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&page=5
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=6",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=document__slug&page=4",
    "results": [
        {
            "slug": "gram-the-sword-of-grief-a5e",
            "name": "Gram, the Sword of Grief",
            "type": "Weapon",
            "desc": "This longsword gleams with gold ornamentation, though the blade is a strange brown color. While you are attuned to Gram, you gain the following benefits:\n\n* You gain a +3 bonus to _attack and damage rolls_  made with this magic sword.\n* While you are attuned to the sword and use it to attack a dragon, on a hit it deals an extra 3d6 slashing damage. If you use it to attack a humanoid, on a hit it deals an extra 2d8 poison damage.\n\n### Lore\n\nSword of the legendary hero Sigurd Sigmundsson, it was originally won by his father Sigmund when the god Odin approached him in disguise at a wedding feast. Odin thrust the sword it into a tree and proclaimed that anyone who pulled it from the tree would receive the sword itself as a gift, and that none had ever borne a finer blade. Sigmund drew it, only for Odin to eventually break the blade after he had used it in several battles. The two halves were bequeathed to his son, Sigurd.\n\n_Gram_ was reforged by the dwarf Regin for Sigurd in order to slay Regin’s brother, the wizard-turned-dragon, Fafnir, and reclaim a cursed treasure. Sigurd proofed the blade on Regin’s own anvil, breaking the blade again, and then again after a second forging. Finally, on the third time, it split the anvil in half with a single stroke. Sigurd later killed Fafnir by hiding in a ditch and thrusting upwards into the drake’s unprotected belly. The ditch carried away most of the dragon’s burning, poisonous blood but _Gram_, as well as Sigrud’s arm up to the shoulder, were bathed in it, and a portion of that venomous malice remains in the sword. Though Sigurd’s eventual tragic end had more to do with a cursed ring he stole from the dragon’s hoard than _Gram_, it is nevertheless known as the Sword of Grief.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "grappling-gun-a5e",
            "name": "Grappling Gun",
            "type": "Wondrous Item",
            "desc": "This device resembles a crossbow with a grappling hook fixed onto a spear that emerges from the front of it. You can use an action to fire it at a perch within 120 feet—a crux of tree boughs, the corner of a building, the top of a street light, a cluster of rocks across a chasm—and make a ranged weapon attack roll against AC 13\\. On a successful hit the device’s grappling hook affixes itself to the perch and you can use a bonus action to retract the line, moving to a square adjacent to the grappling hook. When you are within 10 feet of the grappling hook you can use a reaction to return it to the _grappling gun_. \n\nA _grappling gun_ that has its line obstructed by another creature or broken (AC 20, 20 hit points) becomes inoperable until it is reloaded with an action. \n\nIn addition, you can fire the _grappling gun_ as an attack against a creature (range 60/120 ft.), dealing 1d4 bludgeoning damage. On a hit the creature makes a DC 10 Strength _saving throw_  or is knocked _prone_ .",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "green-scale-shield-a5e",
            "name": "Green Scale Shield",
            "type": "Armor",
            "desc": "While you hold this shield, you have _resistance_  to poison damage.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gremlin-translator-a5e",
            "name": "Gremlin Translator",
            "type": "Wondrous Item",
            "desc": "This Tiny ethereal orange goblinoid sits inside a decorative silver earring. The gremlin speaks Common and has limited knowledge of all other known languages, able to understand and translate the following phrases regardless of what language they are spoken in:\n\n* Excuse me\n* Please\n* Yes\n* No\n* Where is the privy?\n\nWhen prompted the gremlin provides you with the correct translation of any of those phrases in any language. It can also attempt to translate anything spoken or written in any language, however it only recognizes the words that comprise the above phrases.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "guide-to-respecting-social-mores-a5e",
            "name": "Guide to Respecting Social Mores",
            "type": "Wondrous Item",
            "desc": "This small, rather dry book contains instructions on etiquette and proper behavior. Its hidden and most useful purpose is to scream loudly to create a distraction whenever its carrier is subjected to unwanted social interactions.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hair-fuses-a5e",
            "name": "Hair Fuses",
            "type": "Other",
            "desc": "These small wicks and glued strips powdered with gunpowder are worn in the hair, usually at the ends of long braids or in a voluminous beard. You can use an action or bonus action to light these fuses, rolling 1d12\\. On a 12, the fuses all ignite at once and you take 1d6 fire damage. Otherwise they burn for 1 minute and give you advantage on Charisma (Intimidation) checks, but _disadvantage_  on all other Charisma checks",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hammer-of-thunderbolts-a5e",
            "name": "Hammer of Thunderbolts",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic maul. This weapon can only be attuned to when you are wearing a __belt of giant strength_ and __gauntlets of ogre power ._ The attunement ends if you remove or change attunement away from either of those items. \n\nWhile you are attuned to this weapon and holding it:\n\n* Your Strength score increases by 4 (and can exceed 20, but not 30).\n* When you make an attack roll with this weapon against a giant and roll a natural 20, the giant makes a DC 17 Constitution _saving throw_  or dies.\n\nYou can expend 1 charge and make a ranged weapon attack with the maul with a normal range of 20 feet and a maximum range of 60 feet. On a hit, the maul unleashes a thunderclap heard from up to 300 feet away. The target and every creature within 30 feet of it make a DC 17 Constitution _saving throw_  or become _stunned_  until the end of your next turn.\n\n  \nThe maul has 5 charges and regains 1d4+1 charges each dawn.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hamper-of-gwyddno-garanhir-and-knife-of-llawfrodedd-the-horseman-a5e",
            "name": "Hamper of Gwyddno Garanhir & Knife of Llawfrodedd the Horseman",
            "type": "Wondrous Item",
            "desc": "You can use an action to cast _create food and water_  by putting 1d4 _Supply_ into this large wooden basket or using this cutting knife to prepare a 1d4 Supply. You cannot use food created in this way to activate either of these magic items.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hand-of-the-night-a5e",
            "name": "Hand of the Night",
            "type": "Wondrous Item",
            "desc": "Thin ridges of ivory trace the fingers of this supple leather glove, yet they never restrict the movement or flexibility of the hand. While wearing this glove, you can cause an object held in your hand to turn _invisible_ , provided it weighs 5 pounds or less. The object remains invisible until you let go of it or end the effect as a free action. If you make an attack with an invisible weapon that has the finesse property, the attack doesn’t trigger any reactions unless the creature making the reaction can perceive invisible objects.\n\nAdditionally, if you are in _dim light or darkness_ , you can turn invisible as an action. You remain invisible for 10 minutes or until you use movement or take any actions or reactions.\n\n_**Curse.**_ While in sunlight, your skin appears gray and veiny, your face is gaunt, and your eyes turn hollow, pale, and milky, giving you an unsettling demeanor. The exact effects of this appearance can vary broadly depending on who’s around to see it, often imposing disadvantage on Charisma checks or even outright hostility. Additionally, while in sunlight you make any _saving throws_  with a –2 penalty.\n\n_**Escalation.**_ This glove’s true powers open up when, through subtlety and subterfuge, you steal something greater than just objects. This could mean stealing a soul away from death, stealing victory from the jaws of defeat, or something even more unusual. The first time you perform such a feat, the glove gains 3 charges that replenish each dawn. Additionally, each time you trigger the escalation you can choose from one of the following benefits, each of which cost 1 charge to use.\n\n• You can cast disguise self without expending a spell slot, and Charisma is your spellcasting ability for this effect. You can’t do so again until the next dawn.  \n• For 1 minute you can use movement while benefiting from this glove’s invisibility.  \n• If you take an action or reaction while benefiting from this glove’s invisibility, you can instead become visible at the start of your next turn.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "handy-halter-a5e",
            "name": "Handy Halter",
            "type": "Wondrous Item",
            "desc": "This noosed strap (also known as the Halter of Clydno Eiddyn as it was long stapled to the foot of his bed) has 3 charges. While holding it, you can use an action and expend 1 charge to cast the __find steed_  spell from it. The rope regains 1d3 expended charges daily at dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "handy-haversack-a5e",
            "name": "Handy Haversack",
            "type": "Wondrous Item",
            "desc": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds regardless of its contents.\n\nPlacing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again.\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 _handy haversack_ inside another extradimensional storage device such as a _bag of holding_ or __portable hole_ 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": "harlequins-cards-a5e",
            "name": "Harlequin's Cards",
            "type": "Wondrous Item",
            "desc": "This deck of cards has a series of cut-outs within each card. As an action, you can make a DC 12 Performance check to send the cards flying through your hands, creating the appearance that the cut-outs are moving to tell a story of your choice. If you are standing near a light source, the story is cast on a nearby wall through shadowplay.\n\nOn a failed check, the story’s end is unsatisfying; if you fail by 5 or more, it takes a ghastly turn, ending in murder, betrayal, or gruesome death.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "harvest-a5e",
            "name": "Harvest",
            "type": "Weapon",
            "desc": "This seems like nothing more than a simple tool at first, rough at the handle and rusted at the edges, but the sickle’s impossibly sharp and shining crescent blade reveals its true nature.\n\nYou gain a +3 bonus to attack and damage rolls made with this magic sickle. It has the following additional properties. \n\n_**Red Reaping.**_ Whenever you use _Harvest_ to reduce a living creature to 0 hit points, it absorbs that creature’s soul and stores it within. _Harvest_ cannot store more than one soul in this way and the souls of any creatures you reduce to 0 hit points while a creature’s soul is already contained within it are not affected by this property.\n\n_**Sow the Reaped.**_ You can use an action to strike the ground with the sickle and produce a blood clone using a creature’s soul stored within _Harvest._ This blood clone appears in an unoccupied space adjacent to you and uses the statistics the creature had when it was alive, except it is both ooze and undead in addition to its other types. Blood clones formed in this way act immediately after you in initiative, and they obey your verbal commands to the best of their ability. Without such commands, the blood clone only defends itself. Once formed, a blood clone remains until destroyed or until 10 minutes pass, after which it dissolves into rotten offal and the trapped soul travels to whatever afterlife was intended for it.\n\n_**Only Life May Die.** Harvest_ has no effect on unliving creatures, and passes harmlessly through constructs and undead when it is used to attack them. \n\n_**Sentience.** Harvest_ is a sentient weapon with Intelligence 14, Wisdom 18, and Charisma 17\\. It sees and hears using your senses. _Harvest_ communicates with only you telepathically and can read, speak, and understand Common, Halfling, and Orc. It cannot communicate with a creature it is not attuned to.\n\n_**Personality.**_ This sickle originally had a much more benign purpose, created by a halfling archdruid to bring forth a new plant for each one harvested. When its creator was killed by an orcish warchief it became a weapon, and in her hands it grew to find a new purpose. It eventually convinced its bearer to sow what she reaped, and caused the very spirit and blood of those she had cut down to slaughter its orcish captors. _Harvest_ has come to believe that all people are inherently wicked and deserve death. It believes that real peace can only be achieved when the last mind capable of war and cruelty goes silent, leaving nothing but the plants and beasts. _Harvest_ tolerates people with a connection to nature but only if they are regularly giving it a chance to continue its “culling”. It whispers often of its great work, and begs you to enrich the earth’s soil with blood that it spills. If you go more than 3 days without using Harvest to slay a sentient creature, you’ll be in conflict with _Harvest_. When in conflict, any time you use the Sow the Reaped property the resulting blood clone ignores your verbal orders and attacks you to the best of its ability. If you are killed by the blood clone in this way, your soul is absorbed into _Harvest_. \n\n_**Destroying Harvest.**_ _Harvest_ is unbreakable but a person that has mastered nature can unmake it. With 24 hours worth of ritual work, any 20th level druid can deconstruct the weapon and return its tortured mind to the earth it was formed from, rendering _Harvest_ an inert mundane sickle made with a moonstone blade.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hat-of-disguise-a5e",
            "name": "Hat of Disguise",
            "type": "Wondrous Item",
            "desc": "While wearing this hat, you can use an action to cast __disguise self_ at will. The spell ends if the hat is removed.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hat-of-grand-entrances-a5e",
            "name": "Hat of Grand Entrances",
            "type": "Wondrous Item",
            "desc": "Step into the room and make a grand entrance! This top hat has embroidered figurines of trumpet players in full regalia. By speaking a command word, you can cause the figures to magically and loudly herald your arrival by trumpet blasts, followed by a speech announcing your name, titles, and any of your major accomplishments. You can alter this speech beforehand by giving any special instructions to the hat before speaking the command word. Once this hat has heralded an entrance it can’t be used again for 10 minutes.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "headband-of-intellect-a5e",
            "name": "Headband of Intellect",
            "type": "Wondrous Item",
            "desc": "Wearing this headband increases your Intelligence score to 19\\. It has no effect if your Intelligence is equal to greater than 19.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "heartbreaks-dagger-a5e",
            "name": "Heartbreak's Dagger",
            "type": "Weapon",
            "desc": "This delicate dagger, not much larger than a hatpin, features a curling silver cross-piece and a hilt wrapped in soft red leather. You gain a +1 to _attack and damage rolls_  with this weapon. On a critical hit, the target must make a Constitution _saving throw_  versus your maneuver DC. On a failure, it begins to bleed heavily, taking an additional 2d4 damage at the start of each of its turns. It can make another Constitution saving throw at the end of each of its turns, ending the effect on a success. This effect does not stack.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "heavens-roof-ring-a5e",
            "name": "Heaven's Roof Ring",
            "type": "Wondrous Item",
            "desc": "Awarded to those who have performed some great service to the cloud elves, this silver band of this ring is set with a flat gray stone etched with a wing. Once a day, you can spend an action to gain fly speed of 50 feet for 10 minutes, and once per day, as a reaction, you can cast _feather fall_  on yourself. While attuned, you are also fully acclimated to great heights and automatically succeed on checks against the effects of the _Elsenian Span_.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "helm-of-brilliance-a5e",
            "name": "Helm of Brilliance",
            "type": "Wondrous Item",
            "desc": "This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Gems removed from the helm crumble to dust. The helm loses its magic when all the gems are removed.\n\nWhile wearing this helm, you gain the following benefits:\n\n* You can use an action to cast one of the following spells (save DC 18) with the listed gem as its component: _daylight_ (opal), __fireball_  (fire opal), _prismatic spray_ (diamond), or _wall of fire_  (ruby). The gem is then destroyed.\n* If at least one diamond remains, the helm casts dim light in a 30-foot radius if at least one undead is within 30 feet. Any undead that starts its turn in the light takes 1d6 radiant damage.\n* If at least one ruby remains, you have resistance to fire damage.\n* If at least one fire opal remains, you can use an action to speak a command word and cause a weapon you are holding to erupt in flames, causing it to deal an extra 1d6 fire damage on a hit. The flames cast bright light in a 10-foot radius and dim light for an additional 10 feet. The flames last until you use a bonus action to speak the command word or you release the weapon.\n* Whenever you fail a _saving throw_  against a spell and take fire damage as a result, roll a d20\\. On a 1, light blazes from the remaining gems. Each creature within 60 feet other than you must succeed on a DC 17 Dexterity saving throw or take radiant damage equal to the number of gems in the helm. The helm and the remaining gems are then destroyed.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "helm-of-comprehending-languages-a5e",
            "name": "Helm of Comprehending Languages",
            "type": "Wondrous Item",
            "desc": "While wearing this helm, you can use an action to cast __comprehend languages_ at will.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "helm-of-telepathy-a5e",
            "name": "Helm of Telepathy",
            "type": "Wondrous Item",
            "desc": "While wearing this helm, you gain the following benefits:\n\n* You can use an action to cast _detect thoughts_ (save DC 13) at will. While maintaining _concentration_ , you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply with a bonus action while you are focused on it. If a creature successfully saves against this property, it becomes immune to it for 24 hours.\n\nOnce between _long rests_ , while focusing on a creature with _detect thoughts_ you can use an action to cast __suggestion_  (save DC 13) on that creature.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "helm-of-teleportation-a5e",
            "name": "Helm of Teleportation",
            "type": "Wondrous Item",
            "desc": "While wearing this helm you can use an action to cast _teleport_ . The helm has 3 charges and regains 1d3 charges each dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "holy-avenger-a5e",
            "name": "Holy Avenger",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic sword. While you are attuned to the sword and use it to attack a fiend or undead, on a hit it deals an extra 2d10 radiant damage. In addition, while drawn the sword creates an aura in a 10-foot radius around you. You and friendly creatures in the aura gain _advantage_  on _saving throws_  against spells and other magical effects. If you have 17 or more levels in the herald class, the aura increases to a 30-foot radius.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hopeful-slippers-a5e",
            "name": "Hopeful Slippers",
            "type": "Wondrous Item",
            "desc": "A wish made from the innocent heart of a scullery maid created these magical shoes, upon which she danced her way into a better life. You can only attune to these shoes if you are the first creature to do so. When you attune to the shoes, they resize to perfectly fit your feet and your feet alone. During the day they take the form of simple wooden clogs, and by night the shoes transform into beautiful glass slippers that somehow hold your weight without breaking. \n\nWhile wearing these shoes as clogs, your Wisdom score increases by 2 and you gain an expertise die on Animal Handling checks. While wearing these shoes as glass slippers, your Charisma score increases by 2 and you gain an expertise die on Performance checks. \n\nAlternatively, you can use a bonus action to shatter the glass slipper against the floor, sending shards exploding outward in a 10-foot radius. Creatures and objects in the area make a DC 15 Dexterity _saving throw_ , taking 8d6 magical piercing damage on a failed save or half as much on a success. Afterwards the area becomes _difficult terrain_ , and the remaining shoe becomes a mundane item.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hopes-final-light-a5e",
            "name": "Hope's Final Light",
            "type": "Wondrous Item",
            "desc": "This fine silver _hooded lantern_ is lit with an everburning light that emanates no heat and burns a pale blue. With its filigreed hood down in the dark, it projects strange shadows on nearby walls which dance like those of a zoetrope, depicting stories of heroic triumph against all odds. Holding it lifts your spirits.\n\nWhen you find this lantern, roll 2d6 – 2\\. The result is its current charges. While carrying it,  \nyou can increase its current charges by sacrificing some of your own vitality. For each charge you add, your maximum hit dice are reduced by 1 and your current hit dice are reduced by the same amount (to a minimum of 0). The lantern can only hold a maximum of 10 charges at one time. If an effect would cause the lantern to expend more charges than it currently has, you immediately provide charges to meet the need. If you do not have enough hit dice to meet the cost, the effect fails.\n\nIf the lantern has 6 or more charges, the radius of its _bright light_  is doubled. If the lantern has 0 charges, it sheds no light. Charges can be expended in the following ways using your reaction (unless otherwise noted):\n\n* Allies in the lantern’s bright light can use their reaction to spend 1 charge to add 1d12 to an _attack roll_ , _ability check_ , or _saving throw_  after it’s rolled. You can use your own reaction to disallow this use.\n* When a creature in the lantern’s bright light is reduced to 0 hit points, you can expend 1 or more charges to roll 1d12 per charge expended. The creature is conscious with hit points equal to the result.\n* When a creature in the lantern’s bright light takes damage, you can project a shield over them. The damage is negated, and the lantern loses 1 charge per 10 damage negated (minimum 1).\n* When a creature in the lantern’s bright light is targeted by a spell or would be caught in the area of a spell, you can negate the spell’s effect on that creature. The lantern loses charges equal to the spell’s level.\n\nIf _hope’s final light_ is missing any charges at dawn, roll 1d8\\. On a 1, nothing happens. Otherwise, it regains all lost charges.\n\n_**Curse.**_ Hope’s final light is a dangerous burden. If you have 0 hit dice remaining after providing charges to it, you are pulled into the lantern and are impossible to resurrect except by the direct intervention of a deity. The stories of creatures who vanish in this way are depicted in the shadows it casts.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horn-of-blasting-a5e",
            "name": "Horn of Blasting",
            "type": "Wondrous Item",
            "desc": "You can use an action to speak the horn’s command word and blow it, emitting a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the area makes a DC 15 Constitution _saving throw_ . On a failed save, a creature takes 5d6 thunder damage and is _deafened_  for 1 minute. On a successful save, a creature takes half damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take double damage.\n\nEach use of the horn’s magic has a 20% chance of making it explode, dealing 10d6 fire damage to you and destroying it.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horn-of-valhalla-a5e",
            "name": "Horn of Valhalla",
            "type": "Wondrous Item",
            "desc": "You can use an action to blow this horn and summon the spirits of fallen warriors. These spirits appear within 60 feet of you and use the statistics for _berserker hordes_ . They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again for 7 days.\n\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn’s type determines how many _berserker hordes_  answer its summons, as well as the requirement for its use. The Narrator chooses the horn’s type or determines it randomly.\n\n__**Table: Horn of Valhalla**__\n| **Horn**   | **Rarity** | **Cost**  | **Crafting Components**                                | **Berserker Hordes Summoned** |\n| ---------- | ---------- | --------- | ------------------------------------------------------ | ----------------------------- |\n| **Silver** | Rare       | 1,000 gp  | Silver sword pendant that has been carried into battle | 2                             |\n| **Brass**  | Rare       | 5,000 gp  | Horn of a celestial creature                           | 3                             |\n| **Bronze** | Very rare  | 10,000 gp | Horn of a _horned devil_                               | 4                             |\n| **Iron**   | Legendary  | 75,000 gp | Horn that has been blown by a _solar_                  | 5                             |",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horseshoes-of-a-zephyr-a5e",
            "name": "Horseshoes of a Zephyr",
            "type": "Wondrous Item",
            "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to perform the following feats:\n\n* Move normally while floating 4 inches above the ground, allowing it to cross or stand above nonsolid or unstable surfaces (such as lava or water).\n* Leave no tracks and ignore _difficult terrain_ .\n* Move its Speed for up to 12 hours a day without suffering _fatigue_  from a forced march.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horseshoes-of-speed-a5e",
            "name": "Horseshoes of Speed",
            "type": "Wondrous Item",
            "desc": "These iron horseshoes come in a set of four. Once all four are affixed to the hooves of a horse or similar creature, its Speed increases by 30 feet.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "how-to-make-fiends-and-influence-people-a5e",
            "name": "How to Make Fiends and Influence People",
            "type": "Wondrous Item",
            "desc": "The cracks in the deep green leather binding of this ancient book reveal an unwavering orange glow. After studying this book for 1 hour each day over the course of a year and a day, you gain permanent influence over one randomly determined humanoid on your plane, even if it is immune to being _charmed_ . This otherwise functions as the _suggestion_ spell (no _saving throw_ ). The target uses the statistics of a _cambion_ , but maintains its prior physical appearance. A __wish_ spell, or the destruction of the book via __disintegrate_  or similar magic, frees the creature from this effect.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "humour-realignment-transfiguration-a5e",
            "name": "Humour Realignment Transfiguration",
            "type": "Other",
            "desc": "People seeking a permanent change to their body tend to avoid shapechanging magic—it’s costly and scarce, and the thought of a wayward dispel reverting you to your old form and triggering a wave of dysphoria is horrifying. Instead most seek out magics that gradually encourage the systems of their body to adopt a new form. These magics take many shapes: potions from an alchemist, a blessed amulet, a pouch of ritual ingredients from a wizard. \n\nUsing the magic requires a 5 minute ritual at the end of each _long rest_ . At the end of the first month, your outward appearance begins to take on the shape and characteristics of a form more comfortable to you. By the end of six months of use, your body fully shifts to your desired comfortable form. To maintain the new form you must continue to perform the ritual—ceasing it reverts these changes at the same pace. Any new form must be of the same heritage as your previous form. \n\nMost practitioners provide 3 months’ supply at a time to encourage you to regularly seek assessment from a transmutation expert and catch dangerous changes before they cause you trouble. Unsurprisingly, many transmutation wizards, alchemists, and priests of elven deities across the land chose their career so they could pursue this path without any gatekeepers.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hungry-quasit-a5e",
            "name": "Hungry Quasit",
            "type": "Wondrous Item",
            "desc": "This Tiny bloodstone is carved in the shape of a grinning, pot-bellied _quasit_ . Whenever you would gain temporary hit points, you can choose to store them inside the quasit instead. Unlike normal temporary hit points, the hit points you store inside the quasit stack, although the maximum number of temporary hit points the quasit can hold at one time is equal to your Charisma modifier + your warlock level (minimum 1).\n\nYou can use an action to activate the quasit and gain all the temporary hit points currently stored inside it, which last for up to 1 hour. Whenever you activate the quasit, roll a d20\\. On a result of 5 or less, you don’t gain any temporary hit points, and instead the _quasit_  animates and flies off never to be seen again.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hunters-quiver-a5e",
            "name": "Hunter's Quiver",
            "type": "Wondrous Item",
            "desc": "You can pull an endless number of nonmagical arrows from this quiver. An arrow disappears when it is fired or if it leaves your possession for longer than 1 minute. While you carry the quiver, if no hostile creatures are within 30 feet of you, you can use a bonus action to aim, gaining _advantage_  on _ranged weapon attacks_  until the end of your turn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ice-riders-a5e",
            "name": "Ice Riders",
            "type": "Wondrous Item",
            "desc": "The magic focused in the soles of these boots enable you to traverse ice and snow as if it were solid, non-slippery ground. You ignore _difficult terrain_  created by cold conditions.\n\nWhen traveling over snow, you leave only 1/2-inch deep footprints, enabling you to walk over deep drifts without the dangers of falling in. Similarly, you can step onto a floating chunk of ice without fear of tipping it over, although jumping onto the ice will “push” it in the direction of the jump.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "idol-of-light-a5e",
            "name": "Idol of Light",
            "type": "Wondrous Item",
            "desc": "This glass idol resembles a humanoid woman with a set of iridescent butterfly wings and a crystalline crown. The idol sheds bright light in a 10-foot radius and dim light for an additional 10 feet at all times. It has 10 charges and regains 1d6 + 4 charges each day if exposed to the light of dawn. You can expend the idol’s charges to produce the following effects:\n\n* When you take radiant or necrotic damage, you can use your reaction to expend 1 charge and gain _resistance_  to that damage type for the next minute or until you use this property again.\n* As an action, you can expend 2 charges to make the idol shed light, as if by the __daylight_ spell, for 10 minutes.\n* As an action, you can expend 3 charges to cast __dispel magic_ , targeting an illusion or necromancy spell. You can increase the spell slot level by one for each additional charge you expend.\n* As a bonus action, you can expend 4 charges to cause the idol to flare with blinding light. Creatures you choose within 30 feet must succeed on a DC 13 Constitution _saving throw_  or be _blinded_  until the end of your next turn. Undead make the save with _disadvantage_ .",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "immovable-rod-a5e",
            "name": "Immovable Rod",
            "type": "Rod",
            "desc": "You can use an action to press this metal rod’s single button, magically fixing it in place where it defies gravity. To move the rod, you or another creature must use an action to press the button again.\n\nThe rod can support up to 8,000 pounds of weight (if this is exceeded, the rod deactivates and falls). A creature that attempts to move the rod needs to make a DC 30 Strength check, moving the rod up to 10 feet on a success.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "impossible-cube-a5e",
            "name": "Impossible Cube",
            "type": "Wondrous Item",
            "desc": "At a glance this hand-sized item appears to be a metal framework in the simple shape of a cube, but when looked at more closely it becomes clear that the geometry of the framework is impossible with absurd angles, preposterous twists, and endpoints. Any attempt to follow the various lines and compositions to their conclusion is frustrating at best and truly maddening at worst. \n\nWhen a creature with an Intelligence score of 6 or higher sees the cube for the first time it makes a DC 10 Wisdom _saving throw_  or becomes compelled to study the cube further. When a creature first studies the cube, it makes a DC 15 Wisdom saving throw or suffers from the Terrorized short-term _mental stress effect_  and a compulsion to study the cube even further. A creature that fails this saving throw by 5 or more instead suffers from the Distorted Perceptions long-term mental stress effect. Any further inspection of the cube has no additional effect.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "infernal-carapace-a5e",
            "name": "Infernal Carapace",
            "type": "Armor",
            "desc": "This suit of terrifying   _2 full plate_ is engraved with Infernal runes that blaze with unholy power. You cannot attune to this armor if you have the Good alignment trait. While attuned to and wearing this armor, you gain the following benefits:\n\n* Your AC increases by 2.\n* You count as one size category larger when determining your carrying capacity.\n* Your Strength score increases to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* You have _advantage_  on Strength checks and _saving throws_ .\n* You can use a bonus action and choose a creature that can see you, forcing it to make a Wisdom _saving throw_  (DC 8 + your proficiency bonus + your Charisma modifier) or become _frightened_  for 1 minute. Once you have used this property a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.\n* Your unarmed strikes and weapon attacks deal an extra 1d6 necrotic damage.\n* Celestials, elementals, fey, and creatures with the Good alignment trait have _disadvantage_  on _attack rolls_  made against you.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "inkpot-of-the-thrifty-apprentice-a5e",
            "name": "Inkpot of the Thrifty Apprentice",
            "type": "Wondrous Item",
            "desc": "This appears to be nothing more than a mundane pot of ink. When you speak the command word and use a bonus action to expend 1 charge, it fills with enough high quality and particularly durable ink of the color of your choice to fill 50 pages of parchment. This ink is extremely hard to remove from any surface, including cloth or flesh, and often takes many days and washings to clean away. The ink cannot be used to inscribe spells, and when removed from the pot with anything but a quill the ink instantly dries. \n\nWhen you speak another command word and expend all 3 charges as an action, a 15-foot cone of ink erupts from the inkpot, coating anything and everything that it hits. Creatures in the area make a DC 10 Dexterity _saving throw_ . On a failure, a creature is _blinded_  until it spends an action cleaning the ink away from its eyes. \n\nThe inkpot has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a 5 or less, the inkpot 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": "inspiring-pahu-a5e",
            "name": "Inspiring Pahu",
            "type": "Wondrous Item",
            "desc": "This large bass drum is made from hearty kamani (a wood light in color and native to far away islands) covered in cured sharkskin. Carvings all around the instrument depict warriors engaged in song and dance around a giant funeral pyre, and a leather strap hangs from its side to secure the drum at the waist. When struck the drum creates a deep resonant sound that sets the tempo for a song, an excellent tool for motivating warriors before battle.\n\nThis drum has 2 charges and regains 1 charge each dawn. You can use a bonus action to play it and expend 1 charge, focusing its energies on a living creature that has 0 hit points and that you can see within 20 feet. Until the start of your next turn, the creature has _advantage_  on death _saving throws_ .\n\nAlternatively, you can use an action to play it and expend 2 charges. Each creature within 30 feet of you that hears you play makes a DC 20 Constitution _saving throw_ . On a success, a creature gains inspiration. \n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the sharkskin membrane covering the drum breaks and it becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "instant-fortress-a5e",
            "name": "Instant Fortress",
            "type": "Wondrous Item",
            "desc": "You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use another action to speak the command word that dismisses it. The fortress can only be dismissed when it is empty. \n\nWhen activated, the cube transforms into a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it, with a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action (it is immune to spells like _knock_  and related magic, such as a __chime of opening_ .) The tower’s interior has two floors, with a ladder connecting them and continuing on to a trapdoor to the roof. \n\nEach creature in the area where the fortress appears makes a DC 15 Dexterity _saving throw_ , taking 10d10 bludgeoning damage on a failure, or half damage on a success. In either case, the creature is pushed to an unoccupied space next to the fortress. Objects in the area that aren’t being worn or carried take full damage and are pushed automatically.\n\nThe tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have AC 20, 100 hit points, immunity to damage from nonmagical weapons (excluding siege weapons), and resistance to all other damage. Only a _wish_  spell can repair the fortress (this use of the spell counts as replicating a spell of 8th-level or lower). Each casting causes the roof, the door, or one wall to regain 50 hit points.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "instrument-of-irresistible-symphonies-a5e",
            "name": "Instrument of Irresistible Symphonies",
            "type": "Wondrous Item",
            "desc": "Once per week, you can use an action to speak a command word that causes this instrument to play its own beautiful music for 1 minute. Choose a creature you can see within 30 feet of the instrument that is able to hear the music. The creature makes a DC 13 Charisma _saving throw_  at the start of each of its turns or it is forced to dance in place for as long as the music plays. While the creature dances, it is considered _grappled_ .",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ioun-stone-a5e",
            "name": "Ioun Stone",
            "type": "Wondrous Item",
            "desc": "Some say these enchanted gems take their name from a deity of knowledge, others that they are named for the sound they make as they gently orbit their bearer’s head. Whatever the case, there are many types of _ioun stones_, each imbued with powerful beneficial magic.\n\nThe specifics of these stones vary but they all work in essentially the same way: once you have attuned to it you can use an action to set a stone in a gentle orbit around your head, 1d4 feet away from you. Another creature may use an action to try and take an orbiting stone, but must make a melee attack against AC 24 or make a DC 24 Dexterity (Acrobatics) check. An _ioun stone’s_ AC is 24, it has 10 hit points, and resistance to all damage. While orbiting your head, it is considered a worn item. You can use an action to seize and stow the stone, returning it to an inert and inactive state.\n\n__**Table: Ioun Stones**__\n| **Type**           | **Rarity** | **Cost**  | **Crafting Components**                                                               | **Property**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |\n| ------------------ | ---------- | --------- | ------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| Absorption         | Very rare  | 10,000 gp | Refined negative energy                                                               | While this white marble sphere orbits your head, when a creature you can see casts a spell of 4th-level or lower targeting only you, you can use your reaction to have the stone harmlessly absorb the spell, suffering no damage or negative effects. The stone can absorb 20 spell levels. If a spell is higher level than the available spell levels left in the stone, the spell cannot be absorbed. After absorbing 20 spell levels the stone loses its magic and turns a faded gray.                                                                                                                                                                                                                                                             |\n| Agility            | Very rare  | 15,000 gp | A cat’s dream captured in the Astral Plane                                            | While this ice-blue octahedron orbits your head your Dexterity score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |\n| Awareness          | Rare       | 600 gp    | Phase spider’s eye                                                                    | While this bright red cylinder orbits your head, it chimes to keep you from being _surprised_ .                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| Fortitude          | Very rare  | 15,000 gp | Hoof or horn of a divine ox                                                           | While this bright pink dodecahedron orbits your head your Constitution score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |\n| Greater Absorption | Legendary  | 50,000 gp | Refined negative energy, shards from a destroyed __staff of power_                    | This gold and onyx ellipsoid draws powerful magic into it. While this gem orbits your head, it functions as an _ioun stone_ of _absorption_, but can absorb spells of 8th-level or lower, up to a maximum of 50 total spell levels.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |\n| Insight            | Very rare  | 15,000 gp | Tail feathers from an awakened owl                                                    | While this clear octahedron orbits your head your Wisdom score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |\n| Intellect          | Very rare  | 15,000 gp | Canine teeth from an awakened fox                                                     | While this cobalt blue tetrahedron orbits your head your Intelligence score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |\n| Leadership         | Very rare  | 15,000 gp | Collar from a loyal dog that died of old age                                          | While this brilliant yellow cube orbits your head your Charisma score is increased 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| Mastery            | Legendary  | 50,000 gp | The most treasured possession of a slain adventurer that redeemed themselves in death | While this jet icosahedron orbits your head, your proficiency bonus is increased by 1.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |\n| Protection         | Rare       | 1,000 gp  | Bone plate from a _stegosaurus_                                                       | While this dusty blue tetrahedron orbits your head, your AC is increased by +1.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| Regeneration       | Legendary  | 25,000 gp | _Basilisk's_  gizzard                                                                 | While this green and purple spindle orbits your head, you regain 15 hit points every hour, provided you have at least 1 hit point.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |\n| Reserve            | Rare       | 600 gp    | __Pearl of power_                                                                     | This radiant indigo prism encases a pearl and can store spells for later use. The stone can hold up to 3 spell levels and is typically found with 1d4 – 1 levels of stored spells. To store a spell in the stone, a creature must cast a 1st-, 2nd-, or 3rd-level spell while holding it. The spell is drawn into the stone with no other effect. If there aren’t enough available levels to hold a spell, it cannot be stored. While the stone is orbiting you, you can cast any spell stored in it using the appropriate action. The spell uses the spell level, spell save DC, attack bonus, and spellcasting ability of the creature that stored the spell, but you are considered to be the caster. Once a spell is cast, it is no longer stored. |\n| Strength           | Very rare  | 15,000 gp | Canine teeth from an awakened bear                                                    | While this bright pink pentagonal trapezohedron orbits your head your Strength score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |\n| Sustenance         | Rare       | 525 gp    | Honeycomb from a giant bee beehive                                                    | While this delicate amber spindle orbits your head, when taking a long rest you can roll a d20\\. On an 11 or higher, you do not require Supply during that _long rest_ .                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iron-bands-of-binding-a5e",
            "name": "Iron Bands of Binding",
            "type": "Wondrous Item",
            "desc": "This smooth iron sphere conceals a formidable set of restraints that unfolds into metal bands when thrown. Once between long rests you can use an action to throw it at a creature within 60 feet, treating it as if it were a ranged weapon attack with which you are proficient. On a hit, if the creature is Huge-sized or smaller it becomes _restrained_  until you use a bonus action to speak a different command word and release it.\n\nA creature can try to break the bands by using an action to make a DC 20 Strength Check. On a success, the bands are broken and the _restrained_  creature is freed. On a failure, the creature cannot try again until 24 hours have passed.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iron-flask-a5e",
            "name": "Iron Flask",
            "type": "Wondrous Item",
            "desc": "This dark iron bottle feels heavy in your hand. Engraved with powerful runes of binding, it is capable of trapping otherworldly creatures. You can use an action to speak the command word and remove the silver stopper from the flask, targeting a creature within 60 feet that is not native to the plane of existence the flask is currently on.\n\n* If the _iron flask_ is empty and you can see the creature, it makes a DC 17 Wisdom _saving throw_  or becomes trapped in the flask. A creature that has previously been trapped in this flask has _advantage_  on this save. The trapped creature is held in stasis—it doesn’t breathe, eat, drink, or age.\n* As an action, you can release the creature trapped within. A released creature remains friendly to you and your allies for 1 hour, during which it obeys your verbal commands, and afterward it acts normally. Without any commands or when given a command likely to result in its death, the creature defends itself but otherwise takes no actions.\n* Casting _identify_ on this flask also reveals if a creature is trapped within, but will not reveal the type. The only way to determine an _iron flask’s_ contents is to open the flask and release its inhabitant.\n* Newly acquired _iron flasks_ may already have a trapped creature, either chosen by the Narrator or determined randomly.\n\n__**Table: Iron Flask**__\n| **d100** | **Contents**             |\n| -------- | ------------------------ |\n| 0-50     | Empty                    |\n| 51–55    | _Djinni_                 |\n| 56–60    | _Efreeti_                |\n| 61–65    | _Marid_                  |\n| 66–70    | _Divi_                   |\n| 71–80    | Angel (any)              |\n| 81–90    | _Elemental_  (any)       |\n| 91       | Lich from another plane  |\n| 92       | Chromatic dragon (any)   |\n| 93       | Metallic dragon (any)    |\n| 94       | Gem dragon (any)         |\n| 95       | Spirit dragon (any)      |\n| 96       | _Couatl_                 |\n| 97       | Succubus/Incubus         |\n| 98       | Ghost from another plane |\n| 99       | _Dragon turtle_          |\n| 100      | _Xorn_                   |",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iron-foe-mace-a5e",
            "name": "Iron Foe Mace",
            "type": "Weapon",
            "desc": "Crafted with the ichor of a rust monster, this pale white mace looks and feels like bone, but has the heft of stone and consumes metal on impact. You gain +2 bonus to _attack and damage rolls_  made with this magical mace. However, if your Strength score is less than 16 you suffer _disadvantage_  on attack rolls made with the mace.\n\nOn a successful attack, you can use your reaction to expend a charge and attempt to consume non-magical metal armor or a shield worn by your target, in addition to your normal damage. Alternately, when an attack misses you, you can use your reaction to spend a charge to deflect the weapon and attempt to consume it. Finally, you can use your action to spend a charge and touch the mace to any unattended non-magical metal object of Medium size or smaller and consume it.\n\nThe wielder of an item you are trying to consume must succeed on a DC 14 Constitution _saving throw_ , otherwise the item is destroyed. Unattended objects are automatically destroyed. The mace has 4 charges and regains 1d4 charges each dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ironweed-rope-a5e",
            "name": "Ironweed Rope",
            "type": "Wondrous Item",
            "desc": "When this tough, fibrous plant is carefully woven into rope it has AC 17, 10 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ivory-knights-a5e",
            "name": "Ivory Knights",
            "type": "Wondrous Item",
            "desc": "These two ivory figurines look as though they belong with a chess set. If you and one other person hold one of the knights, you can use an action to whisper in the ear of the game piece to communicate with the creature holding the other (as the _message_ cantrip).\n\nIf you and the person carrying the other figurine hold your game pieces to your hearts while within 120 feet of each other, you share a remembrance of two outmatched knights rushing into battle. Within the next minute, each of you can use an action once to teleport to any point between your current positions. You each can teleport once, after which the figurines lose their power.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "jade-tiger-a5e",
            "name": "Jade Tiger",
            "type": "Wondrous Item",
            "desc": "This jade figurine carries the memories of a _weretiger_  that spent years tracking and hunting its prey under the light of the jungle moon. When you attune to the item and keep it on your person, you gain an expertise die on Survival checks made to find and follow tracks for up to 1 hour per day.\n\nWhen you speak the _jade tiger's_ command word, you vividly recall one of the _weretiger’s_  most challenging hunts. For the next minute, you can use a bonus action to make a Stealth check to hide immediately before or after you take the Attack action. The _jade tiger's_ magic forever fades away after being used in this way.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "jarngreipr-a5e",
            "name": "Járngreipr",
            "type": "Wondrous Item",
            "desc": "These iron gauntlets are required in order to handle the mighty _Mjölnir_ . Your Strength score is 19 while you wear these gauntlets. This benefit has no effect on you if your Strength is 19 or higher without them. The gloves have 5 charges. You can use your reaction to expend a charge to gain _advantage_  on a Strength check or Strength _saving throw_ . The gloves regain 1d4+1 expended charges daily at dawn.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}