Magic Item List
list: API endpoint for returning a list of magic items.
retrieve: API endpoint for returning a particular magic item.
GET /v1/magicitems/?format=api&ordering=document__slug&page=6
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=document__slug&page=7", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=document__slug&page=5", "results": [ { "slug": "jarred-brain-a5e", "name": "Jarred Brain", "type": "Wondrous Item", "desc": "A humanoid brain floats in formaldehyde within this glass and iron jar, the electrodes protruding from its lid sparking on occasion as the mass of tissue within twitches. You can use an action to gain a flash of insight by shocking your own mind with the jar’s electrodes, taking 1d6 lightning damage. You gain 5 expertise dice to use on Intelligence checks made in the next minute, either individually or up to as many as 3 at a time. Once the jar is used in this way the sparks recede and it cannot be used in this way again for the next 24 hours. \n\nAlternatively, the brain can be wired up directly to the mind of another creature. This process takes 1 minute and allows a creature to consult the jarred brain about a specific course of action (as the spell __augury_ ), after which it malfunctions and shatters.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "javelin-of-lightning-a5e", "name": "Javelin of Lightning", "type": "Weapon", "desc": "Once per dawn, when you throw this magic weapon and speak its command word it transforms into a 5-foot wide line of electricity that is 120 feet long. Each creature in the area (excluding you) makes a DC 13 Dexterity _saving throw_ , taking 4d6 lightning damage on a failed save, or half damage on a success. The target of your attack takes the javelin’s normal damage plus 4d6 lightning damage.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "kraken-scale-a5e", "name": "Kraken Scale", "type": "Wondrous Item", "desc": "This plump, palm-sized scale is pliant, and its mustard-green surface is tattooed with figures of sea monsters. It is also always slightly damp to the touch and gives off the faintest smell of brine.\n\nWhen you are hit with an attack that would deal lightning damage, you can, as a reaction before damage is dealt, press the scale to give yourself Lightning _resistance_ until the start of your next turn. Each time you do, roll 1d20 and subtract the amount of damage prevented. If the total is less than 1, the scale pops with a burst of seawater and a splash of seawater bursts from it as it loses its magical properties.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "laevateinn-a5e", "name": "Lævateinn", "type": "Staff", "desc": "Lævateinn was forged in the underworld by Loki (who of the Æsir is the one most associated with dwarves) near the doors of death itself, spoken of in the very late Eddic poem Fjölvinsmál. Some historians believe its translation ends with ‘wounding wand’ while others claim it is ‘wounding twig’, similar to the word for magic staff (gambantein). Either way it is this weapon and this weapon only that can kill the golden rooster Víðópnir (which sits in the branches of Yggdrasil and may be tied to Ragnarök, or possibly be another name for Gullinkambi) so that its wing joints (the only things that will suffice) can be used to distract the dogs guarding the flame-encircled castle holding Menglöð, a maiden fated to be married to the hero Svipdagr. The runed weapon awaits within however, protected by the jötunn Sinmara (a _storm giant_ ) who will only exchange it for a tail feather from the golden rooster—that can only be harmed by the very same sword, creating a paradoxical task. Its forger and the owner of the chest that contains it can reveal the secrets to bypassing the 9 locks holding its prison closed, although Loki would only ever do so if a cunning price is attached...\n\nLÆVATEINN\n\nUntil you are attuned to this staff, it appears to be a rotting quarterstaff or battered longsword. After you have attuned to it however, runes glow along the length of the wood or the blade.\n\nThis staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While wielding it, you can use a bonus action to transform it into a magic longsword or back.\n\nThe staff has 10 charges for the following properties. It regains 1d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20\\. On a 1, the staff loses its properties and becomes a nonmagical weapon (whichever form it is in when the last charge is expended).\n\nWhile it is in staff form, the runes grant access to magic.\n\n_**Spell Runes.**_ You can use an action to expend 1 or more of the staff’s charges to activate a rune and cast one of the following spells from it (spell save DC 18, +10 to hit with spell attacks): __hideous laughter_ (1 charge), _speak with animals_ (1 charge), _pass without trace_ (2 charges), _dispel magic_ (3 charges), _speak with plants_ (3 charges), __confusion_ (4 charges), __glibness_ (8 charges). You can also use an action to cast the __charm person , disguise self ,_ or __vicious mockery_ spells from the staff without using any charges.\n\nWhile it is in longsword form, the runes channel magic with less finesse and unleash lethal energies.\n\n_**Death Rune.**_ You can use a bonus action and 1 charge to activate this rune, causing shadows to flow out from the weapon for 1 minute. These shadows reduce _dim light_ in a 40-foot radius to _darkness_ , and bright light in a 20-foot radius to dim light. While the weapon is shadowed, it deals an extra 2d6 necrotic damage to any target it hits. The shadows last until you use a bonus action to speak the command word again, the duration expires, or until you drop the weapon.\n\n_**Flame Rune.**_ You can use a bonus action and 1 charge to activate this rune, causing flames to erupt from the weapon for 1 minute. These flames shed _bright light_ in a 40-foot radius and dim light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again, the duration expires, or until you drop the weapon.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "lantern-of-revealing-a5e", "name": "Lantern of Revealing", "type": "Wondrous Item", "desc": "While lit, this hooded lantern casts bright light in a 30-foot radius, revealing _invisible_ creatures and objects in the area. It sheds dim light an additional 30 feet, or if you use an action to lower the hood only in a 5-foot radius. The lantern stays lit for 6 hours on 1 pint of oil.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "legerdemain-gloves-a5e", "name": "Legerdemain Gloves", "type": "Wondrous Item", "desc": "Stage magic may not be as impressive as true wizardry but it can still delight an audience and that’s where these supple gray leather gloves got their start, but con artists and thieves find uses for them as well. While wearing both of these gloves, once per minute you can teleport an item, up to the size of a dagger, from one hand to the other.\n\nThe gloves can teleport an item a longer distance, but their magic is forever exhausted in the process. When you wear one glove and another creature within 120 feet wears the other, you can teleport an item up to the size of a dagger into the hand of the creature wearing the other glove. If you do, the gloves dry and crack, losing their magic and becoming mundane items.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "letter-lift-paper-a5e", "name": "Letter-Lift Paper", "type": "Wondrous Item", "desc": "This pad of light tissue paper contains 4d6 sheets and is enchanted with a subtle magic. When a sheet of paper is pressed to a written page, such as a book or letter, and left there for six seconds, it transfers a perfect copy of the text onto the thin paper. The copy would never pass for the original, but preserves details such as handwriting.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "library-scarf-a5e", "name": "Library Scarf", "type": "Wondrous Item", "desc": "Wizard schools are rarely built for comfort and more than one would-be scholar has caught a chill while pouring over inscrutable tomes or stuffy old biographies in drafty libraries in the wee hours of the morning. Given that bonfires are generally frowned upon when surrounded by books, creative apprentices were forced to investigate other means to get them through long nights of studying, resulting in the creation of these enchanted trinkets. Each appears as a simple woolen scarf of whatever color or pattern its creator chooses. When you use a bonus action to speak its command word and expend 1 charge, the scarf magically warms you for 2 hours, providing comfort and protection from cold temperatures down to freezing (under more frigid conditions, each charge insulates you for 1 hour).\n\nIn dire circumstances, the scarf can offer more significant protection. When you take cold damage, you can use your reaction and expend 3 charges to gain cold resistance until the end of the round. \n\nThe scarf has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the scarf 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": "life-catching-portrait-a5e", "name": "Life-Catching Portrait", "type": "Wondrous Item", "desc": "This canvas, whether black or painted, radiates necromantic energies. Once you have attuned to it, you or another creature can make a DC 20 Dexterity (painter’s tools) check to capture your likeness in a portrait on the canvas (AC 14, 20 hit points). On a success, the painting captures your soul.\n\nWhile the _life-catching portrait_ remains intact, the Narrator begins tracking how much damage you take and how much time has passed since the painting. Your image on the portrait shows what you would look like from all the injuries you’ve suffered and the passage of time. With a Dexterity (painter’s tools) check (DC 20 + 3 per previous check) some of the damage can be mitigated by touching up the painting, reducing the aging and damage your likeness has suffered by half.\n\nShould the portrait ever be destroyed, you immediately suffer from all of the damage dealt to your likeness, and you age all at once. If this kills you, your soul is permanently destroyed.\n\nYou gain the following traits while your portrait is intact:\n\n_**Regeneration.**_ You regain hit points equal to half your level at the start of your turn. You die only if you start your turn with 0 hit points.\n\n**_Rejuvenation._** When you die, 1d4 hours later you regain all of your hit points and become active again.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "liquid-luck-a5e", "name": "Liquid Luck", "type": "Potion", "desc": "This ornate vial contains a liquid that shimmers with opalescent hues. After drinking this potion, for the next 24 hours you have _advantage_ whenever you roll a d20.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "listening-quills-a5e", "name": "Listening Quills", "type": "Wondrous Item", "desc": "Many fledgling wizards find themselves overwhelmed with the workload that’s thrust upon them and struggle to find the time for all of their duties—between studying, projects, and the many chores often required of them it can be difficult to attend lectures. These enchanted trinkets were one of the many tools created to alleviate the problem and are now sold to more than novice mages. Each resembles a perfectly ordinary writing quill. When you spend a bonus action to speak the command word and expend 1 charge, the quill leaps to life and copies everything said by a target that you can hear within 60 feet. The quill ceases to copy after 1 hour, when the target moves more than 60 feet away from it, stops speaking for more than 10 minutes, or when it runs out of writing surface (usually a long scroll of parchment).\n\nThe magic that animates the quill can also be put to slightly more dangerous purposes. When you speak another command word and expend all 3 charges, as an action you hurl it at a target you can see within 10 feet. The quill leaps to life and jabs, stabs, pokes, gouges, and otherwise injures the target for up to 1 minute. The quill attacks once per round at the end of your turn. It has a +2 bonus to attack and deals 1d4 piercing damage on a successful hit. When you roll a natural 1 to attack with the quill, it loses its magic and becomes a mundane item. Otherwise, it falls to the ground when its target has moved more than 15 feet away or become _incapacitated_ .\n\nThe quill has 3 charges and regains 1d3 charges each dawn. ", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "lockpicks-of-memory-a5e", "name": "Lockpicks of Memory", "type": "Wondrous Item", "desc": "It’s good to learn from your experiences but even better to learn from someone else’s. For a guild of thieves with a legacy of control and access within a city, these enchanted tools are a truly valuable asset. The lockpicks twitch in your hands when they come within 5 feet of a lock they have been used to open within the last year. You can use these lockpicks and an action to unlock any lock that the lockpicks have previously opened.\n\nAlternatively, you can exhaust the lockpicks’ magic completely to borrow a skill or memory from a previous user. You can choose to either watch 10 minutes of a previous user’s memory (taken from the span of time they had the lockpicks in their possession) or for 10 minutes you can gain one skill, tool, or language proficiency of the previous user. At the end of the duration, the lockpicks rust away to nothing.\n\n**Note**. The cost listed above is for a relatively recent set of lockpicks of memory and at the Narrator’s discretion an older version may cost much more.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "long-fang-of-the-moon-a5e", "name": "Long Fang of the Moon", "type": "Weapon", "desc": "You gain a +3 bonus to attack and damage rolls made with this silvered longsword. \n\nWeapon attacks using _long fang of the moon_ deal an extra 2d6 radiant damage against creatures. When you hit a shapeshifter with this weapon, it makes a DC 30 Constitution _saving throw_ or reverts to its original form. If it fails this saving throw, you may choose to prevent the shapeshifter from transforming for up to 10 minutes.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "luck-blade-a5e", "name": "Luck Blade", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic sword. While you are attuned to the sword and holding it, you gain a +1 bonus to _saving throws_ . In addition, it has the following properties:\n\n**Luck.** Once per dawn, while the sword is on your person you may reroll one ability check, attack roll, or _saving throw_ . You must use the new roll.\n\n**Wish.** Once per dawn, while holding the weapon you can use an action to expend 1 charge and cast _wish_ . The weapon has 1d4 – 1 charges and loses this property when there are no charges left.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "lucky-halfling-foot-a5e", "name": "Lucky Halfling Foot", "type": "Wondrous Item", "desc": "This small hairy humanoid foot has been chemically preserved and attached to a simple chain necklace as a pendant. Whenever you roll a natural 1 for an ability check, _attack roll_ , or _saving throw_ while wearing this necklace, you may choose to reroll and must use the new result. Once you make a reroll in this way, you cannot do so again for the next 24 hours. In addition, halflings get an unnerving sense of this macabre trophy even when it is hidden, and while wearing this necklace you have _disadvantage_ on all Charisma (Persuasion) checks to influence halflings.\n\nAlternatively, these mortal remains can be buried or burned properly through halfling funerary rites taking 1 hour. If these rites are completed, any creatures in attendance (a maximum of 8) gain a point of inspiration.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "luminescent-gum-a5e", "name": "Luminescent Gum", "type": "Wondrous Item", "desc": "This salty chewing gum is made from the sap of a deep sea plant and is normally stored inside of a clamshell. In order to activate it, you must chew the gum as an action, during which its properties are released into your bloodstream. The center of your forehead forms a slight bump and begins to glow. Any _darkness_ within a range of 120 feet becomes dim light, and any dim light within the same range becomes bright light. The gum has no effect on bright light.\n\nThe effect lasts for 1 hour, after which the gum loses its magical properties. The gum itself is a bit of an acquired taste and when you chew it for the first time you must make a DC 10 Constitution check or gain the _stunned_ condition for a round as you vomit. Vomited gum can be retrieved and used again, but its remaining duration is halved every time it is reused.\n\nLuminescent gum is generally found in bunches of 6 or 12 clamshells.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mace-of-disruption-a5e", "name": "Mace of Disruption", "type": "Weapon", "desc": "Fiends and undead take an extra 2d6 radiant damage when hit with this weapon. When this weapon reduces a fiend or undead to 25 or fewer hit points, the creature makes a DC 15 Wisdom _saving throw_ or it is destroyed. On a successful save the creature becomes _frightened_ of you until the end of your next turn. \n\nWhile it is held, this weapon shines bright light in a 20-foot radius and dim light an additional 20 feet. ", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mace-of-smiting-a5e", "name": "Mace of Smiting", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon, which increases to +3 when used to attack a construct.\n\nWhen you use this weapon to make an attack and roll a natural 20, it deals an extra 2d6 bludgeoning damage, which increases to 4d6 against construct. When this weapon reduces a construct to 25 or fewer hit points, the creature is destroyed", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mace-of-terror-a5e", "name": "Mace of Terror", "type": "Weapon", "desc": "This weapon has 3 charges and regains 1d3 charges each dawn. While you hold it, you can use an action to expend 1 charge and emanate terror in a 30-foot radius. Each creature you choose within the area makes a DC 15 Wisdom _saving throw_ or it becomes _frightened_ of you for 1 minute, moving away from you as fast as possible on its turns (it can only use the Dash action, try to escape anything preventing it from moving, or use the Dodge action if it cannot move or attempt escape) and remaining at least 30 feet from you. The creature cannot take reactions. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on a success.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "madam-yolandas-prison-a5e", "name": "Madam Yolanda’s Prison", "type": "Wondrous Item", "desc": "This large, gleaming red ruby book contains the spirit of an elven archmage named Madam Yolanda. She lived a life of adventure and riches before eventually retiring in a vast mansion with a much younger elf. Identifying the ruby causes Madam Yolanda to appear—she uses the statistics of an _archmage_ fluent in Common and Elvish, and is vain, flirtatious, and mistrustful of almost everyone’s motives. The Narrator randomly determines her attitude towards her finders using the Madam Yolanda’s Prison table.\n\n__**Table: Madam Yolanda’s Prison**__\n| **d100** | **Effect** |\n| -------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1–10 | Madam Yolanda is gravely offended by her discovery and attacks. The ruby is inert after her defeat and can be sold for up to 1,500 gold. |\n| 11–90 | Madam Yolanda stays and assists her finders for 1 hour before returning to the gem (she only returns to assist again if a 1–5 are rolled in subsequent uses of this item). |\n| 91–100 | Madam Yolanda gifts two uncommon magic items to the creature holding her gem (rolled on Table: Uncommon Magic Items. The ruby is inert afterwards and can be sold for up to 1,500 gold. |", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "magic-mirror-a5e", "name": "Magic Mirror", "type": "Wondrous Item", "desc": "When a magic mirror is viewed indirectly, its surface shows an insubstantial otherworldly face looking back at you. Magic mirrors can be found in three sizes.\n\n_**Pocket (Uncommon).**_ While attuned to the pocket mirror, you can use it as a _spellcasting_ focus, and twice per dawn cast _augury_ as you look into it. When you do so, your reflection whispers the answers to your questions.\n\n**Handheld (Rare).** While attuned to the handheld mirror, you can use it as a _spellcasting_ focus, and you can cast _augury_ and __divination_ once each per dawn as you look into it. Your reflection whispers the answers to your questions.\n\n**Wall (Very Rare).** While this bulky mirror is securely fastened to a wall, twice per dawn you can look into it and speak a command phrase to cast _commune , contact other plane ,_ or __divination_ . Your reflection answers your questions. Additionally, as an action once per dawn, the wall mirror can be linked to another _magic mirror_ by speaking the name of the other mirror’s bearer, initiating a face to face conversation that can last up to 10 minutes. Both you and the other mirror user can clearly see each other’s faces, but don’t get any sense of one another’s surroundings. Either you or the other mirror user can use a bonus action to end the conversation early.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mantle-of-spell-resistance-a5e", "name": "Mantle of Spell Resistance", "type": "Wondrous Item", "desc": "While wearing this cloak, you have _advantage_ on _saving throws_ against spells.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "manual-of-bodily-health-a5e", "name": "Manual of Bodily Health", "type": "Wondrous Item", "desc": "This magical book contains surprisingly accurate advice on building endurance. Spending 48 hours over 6 days (or fewer) reading and following the book’s advice increases your Constitution score and your maximum Constitution score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "manual-of-gainful-exercise-a5e", "name": "Manual of Gainful Exercise", "type": "Wondrous Item", "desc": "This magical book outlines a vigorous exercise regimen. Spending 48 hours over 6 days (or fewer) reading and following the book’s regimen increases your Strength score and your maximum Strength score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "manual-of-guardians-a5e", "name": "Manual of Guardians", "type": "Wondrous Item", "desc": "This thick, rune-bedecked tome is packed with arcane schematics and mystic instructions for creating a specific kind of guardian either chosen by the Narrator or randomly determined. \n\nUsing the manual is difficult, and any creature that does not have at least two 5th-level spell slots takes 6d6 psychic damage when attempting to read it.\n\nTo create a guardian you must spend the requisite number of days working on the guardian (as seen on the Manual of Guardians table) without interruption with the manual at hand and _resting_ no more than 8 hours per day. In addition, you must pay the requisite cost in materials.\n\nWhen the guardian has been created, the book is consumed in eldritch flames. After sprinkling the book’s ashes on it, the guardian animates under your control and obeys your verbal commands.\n\n__**Table: Manual of Guardians**__\n| **d20** | **Guardian** | **Time** | **Cost** |\n| ------- | ------------ | -------- | ---------- |\n| 1–5 | _Clay_ | 30 days | 65,000 gp |\n| 6–17 | _Flesh_ | 60 days | 50,000 gp |\n| 18 | _Iron_ | 120 days | 100,000 gp |\n| 19–20 | _Stone_ | 90 days | 80,000 gp |", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "manual-of-quickness-of-action-a5e", "name": "Manual of Quickness of Action", "type": "Wondrous Item", "desc": "This magical book details workout routines for building coordination and speed. Spending 48 hours over 6 days (or fewer) reading and following the book’s regimen increases your Dexterity score and your maximum Dexterity score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "marble-of-direction-a5e", "name": "Marble of Direction", "type": "Wondrous Item", "desc": "This seemingly ordinary marble is very susceptible to air currents as though it were only a fraction of its true weight. When placed on a flat horizontal surface, such as the floor of a room or chamber, the marble rolls in the direction of the current path of air currents around it.\n\nThe marble has 1 charge. You can use an action to speak its command word while placing the marble on a flat horizontal surface, expending 1 charge. The marble rolls towards the direction of the nearest exit of the chamber it is placed in, ultimately coming to rest against the nearest exit (regardless of air currents). The delicate calibration of the marble is destroyed and it becomes a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "marvelous-pigments-a5e", "name": "Marvelous Pigments", "type": "Wondrous Item", "desc": "This boxed set of iridescent paints can be used to create inanimate objects, terrain features, doors, and even rooms with nothing but the stroke of a brush. When you touch the brush to a surface and concentrate on the image of the item you want to create, the paint flows from the brush, creating a painting. When complete, the object depicted becomes a real, three-dimensional object. \n\n* Small, simple objects take a single round. Larger objects, like doors or rooms, take more time. It takes 1 minute of concentration to cover 10 square feet of a surface, and 10 minutes to cover 100 square feet of a surface.\n* Objects created by the pigment are real and nonmagical—a door painted on a wall can be opened into whatever lies beyond. A pit becomes a real pit (be sure and note the depth for your total area). A tree will bloom and grow.\n* Objects created by the pigments are worth a maximum of 25 gold. Gemstones or fine clothing created by these pigments might look authentic, but close inspection reveals they are facsimiles made from cheaper materials.\n* When found the box contains 1d4 pots of pigment.\n* A pot of pigment can cover 1,000 square feet of a surface, creating a total area of 10,000 cubic feet of objects.\n* Energy created by the paints, such as a burst of radiant light or a wildfire, dissipates harmlessly and does not deal any damage.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mask-of-anonymity-a5e", "name": "Mask of Anonymity", "type": "Wondrous Item", "desc": "This masquerade mask covers the top half of your face in an elegant fan of papier-mache and paint, rendering you anonymous. A creature may make an Insight check opposed by your Deception to determine your identity, but does so at _disadvantage_ , even through a magical_/_ sensor.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mask-of-relentless-fury-a5e", "name": "Mask of Relentless Fury", "type": "Wondrous Item", "desc": "This cracked marble mask bears a toothy, unsettling grin. It perfectly fits over its wearer’s face, and though it lacks eyeholes an attuned wearer can see through it without issue.\n\nWhile wearing this mask, you can’t be _blinded_ , _charmed_ , or _frightened_ , and you are immune to any effect that could be avoided by averting your eyes, such as a _medusa’s_ _Petrifying Gaze_. Insight checks against you are made with _disadvantage_ .\n\nUsing a bonus action, you can enter a fury that makes you far more dangerous. While in a fury, you gain the following benefits for the next minute, until you go _unconscious_ , or until you end your fury willingly (see below):\n\n* You may take an additional action on each of your turns. This action can be used to make a single weapon attack, or to take the Dash or Use an Object action.\n* You gain a fury score, which starts at 0 and increases by 1 at the start of each turn. Whenever you take damage, you reduce the damage by your fury score after applying any _resistances_ .\n* You ignore the effects of _fatigue_ .\n\nAt the start of any future turn, after increasing your fury score, you can choose to end this fury. When your fury ends, you are _stunned_ until the end of your turn. Roll 1d8\\. If the result is equal to or lower than your fury score, gain _fatigue_ equal to the result. Your fury score then resets to 0.\n\n**_Curse._** If you gain seven levels of fatigue while wearing this mask, you don’t die. Instead, the mask takes control of your body. You clear all _exhaustion_ , then use your turn to move toward the nearest creature and attack. You continue in this rampage, seeking more foes until killed, at which point your attunement ends.\n\n**_Escalation._** Each time you achieve a fury score of 7 or higher and survive, you gain a new property from the following list. For each of these properties you gain, your starting fury score increases by 1.\n\n_Marble Flesh._ Each time you increase your fury score, your skin hardens, allowing you to ignore the first source of damage you take before the start of your next turn.\n\n_Unstoppable._ When you increase your fury score you can end one effect on yourself that causes you to become _incapacitated_ .\n\n_Witchbane._ Choose a classical school of magic. You have _advantage_ on _saving throws_ against spells of that school and related magical effects.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mask-of-the-white-stag-a5e", "name": "Mask of the White Stag", "type": "Wondrous Item", "desc": "This white leather mask is shaped into the visage of a stag with golden horns. While wearing the mask, you gain darkvision to a range of 90 feet. If you already have darkvision, the range of your darkvision increases by 60 feet. \n\nThe mask grants you additional powers while you are on the hunt. You gain an expertise die on Animal Handling, Nature, and Survival checks made while you are actively tracking or hunting.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "maternal-cameo-a5e", "name": "Maternal Cameo", "type": "Wondrous Item", "desc": "This small stone is rumored to once have been an heirloom of a prominent family of seers from a mountainous region. The cameo is made of stone that features a light gray and cream-colored swirling pattern attached to a slender beige lace ribbon to hang about the neck. When you are wearing this cameo, you gain an expertise die on _saving throws_ against _fear_ .\n\nOnce you have worn the jewelry for 24 hours, the face carved in relief on the cameo resembles your biological mother. When the cameo is destroyed, the spirit of the image carved in the cameo is summoned so long as the person featured on the cameo is dead (if the person is alive, destroying the cameo has no effect.) The spirit remains for up to 10 minutes and is able to communicate with speech but otherwise unable to affect the Material Plane.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "medallion-of-thoughts-a5e", "name": "Medallion of Thoughts", "type": "Wondrous Item", "desc": "While you are wearing this ornate medallion, you can use an action to expend one of its three charges to cast __detect thoughts_ (DC 13). The medallion regains 1d3 expended charges every dawn.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "megingjord-a5e", "name": "Megingjörð", "type": "Wondrous Item", "desc": "Thor’s belt of power is said to double the god’s strength. While wearing this belt, your Strength score changes to 25\\. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. While wielding __Mjölnir_ , wearing this belt, and the gloves _Járngreipr_ , your Strength increases to 27.\n\nIn addition, you have _advantage_ on Strength _ability checks_ and Strength _saving throws_ , and your Carrying Capacity is determined as if your size is Gargantuan(8 times as much as normal).", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "memory-leaf-a5e", "name": "Memory Leaf", "type": "Wondrous Item", "desc": "Precious beyond reckoning, this silver leaf has fallen from a Memory Tree and contains a psychic imprint of the living creature it was once connected to. It can only be attuned when pressed against the forehead and is often set into a woven headband. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Memory Leaf_, which fell from a Memory Tree in ages past. \n\n**DC 18** Sometimes those who wear the leaf sense those who have worn it before.\n\n**DC 21** The leaf can grant knowledge about the ancient world.\n\n**Artifact Properties**\n\nThe _Memory Leaf h_as one lesser artifact benefit. There is a 50% chance when you attune to the leaf that you discover a lesser artifact detriment. \n\nIn some cases the benefit and detriment are reflections of the former personality, and you may acquire those traits while attuned to it.\n\n**Magic**\n\nWhile this leaf is pressed against your forehead, you can cast _legend lore_ to ask the psychic imprint within the leaf one question about the ancient world. Once you have used this property 3 times, it cannot be used again until next dawn. ", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "message-stones-a5e", "name": "Message Stones", "type": "Wondrous Item", "desc": "_Message stones_ are a pair of small, smooth stones, carved from two halves of a single rock. While touching one of the stones, you can use an action to cast _sending_ , targeting the creature that carries the other stone. The spell is only cast if a creature is holding the paired stone or it is otherwise touching the creature’s skin.\n\nOnce used to cast __sending_ , the stones cannot be used again until dawn of the following day. If one of the paired stones is destroyed, the other loses its magical properties.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "message-whistle-a5e", "name": "Message Whistle", "type": "Wondrous Item", "desc": "Carved by _satyr_ musicians, this wooden whistle resembles a shushing finger when held to one’s mouth, and blowing through it does not produce an audible sound. Puffing on the whistle as an action allows you to cast the __message_ cantrip once without any other spell components. This ability recharges after one week.\n\nAlternatively, you can use an action to blow extremely hard through the whistle to cast the __sending_ spell without seen, vocal, or material components. Unlike the spell, your message can only contain 10 words and there is a 10% chance the message doesn’t arrive (even if you are on the same plane of existence). The whistle is destroyed in a burst of sparkles.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "meteorological-map-a5e", "name": "Meteorological Map", "type": "Wondrous Item", "desc": "This book has a simple, line-drawn map of the world on its cover. Writing the name of a specific place (no bigger than a small town) on one of its blank pages will cause it to magically write out a 50 word description of the current weather conditions there.\n\nThere are 25 blank pages. Pages cannot be erased or otherwise unbound from their target location once the name has been written.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "midirs-trident-a5e", "name": "Midir's Trident", "type": "Weapon", "desc": "You gain a +3 bonus to _attack and damage rolls_ made with this magic trident. When you hit with this weapon, you deal an extra 1d6 lightning damage. When you make a ranged attack with this trident, it has a normal range of 40 feet and a maximum range of 120 feet, and it returns to your hand after the attack.\n\nThe trident’s size changes to match your own. If you are Large or larger, it deals an extra 2d6 lightning damage.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "midnight-pearls-a5e", "name": "Midnight Pearls", "type": "Wondrous Item", "desc": "These lustrous black pearl earrings would look at home on a socialite but are rumored to have originated with a treacherous pirate captain. They always appear wet and give the air nearby the slightest taste of saltwater. You do not require pierced ears to wear the earrings and when placed against the lobe they naturally stick to your skin. In addition to being highly fashionable, they can also help escape a tough jam. \n\nYou can use an action to drop and stomp on one of these earrings, destroying it as a cloud of _darkness_ erupts in a 5-foot radius and extends 10 feet in every direction for 1d4 rounds.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mindblade-a5e", "name": "Mindblade", "type": "Weapon", "desc": "This item appears to be a dagger hilt. While grasping the hilt, you can use a bonus action to cause a blade of purple flames to spring into existence, or make the blade disappear.\n\nYou gain a +2 bonus to _attack and damage rolls_ made with this weapon, which deals psychic damage instead of piercing damage. When a fey, giant, or humanoid creature is slain using this weapon, for the next 1d4+2 days the resulting corpse can be possessed (such as by __magic jar_ or a _ghost_ ) as though it were still alive.\n\nAlternatively, during that time you may expend a charge to use the dagger to animate the corpse as __animate dead_ with a casting time of 1 action. You must reassert your control over the undead creature within 24 hours using 1 charge, or it ceases obeying any commands. Casting the _animate dead_ spell on such a creature has no effect. Regardless, it reverts to a corpse when the allotted time is up and cannot be reanimated in this way again. The dagger has 4 charges and regains 1d4 expended 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": "mindrazor-a5e", "name": "Mindrazor", "type": "Weapon", "desc": "This dagger carves through minds as easily as flesh. You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nWeapon attacks using _mindrazor_ deal an extra 2d6 psychic damage against creatures. When you roll a natural 20 on an attack with this weapon, the target becomes _confused_ for 1 minute. At the end of each of its turns, a confused creature makes a DC 15 Intelligence _saving throw_ , ending the effect on itself on a success.\n\nYou can use an action to work _mindrazor_ upon the memories of a _restrained_ or _incapacited_ creature within 5 feet (as __modify memory_ cast at 9th-level). Once you have used this property, you cannot do so again until you have finished a _short rest_ .", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mirror-of-life-trapping-a5e", "name": "Mirror of Life Trapping", "type": "Wondrous Item", "desc": "This elaborate 50 pound mirror hides an extradimensional prison beneath its smooth, silvery surface. \n\nYou can use an action to activate or deactivate the mirror by speaking its command word while within 5 feet. While active, when a creature other than you sees its reflection in the mirror while within 30 feet, it makes a DC 15 Charisma _saving throw_ . Creatures that are aware of the mirror’s nature have _advantage_ , and constructs automatically succeed. On a failure, the creature and all its possessions are trapped inside one of the mirror’s 12 extradimensional cells.\n\n* Each extradimensional cell is an infinite plane filled with thick fog. Creatures trapped within do not need to eat, drink, or sleep, nor do they age.\n* Creatures can escape via planar travel, but are otherwise trapped until freed.\n* If a creature is trapped but the mirror’s cells are already full, a randomly determined trapped creature is freed so the new creature may be trapped.\n* While within 5 feet of the mirror, you can use an action to call forth a trapped creature. The creature appears in the surface of the mirror, allowing you and the creature to communicate normally.\n* A trapped creature can be freed by using an action to speak a different command word. The creature appears in an unoccupied space near the mirror and facing away from it.\n\nWhen the mirror (AC 11, 10 hit points, vulnerability to bludgeoning damage) is reduced to 0 hit points it shatters, freeing all trapped creatures. The creatures appear in unoccupied spaces nearby.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mirror-shield-a5e", "name": "Mirror Shield", "type": "Armor", "desc": "While you are attuned to this reflective shield and have it donned, you gain resistance to radiant damage. When you are the only target of a spell being cast by a creature you can see within 60 feet, you can use your reaction to cast __counterspell_ at a level equal to your proficiency bonus (minimum 3rd-level). On a success, instead of causing the spell to fail you can redirect it back at the caster at its original spell level, using the same spell attack bonus or spell save DC. The shield 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": "mjolnir-a5e", "name": "Mjölnir", "type": "Weapon", "desc": "Forged by the dwarf brothers Brokkr and Sindri, this hammer is said to be capable of leveling mountains. You gain a +4 bonus to attack and damage rolls made with this warhammer. If you are not wearing the belt __Megingjörð_ and the iron gloves _Járngreipr_ , you have _disadvantage_ on attack rolls using Mjölnir.\n\n_Giant’s Bane._ When you roll a 20 on an attack roll made with this warhammer against a giant, the giant makes a DC 17 Constitution _saving throw_ or dies. In addition, when making a weapon attack using Mjölnir against a giant, you may treat the giant as if its type were fiend or undead.\n\n_Hurl Hammer._ The warhammer has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the warhammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the warhammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it makes a DC 17 Constitution _saving throw_ or becomes _stunned_ until the end of your next turn. The warhammer regains 1d4+1 expended charges daily at dawn.\n\n_Summon the Storm._ While attuned to this warhammer, you can use an action to expend 2 charges and cast __call lightning_ , or you can spend 1 minute swinging the warhammer to expend 5 charges and cast _control weather ._\n\n_Titanic Blows._ While attuned to this warhammer, its weapon damage increases to 2d6.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mourning-medallion-a5e", "name": "Mourning Medallion", "type": "Wondrous Item", "desc": "This medallion hangs from a very old rope made from the braided hair of those long past. When you are reduced to 0 hit points while wearing it, before going _unconscious_ you can use your reaction to ask the medallion a single question which it answers with “yes,” “no,” or “unknown.” It answers truthfully, using the knowledge of all those who have died. Roll 1d20 after using this feature. On a result of 5 or less, the medallion becomes a mundane piece of mourning jewelry. Once you have used this feature, you cannot do so again until you finish a _long rest_ .\n\nAlternatively, you can instead use your reaction to rip the medallion from its braid when you are reduced to 0 hit points but not killed outright. You drop to 1 hit point instead and the medallion becomes a mundane piece of mourning jewelry.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mug-of-warming-a5e", "name": "Mug of Warming", "type": "Wondrous Item", "desc": "This quilted-patterned mug is perfect for cold winter nights or when caffeinated beverages are a morning necessity. Any liquid poured into the mug is instantly warmed to a piping hot temperature, remaining hot even when poured out. The mug has no effect on any form of magical liquids poured into it.\n\nThe mug has 3 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, splashing the contents of the mug into a 5-foot square in a conflagration of flame. Creatures and objects in the area make a DC 10 Dexterity _saving throw_ , taking 1d4 fire damage on a failure. If you expend the last charge, roll a d20\\. On a result of 5 or less, the mug loses its warming properties 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": "murderous-straight-razor-a5e", "name": "Murderous Straight Razor", "type": "Weapon", "desc": "This otherwise gleaming implement has dark stains that cannot be polished or scrubbed off. You gain a +2 bonus to _attack and damage rolls_ made with this razor. A number of times per day equal to half your proficiency bonus, when you hit with a melee attack you can use a bonus action to channel the inherent hatred of the razor, dealing 2d6 necrotic damage.\n\n_**Curse.**_ Once attuned to this weapon, you are _cursed_ until you are targeted by _remove curse_ or similar magic. Your appearance and manner have a hint of murderous rage at all times, giving you _disadvantage_ on Charisma checks and making beasts hostile towards you. Additionally, you have disadvantage on attack rolls with any other weapon and must make a DC 14 Wisdom _saving throw_ to willingly part with the razor, even temporarily.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "nautilus-a5e", "name": "Nautilus", "type": "Wondrous Item", "desc": " \nThis vessel at first appears to be a Gargantuan sea monster 230 feet long by 30 feet in height and width, its body covered in hard reflective scales. Along the top there is a hidden catch, which can be found with a successful DC 23 Intelligence (Investigation) check. Releasing the catch unlocks a hatch revealing a cylinder wide enough for a Medium creature to crawl inside. The _Nautilus_ is a Gargantuan object with the following statistics:\n\n**Armor Class:** 25 \n**Hit Points:** 400 (damage threshold 20) \n**Speed** swim 200 ft. (can turn a maximum of 15 degrees in a round) \n**Damage Immunities** poison, psychic \n**Crew Capacity** 25; **Passenger Capacity** 600 \n**Travel Pace** 58 miles per hour (460 miles per day)\n\nTo be used as a vehicle, the _Nautilus_ requires one pilot at the helm. While the hatch is closed, the compartment is airtight and watertight.\n\nThe steel submarine holds enough air for 15,000 hours of breathing, divided by the number of breathing creatures inside (at most 625 for 24 hours). There are 2 decks of interior compartments, most of which are 6 feet high. Interior doors are airtight, have AC 20 and 50 hit points, and can be bypassed with DC 18 Dexterity (thieves’ tools) checks or DC 25 Strength checks.\n\nThe _Nautilus_ floats on water. It can also go underwater to a depth of 9,000 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.\n\nA creature at the helm can use an action to pilot the _Nautilus_ by making a DC 18 Intelligence (vehicle \\[water\\]) check, with disadvantage if there are no other creatures controlling the ballasts, hydraulics, and sensors (each an action), or with _advantage_ if each position has a creature helping. On a success, the pilot can double the effects of any acceleration, deceleration, or turning they make with the _Nautilus_ on their turn. In addition, the pilot can send the submarine careening into a creature or object, making an attack roll as usual.\n\n_**Prow.** Melee Weapon Attack:_ +12 to hit, reach 20 ft., one target. _Hit:_ 34 (8d6+6) piercing damage. On a natural 1, the Nautilus takes 34 (8d6+6) bludgeoning damage.\n\nAny creature in the command room can pull a lever to activate its function, but the _Nautilus_ only responds to the first 8 levers pulled in a round, and a lever only performs a function once per round. While traveling forward the lever to travel backwards does not function, and while traveling backward the level to travel forwards does not function. After each use, a lever goes back to its neutral position.\n\n__Nautilus Controls__\n| Lever | Up | Down |\n| ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------- |\n| 1 | Forward window shutter opens. | Forward window shutter closes. |\n| 2 | Side window shutters open (20 per side). | Side window shutters close (20 per side). |\n| 3 | Two manipulator arms extend from the front of the Nautilus. | The manipulator arms retract. |\n| 4 | Each extended manipulator arm makes the following _melee weapon attack_: +12 to hit, reach 15 ft., one target. _Hit_: The target is _grappled_ (escape DC 20). | One or both extended manipulator arms release what they are holding. |\n| 5 | The _Nautilus_ accelerates forward, increasing its speed by 20 feet (to a maximum of 200 feet). | The _Nautilus_ decelerates, reducing its speed by 50 feet (minimum 0 feet). |\n| 6 | The _Nautilus_ accelerates backward, increasing its speed by 20 feet (to a maximum of 200 feet). | The _Nautilus_ decelerates, reducing its speed by 50 feet (minimum 0 feet). |\n| 7 | The _Nautilus_ turns 15 degrees left. | The _Nautilus_ turns 15 degrees right. |\n| 8 | Eyelike fixtures emit bright light in a 300-foot radius and dim light for an additional 150 feet. | The light turns off. |\n| 9 | The _Nautilus_ sinks as much as 50 feet in liquid. | The _Nautilus_ rises up to 50 feet in liquid. |\n| 10 | The top hatch unseals and opens. | The top hatch closes and seals. |", "rarity": "Artifact", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "necklace-of-adaptation-a5e", "name": "Necklace of Adaptation", "type": "Wondrous Item", "desc": "While wearing this finely-woven necklace, you can breathe normally in any environment and you have _advantage_ on _saving throws_ made against harmful gases, vapors, and other inhaled effects.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "