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=31
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=32",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=30",
    "results": [
        {
            "slug": "megingjord-a5e",
            "name": "Megingjörð",
            "type": "Wondrous Item",
            "desc": "Thor’s belt of power is said to double the god’s strength. While wearing this belt, your Strength score changes to 25\\. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. While wielding __Mjölnir_ , wearing this belt, and the gloves _Járngreipr_ , your Strength increases to 27.\n\nIn addition, you have _advantage_  on Strength _ability checks_  and Strength _saving throws_ , and your Carrying Capacity is determined as if your size is Gargantuan(8 times as much as normal).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mindrazor-a5e",
            "name": "Mindrazor",
            "type": "Weapon",
            "desc": "This dagger carves through minds as easily as flesh. You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nWeapon attacks using _mindrazor_ deal an extra 2d6 psychic damage against creatures. When you roll a natural 20 on an attack with this weapon, the target becomes _confused_  for 1 minute. At the end of each of its turns, a confused creature makes a DC 15 Intelligence _saving throw_ , ending the effect on itself on a success.\n\nYou can use an action to work _mindrazor_ upon the memories of a _restrained_  or _incapacited_  creature within 5 feet (as __modify memory_ cast at 9th-level). Once you have used this property, you cannot do so again until you have finished a _short rest_ .",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mjolnir-a5e",
            "name": "Mjölnir",
            "type": "Weapon",
            "desc": "Forged by the dwarf brothers Brokkr and Sindri, this hammer is said to be capable of leveling mountains. You gain a +4 bonus to attack and damage rolls made with this warhammer. If you are not wearing the belt __Megingjörð_  and the iron gloves _Járngreipr_ , you have _disadvantage_  on attack rolls using Mjölnir.\n\n_Giant’s Bane._ When you roll a 20 on an attack roll made with this warhammer against a giant, the giant makes a DC 17 Constitution _saving throw_  or dies. In addition, when making a weapon attack using Mjölnir against a giant, you may treat the giant as if its type were fiend or undead.\n\n_Hurl Hammer._ The warhammer has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the warhammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the warhammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it makes a DC 17 Constitution _saving throw_  or becomes _stunned_  until the end of your next turn. The warhammer regains 1d4+1 expended charges daily at dawn.\n\n_Summon the Storm._ While attuned to this warhammer, you can use an action to expend 2 charges and cast __call lightning_ , or you can spend 1 minute swinging the warhammer to expend 5 charges and cast _control weather ._\n\n_Titanic Blows._ While attuned to this warhammer, its weapon damage increases to 2d6.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "orb-of-elsewhere-a5e",
            "name": "Orb of Elsewhere",
            "type": "Wondrous Item",
            "desc": "This crystalline orb is filled with dense smoke that constantly changes color. While holding the orb, you can use an action and speak its command word to open a portal to a random location on a plane from the Orb of Elsewhere table. The portal remains open either until the next dawn on your original Material Plane, or until you use an action to speak the command word to close it.\n\nOnce the portal is closed, the orb remains at the entry point to that plane. If at the end of the duration the orb has not been used to create a portal of return, it teleports to a random point on its plane of origin (leaving any creatures that traveled through the portal stranded).\n\nThe orb’s destination changes at dawn on your Material Plane each day, and its portal never goes to the same location twice in a row.\n\n__**Table: Orb of Elsewhere**__\n| **d12** | **Plane**      |\n| ------- | -------------- |\n| 1       | Plane of Air   |\n| 2       | Plane of Earth |\n| 3       | Plane of Water |\n| 4       | Plane of Fire  |\n| 5       | Plane of Death |\n| 6       | Plane of Life  |\n| 7       | Plane of Space |\n| 8       | Plane of Time  |\n| 9       | Ethereal Plane |\n| 10      | Astral Plane   |\n| 11      | Dreaming       |\n| 12      | Bleak Gate     |",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "phoenix-feather-cap-a5e",
            "name": "Phoenix-Feather Cap",
            "type": "Wondrous Item",
            "desc": "While attuned to this stylish cap, you can cast __fly_ on yourself at will without the need for components. In addition, the cap has 2 charges. You can use an action to expend a charge to use Wild Shape as if you were a _druid_  of 10th level. While using Wild Shape, you always retain one distinctive visual characteristic no matter what beast you are transformed into. The cap regains all of its expended charges whenever you finish a _short or long rest_ .",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "plate-armor-of-etherealness-a5e",
            "name": "Plate Armor of Etherealness",
            "type": "Armor",
            "desc": "While wearing and attuned to this set of armor, once per dawn you can use an action to cast the __etherealness_  spell. The spell lasts for 10 minutes, until the armor is removed, or until you use an action to end it.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-djinni-summoning-a5e",
            "name": "Ring of Djinni Summoning",
            "type": "Ring",
            "desc": "While you are wearing this ring, you can use an action to speak its command word and choose an unoccupied space within 120 feet. You summon a _djinni_  from the Elemental Plane of Air in that space. It is friendly to you and your companions, and obeys any command you give it, no matter what language you use. If you do not command it, the djinni takes no other actions but to defend itself.\n\nThe djinni remains for up to 1 hour as long as you _concentrate_  (as if concentrating on a spell), or until it is reduced to 0 hit points. It then returns to its home plane. After the djinni departs, it cannot be summoned again for 24 hours. The ring becomes nonmagical if the djinni dies.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-elemental-command-a5e",
            "name": "Ring of Elemental Command",
            "type": "Ring",
            "desc": "This ring is attuned to one of the four Elemental Planes, as determined by the Narrator. While wearing this ring, you have _advantage_  on _attack rolls_  against elementals from the linked plane, and they have _disadvantage_  on attack rolls against you. You can also expend 2 of the ring’s charges to cast _` Freelinking: Node title dominate does not exist `_ monster on an elemental native to the linked plane. The ring imparts additional benefits based on the linked plane.\n\nThe ring has 5 charges and regains 1d4+1 charges at dawn. Spells cast from the ring have a save DC of 17.\n\n**Ring of Air Elemental Command**. You can speak and understand Auran. While wearing this ring, when you fall you descend at a rate of 60 feet per round and take no damage from landing.  \nIf you help kill an air elemental while attuned to this ring, you gain the following:\n\n* Resistance to lightning damage.\n* A flying speed equal to your Speed and the ability to hover.\n* The ability to cast the following spells by expending the necessary charges: __chain lightning_  (3 charges), __gust of wind_  (2 charges), __wind wall_  (1 charge).\n\n**Ring of Earth Elemental Command.** You can speak and understand Terran. While wearing this ring, you are not slowed by _difficult terrain_  composed of rocks, dirt, and other earth.  \nIf you help kill an earth elemental while attuned to this ring, you gain the following:\n\n* Resistance to acid damage.\n* The ability to move through solid rock and earth as if it were _difficult terrain_ . If you end your turn in those areas, you are pushed into the nearest unoccupied space you last occupied.\n* The ability to cast the following spells by expending the necessary charges: _stone shape_  (2 charges), __stoneskin_  (3 charges), _wall of stone_  (3 charges).\n\n**Ring of Fire Elemental Command**. You can speak and understand Ignan. While wearing this ring, you have resistance to fire damage.  \nIf you help kill a fire elemental while attuned to the ring, you gain the following:\n\n* Immunity to fire damage.\n* The ability to cast the following spells by expending the necessary charges: _burning hands_ (1 charge), _fireball_ (2 charges), _wall of fire_ (3 charges).\n\n**Ring of Water Elemental Command.** You can speak and understand Aquan. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.  \nIf you help kill a water elemental while attuned to the ring, you gain the following:\n\n* The ability to breathe underwater and have a swimming speed equal to your Speed.\n* The ability to cast the following spells by expending the necessary charges: _create or_ _destroy water_ (1 charge), _ice storm_ (2 charges), _control water_ (3 charges), _wall of ice_ (3 charges).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-invisibility-a5e",
            "name": "Ring of Invisibility",
            "type": "Ring",
            "desc": "While wearing this ring, you can use an action to turn _invisible_  along with anything you are carrying or wearing. You remain invisible until the ring is removed, you attack or cast a spell, or you use a bonus action to become visible.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-spell-turning-a5e",
            "name": "Ring of Spell Turning",
            "type": "Ring",
            "desc": "While wearing this ring, you have _advantage_  on _saving throws_  against spells that target only you (not an area of effect spell). Additionally, on a saving throw with a natural 20 if the spell is 7th-level or lower, the spell instead targets the caster, using their original slot level, spell save DC, spell attack modifier, and spellcasting ability.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-three-wishes-a5e",
            "name": "Ring of Three Wishes",
            "type": "Ring",
            "desc": "While wearing this ring, you can use an action to expend 1 of its 3 charges to cast __wish_ . When all the ring’s charges are expended, it loses its magic.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-the-archmagi-a5e",
            "name": "Robe of the Archmagi",
            "type": "Wondrous Item",
            "desc": "This elegant garment is adorned with runes sewn with metallic thread. You gain the following benefits while attuned to and wearing the robe:\n\n* While not wearing armor, your Armor Class is 15 + your Dexterity modifier.\n* Advantage on _saving throws_  against spells and other magical effects.\n* Your _spell save DC and spell attack bonus_  are increased by 2.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-lordly-might-a5e",
            "name": "Rod of Lordly Might",
            "type": "Rod",
            "desc": "You have a +3 bonus to _attack and damage rolls_  made with this rod, which appears as a magical mace in its default form. When you hit a creature with a weapon attack using the rod, you can activate one of the following three properties, each of which can be used once per dawn:\n\n* **Drain Life:** The target makes a DC 17 Constitution _saving throw_ , taking an extra 4d6 necrotic damage on a failure. You regain a number of hit points equal to half the necrotic damage dealt.\n* **Paralyze:** The target makes a DC 17 Strength _saving throw_  or is _paralyzed_  for 1 minute. At the end of each of its turns, it repeats the saving throw, ending the effect on a success.\n* **Terrify:** The target makes a DC 17 Wisdom _saving throw_  or is _frightened_  for 1 minute. At the end of each of its turns, it repeats the saving throw, ending the effect on a success.\n\n**Six Buttons.** The rod has buttons along its haft which alter its form when pressed. You can press one of the buttons as a bonus action, and the effect lasts until you push a different button for a new effect, or press the same button again causing the rod to revert to its default form.\n\n* **Button 1:** The rod loses its bonus to attack and damage rolls, instead producing a fiery blade from its haft which you can wield as a _flame tongue_  sword.\n* **Button 2:** The rod transforms into a magic battleaxe.\n* **Button 3:** The rod transforms into a magic spear.\n* **Button 4:** The rod transforms into a climbing pole up to 50 feet long. A spike at the bottom and three hooks at the top anchor the pole into any surface as hard as granite. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. Either excess weight or a lack of solid anchoring causes the rod to revert to its default form.\n* **Button 5:** The rod transforms into a handheld battering ram that grants a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\n* **Button 6:** The rod assumes or remains in its default form and indicates magnetic north, and how far above or below ground that you are. Nothing happens if this function is used in a location without a magnetic north, or a ground as a reference point.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-security-a5e",
            "name": "Rod of Security",
            "type": "Rod",
            "desc": "This rod provides a _haven_  for the decadent adventurer—a safe place to wait out one's problems.\n\n**Supply Storage.** This rod can magically store up to 200 Supply. While holding the rod you can use an action to target up to 20 Supply you can see within 5 feet of you, which instantly vanishes and is stored in the rod. You can’t use this ability in paradise.\n\nA newly found rod has 2d100 Supply already stored.\n\n**Paradise.** While holding the rod, you can use an action to activate it and expend an amount of Supply (1 per creature) for yourself and each willing creature you can see. You and the other creatures are instantly transported into an extraplanar _haven_  that takes the form of any paradise you can imagine (or chosen at random using the Sample Paradises table). It contains enough Supply to sustain its visitors, and for each hour spent in paradise a visitor regains 10 hit points. Creatures don’t age while in paradise, although time passes normally. To maintain the extraplanar space each day beyond the first, an amount of Supply equal to the number of visitors must be expended from the rod.\n\nApart from visitors and the objects they brought into the paradise, everything within the paradise can only exist there. A cushion taken from a palace paradise, for example, disappears when taken outside.\n\nWhen you expend the last Supply stored in the rod or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or the nearest unoccupied space, and the rod can’t be used again until 10 days have passed.\n\n__**Table: Sample Paradises**__\n| **d6** | **Paradise**       |\n| ------ | ------------------ |\n| 1      | Cloud castle       |\n| 2      | Cozy tavern        |\n| 3      | Fantastic carnival |\n| 4      | Luxurious palace   |\n| 5      | Tranquil glade     |\n| 6      | Tropical island    |",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ruyi-jingu-bang-a5e",
            "name": "Ruyi Jingu Bang",
            "type": "Weapon",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  made with this staff.\n\nAs an action you can command either or both ends of the staff to lengthen or shorten up to a total of 10 feet without increasing its weight. This expansion is quick but not fast enough to use as part of an attack. If the staff is longer than twice your height, weapon attacks with it have _disadvantage_ . There is no limit to the length the staff can reach. The shortest it can shrink is 5 inches, at which point it has retracted entirely into its handle and appears to be a heavy sewing needle.\n\nYou can also use an action to command the staff to increase or decrease in weight and density by up to 1 pound per round. If the staff’s weight exceeds 10 lbs., any attacks made with it have _disadvantage_ , and if its weight increases to 17 lbs. or more it cannot be effectively used as a weapon. Like its length, there is no apparent limit to its maximum weight, but it cannot be reduced to less than 1 pound.\n\nIn addition, you can use a bonus action to toss this magic staff into the air and speak a command word. When you do so, the staff begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it (+10 to hit, 1d8+5 magical bludgeoning damage). While the staff hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the staff to attack one creature within 5 feet of it. After the hovering staff attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the staff has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "scarab-of-protection-a5e",
            "name": "Scarab of Protection",
            "type": "Wondrous Item",
            "desc": "After being held in your hand for 1 round, this scarab medallion shimmers with magical inscriptions. The scarab has 12 charges, crumbling into dust when it has no charges left. \n\nThis item has two benefits while it is on your person. First, you gain _advantage_  on _saving throws_  made against spells. Second, if you fail a saving throw against a necromancy spell or either an attack from or trait of an undead creature, you may instead succeed on the saving throw by using your reaction to expend a charge from the scarab.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "skofnung-a5e",
            "name": "Skofnung",
            "type": "Weapon",
            "desc": "This greatsword is etched with scenes of heroic battle. While you are attuned to it, you gain the following benefits:\n\n* You gain a +3 bonus to _attack and damage rolls_  made with this magic sword.\n* Objects hit with this sword take the maximum damage the weapon’s damage dice can deal.\n* When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. The roll another d20\\. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the Narrator. If the creature has no limb to sever, you lop off a portion of its body instead.\n* After a long rest, you gain temporary hit points equal to your Hit Dice\n\nSkofnung has 12 charges and regains 2d6 charges per week. As an action, you may expend 1 charge to summon a warrior spirit within 30 feet of you. It uses the statistics of a _champion warrior_  except they do not wear armor and possess the following additional abilities:\n\n_**Unarmored Defense.**_ The warrior’s AC equals 10 + their Dexterity modifier + their Constitution modifier (total of 18).\n\n_**Bloodied Frenzy.**_ While the warrior is _bloodied_ , they make all attacks with _advantage_  and all attacks against them are made with advantage.\n\nYou may also _concentrate_  for 1d4+1 rounds and expend 5 charges to summon a _berserker horde_  within 30 feet of you. Any creatures summoned by the sword obey your commands and remain for 1 hour or until they drop to 0 hit points.\n\n### Lore\n\nSkofnung was the blade of the legendary king Hrolf Kraki. It was renowned for its supernatural sharpness, the hardness of its steel, and for the fact it was imbued with the spirits of his 12 most faithful berserkers. It later showed up in multiple different sagas, usually as a result of some new hero plundering it from Hrolf’s tomb for one purpose or another.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "skrivena-moc-whispering-blade-a5e",
            "name": "Skrivena Moc, Whispering Blade ",
            "type": "Weapon",
            "desc": "A huge red ruby is set into the pommel of this intricately filigreed golden longsword. The jewel shimmers and shines as the blade speaks in a voice that resonates with a deep and distant baritone. Without this illusion, a twisted demonic form is revealed: the blade is composed of a single sharpened tooth, what appears to be the hilt is instead a grotesque sucker-like mouth, and the ruby pommel is a figment covering a single great crimson eye that stares with fiendish intelligence.\n\nYou have a +3 bonus to attack and damage rolls made with this magic longsword. An intense burning heat radiates from the blade and it deals an extra 3d6 fire damage on a successful hit. \n\n_**Attached Properties.**_ While attached to _Skrivena Moc,_ you gain resistance to fire, proficiency with longswords, and after taking the Attack action on your turn you can use your reaction to make a melee weapon attack using it. However, the weapon forms a permanent bond with its wielder and cannot be put down or removed once wielded.\n\n_**Corruption.**_ At the end of each week that _Skrivena Moc_ is attached to you, your Charisma score is decreased by 1d4\\. When you have lost 6 or more Charisma in this way, raised black veins radiate out from the point of _Skrivena Moc’s_ attachment. This Charisma loss cannot be healed until _Skrivena Moc_ is no longer attached to you, at which point you recover 1 Charisma at the end of each long rest.\n\n_**Fiend Transformed.**_ This elegantly crafted longsword of filigreed gold whispers promises of greater treasures to come—yet those who wield it are doomed. In truth it is an imprisoned _balor_  reduced in power by potent enchantments, the elegant blade only an illusion. Any that dare grasp the infernal hilt know not their peril, unaware they are actually plunging their hand into a fiendish maw.\n\n_**Sentience.** Skrivena Moc_ is a sentient construct with Intelligence 20, Wisdom 16, and Charisma 22\\. It has hearing and truesight to a range of 120 feet. The longsword communicates with you telepathically and can speak and understand Abyssal, Common, and up to 3 other languages of the Narrator’s choice.\n\n_**Personality.**_ _Skrivena Moc_ needs a wielder to accomplish much of anything and it is a peerless manipulator. Wrathful and vindictive, the fiend blade sees those who carry it as insignificant and a means to an end. However it has been stuck in this form for centuries and has learned to maintain a helpful and subservient façade to better facilitate the careful orchestration of events whenever possible, only revealing its true intentions as a last resort. Once wielded, the fiend blade grabs hold and cannot be dropped. The demon makes hasty apologies for its “curse”, manipulating its wielder into serving its will—it acts as a powerful weapon but slowly drains away their vital essences until they die, all the while using them to track down potential cures for its transformation.\n\n**Forgotten Fiend**\n\nLong ago Skrivena Moc was defeated by the great elven wizard Stariji. Rather than banish the demon and allow it to reform in the Abyss, the mage transformed the evil monster into something more useful: a sword to bestow upon her champions. It suffered for centuries as a tool of justice, made to forcefully cut down hundreds of fiends in the name of its most hated enemy. After nearly a millennium of belligerent service however, Stariji finally succumbed to her age and died peacefully in her bed. With the elven wizard and all her champions gone Skrivena Moc was left to molder deep within its cursed enemy’s home amongst other treasures—but as centuries passed it eventually was discovered and has escaped to wreak havoc on the world once more.\n\nSkrivena Moc constructs a web of lies, propping itself up as Stariji’s most trusted warrior who chose to serve the elven mage against evil even after death. It promises everything an adventurer could want and more if only they’ll wield it—and the demon keeps its promises, in a way. The fiend blade is powerful even in untrained hands, though it is also full of deception. Whatever lies and half-truths the sword produces, it has only one goal in mind: Skrivena Moc wishes to return to its true demonic form. Stariji’s old enchantment has weakened over the centuries and allowed for some of its fiendish essence to leach out, but it still cannot escape the mage’s trap. As it seems the old wizard never shared her techniques, Skrivena Moc must find her spellbook, the only known source that contains the techniques to restore its form. Even death cannot save it, as the mage ensured that it cannot be destroyed only to reform in the Abyss while in this cursed shape.\n\n**Skrivena Moc, Whispering Blade Challenge 4+**\n\n_Small fiend_ 1,100 XP+\n\n**Armor Class** 19 (natural armor)\n\n**Hit Points** 180 (19d6+114)\n\n**Speed** 0 ft.\n\n**STR DEX CON INT WIS CHA**\n\n26 (+8)15 (+2)22 (+6)20 (+5)16 (+3)22 (+6)\n\n**Proficiency** +3; **Maneuver DC** 19\n\n**Saving Throws** Con +8, Wis +5, Cha +8\n\n**Skills** Arcana +9, Deception +10, History +9, Insight +7, Intimidation +10, Investigation +9, Perception +7, Persuasion +10\n\n**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons\n\n**Damage Immunities** fire, poison\n\n**Condition Immunities** _poisoned_ \n\n**Senses** truesight 120 ft., passive Perception 17\n\n**Languages** Abyssal, Common, telepathy 120 ft.\n\n_**Death Throes.**_ When Skrivena Moc dies it explodes and each creature within 30 feet of it must make a DC 21 Dexterity _saving throw_ , taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites unattended flammable objects in the area. Any creature currently attached to Skrivena Moc has _disadvantage_  on this save.\n\n_**Demonic Blade.**_ While Skrivena Moc is attached to a creature, the creature gains the attached template.\n\n_**Immobile.**_ Skrivena Moc has been magically forced into the form of a blade and is unable to move on its own. It is considered _restrained_  and automatically fails Strength and Dexterity checks and _saving throws_ .\n\n_**Magic Resistance**_. Skrivena Moc has _advantage_  on _saving throws_  against spells and other magical effects.\n\n**_Prized Glamer._** Skrivena Moc has an illusion around it that makes it look and feel like a golden longsword. Creatures who physically interact with the figment can determine that the sword is glamored with a DC 22 Arcana or Investigation check. Skrivena Moc can use a bonus action to activate or dismiss this illusion.\n\n_**Variable Challenge Rating.**_ Skrivena Moc’s CR is equal to its wielder’s level or CR (minimum CR 4).\n\nACTIONS\n\n**_Corrupting Siphon (Recharge 5–6)_**. The creature attached to Skrivena Moc makes a DC 19 Constitution _saving throw_  or reduces its Charisma by 2 (1d4). Skrivena Moc regains 1d8 hit points for each point of Charisma lost in this way. This Charisma loss cannot be healed until Skrivena Moc is no longer attached to the creature, at which point it recovers 1 Charisma at the end of each _long rest_ .\n\n_**Demonic Leeching (3/Day)**_. Skrivena Moc uses its natural resistances to filter out its wielder’s ailments, ending either the _poisoned_  condition or one nonmagical _disease_  afflicting the attached creature.\n\n_**Grip of Control.**_ The creature attached to Skrivena Moc makes a DC 19 Wisdom _saving throw_  or temporarily loses control to the fiend blade until the end of Skrivena Moc’s next turn (as __dominate person_ ).\n\n_**Trusty Blade**_. The creature attached to Skrivena Moc makes a DC 19 Charisma _saving throw_  or it is _charmed_  for the next hour. If the attached creature’s saving throw is successful, the creature is immune to this effect for the next 24 hours. \n\nREACTIONS\n\n_**Fiendish Attachment.**_ When a creature grasps Skrivena Moc’s hilt, it can use reaction to attach to the creature. Once attached, the creature cannot let go and is forced to wield Skrivena Moc with whatever limb it used to grab the hilt. Skrivena Moc can use an action to detach from a creature and otherwise detaches when it dies, the attached limb is severed, or if it is dealt 35 or more radiant damage in a single round.\n\n_**Justified Paranoia**_. Whenever Skrivena Moc hears its name mentioned or is otherwise suspicious of a creature, it can use its reaction to telepathically delve into the creature’s mind (as _detect thoughts_ ; save DC 19).",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sovereign-glue-a5e",
            "name": "Sovereign Glue",
            "type": "Wondrous Item",
            "desc": "This alabaster liquid adhesive permanently joins together any two objects. When found the bottle has 1d6 + 1 ounces of adhesive inside. \n\nYou may use one ounce to cover a 1-foot square surface which. After 1 minute passes the _sovereign glue_ sets and the bond cannot be broken without using _universal solvent , oil of etherealness_ , or a __wish_ spell.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sphere-of-annihilation-a5e",
            "name": "Sphere of Annihilation",
            "type": "Wondrous Item",
            "desc": "This floating sphere of darkness is a 2-foot-diameter hole in reality that eliminates all matter that it comes into contact with. Only artifacts can survive contact with the sphere, though some artifacts have a specific weakness to its properties.\n\nAnything that the sphere touches or that touches it that is not instantly obliterated takes 4d10 force damage. The default state of the sphere is stationary, but should a creature be in the way of a moving sphere it makes a DC 13 Dexterity _saving throw_  or takes 4d10 force damage.\n\nWhile within 60 feet of an uncontrolled _sphere of annihilation_, you can use an action to make a DC 25 Intelligence (Arcana) check and take control of it. On a success, the sphere moves in the direction of your choice a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you instead. \n\nIf a sphere is controlled by another creature, you may wrest away control by using an action and making an Intelligence (Arcana) check opposed by the controlling creature. On a success, you take control of the sphere and can utilize it as normal. \n\nA unique effect happens when a sphere comes into contact with a planar portal or extradimensional space (such as a _portable hole_ ). In the case of such an event, the Narrator rolls d100 to determine what happens next: on 1–50 the sphere is destroyed, on 51–85 the sphere simply moves through the portal or into the space, and on 86–100 a rift forms that pulls in all creatures and objects within 180 feet. Each object and creature, including the sphere, reappears in a random plane of existence. ",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-the-magi-a5e",
            "name": "Staff of the Magi",
            "type": "Staff",
            "desc": "You have a +2 bonus to _attack and damage rolls_  made with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to _spell attack rolls_  and _advantage_  on _saving throws_  against spells.\n\n_**Spell Absorption.**_ When another creature casts a spell which targets only you, you can use your reaction to cause the staff to absorb the magic of the spell, cancelling its effect and gaining charges equal to the spell’s level. If this brings the staff’s total charges above 50, the staff explodes as if you activated its Retributive Strike.\n\n_**Spells.**_ While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spell save DC and spell attack bonus: __flaming sphere_ (2 charges), _invisibility_ (2 charges), _knock_  (2 charges), _web_ (2 charges), __dispel magic_  (3 charges), _ice storm_  (4 charges), _wall of fire_ (4 charges), __passwall_  (5 charges), __telekinesis_ (5 charges), __conjure elemental_  (7 charges), _fireball_  (7th-level version, 7 charges), _lightning bolt_  (7th-level version, 7 charges), __plane shift_  (7 charges).  \nYou can also use an action to cast the following spells from the staff without expending any charges: __arcane lock , detect magic , enlarge/reduce , light , mage hand , protection from evil and good ._\n\nThe staff has 50 charges and regains 4d6+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 20, the staff immediately regains 1d12+1 charges.\n\n_**Retributive Strike.**_ You can use an action to destroy the staff, releasing its magic in a 30-foot-radius explosion. Roll a d6\\. On an even result, you teleport to a random plane of existence and avoid the explosion. On an odd result, you take damage equal to 16 × the number of charges in the staff. Every other creature in the area makes a DC 17 Dexterity _saving throw_ . On a failed save, a creature takes damage based on how far away it is from the point of origin, as on the _Retributive Strike_  table. On a successful save, a creature takes half as much damage.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "star-heart-a5e",
            "name": "Star Heart",
            "type": "Wondrous Item",
            "desc": "This item looks like a bright orange starfish. Once you are attuned to the _star heart_ it attaches to your skin over your heart, and as long as you have at least 1 hit point you regain 1d6 hit points every 10 minutes. If you lose a body part, after 1d6 + 1 days if you have at least 1 hit point the whole time the body part regrows and returns to full functionality.\n\nIn addition, any lost body part grows into an entirely new version of yourself after 1d4 + 3 days, complete with your personality, memory, and abilities. This new clone is independent and sentient, although it is incapable of further duplication. Every time a clone is created, one of the five legs of the _star heart_ withers and dies; it only regenerates when its associated clone dies. \n\nIf all five legs have grown into clones, then the _star heart_ is destroyed.\n\n_**Curse.**_ While some may say that having a clone that believes itself to be just as much “you” as yourself is enough of a curse in and of itself, the _star heart_ has other dangers. It was designed for a disposable warrior class of drones and isn’t quite compatible with other creatures. Every time the _star heart_ creates a clone, there’s a chance that something may go wrong. Roll 1d20 and consult Table: Star Heart Clone. If the result was over 11, then roll again, applying all effects.\n\n__Table: Star Heart Clone__\n| **d20** | **Effect**                                                                                                                                                                                                                                                                                                                                                                                                                                                     |\n| ------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1       | The clone is an exact copy (unless affected by previous rolls) but it is lifeless.                                                                                                                                                                                                                                                                                                                                                                             |\n| 2–11    | Nothing. The clone is an exact copy of you (if you have acquired scars or other imperfections over the years that regeneration didn’t cure then the clone will still lack them).                                                                                                                                                                                                                                                                               |\n| 12–13   | The clone is an exact copy, but its mind has been permanently warped by the regeneration process. It rolls once on Table: _Long Term Mental Stress Effects_ .                                                                                                                                                                                                                                                                                                  |\n| 14–15   | The clone is an exact copy but something has changed in its personality. The clone may choose to pursue a different class or profession than you. Whenever the clone can see you, it needs to make a DC 12 Wisdom check or it acquires a _short-term mental stress effect_ .                                                                                                                                                                                   |\n| 16–17   | Something is off. The clone may have different colored eyes or hair, new birthmarks or blemishes, or other minor differences (such as a different score in one or two abilities). Such differences are easy to hide and can be difficult to spot. These differences prey on the clone’s mind when it is near you. Whenever the clone can see you, it needs to make a DC 12 Wisdom check or it acquires a _short-term mental stress effect_ .                   |\n| 18      | The clone is obviously imperfect. At the Narrator’s discretion, the clone may be noticeably shorter, taller, heavier, or lighter than you. The clone has _disadvantage_  on any attempts to disguise itself as you. Whenever the clone can see you, it needs to make a DC 14 Wisdom check or it acquires a _long-term mental stress effect_ .                                                                                                                  |\n| 19      | The clone is effectively a reincarnation of you. Roll on Table: _Reincarnation_  to determine the clone’s heritage. Whenever the clone can see you, it needs to make a DC 14 Wisdom check or it acquires a _long-term mental stress effect_ .                                                                                                                                                                                                                  |\n| 20      | There is a darkness within the clone and it wants to replace you. No matter how perfect the copy, the clone always attacks you on sight with the intent to kill (at the Narrator’s discretion, the clone may delay such an act if it would be immediately beneficial to the clone—once the benefit is gone, the bloodlust returns). The clone also plots against you when not in its presence, hiring assassins or otherwise attempting to vex or destroy you. |\n\n**Note:** Particular _mental stress effects_  do not stack. For example, if the clone has both a personality change and develops a phobia, it only needs to make a single DC 14 Wisdom check when it sees you.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "talisman-of-pure-good-a5e",
            "name": "Talisman of Pure Good",
            "type": "Wondrous Item",
            "desc": "This talisman’s purity harms creatures that do not have the Good trait, dealing 6d6 radiant damage when touched (or 8d6 radiant damage to a creature with the Evil trait). A creature carrying or holding this item takes the same damage at the end of each of its turns as long as it does so.\n\nA cleric or herald with the Good trait can use this talisman as a holy symbol, which grants a +2 bonus to _spell attack rolls_  while held or worn.\n\nIn addition, the talisman has 7 charges. While wielded or worn, you can use an action to expend a charge and choose a target within 120 feet that is on the ground. If the creature has the Evil trait, it makes a DC 20 Dexterity _saving throw_  or is destroyed by a flaming pit that appears beneath it. Once the pit closes no trace of it or the target remains. Once all charges are expended, the talisman collapses into golden specks of light.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "talisman-of-the-sphere-a5e",
            "name": "Talisman of the Sphere",
            "type": "Wondrous Item",
            "desc": "When you hold this talisman while making an Intelligence (Arcana) check to control a __sphere of annihilation_ add your proficiency bonus twice. If you are in control of a _sphere of annihilation_ at the start of your turn, you can use an action to move the sphere 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "talisman-of-ultimate-evil-a5e",
            "name": "Talisman of Ultimate Evil",
            "type": "Wondrous Item",
            "desc": "This talisman’s blasphemous nature harms creatures that do not have the Evil trait, dealing 6d6 necrotic damage when touched (or 8d6 necrotic damage to a creature with the Good trait). A creature carrying or holding this item takes the same damage at the end of each of its turns as long as it does so. \n\nA cleric or herald with the Evil trait can use this talisman as a holy symbol, which grants a +2 bonus to _spell attack rolls_  while held or worn.\n\nIn addition, the talisman has 6 charges. While wielded or worn, you can use an action to expend a charge and choose a target within 120 feet that is on the ground. If the creature has the Good trait, it makes a DC 20 Dexterity _saving throw_  or is destroyed by a flaming pit that appears beneath it. Once the pit closes no trace of it or the target remains. Once all charges are expended, the talisman melts into a puddle of ooze. ",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "the-traveling-chest-a5e",
            "name": "The Traveling Chest",
            "type": "Wondrous Item",
            "desc": "This large chest has an interior space 5 feet wide, 3 feet deep, and 3 feet tall, and appears mundane save that the wood used in its construction is normally reserved for making magic wands. It’s magical properties become apparent however when it moves, as it stands on hundreds of tiny humanoid legs and opens to reveal a long red tongue and a rim dotted with sharp teeth. It functions like a typical chest with the following additional properties.\n\n**_Mimic-Like._** _The Traveling Chest_ can use an action to appear to be a mundane chest, and you can verbally command it to do so. While mimicking a normal chest in this way it is indistinguishable from its mundane counterpart.\n\n_**Multiple Interiors.** The Traveling Chest_ has 1,000 different interior spaces, each 5 feet wide, 3 feet deep, and 3 feet tall. You can verbally request any particular space (such as the last one, or the one with my laundry in it) and when opened the chest reveals that interior. Otherwise the chest opens to reveal a random interior space. While the chest is closed, all of its interior spaces are located within separate pocket dimensions. These pocket dimensions have no air, and any Supply stored within them instantly deteriorates and rots as if decades have passed as soon as the chest is closed. Only you can summon up the other interiors in this way, and any other creature that opens the chest only finds the “first interior”.\n\n_**Relentless.**_ Once you attune to _The Traveling Chest_, it relentlessly follows you until it sits no more than 15 feet away from you. The chest is magically aware of your location at all times, even if you are on a separate plane. If separated from you the chest travels towards you as fast as it can to the best of its ability and it attacks any creature that attempts to hinder its progress. If you are functionally unreachable, such as being on a different plane or across an ocean, the chest still progresses using even esoteric or hidden methods of reaching you such as magic portals or stowing away on ships headed in your direction.\n\n_**Imprinted.**_ _The Traveling Chest_ does not relinquish attunement once attuned, and you cannot voluntarily remove this attunement. If you attune to additional magic items beyond your limit, _The Traveling Chest_ always remains as one of your attuned items. \n\n_**Pack Lightly.** The Traveling Chest_ does not like being weighed down too much, and can carry a maximum of 10 bulky items. Any additional bulky items you attempt to store within it are spit out. \n\n_**Sentience.** The Traveling Chest_ is a sentient construct with Intelligence 3, Wisdom 14, and Charisma 12\\. It has blindsight to a range of 60 feet. _The Traveling Chest_ cannot speak or read, but it understands Common and Elvish. _The Traveling Ches_t lacks proper communication, but can animalistically communicate simple emotions (most often boredom or rage).\n\n_**Personality.**_ _The Traveling Chest_ has the intellect and temperament of a poorly trained dog. Loyalty has been branded magically into its psyche but its actual obedience is looser. The chest is playful and quick to anger, yet is utterly committed to following whomever is attuned to it. It also isn’t a fighter and ignores outright commands to attack, though it defends itself in combat when it is attacked. It likes to be used for its intended purpose, happiest when numerous items are stored within it and regularly retrieved. If left idle or unused for more than a day it will come into conflict. While in conflict the chest intentionally opens to the wrong interior spaces, or remains indignantly locked, and it generally acts snippy and uncooperative. An apology and DC 14 Animal Handling or Persuasion check calms the chest down and ends the conflict, or if it feels genuinely mistreated, it can be offered a full wardrobe’s worth of new clothing to store as a peace offering.\n\n---\n\n**The Traveling Chest Challenge 7**\n\n_Medium construct_ 2,900 XP\n\n**Armor Class** 18 (natural armor)\n\n**Hit Points** 119 (14d6+70)\n\n**Speed** 50 ft.\n\nSTR DEX CON INT WIS CHA\n\n18 (+4) 14 (+2) 20 (+5) 3 (–4) 14 (+2) 12 (+1)\n\n**Proficiency** +3; **Maneuver** DC 15\n\n**Damage Resistances** cold, fire; bludgeoning, piercing, slashing from nonmagical weapons\n\n**Damage Immunities** necrotic, poison, thunder\n\n**Condition Immunities** _fatigued_ , _poisoned_ \n\n**Senses** blindsight 60 ft., passive Perception 12\n\n**Languages** understands but can not speak Common, Elvish\n\n**_False Appearance._** While _The Traveling Chest_ remains motionless, it is indistinguishable from an ordinary chest.\n\n_**Immutable Form**_. The chest is immune to any spell or effect that would alter its form.\n\nACTION\n\n**_Bite._** _Melee Weapon Attack_: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8+4) piercing damage. If the target is a creature, it is _grappled_  (escape DC 15). Until this grapple ends, the target is _restrained_ , and the chest can't bite another target.\n\n_**Swallow.**_ The chest makes one bite attack against a Medium or smaller creature it is _grappling_ . If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is _blinded_  and _restrained_ , it has _total cover_  against attacks and other effects outside the chest, and it begins _suffocating_  at the start of each of the chest’s turns. If the chest takes 30 damage or more on a single turn from a creature inside it, the chest regurgitates all swallowed creatures along with up to 1d10 other random items that were stored within it, all of which falls _prone_  in a space within 10 feet of the chest. If the chest dies, all swallowed creatures are no longer restrained by it, and they and any items reappear randomly in unoccupied spaces within 10 feet of the destroyed chest. ",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "transforming-wand-a5e",
            "name": "Transforming Wand",
            "type": "Wand",
            "desc": "This wand has 13 charges. While holding it, you can use an action to expend 1 of its charges to cast the __polymorph_  spell (save DC 16) from it, transforming one target humanoid into a beast. Unlike normal castings of the spell, the effect lasts for 24 hours, at which point a target can attempt a new save. After two failed saves, a polymorphed target is permanently transformed into its new form. The wand regains 2d6 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20\\. On a 1, the wand crumbles into ashes and is destroyed.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tyrfing-the-thrice-cursed-sword-of-tragedy-a5e",
            "name": "Tyrfing, the Thrice-Cursed Sword of Tragedy",
            "type": "Weapon",
            "desc": "The blade of this weapon shines brilliantly, but there is a strange chill about it. You gain a +3 bonus to _attack and damage rolls_  made with this magic sword. Additionally, you can speak the blade’s command word as a bonus action to cause it to shed _bright light_  in a 20-foot radius and _dim light_  for an additional 20 feet. Repeating the command word or sheathing the blade extinguishes the light. Objects hit with this sword take the maximum damage the weapon’s damage dice can deal.\n\nTyrfing has 9 charges, which it does not regain while attuned to a creature. These charges are fully restored if a new creature attunes to it, but a previous bearer who attunes to the sword again only ever has the same pool of charges. When you use the sword to deal a critical hit against a creature that is not a construct or undead and has 100 or fewer hit points, it must make a DC 16 Constitution _saving throw_ . Each time a creature is killed in this manner the sword expends a charge.\n\n**_Curse._** Prior to 3 charges being expended from the blade, it will cause some tragedy or misfortune to befall you and will not expend its third charge until it has. The exact details and timing of this evil are up to the Narrator, but good examples include: causing you to automatically fail a crucial ability check (particularly one that would lead to further disaster, such as failing to identify an ally in the dark and accidentally attacking them); causing an ally who is reduced to 0 hit points to be incapable of rolling successes on death saving throws, leading to their death unless they are healed or stabilized by another creature; or causing all your next critical hits during a given combat to miss instead.\n\nMisfortune occurs again before 6 charges have been expended, and it will not expend the sixth until it has done so. Likewise, it must do so a third time before expending the final charge. If you break your attunement with Tyrfing with a pending misfortune, you remain _cursed_  until either the misfortune occurs or until you are targeted by a _remove curse_  spell cast using a 9th-level spell slot.\n\nOn expending the final charge, you must make a DC 16 constitution save. On a failure, you are slain by the sword just as surely as your opponent. On a success, you instead gain the _doomed_  condition, dying soon thereafter in a tragic manner unless powerful magic intervenes. Regardless of the result, Tyrfing then disappears. 1 week later it appears somewhere on your plane, searching for a new wielder to afflict.\n\n_Note:_ The exact mechanics of the following curse are for the Narrator and should be kept vague for players, even if they discover it is cursed. It is enough in that case for them to know Tyrfing will bring about three great evils and eventually the death of its wielder. The sword is nothing if not persistent, and attempts to leave it behind without breaking attunement merely mean that Tyrfing appears near its bearer 24 hours later.\n\n### Lore\n\nTyrfing was a sword forged under duress by the dwarves Svalinn and Durinn for Svafrlami, a king and grandson of Odin. Per his instructions, it shown with bright light, could cut through stone and steel as easily as flesh, and would never dull or rust. However, because their services were obtained under duress by threat of force, they also cursed the blade so that whenever drawn it would take a life, that it would bring about three great evils, and that it would eventually take Svafrlami’s life. This all came to pass, and the sword continued to bring disaster and ruin to each new wielder, its cursed hunger for tragedy never sated.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "universal-solvent-a5e",
            "name": "Universal Solvent",
            "type": "Wondrous Item",
            "desc": "The scent of alcohol wafts out of this bottle of white liquid. You can use an action to pour the liquid in the bottle onto a surface within your reach and dissolve up to 1 square foot of adhesive (including __sovereign glue )_.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "vorpal-sword-a5e",
            "name": "Vorpal Sword",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to _attack and damage rolls_  made with this magic sword, and it ignores resistance to slashing damage.\n\nWhen you attack a creature with this blade and it has at least one head, rolling a natural 20 on the _attack roll_  causes the sword to make a snicker-snack sound as it efficiently chops off one of the target’s heads. If the creature can’t survive without its head removed, it dies. This effect does not apply if the target is too big for its head to be removed by the sword (determined at the discretion of the Narrator), it doesn’t need a head or have one, has immunity to slashing damage, or has legendary actions. In cases where a creature cannot lose a head, it takes an additional 6d8 slashing damage (unless it is immune to slashing damage; this extra damage does not double).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "warpblade-a5e",
            "name": "Warpblade",
            "type": "Weapon",
            "desc": "This dagger cuts through space as easily as flesh. You gain a +3 bonus to _attack and damage rolls_  made with this magic weapon.\n\nWeapon attacks using _warpblade_ deal an extra 2d6 force damage. While you are attuned to the dagger and take the Attack action, you can choose an object or surface within 60 feet, making one of your attacks against it (AC 10). On a successful hit, warpblade is embedded into the target. While _warpblade_ is embedded, you can use a reaction to instantly teleport yourself to an unoccupied space adjacent to it and remove it from the target. In addition, on your turn you can instantly return _warpblade_ to your hand (no action required).\n\n_Warpblade_ has 5 charges and regains 1d4+1 charges each dawn. You can use an action to expend 1 or more charges to cast the following spells: __misty step_  (1 charge), __dimension door_ (2 charges), _teleport_  (3 charges).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "well-of-many-worlds-a5e",
            "name": "Well of Many Worlds",
            "type": "Wondrous Item",
            "desc": "When unfolded, this handkerchief-sized piece of lightweight, silky fabric expands into a 6-foot diameter circular sheet.\n\nYou can use an action to unfold the cloth and spread it on a solid surface, creating a two-way portal to another plane of existence chosen by the Narrator. You can use an action to close the portal by folding the cloth. Once a portal has been opened in this manner, it cannot be opened again for 1d8 hours.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hellfire-armor",
            "name": "Hellfire Armor",
            "type": "Armor",
            "desc": "This spiked armor is a dark, almost black crimson when inactive. While wearing this armor, you can use an action to cause it to glow and appear red-hot, giving you a hellish appearance. The armor sheds light as a candle, but it doesn’t emit heat. The effect lasts until you use a bonus action to end 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": "amulet-of-the-pleasing-bouquet-a5e",
            "name": "Amulet of the Pleasing Bouquet",
            "type": "Wondrous Item",
            "desc": "Various schools of magic employ all manner of particularly foul-smelling and noxious substances, nauseating some would-be wizards to the point of illness. These enchanted amulets were created to guard against the various stenches found in their masters’ laboratories and supply closets. Enterprising apprentices quickly saw the value of peddling the enchanted trinkets to the affluent wishing to avoid the stench of the streets however, and now they are commonplace among nobility. \n\nThe most typical of these amulets look like pomanders though dozens of different styles, varieties, and scents are available for sale. While wearing it, you can spend an action and expend 1 charge from the amulet to fill your nostrils with pleasing scents for 1 hour. These scents are chosen by the amulet’s creator at the time of its crafting. \n\nIn more extreme circumstances like a __stinking cloud_  spell or _troglodyte’s_  stench, you can expend 3 charges as a reaction to have _advantage_  on _saving throws_  against the dangerous smell until the end of your next turn. \n\nThe amulet has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a or 5 or less, the amulet loses its magic and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "anthology-of-enhanced-radiance-a5e",
            "name": "Anthology of Enhanced Radiance",
            "type": "Wondrous Item",
            "desc": "This slightly enchanted book holds lessons for how to look healthier. When you spend 1 hour reading and memorizing the book’s lessons, after your next _long rest_  for the following 24 hours you appear as if you’ve slept and eaten well for months. At the end of the duration, the effect ends and you are unable to benefit from this book until 28 days have passed.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "archaic-creed-a5e",
            "name": "Archaic Creed",
            "type": "Wondrous Item",
            "desc": "This crumpled vellum scroll is scrawled with an Infernal statement outlining the beliefs of a specific yet unnamed fiend. Whether or not you can read the language, while studying the statement you gain an expertise die on a Religion check made to recall or learn information about fiends. You can’t do so again until you finish a _long rest_ .\n\nBy repeatedly reciting the creed aloud as an action each round for 1 minute, you can cast _find familiar_ , except your familiar takes the form of either an _imp_  or a _quasit_ . The creed is irrevocably absorbed into the familiar’s body and is completely destroyed when the familiar drops to 0 hit points.\n\n**Curse.** The familiar summoned by the creed is cursed. The fiend who wrote the creed can observe you through the summoned familiar, and can command the familiar to take actions while you are _asleep_  or _unconscious_ .",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armor-1-2-or-3-a5e",
            "name": "Armor +1, +2, or +3",
            "type": "Armor",
            "desc": "Wearing this armor gives an additional magic boost to AC as well as the base AC the armor provides. Its rarity and value are listed below:\n\n| **Base Armor**              | **+1 AC** |           | **+2 AC** |           | **+3 AC** |            |\n| --------------------------- | --------- | --------- | --------- | --------- | --------- | ---------- |\n| Padded cloth                | Common    | 65 gp     | Uncommon  | 500 gp    | Rare      | 2,500 gp   |\n| Padded leather              | Uncommon  | 400 gp    | Rare      | 2,500 gp  | Very rare | 10,000 gp  |\n| Cloth brigandine            | Uncommon  | 150 gp    | Uncommon  | 500 gp    | Rare      | 2,200 gp   |\n| Leather brigandine          | Uncommon  | 400 gp    | Rare      | 2,200 gp  | Very rare | 8,000 gp   |\n| Hide armor                  | Uncommon  | 150 gp    | Uncommon  | 500 gp    | Rare      | 2,000 gp   |\n| Scale mail                  | Uncommon  | 250 gp    | Rare      | 2,000 gp  | Very rare | 8,000 gp   |\n| Breastplate or cuirass      | Uncommon  | 500 gp    | Rare      | 2,000 gp  | Very rare | 8,000 gp   |\n| Elven breastplate (mithral) | Rare      | 1,300 gp  | Very rare | 2,800 gp  | Very rare | 8,800 gp   |\n| Chain mail or chain shirt   | Uncommon  | 150 gp    | Uncommon  | 500 gp    | Rare      | 2,000 gp   |\n| Half plate                  | Rare      | 2,000 gp  | Very rare | 8,000 gp  | Very rare | 32,000 gp  |\n| Hauberk                     | Uncommon  | 450 gp    | Rare      | 1,500 gp  | Very rare | 6,000 gp   |\n| Splint                      | Rare      | 1,500 gp  | Very rare | 6,000 gp  | Very rare | 24,000 gp  |\n| Full plate                  | Very rare | 6,000 gp  | Very rare | 24,000 gp | Legendary | 96,000 gp  |\n| Elven plate (mithral)       | Very rare | 9,000 gp  | Very rare | 27,000 gp | Legendary | 99,000 gp  |\n| Dwarven plate (stone)       | Very rare | 24,000 gp | Legendary | 96,000 gp | Legendary | 150,000 gp |",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "atlas-to-libation-a5e",
            "name": "Atlas to Libation",
            "type": "Wondrous Item",
            "desc": "This golden-brown parchment has an odd handle-like wooden stave and a seal marked with an ale tankard. As a bonus action, you can break the seal and unfurl the map. When you do so, the map fills in with accurate topography in a 1-mile radius around you. A miniature image of you appears at the map’s center along with a dotted line leading to an X that marks the nearest potable alcohol. The map immediately rolls back up if brought within 50 feet of alcohol or if no alcohol is within 1 mile when the seal is opened. \n\nOnce used in this way, the seal reforms and is usable again after 24 hours.\n\nAlternatively, you can form a cylinder with the map and grasp it by the handle as an action. If you do so, the map hardens into a tall wooden tankard and magically fills with high quality ale, then loses all magical properties and becomes a mundane object.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-cheese-a5e",
            "name": "Bag of Cheese",
            "type": "Wondrous Item",
            "desc": "This item is often bought from apprentice wizards with an adventurer’s first reward from questing. It is a yellow bag with the word “cheese” embroidered on it (in Common). Any food you put in this bag becomes cheese, but retains its original taste and condition—a moldy and dirty loaf of bread becomes a moldy and dirty piece of cheese. Any non-food items develop a distinctly cheesy aroma.\n\nAlternatively, you can turn the bag inside out, transforming it into 1 Supply worth of any type of mundane cheese.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "barrow-bread-a5e",
            "name": "Barrow Bread",
            "type": "Wondrous Item",
            "desc": "Barrow bread is made from mashing together plantains and starches that are grown in the tropical barrows. While this viscous, starchy paste is not actually a bread, it perfectly preserves and maintains the temperature of any food tucked inside it for up to a week, protecting and preserving 1 Supply. The magic is contained in the plantain leaves that are wrapped around the barrow bread. Once unwrapped, the barrow bread itself can be consumed (as 1 Supply) within 15 minutes before the outside elements spoil it. ",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "birdsong-whistle-a5e",
            "name": "Birdsong Whistle",
            "type": "Wondrous Item",
            "desc": "This carving of reddish soapstone resembles a miniature cardinal. When air is blown through the lower back high-pitched sounds are emitted through the bird’s open beak. When the whistle is blown the sounds of songbirds are heard by all creatures in a 100-foot radius. These calls are indistinguishable from actual birds singing. \n\nAlternatively, you can use an action to break the whistle to summon a large flock of birds that appear at the start of your next turn and surround you in a 10-foot radius. The flock moves with you and makes you _heavily obscured_  from creatures more than 10 feet away for 1 minute, or until the flock takes 10 or more damage from area effects.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "borrowers-bookmark-a5e",
            "name": "Borrower’s Bookmark",
            "type": "Wondrous Item",
            "desc": "A neat strap of embossed leather, the borrower’s bookmark can be placed in a book, allowing it to be stored in an extradimensional space. As an action you can send the book into a pocket dimension. While it is in the pocket dimension, you can use an action to summon it to your hand or an unoccupied space within 5 feet of you. If you unattune from the bookmark while its book is within the pocket dimension, the bookmark reappears on your person, but the book is lost. The bookmark’s magic can’t be used to store anything other than a book.\n\n**_Curse._** The borrower’s bookmark is cursed. Books dismissed to the pocket dimension are sent to a powerful entity’s lair. The entity learns all the knowledge contained therein, as well as your identity and location.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cage-of-folly-a5e",
            "name": "Cage of Folly",
            "type": "Wondrous Item",
            "desc": "This small silver or gold birdcage traps your bad ideas and puts them on display. When you fail an Arcana, History, Nature, or Religion check, a little piece of a mechanical bird materializes inside the cage: first the feet, then legs, body, wings, and head. You can immediately reconsider and reroll the ability check. The _cage of folly_ can be used once every 24 hours, and recharges at the end of each week.\n\nOnce you have used the birdcage 5 times, the bird sings a mocking song for 1 hour when you fail an Arcana, History, Nature, or Religion check. If you open the birdcage and let the bird go free, it gives you one piece of good advice about a current problem or question that you face. At the Narrator’s discretion, the advice may give you _advantage_  on one ability check made in the next week. Afterward it flies away as the birdcage loses its magic and becomes a mundane item (though some who have released their birds claim to have encountered them again in the wilds later).",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "compendium-of-many-colors-a5e",
            "name": "Compendium of Many Colors",
            "type": "Wondrous Item",
            "desc": "This spellbook made from high quality blank parchment is covered in tiny runes. When one of these small inscriptions is pressed the parchment changes color.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "contract-of-indentured-service-a5e",
            "name": "Contract of Indentured Service",
            "type": "Wondrous Item",
            "desc": "Necromancers occasionally act as apparent benefactors, offering loans to victims now in exchange for service after death. This contract details an account of a spirit that has become indentured to the contract’s holder. While holding the contract, you can speak the command word as an action to summon the _invisible_  undead spirit, which functions as the spell __unseen servant_ . You can’t do so again until you finish a _long rest_ .\n\nAlternatively, you can use an action to tear up the contract and release the undead spirit. The spirit appears as a friendly **_specter_**  you can telepathically command (as a bonus action) for as long as you maintain _concentration_ . The specter acts immediately after your turn. If your concentration is broken, the specter attacks you and your companions. Otherwise the specter disappears 10 minutes after it is summoned, vanishing to whichever afterlife awaits it.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "culdarath-the-ninth-rings-true-name-a5e",
            "name": "Culdarath the Ninth Ring’s True Name",
            "type": "Wondrous Item",
            "desc": "This slip of parchment contains the magically bound name “Ozzacath’ta Culd” and is burned black at the edges. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful efreet beside you for 1 minute. Ozzacath is haughty and impatient when conjured but seems to relish the chance to burn anything. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Light a bonfire, candle, or similar flammable object within 15 feet.\n* Burn brightly (or cease burning brightly) for the next minute providing bright light in a 30-foot radius and dim light for a further 15 feet.\n* Translate up to 25 words of spoken or written Ignan into Common.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Culdarath in exchange for his direct assistance. When you do so the parchment burns to cinders and for the next minute the vision roars into a ball of fire within 5 feet of you (as __flaming sphere_ , save DC 13). On each of your turns, you can use a bonus action to verbally indicate where the ball of fire moves. Once you have revoked your claim in this way, you can never invoke Culdarath’s true name again.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "draconic-diorama-a5e",
            "name": "Draconic Diorama",
            "type": "Wondrous Item",
            "desc": "This Tiny diorama is contained within a cube-shaped box 5 inches on each side. The bottom is lead and the rest made of transparent crystal. Inside the box there are several trees made of paper and wire, a treasure chest made of clay, and a 1½-inch dragon skeleton. The skeleton stands in a different position each time the box is examined but it does not move while being observed.\n\nWhile you carry the diorama, you have _advantage_  on _saving throws_  against Frightful Presence.\n\nA successful DC 13 Arcana or Nature check reveals the skeleton is an actual dragon skeleton that has been shrunk to fit inside the box. \n\n**Curse.** While carrying the cursed diorama you are compelled to amass more wealth. As long as you are compelled, you must succeed on a DC 13 Charisma _saving throw_  to willingly part with the diorama, even temporarily.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "enchanted-music-sheet-a5e",
            "name": "Enchanted Music Sheet",
            "type": "Wondrous Item",
            "desc": "This music sheet of fine parchment documents musical notation of a fey performance. Humming, whistling, or using an instrument to play the opening three notes causes the sheet music to issue the sounds of a hauntingly beautiful musical performance for 10 minutes. Up to 6 creatures of your choice that are within 30 feet of the sheet and able to hear the entire performance gain 2 temporary hit points. A creature can’t gain temporary hit points from the music sheet again until it completes a _long rest_ , and after using this feature you cannot do so again until you finish a short or long rest. \n\nDuring a short rest, you can spend an hour to amend the music sheet with pen and ink to alter its melody and mood. Regardless of the changes you make to the sheet, the notation remains legible and the music is always lovely. \n\nIf you accompany the music, using an instrument or singing with a DC 12 Performance check, you can empower its magic. Up to 6 creatures of your choice that are within 30 feet of you and able to hear the entire performance regain 3 hit points and gain 6 temporary hit points. At the end of the performance, the music sheet transforms into a flutter of petals and butterflies, and its magic is lost.\n\n**Curse.** The music sheet is cursed and a creature with temporary hit points gained by its music has _disadvantage_  on _saving throws_  to resist being _charmed_  and _frightened_  by celestials, fiends, and fey. Empowering the magic with your own performance draws the attention of a fey who seeks you out to perform at an event of their choosing.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "essay-on-efficient-armor-management-a5e",
            "name": "Essay on Efficient Armor Management",
            "type": "Wondrous Item",
            "desc": "This treatise details techniques for how to quickly handle armor. Spending 1 hour over 3 days memorizing the essay’s techniques teaches you how to use an action to doff light and medium armors. The parchment then becomes a mundane item for a year and a day before it regains its magic.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "explorers-chalk-a5e",
            "name": "Explorer’s Chalk",
            "type": "Wondrous Item",
            "desc": "This unassuming piece of white chalk appears well-used but does not wear down no matter how many times it marks a surface. The _explorer’s chalk_ has 6 charges and regains 1d6 expended charges each dawn. When you touch it to a surface, you can expend 1 of its charges to create a mark that cannot be wiped away or obscured for 24 hours. While holding the chalk, you can use an action to become aware of the direction of the closest mark made with it as long as that mark is within 1 mile.\n\nIf you expend the _explorer’s chalk’s_ last charge, roll a d20\\. On a result of 5 or less, the chalk crumbles to dust. On a 20, the chalk regains its expended charges and its number of charges increases by 1.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}