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=26
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=27", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=25", "results": [ { "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": "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": "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" }, { "slug": "luminescent-gum-a5e", "name": "Luminescent Gum", "type": "Wondrous Item", "desc": "This salty chewing gum is made from the sap of a deep sea plant and is normally stored inside of a clamshell. In order to activate it, you must chew the gum as an action, during which its properties are released into your bloodstream. The center of your forehead forms a slight bump and begins to glow. Any _darkness_ within a range of 120 feet becomes dim light, and any dim light within the same range becomes bright light. The gum has no effect on bright light.\n\nThe effect lasts for 1 hour, after which the gum loses its magical properties. The gum itself is a bit of an acquired taste and when you chew it for the first time you must make a DC 10 Constitution check or gain the _stunned_ condition for a round as you vomit. Vomited gum can be retrieved and used again, but its remaining duration is halved every time it is reused.\n\nLuminescent gum is generally found in bunches of 6 or 12 clamshells.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "magic-mirror-a5e", "name": "Magic Mirror", "type": "Wondrous Item", "desc": "When a magic mirror is viewed indirectly, its surface shows an insubstantial otherworldly face looking back at you. Magic mirrors can be found in three sizes.\n\n_**Pocket (Uncommon).**_ While attuned to the pocket mirror, you can use it as a _spellcasting_ focus, and twice per dawn cast _augury_ as you look into it. When you do so, your reflection whispers the answers to your questions.\n\n**Handheld (Rare).** While attuned to the handheld mirror, you can use it as a _spellcasting_ focus, and you can cast _augury_ and __divination_ once each per dawn as you look into it. Your reflection whispers the answers to your questions.\n\n**Wall (Very Rare).** While this bulky mirror is securely fastened to a wall, twice per dawn you can look into it and speak a command phrase to cast _commune , contact other plane ,_ or __divination_ . Your reflection answers your questions. Additionally, as an action once per dawn, the wall mirror can be linked to another _magic mirror_ by speaking the name of the other mirror’s bearer, initiating a face to face conversation that can last up to 10 minutes. Both you and the other mirror user can clearly see each other’s faces, but don’t get any sense of one another’s surroundings. Either you or the other mirror user can use a bonus action to end the conversation early.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "medallion-of-thoughts-a5e", "name": "Medallion of Thoughts", "type": "Wondrous Item", "desc": "While you are wearing this ornate medallion, you can use an action to expend one of its three charges to cast __detect thoughts_ (DC 13). The medallion regains 1d3 expended charges every dawn.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "message-stones-a5e", "name": "Message Stones", "type": "Wondrous Item", "desc": "_Message stones_ are a pair of small, smooth stones, carved from two halves of a single rock. While touching one of the stones, you can use an action to cast _sending_ , targeting the creature that carries the other stone. The spell is only cast if a creature is holding the paired stone or it is otherwise touching the creature’s skin.\n\nOnce used to cast __sending_ , the stones cannot be used again until dawn of the following day. If one of the paired stones is destroyed, the other loses its magical properties.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "meteorological-map-a5e", "name": "Meteorological Map", "type": "Wondrous Item", "desc": "This book has a simple, line-drawn map of the world on its cover. Writing the name of a specific place (no bigger than a small town) on one of its blank pages will cause it to magically write out a 50 word description of the current weather conditions there.\n\nThere are 25 blank pages. Pages cannot be erased or otherwise unbound from their target location once the name has been written.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mourning-medallion-a5e", "name": "Mourning Medallion", "type": "Wondrous Item", "desc": "This medallion hangs from a very old rope made from the braided hair of those long past. When you are reduced to 0 hit points while wearing it, before going _unconscious_ you can use your reaction to ask the medallion a single question which it answers with “yes,” “no,” or “unknown.” It answers truthfully, using the knowledge of all those who have died. Roll 1d20 after using this feature. On a result of 5 or less, the medallion becomes a mundane piece of mourning jewelry. Once you have used this feature, you cannot do so again until you finish a _long rest_ .\n\nAlternatively, you can instead use your reaction to rip the medallion from its braid when you are reduced to 0 hit points but not killed outright. You drop to 1 hit point instead and the medallion becomes a mundane piece of mourning jewelry.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "necklace-of-adaptation-a5e", "name": "Necklace of Adaptation", "type": "Wondrous Item", "desc": "While wearing this finely-woven necklace, you can breathe normally in any environment and you have _advantage_ on _saving throws_ made against harmful gases, vapors, and other inhaled effects.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "oil-of-slipperiness-a5e", "name": "Oil of Slipperiness", "type": "Potion", "desc": "You can spend 10 minutes applying this thick black oil to a Medium or smaller creature, as well as its gear. One additional vial is required for each size category above Medium. A creature covered in the oil gains the effect of a __freedom of movement_ spell for 2 hours. Alternatively, you can use an action to pour the oil on the ground next to you, making a 10-foot square slippery (as the _grease_ spell) for 8 hours.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "opus-maleficarum-a5e", "name": "Opus Maleficarum", "type": "Wondrous Item", "desc": "This book looks to have survived a fire. Its pages are browned upon the edges with many corners lost to char. The cover appears to be made from the skin of a reptile, but the blackened scales are cracked from the flames making identification all but impossible. Within, the pages of this book are filled with profane writings, eldritch symbols, and twisted imagery one might associate with a warlock’s book of shadows. Largely illegible, to those of a more martial bent the meanings of strange words become clear.\n\nSpending at least 24 hours over the course of 7 nights reading and practicing the forms and phrases within the _Opus_ allows a reader with access to martial maneuvers to learn a single maneuver from the Eldritch Blackguard combat tradition, as long as it is of a degree they can learn. This does not count against the character’s limit of known combat traditions or maneuvers. Any character capable of casting a cantrip or 1st level spell who reads the _Opus_ also suffers 1 level of _strife_ .\n\nOnce this tome has been read, it becomes a mundane item for one year and a day before it regains its magic", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "paramours-daisy-a5e", "name": "Paramour’s Daisy", "type": "Wondrous Item", "desc": "This bright yellow daisy never wilts or fades. The daisy has exactly 20 petals when you first receive it. \n\nWhile the daisy has an even number of petals, both your personality and physical appearance become vibrant. You gain an expertise die on Persuasion checks, but you have _disadvantage_ on Stealth checks. \n\nWhile the daisy has an odd number of petals, your presence fades into the background. You gain an expertise die on Stealth checks, but you have _disadvantage_ on Persuasion checks.\n\nYou can use an action to pluck one petal from the daisy. The daisy loses its magic once you remove its final petal.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "pearl-of-power-a5e", "name": "Pearl of Power", "type": "Wondrous Item", "desc": "While holding this lustrous pearl, you can use an action to speak its command word and regain one expended spell slot of up to 3rd-level. If restoring a higher level slot, the new slot is 3rd-level. Once used, the pearl loses its magic until the next dawn.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "perfect-disguise-a5e", "name": "Perfect Disguise", "type": "Wondrous Item", "desc": "This set of novelty glasses has a comically-oversized false nose along with a thick fake mustache and bushy eyebrows. These glasses have 3 charges and regain 1 charge each dawn. While wearing the glasses you can expend 1 charge to cast the spell __disguise self_ (save DC 14). \n\nHowever, you cannot mask the glasses themselves using __disguise self_ in this way—no matter how your disguise looks, it includes the novelty glasses.\n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the _perfect disguise_ is glued to your face (as _sovereign glue_ ) and it becomes a mundane item.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "perfume-vile-a5e", "name": "Perfume Vile", "type": "Wondrous Item", "desc": "You can use a bonus action to spray perfume from this fashionable bottle, immediately dispelling any foul odors on a creature or object of Large size or smaller and leaving behind only the faint smell of peonies that lasts for 1d4 hours. The bottle has enough perfume in it for 20 sprays.\n\nAlternatively, you can use an action to throw the bottle at a point within 30 feet, creating a 20-foot radius sphere of pink gas centered where it hits. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1d4 rounds. A creature that enters the area or starts its turn there makes a Constitution _saving throw_ (DC equal to the number of perfume sprays remaining) or it takes 1d4 poison damage and becomes stunned for 1 round. Creatures already wearing the perfume have _advantage_ on this saving throw.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "periapt-of-health-a5e", "name": "Periapt of Health", "type": "Wondrous Item", "desc": "While wearing this pendant, you are immune to _diseases_ (you cannot contract any disease, and the effects if any ongoing diseases are suppressed).", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "periapt-of-wound-closure-a5e", "name": "Periapt of Wound Closure", "type": "Wondrous Item", "desc": "Engraved with symbols of healing, this warm silver pendant prevents you from dying.\n\n* While wearing this pendant, you automatically stabilize when dying. You may still roll your Death _saving throw_ to try and roll a 20, but may only roll once on each of your turns and no more than three times.\n* Whenever you roll a Hit Die to regain hit points, you regain twice as many as normal.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "philter-of-love-a5e", "name": "Philter of Love", "type": "Potion", "desc": "After drinking this philter, the next time you see a creature in the next 10 minutes, you become _charmed_ by that creature for 1 hour. If you would normally be attracted to the creature, while charmed you believe it to be your true love.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "pipes-of-haunting-a5e", "name": "Pipes of Haunting", "type": "Wondrous Item", "desc": "Using these pipes requires proficiency with wind instruments. You can use an action and expend 1 charge to play them and create an eerie, spellbinding tune. Each creature within 30 feet that hears you play makes a DC 15 Wisdom _saving throw_ or becomes _frightened_ of you for 1 minute. You may choose for nonhostile creatures in the area to automatically succeed on the saving throw. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to these _pipes of haunting_ for 24 hours. The pipes have 3 charges and regain 1d3 charges each dawn.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "pipes-of-the-sewers-a5e", "name": "Pipes of the Sewers", "type": "Wondrous Item", "desc": "You must be proficient with wind instruments to use these pipes. The pipes have 3 charges and regain 1d3 expended charges at dawn. \n\nYou can use an action to expend 1 to 3 charges and play the pipes, summoning a _swarm of rats_ for each expended charge. Summoned swarms are not under anyone’s control and appear by the shortest available route, and if there are not enough rats within a half mile (at the Narrator’s discretion) for this to take effect the expended charges are wasted and no swarm is summoned.\n\nWhile you are using an action to play the pipes, you can make a Charisma check contested by the Wisdom check of a swarm of rats within 30 feet. On a failure, the swarm acts normally and is immune to the pipes for 24 hours. On a success, the swarm becomes friendly to you and your allies until you stop playing the pipes, following your commands. If not given any commands a friendly swarm defends itself but otherwise takes no actions. Any friendly swarm that begins its turn unable to hear music from the pipes breaks your control, behaving as normal and immune to the effects of the pipes for 24 hours.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "plague-doctors-mask-a5e", "name": "Plague Doctor's Mask", "type": "Wondrous Item", "desc": "This waxed leather mask covers an entire humanoid face and resembles the beak of a bird. A pair of glass lenses allow you to see through it and the bill provides a constant smell of lavender. While attuned to the _plague doctor’s mask_, you gain an expertise die on Constitution _saving throws_ against _diseases_ .\n\nWhen you spend your action to concentrate and inhale the fragrance inside the mask, you recall memories from the brilliant surgeon who created the item. This strips the mask of its magic but allows you to recall the details of a particularly dangerous case. You have advantage on Medicine checks made to treat any single nonmagical disease of your choice until the end of your next _long rest_ , at which point the memories vanish.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "poison-breath-bottle-a5e", "name": "Poison Breath Bottle", "type": "Wondrous Item", "desc": "You can use an action to throw this green vial at a point within 20 feet. The vial shatters on impact and creates a 5-foot-radius cloud of poison gas. A creature that starts its turn in the cloud must succeed on a DC 12 Constitution _saving throw_ or take 2d6 poison damage and become _poisoned_ until the end of its next turn. The area inside the cloud is _lightly obscured_ . The cloud remains for 1 minute or until a strong wind disperses it.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "portraiture-gremlin-a5e", "name": "Portraiture Gremlin", "type": "Wondrous Item", "desc": "This Tiny ethereal white goblinoid sits within a small iron box and is surrounded by dabs of pigments. The box has a switch that when pressed strikes the gremlin on the head with a tiny hammer. Whenever the gremlin is hit by the hammer it rapidly paints whatever it sees out of the small porthole at the front of the box. The gremlin takes 1 minute to finish the picture and the result is a perfectly accurate painting, albeit miniature. The gremlin comes with enough pigments for 5 paintings and each subsequent painting requires paints worth at least 12 gold. ", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-animal-friendship-a5e", "name": "Potion of Animal Friendship", "type": "Potion", "desc": "After drinking this potion, for the next hour you can cast _animal friendship_ (save DC 13) at will.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-giant-strength-a5e", "name": "Potion of Giant Strength", "type": "Potion", "desc": "After you drink this potion, for the next hour your Strength score increases to match the giant whose parts were used to create it (see Table: Potion of Giant Strength). The potion has no effect if your Strength is equal to or greater than the giant’s Strength score.\n\n__**Table: Potion of Giant Strength**__\n| **Giant** | **Strength Score** | **Rarity** | **Cost** | **Appearance** |\n| ------------- | ------------------ | ---------- | --------- | -------------------- |\n| _Hill giant_ | 20 | Uncommon | 300 gp | Muddy, gray |\n| _Frost giant_ | 22 | Rare | 800 gp | Transparent, viscous |\n| _Stone giant_ | 23 | Rare | 800 gp | Silver, shimmering |\n| _Fire giant_ | 25 | Rare | 2,000 gp | Orange, volatile |\n| _Cloud giant_ | 27 | Very rare | 5,000 gp | Opaque white |\n| _Storm giant_ | 29 | Legendary | 52,500 gp | Swirling black |", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-growth-a5e", "name": "Potion of Growth", "type": "Potion", "desc": "A golden acorn floating in this translucent liquid grows and retracts roots every few seconds. After drinking this potion, for the next 1d4 hours your size is doubled (as the __enlarge/reduce_ spell but without need for _concentration_ ).", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-poison-a5e", "name": "Potion of Poison", "type": "Potion", "desc": "This potion comes in many guises, and always appears to be a beneficial potion (most often the swirling red of a _potion of healing_ ). Its true intent, however, is deadly. \n\nWhen you drink this potion you take 3d6 poison damage and make a DC 13 Constitution _saving throw_ or become _poisoned_ . At the beginning of each of your turns while poisoned in this way, you take 3d6 poison damage. At the end of each of your turns you repeat the saving throw, decreasing the damage dealt by the poison by 1d6 for each successful save. You cease to be poisoned when the damage is reduced to 0.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-resistance-a5e", "name": "Potion of Resistance", "type": "Potion", "desc": "After you drink this potion, for the next hour you gain resistance to a single type of damage (chosen by the Narrator or determined randomly).\n\n__**Table: Potion of Resistance**__\n| **d10** | **Damage Type** |\n| ------- | --------------- |\n| 1 | Thunder |\n| 2 | Lightning |\n| 3 | Cold |\n| 4 | Poison |\n| 5 | Fire |\n| 6 | Psychic |\n| 7 | Acid |\n| 8 | Necrotic |\n| 9 | Radiant |\n| 10 | Force |", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-water-breathing-a5e", "name": "Potion of Water Breathing", "type": "Potion", "desc": "After drinking this murky blue potion, you are able to _breathe underwater_ for 1 hour.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "protean-needlepoint-a5e", "name": "Protean Needlepoint", "type": "Wondrous Item", "desc": "Always pristine, easy to thread—and most importantly—able to change its size to suit any purpose, this miraculous sewing needle promises to always be the right tool for the job. The needle’s exact size randomly changes every hour, but you can also choose the form it takes by spending 1 minute threading it with the proper filament.\n\n**Cotton (Sharp Needle)**. Perfect for delicate stitching, beading, and general use.\n\n**Silk (Embroidery Needle)**. Ideal for more decorative needlework.\n\n**Wool (Canvas Needle)**. Large and blunt, for bulkier, loosely woven material.\n\n**Leather (Glover Needle)**. Big, sharp, made for punching through thick hide.\n\nThe _protean needlepoint_ can be used as an improvised weapon when it is sized as a canvas needle for wool (1 magical piercing damage) or a glover needle for leather (1d4 magical piercing damage). When you score a critical hit with it, the tip of the needle snaps off and it becomes a mundane item.