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=desc&page=26
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=desc&page=27", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=desc&page=25", "results": [ { "slug": "wind-fan", "name": "Wind Fan", "type": "Wondrous item", "desc": "While holding this fan, you can use an action to cast the _gust of wind_ spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "pearl-of-power-a5e", "name": "Pearl of Power", "type": "Wondrous Item", "desc": "While holding this lustrous pearl, you can use an action to speak its command word and regain one expended spell slot of up to 3rd-level. If restoring a higher level slot, the new slot is 3rd-level. Once used, the pearl loses its magic until the next dawn.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hidden-armament", "name": "Hidden Armament", "type": "Weapon", "desc": "While holding this magic weapon, you can use an action to transform it into a tattoo on the palm of your hand. You can use a bonus action to transform the tattoo back into a weapon.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-charming-a5e", "name": "Staff of Charming", "type": "Staff", "desc": "While holding this magical quarterstaff you can use an action and expend charges to cast one of the following spells, using your spell save DC: _charm person_ (1 charge), _command_ (1 charge), _comprehend languages_ (1 charge).\n\nOnce per dawn, when you are holding the staff and fail a _saving throw_ against an enchantment spell, you can instead choose to succeed. When you succeed on a saving throw against an enchantment spell (with or without the staff’s intervention) you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster (targeting only them), as if you had cast the spell.\n\nThe staff has 10 charges and regains 1d8+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, it loses its magical properties.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rod-of-absorption-a5e", "name": "Rod of Absorption", "type": "Rod", "desc": "While holding this rod, when you are the only target of a spell you can use your reaction to absorb it as it is being cast. An absorbed spell has no effect and its energy is stored within the rod. The spell’s energy equals the spell levels used to cast it. The rod can store up to 50 spell levels worth of energy over the course of its existence. The rod cannot hold more than 50 spell levels worth of energy. If the rod does not have the space to store a spell and you try to absorb it, the rod has no effect.\n\nAfter attuning to the rod you know how much energy it currently contains and how much it has held over the course of its existence. A spellcaster can expend the energy in the rod and convert it to spell slots—for example, you can expend 3 spell levels of energy from the rod to cast a 3rd-level spell, even if you no longer have the spell slots to cast it. The spell must be a spell you know or have prepared, at a level you can cast it, and no higher than 5th-level.\n\nWhen found the rod contains 1d10 spell levels. A rod that can no longer store energy and no longer has any energy remaining within it loses its magical properties.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rod-of-security", "name": "Rod of Security", "type": "Rod", "desc": "While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.\n\nFor each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).\n\nWhen the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "rod-of-absorption", "name": "Rod of Absorption", "type": "Rod", "desc": "While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\n\nWhen you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.\n\nIf you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.\n\nA newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "rod-of-alertness-a5e", "name": "Rod of Alertness", "type": "Rod", "desc": "While holding this rod, you have _advantage_ on Perception checks and _initiative_ rolls, and as an action you can cast the following spells: __detect evil and good , detect magic , detect poison and disease ,_ see __invisibility ._\n\n**Protective Aura**. Once per dawn, you can use an action to plant the rod in the ground and speak its command word, causing it to emit _bright light_ in a 60-foot radius and dim light for an additional 60 feet. While in the bright light, you and creatures friendly to you gain a +1 bonus to AC and _saving throws_ and can sense the location of any _invisible_ hostile creature also in the bright light.\n\nThe rod stops glowing and the effect ends after 10 minutes, or sooner if a creature uses an action to pull the rod from the ground.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "animated-shield", "name": "Animated Shield", "type": "Armor (shield)", "desc": "While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "spellguard-shield", "name": "Spellguard Shield", "type": "Armor (shield)", "desc": "While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "shield-of-missile-attraction", "name": "Shield of Missile Attraction", "type": "Armor (shield)", "desc": "While holding this shield, you have resistance to damage from ranged weapon attacks.\n\n**_Curse_**. This shield is cursed. Attuning to it curses you until you are targeted by the _remove curse_ spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "tick-stop-watch", "name": "Tick Stop Watch", "type": "Wondrous item", "desc": "While holding this silver pocketwatch, you can use an action to magically stop a single clockwork device or construct within 10 feet of you. If the target is an object, it freezes in place, even mid-air, for up to 1 minute or until moved. If the target is a construct, it must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn. The pocketwatch can't be used this way again until the next dawn. The pocketwatch must be wound at least once every 24 hours, just like a normal pocketwatch, or its magic ceases to function. If left unwound for 24 hours, the watch loses its magic, but the power returns 24 hours after the next time it is wound.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-frost-a5e", "name": "Staff of Frost", "type": "Staff", "desc": "While holding this staff you gain _resistance_ to cold damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __fog cloud_ (1 charge), _ice storm_ (4 charges), _wall of ice_ (4 charges), __cone of cold_ (5 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff melts into water and is destroyed.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-fire-a5e", "name": "Staff of Fire", "type": "Staff", "desc": "While holding this staff you gain _resistance_ to fire damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __burning hands_ (1 charge), __fireball_ (3 charges), _wall of fire_ (4 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff crumbles to ash and is destroyed.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-charming", "name": "Staff of Charming", "type": "Staff", "desc": "While holding this staff, you can use an action to expend 1 of its 10 charges to cast _charm person_, _command_, _or comprehend languages_ from it using your spell save DC. The staff can also be used as a magic quarterstaff.\n\nIf you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.\n\nThe staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.", "rarity": "rare", "requires_attunement": "requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-healing-a5e", "name": "Staff of Healing", "type": "Staff", "desc": "While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spellcasting ability modifier: _cure wounds_ (1 charge per spell level, up to 4th-level), _lesser restoration_ (2 charges), __mass cure wounds_ (5 charges).\n\nThe staff has 10 charges, regaining 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff disappears with a flash of light and is lost forever.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-swarming-insects-a5e", "name": "Staff of Swarming Insects", "type": "Staff", "desc": "While holding this staff, you can use an action to expend charges to conjure an insect cloud, or cast one of the following spells, using your spell save DC: _giant insect_ (4 charges), __insect plague_ (5 charges)\n\n_**Insect Cloud**_ (1 Charge). A swarm of harmless flying insects spreads out in a 30-foot radius from you, _heavily obscuring_ the area for creatures other than you. It moves when you do, with you at its center. The radius of the swarm decreases by 10 feet each time you are included within an area of effect that deals damage. The insects remain for 10 minutes, until the swarm’s radius is less than 10 feet, or it is dispersed by strong wind.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff is destroyed as it transforms into a swarm of insects which immediately disperse.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-air-glyphs", "name": "Wand of Air Glyphs", "type": "Wand", "desc": "While holding this thin, metal wand, you can use action to cause the tip to glow. When you wave the glowing wand in the air, it leaves a trail of light behind it, allowing you to write or draw on the air. Whatever letters or images you make hang in the air for 1 minute before fading away.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-wonder-a5e", "name": "Wand of Wonder", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and choose a creature, object, or point in space within 120 feet. Roll d100 on the Wand of Wonder table to determine the effect.\n\nSpells cast from the wand have a spell save DC of 15 and a range of 120 feet. Area effects are centered on and include the target. If an effect might target multiple creatures, the Narrator randomly determines which ones are affected.\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.\n\n__**Table: Wand of Wonder**__\n| **d100** | **Effect** |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 01–05 | You cast _slow ._ |\n| 06–10 | You cast __faerie fire ._ |\n| 11–15 | You are awestruck and become _stunned_ until the start of your next turn. |\n| 16–20 | You cast _gust of wind ._ |\n| 21–25 | You cast __detect thoughts_ on the target. If you didn’t target a creature, you take 1d6 psychic damage instead. |\n| 26–30 | You cast _stinking cloud ._ |\n| 31–33 | Rain falls in a 60-foot radius centered on the target, making the area __lightly obscured_ until the start of your next turn. |\n| 34–36 | A beast appears in an unoccupied space adjacent to the target. You don’t control the animal, which acts as it normally would. Roll a d4 to determine the beast (1: _rhinoceros_ , 2: _elephant_ , 3–4: _rat_ ). |\n| 37–46 | You cast _lightning bolt ._ |\n| 47–49 | Butterflies fill a 30-foot radius centered on the target, making the area _heavily obscured_ . The butterflies remain for 10 minutes. |\n| 50–53 | The target doubles in size (as if you had cast __enlarge/reduce_ ), or if the target is an attended object, you become the spell’s target. |\n| 54–58 | You cast _darkness ._ |\n| 59–62 | Grass grows on the ground in a 60-foot radius centered on the target. Existing grass grows to 10 times normal size for 1 minute, becoming _difficult terrain_ . |\n| 63–65 | An unattended object (chosen by the Narrator) within 120 feet of the target disappears into the Ethereal Plane. The object must be able to fit in a 10-foot cube. |\n| 66–69 | You shrink to half your size (as __enlarge/reduce_ ). |\n| 70–79 | You cast _fireball ._ |\n| 80–84 | You cast _invisibility_ on yourself. |\n| 85–87 | Leaves grow from the target. If you targeted a point in space, leaves sprout from the creature nearest that point instead. The leaves fall off after 24 hours but can be pruned before that time. |\n| 88–90 | A stream of 1d4 × 10 gems (each worth 1 gp) shoots from the wand in a 30-foot long, 5-foot wide line. Each gem deals 1 bludgeoning damage. Divide the total damage equally among all creatures in the area. |\n| 91–95 | A burst of shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see make a DC 15 Constitution _saving throw_ or become _blinded_ for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success |\n| 96–97 | For the next 1d10 days, the target is able to breathe underwater and its skin turns blue. If you targeted an object or point in space, the creature nearest that target is affected instead. |\n| 98–100 | If you targeted a creature, it makes a DC 15 Constitution _saving throw_ . If you didn’t target a creature, you become the target instead. A creature that fails the saving throw by 5 or more is instantly _petrified_ . On any other failed save, the creature is _restrained_ and begins to turn to stone. While restrained in this way, the target repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. A __greater restoration_ spell or similar magic restores a petrified creature but the effect is otherwise permanent. |", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-fear-a5e", "name": "Wand of Fear", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and command another creature to flee or grovel (as the _command_ spell, save DC 15). Alternatively, you can use an action to expend 2 charges, causing the wand to emit a 60-foot cone of light. Each creature in the area makes a DC 15 Wisdom _saving throw_ or becomes _frightened_ of you for 1 minute. A creature frightened in this way must spend its turns trying to move as far away from you as possible, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. On its turn, the frightened creature can use only the Dash action or try to escape from an effect that prevents it from moving, or if it has nowhere to move then the Dodge action. A frightened creature can repeat the _saving throw_ at the end of each of its turns, ending the effect on itself on a success.\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 releases a chilling wail and crumbles into nothing.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-erudition-a5e", "name": "Wand of Erudition", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and target one willing humanoid you can see within 30 feet. For the next hour, the target gains one of the following benefits:\n\n* The ability to read, speak, and understand one language you are proficient with.\n* Proficiency with one skill or tool with which you are proficient.\n* Knowledge of some piece of information you know that you could communicate in less than 1 minute, such as the contents of a book you have read or directions to a location familiar to you. The target gains this knowledge even if you do not share a language. When the effect ends, the target forgets the information you imparted.\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 fades from existence and you forget you ever owned it.", "rarity": "Uncommon", "requires_attunement": "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-polymorph-a5e", "name": "Wand of Polymorph", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to cast _polymorph_ (save DC 15).\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 Tiny bug that wanders away.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-web-a5e", "name": "Wand of Web", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to cast _web_ (save DC 15).\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 dissolves into a pile of webbing.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-paralysis-a5e", "name": "Wand of Paralysis", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to force a creature within 60 feet to make a DC 15 Constitution _saving throw_ or become _paralyzed_ for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success.\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 shatters into hundreds of pieces.", "rarity": "Rare", "requires_attunement": "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-lightning-bolts-a5e", "name": "Wand of Lightning Bolts", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast __lightning bolt_ (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\n This 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 emits sparks of electricity and disappears in a flash. ", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-fireballs-a5e", "name": "Wand of Fireballs", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast fireball (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. 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 disappears in a flash of fire and smoke.", "rarity": "Rare", "requires_attunement": "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-binding-a5e", "name": "Wand of Binding", "type": "Wand", "desc": "While holding this wand, you can use an action to expend charges to cast one of the following spells, using your spell save DC: _hold person_ (2 charges), __hold monster_ (5 charges). Alternatively, when you attempt to escape a _grapple_ or are making a _saving throw_ to avoid being _paralyzed_ or _restrained_ , you can use your reaction to expend 1 charge and gain _advantage_ .\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 folds in on itself until it disappears.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-enemy-detection-a5e", "name": "Wand of Enemy Detection", "type": "Wand", "desc": "While holding this wand, you can use an action to speak its command word and expend 1 charge to extend your senses for 1 minute. You sense the direction (but not precise location) of the nearest creature hostile to you within 60 feet (this includes ethereal, _invisible_ , disguised, and hidden creatures, as well as those in plain sight). The effect ends early if you stop holding the wand.\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 disappears the next time it is unobserved.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-war-mage-1-2-or-3", "name": "Wand of the War Mage, +1, +2, or +3", "type": "Wand", "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", "rarity": "uncommon (+1), rare (+2), or very rare (+3)", "requires_attunement": "requires attunement by a spellcaster", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "censer-of-controlling-air-elementals-a5e", "name": "Censer of Controlling Air Elementals", "type": "Wondrous Item", "desc": "While incense burns in this 1 pound censer, you can use an action to summon an _air 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": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "censer-of-controlling-air-elementals", "name": "Censer of Controlling Air Elementals", "type": "Wondrous item", "desc": "While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the _conjure elemental_ spell. The censer can't be used this way again until the next dawn.\n\nThis 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "prismatic-gown-a5e", "name": "Prismatic Gown", "type": "Wondrous Item", "desc": "While it always remains perfectly fitted to the wearer, this ballroom gown constantly shifts between thousands of colors, styles, cuts and patterns. While wearing the _prismatic gown_, you gain _advantage_ on _saving throws_ made for the effects of spells from the prismatic school due to the odd magic woven into it.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "frostfire-lantern", "name": "Frostfire Lantern", "type": "Wondrous item", "desc": "While lit, the flame in this ornate mithril lantern turns blue and sheds a cold, blue dim light in a 30-foot radius. After the lantern's flame has burned for 1 hour, it can't be lit again until the next dawn. You can extinguish the lantern's flame early for use at a later time. Deduct the time it burned in increments of 1 minute from the lantern's total burn time. When a creature enters the lantern's light for the first time on a turn or starts its turn there, the creature must succeed on a DC 17 Constitution saving throw or be vulnerable to cold damage until the start of its next turn. When you light the lantern, choose up to four creatures you can see within 30 feet of you, which can include yourself. The chosen creatures are immune to this effect of the lantern's light.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "lantern-of-revealing", "name": "Lantern of Revealing", "type": "Wondrous item", "desc": "While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5* foot radius.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "lantern-of-revealing-a5e", "name": "Lantern of Revealing", "type": "Wondrous Item", "desc": "While lit, this hooded lantern casts bright light in a 30-foot radius, revealing _invisible_ creatures and objects in the area. It sheds dim light an additional 30 feet, or if you use an action to lower the hood only in a 5-foot radius. The lantern stays lit for 6 hours on 1 pint of oil.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "portable-hole-a5e", "name": "Portable Hole", "type": "Wondrous Item", "desc": "While not in use, this item appears as a cloth the color of darkness. When unfolded, it opens up into a circular sheet that is 6 feet in diameter. \n\nYou can use an action to unfold the _portable hole_ on a stable solid surface. When unfolded, the item creates a hole 10 feet deep that leads to a cylindrical extra dimensional space which cannot be used to create open passages. Closing the hole requires an action and involves you taking a hold of the edges and folding it up. No matter its contents, the hole weighs next to nothing. \n\nFood or water placed in a closed _portable hole_ immediately and permanently lose all nourishing qualities—after being in the item, water no longer slakes thirst and food does not sate hunger or nourish. In a similar fashion, the body of a dead creature placed in the portable hole cannot be restored to life by __revivify , raise dead_ , or other similar magic. Breathing creatures inside a closed _portable hole_ can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to _suffocate_ .\n\nCreatures inside the hole while it’s open can exit the hole by simply climbing out. A creature still within the hole can use an action to make a DC 10 Strength check to escape as it is being closed. On a success, the creature appears within 5 feet of the item or creature carrying it.\n\nPlacing a _portable hole_ inside another extradimensional storage device such as a _bag of holding_ or __handy haversack_ 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": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "esquires-rowels", "name": "Esquire's Rowels", "type": "Wondrous item", "desc": "While riding a mount and wearing these silver-chased spurs, you have a +1 bonus to initiative rolls, and your mount1s Armor Class increases by 2. In addition, while riding a mount and wearing these spurs, you and your mount have advantage on Constitution saving throws against exhaustion caused by traveling more than 8 hours in a day.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "bowl-of-commanding-water-elementals", "name": "Bowl of Commanding Water Elementals", "type": "Wondrous item", "desc": "While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the _conjure elemental_ spell. The bowl can't be used this way again until the next dawn.\n\nThe bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "spellguard-shield-a5e", "name": "Spellguard Shield", "type": "Armor", "desc": "While this heavy metal shield is equipped you have _advantage_ on _saving throws_ made against spells and magical effects, and spell attacks against you have _disadvantage_ .", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "pearl-of-power", "name": "Pearl of Power", "type": "Wondrous item", "desc": "While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement by a spellcaster", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "stone-of-good-luck-luckstone", "name": "Stone of Good Luck (Luckstone)", "type": "Wondrous item", "desc": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "robe-of-scintillating-colors-a5e", "name": "Robe of Scintillating Colors", "type": "Wondrous Item", "desc": "While wearing and attuned to this robe of stimulating and lively colors, you can use an action to expend 1 charge and make the garment to emit _bright kaleidoscopic light_ for 30 feet and dim light for an additional 30 feet. The light lasts until the end of your next turn. Creatures that can see you have _disadvantage_ on _attack rolls_ against you, and creatures within 30 feet that can see you when the light is emitted make a DC 15 Wisdom _saving throw_ or are _stunned_ until the end of your next turn.\n\nThe robe has 3 charges and regains 1d3 expended charges at dawn.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "plate-armor-of-etherealness-a5e", "name": "Plate Armor of Etherealness", "type": "Armor", "desc": "While wearing and attuned to this set of armor, once per dawn you can use an action to cast the __etherealness_ spell. The spell lasts for 10 minutes, until the armor is removed, or until you use an action to end it.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "comfy-slippers", "name": "Comfy Slippers", "type": "Wondrous item", "desc": "While wearing the slippers, your feet feel warm and comfortable, no matter what the ambient temperature.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "boots-of-levitation-a5e", "name": "Boots of Levitation", "type": "Wondrous Item", "desc": "While wearing these boots, up to 3 times between _long rests_ you can use an action to cast __levitate_ on yourself.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "boots-of-speed-a5e", "name": "Boots of Speed", "type": "Wondrous Item", "desc": "While wearing these boots, you can use a bonus action to click the heels together. You double your base Speed, and opportunity attacks made against you have _disadvantage_ . You can end the effect as a bonus action.\n\nOnce the boots have been used in this way for a total of 10 minutes (each use expends a minimum of 1 minute), they cease to function until you finish a _long rest_ .", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "