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=-requires_attunement&page=14
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=-requires_attunement&page=15",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-requires_attunement&page=13",
    "results": [
        {
            "slug": "rhinam-life-gem-a5e",
            "name": "Rhinam Life Gem",
            "type": "Wondrous Item",
            "desc": "Able to swallow the life energies of an enemy in their final moments, these gems can then be used to extend the life of its owner and restore their health. Some believe the gods destroyed the Rhinam empire for the creation of these and most people treat them—and beings using them—as anathema.\n\nThe emerald green stones are all alike in appearance and instantly recognisable. Shaped into a palm-sized disc, they are the thickness of a finger and have rounded edges that are smooth to the touch. Etched in gold on both sides is the symbol of the Rhinam royal household: a rampant eagle clutching four spears.\n\nOnce per day you can, as an action, place the gem over the heart of a humanoid that died in the last minute. The gem then consumes the creature’s soul and gains 1 charge. Nothing less than a __wish_  spell or divine intervention can restore the creature’s spirit. Gems can hold a maximum of 10 charges.\n\nAfter spending a minute meditating on the gem, you can spend a charge to regain 4d12 hit points. Alternately, once a week you can spend a minute meditating to keep yourself from aging for the next week. When a charge is spent, roll 1d10\\. If the result is higher than the number of charges remaining, the gem can no longer be recharged and will shatter when its final charge is spent. Life gems are typically discovered with 1d4 charges.\n\n**_Curse._** Destroying a soul is a dark act that comes with many consequences. After using the Rhinam life gem, you may find yourself accosted by celestials and fiends alike, seeking either to destroy the object or obtain it for their own reasons. In addition, the Narrator may rule that using the life gem too many times means you gain the Evil alignment and emit a strong evil aura for the purposes of any feature, spell, or trait that detects or affects Evil creatures.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-battered-courage-a5e",
            "name": "Ring of Battered Courage",
            "type": "Ring",
            "desc": "This jagged black ring made of volcanic rock is streaked with orange veins and uncomfortable to wear. While wearing this ring, you are immune to the _frightened_  condition. Additionally, while you are _bloodied_ , it grows hotter and grants the following benefits:\n\n* Your AC increases by 1 for each hostile creature (squads and swarms count as single creatures for this purpose) within 5 feet of you, to a maximum of +5.\n* When you hit a creature with a melee weapon attack, roll 1d8\\. Add the result to the attack’s damage and gain the same amount of temporary hit points.\n\n_**Curse**_. You fail death _saving throws_  on a roll of 12 or lower. Additionally, this ring despises what it sees as cowardice. If you don armor or use a shield defensively, you lose all benefits of this ring for 1 week.\n\n_**Escalation.**_ When you show extraordinary courage in the face of certain death and emerge victorious, this ring’s power can evolve, gaining one of the following features. For each power it gains, the threshold for successful death saving throws increases by 2.\n\n_Charge Into Danger._ As a bonus action while _bloodied_ , you can move up to your movement speed toward a hostile creature.\n\n_Coward’s Bane._ Creatures never gain _advantage_  from being unseen on attack rolls against you and you always have ` Freelinking: Node title _damage recovery_ does not exist `  to poison damage.",
            "rarity": "Rare",
            "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-evasion-a5e",
            "name": "Ring of Evasion",
            "type": "Ring",
            "desc": "While wearing this ring, if you fail a Dexterity _saving throw_ , you can use your reaction to expend 1 charge to succeed instead. The ring has 3 charges and regains 1d3 expended charges at dawn.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-feather-falling-a5e",
            "name": "Ring of Feather Falling",
            "type": "Ring",
            "desc": "While wearing this ring, when you fall you descend at a speed of 60 feet per round and take no damage from landing.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-free-action-a5e",
            "name": "Ring of Free Action",
            "type": "Ring",
            "desc": "While wearing this ring, you are not slowed by _difficult terrain_ , and magic cannot cause you to be _restrained_ , _paralyzed_ , or slow your movement.",
            "rarity": "Rare",
            "requires_attunement": "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-protection-a5e",
            "name": "Ring of Protection",
            "type": "Ring",
            "desc": "While wearing this ring, you gain a +1 bonus to Armor Class and _saving throws_ .",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-regeneration-a5e",
            "name": "Ring of Regeneration",
            "type": "Ring",
