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=32
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-requires_attunement&page=33", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-requires_attunement&page=31", "results": [ { "slug": "sinners-ashes-a5e", "name": "Sinner’s Ashes", "type": "Wondrous Item", "desc": "This small stark urn contains the ashen remains of an unholy humanoid. As an action, you can throw the urn up to 30 feet away where it shatters and produces a 20-foot radius black cloud of ash. This area is _heavily obscured_ and any creature that ends its turn within the area must make a DC 13 Constitution _saving throw_ or take 2d4 necrotic damage. This ash cloud remains for 1 minute, until a moderate wind (at least 10 miles per hour) disperses the cloud in 4 rounds, or until a strong wind (20 or more miles per hour) disperses it in 1 round.\n\nAlternatively, the ashes can be used as an ingestible poison. The urn contains enough ashes for a single dose, and any celestial that consumes them must make a DC 16 Constitution _saving throw_ , taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "skeleton-key-a5e", "name": "Skeleton Key", "type": "Wondrous Item", "desc": "This miniature skeleton holding a knife has been carved out of a human’s vertebrae. As an action, you can use the miniature knife to self-inflict 2d4 damage that ignores all resistances and immunities. When you do so, the skeleton animates and walks towards the nearest locked door or object within 10 feet, then plunges itself into the lock and makes a thieves’ tools check (it has a +10 bonus) to crack the lock. Whether successful or unsuccessful, the skeleton then walks back to you and returns to its inanimate state.\n\nAlternatively, you can use an action to cover the skeleton in blood. When you do so, the skeleton rushes to the nearest lock within 10 feet and unlocks it (as per the spell __knock_ ) before dissolving into red mist.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "skrivena-moc-whispering-blade-a5e", "name": "Skrivena Moc, Whispering Blade ", "type": "Weapon", "desc": "A huge red ruby is set into the pommel of this intricately filigreed golden longsword. The jewel shimmers and shines as the blade speaks in a voice that resonates with a deep and distant baritone. Without this illusion, a twisted demonic form is revealed: the blade is composed of a single sharpened tooth, what appears to be the hilt is instead a grotesque sucker-like mouth, and the ruby pommel is a figment covering a single great crimson eye that stares with fiendish intelligence.\n\nYou have a +3 bonus to attack and damage rolls made with this magic longsword. An intense burning heat radiates from the blade and it deals an extra 3d6 fire damage on a successful hit. \n\n_**Attached Properties.**_ While attached to _Skrivena Moc,_ you gain resistance to fire, proficiency with longswords, and after taking the Attack action on your turn you can use your reaction to make a melee weapon attack using it. However, the weapon forms a permanent bond with its wielder and cannot be put down or removed once wielded.\n\n_**Corruption.**_ At the end of each week that _Skrivena Moc_ is attached to you, your Charisma score is decreased by 1d4\\. When you have lost 6 or more Charisma in this way, raised black veins radiate out from the point of _Skrivena Moc’s_ attachment. This Charisma loss cannot be healed until _Skrivena Moc_ is no longer attached to you, at which point you recover 1 Charisma at the end of each long rest.\n\n_**Fiend Transformed.**_ This elegantly crafted longsword of filigreed gold whispers promises of greater treasures to come—yet those who wield it are doomed. In truth it is an imprisoned _balor_ reduced in power by potent enchantments, the elegant blade only an illusion. Any that dare grasp the infernal hilt know not their peril, unaware they are actually plunging their hand into a fiendish maw.\n\n_**Sentience.** Skrivena Moc_ is a sentient construct with Intelligence 20, Wisdom 16, and Charisma 22\\. It has hearing and truesight to a range of 120 feet. The longsword communicates with you telepathically and can speak and understand Abyssal, Common, and up to 3 other languages of the Narrator’s choice.\n\n_**Personality.**_ _Skrivena Moc_ needs a wielder to accomplish much of anything and it is a peerless manipulator. Wrathful and vindictive, the fiend blade sees those who carry it as insignificant and a means to an end. However it has been stuck in this form for centuries and has learned to maintain a helpful and subservient façade to better facilitate the careful orchestration of events whenever possible, only revealing its true intentions as a last resort. Once wielded, the fiend blade grabs hold and cannot be dropped. The demon makes hasty apologies for its “curse”, manipulating its wielder into serving its will—it acts as a powerful weapon but slowly drains away their vital essences until they die, all the while using them to track down potential cures for its transformation.\n\n**Forgotten Fiend**\n\nLong ago Skrivena Moc was defeated by the great elven wizard Stariji. Rather than banish the demon and allow it to reform in the Abyss, the mage transformed the evil monster into something more useful: a sword to bestow upon her champions. It suffered for centuries as a tool of justice, made to forcefully cut down hundreds of fiends in the name of its most hated enemy. After nearly a millennium of belligerent service however, Stariji finally succumbed to her age and died peacefully in her bed. With the elven wizard and all her champions gone Skrivena Moc was left to molder deep within its cursed enemy’s home amongst other treasures—but as centuries passed it eventually was discovered and has escaped to wreak havoc on the world once more.\n\nSkrivena Moc constructs a web of lies, propping itself up as Stariji’s most trusted warrior who chose to serve the elven mage against evil even after death. It promises everything an adventurer could want and more if only they’ll wield it—and the demon keeps its promises, in a way. The fiend blade is powerful even in untrained hands, though it is also full of deception. Whatever lies and half-truths the sword produces, it has only one goal in mind: Skrivena Moc wishes to return to its true demonic form. Stariji’s old enchantment has weakened over the centuries and allowed for some of its fiendish essence to leach out, but it still cannot escape the mage’s trap. As it seems the old wizard never shared her techniques, Skrivena Moc must find her spellbook, the only known source that contains the techniques to restore its form. Even death cannot save it, as the mage ensured that it cannot be destroyed only to reform in the Abyss while in this cursed shape.\n\n**Skrivena Moc, Whispering Blade Challenge 4+**\n\n_Small fiend_ 1,100 XP+\n\n**Armor Class** 19 (natural armor)\n\n**Hit Points** 180 (19d6+114)\n\n**Speed** 0 ft.\n\n**STR DEX CON INT WIS CHA**\n\n26 (+8)15 (+2)22 (+6)20 (+5)16 (+3)22 (+6)\n\n**Proficiency** +3; **Maneuver DC** 19\n\n**Saving Throws** Con +8, Wis +5, Cha +8\n\n**Skills** Arcana +9, Deception +10, History +9, Insight +7, Intimidation +10, Investigation +9, Perception +7, Persuasion +10\n\n**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons\n\n**Damage Immunities** fire, poison\n\n**Condition Immunities** _poisoned_ \n\n**Senses** truesight 120 ft., passive Perception 17\n\n**Languages** Abyssal, Common, telepathy 120 ft.\n\n_**Death Throes.**_ When Skrivena Moc dies it explodes and each creature within 30 feet of it must make a DC 21 Dexterity _saving throw_ , taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites unattended flammable objects in the area. Any creature currently attached to Skrivena Moc has _disadvantage_ on this save.\n\n_**Demonic Blade.**_ While Skrivena Moc is attached to a creature, the creature gains the attached template.\n\n_**Immobile.**_ Skrivena Moc has been magically forced into the form of a blade and is unable to move on its own. It is considered _restrained_ and automatically fails Strength and Dexterity checks and _saving throws_ .\n\n_**Magic Resistance**_. Skrivena Moc has _advantage_ on _saving throws_ against spells and other magical effects.\n\n**_Prized Glamer._** Skrivena Moc has an illusion around it that makes it look and feel like a golden longsword. Creatures who physically interact with the figment can determine that the sword is glamored with a DC 22 Arcana or Investigation check. Skrivena Moc can use a bonus action to activate or dismiss this illusion.\n\n_**Variable Challenge Rating.**_ Skrivena Moc’s CR is equal to its wielder’s level or CR (minimum CR 4).\n\nACTIONS\n\n**_Corrupting Siphon (Recharge 5–6)_**. The creature attached to Skrivena Moc makes a DC 19 Constitution _saving throw_ or reduces its Charisma by 2 (1d4). Skrivena Moc regains 1d8 hit points for each point of Charisma lost in this way. This Charisma loss cannot be healed until Skrivena Moc is no longer attached to the creature, at which point it recovers 1 Charisma at the end of each _long rest_ .\n\n_**Demonic Leeching (3/Day)**_. Skrivena Moc uses its natural resistances to filter out its wielder’s ailments, ending either the _poisoned_ condition or one nonmagical _disease_ afflicting the attached creature.\n\n_**Grip of Control.**_ The creature attached to Skrivena Moc makes a DC 19 Wisdom _saving throw_ or temporarily loses control to the fiend blade until the end of Skrivena Moc’s next turn (as __dominate person_ ).\n\n_**Trusty Blade**_. The creature attached to Skrivena Moc makes a DC 19 Charisma _saving throw_ or it is _charmed_ for the next hour. If the attached creature’s saving throw is successful, the creature is immune to this effect for the next 24 hours. \n\nREACTIONS\n\n_**Fiendish Attachment.**_ When a creature grasps Skrivena Moc’s hilt, it can use reaction to attach to the creature. Once attached, the creature cannot let go and is forced to wield Skrivena Moc with whatever limb it used to grab the hilt. Skrivena Moc can use an action to detach from a creature and otherwise detaches when it dies, the attached limb is severed, or if it is dealt 35 or more radiant damage in a single round.\n\n_**Justified Paranoia**_. Whenever Skrivena Moc hears its name mentioned or is otherwise suspicious of a creature, it can use its reaction to telepathically delve into the creature’s mind (as _detect thoughts_ ; save DC 19).", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "skull-liqueur-a5e", "name": "Skull Liqueur", "type": "Potion", "desc": "This crystal phial appears empty unless it is agitated, which reveals that it is filled to the brim with a clear liqueur. Close examination reveals bubbles within the liquid that seem to be shaped like tiny skulls. Pouring the phial’s contents into the mouth of a dead creature animates it as if it were the target of a __speak with dead_ spell.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "skywing-a5e", "name": "Skywing", "type": "Wondrous Item", "desc": "Folding into a specially designed backpack, a _skywing_ is part mechanical, part magical, and you can gain proficiency with it as though it were a tool. The apparatus can be deployed as a bonus action and gives you a glide speed of 20 feet, but reduces your walking speed by half. Gliding allows you to move horizontally 1 foot for every 1 foot it descends, falling if you move less than 5 feet each turn. In addition, you can spend an action to make a Dexterity check. On a success, you gain 5 feet of height. The DC of this check is set by the Narrator based on the weather conditions.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "slippers-of-spider-climbing-a5e", "name": "Slippers of Spider Climbing", "type": "Wondrous Item", "desc": "While you are wearing these shoes, you can move on walls and upside down on ceilings without the use of your hands, gaining a climb speed equal to your Speed. The shoes cannot be used on slippery surfaces.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "snake-eye-bones-a5e", "name": "Snake-Eye Bones", "type": "Wondrous Item", "desc": "Every trip to sea can become boring and one of the best ways to whittle away at the time—besides drinking rum—is to engage in a game of bones. Not every sailor on the high seas is honest and these dice were crafted with the devious amongst them in mind. Each four-sided die is made from bleached white whale bone and inlaid with jet-black markings. No matter how many times they are thrown or the number of ship hulls they strike, the dice never nick or scuff, and their markings do not fade. \n\nThe dice have 2 charges and regain 1 charge each dawn. When you speak the command word as a bonus action as the dice are being rolled, their results come up as double ones (or snake-eyes). If you expend the last charge, roll a d20\\. On a result of 5 or less, the dice will roll up as double ones but both dice then crack in half rendering them useless.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "somnambulatory-brew-a5e", "name": "Somnambulatory Brew", "type": "Potion", "desc": "This concoction looks, smells, and tastes like water. An _identify_ spell reveals that it is imbued with enchantment magic but nothing else.\n\nIf you drink it, 1 minute later you must succeed on a DC 16 Constitution _saving throw_ or fall _unconscious_ for 1d4 hours. You remain unconscious until you take damage, or until a creature uses an action to shake or slap you awake.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sonic-staff-a5e", "name": "Sonic Staff", "type": "Weapon", "desc": "This metal polearm has complex flanged baffles along its haft and ends with a faintly glowing two-tined cap not unlike a tuning fork. When struck it reverberates near-deafeningly and by adjusting its components you can tune it to the destructive resonance of an object.\n\nYou have a +1 bonus to _attack and damage rolls_ made with this magic weapon. It constantly emits a high-pitched whine that is uncomfortable to animals. Animals do not willingly approach within 10 feet of the staff without a successful DC 22 Animal Handling check. \n\nAttacks with this weapon deal double damage against doors and other objects.\n\nOnce per day, you can use an action to slam it against the ground and generate a wave of thunder and force, either in a 10-foot radius or 30-foot cone. Creatures in the area take 3d6 thunder damage and are pushed 15 feet away. This effect cannot penetrate a _silence_ spell (or any similar magical silence effect).", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sovereign-glue-a5e", "name": "Sovereign Glue", "type": "Wondrous Item", "desc": "This alabaster liquid adhesive permanently joins together any two objects. When found the bottle has 1d6 + 1 ounces of adhesive inside. \n\nYou may use one ounce to cover a 1-foot square surface which. After 1 minute passes the _sovereign glue_ sets and the bond cannot be broken without using _universal solvent , oil of etherealness_ , or a __wish_ spell.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spectral-camera-a5e", "name": "Spectral Camera", "type": "Wondrous Item", "desc": "Favored by those who deal with hauntings, a spectral camera can capture the image of spirits on film. Any creature with incorporeal movement or on the Ethereal Plane (visible or not) that passes in front of the camera’s open aperture (up to 30 feet away) will trigger the camera to immediately take a monochrome picture. This has no effect on creatures affected by an _invisibility_ spell. You can also take a picture manually as a reaction. Once a picture is taken, you must spend an action to prepare the camera for another.\n\nUnlike physical objects, incorporeal beings do not need to stay still to appear on the resulting photo, though the entire process takes 1 minute to complete. Such photos do not need to be developed and show ghostly subjects in crisp detail, while all mundane aspects (chairs, corporeal creatures, etc.) are at best mildly blurry.\n\nEach picture taken with a spectral camera costs 2 gp in materials, which are significantly rarer than those for a mundane photograph. (300 gp, 15 lbs.)", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spell-scroll-a5e", "name": "Spell Scroll", "type": "Scroll", "desc": "A spell scroll bears a sealed spell within. If the spell is on your class’ spell list, you can use the scroll to cast the spell (taking the spell’s normal casting time) without the need for material components. Otherwise the _spell scroll_ is unreadable to you. If you are interrupted while using the scroll, you may attempt to use it again. Once the spell within a scroll has been cast, the scroll crumbles away. \n\nTo use a _spell scroll_ of a higher spell level than you are able to cast, you must succeed on _spellcasting_ ability check (DC 10 + the spell’s level). On a failure, the magical energy within is expended with no effect, leaving behind a blank piece of parchment. \n\nA wizard may use a _spell scroll_ to copy the spell stored within to their spellbook by making an Intelligence (Arcana) check (DC 10 + the spell’s level). Whether the check succeeds or not, the attempt destroys the _spell scroll_. \n\nThe level of the spell stored within a scroll determines the _saving throw_ DC, _attack bonus_ , crafting components, cost, and rarity as per Table: Spell Scrolls. The costs of a _spell scroll_ are in addition to any material components, which are required (and if necessary also consumed) when it is made.\n\n__Table: Spell Scrolls__\n| **Spell Level** | **Rarity** | **Save DC** | **Attack Bonus** | **Cost** | **Crafting Components** |\n| --------------- | ---------- | ----------- | ---------------- | --------- | -------------------------------------- |\n| Cantrip | Common | 13 | 5 | 10 gp | Magical inks |\n| 1st | Common | 13 | 5 | 25gp | Magical inks |\n| 2nd | Common | 13 | 5 | 75gp | Magical inks |\n| 3rd | Uncommon | 15 | 7 | 175gp | Dire wolf hide |\n| 4th | Uncommon | 15 | 7 | 500gp | Dire wolf hide |\n| 5th | Rare | 17 | 9 | 1,250 gp | Parchment infused with planar energy |\n| 6th | Rare | 17 | 9 | 3,000 gp | Parchment infused with planar energy |\n| 7th | Very Rare | 18 | 10 | 8,000 gp | Blank pages from a _lich’s_ spellbook |\n| 8th | Very Rare | 18 | 10 | 20,000 gp | Blank pages from a _lich’s_ spellbook |\n| 9th | Legendary | 19 | 11 | 55,000 gp | Parchment made from a dragon’s hide |", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sphere-of-annihilation-a5e", "name": "Sphere of Annihilation", "type": "Wondrous Item", "desc": "This floating sphere of darkness is a 2-foot-diameter hole in reality that eliminates all matter that it comes into contact with. Only artifacts can survive contact with the sphere, though some artifacts have a specific weakness to its properties.\n\nAnything that the sphere touches or that touches it that is not instantly obliterated takes 4d10 force damage. The default state of the sphere is stationary, but should a creature be in the way of a moving sphere it makes a DC 13 Dexterity _saving throw_ or takes 4d10 force damage.\n\nWhile within 60 feet of an uncontrolled _sphere of annihilation_, you can use an action to make a DC 25 Intelligence (Arcana) check and take control of it. On a success, the sphere moves in the direction of your choice a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you instead. \n\nIf a sphere is controlled by another creature, you may wrest away control by using an action and making an Intelligence (Arcana) check opposed by the controlling creature. On a success, you take control of the sphere and can utilize it as normal. \n\nA unique effect happens when a sphere comes into contact with a planar portal or extradimensional space (such as a _portable hole_ ). In the case of such an event, the Narrator rolls d100 to determine what happens next: on 1–50 the sphere is destroyed, on 51–85 the sphere simply moves through the portal or into the space, and on 86–100 a rift forms that pulls in all creatures and objects within 180 feet. Each object and creature, including the sphere, reappears in a random plane of existence. ", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spinal-whip-a5e", "name": "Spinal Whip", "type": "Weapon", "desc": "This magic whip deals 1d6 bludgeoning damage, and when you hit a living creature with an attack using it, the target takes an extra 1d8 necrotic damage.\n\nWhen you attack a living creature with this weapon and roll a 20 on the attack roll, it rattles with the death throes of the damned. Each creature of your choice in a 50-foot radius extending from you must succeed on a DC 18 Wisdom _saving throw_ or become _frightened_ of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 50 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spindle-of-spinning-a5e", "name": "Spindle of Spinning", "type": "Wondrous Item", "desc": "You can use an action to stab with this spindle, treating it as an improvised weapon and making a melee weapon attack roll against a creature within reach. On a hit, you deal 1 magical piercing damage and the creature makes a DC 15 Strength _saving throw_ or it falls into a magical slumber (as the __sleep_ spell) for 2d4 hours. A sleeping creature awakens when it takes damage or a loud noise occurs within 50 feet of it.\n\nThis enchanted slumber is infectious through touch. When a creature uses an action to try and shake or slap a sleeper awake, it makes a DC 15 Strength _saving throw_ or it falls asleep for 1d4 hours.\n\nThe needle breaks when you roll a 1 on a weapon attack roll using it, dispersing its sleep magic in a 30-foot radius. Each creature in the area makes a DC 15 Strength _saving throw_ or it falls asleep.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spirit-lantern-a5e", "name": "Spirit Lantern", "type": "Wondrous Item", "desc": "When you use a bonus action to speak its command word, this lantern creates a magical bluish flame that emits _bright light_ in a 20-foot radius and dim light for an additional 20 feet. This light outlines any ethereal creatures within 40 feet and any _invisible_ creatures within 10 feet. ", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spirit-trapping-camera-a5e", "name": "Spirit-Trapping Camera", "type": "Wondrous Item", "desc": "Not to be mistaken for a simple spectral camera, this plain-looking but obviously finely-made piece gives off a subtle but reassuring feeling of peace. As an action, you can use one charge to focus the camera’s lens on a single creature within 30 feet and take its picture. If the targeted creature is an undead or a fiend, it must make a DC 17 Charisma _saving throw_ or be instantly captured in a glass photographic plate. If the target is not an undead or fiendish creature the charge is wasted. Any other creatures shown in the photograph are unaffected, even if they are undead or fiends. The spirit-trapping camera can produce as many plates as it has charges, though each must be removed as a bonus action before you can use another charge.\n\nA trapped creature can be released by breaking the plate or it can be sent to its final judgment (in the case of an undead creature) or back to its native plane (in the case of a fiend) by immersing the plate in holy water for 1 hour, at which point it disappears. Creatures banished in this way cannot return to the plane they were sent away from for a year and a day by any means short of divine intervention. If neither of these actions are performed within 24 hours of the photograph being taken, the creature is banished as above, though it has no limitations on returning.\n\nThe spirit-trapping camera has 3 charges and regains 1 each dawn. When the last charge is expended, roll a d20\\. On a 1, it becomes a mundane photochemical camera.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "stick-awl-a5e", "name": "Stick Awl", "type": "Wondrous Item", "desc": "This simple, small, pointed leatherworking tool has a sturdy maple wooden handle and a superb steel point that never dulls. Used by crafters to make the finest armor, it has been known to pierce the toughest of hides. When used as a weapon the awl is treated as a dagger that deals 1 point of magical piercing damage. When you speak the command word while making a successful melee weapon attack with it against an object, the awl is destroyed after puncturing a hole. The awl is able to puncture any substance, and the hole it leaves behind is 3-inches deep with a diameter of 1/8th-inch. Unlike other enchanted trinkets, the awl can be used as a weapon without potentially being destroyed.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "stone-of-controlling-earth-elementals-a5e", "name": "Stone of Controlling Earth Elementals", "type": "Wondrous Item", "desc": "You can use an action to touch this 5 pound stone to the ground and speak a command word, summoning an _earth elemental_ (as the _conjure elemental_ spell). Once used, the stone cannot be used again until the next dawn.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "timekeeper-gremlin-a5e", "name": "Timekeeper Gremlin", "type": "Wondrous Item", "desc": "Inside of this iron locket waits a Tiny ethereal green goblinoid endlessly counting to itself. The magical creature obeys very limited instructions but only when they relate to timekeeping. It counts the seconds, minutes, and hours accurately out loud as they pass, immediately losing count when interrupted. ", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-clear-thought-a5e", "name": "Tome of Clear Thought", "type": "Wondrous Item", "desc": "This magical book dictates methodologies for more rational and logical thinking. Spending 48 hours over 6 days (or fewer) reading and following the book’s methodologies increases your Intelligence score and your maximum Intelligence score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-leadership-and-influence-a5e", "name": "Tome of Leadership and Influence", "type": "Wondrous Item", "desc": "This magical book details techniques for how to best influence others. Spending 48 hours over 6 days (or fewer) reading and practicing the book’s techniques increases your Charisma score and your maximum Charisma score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-the-endless-tale-a5e", "name": "Tome of the Endless Tale", "type": "Wondrous Item", "desc": "The stresses of a wizard’s education can overwhelm even the most stalwart apprentices without some sort of diversion. Typically resembling a small, worn book with fanciful creatures or locales on battered leather covers, the tome’s pages fill with serialized stories that engage and distract the reader. Each tome focuses on a given genre (often romance or adventure) but the stories crafted within the pages are unique to each reader, tailored by the magic from their own imagination and so vibrant that the book’s tales seem to come to life in the mind’s eye.\n\nEach tome has 3 charges. When you speak the command word and use an action to expend 1 charge, its pages fill with a serial story tailored to the next reader that touches the tome. This story typically takes 1 hour to read, continuing from where the last tale completed. \n\nWhen you speak another command word and use an action to expend all 3 charges, the story created when the book is opened is particularly engrossing and the reader must succeed on a DC 10 Wisdom _saving throw_ or be enthralled, failing to notice anything that is not directly harmful. \n\nThe tome has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the tome loses its magic and becomes a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-the-spellblade-a5e", "name": "Tome of the Spellblade", "type": "Wondrous Item", "desc": "This soft-covered leather bound treatise contains writings describing, in the most basic terms possible, methods of magical fighting. Even so, the material is fairly dense and requires definition and reiteration of various terms and ideas. Fortunately, it also contains many detailed diagrams.\n\nSpending at least 24 hours over the course of 7 days reading and practicing the forms and phrases within the tome allows you to learn the \n_Arcane Knight_ combat tradition at the end of the week, as long as you already have access to combat maneuvers. This combat tradition does not count against your limit of known combat traditions. At the time of reading, you can also choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition.\n\nOnce this tome has been read, it becomes a mundane item for a year and a day before it regains its magic.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-triumphant-tavern-keeping-a5e", "name": "Tome of Triumphant Tavern Keeping", "type": "Wondrous Item", "desc": "This collection of journals from tavern keepers the world over contains numerous stories about revelry written by the people that enabled them. After you spend 12 hours reading through the book’s tales, whenever you are in a pub, inn, or tavern you gain _advantage_ on Wisdom and Charisma checks made against the workers there. The tome then becomes a mundane item for 28 days before it regains its magic.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-understanding-a5e", "name": "Tome of Understanding", "type": "Wondrous Item", "desc": "This magical book contains lessons and practices for enhancing intuition, empathy, and awareness. Spending 48 hours over 6 days (or fewer) reading and memorizing the book’s lessons increases your Wisdom score and your maximum Wisdom score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tools-of-the-hidden-hand-a5e", "name": "Tools of the Hidden Hand", "type": "Wondrous Item", "desc": "Carrying thieves’ tools is frequently illegal without a license or certification for locksmithing and even then can be an unfortunate piece of circumstantial evidence in the courts. As an action, you can alter the shape of these thieves’ tools to resemble any one set of artisan’s tools. If used for any task related to their new appearance, the illusion fades. The illusion can also be detected by a creature that spends an action inspecting them and succeeds on a DC 13 Investigation check.\n\nAlternatively, while you are touching these thieves’ tools you can command them to truly become whatever type of artisan’s tools they are disguised as. You add your proficiency bonus to the first ability check you make with that set of artisan’s tools. Afterward the artisan’s tools remain in their new form as all magic fades from them and they become a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "transforming-wand-a5e", "name": "Transforming Wand", "type": "Wand", "desc": "This wand has 13 charges. While holding it, you can use an action to expend 1 of its charges to cast the __polymorph_ spell (save DC 16) from it, transforming one target humanoid into a beast. Unlike normal castings of the spell, the effect lasts for 24 hours, at which point a target can attempt a new save. After two failed saves, a polymorphed target is permanently transformed into its new form. The wand regains 2d6 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20\\. On a 1, the wand crumbles into ashes and is destroyed.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "true-weight-gloves-a5e", "name": "True Weight Gloves", "type": "Wondrous Item", "desc": "This set of emerald green gloves are made from velvet with very fine silk stitching and function as a small scale. While wearing them, you can hold two objects in your hands and know the exact weight of the objects. The objects must be of a size and weight that allow you to hold your arms straight out with one in each open palm. While using the gloves to weigh objects, you can speak a command word that makes them disappear in a puff of green smoke if either object is counterfeit.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "universal-solvent-a5e", "name": "Universal Solvent", "type": "Wondrous Item", "desc": "The scent of alcohol wafts out of this bottle of white liquid. You can use an action to pour the liquid in the bottle onto a surface within your reach and dissolve up to 1 square foot of adhesive (including __sovereign glue )_.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "unliving-rune-a5e", "name": "Unliving Rune", "type": "Wondrous Item", "desc": "Found in desecrated holy texts, an unliving rune is a Tiny construct of negative energy resembling a splotch of darkly glowing ink. The rune can be applied to your skin much like a temporary tattoo, and while attached you can channel negative energy into an attack. On a successful hit with a _melee weapon attack_ you can use your reaction to activate the rune, dealing an additional 1d4 necrotic damage and preventing the target from regaining hit points until the start of your next turn. You can’t do so again until you finish a short or long rest.\n\nThe rune feeds on your vitality while attached to your skin. You gain a slightly sickly appearance, and the rune consumes one use of your Hit Dice each dawn. During a _short rest_ , you can peel the rune off your skin, taking 1d6 necrotic damage. The rune can be stored in a book instead of your skin but offers no benefit unless attached to you. When exposed to direct sunlight for a minute or more, the rune is destroyed.\n\nAs an action you can place the rune on a humanoid corpse that has died within the last 8 hours. The rune is destroyed as its magic is absorbed by the corpse, animating it as a _zombie_ . When placing the rune, you can feed it a portion of your life force by spending hit points. The zombie obeys your spoken commands and is friendly to you and your companions for 1 round per hit point you spent when placing the rune. At the end of this duration it becomes hostile to all living creatures.\n\n**_Curse._** The unliving rune is _cursed_ and while it is attached to you any senses or divinations that can detect undead incorrectly detect you as undead. If you die while the rune is attached to you, you are reanimated as a _zombie_ after 1d4 rounds.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "unparalleled-pianoforte-a5e", "name": "Unparalleled Pianoforte", "type": "Wondrous Item", "desc": "This elegant pianoforte has been painted white, with gold filigree adorning its lid and the tops of its keys. Originally commissioned by a noble with particularly musically incompetent children, those instrument. It allows you to add an _expertise die_ to your attempt to play it; this die increases by one step if you have proficiency with Performance.\n\nIf you succeed at a DC 17 Performance check, you may choose up to six creatures within 30 feet that can hear the pianoforte. For the next hour, these creatures have a d8 Inspiration die which can be spent on any one _attack roll_ , _ability check_ , or _saving throw_ .", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "useful-top-hat-a5e", "name": "Useful Top Hat", "type": "Wondrous Item", "desc": "This stylish and sturdy top hat conceals a useful feature: a small pocket dimension. You may store up to 50 pounds worth of items in the extradimensional space. Retrieving an item stowed this way requires a bonus action (to remove the hat) and an action (to retrieve the item). If you have never interacted with a specific useful top hat before, the first time you use it, it requires 1d4 rounds to take stock of its contents before anything can be retrieved from the bag.\n\nAs with all extra-dimensional storage, food or drink placed inside immediately and permanently loses its nourishing qualities, and a body placed in it cannot be restored to life by __resurrection , revivify ,_ or similar magic. Living creatures cannot be placed in the space and are merely stowed as though in a mundane top hat if it is attempted. The pocket dimension cannot be accessed until the creature is removed. The hat cannot hold any item that would not fit in a normal hat of its apparent size or any item with the Bulky quality. If the hat is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a useful top hat inside another extradimensional storage device such as a bag of holding results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "vekeshi-blade-a5e", "name": "Vekeshi Blade", "type": "Weapon", "desc": "Composed of fire that has been kindled for five centuries since the death of Srasama, this weapon is pledged to defeat the infernal tieflings. You gain a +2 magical bonus to _attack and damage rolls_ made with this longsword. While wielding this longsword, you have _resistance_ to fire. On a successful hit against a celestial, elemental, fey, or fiend, this weapon deals an extra 2d6 damage. In addition, you can use an action to reshape this weapon into any other melee weapon that does not have the heavy property.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "vial-of-beauty-a5e", "name": "Vial of Beauty", "type": "Potion", "desc": "After spending 1 minute applying this pale lavender lotion to your skin, you can change one small detail of your appearance for the next 24 hours (like the color of your eyes or skin, the length or color of your hair, or an added cosmetic detail such as pointed ears or small horns).", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "vicious-weapon-a5e", "name": "Vicious Weapon", "type": "Weapon", "desc": "When you roll a natural 20 on an _attack roll_ using this weapon it deals an extra 2d6 damage of the weapon’s type (this extra damage does not double).", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-cobwebs-a5e", "name": "Wand of Cobwebs", "type": "Wand", "desc": "A convincing way to cover one’s tracks is to create the appearance that an area hasn’t been disturbed in a long time. This spindly wooden wand sheds a little dust whenever you touch it. While holding it, you can use an action and expend 1 charge to conjure wispy cobwebs in a 1-foot cube within 30 feet of you that you can see. The cobwebs must be anchored to two solid masses or layered across a floor, wall, or ceiling. The ground beneath the cobwebs is covered with a layer of dust that suggests at least a year of disuse. The cobwebs and dust last until cleared away.\n\nThe wand has 10 charges and regains 1d6+4 charges each dusk. If you expend the last charge, roll a d20\\. On a result of 5 or less, the wand disintegrates into a mass of cobwebs.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-elocution-a5e", "name": "Wand of Elocution", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and touch it to one willing beast or humanoid. If the target is a humanoid, for the next hour it gains an expertise die on Deception, Intimidation, and Persuasion checks, as well as on Performance checks made to act, orate, or otherwise speak in front of a crowd. If the target is a beast, it gains the ability to speak one language that you are proficient with for the next hour.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits a cacophony of voices and animal noises audible within 100 feet for 1 minute then loses its magical properties.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-magic-detection-a5e", "name": "Wand of Magic Detection", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to cast __detect magic ._\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-magic-missile-a5e", "name": "Wand of Magic Missile", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 or more of its charges to cast __magic missile ._ For 1 charge, you cast the 1st-level version of the spell. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a bolt of magic that soars out of sight and disappears", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-secrets-a5e", "name": "Wand of Secrets", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to make it pulse and point at the nearest secret door or trap within 30 feet.\n\nThis wand has 3 charges and regains 1d3 expended charges each dawn.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-war-mage-1-a5e", "name": "Wand of the War Mage +1", "type": "Wand", "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_ (uncommon +1), and you ignore _half cover_ when making spell attacks.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-war-mage-2-a5e", "name": "Wand of the War Mage +2", "type": "Wand", "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_ (rare +2), and you ignore _half cover_ when making spell attacks.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-war-mage-3-a5e", "name": "Wand of the War Mage +3", "type": "Wand", "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_ (very rare +3), and you ignore _half cover_ when making spell attacks.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "water-charm-a5e", "name": "Water Charm", "type": "Wondrous Item", "desc": "While wearing this charm you gain a swim speed equal to your Speed, or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Breathe:** Cast _water breathing_ .\n* **Cure:** Cast __cure wounds_ at 3rd-level (+3 spellcasting ability modifier).\n* **Numb:** Cast _sleet storm_ (spell save DC 15).\n\n**_Curse_**. Releasing the charm’s power attracts the attention of a _marid_ or _water elemental_ who seeks you out to recruit you for a task.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "waystone-a5e", "name": "Waystone", "type": "Wondrous Item", "desc": "This rounded oval stone has a metallic gray luster. When one or more _waystones_ are kept in contact for an hour or longer, they become paired and magnetically attracted to each other for 1 week per hour spent in contact. Paired _waystones_ are ideal for use as trail markers, for tracking purposes, or to prevent yourself from becoming lost. You can use an action to speak its command word, making the _waystone_ sense and be drawn toward the nearest _waystone_ within 5 miles, or if it is paired to another _waystone_ within range, the paired _waystone_. Paired waystones are only able to sense each other.\n\nA _waystone_ has 3 charges and regains 1 charge each dawn. You may expend 1 charge when speaking its command word to increase the _waystone’s_ range to 25 miles, or if the _waystone_ is paired, to sense the nearest unpaired _waystone_ within 5 miles. When used in either manner, the _waystone’s_ attraction lasts until the next dawn. If you expend the last charge, the _waystone_ becomes a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "weapon-1-a5e", "name": "Weapon +1", "type": "Weapon", "desc": "This weapon grants a bonus to _attack and damage rolls_ made with it: +1.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "weapon-2-a5e", "name": "Weapon +2", "type": "Weapon", "desc": "This weapon grants a bonus to _attack and damage rolls_ made with it: +2 (rare).", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "weapon-3-a5e", "name": "Weapon +3", "type": "Weapon", "desc": "This weapon grants a bonus to _attack and damage rolls_ made with it: +3 (very rare).", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "well-of-many-worlds-a5e", "name": "Well of Many Worlds", "type": "Wondrous Item", "desc": "When unfolded, this handkerchief-sized piece of lightweight, silky fabric expands into a 6-foot diameter circular sheet.\n\nYou can use an action to unfold the cloth and spread it on a solid surface, creating a two-way portal to another plane of existence chosen by the Narrator. You can use an action to close the portal by folding the cloth. Once a portal has been opened in this manner, it cannot be opened again for 1d8 hours.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "