Magic Item List
list: API endpoint for returning a list of magic items.
retrieve: API endpoint for returning a particular magic item.
GET /v1/magicitems/?format=api&ordering=-requires_attunement&page=28
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-requires_attunement&page=29", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-requires_attunement&page=27", "results": [ { "slug": "brazier-of-commanding-fire-elementals-a5e", "name": "Brazier of Commanding Fire Elementals", "type": "Wondrous Item", "desc": "While fire burns in this 5 pound brass brazier, you can use an action to summon a _fire elemental_ as if you had cast the __conjure elemental_ spell. Once used, you must wait until the next dawn to use it again.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "broom-of-flying-a5e", "name": "Broom of Flying", "type": "Wondrous Item", "desc": "You can sit astride this ordinary-seeming 3 pound broom and speak its command word, causing it to hover. While it is hovering you can ride the broom to fly through the air. The broom can carry up to 200 pounds at a speed of 40 feet, or up to 400 pounds at a speed of 20 feet. It stops hovering if you land.\n\nYou can send the broom up to 1 mile from you by speaking its command word and naming a location you are familiar with. It can also be called back from up to a mile away with a different command word.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "bubble-wand-a5e", "name": "Bubble Wand", "type": "Wand", "desc": "This slender timber wand has a wooden ring at its tip. The wand has 7 charges and regains 1d6+1 charges each dawn. If you expend the last charge, roll a d20\\. On a 1, the wand bursts into a spray of colorful bubbles and is lost forever.\n\nWhile holding the wand, you can use an action to expend its charges and either create a harmless spray of colorful bubbles (1 charge) or cast the __dancing lights_ cantrip (2 charges). The _dancing lights_ appear as glowing bubbles.\n\nWhen a creature targets you with an attack while you are holding the wand, you can use your reaction to snap it (destroying the wand). You can do this after the roll is made, but before the outcome of the attack is determined. You gain a +5 bonus to AC and a fly speed of 10 ft. as a giant soap bubble coalesces around you. The bubble persists for 1 minute or until you are hit with an attack, at which point it bursts with a loud ‘pop’.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "butterfly-clips-a5e", "name": "Butterfly Clips", "type": "Wondrous Item", "desc": "These clips look like brightly colored enamel butterflies. When affixed to hair, they animate and flit around your head. Most people who wear these clips wear multiple, giving the appearance of a swarm of butterflies surrounding their hair.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cantrip-wand-a5e", "name": "Cantrip Wand", "type": "Wand", "desc": "This wand can be used as a spellcasting focus and allows you to cast one additional cantrip as if you knew it, as long as it is on your spell list. Each cantrip wand has a cantrip imbued within it upon creation, and will be known by its name (such as a _fire bolt_ wand or __light wand_). \n\nOther implements exist for the storing of cantrips from other classes (like _cantrip holy symbols_ or _cantrip instruments_), and though these are wondrous items they function like wands.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "carpet-of-flying-a5e", "name": "Carpet of Flying", "type": "Wondrous Item", "desc": "You can use an action to speak this carpet’s command word, making it hover and fly. It moves according to your verbal commands as long as you are within 30 feet of it. \n\nThese carpets come in four sizes. The Narrator can choose or randomly determine which size a given carpet is.\n\nIf the carpet is carrying half its capacity or less, its Speed is doubled.\n\n__**Table: Carpet of Flying**__\n| **d20** | **Size** | **Capacity** | **Flying Speed** | **Cost** |\n| ------- | ------------- | ------------ | ---------------- | --------- |\n| 1-4 | 3 ft. x 5 ft. | 250 lb. | 30 ft. | 15,000 gp |\n| 5-11 | 4 ft. x 6 ft. | 500 lb. | 25 ft. | 20,000 gp |\n| 12-16 | 5 ft. x 7 ft. | 800 lb. | 20 ft. | 25,000 gp |\n| 17-20 | 6 ft. x 9 ft. | 1,000 lb. | 15 ft. | 30,000 gp |", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "charcoal-stick-of-aversion-a5e", "name": "Charcoal Stick of Aversion", "type": "Wondrous Item", "desc": "At every level of society—but especially when you’re on the bottom—going unnoticed can be a great benefit. Invisibility is one thing but effectively hiding your home and your possessions can be harder. As an action, you can expend 1 charge to draw a large X on one object up to the size of a normal door. This has no effect on creatures, or objects worn by creatures. Creatures other than you that see the marked object roll a DC 10 Intelligence _saving throw_ . On a failed save, they do not notice the marked object as anything out of the ordinary from its surroundings (such as a blasphemous icon in a church, a barrel of gunpowder in a kitchen, or an unsheathed weapon resting against the wall of a bedroom going unnoticed). On a success, they can interact with the object normally. A creature that remains in the area and is consciously searching for the kind of object that you have marked receives a new saving throw at the end of each minute. A creature interacting with a marked object automatically reveals it to all creatures who observe the interaction. A charcoal mark lasts for 24 hours or until it is wiped away as an action. \n\nAlternatively, you can expend 2 charges to increase the DC to notice the object to 15\\. \n\nThe charcoal has 2 charges and regains 1 charge each dusk. If you expend the last charge, the charcoal is consumed.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "chariot-a-la-calabaza-a5e", "name": "Chariot a la Calabaza", "type": "Wondrous Item", "desc": "The original chariot a la Calabaza was created by a powerful wizard with a penchant for transmutation and riding in style. It is pulled by two spectral stallions with flowing manes and tails, who function as per the __phantom steed_ spell. As an action, you may speak the command word to transform the chariot into a pumpkin two feet in diameter. Speaking the command word again transforms the pumpkin into a carriage and resummons the horses.\n\nWhile in pumpkin form, the chariot is, in truth, a pumpkin, except that it does not naturally decay. Attempts to carve, smash, or draw upon the pumpkin are reflected onto the chariot’s form when it reappears, although the horses seem to remain unscathed regardless of such events.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "chessboard-of-gwenddoleu-ap-ceido-a5e", "name": "Chessboard of Gwenddoleu Ap Ceido", "type": "Wondrous Item", "desc": "You can use 1d4–1 actions (minimum 1 action) to place each silver and crystal chess piece in its correct starting square on this gold chessboard. When you do so, the pieces emit noises and move themselves about the board in a thrilling game that lasts 1d4+1 minutes. Other creatures within 60 feet make a DC 18 Wisdom _saving throw_ . On a failed save, a creature is compelled to use its action each turn watching the chess game and it has _disadvantage_ on Wisdom (Perception) checks until the match ends or something harmful is done to it.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "chime-of-opening-a5e", "name": "Chime of Opening", "type": "Wondrous Item", "desc": "You can use an action to strike this foot-long metal tube while pointing it at an object that can be opened (such as a lid, lock, or window) within 120 feet. The chime sounds and one lock or latch on the object opens as long as the sound can reach the object. If no closures remain, the object itself opens. After being struck 10 times, the chime cracks and becomes useless.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "circlet-of-blasting-a5e", "name": "Circlet of Blasting", "type": "Wondrous Item", "desc": "Once per dawn, while wearing this circlet you can use an action to cast _scorching ray_ . The attack bonus for the spell when cast this way is +5.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cloak-of-the-manta-ray-a5e", "name": "Cloak of the Manta Ray", "type": "Wondrous Item", "desc": "While you wear this cloak with its hood up, you gain a swim speed of 60 feet and can breathe water. You can use an action to put the hood up or down.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "clock-of-opening-a5e", "name": "Clock of Opening", "type": "Wondrous Item", "desc": "This grandfather clock weighs 250 pounds and tolls loudly every hour. Among its internal mechanisms are 12 keyholes of various sizes. Any key can be inserted into a keyhole.\n\nIf you are trained in the Arcana or Engineering skill, you can use an action to cause a lock within 500 miles to magically lock or unlock by inserting the lock’s key into the clock and adjusting the clock’s mechanisms. Additionally, so long as the key remains in the clock, you can schedule the lock to lock or unlock at certain hours of the day.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "clockwork-calendar-a5e", "name": "Clockwork Calendar", "type": "Wondrous Item", "desc": "A circular disk of dozens of interlocking gears almost a foot in diameter, upon first examination this device is unfathomably complex. The gears are covered with runes that appear to be a much older form of Dwarvish script. Rotating some of the raised gears causes this apparatus to slowly tick through a series of symbols that seem to correspond to astrological signs.\n\nTo understand how to operate the _clockwork calendar_, you must carefully study the device and turn the gears through their myriad configurations. After 1 hour you can make a DC 16 Investigation or Arcana check. On a failure, you cannot reach a conclusion regarding how to interpret the intended function of the calendar. On a success, you understand how to utilize the device as indicated below. Casting __identify_ on the calendar reveals a moderate aura of divination magic but provides no information on how to use this complex object.\n\nOnce you know how the _clockwork calendar_ functions, you can adjust the dials to display the current day of the year for the geographical region of the world you are located in (this property does not function outside of the Material Plane). The exposed faces of the gears composing the calendar display the position of the stars in the sky and the dials can be adjusted throughout the day or night to continue to track their position. The calendar can also be adjusted to any past or future dates and times to ascertain the position of any of the celestial objects visible in the night sky.\n\nAdditionally, you can use a bonus action to smash the _clockwork calendar_ and destroy it, gaining the benefits of the __haste_ spell until the end of your next turn.", "rarity": "Uncommon", "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": "confidantes-journal-a5e", "name": "Confidante’s Journal", "type": "Wondrous Item", "desc": "Living vines hold shut this journal’s cover and part only for you. Your patron can read anything you write in the journal and can cause brief messages to appear on its pages.\n\nIf you spend a short or long rest writing your most secret thoughts in the journal, you can choose to gain Inspiration instead of regaining expended Pact Magic spell slots. The seventh time you gain Inspiration in this way, you fill the journal’s pages and can’t write in it again.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cord-of-spirit-stealing-a5e", "name": "Cord of Spirit Stealing", "type": "Wondrous Item", "desc": "This leather cord is the color of stained blood and feels slightly moist. When wrapped around the handle of a melee weapon, the cord captures some of the energy of any sapient creature the weapon is used to kill. When you reduce a hostile sapient creature to 0 hit points, the cord gains 1 charge (to a maximum of 5). You can use a bonus action to spend 1 charge from the cord to cast _false life_ , or expend more additional charges to increase the spell’s level to the number of charges expended. ", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cravat-of-strangling-a5e", "name": "Cravat of Strangling", "type": "Wondrous Item", "desc": "This red silk cravat appears to be—and, technically, is—extremely luxurious. While holding it, you can change its color or pattern as a bonus action. Unfortunately, it is also cursed. When you put it on, it immediately tightens. You must make a DC 14 Constitution _saving throw_ each round or begin to suffocate. On subsequent turns, you or an ally may make a DC 15 Strength (Athletics) check to attempt to remove it. Doing so has a 50 percent chance of destroying the cravat. Attempts to cut, burn, or magically rip it off deal half damage to wearer and half to the cravat (10 hp), which only releases its hold once destroyed.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "crock-and-dish-of-rhygenydd-ysgolhaig-a5e", "name": "Crock and Dish of Rhygenydd Ysgolhaig", "type": "Wondrous Item", "desc": "You can use an action to cast __create food and water_ from this cookware.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cubic-gate-a5e", "name": "Cubic Gate", "type": "Wondrous Item", "desc": "This 3-inch cube has 3 charges and regains 1d3 charges each dawn. Each side of the cube is keyed to a different plane, one of which is the Material Plane. The other five sides are determined by the Narrator.\n\nAs an action, you may press one side of the cube and spend a charge to cast the _gate s_pell, expending a charge and opening a portal to the associated plane. You may instead press a side twice, expending 2 charges and casting _plane shift_ (save DC 17) which sends the targets to the associated plane.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cunning-tools-a5e", "name": "Cunning Tools", "type": "Wondrous Item", "desc": "This exquisitely designed set of thieves’ tools are enchanted to guide even the clumsiest felons to success. While using these thieves’ tools you are proficient with them, and you gain an expertise die on checks made to pick locks or disable devices such as traps. \n\nIn addition, these thieves’ tools fold down into a single smooth rosewood handle that appears to be a finely polished piece of wood, and you gain an expertise die on checks made to conceal them.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dagger-of-venom-a5e", "name": "Dagger of Venom", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic blade. In addition, once each dawn you can use an action to poison the dagger’s blade for 1 minute or until it is used to damage a creature. When a creature is damaged by the blade’s poison, it makes a DC 15 Constitution _saving throw_ or takes 2d10 poison damage and becomes _poisoned_ for 1 minute.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dancing-shoes-a5e", "name": "Dancing Shoes", "type": "Wondrous Item", "desc": "These shoes feature a low heel, but otherwise shape to the wearer’s foot. While wearing these shoes, you gain an _expertise die_ on checks that relate to dancing.\n\nIf the shoes are separated, you may attune to one. When attuned to in this way, you know the direction of its location and if another creature has attuned to it. Once the shoes are reunited again, the effect ends.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dark-stone-a5e", "name": "Dark Stone", "type": "Weapon", "desc": "Five _dark stones_ are usually found together. A _dark stone_ is a black, round pebble that is cold to the touch. It can be used as sling ammunition or can be thrown up to 30 feet. If it is used as sling ammunition, a target hit by the stone takes an extra 1d6 cold damage. Whether it is fired or thrown, nonmagical fires within 10 feet of the stone’s point of impact are immediately extinguished, as are any magical lights or fires created with a spell slot of 2nd-level or lower.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "deaths-essence-pendant-a5e", "name": "Death’s Essence Pendant", "type": "Wondrous Item", "desc": "This small black pendant has 5 charges and regains 1d4 charges each day at dawn.\n\nYou can use an action and expend a charge to make undead of CR 1 or lower indifferent to you and creatures you choose within 30 feet of you. Undead remain indifferent until you for up to 1 hour, or until you threaten or harm them.\n\nThree times each day you can use a bonus action and expend a charge to summon a skeleton (page 334 or zombie (page 335). Your summoned creature follows you and is hostile to creatures that are hostile to you. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete. Undead created by the pendant turn into dust at dawn.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "decanter-of-endless-water-a5e", "name": "Decanter of Endless Water", "type": "Wondrous Item", "desc": "This flask sloshes when shaken as if full of water. You can use an action to remove the stopper and speak a command word, causing undrinkable water to flow out of the flask. It stops at the start of your next turn. \n\n**Stream**. This command word produces 1 gallon of water.\n\n**Fountain.** This command word produces 5 gallons of water.\n\n**Geyser.** This command word produces 30 gallons of water that manifests as a geyser 30 feet long and 1 foot wide. As a bonus action, you can aim the geyser at a target within 30 feet, forcing it to make a DC 13 Strength _saving throw_ or take 1d4 bludgeoning damage and be knocked _prone_ . Any object less than 200 pounds is knocked over or pushed up to 15 feet away.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "deck-of-illusions-a5e", "name": "Deck of Illusions", "type": "Wondrous Item", "desc": "This box houses a set of 34 illustrated cards when new. A found deck is typically missing 1d20 cards. \n\nAs an action, you can draw a random card (one manually selected does nothing) and throw it up to 30 feet from you. \n\nUpon landing, the card creates an illusion of one or more creatures. These illusions are of normal size for the creatures depicted and act normally, but are insubstantial and harmless. While you are within 120 feet of the illusion, you can use an action to move it anywhere within 30 feet from its card. \n\nThe illusions are revealed to a creature when it uses an action to make a DC 15 Investigation check or automatically upon any physical interaction. Once revealed, an illusion becomes translucent.\n\nThe illusion lasts until its card is moved or it is dispelled. In either case the card disappears and cannot be reused.\n\n__**Table: Deck of Illusions**__\n| **Playing Card** | **Illusion** |\n| ------------------- | ---------------------------- |\n| ♣ Ace of Clubs | Iron golem |\n| ♣ King of Clubs | Erinyes |\n| ♣ Jack of Clubs | Berserker |\n| ♣ Ten of Clubs | Hill giant |\n| ♣ Nine of Clubs | Ogre |\n| ♣ Eight of Clubs | Orc |\n| ♣ Two of Clubs | Kobold |\n| ♦ Ace of Diamonds | Murmuring worm |\n| ♦ King of Diamonds | Archmage and mage apprentice |\n| ♦ Queen of Diamonds | Night hag |\n| ♦ Jack of Diamonds | Assassin |\n| ♦ Ten of Diamonds | Fire giant |\n| ♦ Nine of Diamonds | Ogre mage |\n| ♦ Eight of Diamonds | Gnoll |\n| ♦ Two of Diamonds | Kobold |\n| ♥ Ace of Hearts | Red dragon |\n| ♥ King of Hearts | Knight and 4 guards |\n| ♥ Queen of Hearts | Incubus/Succubus |\n| ♥ Jack of Hearts | Druid |\n| ♥ Ten of Hearts | Cloud giant |\n| ♥ Nine of Hearts | Ettin |\n| ♥ Eight of Hearts | Bugbear |\n| ♥ Two of Hearts | Goblin |\n| ♠ Ace of Spades | Lich |\n| ♠ King of Spades | Priest and 2 acolytes |\n| ♠ Queen of Spades | Medusa |\n| ♠ Jack of Spades | Veteran |\n| ♠ Ten of Spades | Frost giant |\n| ♠ Nine of Spades | Troll |\n| ♠ Eight of Spades | Hobgoblin |\n| ♠ Two of Spades | Goblin |\n| 🃏 Joker (2) | The deck’s wielder |", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "deck-of-many-things-a5e", "name": "Deck of Many Things", "type": "Wondrous Item", "desc": "A legend of ruination and wonder to those that have heard of it, the _Deck of Many Things_ is the fickle power of fate distilled. Most were created by gods of luck and are found in small and ornately carved coffers and have only 13 cards, but some have the full 22\\. The Narrator may decide, or roll 1d4 to determine randomly (a partial deck on a 1–3, or a full deck on a 4).\n\nBefore drawing, you must declare the number of cards that you intend to draw. A modified poker deck can be used to create your own physical deck using the substitutions below. A card's magic takes effect as soon as it is drawn. Once you begin drawing, each subsequent card must be drawn within an hour of the card that came before it. Failure to do so causes all of your remaining draws to fly out of the deck and take effect immediately. Once a card is drawn, if it is not a joker it is reshuffled into the deck, making it possible to draw the same card twice.\n\nOnce you have drawn the number of cards that you’ve declared, the deck resets and you may never draw from that deck again. Once all individuals present when the deck is discovered have drawn their cards, roll 1d4\\. On a 1–3 the deck vanishes, or on a 4 it returns to its coffer, allowing you to transport it should you so choose.\n\nThe Balance, Comet, Donjon, Fates, Fool, Gem, Idiot, Talons, and Vizier cards only appear in the 22 card deck.\n\n---\n\n♣ **Ace of Clubs: Talons.** Every magical item that you own is immediately destroyed. Artifacts are not destroyed and are instead cast into the multiverse.\n\n♣ **King of Clubs: Void.** Your soul is torn from your body and trapped in an object in a location of the Narrator’s choosing where it is guarded by powerful beings. While your soul is trapped, your body is incapacitated. Even a _wish_ cannot restore your soul, but it can reveal its location. Any remaining draws from the deck are lost.\n\n♣ **Queen of Clubs: Flames.** You gain the enmity of a powerful devil. It seeks to destroy you along with all that you love or have built, inflicting as much misery upon you and your loved ones as possible before finally slaying you. This antagonism lasts until either you or the devil perish.\n\n♣ **Jack of Clubs: Skull.** A merciless harbinger of death appears and attempts to slay you. The harbinger appears in an unoccupied space within 10 feet and immediately attacks. A sense of mortal dread fills any allies present, warning them to stay away. The harbinger fights until you die or it is reduced to 0 hit points. It cannot be harmed by anyone other than you, and if anyone other than you attempts to harm it, another harbinger of death is summoned for them. Creatures slain by a harbinger cannot be restored to life by any means.\n\n♣ **Two of Clubs: Idiot.** Your Intelligence score is permanently reduced by 1d4+1, to a minimum of 1\\. You may draw one additional card beyond what you declared.\n\n♦ **Ace of Diamonds: Vizier.** At any point within a year of drawing this card, you may ask a question while meditating and immediately receive a truthful answer that helps you to solve a problem or dilemma as well as the wisdom and the knowledge to apply it.\n\n♦ **King of Diamonds: Sun.** You gain 50,000 XP, and a randomly determined wondrous item appears in your hands.\n\n♦ **Queen of Diamonds: Moon.** You are granted 1d3 wishes (as the __wish_ spell).\n\n♦ **Jack of Diamonds: Star.** Increase an ability score of your choice by 2\\. The score cannot exceed 24.\n\n♦ **Two of Diamonds: Comet.** Defeating the next hostile monster or group of monsters alone will grant you enough experience points to advance to the next level.\n\n♥ **Ace of Hearts: Fates.** You are granted the ability to reweave the fabric of reality, allowing you to circumvent or erase a single event as though it had never happened. You may use this ability immediately upon drawing the card or at any point prior to your death.\n\n♥ **King of Hearts: Throne.** You are granted proficiency in the Persuasion skill and gain a 1d6 expertise die on all Charisma (Persuasion) checks. You are also granted legal domain over a small keep or fortress on the plane that your character inhabits. Your new domain is overrun by monsters and must be liberated before it can be inhabited.\n\n♥ **Queen of Hearts: Key.** A magic weapon of at least rare rarity that you are proficient with appears in your hand. The weapon is chosen by the Narrator.\n\n♥ **Jack of Hearts: Knight.** A _veteran_ appears and offers you their service, believing it to be destiny, and will serve you loyalty unto death. You control this character.\n\n♥ **Two of Hearts: Gem.** You are showered in wealth. A total of 25 trinkets, easily portable pieces of art, or jewelry worth 2,000 gold each, or 50 gems worth 1,000 gold each appear directly in front of you. \n\n♠ **Ace of Spades: Donjon.** You vanish and are trapped in an extradimensional space. You are either unconscious in a sphere (50%) or trapped in a nightmare realm drawn from your own experiences and fears (50%). You remain in your prison until you are freed. While divination magics cannot locate you, a wish spell reveals the location of your prison. You cannot draw any more cards.\n\n♠ **King of Spades: Ruin.** All nonmagical wealth that you own is lost. Material items vanish. Property and other holdings are lost along with any documentation. You are destitute.\n\n♠ **Queen of Spades: Euryale.** You are _cursed_ by the card. You suffer a permanent –2 penalty to all _saving throws_ . Only a god or the Fates Card can end this curse.\n\n♠ **Jack of Spades: Rogue.** A trusted ally, friend, or other NPC (chosen by the Narrator) becomes a bitter enemy, although their identity is not revealed. They will act against you based upon their abilities and resources, and will try to utterly destroy you. Only a _wish_ spell or divine intervention can end the NPC’s hostility. \n\n♠ **Two of Spades: Balance.** Your history rewrites itself. You gain a randomly determined background, replacing your background feature with the new background feature. You do not change the skill proficiencies or ability score increases from your previous background, or gain new skill proficiencies or ability score increases.\n\n🃏 **Joker with Trademark: Fool.** You lose 10,000 xp and must immediately draw again. If the experience lost in this manner would cause you to lose a level, you are instead reduced to the beginning of your current level instead.\n\n🃏 **Joker without Trademark: Jester.** Fortune smiles on the foolish. Either gain 10,000 XP or draw twice more from the deck beyond what you declared.\n\n---\n\n**Harbinger of Death Challenge** —\n\n_Medium undead_ 0 XP\n\n**Armor Class** 20\n\n**Hit Points** half the hit point maximum of its summoner\n\n**Speed** 60 ft., fly 60 ft. (hover)\n\n**STR DEX CON INT WIS CHA**\n\n16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)\n\n**Proficiency** +3; **Maneuver** DC 14\n\n**Damage Immunities** necrotic, poison\n\n**Condition Immunities** _charmed_ , _frightened_ , _paralyzed_ , _petrified_ , _poisoned_ , _unconscious_ \n\n**Senses** darkvision 60 ft., truesight 60 ft., passive Perception 13\n\n**Languages** all languages known to its summoner\n\n_**Incorporeal Movement.**_ The harbinger can move through other creatures and objects as if they were _difficult terrain_ . It takes 5 (1d10) force damage if it ends its turn inside an object.\n\n_**Turning Immunity**_. The harbinger is immune to features that turn undead.\n\nACTIONS\n\n**_Reaping Scythe_**. The harbinger sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. The sixth time and each subsequent time that a creature is damaged by this attack, it makes a DC 14 Charisma _saving throw_ or becomes _doomed_ .", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "describing-gremlins-a5e", "name": "Describing Gremlins", "type": "Wondrous Item", "desc": "This little porcelain chair has a tiny ethereal purple goblinoid sitting on it, and in the creature’s hands sits another even smaller purple goblinoid, and in their hands sits an even smaller goblinoid, and the motif seems to go on forever smaller. \n\nThis item includes 10 gremlins of decreasing scale from the largest at 4 inches tall, to the smallest that’s roughly the size of an amoeba. \n\nIf you place a single drop of a substance in front of the series of gremlins, the largest of them leans towards it and allows the smaller gremlins a minute to observe the drop’s contents at a cellular level. The smallest gremlin explains to the next size up, and so on, with the largest gremlin communicating back to you the description of the contents at a cellular level.\n\nThe gremlins are not particularly intelligent so most of their descriptions are similar to “_some sorta green globs_” or “_a buncha squidgy spiny things what tried to eat m_e”.\n\nAlthough this information is not scientifically or medically helpful, it can easily be used to identify if a substance is the same as another previously observed substance as the gremlins are consistent in their descriptions.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "devils-eye-ring-a5e", "name": "Devil’s Eye Ring", "type": "Ring", "desc": "This silver ring contains the sentient eye of a devil. While you are wearing the ring and it is uncovered, you have _disadvantage_ on Persuasion checks but gain an expertise die on Intimidation checks. \n\nIn addition, you gain darkvision to a range of 120 feet, and are able to see through both magical and nonmagical darkness.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dimensional-shackles-a5e", "name": "Dimensional Shackles", "type": "Wondrous Item", "desc": "You can use an action to shackle an _incapacitated_ Small- to Large-sized creature using these manacles. Once shackled, the creature is incapable of using or being affected by any sort of extradimensional travel or effect (including teleportation or plane shift spells and effects, but not portals). \n\nYou and any creature you designate when you use the shackles can use an action to remove them. At the end of every 2 weeks that pass, a shackled creature can make a DC 30 Strength (Athletics) check to break free and destroy the shackles.", "rarity": "Rare", "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": "dragon-slayer-a5e", "name": "Dragon Slayer", "type": "Weapon", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic sword, and it deals an extra 3d6 damage against dragons (including any creature with the dragon type, such as _dragon turtles_ and _wyverns_ ).", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dust-of-disappearance-a5e", "name": "Dust of Disappearance", "type": "Wondrous Item", "desc": "This shimmering dust is usually found in a small vial that contains enough for a single use. You can use an action to scatter the dust into the air, covering you and each creature and object within 10 feet and rendering them _invisible_ for 2d4 minutes. This consumes the dust. If an affected creature casts a spell or attacks, the effect ends for that creature.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dust-of-dryness-a5e", "name": "Dust of Dryness", "type": "Wondrous Item", "desc": "This small vial contains 1d6+4 pinches of dust. You can use an action to spread a pinch over water, transforming a 15-foot cube of water into a small pellet that weighs less than an ounce. \n\nUsing an action, you or another creature can break the pellet against any hard surface, releasing all of the water and destroying the pellet. \n\nA creature composed mostly of water that is exposed to a pinch of the dust makes a DC 13 Constitution _saving throw_ , taking 10d6 necrotic damage on a failure, or half damage on a success.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dust-of-sneezing-and-choking-a5e", "name": "Dust of Sneezing and Choking", "type": "Wondrous Item", "desc": "This fine gray dust is usually found in a vial and appears to be _dust of disappearance_ , even when magic is used to _identify_ it. Each vial contains enough for a single use.\n\nYou can use an action to throw the dust into the air. You and creatures within 30 feet of you that breathe make a DC 15 Constitution _saving throw_ or become wracked with violent coughing and sneezing, becoming _incapacitated_ and beginning to _suffocate_ . While conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effects on a success. A _lesser restoration_ spell also ends the effects.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dwarven-plate-a5e", "name": "Dwarven Plate", "type": "Armor", "desc": "While wearing this armor, you gain the following benefits:\n\n* Your Armor Class increases by +1.\n* When an effect forces you to move along the ground, you can use your reaction to reduce the forced movement by up to 10 feet.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "earth-charm-a5e", "name": "Earth Charm", "type": "Wondrous Item", "desc": "While wearing this charm you gain an expertise die on checks and _saving throws_ to avoid falling _prone_ , or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Abase:** As an action, choose a creature you can see within 200 feet. It makes a DC 15 Strength _saving throw_ or its flying speed (if any) is reduced to 0 feet for 1 minute, or until you lose _concentration_ (as if concentrating on a spell). An affected airborne creature falls, taking damage when it lands (maximum 8d6 bludgeoning damage).\n* **Reshape:** Cast _stone shape ._\n* **Withdraw:** Cast __meld into stone ._\n\n**Curse**. Releasing the charm’s power attracts the attention of a _divi_ who seeks you out to demand your service.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "efficient-quiver-a5e", "name": "Efficient Quiver", "type": "Wondrous Item", "desc": "This quiver has three compartments that contain extradimensional spaces. The first compartment can hold up to 60 arrows or items of a similar size. The second compartment can hold up to 18 javelins or similar items. The third compartment can hold up to 6 items such as bows, quarterstaffs, or spears.\n\nYou can retrieve any item as if it were being drawn from a regular quiver or scabbard. No single item can weigh more than 2 pounds.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "efreeti-bottle-a5e", "name": "Efreeti Bottle", "type": "Wondrous Item", "desc": "You can use an action to unstopper this intricately carved brass bottle, causing an _efreeti_ to appear in a cloud of acrid smoke in an unoccupied space within 30 feet. When you open the bottle, roll to d100 to determine the effect.\n\n__**Table: Efreeti Bottle**__\n| **d100** | **Effect** |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 01–10 | The efreeti attacks you. The Efreeti departs after 5 rounds pass or losing half its hit points, whichever happens first, and the bottle becomes a mundane item. |\n| 11–90 | The efreeti serves you for up to 1 hour before being drawn back into the bottle. The bottle cannot be opened again for 24 hours. This effect occurs automatically the second and third time the bottle is opened. The fourth time the bottle is opened, the efreeti vanishes and the bottle loses its enchantment. |\n| 91–100 | The efreeti grants you 3 wishes (as the _wish_ spell) then vanishes after an hour or after granting the final wish, and the bottle becomes a mundane item. |", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "elemental-gem-a5e", "name": "Elemental Gem", "type": "Wondrous Item", "desc": "You can use an action to break this gem, releasing a burst of elemental energy that summons an elemental to you as if you had cast the _conjure elemental_ spell. The type of gem determines the elemental summoned. \n\nThe gem loses its enchantment when broken.\n\n__**Table: Elemental Gem**__\n| Corundum | _Fire elemental_ |\n| -------- | ----------------- |\n| Diamond | _Earth elemental_ |\n| Emerald | _Water elemental_ |\n| Sapphire | _Air elemental_ |", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "elemental-quiver-a5e", "name": "Elemental Quiver", "type": "Wondrous Item", "desc": "When you place one or more pieces of nonmagical ammunition into this bejeweled leather quiver, after 1 hour each is imbued with elemental power determined by the gem used in its construction. An elementally-imbued piece of ammunition deals an extra 1d4 elemental damage (see Table: Elemental Quiver). The enchantment begins to fade after the ammunition is removed from the quiver and vanishes entirely after 1 minute. Each piece of ammunition imbued with elemental power expends 1 charge from the quiver. The quiver has 20 charges and regains 1d4+2 charges each dawn.\n\n__Table: Elemental Quiver__\n| **Gem** | **Elemental Damage** |\n| -------- | -------------------- |\n| Diamond | Lightning |\n| Emerald | Acid |\n| Ruby | Fire |\n| Sapphire | Cold |", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "elven-chain-a5e", "name": "Elven Chain", "type": "Armor", "desc": "While wearing this armor your Armor Class increases by +1, and you are able to wear it without penalty even without proficiency. It only weighs 10 pounds, including the padding underneath, and can be stealthily worn under normal clothes.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "emperors-blade-a5e", "name": "Emperor’s Blade", "type": "Weapon", "desc": "Spiked metal barbs line this _+1 longsword_, resembling the many rows of a shark's teeth. You can use a bonus action to speak a command word that activates or deactivates the barbs. While activated, the barbs rapidly saw back and forth to tear into your foes, making your weapon attacks with the sword deal an extra 1d8 slashing damage.\n\nWhen you score a critical hit while the barbs are active, the sawing barbs leave a terrible wound that deals 1d8 ongoing damage. At the start of each of its turns, a wounded creature makes a Constitution _saving throw_ (DC 8 + your proficiency bonus + your Strength modifier) to end the ongoing damage.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "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": "eversmoking-bottle-a5e", "name": "Eversmoking Bottle", "type": "Wondrous Item", "desc": "This glass bottle is filled with whirling smoke. You can use an action to remove the stopper, causing a thick cloud to pour out and fill a 60-foot radius centered on the bottle, making the area _heavily obscured_ . The cloud grows by 10 feet for each minute that the bottle remains open, to a maximum radius of 120 feet.\n\nThe cloud remains until the bottle is closed. Closing the bottle requires the item’s command word and an action, after which the smoke disperses after 10 minutes. Moderate winds disperse the smoke after 1 minute. Strong winds disperse the smoke after 1 round.", "rarity": "Uncommon", "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" }, { "slug": "eyes-of-minute-seeing-a5e", "name": "Eyes of Minute Seeing", "type": "Wondrous Item", "desc": "These wire-framed lenses are worn over the eyes and enhance your vision within 1 foot. You gain _advantage_ on any sight-based Investigation checks made to study an object or area within that range", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "family-scrapbook-a5e", "name": "Family Scrapbook", "type": "Wondrous Item", "desc": "This scrapbook contains the legacy of campaigns undertaken by adventurers in days past. When in need of advice, you can open the leather-bound tome and spend 1 minute looking for a similar situation. Roll a d10 and on a 7 or higher, you learn one fact relevant to the situation. On a failure, you instead learn one fact or piece of advice that is irrelevant to the situation (such as “_a group of tigers is called an ambush_,” or “_you should eat more leafy greens_”). Once you have used this feature, you cannot do so again until you finish a _long rest_ .\n\nAlternatively, you can use a bonus action to rapidly find one tale of questing relevant to your situation and rip it out of the book. Choose one 1st-level spell that has a casting time of 1 action from any class spell list. Before the end of your next turn, you can cast this spell without the need for material components. After a page is torn from the tome in this way, it becomes a mundane scrapbook.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "