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=8
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=9",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=document__slug&page=7",
    "results": [
        {
            "slug": "potion-of-poison-a5e",
            "name": "Potion of Poison",
            "type": "Potion",
            "desc": "This potion comes in many guises, and always appears to be a beneficial potion (most often the swirling red of a _potion of healing_ ). Its true intent, however, is deadly. \n\nWhen you drink this potion you take 3d6 poison damage and make a DC 13 Constitution _saving throw_  or become _poisoned_ . At the beginning of each of your turns while poisoned in this way, you take 3d6 poison damage. At the end of each of your turns you repeat the saving throw, decreasing the damage dealt by the poison by 1d6 for each successful save. You cease to be poisoned when the damage is reduced to 0.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "potion-of-resistance-a5e",
            "name": "Potion of Resistance",
            "type": "Potion",
            "desc": "After you drink this potion, for the next hour you gain resistance to a single type of damage (chosen by the Narrator or determined randomly).\n\n__**Table: Potion of Resistance**__\n| **d10** | **Damage Type** |\n| ------- | --------------- |\n| 1       | Thunder         |\n| 2       | Lightning       |\n| 3       | Cold            |\n| 4       | Poison          |\n| 5       | Fire            |\n| 6       | Psychic         |\n| 7       | Acid            |\n| 8       | Necrotic        |\n| 9       | Radiant         |\n| 10      | Force           |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "potion-of-speed-a5e",
            "name": "Potion of Speed",
            "type": "Potion",
            "desc": "An opaque gray liquid that occasionally flashes with sparks of electricity. After drinking this potion, for the next minute you gain the benefits of a _haste_  spell (without the need for _concentration_ ).",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "potion-of-water-breathing-a5e",
            "name": "Potion of Water Breathing",
            "type": "Potion",
            "desc": "After drinking this murky blue potion, you are able to _breathe underwater_  for 1 hour.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "pouch-of-emergency-healing-a5e",
            "name": "Pouch of Emergency Healing",
            "type": "Wondrous Item",
            "desc": "Twice per day, you can use an action to open this blue silk pouch and receive or bestow the benefits of one of the following spells: _cure wounds , greater restoration , healing word , lesser restoration ._",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "preserved-imps-head-a5e",
            "name": "Preserved Imp’s Head",
            "type": "Wondrous Item",
            "desc": "This dessicated head of a fiend mumbles occasionally as if trying to speak but cannot, its eyes and mouth sewn shut with a rough black cord. The head longs to escape this prison and return to Hell, shaking violently and cursing whenever it is within 60 feet of an active portal. \n\nAlternatively, as an action you can direct the head at a visible creature within 60 feet and cut the cord tying the imp’s lips, causing it to burst into flames and making the spirit inside lash out. The target must make a DC 13 Dexterity _saving throw_ , taking 2d10 fire damage on a failed save, or half as much damage on a successful one.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "prismatic-gown-a5e",
            "name": "Prismatic Gown",
            "type": "Wondrous Item",
            "desc": "While it always remains perfectly fitted to the wearer, this ballroom gown constantly shifts between thousands of colors, styles, cuts and patterns. While wearing the _prismatic gown_, you gain _advantage_  on _saving throws_  made for the effects of spells from the prismatic school due to the odd magic woven into it.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "prospectors-pick-a5e",
            "name": "Prospector's Pick",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to _attack and damage rolls_  made with this magic war pick. Attacks with this weapon deal an extra 3d6 piercing damage to objects and creatures made of earth or stone.\n\nThe pick has 8 charges. As an action, you can expend 1 charge to magically disintegrate a 5-foot cube of nonmagical earth or unworked stone within 5 feet of you. Precious gems, metal ores, and objects not made of earth or stone are left behind. The pick regains 1d8 charges at dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "protean-needlepoint-a5e",
            "name": "Protean Needlepoint",
            "type": "Wondrous Item",
            "desc": "Always pristine, easy to thread—and most importantly—able to change its size to suit any purpose, this miraculous sewing needle promises to always be the right tool for the job. The needle’s exact size randomly changes every hour, but you can also choose the form it takes by spending 1 minute threading it with the proper filament.\n\n**Cotton (Sharp Needle)**. Perfect for delicate stitching, beading, and general use.\n\n**Silk (Embroidery Needle)**. Ideal for more decorative needlework.\n\n**Wool (Canvas Needle)**. Large and blunt, for bulkier, loosely woven material.\n\n**Leather (Glover Needle)**. Big, sharp, made for punching through thick hide.\n\nThe _protean needlepoint_ can be used as an improvised weapon when it is sized as a canvas needle for wool (1 magical piercing damage) or a glover needle for leather (1d4 magical piercing damage). When you score a critical hit with it, the tip of the needle snaps off and it becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "pumpkin-bomb-a5e",
            "name": "Pumpkin Bomb",
            "type": "Wondrous Item",
            "desc": "This pale white pumpkin is small enough to fit in the palm of a human hand. A macabre, grinning face is carved into one side, and a candle within burns an eerie purple flame. While its candle is lit, this pumpkin lantern shines _dim light_  in a 10-foot radius. The lantern’s candle burns for 1 minute, after which the pumpkin instantly rots and loses its magic.\n\nUndead must make a DC 12 Wisdom _saving throw_  when entering the radius or when beginning their turn within the pumpkin’s light, taking 3d6 radiant damage on a failed save or half as much on a success. Incorporeal undead have _disadvantage_  on this saving throw.\n\nThe pumpkin has AC 8 and 2 hit points. If the pumpkin is destroyed, all undead within 10 feet of it must make a DC 12 Wisdom _saving throw_ , taking 6d6 radiant damage on a failed save or half as much on a success.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "quick-canoe-paddle-a5e",
            "name": "Quick Canoe Paddle",
            "type": "Wondrous Item",
            "desc": "This cocowood paddle has a long handle with a short but wide blade designed for long ocean voyages by canoe. Coats of lacquer on the paddle cause it to reflect light causing it to have an almost mirrored finish in the glare of the sun, and from a glance it’s hard to believe that it has ever spent a minute in the water. \n\nThis paddle has 2 charges and regains 1 charge each dawn. You can speak its command word as an action while using a water vehicle, doubling the vehicle’s speed until the start of your next turn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the paddle loses its magical 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": "quiver-of-the-hunt-a5e",
            "name": "Quiver of the Hunt",
            "type": "Wondrous Item",
            "desc": "While attuned to and wearing this ornate quiver, you can draw arrows, bolts, or sling stones as part of taking the Attack action with a bow, crossbow, or sling, producing an endless supply of missiles. The ammunition disappears upon impact, hit or miss, and disappears if passed to another creature to fire.\n\nWhile attuned to and wearing the rare version of the _quiver of the hunt,_ you can also use a bonus action to declare a target to be your quarry. You gain _advantage_  on Perception checks made to detect and Survival checks made to track the target, as well as Intelligence checks to determine its weaknesses. In addition, you deal an extra 1d6 damage on weapon attacks made against the target. The target remains your quarry for 8 hours, or until you cease _concentration_  (as if concentrating on a spell).",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "raiment-of-the-devouring-king-a5e",
            "name": "Raiment of the Devouring King",
            "type": "Wondrous Item",
            "desc": "Ancient beyond meaning, the Devouring King known as Nyth’Zerogg spreads across the multiverse, infecting a plane with a portion of himself before consuming it. Whether summoned or drawn by hunger, the mind-bending entity crosses black seas of infinity to gorge upon mortal civilizations and gods alike.\n\nRarely in the uncounted eons of his existence, the spore of the Devouring King is denied. In this reality primordial powers drove him back before he took root, destroying him almost completely. Of his titanic form only a piece of skull, a fragment of wing membrane, and a piece of its strange heart survived. Nyth'zerogg's might was such that even these pieces contain terrible power, housing a fragment of his essence and a shard of his alien psyche.\n\nSince Nyth’Zerogg’s destruction pieces of the raiment have shown up throughout history, ultimately destroying their bearers and causing untold devastation. The destruction that they have wrought is insignificant compared to the danger that they pose however, as these artifacts hold the key to restoring the spore of Nyth’Zerogg so that he may consume all reality. The _Raiment of the Devouring King_ consists of three pieces: a cloak, a crown, and an orb. To attune to a piece, you must awaken it by pouring the blood of a recently sacrificed sapient creature onto it, allowing you to graft it to your body in a process that takes a minute, during which you are _incapacitated_  by agony. Once attuned, pieces can only be removed if you are killed.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is part of the _Raiment of the Devouring King,_ the remains of an ancient being who consumed worlds. \n\n**DC 18** There are three surviving pieces of the raiment: a cloak, a crown, and an orb.\n\n**DC 21** The cloak grants flight and teleportation, the crown transforms the wearer’s body, and the orb enhances their mind.\n\n**Artifact Properties**\n\nWhile you are attuned to any piece of the _Raiment of the Devouring King,_ you are subject to Malignant Influence (see below) and gain the following benefits:\n\n* You cease aging and become immune to poison and disease.\n* You gain a pool of 8 charges that can be spent to fuel the _Raiment of the Devouring King’s_ magical properties (save DC 19, +11 to hit with spell attacks). You regain 1d4+1 charges each dusk.\n\n**A Complete Set**\n\nBecause of their powerful desire to be together, no matter how many pieces of the Raiment of the Devouring King you wear they count as a single magic item for the purposes of attunement. For each additional piece of the Raiment of the Devouring King that you acquire, you gain the following benefits:\n\n**_Two Pieces._** Your pool of charges increases to 12\\. You can use an action to regain 1 expended charge by messily devouring an _incapacitated_  or _unconscious_  creature within your reach, killing it in the process. Creatures slain in this manner can only be returned to life by means of a _wish_ or __true resurrection ._\n\n_**Three Pieces.**_ Your pool of charges increases to 16\\. When you take a _short rest_ , you can extend tendrils into the ground and regain 1d4+1 charges by consuming natural energy within a 1-mile radius. All plant life in the area dies and beasts become _poisoned_  while in the area. This property can only be used in an area once per decade, after which it cannot support life for the next 10 years.\n\nYou cannot be permanently killed unless each piece of the raiment is cut from your body in conjunction with a carefully worded __wish_ spell. Instead, you return to life 1d3 days later.\n\n**Cloak of the Devouring King**\n\nThis deep jade cloak resembles a large piece of torn wing membrane. When attuned, it grafts to your back, reweaving muscle and bone and turning into a single leathery wing that grants a portion of Nyth’zerogg’s vitality.\n\n While attuned to the _Cloak of the Devouring King_, you gain the following benefits:\n\n* Your Constitution score is increased to 20\\. This property has no effect if your Constitution is equal to or greater than 20.\n* You gain a fly speed equal to your Speed.\n* You regain 1d8 hit points at the beginning of each of your turns if you have at least 1 hit point. If you lose a body part, you regrow the missing part within 1d6 days.\n* You may expend one or more charges to cast the following spells: _longstrider_ (1 charge), __misty step_  (2 charges), __blink_ (3 charges), _dimension door_  (4 charges), __plane shift_  (5 charges), or _teleport_ (5 charges)\n\n**Crown of the Devouring King**\n\nThe alabaster crown resembles a jagged piece of flat bone affixed to a crude iron band. When worn, it settles so that a single spoke of bone extends above the wearer's eye. When you attune to the skull, it grafts with your bone and grants a portion of Nyth’zerogg’s strength.\n\nWhile attuned to the _Crown of the Devouring King_, you gain the following benefits:\n\n* Your Strength score is increased to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* Your body transforms, turning a rubbery gray green as chitinous bone plates emerge from your skin. This counts as a suit of _1 leather_ if you are proficient with light armor, a suit of _1 breastplate_  if you are proficient with medium armor, or a suit of   _1 full plate_  if you are proficient with heavy armor. This armor does not impose _disadvantage_  on Dexterity (Stealth) checks.\n* You can use an action to spend 1 charge to shape chitin and bone from your body into a +1 weapon. You may only have two such weapons in existence at a time. Any ammunition needed is created as the weapon is fired. You may spend 1 charge as part of an action to deliver touch spells through a weapon created in this manner by making a single weapon attack as a part of that action. A weapon created in this manner crumbles to dust a round after it leaves your person.\n* You may expend one or more charges to cast the following spells: __shield_  (1 charge), __enlarge/reduce_  (2 charges), __protection from energy_ (self only; 2 charges), _stoneskin_ (self only; 3 charges).\n\n**Orb of the Devouring King**\n\nThis crimson orb resembles a massive, calcified heart suspended on a crude chain. When the orb returns to life, hooked tendrils extend and burrow into your chest, lodging it there where it grants a portion of the god’s mind and knowledge.\n\n While attuned to the _Orb of the Devouring King_, you gain the following benefits:\n\n* Choose Intelligence or Charisma. The chosen ability score is increased to 20\\. This property has no effect if the chosen ability score is equal to or greater than 20.\n* You gain a 1d10 expertise die on Intelligence checks.\n* When you take a short rest, you can recover an expended spell slot of 6th-level or higher by spending a number of charges equal to the level of the spell slot recovered.\n* You may expend one or more charges to cast the following spells: __detect thoughts_ (1 charge)_, suggestion_ (2 charges), __black tentacles_ (3 charges), _telekinesis_  (4 charges), _dominate monster_  (5 charges).\n\n**Malignant Influence**\n\nEach piece of the _Raiment of the Devouring King_ longs to be united with the others so that Nyth’Zerogg may live again. While attuned to a piece of the artifact, you must succeed on a DC 18 Wisdom _saving throw_  once per month or gain a level of Malignant Influence, which cannot be removed while you are attuned to the _Raiment of the Devouring King._ With two pieces of the artifact attuned, you repeat the saving throw once per week, and when all three pieces of the artifact are attuned, you repeat the saving throw once per day.\n\n_**Level 1**._ You become obsessed with acquiring the other pieces of the _Raiment of the Devouring King_ and devote all of the time and resources at your disposal to the task.\n\n_**Level 2.**_ You become ravenous and must consume one living sapient being each day or gain a level of _fatigue_  that persists until you consume such a creature.\n\n_**Level 3.**_ You fall entirely under the sway of the Raiment of the Devouring King. You gain the Chaotic and Evil alignment traits, and you will stop at nothing to see Nyth’Zerogg reborn. You immediately become an NPC under the Narrator’s control.\n\n**Awakening Nyth’Zerogg**\n\nIf all three pieces of the _Raiment of the Devouring King_ graft to a single host and they acquire three levels of Malignant Influence, the host’s mind and soul are devoured as fuel for Nyth’zerogg’s reawakening. The exact consequences of such a reawakening are left to the Narrator but likely pose an extinction level threat to mortals and gods alike.\n\n**Destruction**\n\nMany attempts have been made to destroy pieces of the _Raiment of the Devouring King,_ yet they always reform. Some believe that they can only be destroyed by plunging a creature with all three pieces of the artifact grafted to its body into the heart of a star or a true flame in the center of the Elemental Plane of Fire—though even this is just a theory.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "red-cloak-of-riding-a5e",
            "name": "Red Cloak of Riding",
            "type": "Wondrous Item",
            "desc": "While wearing this scarlet cloak, you gain a +2 bonus to AC but have _disadvantage_  on Insight and Perception checks. In addition, when you are reduced to 0 hit points and wearing this cloak, you drop to 1 hit point instead. You can’t use this feature again until you finish a _long rest_ .",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "reloader-gremlin-a5e",
            "name": "Reloader Gremlin",
            "type": "Wondrous Item",
            "desc": "A tiny, ethereal gremlin squats motionless in this silver picture frame, which from a distance appears to contain a painting of the gremlin. The gremlin watches a particular device or mechanism. One minute after the device is triggered, the gremlin emerges from its frame, performs whatever actions are necessary to reset the device, and returns to its frame.\n\nThe gremlin is ethereal and unable to interact with objects and creatures on the Material Plane other than its frame and the device it watches.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "restorative-ointment-a5e",
            "name": "Restorative Ointment",
            "type": "Wondrous Item",
            "desc": "This green glass jar holds 1d4+1 doses of a fresh-smelling mixture. You can use an action to swallow or apply one dose, restoring 2d8+2 hit points and curing both _poison_  and _disease_ .",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rhinam-life-gem-a5e",
            "name": "Rhinam Life Gem",
            "type": "Wondrous Item",
            "desc": "Able to swallow the life energies of an enemy in their final moments, these gems can then be used to extend the life of its owner and restore their health. Some believe the gods destroyed the Rhinam empire for the creation of these and most people treat them—and beings using them—as anathema.\n\nThe emerald green stones are all alike in appearance and instantly recognisable. Shaped into a palm-sized disc, they are the thickness of a finger and have rounded edges that are smooth to the touch. Etched in gold on both sides is the symbol of the Rhinam royal household: a rampant eagle clutching four spears.\n\nOnce per day you can, as an action, place the gem over the heart of a humanoid that died in the last minute. The gem then consumes the creature’s soul and gains 1 charge. Nothing less than a __wish_  spell or divine intervention can restore the creature’s spirit. Gems can hold a maximum of 10 charges.\n\nAfter spending a minute meditating on the gem, you can spend a charge to regain 4d12 hit points. Alternately, once a week you can spend a minute meditating to keep yourself from aging for the next week. When a charge is spent, roll 1d10\\. If the result is higher than the number of charges remaining, the gem can no longer be recharged and will shatter when its final charge is spent. Life gems are typically discovered with 1d4 charges.\n\n**_Curse._** Destroying a soul is a dark act that comes with many consequences. After using the Rhinam life gem, you may find yourself accosted by celestials and fiends alike, seeking either to destroy the object or obtain it for their own reasons. In addition, the Narrator may rule that using the life gem too many times means you gain the Evil alignment and emit a strong evil aura for the purposes of any feature, spell, or trait that detects or affects Evil creatures.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-animal-influence-a5e",
            "name": "Ring of Animal Influence",
            "type": "Ring",
            "desc": "While wearing this ring, you can expend 1 of its 3 charges to cast one of the following spells (save DC 13): _animal friendship , fear_  targeting only beasts that have an Intelligence of 3 or less, or _speak with animals_ . The ring regains 1d3 expended charges at dawn.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-battered-courage-a5e",
            "name": "Ring of Battered Courage",
            "type": "Ring",
            "desc": "This jagged black ring made of volcanic rock is streaked with orange veins and uncomfortable to wear. While wearing this ring, you are immune to the _frightened_  condition. Additionally, while you are _bloodied_ , it grows hotter and grants the following benefits:\n\n* Your AC increases by 1 for each hostile creature (squads and swarms count as single creatures for this purpose) within 5 feet of you, to a maximum of +5.\n* When you hit a creature with a melee weapon attack, roll 1d8\\. Add the result to the attack’s damage and gain the same amount of temporary hit points.\n\n_**Curse**_. You fail death _saving throws_  on a roll of 12 or lower. Additionally, this ring despises what it sees as cowardice. If you don armor or use a shield defensively, you lose all benefits of this ring for 1 week.\n\n_**Escalation.**_ When you show extraordinary courage in the face of certain death and emerge victorious, this ring’s power can evolve, gaining one of the following features. For each power it gains, the threshold for successful death saving throws increases by 2.\n\n_Charge Into Danger._ As a bonus action while _bloodied_ , you can move up to your movement speed toward a hostile creature.\n\n_Coward’s Bane._ Creatures never gain _advantage_  from being unseen on attack rolls against you and you always have ` Freelinking: Node title _damage recovery_ does not exist `  to poison damage.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-djinni-summoning-a5e",
            "name": "Ring of Djinni Summoning",
            "type": "Ring",
            "desc": "While you are wearing this ring, you can use an action to speak its command word and choose an unoccupied space within 120 feet. You summon a _djinni_  from the Elemental Plane of Air in that space. It is friendly to you and your companions, and obeys any command you give it, no matter what language you use. If you do not command it, the djinni takes no other actions but to defend itself.\n\nThe djinni remains for up to 1 hour as long as you _concentrate_  (as if concentrating on a spell), or until it is reduced to 0 hit points. It then returns to its home plane. After the djinni departs, it cannot be summoned again for 24 hours. The ring becomes nonmagical if the djinni dies.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-elemental-command-a5e",
            "name": "Ring of Elemental Command",
            "type": "Ring",
            "desc": "This ring is attuned to one of the four Elemental Planes, as determined by the Narrator. While wearing this ring, you have _advantage_  on _attack rolls_  against elementals from the linked plane, and they have _disadvantage_  on attack rolls against you. You can also expend 2 of the ring’s charges to cast _` Freelinking: Node title dominate does not exist `_ monster on an elemental native to the linked plane. The ring imparts additional benefits based on the linked plane.\n\nThe ring has 5 charges and regains 1d4+1 charges at dawn. Spells cast from the ring have a save DC of 17.\n\n**Ring of Air Elemental Command**. You can speak and understand Auran. While wearing this ring, when you fall you descend at a rate of 60 feet per round and take no damage from landing.  \nIf you help kill an air elemental while attuned to this ring, you gain the following:\n\n* Resistance to lightning damage.\n* A flying speed equal to your Speed and the ability to hover.\n* The ability to cast the following spells by expending the necessary charges: __chain lightning_  (3 charges), __gust of wind_  (2 charges), __wind wall_  (1 charge).\n\n**Ring of Earth Elemental Command.** You can speak and understand Terran. While wearing this ring, you are not slowed by _difficult terrain_  composed of rocks, dirt, and other earth.  \nIf you help kill an earth elemental while attuned to this ring, you gain the following:\n\n* Resistance to acid damage.\n* The ability to move through solid rock and earth as if it were _difficult terrain_ . If you end your turn in those areas, you are pushed into the nearest unoccupied space you last occupied.\n* The ability to cast the following spells by expending the necessary charges: _stone shape_  (2 charges), __stoneskin_  (3 charges), _wall of stone_  (3 charges).\n\n**Ring of Fire Elemental Command**. You can speak and understand Ignan. While wearing this ring, you have resistance to fire damage.  \nIf you help kill a fire elemental while attuned to the ring, you gain the following:\n\n* Immunity to fire damage.\n* The ability to cast the following spells by expending the necessary charges: _burning hands_ (1 charge), _fireball_ (2 charges), _wall of fire_ (3 charges).\n\n**Ring of Water Elemental Command.** You can speak and understand Aquan. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.  \nIf you help kill a water elemental while attuned to the ring, you gain the following:\n\n* The ability to breathe underwater and have a swimming speed equal to your Speed.\n* The ability to cast the following spells by expending the necessary charges: _create or_ _destroy water_ (1 charge), _ice storm_ (2 charges), _control water_ (3 charges), _wall of ice_ (3 charges).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-evasion-a5e",
            "name": "Ring of Evasion",
            "type": "Ring",
            "desc": "While wearing this ring, if you fail a Dexterity _saving throw_ , you can use your reaction to expend 1 charge to succeed instead. The ring has 3 charges and regains 1d3 expended charges at dawn.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-feather-falling-a5e",
            "name": "Ring of Feather Falling",
            "type": "Ring",
            "desc": "While wearing this ring, when you fall you descend at a speed of 60 feet per round and take no damage from landing.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-free-action-a5e",
            "name": "Ring of Free Action",
            "type": "Ring",
            "desc": "While wearing this ring, you are not slowed by _difficult terrain_ , and magic cannot cause you to be _restrained_ , _paralyzed_ , or slow your movement.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-inspiration-storing-a5e",
            "name": "Ring of Inspiration Storing",
            "type": "Ring",
            "desc": "Sages and scholars argue about the nature of these rings, their very existence as much a mystery as the creatures that supposedly forged them. Though all of them look slightly different, at their core is a strand of destiny spun by a _fateholder_  to subtly empower and guide its pawns.\n\nThis ring stores inspiration and holds it for later use. While wearing this ring, you can choose to gain and use the inspiration stored within it. Once the inspiration is used, it is no longer stored within the ring.\n\nWhen found, the ring contains 1d4 – 1 inspiration, as determined by the Narrator. The ring can store up to 4 inspiration at a time. To store inspiration, a creature with inspiration spends a _short rest_  wearing the ring and chooses to bestow it. The inspiration has no immediate effect.\n\nIn addition, whenever inspiration from within the ring is used the Narrator may choose to grant a vision of possible future events of great import.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-invisibility-a5e",
            "name": "Ring of Invisibility",
            "type": "Ring",
            "desc": "While wearing this ring, you can use an action to turn _invisible_  along with anything you are carrying or wearing. You remain invisible until the ring is removed, you attack or cast a spell, or you use a bonus action to become visible.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-jumping-a5e",
            "name": "Ring of Jumping",
            "type": "Ring",
            "desc": "While wearing this ring, you can use a bonus action to cast the _jump_  spell on yourself.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-mind-shielding-a5e",
            "name": "Ring of Mind Shielding",
            "type": "Ring",
            "desc": "While wearing this ring, creatures cannot magically read your thoughts, know if you’re lying, or discern your creature type, and you can only be communicated with telepathically if you allow it.\n\nIf you die while wearing this ring, your soul enters the ring upon death, unless another soul already occupies it. You choose when your soul leaves the ring. While within the ring, you can communicate telepathically with anyone wearing it (this communication cannot be prevented.)\n\nYou can use an action to make the ring _invisible_ , and it remains so until it is removed, you die, or you use an action to make it visible.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-protection-a5e",
            "name": "Ring of Protection",
            "type": "Ring",
            "desc": "While wearing this ring, you gain a +1 bonus to Armor Class and _saving throws_ .",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-regeneration-a5e",
            "name": "Ring of Regeneration",
            "type": "Ring",
            "desc": "While wearing this ring, as long as you have at least 1 hit point you regain 1d6 hit points every 10 minutes. As long as you have at least 1 hit point the entire time, when you lose a body part over the next 1d6 + 1 days it completely regrows and you regain full functionality.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-resistance-a5e",
            "name": "Ring of Resistance",
            "type": "Ring",
            "desc": "While wearing this ring, you have resistance to one type of damage based on the ring’s gemstone (either chosen by the Narrator or determined randomly).\n\n__**Table: Ring of Resistance**__\n| **d10** | **Damage Type** | **Gem**     |\n| ------- | --------------- | ----------- |\n| 1       | Acid            | Peridot     |\n| 2       | Cold            | Aquamarine  |\n| 3       | Fire            | Garnet      |\n| 4       | Force           | Sapphire    |\n| 5       | Lightning       | Citrine     |\n| 6       | Necrotic        | Labradorite |\n| 7       | Poison          | Amethyst    |\n| 8       | Psychic         | Moonstone   |\n| 9       | Radiant         | Topaz       |\n| 10      | Thunder         | Spinel      |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-shooting-stars-a5e",
            "name": "Ring of Shooting Stars",
            "type": "Ring",
            "desc": "While wearing this ring, if you are in _dim light or darkness_  you can use an action to cast _dancing lights_ or _light_. The ring has 6 charges and regains 1d6 expended charges at dawn.\n\n**Faerie Fire.** You can use an action and expend 1 charge to cast _faerie fire ._\n\n**Ball Lightning**. You can use an action and expend 2 charges to create up to four 3-foot-diameter lightning spheres. The number of spheres created determines each sphere’s intensity (see Table: Ball Lightning), each sheds light in a 30-foot radius, and they remain up to 1 minute as long as you _concentrate_  (as if concentrating on a spell). As a bonus action, you can move each sphere up to 30 feet, but no further than 120 feet from you.\n\nWhen a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and then disappears. The creature makes a DC 15 Dexterity _saving throw_  or takes lightning damage based on the sphere’s intensity.\n\nShooting Stars. You can use an action to expend 1 to 3 charges. For each expended charge, you shoot a glittering mote of light at a point you can see within 60 feet where it explodes in a 15-foot-cube of sparks. Each creature in the area makes a DC 15 Dexterity _saving throw_ , taking 5d4 fire damage on a failed save, or half damage on a success.\n\n__**Table: Ball Lightning**__\n| **Spheres** | **Lightning Damage** |\n| ----------- | -------------------- |\n| 1           | 4d12                 |\n| 2           | 5d4                  |\n| 3           | 2d6                  |\n| 4           | 2d4                  |",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-spell-storing-a5e",
            "name": "Ring of Spell Storing",
            "type": "Ring",
            "desc": "This ring stores spells cast into it, and holds them for later use. While wearing this ring, you can cast any spell stored within it. The spell has the slot level, spell save DC, spell attack modifier, and spellcasting ability of the original caster. Once the spell is cast, it is no longer stored within the ring.\n\nWhen found, the ring contains 1d6 – 1 levels of stored spells, as determined by the Narrator. The ring can store up to 5 levels worth of spells at a time. To store a spell, a creature casts any spell of 1st- to 5th-level while touching the ring. The spell has no immediate effect. The level the spell is cast at determines how much space it uses. If the ring cannot store the spell, the spell fails and the spell slot is wasted.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-spell-turning-a5e",
            "name": "Ring of Spell Turning",
            "type": "Ring",
            "desc": "While wearing this ring, you have _advantage_  on _saving throws_  against spells that target only you (not an area of effect spell). Additionally, on a saving throw with a natural 20 if the spell is 7th-level or lower, the spell instead targets the caster, using their original slot level, spell save DC, spell attack modifier, and spellcasting ability.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-swimming-a5e",
            "name": "Ring of Swimming",
            "type": "Ring",
            "desc": "While wearing this ring, you have a swim speed of 40 feet.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-telekinesis-a5e",
            "name": "Ring of Telekinesis",
            "type": "Ring",
            "desc": "While wearing this ring, you can cast __telekinesis_ , but you are only able to target unattended objects.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-the-ram-a5e",
            "name": "Ring of the Ram",
            "type": "Ring",
            "desc": "This ring has 3 charges and regains 1d3 expended charges at dawn. While wearing this ring, you can use an action to expend 1 to 3 charges and choose a creature you can see within 60 feet. A spectral ram’s head launches from the ring to slam into the creature, making its _attack roll_  with a +7 bonus. On a hit, for every expended charge the attack deals 2d10 force damage and the creature is pushed 5 feet away. \n\nAdditionally, you can use an action to expend 1 to 3 charges to break an unattended object you can see within 60 feet. The ring makes a Strength check with a +5 bonus for each expended charge",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-the-vengeance-seeker-a5e",
            "name": "Ring of the Vengeance Seeker",
            "type": "Ring",
            "desc": "This silver ring is set with an exquisite emerald. As an action, you can rotate the ring three times on your finger, casting the __poison skin_  spell. When cast in this way, the effect of the bright colors gives the appearance of brilliantly-colored makeup, face paint, or hair dye, removing the _disadvantage_  to Stealth. Recognizing the coloring for what it is requires a DC 14 Arcana check. Once the ring has been used in this way, it cannot be used until the next evening.\n\nYou can also use an action to release the gem from its setting and drop it into a container of liquid no larger than a mug of ale. The liquid functions as a truth serum. Once the gem is removed, the ring becomes a mundane item.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-three-wishes-a5e",
            "name": "Ring of Three Wishes",
            "type": "Ring",
            "desc": "While wearing this ring, you can use an action to expend 1 of its 3 charges to cast __wish_ . When all the ring’s charges are expended, it loses its magic.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-warmth-a5e",
            "name": "Ring of Warmth",
            "type": "Ring",
            "desc": "While wearing this ring, you have resistance to cold damage. Additionally, you and anything you are wearing or carrying remain unharmed by temperatures as low as –50° Fahrenheit (–46° Celsius).",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-water-walking-a5e",
            "name": "Ring of Water Walking",
            "type": "Ring",
            "desc": "While wearing this ring, you can choose to stand on or move across any liquid surface as if it were solid ground.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-x-ray-vision-a5e",
            "name": "Ring of X-Ray Vision",
            "type": "Ring",
            "desc": "While wearing this ring, you can use an action to speak its command word and see through solid objects and matter in a 30-foot radius for 1 minute. Solid objects within the radius appear ghostly and transparent, allowing light to pass through them. You can see through up 3 feet of wood and dirt, 1 foot of stone, and 1 inch of common metal (thicker materials or a thin sheet of lead block the vision).\n\nWhen you use this ring again before taking a _long rest_ , you make a DC 15 Constitution _saving throw_  or suffer one level of _fatigue_  and one level of _strife_ .",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-eyes-a5e",
            "name": "Robe of Eyes",
            "type": "Wondrous Item",
            "desc": "Numerous upraised eyes are sewn into the fabric of this robe. You gain the following benefits while attuned to and wearing the robe:\n\n* _Advantage_  on sight-based Perception checks.\n* Darkvision to a range of 120 feet.\n* The ability to see 120 feet into the Ethereal Plane.\n* The ability to see _invisible_  creatures and objects within 120 feet.\n* The ability to see in all directions.\n* You are always considered to have your eyes open and may not close or avert them.\n\n When a _daylight_ or __light_ spell is cast within 5 feet of you or on the robe, you are _blinded_  for 1 minute. At the end of each of your turns, you make a DC 11 (_light)_ or DC 15 (_daylight_) Constitution _saving throw_  to end the condition.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-scintillating-colors-a5e",
            "name": "Robe of Scintillating Colors",
            "type": "Wondrous Item",
            "desc": "While wearing and attuned to this robe of stimulating and lively colors, you can use an action to expend 1 charge and make the garment to emit _bright kaleidoscopic light_  for 30 feet and dim light for an additional 30 feet. The light lasts until the end of your next turn. Creatures that can see you have _disadvantage_  on _attack rolls_  against you, and creatures within 30 feet that can see you when the light is emitted make a DC 15 Wisdom _saving throw_  or are _stunned_  until the end of your next turn.\n\nThe robe has 3 charges and regains 1d3 expended charges at dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-stars-a5e",
            "name": "Robe of Stars",
            "type": "Wondrous Item",
            "desc": "This robe is the color of the night sky and has a half dozen magical metal stars sewn into it. You gain the following benefits while attuned to and wearing the robe:\n\n* A +1 bonus to _saving throws_\n* You can use an action to shift to the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return, appearing either in the space you last occupied or the nearest unoccupied space.\n\nUp to 6 times each day, you can use an action to pull a star from the robe to cast _magic missile_  (as a 5th-level spell). At dusk 1d6 removed stars reappear.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-the-archmagi-a5e",
            "name": "Robe of the Archmagi",
            "type": "Wondrous Item",
            "desc": "This elegant garment is adorned with runes sewn with metallic thread. You gain the following benefits while attuned to and wearing the robe:\n\n* While not wearing armor, your Armor Class is 15 + your Dexterity modifier.\n* Advantage on _saving throws_  against spells and other magical effects.\n* Your _spell save DC and spell attack bonus_  are increased by 2.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-useful-items-a5e",
            "name": "Robe of Useful Items",
            "type": "Wondrous Item",
            "desc": "Leather patches of various shapes and colors are sewn into this robe. While attuned to and wearing the robe, you can use an action to detach one of the patches, causing it to become the object it represents. Once the last patch is removed, the robe loses its magical properties.\n\nThe robe has two of each of the following patches: \n\n* _Dagger_\n* _Bullseye lantern_  (filled and lit)\n* _Steel mirror_\n* 10-foot _pole_\n* _Hempen rope_  (50 feet, coiled)\n* _Sack_\n\nIn addition, the robe has 4d4 other patches (either chosen by the Narrator or randomly determined).\n\n__**Table: Robe of Useful Items**__\n| **d100** | **Patch**                                                                                                                                                                                                |\n| -------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 01–02    | Spade, _bucket_                                                                                                                                                                                          |\n| 03–04    | Pair of empty _waterskins_                                                                                                                                                                               |\n| 05–06    | Luxurious _blanket_                                                                                                                                                                                      |\n| 07–08    | _Grappling hook_                                                                                                                                                                                         |\n| 09–10    | 10 _iron spikes_                                                                                                                                                                                         |\n| 11–12    | _Miner’s pick_                                                                                                                                                                                           |\n| 13–14    | 10 _pitons_                                                                                                                                                                                              |\n| 15–18    | _Wheelchair_                                                                                                                                                                                             |\n| 19–20    | _Flash bomb_ , _smoke bomb_                                                                                                                                                                              |\n| 21–22    | _Block and tackle_ , _bar of soap_                                                                                                                                                                       |\n| 23–25    | Chalk, _crowbar_ , hammer                                                                                                                                                                                |\n| 26       | _Medium cage_                                                                                                                                                                                            |\n| 27–29    | Roll 1d4 (1: _fishing snare_ , 2: _hunting snare_ , 3–4: _hunting trap_ )                                                                                                                                |\n| 30       | _Sled_                                                                                                                                                                                                   |\n| 31–32    | _Cold weather gear_                                                                                                                                                                                      |\n| 33–35    | Roll 1d4 (1–2: _one person tent_ , 3: _two person tent_ , 4: _communal tent_ )                                                                                                                           |\n| 36–37    | 2 _alchemical torches_                                                                                                                                                                                   |\n| 38       | Blank _spellbook_                                                                                                                                                                                        |\n| 39–40    | 10-foot _chain_                                                                                                                                                                                          |\n| 41–42    | _Tinderbox_                                                                                                                                                                                              |\n| 43–44    | _Signal whistle_  and a _small bell_                                                                                                                                                                     |\n| 45–46    | _Backpack_                                                                                                                                                                                               |\n| 47–50    | 4 bags of _caltrops_                                                                                                                                                                                     |\n| 51       | _Mosquito netting_                                                                                                                                                                                       |\n| 52–55    | _Prosthetic leg or foot_                                                                                                                                                                                 |\n| 56–59    | 4 bags of _ball bearings_                                                                                                                                                                                |\n| 60       | _Large cage_                                                                                                                                                                                             |\n| 61–62    | _Merchant’s scales_ , stick of _incense_                                                                                                                                                                 |\n| 63       | _Barrel_                                                                                                                                                                                                 |\n| 64–66    | _Prosthetic arm or hand_                                                                                                                                                                                 |\n| 67–68    | Bottle of ink, inkpen, sealing wax, 2 sheets of paper                                                                                                                                                    |\n| 69–70    | Vial of perfume                                                                                                                                                                                          |\n| 71–72    | _Portable ram_                                                                                                                                                                                           |\n| 73       | _Huge cage_                                                                                                                                                                                              |\n| 74–75    | _Marshland gear_                                                                                                                                                                                         |\n| 76–79    | _Antitoxin_                                                                                                                                                                                              |\n| 80–81    | _Healer’s satchel_  (10 uses)                                                                                                                                                                            |\n| 82–83    | 10 _bandages_  sealed in oilskin                                                                                                                                                                         |\n| 84–86    | _Cart_                                                                                                                                                                                                   |\n| 87–89    | _12-foot long rowboat_                                                                                                                                                                                   |\n| 90       | _Lock_                                                                                                                                                                                                   |\n| 91–92    | Pit (a cube 10 feet on a side) which you can place on the ground within 10 feet                                                                                                                          |\n| 93–94    | _Greataxe_                                                                                                                                                                                               |\n| 95–96    | 24-foot long wooden folding ladder (each section is 6 feet)                                                                                                                                              |\n| 97–98    | Fully glazed window that changes to fit a hole in a wall no larger than 10 feet in any direction                                                                                                         |\n| 99–100   | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach (the door conforms to fit the opening, attaching and hinging itself) |",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-absorption-a5e",
            "name": "Rod of Absorption",
            "type": "Rod",
            "desc": "While holding this rod, when you are the only target of a spell you can use your reaction to absorb it as it is being cast. An absorbed spell has no effect and its energy is stored within the rod. The spell’s energy equals the spell levels used to cast it. The rod can store up to 50 spell levels worth of energy over the course of its existence. The rod cannot hold more than 50 spell levels worth of energy. If the rod does not have the space to store a spell and you try to absorb it, the rod has no effect.\n\nAfter attuning to the rod you know how much energy it currently contains and how much it has held over the course of its existence. A spellcaster can expend the energy in the rod and convert it to spell slots—for example, you can expend 3 spell levels of energy from the rod to cast a 3rd-level spell, even if you no longer have the spell slots to cast it. The spell must be a spell you know or have prepared, at a level you can cast it, and no higher than 5th-level.\n\nWhen found the rod contains 1d10 spell levels. A rod that can no longer store energy and no longer has any energy remaining within it loses its magical properties.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-alertness-a5e",
            "name": "Rod of Alertness",
            "type": "Rod",
            "desc": "While holding this rod, you have _advantage_  on Perception checks and _initiative_  rolls, and as an action you can cast the following spells: __detect evil and good , detect magic , detect poison and disease ,_ see __invisibility ._\n\n**Protective Aura**. Once per dawn, you can use an action to plant the rod in the ground and speak its command word, causing it to emit _bright light_  in a 60-foot radius and dim light for an additional 60 feet. While in the bright light, you and creatures friendly to you gain a +1 bonus to AC and _saving throws_  and can sense the location of any _invisible_  hostile creature also in the bright light.\n\nThe rod stops glowing and the effect ends after 10 minutes, or sooner if a creature uses an action to pull the rod from the ground.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-entropy-a5e",
            "name": "Rod of Entropy",
            "type": "Rod",
            "desc": "This skull-topped rod can be used as a club that grants a +1 bonus to _attack and damage rolls_  and deals an extra 1d6 necrotic damage.\n\nThe rod has 3 charges and regains 1d3 expended charges at dawn. As an action, you can expend the rod’s charges, increasing entropy in a 15-foot cone. Each creature in the area makes a DC 15 Constitution _saving throw_ . On a failure, the target takes 3d8 necrotic damage per charge expended, or half the damage on a success. A creature killed by this damage decays and becomes an inanimate skeleton. In addition, nonmagical objects in the area that are not being carried or worn experience rapid aging. If you expended 1 charge, soft materials like leather and cloth rot away, and liquid evaporates. If you expended 2 charges, hard organic materials like wood and bone crumble, and iron and steel rust away. Expending 3 charges causes Medium or smaller stone objects to crumble to dust.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}