            "desc": "While wearing this ring, as long as you have at least 1 hit point you regain 1d6 hit points every 10 minutes. As long as you have at least 1 hit point the entire time, when you lose a body part over the next 1d6 + 1 days it completely regrows and you regain full functionality.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-resistance-a5e",
            "name": "Ring of Resistance",
            "type": "Ring",
            "desc": "While wearing this ring, you have resistance to one type of damage based on the ring’s gemstone (either chosen by the Narrator or determined randomly).\n\n__**Table: Ring of Resistance**__\n| **d10** | **Damage Type** | **Gem**     |\n| ------- | --------------- | ----------- |\n| 1       | Acid            | Peridot     |\n| 2       | Cold            | Aquamarine  |\n| 3       | Fire            | Garnet      |\n| 4       | Force           | Sapphire    |\n| 5       | Lightning       | Citrine     |\n| 6       | Necrotic        | Labradorite |\n| 7       | Poison          | Amethyst    |\n| 8       | Psychic         | Moonstone   |\n| 9       | Radiant         | Topaz       |\n| 10      | Thunder         | Spinel      |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-shooting-stars-a5e",
            "name": "Ring of Shooting Stars",
            "type": "Ring",
            "desc": "While wearing this ring, if you are in _dim light or darkness_  you can use an action to cast _dancing lights_ or _light_. The ring has 6 charges and regains 1d6 expended charges at dawn.\n\n**Faerie Fire.** You can use an action and expend 1 charge to cast _faerie fire ._\n\n**Ball Lightning**. You can use an action and expend 2 charges to create up to four 3-foot-diameter lightning spheres. The number of spheres created determines each sphere’s intensity (see Table: Ball Lightning), each sheds light in a 30-foot radius, and they remain up to 1 minute as long as you _concentrate_  (as if concentrating on a spell). As a bonus action, you can move each sphere up to 30 feet, but no further than 120 feet from you.\n\nWhen a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and then disappears. The creature makes a DC 15 Dexterity _saving throw_  or takes lightning damage based on the sphere’s intensity.\n\nShooting Stars. You can use an action to expend 1 to 3 charges. For each expended charge, you shoot a glittering mote of light at a point you can see within 60 feet where it explodes in a 15-foot-cube of sparks. Each creature in the area makes a DC 15 Dexterity _saving throw_ , taking 5d4 fire damage on a failed save, or half damage on a success.\n\n__**Table: Ball Lightning**__\n| **Spheres** | **Lightning Damage** |\n| ----------- | -------------------- |\n| 1           | 4d12                 |\n| 2           | 5d4                  |\n| 3           | 2d6                  |\n| 4           | 2d4                  |",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-spell-storing-a5e",
            "name": "Ring of Spell Storing",
            "type": "Ring",
            "desc": "This ring stores spells cast into it, and holds them for later use. While wearing this ring, you can cast any spell stored within it. The spell has the slot level, spell save DC, spell attack modifier, and spellcasting ability of the original caster. Once the spell is cast, it is no longer stored within the ring.\n\nWhen found, the ring contains 1d6 – 1 levels of stored spells, as determined by the Narrator. The ring can store up to 5 levels worth of spells at a time. To store a spell, a creature casts any spell of 1st- to 5th-level while touching the ring. The spell has no immediate effect. The level the spell is cast at determines how much space it uses. If the ring cannot store the spell, the spell fails and the spell slot is wasted.",
            "rarity": "Rare",
            "requires_attunement": "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-telekinesis-a5e",
            "name": "Ring of Telekinesis",
            "type": "Ring",
            "desc": "While wearing this ring, you can cast __telekinesis_ , but you are only able to target unattended objects.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-the-ram-a5e",
            "name": "Ring of the Ram",
            "type": "Ring",
            "desc": "This ring has 3 charges and regains 1d3 expended charges at dawn. While wearing this ring, you can use an action to expend 1 to 3 charges and choose a creature you can see within 60 feet. A spectral ram’s head launches from the ring to slam into the creature, making its _attack roll_  with a +7 bonus. On a hit, for every expended charge the attack deals 2d10 force damage and the creature is pushed 5 feet away. \n\nAdditionally, you can use an action to expend 1 to 3 charges to break an unattended object you can see within 60 feet. The ring makes a Strength check with a +5 bonus for each expended charge",
            "rarity": "Rare",
            "requires_attunement": "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-x-ray-vision-a5e",
            "name": "Ring of X-Ray Vision",
            "type": "Ring",
            "desc": "While wearing this ring, you can use an action to speak its command word and see through solid objects and matter in a 30-foot radius for 1 minute. Solid objects within the radius appear ghostly and transparent, allowing light to pass through them. You can see through up 3 feet of wood and dirt, 1 foot of stone, and 1 inch of common metal (thicker materials or a thin sheet of lead block the vision).\n\nWhen you use this ring again before taking a _long rest_ , you make a DC 15 Constitution _saving throw_  or suffer one level of _fatigue_  and one level of _strife_ .",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-eyes-a5e",