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "pumpkin-bomb-a5e", "name": "Pumpkin Bomb", "type": "Wondrous Item", "desc": "This pale white pumpkin is small enough to fit in the palm of a human hand. A macabre, grinning face is carved into one side, and a candle within burns an eerie purple flame. While its candle is lit, this pumpkin lantern shines _dim light_ in a 10-foot radius. The lantern’s candle burns for 1 minute, after which the pumpkin instantly rots and loses its magic.\n\nUndead must make a DC 12 Wisdom _saving throw_ when entering the radius or when beginning their turn within the pumpkin’s light, taking 3d6 radiant damage on a failed save or half as much on a success. Incorporeal undead have _disadvantage_ on this saving throw.\n\nThe pumpkin has AC 8 and 2 hit points. If the pumpkin is destroyed, all undead within 10 feet of it must make a DC 12 Wisdom _saving throw_ , taking 6d6 radiant damage on a failed save or half as much on a success.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "quiver-of-the-hunt-a5e", "name": "Quiver of the Hunt", "type": "Wondrous Item", "desc": "While attuned to and wearing this ornate quiver, you can draw arrows, bolts, or sling stones as part of taking the Attack action with a bow, crossbow, or sling, producing an endless supply of missiles. The ammunition disappears upon impact, hit or miss, and disappears if passed to another creature to fire.\n\nWhile attuned to and wearing the rare version of the _quiver of the hunt,_ you can also use a bonus action to declare a target to be your quarry. You gain _advantage_ on Perception checks made to detect and Survival checks made to track the target, as well as Intelligence checks to determine its weaknesses. In addition, you deal an extra 1d6 damage on weapon attacks made against the target. The target remains your quarry for 8 hours, or until you cease _concentration_ (as if concentrating on a spell).", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "reloader-gremlin-a5e", "name": "Reloader Gremlin", "type": "Wondrous Item", "desc": "A tiny, ethereal gremlin squats motionless in this silver picture frame, which from a distance appears to contain a painting of the gremlin. The gremlin watches a particular device or mechanism. One minute after the device is triggered, the gremlin emerges from its frame, performs whatever actions are necessary to reset the device, and returns to its frame.\n\nThe gremlin is ethereal and unable to interact with objects and creatures on the Material Plane other than its frame and the device it watches.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "restorative-ointment-a5e", "name": "Restorative Ointment", "type": "Wondrous Item", "desc": "This green glass jar holds 1d4+1 doses of a fresh-smelling mixture. You can use an action to swallow or apply one dose, restoring 2d8+2 hit points and curing both _poison_ and _disease_ .", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-jumping-a5e", "name": "Ring of Jumping", "type": "Ring", "desc": "While wearing this ring, you can use a bonus action to cast the _jump_ spell on yourself.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-mind-shielding-a5e", "name": "Ring of Mind Shielding", "type": "Ring", "desc": "While wearing this ring, creatures cannot magically read your thoughts, know if you’re lying, or discern your creature type, and you can only be communicated with telepathically if you allow it.\n\nIf you die while wearing this ring, your soul enters the ring upon death, unless another soul already occupies it. You choose when your soul leaves the ring. While within the ring, you can communicate telepathically with anyone wearing it (this communication cannot be prevented.)\n\nYou can use an action to make the ring _invisible_ , and it remains so until it is removed, you die, or you use an action to make it visible.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-swimming-a5e", "name": "Ring of Swimming", "type": "Ring", "desc": "While wearing this ring, you have a swim speed of 40 feet.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-warmth-a5e", "name": "Ring of Warmth", "type": "Ring", "desc": "While wearing this ring, you have resistance to cold damage. Additionally, you and anything you are wearing or carrying remain unharmed by temperatures as low as –50° Fahrenheit (–46° Celsius).", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-water-walking-a5e", "name": "Ring of Water Walking", "type": "Ring", "desc": "While wearing this ring, you can choose to stand on or move across any liquid surface as if it were solid ground.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "robe-of-useful-items-a5e", "name": "Robe of Useful Items", "type": "Wondrous Item", "desc": "Leather patches of various shapes and colors are sewn into this robe. While attuned to and wearing the robe, you can use an action to detach one of the patches, causing it to become the object it represents. Once the last patch is removed, the robe loses its magical properties.\n\nThe robe has two of each of the following patches: \n\n* _Dagger_\n* _Bullseye lantern_ (filled and lit)\n* _Steel mirror_\n* 10-foot _pole_\n* _Hempen rope_ (50 feet, coiled)\n* _Sack_\n\nIn addition, the robe has 4d4 other patches (either chosen by the Narrator or randomly determined).\n\n__**Table: Robe of Useful Items**__\n| **d100** | **Patch** |\n| -------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 01–02 | Spade, _bucket_ |\n| 03–04 | Pair of empty _waterskins_ |\n| 05–06 | Luxurious _blanket_ |\n| 07–08 | _Grappling hook_ |\n| 09–10 | 10 _iron spikes_ |\n| 11–12 | _Miner’s pick_ |\n| 13–14 | 10 _pitons_ |\n| 15–18 | _Wheelchair_ |\n| 19–20 | _Flash bomb_ , _smoke bomb_ |\n| 21–22 | _Block and tackle_ , _bar of soap_ |\n| 23–25 | Chalk, _crowbar_ , hammer |\n| 26 | _Medium cage_ |\n| 27–29 | Roll 1d4 (1: _fishing snare_ , 2: _hunting snare_ , 3–4: _hunting trap_ ) |\n| 30 | _Sled_ |\n| 31–32 | _Cold weather gear_ |\n| 33–35 | Roll 1d4 (1–2: _one person tent_ , 3: _two person tent_ , 4: _communal tent_ ) |\n| 36–37 | 2 _alchemical torches_ |\n| 38 | Blank _spellbook_ |\n| 39–40 | 10-foot _chain_ |\n| 41–42 | _Tinderbox_ |\n| 43–44 | _Signal whistle_ and a _small bell_ |\n| 45–46 | _Backpack_ |\n| 47–50 | 4 bags of _caltrops_ |\n| 51 | _Mosquito netting_ |\n| 52–55 | _Prosthetic leg or foot_ |\n| 56–59 | 4 bags of _ball bearings_ |\n| 60 | _Large cage_ |\n| 61–62 | _Merchant’s scales_ , stick of _incense_ |\n| 63 | _Barrel_ |\n| 64–66 | _Prosthetic arm or hand_ |\n| 67–68 | Bottle of ink, inkpen, sealing wax, 2 sheets of paper |\n| 69–70 | Vial of perfume |\n| 71–72 | _Portable ram_ |\n| 73 | _Huge cage_ |\n| 74–75 | _Marshland gear_ |\n| 76–79 | _Antitoxin_ |\n| 80–81 | _Healer’s satchel_ (10 uses) |\n| 82–83 | 10 _bandages_ sealed in oilskin |\n| 84–86 | _Cart_ |\n| 87–89 | _12-foot long rowboat_ |\n| 90 | _Lock_ |\n| 91–92 | Pit (a cube 10 feet on a side) which you can place on the ground within 10 feet |\n| 93–94 | _Greataxe_ |\n| 95–96 | 24-foot long wooden folding ladder (each section is 6 feet) |\n| 97–98 | Fully glazed window that changes to fit a hole in a wall no larger than 10 feet in any direction |\n| 99–100 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach (the door conforms to fit the opening, attaching and hinging itself) |", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rope-of-climbing-a5e", "name": "Rope of Climbing", "type": "Wondrous Item", "desc": "This magical rope is 60 feet long, holds up to 3,000 pounds, and weighs only 3 pounds. While holding one end of the rope, you can use an action to speak a command word that animates it. With a bonus action, you can make the other end move toward a destination you choose. \n\nThe other end moves 10 feet on each of your turns until it reaches the point, moves its maximum length away, or you command it to halt. You may also command the rope to coil itself, knot itself, unknot itself, or fasten or unfasten itself.\n\nWhile knotted, the rope shortens to 50 feet as knots appear at 1 foot intervals along its length. Creatures have _advantage_ on checks made to climb the rope when it is used in this way.\n\nThe rope has AC 20 and 20 hit points. When damaged the rope recovers 1 hit point every 5 minutes. The rope is destroyed when reduced to 0 hit points.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "satyr-boots-a5e", "name": "Satyr Boots", "type": "Wondrous Item", "desc": "You gain an expertise die on Performance checks made to dance while you wear these finely-crafted boots. As an action, you can transform your legs and feet into the furry haunches and cloven hooves of a goat. The transformation lasts for 1 minute or until you use another action to return to your normal form. While transformed, your base Speed becomes 40 feet, you gain an expertise die on Acrobatics checks, and you ignore _nonmagical difficult terrain_ . When the effect ends, the boots fall apart and become useless until a properly trained _satyr_ cobbler repairs them for you.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "seafarers-quill-a5e", "name": "Seafarer's Quill", "type": "Wondrous Item", "desc": "This elegant swan feather quill has a solid gold nib that allows you to write in perfect cursive, granting an expertise die on any forgery kit check you make as long as the handwriting you are copying is also in cursive.\n\nStrangely enough, you can use a bonus action or reaction to break the quill, magically transforming everything it has written in the last minute to almost perfectly match the original handwriting of whoever you were copying last. Creatures have _disadvantage_ on checks made to realize it is a forgery.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "second-light-lantern-a5e", "name": "Second-Light Lantern", "type": "Wondrous Item", "desc": "Many humanoid races have darkvision but some find that this curious lantern (which can be a hooded lantern or bullseye lantern) is worth carrying all the same, particularly scholars and spies who often need the finest possible detail without revealing themselves to others. When you light this lantern, you can expend 1 charge to shed second-light. Second-light is visible only to creatures with darkvision and they see the full range of colors in things illuminated by it. \n\nAlternatively, you can expend 1d4 charges to shed a still more specialized light, visible only to those who are touching the lantern’s handle. This light lasts for a number of minutes equal to the charges expended.\n\nThe lantern has 4 charges and regains 1 charge each dusk. If you expend the last charge, roll a d20\\. On a result of 5 or less, the lantern loses its magic and becomes a mundane item.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "secret-catching-pearls-a5e", "name": "Secret-catching Pearls", "type": "Wondrous Item", "desc": "This necklace is a work of art; a delicate golden chain with a shower of 2d6+2 pearls affixed to it. As a bonus action, you can detach a pearl. On your subsequent turns, you can use your bonus action to listen through the pearl, allowing you to hear as though you were there. This effect ends after ten minutes or if the wearer removes the necklace.\n\nOnce all pearls have been removed, the necklace becomes a mundane gold chain worth 30 gp.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "seeds-of-necessity-a5e", "name": "Seeds of Necessity", "type": "Wondrous Item", "desc": "In the groves of particularly friendly and sociable druids the plants themselves become helpful and eager to please, their valuable seeds able to grow into whatever shape is required. A pouch of _seeds of necessity_ contains 1d10 coin-sized seeds. When you plant one of these seeds in soil and water it while you picture in your mind an object which you desire, over the course of one minute the seed grows into a simple wooden object no larger than a 10-foot-cube that closely matches the picture in your mind (common uses include a ladder, a sturdy table, a throne, a barrel, a cart wheel, or a rowboat). The seed is consumed as it grows into the object.\n\nThe seed cannot grow into an object with moving parts, but several seeds can be grown into a combination of objects which could be used to construct a more complicated shape, such as a cart made from a tray with four wheels, or a row boat and two oars.\n\nWhen you plant and water a _seed of necessity_, roll a d100\\. On a result of 100, instead of the object you requested, a friendly _awakened shrub_ grows in its place. On a result of 13 or less, the seed was a bad seed and instead grows into a hostile _awakened tree_ .", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "seven-sided-coin-a5e", "name": "Seven-Sided Coin", "type": "Wondrous Item", "desc": "The origins of this dull gray coin are impossible to identify. Though when observed the coin has only two sides, flipping it yields one of 7 different results. You can flip the coin as an action. The effects of the flip last for 10 minutes or until you flip the coin again. Roll a d8 to determine the result: \n\n| **d8** | **Effect** |\n| ------ | ---------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | _Black Sun:_ Choose one warlock cantrip you don’t already know. You know that cantrip for the duration. |\n| 2 | _Broken Temple:_ You gain an expertise die on Wisdom _saving throws_ . |\n| _3_ | _Guiding Star:_ When you make an Arcana, History, Nature, or Religion check, you can treat a d20 roll of 9 or lower as a 10. |\n| 4 | _Lidless Eye:_ You see _invisible_ creatures and objects as if they were visible, and you can see into the Ethereal Plane. |\n| 5 | _New Moon:_ You have an expertise die on Stealth checks. |\n| 6 | _Pact Blade:_ You gain a +2 bonus to melee attack rolls. |\n| 7 | _Twisted Rod:_ When you cast a spell that deals damage, you can choose to reroll one of the damage dice. You must use the second result. |\n| 8 | The coin folds in on itself and disappears forever. |", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "skeleton-key-a5e", "name": "Skeleton Key", "type": "Wondrous Item", "desc": "This miniature skeleton holding a knife has been carved out of a human’s vertebrae. As an action, you can use the miniature knife to self-inflict 2d4 damage that ignores all resistances and immunities. When you do so, the skeleton animates and walks towards the nearest locked door or object within 10 feet, then plunges itself into the lock and makes a thieves’ tools check (it has a +10 bonus) to crack the lock. Whether successful or unsuccessful, the skeleton then walks back to you and returns to its inanimate state.\n\nAlternatively, you can use an action to cover the skeleton in blood. When you do so, the skeleton rushes to the nearest lock within 10 feet and unlocks it (as per the spell __knock_ ) before dissolving into red mist.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "