrying_ , you gain _truesight_ through the spell’s sensor out to a range of 120 feet.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dancing-sword-a5e", "name": "Dancing Sword", "type": "Weapon", "desc": "While you are attuned to this magic sword, you can use a bonus action to speak the command word and throw it into the air. The sword hovers, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it (using your _attack roll_ and ability score modifier to damage rolls). On each of your turns you can use a bonus action to make the sword fly up to 30 feet to attack another creature within 5 feet of it. \n\nAfter the sword attacks for the fourth time, it tries to return to your hand. It flies 30 feet towards you, moving as close as it can before either being caught in your free hand or falling to the ground.\n\nThe sword ceases to hover if you move more than 30 feet away from it or grasp it.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "demon-armor-a5e", "name": "Demon Armor", "type": "Armor", "desc": "While wearing this armor, your Armor Class increases by +1 and you can understand and speak Abyssal. You can attack with the armor’s clawed gauntlets (which deal 1d8 slashing damage) and gain a +1 bonus to attack and damage rolls when doing so.\n\n**Cursed.** You cannot remove this armor until you are targeted by _remove curse_ or similar magic. You have _disadvantage_ on _attack rolls_ against demons and on _saving throws_ made against them.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dial-of-dal-a5e", "name": "Dial of Dal", "type": "Wondrous Item", "desc": "None living know who or what Dal was, only that the name is carved into this device. About half a foot in diameter, this flat disk resembles a sundial with many styles (time-telling edges), each of which can be moved on its own course, rotating on the flat of the disc on an undetectable groove. As these are moved, you receive a vision of events and emotions that have occurred in your current location.\n\nAs an action, you can use the dial of Dal to cast the __legend lore_ spell focused on your current location without the need for material components. Once used in this way, the dial cannot be used again until you finish a _long rest_ .", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dragon-scale-mail-a5e", "name": "Dragon Scale Mail", "type": "Armor", "desc": "While wearing this armor, you gain following benefits:\n\n* Your Armor Class increases by +1.\n* _Advantage_ on _saving throws_ against the Frightful Presence and breath weapons of dragons.\n* Resistance to one damage type (determined by the type of dragon that provided the scales).\n\nIn addition, once between _long rests_ you can use an action to magically detect the distance and direction to the closest dragon of the same type as the armor that is within 30 miles.\n\n__**Table: Dragon Scale Mail**__\n| Dragon | Resistance |\n| -------- | ----------- |\n| Amethyst | Force |\n| Black | Acid |\n| Blue | Lightning |\n| Brass | Fire |\n| Bronze | Lightning |\n| Copper | Acid |\n| Earth | Slashing |\n| Emerald | Thunder |\n| Gold | Fire |\n| Green | Poison |\n| Red | Fire |\n| River | Bludgeoning |\n| Sapphire | Psychic |\n| Shadow | Necrotic |\n| Silver | Cold |\n| Spirit | Radiant |\n| White | Cold |", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dragon-slayer-a5e", "name": "Dragon Slayer", "type": "Weapon", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic sword, and it deals an extra 3d6 damage against dragons (including any creature with the dragon type, such as _dragon turtles_ and _wyverns_ ).", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dungeon-delvers-guide-a5e", "name": "Dungeon Delver's Guide", "type": "Wondrous Item", "desc": "While attuned to this magic tome, you gain an _expertise die_ to skill checks made to recognize and notice underground traps and architectural features. In addition, you gain an expertise die on _saving throws_ against traps.\n\nThe book contains 10 illustrations of doors, 10 illustrations of traps, and 10 illustrations of monsters. As an action, you can permanently tear out an illustration and place it on a surface to make a real door, trap, or monster appear. Once an illustration is used, it can’t be used again.\n\nIf you place a door, a key that you can use to lock and unlock the door magically appears in your hand. Behind the door is a permanent passage through the wall. The passage is 5 feet wide, 8 feet tall, and up to 10 feet deep. The passage creates no instability. If you place a trap, you can choose between the following traps from this book (chapter 2): acid pit trap, commanding voice trap, explosive runes trap, false door trap, hidden pit trap (x3), lock trap (x3, can be placed only on a lock).\n\nIf you place a monster, the monster is not initially hostile to any creature present when it is summoned but is hostile to all other creatures. It otherwise acts according to its nature. The following monsters can be placed: _black pudding_ , _gelatinous cube_ , _hell hound_ , _kobold_ (x3), _minotaur_ , skeleton immortal (x3, DDG).", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dwarven-plate-a5e", "name": "Dwarven Plate", "type": "Armor", "desc": "While wearing this armor, you gain the following benefits:\n\n* Your Armor Class increases by +1.\n* When an effect forces you to move along the ground, you can use your reaction to reduce the forced movement by up to 10 feet.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dwarven-thrower-a5e", "name": "Dwarven Thrower", "type": "Weapon", "desc": "You gain +3 bonus to attack and damage rolls made with this magic warhammer. In addition, while you are attuned to the hammer, you may throw it with a normal range of 20 feet and a maximum range of 60 feet. On a hit with a ranged attack using this hammer it deals an extra 1d8 damage (2d8 damage if the target is a giant). When thrown the warhammer immediately flies back to your hand after it hits or misses its target.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "efreeti-bottle-a5e", "name": "Efreeti Bottle", "type": "Wondrous Item", "desc": "You can use an action to unstopper this intricately carved brass bottle, causing an _efreeti_ to appear in a cloud of acrid smoke in an unoccupied space within 30 feet. When you open the bottle, roll to d100 to determine the effect.\n\n__**Table: Efreeti Bottle**__\n| **d100** | **Effect** |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 01–10 | The efreeti attacks you. The Efreeti departs after 5 rounds pass or losing half its hit points, whichever happens first, and the bottle becomes a mundane item. |\n| 11–90 | The efreeti serves you for up to 1 hour before being drawn back into the bottle. The bottle cannot be opened again for 24 hours. This effect occurs automatically the second and third time the bottle is opened. The fourth time the bottle is opened, the efreeti vanishes and the bottle loses its enchantment. |\n| 91–100 | The efreeti grants you 3 wishes (as the _wish_ spell) then vanishes after an hour or after granting the final wish, and the bottle becomes a mundane item. |", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "emperors-blade-a5e", "name": "Emperor’s Blade", "type": "Weapon", "desc": "Spiked metal barbs line this _+1 longsword_, resembling the many rows of a shark's teeth. You can use a bonus action to speak a command word that activates or deactivates the barbs. While activated, the barbs rapidly saw back and forth to tear into your foes, making your weapon attacks with the sword deal an extra 1d8 slashing damage.\n\nWhen you score a critical hit while the barbs are active, the sawing barbs leave a terrible wound that deals 1d8 ongoing damage. At the start of each of its turns, a wounded creature makes a Constitution _saving throw_ (DC 8 + your proficiency bonus + your Strength modifier) to end the ongoing damage.", "rarity": "Very Rare", "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": "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": "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" } ] }{ "count": 1618, "next": "