            "name": "Robe of Eyes",
            "type": "Wondrous Item",
            "desc": "Numerous upraised eyes are sewn into the fabric of this robe. You gain the following benefits while attuned to and wearing the robe:\n\n* _Advantage_  on sight-based Perception checks.\n* Darkvision to a range of 120 feet.\n* The ability to see 120 feet into the Ethereal Plane.\n* The ability to see _invisible_  creatures and objects within 120 feet.\n* The ability to see in all directions.\n* You are always considered to have your eyes open and may not close or avert them.\n\n When a _daylight_ or __light_ spell is cast within 5 feet of you or on the robe, you are _blinded_  for 1 minute. At the end of each of your turns, you make a DC 11 (_light)_ or DC 15 (_daylight_) Constitution _saving throw_  to end the condition.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-scintillating-colors-a5e",
            "name": "Robe of Scintillating Colors",
            "type": "Wondrous Item",
            "desc": "While wearing and attuned to this robe of stimulating and lively colors, you can use an action to expend 1 charge and make the garment to emit _bright kaleidoscopic light_  for 30 feet and dim light for an additional 30 feet. The light lasts until the end of your next turn. Creatures that can see you have _disadvantage_  on _attack rolls_  against you, and creatures within 30 feet that can see you when the light is emitted make a DC 15 Wisdom _saving throw_  or are _stunned_  until the end of your next turn.\n\nThe robe has 3 charges and regains 1d3 expended charges at dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-stars-a5e",
            "name": "Robe of Stars",
            "type": "Wondrous Item",
            "desc": "This robe is the color of the night sky and has a half dozen magical metal stars sewn into it. You gain the following benefits while attuned to and wearing the robe:\n\n* A +1 bonus to _saving throws_\n* You can use an action to shift to the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return, appearing either in the space you last occupied or the nearest unoccupied space.\n\nUp to 6 times each day, you can use an action to pull a star from the robe to cast _magic missile_  (as a 5th-level spell). At dusk 1d6 removed stars reappear.",
            "rarity": "Very Rare",
            "requires_attunement": "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": "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": "rod-of-absorption-a5e",
            "name": "Rod of Absorption",
            "type": "Rod",
            "desc": "While holding this rod, when you are the only target of a spell you can use your reaction to absorb it as it is being cast. An absorbed spell has no effect and its energy is stored within the rod. The spell’s energy equals the spell levels used to cast it. The rod can store up to 50 spell levels worth of energy over the course of its existence. The rod cannot hold more than 50 spell levels worth of energy. If the rod does not have the space to store a spell and you try to absorb it, the rod has no effect.\n\nAfter attuning to the rod you know how much energy it currently contains and how much it has held over the course of its existence. A spellcaster can expend the energy in the rod and convert it to spell slots—for example, you can expend 3 spell levels of energy from the rod to cast a 3rd-level spell, even if you no longer have the spell slots to cast it. The spell must be a spell you know or have prepared, at a level you can cast it, and no higher than 5th-level.\n\nWhen found the rod contains 1d10 spell levels. A rod that can no longer store energy and no longer has any energy remaining within it loses its magical properties.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-alertness-a5e",
            "name": "Rod of Alertness",
            "type": "Rod",
            "desc": "While holding this rod, you have _advantage_  on Perception checks and _initiative_  rolls, and as an action you can cast the following spells: __detect evil and good , detect magic , detect poison and disease ,_ see __invisibility ._\n\n**Protective Aura**. Once per dawn, you can use an action to plant the rod in the ground and speak its command word, causing it to emit _bright light_  in a 60-foot radius and dim light for an additional 60 feet. While in the bright light, you and creatures friendly to you gain a +1 bonus to AC and _saving throws_  and can sense the location of any _invisible_  hostile creature also in the bright light.\n\nThe rod stops glowing and the effect ends after 10 minutes, or sooner if a creature uses an action to pull the rod from the ground.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-entropy-a5e",
            "name": "Rod of Entropy",
            "type": "Rod",
            "desc": "This skull-topped rod can be used as a club that grants a +1 bonus to _attack and damage rolls_  and deals an extra 1d6 necrotic damage.\n\nThe rod has 3 charges and regains 1d3 expended charges at dawn. As an action, you can expend the rod’s charges, increasing entropy in a 15-foot cone. Each creature in the area makes a DC 15 Constitution _saving throw_ . On a failure, the target takes 3d8 necrotic damage per charge expended, or half the damage on a success. A creature killed by this damage decays and becomes an inanimate skeleton. In addition, nonmagical objects in the area that are not being carried or worn experience rapid aging. If you expended 1 charge, soft materials like leather and cloth rot away, and liquid evaporates. If you expended 2 charges, hard organic materials like wood and bone crumble, and iron and steel rust away. Expending 3 charges causes Medium or smaller stone objects to crumble to dust.",
            "rarity": "Very Rare",
            "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-rulership-a5e",
            "name": "Rod of Rulership",
            "type": "Rod",
            "desc": "Once per dawn, while holding this rod you can use an action to command obedience. Each creature of your choice that you can see within 120 feet makes a DC 15 Wisdom _saving throw_ . On a failure, a creature is _charmed_  by you for 8 hours. A creature charmed by you regards you as its trusted leader. The charm is broken if you or your companions either command a charmed creature to do something contrary to its nature, or cause the creature harm.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rose-of-the-enchantress-a5e",
            "name": "Rose of the Enchantress",
            "type": "Wondrous Item",
            "desc": "While you are _concentrating_  on a spell of 3rd-level or lower and attuned to this item, you can use a bonus action to activate it. Once activated, the rose maintains concentration on the spell for you for the duration or until you use another bonus action to stop the rose’s concentration. \n\nThe rose has 10 petals. When it is activated, a number of petals drop from the rose equal to the level of the spell it is concentrating on. At the end of each minute the spell continues, an equal number of petals drop from the rose. When its last petal falls the rose wilts and its magic is lost.\n\nAlternatively, if the rose is thrown against the ground, the magic inside of it implodes and frays magical energies in a 15-foot radius (as the __dispel magic_ spell, gaining a bonus to any spellcasting ability checks equal to its number of petals).",
            "rarity": "Rare",
            "requires_attunement": "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": "sail-of-the-black-opal-a5e",
            "name": "Sail of the Black Opal",
            "type": "Wondrous Item",
            "desc": "Rumored to be crafted from the sailcloth of the notorious Black Opal, this heavy black canvas has been roughly sewn with human hair into a cloak.\n\nAs a bonus action you can expend one charge to call on the ship’s necromantic power and gain 1d4+4 temporary hit points. The sail has 3 charges and regains 1 charge for every hour spent submerged in seawater.\n\nAdditionally, if you are reduced to 0 hit points while attuned to this item, you immediately become stable as the hair burns to ash, blowing away at the faintest breeze and leaving behind a mundane piece of bone-dry sailcloth.  ",
            "rarity": "Rare",
            "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": "schooled-weapon-a5e",
            "name": "Schooled Weapon",
            "type": "Weapon",
            "desc": "Each of these weapons comes in a different form depending on the combat tradition it is associated with. You are proficient with this magic weapon as long as you are attuned to it, and you gain a +1 bonus on _attack and damage rolls_  with it.\n\nYou cannot attune to this weapon if you do not know at least one combat maneuver from the tradition it is associated with. When you attune to this weapon, choose a combat maneuver from its associated tradition that you meet the prerequisites for. While you remain attuned to the weapon, you have access to that combat maneuver. \n\nIn addition, any attacks you make with the weapon as part of a combat maneuver from the associated tradition gains an additional +1 bonus to attack and damage.\n\n__**Table: Schooled Weapons**__\n| **Magic Weapon**                  | **Weapon**      |\n| --------------------------------- | --------------- |\n| _Mattock of the Adamant Mountain_ | Maul            |\n| _Bow of the Biting Zephyr_        | Longbow         |\n| _Reflection of Mirror’s Glint_    | Dueling Dagger  |\n| _Rapier of Mist and Shade_        | Rapier          |\n| _Rapid Current’s Flow_            | Scimitar        |\n| _Razor’s Edge_                    | Bastard Sword   |\n| _Blade of the Sanguine Knot_      | Longsword       |\n| _Spirited Steed’s Striker_        | Lance           |\n| _Bite of Tempered Iron_           | Flail           |\n| _Paw of Tooth and Claw_           | Punching Dagger |\n| _Wave of the Unending Wheel_      | Glaive          |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "scimitar-of-speed-a5e",
            "name": "Scimitar of Speed",
            "type": "Weapon",
            "desc": "\\[You gain a +2 bonus to _attack and damage rolls_  made with this magic scimitar, and on each of your turns you can use a bonus action to make one attack with it.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sea-witchs-amulet-a5e",
            "name": "Sea Witch’s Amulet",
            "type": "Wondrous Item",
            "desc": "This locket was dredged from the remains of a long-dead sea monster. The amulet has 3 charges. While wearing this strange oyster-shaped pendant, you can use an action to expend a charge and choose one creature within 30 feet that is laughing, singing, or speaking. The target makes a DC 15 Wisdom _saving throw_  or you steal its voice. As long as you are wearing the amulet, you can speak with the target’s voice. For as long as you possess a target’s voice in the amulet, the target is unable to speak. \n\nAt the end of every 24 hours, the amulet expends 1 charge per voice stored inside of it. When the amulet has no charges to expend, the stolen voice is released and returns to the target. You can use a bonus action to release a voice stored in the amulet. When the amulet has no voices stored in it and is soaked in sea water for 24 hours, it regains 1 charge. \n\nDestroying the amulet releases any stolen voices stored inside and creates a brief piercing shriek in a 100-foot radius. Each creature in the area must make a DC 10 Constitution _saving throw_  or be _stunned_  until the start of its next turn.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "serveros-war-engine-a5e",
            "name": "Serveros War Engine",
            "type": "Wondrous Item",
            "desc": "In size and shape this massive construct is not unlike a squat _hill giant_ —if hill giants were made of metal, leather, wood, and glass. With all manner of wheels, gears, cables, and hinges, when worn its movements are surprisingly fluid, if somewhat loud and heavy.\n\nThe last of its kind, the _Serveros War Engine_ was used by a forgotten empire's soldiers in wars that spread far beyond their kingdom. It’s hard to imagine there may once have been entire armies outfitted with these magical constructs and engaged in battle against one another, and impossible to conceive of the untold destruction they wrought.\n\nMounting the war engine is a fairly straightforward matter. As you enter the construct, you can don a helm and belt, both connected to the war engine, which allow you to attune to and control the construct. The construct is not sentient and moves only when controlled in this way.\n\nWhen controlling the construct, you form a psychic bond with it, seeing through its eyes, moving with its limbs, and experiencing pain through its body.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Serveros War Engine_, the last war machine of a forgotten empire. \n\n**DC 18** The engine is piloted from inside, and only those with mental and physical fortitude can endure it. In addition to offering great might, it can manifest arcane blades, cannons, and other effects.\n\n**DC 21** Destroying the engine requires destroying the helm, which is heavily enchanted with fortifications against harm.\n\n**Artifact Properties**\n\nThe _Serveros War Engine_ has one lesser artifact benefit. Piloting the war engine can be quite taxing, both mentally and physically. You gain no benefits from a _long or short rest_  while mounted in the war engine, and when you expend its last available charge you suffer both a level of _fatigue_  and _strife_ .\n\nWhile you are attuned to, mounted inside, and controlling the _Serveros War Engine_, you gain the following benefits:\n\n* Your AC becomes 18.\n* Your Strength score becomes 21.\n* You are Huge-sized.\n* Your Speed becomes 40 feet.\n* You have _advantage_  on _saving throws_  made to avoid being _grappled_  or knocked _prone_ .\n* You sustain only 1 hit point of damage for every 5 hit points of nonmagical bludgeoning, piercing, and slashing damage dealt to you.\n* Your unarmed strikes deal 4d8 bludgeoning damage.\n* Your weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.\n* You have _disadvantage_  on Dexterity (Stealth) checks.\n* You are vulnerable to psychic damage.\n\n**Charged Properties**\n\nThe war engine also has several built-in features, some of which are powered by stored electrical charges or drain energy from your life force.\n\n* A massive sword hilt is secured to the construct’s hip by an incredible magnetic force. You can use a bonus action to either expend 1 charge or take 5 (2d4) force damage to draw the hilt and engage its plasma blade.\n\n_**Plasma Blade**_. _Melee Weapon Attack_: reach 10 ft., one target. Hit: 18 (3d8+5) radiant damage, or 21 (3d10+5) radiant damage if wielded in two hands.\n\n* An arcane cannon is housed in the construct’s left forearm. You can use an action or bonus action to either expend 1 charge or take 5 (2d4) force damage to fire the arcane cannon.\n\n_**Arcane Cannon**_. _Ranged Weapon Attack_: range 120/300 ft., one target. _Hit:_ 7 (2d6) radiant damage.\n\n* The construct’s right hand is detachable. You can use an action and either expend 1 charge or take 5 (2d4) force damage to fire the gauntlet as a projectile.\n\n_**Gauntlet Grapple.**_ _Ranged Weapon Attack_: range 60/120 ft., one target. _Hit:_ 23 (4d8+5) bludgeoning damage, or 8 (1d6+5) bludgeoning damage and if the target is a Large or smaller creature it is _grappled_ . You can use a bonus action to retract the hand up to 120 feet and reconnect it to the construct. A grappled target moves with the hand.\n\n The _Serveros War Engine_ begins with 1d20 charges. By making a DC 18 Intelligence (Engineering) check, 2d10 charges can be restored during a _long rest_ .\n\n**Warframe Variations**\n\nThe Narrator may apply one or more of the following variant options if desired.\n\n_**Airborne.**_ You can expend 1 charge or take 5 (2d4) force damage to unfold magical wings and gain a flying speed of 15 feet for 1 minute.\n\n_**Disrepair.**_ When first discovered, the _Serveros War Engine_ may be completely depleted of stored charges and heavily damaged, or perhaps almost completely dismantled. With maintenance, care, and careful reconstruction using Engineering (or a wish spell), it can be restored to its full, terrible power.\n\n_**Glass Jaw.**_ When the _Serveros War Engine_ takes a critical hit from an attack that deals bludgeoning damage, roll a d20\\. On a 1, the war engine’s head is knocked off, disabling the artifact until it is repaired with a DC 23 Intelligence (Engineering) check and 8 hours of work.\n\n_**Mortal Echoes.**_ The _Serveros War Engine’s_ last pilot died while mounted within the war engine, and echoes of their psyche still linger within the construct. When first attempting to attune to the artifact, you relive the final moments of the dead pilot and make a DC 18 Charisma _saving throw_ . On a failure, you take 5 (1d10) psychic damage and gain a short-term _mental stress effect_ .\n\n**_Nautical._** You gain a swim speed of 40 feet. In addition, you can use an action to either expend 1 charge or take 5 (2d4) force damage to seal the cockpit and fill it with breathable air which lasts for 1 hour.\n\n_**Recon.**_ You gain darkvision to a range of 60 feet and can either expend 1 charge or take 5 (2d4) force damage to activate magical floating discs on the soles of the construct’s feet. The discs last for 1 hour during which time the construct does not cause you to have _disadvantage_  on Dexterity (Stealth) checks and you leave no tracks on the ground.\n\n_**Serveros Slayer.**_ In lieu of the arcane cannon and detachable fist, the construct is equipped with a psyblade in each hand. You can use a bonus action and either expend 1 charge or take 5 (2d4) force damage to deploy one or both psyblades. \n\n_**Psyblade.** Melee Weapon Attack_: reach 10 ft., one target. Hit: 15 (3d6+5) psychic damage.\n\n_**Specialized Weaponry**_. Instead of a giant plasma sword, the _Serveros War Engine_ has one of the following weapons. You can use a bonus action and either expend 1 charge or take 5 (2d4) force damage to equip and activate the weapon.\n\n_**Discus Throwing Shield**. Melee_ or _Ranged Weapon Attack:_ reach 5 ft. or range 40/80 ft., one target, or if thrown two targets within 10 feet of each other. Hit: 15 (3d6+5) bludgeoning damage. In addition, while the shield is donned your AC increases by 2.\n\n_**Extendable Metal Staff**_. _Melee Weapon Attack_: reach 15 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning, or 18 (3d8+5) bludgeoning damage when wielded with two hands, and a Large or smaller target makes a DC 18 Strength _saving throw_  or is knocked _prone_ .\n\n_**Shocking Net.**_ _Ranged Weapon Attack_: range 30/60 ft., all targets in a 15-foot square area. _Hit:_ 9 (2d8) lightning damage and the target is _grappled_ . At the start of your turn, conscious creatures grappled by the net take 9 (2d8) lightning damage. This weapon cannot damage a creature with 0 hit points.\n\n_**Sonic War Hammer.**_ _Melee Weapon Attack_: reach 10 ft., one target. _Hit:_ 18 (3d8+5) thunder damage, or 21 (3d10+5) thunder damage when wielded with two hands.\n\n**Destroying the War Engine**\n\nOf all its various parts and components the key to disabling and ultimately destroying the war engine is the helm. The rest of the massive construct might feasibly be replaced or reengineered by an ingenious mind. However with its complex structure, both magical and mechanical, replicating the controller headpiece requires arcane knowledge and technical documentation that disappeared with the war engine’s creators long ago. \n\nThe helm is heavily enchanted with fortifications against harm. Bypassing its magical protections requires two steps: first, a __dispel magic_ cast at 5th-level or higher is needed to make the invisible barrier around the war engine’s helm vulnerable for 6 seconds, followed by a __disintegrate_ spell cast at 7th-level or higher to completely dissolve the barrier. Once the barrier is dissolved, for the next 24 hours the helm can be destroyed like any other item (AC 22, 100 hit points) before its magical protections regenerate and fully repair it.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "shackle-of-the-ghostheart-covenant-a5e",
            "name": "Shackle of the Ghostheart Covenant",
            "type": "Wondrous Item",
            "desc": "This shackle has an etched knot pattern running around it, which is flecked with white ashes. It’s finely-polished, weightless, and slightly translucent. While a _shackle of the ghostheart covenant_ can be purposefully made, these objects often appear through the sheer force of will of a given ghost.\n\nWhile attuned to this shackle, you can see and physically interact with incorporeal undead within 30 feet, and your weapon attacks and unarmed strikes bypass their _damage resistance_  to nonmagical weapons. Additionally, you can’t be possessed and gain _expertise_  on _saving throws_  caused by undead.\n\n_**Curse.**_ The spirit bound to this shackle still lingers within it. They don’t speak directly, but may communicate through cryptic visions and dreams or even exhibit poltergeist-like activity at inopportune times if you ignore their wishes. The only way to end your attunement to this item is to cut off the limb it’s attached to, which the spirit takes it as tribute. The limb can never be regrown, even through magic.\n\n**_Escalation._** The spirit bound to this shackle has motives and desires left unfulfilled from its death. Each time you meaningfully advance these motives, choose one of the following benefits.\n\n_Echo Strike._ When you make a weapon attack against a creature or cast a cantrip with a creature as the target, you can use your bonus action to cause a translucent echo of your form to repeat the attack or cantrip against the same creature. Once you have used this property, you can’t use it again until the next dawn.\n\n_Foot in the Grave._ While _bloodied_ , you gain _resistance_  to necrotic damage and non-magical bludgeoning, piercing, and slashing damage.\n\n_Ghostwalk._ At the start of your turn, you can activate the shackle as a bonus action to become incorporeal until the end of your turn. While incorporeal, you can only take the Dash action, but you gain _immunity_  to all damage, and can move through solid objects and creatures. If you end your turn inside a solid object or another creature, you’re shunted into the nearest free space and take 1d6 force damage for every 5 feet you were moved in the process. Once you have used this property, you can’t use it again until the next dawn.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "shield-of-missile-attraction-a5e",
            "name": "Shield of Missile Attraction",
            "type": "Armor",
            "desc": "While wearing this shield you have resistance to damage from ranged weapon attacks.\n\n**Curse.** Whenever a ranged weapon attack is made against a target within 10 feet of you, you become the target instead. Removing the shield does not stop the curse.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "shoulder-dragon-brooch-a5e",
            "name": "Shoulder Dragon Brooch",
            "type": "Wondrous Item",
            "desc": "Once attuned to this intricate golden brooch, you can imagine up to one dragon of your choice and a Tiny-sized illusion of it appears on your shoulders. The dragon looks lifelike and it occasionally flies, snaps at insects, and generally behaves in a dragon-like way. This illusion does not hold up to physical scrutiny and any creature who physically interacts with the dragon sees through the illusion with a successful DC 12 Investigation check. You can use a bonus action to dismiss the illusion.\n\nAs a bonus action, you can have your dragon illusion attack a creature within 5 feet of you. That creature must make a DC 12 Dexterity _saving throw_ , taking 1d4 damage of a type of your choice (fire, lightning, cold, or acid) on a failed save or half as much on a successful one. Once you have used this feature, it cannot be used again for 24 hours.",
            "rarity": "Common",
            "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": "spellcasting-symphony-a5e",
            "name": "Spellcasting Symphony",
            "type": "Wondrous Item",
            "desc": "A noted bard created these flawless instruments to be exemplary examples of their kind. In addition to creating music of rare quality, they are able to cast spells as they are played as well as offering additional unique benefits.\n\nWhile attuned to one of these instruments, you gain an additional benefit and can use an action to cast one of the spells an instrument knows by playing it. Once you have done so, the instrument can not be used to cast that spell again until the next dawn.\n\nIf you are not a bard, when attempting to play one of these instruments you make a DC 14 Charisma _saving throw_  or take 3d6 psychic damage.\n\nWhen using one of these instruments to make a Performance check you gain an expertise die (1d8).\n\n__**Table: Spellcasting Symphony**__\n| **Instrument**       | **Cost**  | **Rarity** | **Spells**                                                                                 | **Other Benefits**                                                      |\n| -------------------- | --------- | ---------- | ------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------- |\n| _Harp of Harmony_    | 500 gp    | Uncommon   | __calm emotions , charm person , charm monster_                                            | Bonus action to gain _advantage_  on a Persuasion check once each dawn. |\n| _Defending Drum_     | 1,500 gp  | Rare       | __alter self , feather fall , misty step_                                                  | +2 to AC.                                                               |\n| _Triangle of Terror_ | 4,500 gp  | Rare       | __fear , phantasmal killer_                                                                | _Advantage_  on Intimidation checks.                                    |\n| _Flute of the Wind_  | 10,000 gp | Very Rare  | __fly , sleet storm , stone shape , wind wall_                                             | Bonus action to gain _advantage_  on a Survival check once each dawn.   |\n| _Lute of Legends_    | 95,000 gp | Legendary  | __conjure celestial , contact other plane , delayed blast fireball , greater invisibility_ | Single casting of __wish ._                                             |",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spellguard-shield-a5e",
            "name": "Spellguard Shield",
            "type": "Armor",
            "desc": "While this heavy metal shield is equipped you have _advantage_  on _saving throws_  made against spells and magical effects, and spell attacks against you have _disadvantage_ .",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-charming-a5e",
            "name": "Staff of Charming",
            "type": "Staff",
            "desc": "While holding this magical quarterstaff you can use an action and expend charges to cast one of the following spells, using your spell save DC: _charm person_  (1 charge), _command_ (1 charge), _comprehend languages_ (1 charge).\n\nOnce per dawn, when you are holding the staff and fail a _saving throw_  against an enchantment spell, you can instead choose to succeed. When you succeed on a saving throw against an enchantment spell (with or without the staff’s intervention) you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster (targeting only them), as if you had cast the spell.\n\nThe staff has 10 charges and regains 1d8+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, it loses its magical properties.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-fire-a5e",
            "name": "Staff of Fire",
            "type": "Staff",
            "desc": "While holding this staff you gain _resistance_  to fire damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __burning hands_ (1 charge), __fireball_ (3 charges), _wall of fire_  (4 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff crumbles to ash and is destroyed.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-frost-a5e",
            "name": "Staff of Frost",
            "type": "Staff",
            "desc": "While holding this staff you gain _resistance_  to cold damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __fog cloud_  (1 charge), _ice storm_  (4 charges), _wall of ice_ (4 charges), __cone of cold_  (5 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff melts into water and is destroyed.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-gravity-bending-a5e",
            "name": "Staff of Gravity Bending",
            "type": "Staff",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  with this magic quarterstaff. In addition, while holding it you gain a +2 bonus to _spell attack rolls_ .\n\nWhile holding this staff, you can use an action to sense the direction of magnetic north (nothing happens if the staff is used in a location that has no magnetic north.) Alternatively, you can use an action to expend charges to cast one of the following spells (spell save DC 15): __feather fall_  (1 charge), __jump_ (1 charge), _levitate_  (2 charges), __telekinesis_  (5 charges), _reverse gravity_  (7 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff loses its magical properties.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-healing-a5e",
            "name": "Staff of Healing",
            "type": "Staff",
            "desc": "While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spellcasting ability modifier: _cure wounds_ (1 charge per spell level, up to 4th-level), _lesser restoration_ (2 charges), __mass cure wounds_ (5 charges).\n\nThe staff has 10 charges, regaining 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff disappears with a flash of light and is lost forever.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-power-a5e",
            "name": "Staff of Power",
            "type": "Staff",
            "desc": "You have a +2 bonus to attack and damage rolls made with this magic quarterstaff. When you hit with a melee attack using this staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Additionally, while holding it you gain a +2 bonus to AC, saving throws, and spell attack rolls.\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: _magic missile_  (1 charge), __ray of enfeeblement_ (1 charge), __levitate_  (2 charges), __hold monster_ (5 charges), __lightning bolt_  (5th-level version, 5 charges), __wall of force_  (5 charges), __cone of cold_  (5 charges), __fireball_  (5th-level version, 5 charges), _globe of invulnerability_  (6 charges).\n\nThe staff has 20 charges and regains 2d8+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 20, the staff immediately regains 1d8+2 charges. On a 1, the staff loses its magical properties, apart from its +2 bonus to attack and damage rolls.\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.\n\n__**Table: Retributive Strike**__\n| **Distance from Origin** | **Damage**               |\n| ------------------------ | ------------------------ |\n| 10 feet away or closer   | 8 × charges in the staff |\n| 11 to 20 feet away       | 6 × charges in the staff |\n| 21 to 30 feet away       | 4 x charges in the staff |",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-squalor-a5e",
            "name": "Staff of Squalor",
            "type": "Staff",
            "desc": "Strands of white mycelium cover the head of this gnarled wooden staff. When tapped on the ground, the staff sheds a thin coating of dirt. While attuned to the staff, you suffer no harmful effects from _diseases_  but can still carry diseases and spread them to others. When you hit a creature with this staff, you can force the target to make a DC 12 Constitution _saving throw_ . On a failure, it contracts one disease of your choice that you’re currently carrying.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}