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

{
    "count": 1618,
    "next": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=document__slug&page=2",
    "previous": null,
    "results": [
        {
            "slug": "absurdist-web-a5e",
            "name": "Absurdist Web",
            "type": "Wondrous Item",
            "desc": "When you try to unfold this bed sheet-sized knot of spidersilk, you occasionally unearth a long-dead sparrow or a cricket that waves thanks before hopping away. It’s probably easier just to wad it up and stick it in your pocket. The interior of this ball of web is an extradimensional space equivalent to a 10-foot cube. To place things into this space you must push it into the web, so it cannot hold liquids or gasses. You can only retrieve items you know are inside, making it excellent for smuggling. Retrieving items takes at least 2 actions (or more for larger objects) and things like loose coins tend to get lost inside it. No matter how full, the web never weighs more than a half pound.\n\nA creature attempting to divine the contents of the web via magic must first succeed on a DC 28 Arcana check which can only be attempted once between _long rests_ .\n\nAny creature placed into the extradimensional space is placed into stasis for up to a month, needing no food or water but still healing at a natural pace. Dead creatures in the web do not decay. If a living creature is not freed within a month, it is shunted from the web and appears beneath a large spider web 1d6 miles away in the real world.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "aegis-of-the-eternal-moon-a5e",
            "name": "Aegis of the Eternal Moon",
            "type": "Armor",
            "desc": "The circular surface of this gleaming silver shield is marked by dents and craters making it reminiscent of a full moon. While holding this medium shield, you gain a magical +1 bonus to AC. This item has 3 charges and regains 1 charge each night at moonrise. \n\nWhile this shield is equipped, you may expend 1 charge as an action to cast _moonbeam_ , with the following exceptions: the spell manifests as a line of moonlight 10 feet long and 5 feet wide emanating from the shield, and you may move the beam by moving the shield (no action required). When the first charge is expended, the shield fades to the shape of a gibbous moon and loses its magical +1 bonus to AC. When the second charge is expended, the shield fades to the shape of a crescent moon and becomes a light shield, granting only a +1 bonus to AC. When the final charge is expended, the shield fades away completely, leaving behind its polished silver handle. When the shield regains charges, it reforms according to how many charges it has remaining.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "aerodite-the-autumn-queens-true-name-a5e",
            "name": "Aerodite the Autumn Queen’s True Name",
            "type": "Wondrous Item",
            "desc": "This slip of parchment contains the magically bound name “Airy Nightengale” surrounded by shifting autumn leaves. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful _archfey_  beside you for 1 minute. Airy acts catty and dismissive but mellows with flattery. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Perform minor acts of nature magic (as _druidcraft_ ).\n* Whisper charming words to a target creature within 5 feet. Creatures whispered to in this way must make a DC 13 Charisma _saving throw_ , on a failed save targets become _charmed_  by the vision until the end of their next turn, treating the vision and you as friendly allies.\n* Bestow a magical fly speed of 10 feet on a creature within 5 feet for as long as the vision remains.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Aerodite in exchange for her direct assistance. When you do so the parchment disappears in a flurry of autumn leaves, and for the next minute the figment transforms into an alluring vision of the Dreaming at a point you choose within 60 feet (as __hypnotic pattern_ , save DC 13). Once you have revoked your claim in this way, you can never invoke Aerodite’s true name again.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "air-charm-a5e",
            "name": "Air Charm",
            "type": "Wondrous Item",
            "desc": "While wearing this charm you can hold your breath for an additional 10 minutes, or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Flight**: Cast __fly ._\n* **Float**: Cast _feather fall_ .\n* **Whirl**: Cast __whirlwind kick_  (+7 spell attack bonus, spell save DC 15).\n\n**Curse**. Releasing the charm’s power attracts the attention of a _djinni_  who seeks you out to request a favor.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "alliance-rings-a5e",
            "name": "Alliance Rings",
            "type": "Ring",
            "desc": "These matched glass rings shimmer from a stitch of eldritch energy that runs through their center. They contain some residual memories of the cleric and herald who originally wore the bands, relying on the enchanted jewelry as much as each other through many adventures together. When you and another creature attune to the rings, you each gain the ability to sense your approximate distance from one another. You also receive a slight jolt when the other ring wearer drops to 0 hit points.\n\nWhen the other ring wearer takes damage, you can use your reaction to concentrate and rotate the ring. When you do so, both you and the other ring wearer receive an image of an elderly herald giving up her life to shield her cleric companion from enemy arrows. The effect, spell, or weapon’s damage dice are rolled twice and use the lower result. After being used in this way, the energy in each ring disappears and they both become mundane items.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "amber-wings-a5e",
            "name": "Amber Wings",
            "type": "Wondrous Item",
            "desc": "This pair of amber dragonfly wings holds the memories of a native of the Dreaming who befriended several insect companions. You can speak with insects when carrying the wings in your hand or wearing them as a piece of jewelry. When you speak the name of the fey creature whose memories lie within the wings, you briefly experience the sensation of flying atop a giant dragonfly. For 1 minute after speaking the name, you can glide up to 60 feet per round. This functions as though you have a fly speed of 60 feet, but you can only travel horizontally or on a downward slant. The wings crumble to dust after the gliding effect ends.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ammunition-1-a5e",
            "name": "Ammunition +1",
            "type": "Weapon",
            "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ammunition-2-a5e",
            "name": "Ammunition +2",
            "type": "Weapon",
            "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ammunition-3-a5e",
            "name": "Ammunition +3",
            "type": "Weapon",
            "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "amulet-of-health-a5e",
            "name": "Amulet of Health",
            "type": "Wondrous Item",
            "desc": "Wearing this amulet increases your Constitution score to 19\\. It has no effect if your Constitution is equal to or greater than 19.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "amulet-of-proof-against-detection-and-location-a5e",
            "name": "Amulet of Proof against Detection and Location",
            "type": "Wondrous Item",
            "desc": "You are hidden from divination magic while wearing this amulet, including any form of _scrying_  (magical scrying sensors are unable to perceive you).",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "amulet-of-the-planes-a5e",
            "name": "Amulet of the Planes",
            "type": "Wondrous Item",
            "desc": "While wearing this amulet, you can use an action and name a location that you are familiar with on another plane of existence, making a DC 15 Intelligence check. On a success you cast the _plane shift_  spell, but on a failure you and every creature and object within a 15-foot radius are transported to a random location determined with a d100 roll. On a 1–60 you transport to a random location on the plane you named, or on a 61–100 you are transported to a randomly determined plane of existence.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "amulet-of-the-pleasing-bouquet-a5e",
            "name": "Amulet of the Pleasing Bouquet",
            "type": "Wondrous Item",
            "desc": "Various schools of magic employ all manner of particularly foul-smelling and noxious substances, nauseating some would-be wizards to the point of illness. These enchanted amulets were created to guard against the various stenches found in their masters’ laboratories and supply closets. Enterprising apprentices quickly saw the value of peddling the enchanted trinkets to the affluent wishing to avoid the stench of the streets however, and now they are commonplace among nobility. \n\nThe most typical of these amulets look like pomanders though dozens of different styles, varieties, and scents are available for sale. While wearing it, you can spend an action and expend 1 charge from the amulet to fill your nostrils with pleasing scents for 1 hour. These scents are chosen by the amulet’s creator at the time of its crafting. \n\nIn more extreme circumstances like a __stinking cloud_  spell or _troglodyte’s_  stench, you can expend 3 charges as a reaction to have _advantage_  on _saving throws_  against the dangerous smell until the end of your next turn. \n\nThe amulet has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a or 5 or less, the amulet loses its magic and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ancient-broom-a5e",
            "name": "Ancient Broom",
            "type": "Weapon",
            "desc": "Subtle power is contained within this ancient oak staff and its coarse bristles, and though it appears as if any amount of rough handling will break this broom only the most potent blades have any chance of harming it. The broom’s handle is said to have come from the first tree and the bristles stolen from a god, but its beginnings are far more humble—just a simple mundane object that accrued its first enchantment by chance after years of exposure to countless rituals. Since then its attraction to magic has grown, and so too has its admiration for the arcane. The broom has been in the hands of countless spellcasters, many of them unlikely candidates to pursue magic, though it cannot remember their names. Only the feats of magic they achieved are of any worth to the broom.\n\n_**Sentience.**_ The broom is a sentient construct with Intelligence 19, Wisdom 15, and Charisma 17\\. It has hearing and darkvision to a range of 120 feet. The broom communicates with you telepathically and can speak and understand Common, Draconic, Dwarvish, Elvish, Sylvan, and Undercommon. \n\n_**Personality.**_ The broom’s purpose is to encourage the use of magic—the more powerful the better—regardless of any consequences. It is unconcerned with the goings on of mortals or anyone not engaged with magic, and it demands a certain amount of respect and appreciation for its service.\n\n**_Demands._** If you are unable to cast spells and attune to the broom, it relentlessly argues for you to pursue magical training and if none is achieved within a month it goes dormant in your hands (becoming a very durable stick). In addition, the broom is a repository of magic over the ages and it strongly encourages you to seek out monsters to harvest powerful reagents, explore cursed ruins in search of forbidden knowledge, and undertake precarious rituals.\n\nYou have a +3 bonus to _attack and damage rolls_  made with the magic broom, and when the broom deals damage with a critical hit the target is _blinded_  until the end of your next turn.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Ancient Broom_, used by spellcasters since the dawn of time.\n\n**DC 18** The broom is able to animate itself and attack your enemies, it has the power to open locks and break shackles, and it enables you to move without leaving a trace of your passing.\n\n**DC 21** Many of those who have wielded the _Ancient Broom_ came from humble and unlikely backgrounds.\n\n**Artifact Properties**\n\nThe _Ancient Broom_ has one lesser artifact detriment and one greater artifact detriment.\n\n**Magic**\n\nWhile you are attuned to the broom you gain an expertise die on checks made with Arcana, and while holding it you can innately cast __pass without trace_  (no _concentration_  required) and _nondetection_ at will.\n\nIn addition, you can use a bonus action to knock the broom against a lock, door, lid, chains, shackles, or the like to open them. Once you have done so 3 times, you cannot do so again until you have finished a long rest. You can speak with the broom over the course of a _short rest_ , learning one ritual spell. The next time you use this feature, you forget the last spell learned from it.\n\n**Dancing Broom**\n\nIn addition, you can use a bonus action to toss this broom into the air and cackle. When you do so, the broom begins to hover, flies up to 60 feet, and attacks one creature of your choice within 5 feet of it. The broom uses your _attack roll_  and ability score modifier to damage rolls, and unless a target is hidden or _invisible_  it has _advantage_  on its attack roll.\n\n While the broom hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the broom to attack one creature within 5 feet of it.\n\n The broom ceases to hover if you grasp it or move more than 30 feet away from it.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "angel-eyes-a5e",
            "name": "Angel Eyes",
            "type": "Wondrous Item",
            "desc": "Both the frame and lenses of these magnificent spectacles are made of the finest crystal. While you are wearing and attuned to the spectacles, you are immune to _mental stress effects_  that would result from a visual encounter, you have _advantage_  on _saving throws_  against sight-based fear effects, and you are immune to gaze attacks.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "angurvadal-the-stream-of-anguish-a5e",
            "name": "Angurvadal, the Stream of Anguish",
            "type": "Weapon",
            "desc": "This longsword has 5 runes inscribed along its blade that glow and burn fiercely in times of war but with a dim, calming light in times of peace. You gain a +2 to attack and damage rolls with this weapon. While _Angurvadal_ is drawn, its runes glow with 5 feet of dim light when not in combat. As long as the weapon is drawn and you are conscious, you cannot be surprised and have _advantage_  on initiative rolls as the runes blaze to life. On your first turn, and for the duration of the combat, the runes emits bright light in a 20-foot radius and dim light for an additional 20 feet. During this time, attacks with this sword also deal an additional 2d6 fire damage.\n\n_Angurvadal_ has 5 charges and regains 1d4 + 1 charges each dawn. As an action, you can expend 1 or more charges to cast __burning hands_  (save DC 15). For each charge spent after the first, you increase the level of the spell by 1\\. When all charges are expended, roll a d20\\. On a 1, the fire of the runes dims and _Angurvadal_ can no longer gain charges. Otherwise, _Angurvadal_ acts as a mundane longsword until it regains charges. Each charge is represented on the blade by a glowing rune that is extinguished when it is used.\n\n### Lore\n\nLittle is known of _Angurvadal_ beyond the glow of its iconic runes and its often vengeful bearers, including the hero Frithiof. Despite its rather imposing title, this sword has far less of a history of tragedy associated with it than the other swords presented here.",
            "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-a5e",
            "name": "Animated Shield",
            "type": "Armor",
            "desc": "As a bonus action, you can verbally command the shield to animate and float in your space, or for it to stop doing so. The shield continues to act as if you were wielding it, but with your hands free. The shield remains animated for 1 minute, or until you are _incapacitated_  or die. It then returns to your free hand, if you have one, or else it falls to the ground. You can benefit from only one shield at a time.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "anthology-of-enhanced-radiance-a5e",
            "name": "Anthology of Enhanced Radiance",
            "type": "Wondrous Item",
            "desc": "This slightly enchanted book holds lessons for how to look healthier. When you spend 1 hour reading and memorizing the book’s lessons, after your next _long rest_  for the following 24 hours you appear as if you’ve slept and eaten well for months. At the end of the duration, the effect ends and you are unable to benefit from this book until 28 days have passed.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "apparatus-of-the-crab-a5e",
            "name": "Apparatus of the Crab",
            "type": "Wondrous Item",
            "desc": "This ingeniously crafted item (known by some as the crabaratus) is a tightly shut 500 pound iron barrel. Making a DC 20 Investigation check reveals a hidden catch which unlocks one end of the barrel—a hatch. Two Medium or smaller creatures can crawl inside where there are 10 levers in a row at the far end. Each lever is in a neutral position but can move up or down. Use of these levers makes the barrel reconfigure to resemble a giant metal crab.\n\nThis item is a Large object with the following statistics:\n\n**Armor Class:** 20\n\n**Hit Points:** 200\n\n**Speed:** 30 ft., swim 30 ft. (both are 0 ft. without legs and tail extended)\n\n**Damage Immunities:** poison, psychic\n\nThe item requires a pilot to be used as a vehicle. The hatch must be closed for it to be airtight and watertight. The apparatus holds 10 hours worth of air for breathing, dividing by the number of breathing creatures inside.\n\nThe apparatus floats on water and may dive underwater down to 900 feet, taking 2d6 bludgeoning damage at the end of each minute spent at a lower depth.\n\nAny creature inside the apparatus can use an action to position up to two of the levers either up or down, with the lever returning to its neutral position upon use. From left to right, the Apparatus of the Crab table shows how each lever functions.\n\n  \n**Table: Apparatus of the Crab**\n\n| **Lever** | **Up**                                                                                                                            | **Down**                                                                                                                    |\n| --------- | --------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------- |\n| 1         | Extends legs and tail.                                                                                                            | Retracts legs and tail. Speed is 0 ft. and it cannot benefit from bonuses to Speed.                                         |\n| 2         | Shutter on forward window opens.                                                                                                  | Shutter on forward window closes.                                                                                           |\n| 3         | Shutters (two each side) on side windows open.                                                                                    | Shutters on side windows close.                                                                                             |\n| 4         | Two claws extend, one on each front side.                                                                                         | The claws retract.                                                                                                          |\n| 5         | Each extended claw makes a melee attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.                     | Each extended claw makes a melee attack: +8 to hit, reach 5 ft., one target. Hit: The target is _grappled_  (escape DC 15). |\n| 6         | The apparatus moves forward.                                                                                                      | The apparatus moves backward.                                                                                               |\n| 7         | The apparatus turns 90 degrees left.                                                                                              | The apparatus turns 90 degrees right.                                                                                       |\n| 8         | Bright light shines from fixtures resembling eyes, shedding bright light in a 30-foot radius and dim light an additional 30 feet. | The light extinguishes.                                                                                                     |\n| 9         | If in liquid, the apparatus sinks 20 feet.                                                                                        | If in liquid, the apparatus rises 20 feet.                                                                                  |\n| 10        | The hatch opens.                                                                                                                  | The hatch closes.                                                                                                           |",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "archaic-creed-a5e",
            "name": "Archaic Creed",
            "type": "Wondrous Item",
            "desc": "This crumpled vellum scroll is scrawled with an Infernal statement outlining the beliefs of a specific yet unnamed fiend. Whether or not you can read the language, while studying the statement you gain an expertise die on a Religion check made to recall or learn information about fiends. You can’t do so again until you finish a _long rest_ .\n\nBy repeatedly reciting the creed aloud as an action each round for 1 minute, you can cast _find familiar_ , except your familiar takes the form of either an _imp_  or a _quasit_ . The creed is irrevocably absorbed into the familiar’s body and is completely destroyed when the familiar drops to 0 hit points.\n\n**Curse.** The familiar summoned by the creed is cursed. The fiend who wrote the creed can observe you through the summoned familiar, and can command the familiar to take actions while you are _asleep_  or _unconscious_ .",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armor-1-2-or-3-a5e",
            "name": "Armor +1, +2, or +3",
            "type": "Armor",
            "desc": "Wearing this armor gives an additional magic boost to AC as well as the base AC the armor provides. Its rarity and value are listed below:\n\n| **Base Armor**              | **+1 AC** |           | **+2 AC** |           | **+3 AC** |            |\n| --------------------------- | --------- | --------- | --------- | --------- | --------- | ---------- |\n| Padded cloth                | Common    | 65 gp     | Uncommon  | 500 gp    | Rare      | 2,500 gp   |\n| Padded leather              | Uncommon  | 400 gp    | Rare      | 2,500 gp  | Very rare | 10,000 gp  |\n| Cloth brigandine            | Uncommon  | 150 gp    | Uncommon  | 500 gp    | Rare      | 2,200 gp   |\n| Leather brigandine          | Uncommon  | 400 gp    | Rare      | 2,200 gp  | Very rare | 8,000 gp   |\n| Hide armor                  | Uncommon  | 150 gp    | Uncommon  | 500 gp    | Rare      | 2,000 gp   |\n| Scale mail                  | Uncommon  | 250 gp    | Rare      | 2,000 gp  | Very rare | 8,000 gp   |\n| Breastplate or cuirass      | Uncommon  | 500 gp    | Rare      | 2,000 gp  | Very rare | 8,000 gp   |\n| Elven breastplate (mithral) | Rare      | 1,300 gp  | Very rare | 2,800 gp  | Very rare | 8,800 gp   |\n| Chain mail or chain shirt   | Uncommon  | 150 gp    | Uncommon  | 500 gp    | Rare      | 2,000 gp   |\n| Half plate                  | Rare      | 2,000 gp  | Very rare | 8,000 gp  | Very rare | 32,000 gp  |\n| Hauberk                     | Uncommon  | 450 gp    | Rare      | 1,500 gp  | Very rare | 6,000 gp   |\n| Splint                      | Rare      | 1,500 gp  | Very rare | 6,000 gp  | Very rare | 24,000 gp  |\n| Full plate                  | Very rare | 6,000 gp  | Very rare | 24,000 gp | Legendary | 96,000 gp  |\n| Elven plate (mithral)       | Very rare | 9,000 gp  | Very rare | 27,000 gp | Legendary | 99,000 gp  |\n| Dwarven plate (stone)       | Very rare | 24,000 gp | Legendary | 96,000 gp | Legendary | 150,000 gp |",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armor-of-invulnerability-a5e",
            "name": "Armor of Invulnerability",
            "type": "Armor",
            "desc": "This armor grants you resistance to nonmagical damage. Once between _long rests_ , you can use an action to become immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armor-of-resistance-a5e",
            "name": "Armor of Resistance",
            "type": "Armor",
            "desc": "This armor grants you resistance to one type of damage. The type of damage is determined when the armor is created, from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder.\n\nA suit of light or medium _armor of resistance_ is rare, and a heavy suit is very rare.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armor-of-vulnerability-a5e",
            "name": "Armor of Vulnerability",
            "type": "Armor",
            "desc": "This armor grants you resistance to one of the following damage types: bludgeoning, piercing, or slashing. The type of damage is determined when the armor is created.\n\n**Cursed.** Once attuned to this armor, you are _cursed_  until you are targeted by __remove curse_ or similar magic; removing the armor does not end it. While cursed, you have vulnerability to the other two damage types this armor does not protect against.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armored-corset-a5e",
            "name": "Armored Corset",
            "type": "Armor",
            "desc": "This corset appears to be a lightweight piece of shapewear, bound up the back with satin ribbons. In practice, it acts as a steel breastplate for the purposes of AC, donning time, and sleeping in armor; however, it imposes _disadvantage_  on Acrobatics checks instead of Stealth checks. An armored corset is considered light armor for the purposes of proficiency and imposes no maximum Dexterity modifier. Furthermore, if you wear it for longer than eight hours, you must make a DC 10 Constitution _saving throw_  or suffer a level of _fatigue_ , increasing the DC by 2 for each subsequent eight-hour stretch.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "arrow-catching-shield-a5e",
            "name": "Arrow-Catching Shield",
            "type": "Armor",
            "desc": "This shield grants you +2 to AC against ranged attacks, in addition to the shield’s normal bonus to AC. In addition, whenever a target within 5 feet of you is targeted by a ranged attack, you can use your reaction to become the target of the attack instead.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "arrow-of-slaying-a5e",
            "name": "Arrow of Slaying",
            "type": "Weapon",
            "desc": "A particular kind of creature is chosen when this magic arrow is created. When the _arrow of slaying_ damages a creature belonging to the chosen type, heritage, or group, the creature makes a DC 17 Constitution _saving throw_ , taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once the _arrow of slaying_ deals its extra damage to a creature, it loses its magical properties. \n\nOther types of magic ammunition of this kind exist, such as bolts meant for a crossbow, or bullets for a firearm or sling.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "asi-a5e",
            "name": "Asi",
            "type": "Weapon",
            "desc": "This magic, sentient longsword grants a +3 bonus to _attack and damage rolls_  made with it. Once you have attuned to the weapon, while wielding it you gain the following features:\n\n◆ Weapon attacks using the sword score a critical hit on a roll of 19 or 20.\n\n◆ The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.\n\n◆ You can use a bonus action to speak this sword’s command word, causing flames to erupt from the blade. These flames shed _bright light_  in a 60-foot radius and dim light for an additional 60 feet. While the sword is ablaze, it deals an extra 2d8 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.\n\n◆ You can use a bonus action to toss this sword into the air and speak a different command word. When you do so, the sword begins to hover and the consciousness inside of it awakens, transforming it into a creature. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. You can transform the sword into a creature for up to 10 minutes, each one using a minimum of 1 minute from the duration. The sword regains 5 minutes of transforming capability for every 12 hours that feature is not in use.\n\nWhen you act in a way that Asi finds contemptible (performing deeds that conflict with effecting the destruction of the enemies of the gods and restoring the Dharma), the sword acts under its own free will unless you succeed on an opposed Charisma check at the end of each minute.\n\n**_Sentience._** Asi is a sentient weapon with Intelligence 16, Wisdom 16, and Charisma 16\\. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with you and can speak, read, and understand Sanskrit and Tamil.\n\n_**Personality.**_ The sword’s purpose is to effect the destruction of the enemies of the gods and restoring the Dharma. It is single-minded in its purpose and highly motivated, but not unreasonable or averse to compromising its interests for a short time while in the pursuit of the greater good.\n\n_**Destroying the Sword.**_ The sword can never be permanently destroyed. When reduced to 0 hit points, Asi fades into the Ethereal Plane, reappearing in a location of its choosing 1d4 weeks later.\n\n_**Asi**_   \n_Challenge 8_  \n_Small construct 3,900 XP_  \n**AC** 16 (natural armor)  \n**HP** 102 (12d6+60; bloodied 51)  \n**Speed** fly 40 ft. (hover)\n\n  \nSTR DEX CON INT WIS CHA  \n19 (+4) 17 (+3) 20 (+5) 16 (+3) 16 (+3) 16 (+3)\n\n---\n\n**Proficiency** +3; **Maneuver DC** 15  \n**Saving Throws** Int +6, Wis +6, Cha +6 Skills Insight +6, Perception +6  \n**Damage Resistances** cold, lightning; bludgeoning, piercing, slashing  \n**Damage Immunities** fire, poison, psychic  \n**Condition Immunities** _charmed_ , _fatigue_ , _frightened_ , _poisoned_   \n**Senses** darkvision 120 ft., passive Perception 16  \n**Languages** Sanskrit, Tamil; telepathy 60 ft.\n\n---\n\n_**Immutable Form.**_ The sword is immune to any spell or effect that would alter its form.\n\n_**Magic Resistance.**_ The sword has _advantage_  on _saving throws_  against spells and other magical effects.\n\n---\n\nACTIONS\n\n_**Multiattack.**_ The sword attacks twice with its blade.\n\n_**Blade.** Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit_: 16 (2d10+5) magical slashing damage plus 9 (2d8) fire damage.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "assassins-ring-a5e",
            "name": "Assassin’s Ring",
            "type": "Ring",
            "desc": "This unassuming-looking signet ring comes with sinister features. The first is a four-chambered extradimensional space, each of which can hold one dose of poison. While wearing the ring, you can use an action to press part of its filigree to deploy one of the poisons and apply it to a weapon or piece of ammunition. You have _advantage_  on checks made to conceal this action from observers. \n\nIn addition, you can use a bonus action to whisper a command word that makes a garrote of shadowy force unspool from the ring. A creature _grappled_  using this garrote has _disadvantage_  on _saving throws_  made to escape the grapple.\n\nThis ring’s magic is subtle and creatures have _disadvantage_  on checks made to notice it is magical or determine its purpose.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "assembling-armor-a5e",
            "name": "Assembling Armor",
            "type": "Wondrous Item",
            "desc": "This thick leather belt pouch jingles softly as if filled with metal rings. This item has 6 charges and regains 1d4 each dawn.\n\nYou can use an action to speak one of three command words and expend 1 or more of the pouch’s charges, causing metal rings and plates to stream out of the pouch and assemble into a suit of armor on your body.\n\n* Leather brigandine (1 charge)\n* Half plate (2 charges)\n* Full plate (3 charges)\n\nAlternatively, you can use a bonus action to speak a fourth command word and expend 1 charge to summon a medium shield from the pouch.\n\nIf you are already wearing armor that provides equal or greater protection than the armor provided by the pouch, the charges are wasted and nothing happens. If you are wearing armor that provides less protection, the assembling armor reinforces the armor you are already wearing and you benefit from the same level of protection as if you activated the pouch while unarmored. The armor remains on your person for up to 1 hour or until you use an action to dismiss it, after which it disassembles and returns to the pouch. ",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "atlas-to-libation-a5e",
            "name": "Atlas to Libation",
            "type": "Wondrous Item",
            "desc": "This golden-brown parchment has an odd handle-like wooden stave and a seal marked with an ale tankard. As a bonus action, you can break the seal and unfurl the map. When you do so, the map fills in with accurate topography in a 1-mile radius around you. A miniature image of you appears at the map’s center along with a dotted line leading to an X that marks the nearest potable alcohol. The map immediately rolls back up if brought within 50 feet of alcohol or if no alcohol is within 1 mile when the seal is opened. \n\nOnce used in this way, the seal reforms and is usable again after 24 hours.\n\nAlternatively, you can form a cylinder with the map and grasp it by the handle as an action. If you do so, the map hardens into a tall wooden tankard and magically fills with high quality ale, then loses all magical properties and becomes a mundane object.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "axe-of-chilling-fear-a5e",
            "name": "Axe of Chilling Fear",
            "type": "Weapon",
            "desc": "This black iron axe is ice-cold to the touch and feels uncomfortable to hold. Its head has an iridescent blue tint to it, and frost gathers around it when it’s left to rest.\n\nYou have a +1 bonus to _attack and damage rolls_  with this weapon, and when you hit a creature that’s _frightened_  of you (as per the condition) with it, it deals an extra 2d6 cold damage. Additionally, you have _advantage_  on Intimidation checks while holding it, and when you score a critical hit with it, the target must make a DC 15 Wisdom _saving throw_  or be frightened of you for 1 minute. It can repeat the saving throw each time it takes damage, ending the effect on a success.\n\n**_Curse._** While attuned to this axe, a deep-seated fear comes to the fore. You develop a _phobia_ based on a pre-existing fear (work with the Narrator to determine something suitable), however dormant, with the following alterations: when confronted with this object of this phobia, you must make a DC 15 Wisdom _saving throw_ , becoming _frightened_  of it for 1 minute on a failure. On a success, you can’t be frightened by that phobia again for 1 hour. This does not affect a phobia gained in any other way.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "badge-of-seasons-a5e",
            "name": "Badge of Seasons",
            "type": "Wondrous Item",
            "desc": "Glowing, magical symbols of spring, summer, autumn, and winter decorate this wooden badge. So long as at least one of the symbols remains on the badge, fey creatures regard you as a figure of authority. You gain an expertise die on Intimidation and Persuasion checks made to influence fey.\n\nWhenever you create your pact weapon, you can choose to imbue it with the magic of one of the badge’s four symbols. For the next minute or until your pact weapon disappears, you gain a benefit related to the chosen symbol:\n\n**Spring:** Whenever you use your pact weapon to damage a creature, you regain 1d4 hit points.\n\n**Summer:** Attacks made with your pact weapon deal an additional 1d6 fire damage.\n\n**Autumn:** Whenever you use your pact weapon to damage a creature, the target makes a Charisma _saving throw_  against your spell save DC or it deals half damage with weapon attacks until the end of your next turn.\n\n**Winter:** You can use a bonus action to teleport up to 15 feet to an unoccupied space that you can see. Creatures within 5 feet of the space you left each take 1d4 cold damage.\n\nThe symbol disappears after its effect ends. Once you’ve used all four symbols, the badge becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-beans-a5e",
            "name": "Bag of Beans",
            "type": "Wondrous Item",
            "desc": "This cloth bag contains 3d4 dry beans and weighs ½ pound plus ¼ pound for each bean inside.\n\nDumping the bag’s contents on the ground creates a fiery 10-foot radius explosion. The fire ignites unattended flammable objects. Each creature in the area makes a DC 15 Dexterity _saving throw_ , taking 5d4 fire damage on a failure, or half damage on a success. \n\nYou may also take a bean from the bag and plant it in dirt or sand and water it, producing an effect 1 minute later centered on where it was planted.\n\nTo determine the effect the Narrator may create something entirely new, choose one from the following table, or roll.\n\nTable: Bag of Beans\n\n| 1     | 5d4 toadstools with strange markings appear. When a creature eats a toadstool (raw or cooked), roll any die. An even result grants 5d6 temporary hit points for 1 hour, and an odd result requires the creature to make a DC 15 Constitution _saving throw_  or take 5d6 poison damage and become _poisoned_  for 1 hour.                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 2–10  | 1d4+1 geysers erupt. Each one spews a different liquid (chosen by the Narrator) 30 feet into the air for 1d6 rounds: beer, berry juice, cooking oil, tea, vinegar, water, or wine.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |\n| 11–20 | A fully developed _treant_  appears. There is a 50% chance it is chaotic evil, in which case it immediately attacks the nearest creature.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 21–30 | A stone statue in your likeness with an angry countenance rises. The statue is immobile except for its mouth, which can move and speak. It constantly rails threats and insults against you. If you leave the statue, it knows where you are (if you are on the same plane of existence) and tells anyone who comes near that you are the worst of villains, urging them to kill you. The statue attempts to cast _geas_ (save DC 10) on any nearby creature that can speak a language you do (and isn’t your friend or companion) with the command to find and kill you. After 24 hours, the statue loses the ability to speak and cast geas, becoming completely inanimate.                                                                                    |\n| 31–40 | A campfire with green flames appears for 24 hours or until it is extinguished. The area in a 10-foot radius is a haven.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |\n| 41–50 | 1d6+6 fully developed _shriekers_  appear.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |\n| 51–60 | 1d4+8 small pods sprout, which then unfurl to allow a luminescent pink toad to crawl out of each one. A toad transforms into a Large or smaller beast (determined by the Narrator) whenever touched. The beast remains for 1 minute, then disappears in a puff of luminescent pink smoke.                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 61–70 | A fully developed _shambling mound_  appears. It is not hostile but appears perplexed as it is _stunned_  for 1d4 rounds. Once the stun effect ends, it is _frightened_  for 1d10+1 rounds. The source of its fear is one randomly determined creature it can see.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |\n| 71–80 | A tree with tantalizing fruit appears, but then turns into glass that refracts light in a dazzlingly beautiful manner. The glass tree evaporates over the next 24 hours.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |\n| 81–90 | A nest appears containing 1d4+3 vibrantly multicolored eggs with equally multicolored yolks. Any creature that eats an egg (raw or cooked) makes a DC 20 Constitution _saving throw_ . On a success, the creature's lowest ability score permanently increases by 1 (randomly choosing among equally low scores). On a failure, the creature takes 10d6 force damage from an internal magical explosion.                                                                                                                                                                                                                                                                                                                                                         |\n| 91–99 | A 5-foot hole with swirling multicolored vapors inside appears. All creatures within 10 feet of the hole that have an Intelligence of 6 or higher hear urgent, loving whispers from within in a language they understand. Each creature makes a DC 15 Wisdom _saving throw_  or try to leap into the hole. The first creature to jump into the hole (or more than one, if multiple creatures jump in simultaneously) disappears for 1 day before reappearing. A creature has no memory of the previous 24 hours when it reappears, but finds a new randomly determined magic item of uncommon rarity among its possessions. It also gains the benefits of a _long rest_ . The hole disappears after 1 minute, or as soon as a creature jumps completely into it. |\n| 100   | A fantastic, gargantuan beanstalk erupts and grows to a height determined by the Narrator. The Narrator also chooses where the top leads. These options (and more) are possible: the castle of a giant, a magnificent view, a different plane of existence.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-cheese-a5e",
            "name": "Bag of Cheese",
            "type": "Wondrous Item",
            "desc": "This item is often bought from apprentice wizards with an adventurer’s first reward from questing. It is a yellow bag with the word “cheese” embroidered on it (in Common). Any food you put in this bag becomes cheese, but retains its original taste and condition—a moldy and dirty loaf of bread becomes a moldy and dirty piece of cheese. Any non-food items develop a distinctly cheesy aroma.\n\nAlternatively, you can turn the bag inside out, transforming it into 1 Supply worth of any type of mundane cheese.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-devouring-a5e",
            "name": "Bag of Devouring",
            "type": "Wondrous Item",
            "desc": "This item is actually an aperture for the mouth of an immense extradimensional creature and is often mistaken for a _bag of holding_ . \n\nThe creature can perceive everything placed inside the bag. Up to a cubic foot of inanimate objects can be stored inside, however once per day the creature swallows any inanimate objects inside and spews them into another plane of existence (with the Narrator deciding the plane and time of day). Animal or vegetable matter placed completely inside is instead ingested and destroyed. \n\nThis item can be very dangerous. When part of a creature is inside the bag (including a creature reaching a hand inside) there is a 50% chance the bag pulls it inside. A creature that ends its turn inside the bag is ingested and destroyed. \n\nA creature inside the bag can try to escape by using an action and making a DC 15 Strength check. Creatures outside the bag may use an action to attempt to reach in and pull a creature out with a DC 20 Strength check. This rescue attempt is subject to the same 50% chance to be pulled inside.\n\nPiercing or tearing the item destroys it, with anything currently inside shifted to a random location on the Astral Plane. Turning the bag inside out closes the mouth.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-holding-a5e",
            "name": "Bag of Holding",
            "type": "Wondrous Item",
            "desc": "This bag’s interior space is significantly larger than its apparent size of roughly 2 feet at the mouth and 4 feet deep. The bag can hold up to 500 pounds and has an internal volume of 64 cubic feet. Regardless of its contents, it weighs 15 pounds. Retrieving an item from the bag requires an action. If you have never interacted with a specific bag of holding 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\nFood or water placed in the bag immediately and permanently lose all nourishing qualities—after being in the bag, 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 bag cannot be restored to life by __revivify , raise dead ,_ or other similar magic. Breathing creatures inside the bag can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\n\nThe bag cannot hold any item that would not fit in a normal bag of its apparent size or any item with the Bulky quality. \n\nIf the bag is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a _bag of holding_ inside another extradimensional storage device such as a _portable hole_  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": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-tricks-a5e",
            "name": "Bag of Tricks",
            "type": "Wondrous Item",
            "desc": "This seemingly empty cloth bag comes in several colors and has a small, fuzzy object inside. \n\nYou can use an action to pull a fuzzy object from the bag and throw it up to 20 feet. Upon landing, it becomes a creature determined by a roll on the Bag of Tricks table (depending on the bag’s color). \n\nThe resulting creature is friendly to you and any companions you have. It acts on your turn, during which you can use a bonus action to give it simple commands such as “attack that creature” or “move over there”. If the creature dies or if you use the bag again, it disappears without a trace. After the first use each day, there is a 50% chance that a creature from the bag is hostile instead of friendly and obedient.\n\nOnce you have used the bag three times, you cannot do so again until the next dawn.\n\n__**Table: Bags of Tricks**__\n| Blue bag of tricks (uncommon; cost 400 gp) |                     | Gray bag of tricks (uncommon; cost 350 gp) |                | Green bag of tricks (rare; cost 800 gp) |                   | Rust bag of tricks (uncommon; cost 400 gp**)** |              | Tan bag of tricks (uncommon; cost 300 gp) |                |\n| ------------------------------------------ | ------------------- | ------------------------------------------ | -------------- | --------------------------------------- | ----------------- | ---------------------------------------------- | ------------ | ----------------------------------------- | -------------- |\n| **d8**                                     | **Creatu**re        | d8                                         | **Creature**   | **d8**                                  | **Creature**      | **d8**                                         | **Creature** | **d8**                                    | **Creature**   |\n| 1                                          | _Quipper_           | 1                                          | _Weasel_       | 1                                       | _Giant Crocodile_ | 1                                              | _Rat_        | 1                                         | _Jackal_       |\n| 2                                          | _Octopus_           | 2                                          | _Giant rat_    | 2                                       | _Allosaurus_      | 2                                              | _Owl_        | 2                                         | _Ape_          |\n| 3                                          | _Seahorse_          | 3                                          | _Badger_       | 3                                       | _Ankylosaurus_    | 3                                              | _Mastiff_    | 3                                         | _Baboon_       |\n| 4                                          | _Hunter Shark_      | 4                                          | _Boar_         | 4                                       | _Raptor_          | 4                                              | _Goat_       | 4                                         | _Axe Beak_     |\n| 5                                          | _Swarm of quippers_ | 5                                          | _Panther_      | 5                                       | _Giant lizard_    | 5                                              | _Giant Goat_ | 5                                         | _Black Bear_   |\n| 6                                          | _Reef shark_        | 6                                          | _Giant Badger_ | 6                                       | _Triceratops_     | 6                                              | _Giant Boar_ | 6                                         | _Giant Weasel_ |\n| 7                                          | _Giant Seahorse_    | 7                                          | _Dire Wolf_    | 7                                       | _Plesiosaurus_    | 7                                              | _Lion_       | 7                                         | _Giant Hyena_  |\n| 8                                          | _Giant Octopus_     | 8                                          | _Giant Elk_    | 8                                       | _Pteranodon_      | 8                                              | _Brown Bear_ | 8                                         | _Tiger_        |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "barbed-devils-bracelet-a5e",
            "name": "Barbed Devil’s Bracelet",
            "type": "Wondrous Item",
            "desc": "The hand on which you wear this bracelet transforms into a claw covered with a dozen wicked spines. Your unarmed attacks with the claw deal 1d6 piercing damage, and you gain an expertise die on Sleight of Hand checks made to steal small items. Your hand returns to normal if you remove the bracelet. \n\nAs an action, you can draw upon the claw’s magic to cast __produce flame_ . Whenever you use the claw in this way, one of the bracelet’s spines disappears and your hit point maximum is reduced by 1d8\\. This reduction lasts until you finish a _long rest_ . If this effect reduces your hit point maximum to 0, you die and your body permanently transforms into a _barbed devil_ . When the bracelet has no more spines it becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "barrow-bread-a5e",
            "name": "Barrow Bread",
            "type": "Wondrous Item",
            "desc": "Barrow bread is made from mashing together plantains and starches that are grown in the tropical barrows. While this viscous, starchy paste is not actually a bread, it perfectly preserves and maintains the temperature of any food tucked inside it for up to a week, protecting and preserving 1 Supply. The magic is contained in the plantain leaves that are wrapped around the barrow bread. Once unwrapped, the barrow bread itself can be consumed (as 1 Supply) within 15 minutes before the outside elements spoil it. ",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bead-of-force-a5e",
            "name": "Bead of Force",
            "type": "Wondrous Item",
            "desc": "This sphere of black glass is ¾ an inch in diameter and can be thrown up to 60 feet as an action. On impact it creates a 10-foot radius explosion. Creatures in the area make a DC 15 Dexterity _saving throw_ , taking 5d4 force damage on a failure. A sphere of force then encloses the same area for 1 minute. Any creature that is completely in the area and fails its save is trapped within the sphere. Creatures that succeed on the save or that are only partially within the area are pushed away from the point of impact until they are outside the sphere instead. \n\nThe wall of the sphere only allows air to pass, stopping all other attacks and effects. A creature inside the sphere can use its action to push against the sides of the sphere, moving up to half its Speed. The sphere only weighs 1 pound if lifted, regardless of the weight of the creatures inside.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bead-of-tracking-a5e",
            "name": "Bead of Tracking",
            "type": "Wondrous Item",
            "desc": "This miniature bead is covered with hundreds of small hooks. When you use an action to place it on a creature’s clothing or hide, the bead hangs there imperceptibly and creates a bond between you and the creature. You gain an expertise die on checks made to track the creature while the bead remains on it. To place the bead during combat without being noticed, you must succeed on a Dexterity (Sleight of Hand) check against the creature’s maneuver DC (or when outside of combat, the creature’s passive Perception).",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "belt-of-dwarvenkind-a5e",
            "name": "Belt of Dwarvenkind",
            "type": "Wondrous Item",
            "desc": "While wearing this belt, you gain the following benefits:\n\n* Your Constitution score increases by 2, to a maximum of 20.\n* _Advantage_  on Charisma (Persuasion) checks made against dwarves.\n* _Advantage_  on saving throws against poison, and resistance to poison damage.\n* Darkvision to a range of 60 feet.\n* The ability to speak, read, sign, and write Dwarvish.\n\nIn addition, while you are attuned to this belt there is a 50% chance at dawn each day that you grow a full beard (or a noticeably thicker beard if you have one already).",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "belt-of-giant-strength-a5e",
            "name": "Belt of Giant Strength",
            "type": "Wondrous Item",
            "desc": "Braided rope made of hair from the same kind of giant as the belt to be made\n\nWearing this belt increases your Strength score to the score granted by the belt. It has no effect if your Strength is equal to or greater than the belt’s score.\n\nEach variety of belt corresponds with a different kind of giant.\n\n__**Table: Belts of Giant Strength**__\n| **Type**                  | **Strength** | **Rarity** | **Cost**   |\n| ------------------------- | ------------ | ---------- | ---------- |\n| _Hill giant_              | 20           | Rare       | 4,000 gp   |\n| _Frost_  or _stone giant_ | 23           | Very rare  | 9,000 gp   |\n| _Fire giant_              | 25           | Very rare  | 20,000 gp  |\n| _Cloud giant_             | 27           | Legendary  | 55,000 gp  |\n| _Storm giant_             | 29           | Legendary  | 150,000 gp |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "berserker-axe-a5e",
            "name": "Berserker Axe",
            "type": "Weapon",
            "desc": "You gain +1 bonus to attack and damage rolls made with this magic axe, and while you are attuned to it your hit point maximum is increased by 1 for each level you have attained. \n\n**Curse.** After you attune to this axe you are unwilling to part with it, keeping it within reach at all times. In addition, you have _disadvantage_  on attack rolls with weapons other than this one unless the nearest foe you are aware of is 60 feet or more away from you.\n\nIn addition, when you are damaged by a hostile creature you make a DC 15 Wisdom _saving throw_  or go berserk. While berserk, on your turn each round you move to the nearest creature and take the Attack action against it, moving to attack the next nearest creature after you _incapacitate_  your current target. When there is more than one possible target, you randomly determine which to attack. You continue to be berserk until there are no creatures you can see or hear within 60 feet of you at the start of your turn. ",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bicycle-bell-of-flight-a5e",
            "name": "Bicycle Bell of Flight",
            "type": "Wondrous Item",
            "desc": "This beautifully-filigreed bell can turn into a mundane bicycle of Small or Medium size (chosen at the time of creation) when you activate it as an action. Returning the bicycle to bell form also requires an action.\n\nWhile riding this bicycle, you can ring its bell to gain a flying speed of 50 feet and the ability to hover. You can use the bike to fly for 2 hours, expending at least 10 minutes worth of time with each use. If you are flying when the time runs out, you fall at a rate of 60 feet and take no damage from landing. The bell regains 1 hour of flying time for every 12 hours it is not in use, regardless of which form it is in.\n\n**_Curse._** While far from malicious, the magic of the bell is exuberant to a fault. While you are using its flying speed it frequently rings of its own accord, giving you _disadvantage_  on Stealth checks.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "birdsong-whistle-a5e",
            "name": "Birdsong Whistle",
            "type": "Wondrous Item",
            "desc": "This carving of reddish soapstone resembles a miniature cardinal. When air is blown through the lower back high-pitched sounds are emitted through the bird’s open beak. When the whistle is blown the sounds of songbirds are heard by all creatures in a 100-foot radius. These calls are indistinguishable from actual birds singing. \n\nAlternatively, you can use an action to break the whistle to summon a large flock of birds that appear at the start of your next turn and surround you in a 10-foot radius. The flock moves with you and makes you _heavily obscured_  from creatures more than 10 feet away for 1 minute, or until the flock takes 10 or more damage from area effects.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "blackbird-pie-a5e",
            "name": "Blackbird Pie",
            "type": "Wondrous Item",
            "desc": "This item appears to be a freshly baked pie in a tin. When the crust is fully punctured the pie explodes as 24 magic blackbirds fly out and flit through the air in a 20-foot radius for 2d4 rounds, at which point the birds and the pie disappear. A creature that starts its turn in the area or first enters into the area on its turn makes a DC 15 Dexterity _saving throw_ , taking 1 slashing damage on a failure. A creature damaged by the blackbirds has _disadvantage_  on ability checks and _attack rolls_  until the beginning of its next turn. The blackbirds are magical and cannot be interacted with like normal animals, and attacking them has no effect.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bloodiron-band-a5e",
            "name": "Bloodiron Band",
            "type": "Wondrous Item",
            "desc": "The Bloodiron Band gleams a metallic crimson and is set with dozens of spikes on the inside so that it pierces the skin as it closes on the forearm during attunement.\n\nWearing this band increases your Strength to 20\\. It has no effect if your Strength is equal to or greater than 20.\n\n**_Curse._** Because of the horrific materials required in its construction, each band comes with a terrible cost. While attuned to the bloodiron band, your maximum hit points are reduced by a number equal to twice your level. Additionally, at the start of your turn, if another creature within 15 feet of you is _bloodied_ , you must make a DC 15 Wisdom _saving throw_  (gaining _advantage_  if the creature is an ally). On a failure, you must attempt to move to a space within reach and take the attack action against that creature.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "book-of-storing-a5e",
            "name": "Book of Storing",
            "type": "Wondrous Item",
            "desc": "After you attune to this 1-foot square 6-inch thick book it hides its true nature to anybody else, appearing to be a mundane diary. When you open it however, the book reveals a Tiny storage compartment.\n\nThe storage space is the same size as the book, and because this item doesn’t function as a pocket dimension it can be safely used to store such items (such as a __portable hole_ ).",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}