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__title&page=16
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=document__title&page=17", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=document__title&page=15", "results": [ { "slug": "wand-of-cobwebs-a5e", "name": "Wand of Cobwebs", "type": "Wand", "desc": "A convincing way to cover one’s tracks is to create the appearance that an area hasn’t been disturbed in a long time. This spindly wooden wand sheds a little dust whenever you touch it. While holding it, you can use an action and expend 1 charge to conjure wispy cobwebs in a 1-foot cube within 30 feet of you that you can see. The cobwebs must be anchored to two solid masses or layered across a floor, wall, or ceiling. The ground beneath the cobwebs is covered with a layer of dust that suggests at least a year of disuse. The cobwebs and dust last until cleared away.\n\nThe wand has 10 charges and regains 1d6+4 charges each dusk. If you expend the last charge, roll a d20\\. On a result of 5 or less, the wand disintegrates into a mass of cobwebs.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-elocution-a5e", "name": "Wand of Elocution", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and touch it to one willing beast or humanoid. If the target is a humanoid, for the next hour it gains an expertise die on Deception, Intimidation, and Persuasion checks, as well as on Performance checks made to act, orate, or otherwise speak in front of a crowd. If the target is a beast, it gains the ability to speak one language that you are proficient with for the next hour.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits a cacophony of voices and animal noises audible within 100 feet for 1 minute then loses its magical properties.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-enemy-detection-a5e", "name": "Wand of Enemy Detection", "type": "Wand", "desc": "While holding this wand, you can use an action to speak its command word and expend 1 charge to extend your senses for 1 minute. You sense the direction (but not precise location) of the nearest creature hostile to you within 60 feet (this includes ethereal, _invisible_ , disguised, and hidden creatures, as well as those in plain sight). The effect ends early if you stop holding the wand.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears the next time it is unobserved.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-erudition-a5e", "name": "Wand of Erudition", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and target one willing humanoid you can see within 30 feet. For the next hour, the target gains one of the following benefits:\n\n* The ability to read, speak, and understand one language you are proficient with.\n* Proficiency with one skill or tool with which you are proficient.\n* Knowledge of some piece of information you know that you could communicate in less than 1 minute, such as the contents of a book you have read or directions to a location familiar to you. The target gains this knowledge even if you do not share a language. When the effect ends, the target forgets the information you imparted.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand fades from existence and you forget you ever owned it.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-fear-a5e", "name": "Wand of Fear", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and command another creature to flee or grovel (as the _command_ spell, save DC 15). Alternatively, you can use an action to expend 2 charges, causing the wand to emit a 60-foot cone of light. Each creature in the area makes a DC 15 Wisdom _saving throw_ or becomes _frightened_ of you for 1 minute. A creature frightened in this way must spend its turns trying to move as far away from you as possible, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. On its turn, the frightened creature can use only the Dash action or try to escape from an effect that prevents it from moving, or if it has nowhere to move then the Dodge action. A frightened creature can repeat the _saving throw_ at the end of each of its turns, ending the effect on itself on a success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand releases a chilling wail and crumbles into nothing.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-fireballs-a5e", "name": "Wand of Fireballs", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast fireball (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears in a flash of fire and smoke.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-lightning-bolts-a5e", "name": "Wand of Lightning Bolts", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast __lightning bolt_ (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\n This wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits sparks of electricity and disappears in a flash. ", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-magic-detection-a5e", "name": "Wand of Magic Detection", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to cast __detect magic ._\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-magic-missile-a5e", "name": "Wand of Magic Missile", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 or more of its charges to cast __magic missile ._ For 1 charge, you cast the 1st-level version of the spell. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a bolt of magic that soars out of sight and disappears", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-paralysis-a5e", "name": "Wand of Paralysis", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to force a creature within 60 feet to make a DC 15 Constitution _saving throw_ or become _paralyzed_ for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand shatters into hundreds of pieces.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-polymorph-a5e", "name": "Wand of Polymorph", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to cast _polymorph_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a Tiny bug that wanders away.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-secrets-a5e", "name": "Wand of Secrets", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to make it pulse and point at the nearest secret door or trap within 30 feet.\n\nThis wand has 3 charges and regains 1d3 expended charges each dawn.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-scribe-a5e", "name": "Wand of the Scribe", "type": "Wand", "desc": "Nearly half the size of most other wands, this arcane implement is a solid piece of mithral with a tapered point that resembles the nib of a writing quill. While you are attuned to the wand, you can write on parchment and similar surfaces that would hold ink as though using an ordinary quill. The wand never runs out of ink when used this way.\n\nThe _wand of the scribe_ has 1d6 charges and regains 3 charges each dawn. You can expend 1 charge from the wand to cast __illusory script_ . You can also expend 1 charge from the wand to create a copy of any mundane document without requiring a forgery kit, substituting an Arcana check for any ability check you would normally make. Finally, you can expend 2 charges from the wand to transcribe 1 minute of conversation that you can hear. You do not need to understand the language being spoken, and can choose to write it in any language that you know.\n\nIf you expend the wand’s last charge, roll a d20\\. On a result of 5 or less, the wand bursts causing ink to stain your hand and the front of any clothing you are wearing as the enchanted trinket breaks apart.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-war-mage-1-a5e", "name": "Wand of the War Mage +1", "type": "Wand", "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_ (uncommon +1), and you ignore _half cover_ when making spell attacks.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-war-mage-2-a5e", "name": "Wand of the War Mage +2", "type": "Wand", "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_ (rare +2), and you ignore _half cover_ when making spell attacks.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-the-war-mage-3-a5e", "name": "Wand of the War Mage +3", "type": "Wand", "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_ (very rare +3), and you ignore _half cover_ when making spell attacks.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-web-a5e", "name": "Wand of Web", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge to cast _web_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand dissolves into a pile of webbing.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-wonder-a5e", "name": "Wand of Wonder", "type": "Wand", "desc": "While holding this wand, you can use an action to expend 1 charge and choose a creature, object, or point in space within 120 feet. Roll d100 on the Wand of Wonder table to determine the effect.\n\nSpells cast from the wand have a spell save DC of 15 and a range of 120 feet. Area effects are centered on and include the target. If an effect might target multiple creatures, the Narrator randomly determines which ones are affected.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.\n\n__**Table: Wand of Wonder**__\n| **d100** | **Effect** |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 01–05 | You cast _slow ._ |\n| 06–10 | You cast __faerie fire ._ |\n| 11–15 | You are awestruck and become _stunned_ until the start of your next turn. |\n| 16–20 | You cast _gust of wind ._ |\n| 21–25 | You cast __detect thoughts_ on the target. If you didn’t target a creature, you take 1d6 psychic damage instead. |\n| 26–30 | You cast _stinking cloud ._ |\n| 31–33 | Rain falls in a 60-foot radius centered on the target, making the area __lightly obscured_ until the start of your next turn. |\n| 34–36 | A beast appears in an unoccupied space adjacent to the target. You don’t control the animal, which acts as it normally would. Roll a d4 to determine the beast (1: _rhinoceros_ , 2: _elephant_ , 3–4: _rat_ ). |\n| 37–46 | You cast _lightning bolt ._ |\n| 47–49 | Butterflies fill a 30-foot radius centered on the target, making the area _heavily obscured_ . The butterflies remain for 10 minutes. |\n| 50–53 | The target doubles in size (as if you had cast __enlarge/reduce_ ), or if the target is an attended object, you become the spell’s target. |\n| 54–58 | You cast _darkness ._ |\n| 59–62 | Grass grows on the ground in a 60-foot radius centered on the target. Existing grass grows to 10 times normal size for 1 minute, becoming _difficult terrain_ . |\n| 63–65 | An unattended object (chosen by the Narrator) within 120 feet of the target disappears into the Ethereal Plane. The object must be able to fit in a 10-foot cube. |\n| 66–69 | You shrink to half your size (as __enlarge/reduce_ ). |\n| 70–79 | You cast _fireball ._ |\n| 80–84 | You cast _invisibility_ on yourself. |\n| 85–87 | Leaves grow from the target. If you targeted a point in space, leaves sprout from the creature nearest that point instead. The leaves fall off after 24 hours but can be pruned before that time. |\n| 88–90 | A stream of 1d4 × 10 gems (each worth 1 gp) shoots from the wand in a 30-foot long, 5-foot wide line. Each gem deals 1 bludgeoning damage. Divide the total damage equally among all creatures in the area. |\n| 91–95 | A burst of shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see make a DC 15 Constitution _saving throw_ or become _blinded_ for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success |\n| 96–97 | For the next 1d10 days, the target is able to breathe underwater and its skin turns blue. If you targeted an object or point in space, the creature nearest that target is affected instead. |\n| 98–100 | If you targeted a creature, it makes a DC 15 Constitution _saving throw_ . If you didn’t target a creature, you become the target instead. A creature that fails the saving throw by 5 or more is instantly _petrified_ . On any other failed save, the creature is _restrained_ and begins to turn to stone. While restrained in this way, the target repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. A __greater restoration_ spell or similar magic restores a petrified creature but the effect is otherwise permanent. |", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "warpblade-a5e", "name": "Warpblade", "type": "Weapon", "desc": "This dagger cuts through space as easily as flesh. You gain a +3 bonus to _attack and damage rolls_ made with this magic weapon.\n\nWeapon attacks using _warpblade_ deal an extra 2d6 force damage. While you are attuned to the dagger and take the Attack action, you can choose an object or surface within 60 feet, making one of your attacks against it (AC 10). On a successful hit, warpblade is embedded into the target. While _warpblade_ is embedded, you can use a reaction to instantly teleport yourself to an unoccupied space adjacent to it and remove it from the target. In addition, on your turn you can instantly return _warpblade_ to your hand (no action required).\n\n_Warpblade_ has 5 charges and regains 1d4+1 charges each dawn. You can use an action to expend 1 or more charges to cast the following spells: __misty step_ (1 charge), __dimension door_ (2 charges), _teleport_ (3 charges).", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "water-charm-a5e", "name": "Water Charm", "type": "Wondrous Item", "desc": "While wearing this charm you gain a swim speed equal to your Speed, or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Breathe:** Cast _water breathing_ .\n* **Cure:** Cast __cure wounds_ at 3rd-level (+3 spellcasting ability modifier).\n* **Numb:** Cast _sleet storm_ (spell save DC 15).\n\n**_Curse_**. Releasing the charm’s power attracts the attention of a _marid_ or _water elemental_ who seeks you out to recruit you for a task.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "waystone-a5e", "name": "Waystone", "type": "Wondrous Item", "desc": "This rounded oval stone has a metallic gray luster. When one or more _waystones_ are kept in contact for an hour or longer, they become paired and magnetically attracted to each other for 1 week per hour spent in contact. Paired _waystones_ are ideal for use as trail markers, for tracking purposes, or to prevent yourself from becoming lost. You can use an action to speak its command word, making the _waystone_ sense and be drawn toward the nearest _waystone_ within 5 miles, or if it is paired to another _waystone_ within range, the paired _waystone_. Paired waystones are only able to sense each other.\n\nA _waystone_ has 3 charges and regains 1 charge each dawn. You may expend 1 charge when speaking its command word to increase the _waystone’s_ range to 25 miles, or if the _waystone_ is paired, to sense the nearest unpaired _waystone_ within 5 miles. When used in either manner, the _waystone’s_ attraction lasts until the next dawn. If you expend the last charge, the _waystone_ becomes a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "weapon-1-a5e", "name": "Weapon +1", "type": "Weapon", "desc": "This weapon grants a bonus to _attack and damage rolls_ made with it: +1.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "weapon-2-a5e", "name": "Weapon +2", "type": "Weapon", "desc": "This weapon grants a bonus to _attack and damage rolls_ made with it: +2 (rare).", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "weapon-3-a5e", "name": "Weapon +3", "type": "Weapon", "desc": "This weapon grants a bonus to _attack and damage rolls_ made with it: +3 (very rare).", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "well-of-many-worlds-a5e", "name": "Well of Many Worlds", "type": "Wondrous Item", "desc": "When unfolded, this handkerchief-sized piece of lightweight, silky fabric expands into a 6-foot diameter circular sheet.\n\nYou can use an action to unfold the cloth and spread it on a solid surface, creating a two-way portal to another plane of existence chosen by the Narrator. You can use an action to close the portal by folding the cloth. Once a portal has been opened in this manner, it cannot be opened again for 1d8 hours.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "whetstone-of-tudwal-tudglyd-a5e", "name": "Whetstone of Tudwal Tudglyd", "type": "Wondrous Item", "desc": "When you spend 1 minute using this unremarkable-looking whetstone to sharpen a blade, if you are a fine warrior the next time you deal damage with that weapon, you deal an extra 7 (2d6) damage. If you are a coward however, for the next 24 hours you deal the minimum amount of damage with that weapon.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "whispering-stones-a5e", "name": "Whispering Stones", "type": "Wondrous Item", "desc": "Just as a fortune teller’s scrying ball is crystal clear, _Whispering Stones_ are orbs of inky blackness. Similar to less powerful message stones, they allow communication across long distances. However, these potent artifacts are imbued with material from the netherworld and only five are known to have been created.\n\nConnected via the realm of the dead, with proper use a person can communicate simultaneously with any number of other _Whispering Stones_ and _message stones_ , or even stream thoughts from places and beings beyond death.\n\nInteracting with the dead is a matter for necromancers and priests for a reason: the dead rarely speak plainly to the ears of the living, for their reality is a place of warped distortions. These powerful relics can grant their users great insight, but who else might be listening in? What arcane secrets—past, present, or future—might be revealed through them? Demons and angels may send secrets and prayers, adding to the cacophony of voices. _Whispering Stones_ have forged nations and shaped destinies, and though they have practical magic applications they hold deeper, dangerous secrets within.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is a _Whispering Stone_, which allows communication across long distances. Only five of these stones were ever created.\n\n**DC 18** The stones can speak to each other.\n\n**DC 21** The stones can also speak to the dead, or ask questions of powerful extraplanar beings.\n\n**Artifact Properties**\n\nEach time you use a _Whispering Stone_ to cast a spell, roll a d20\\. On a 1, the casting connects your mind with that of an extradimensional entity chosen by the Narrator. You begin to hear this entity’s thoughts in your head (and vice versa), and if you were not already attuned to the _Whispering Stone_, you immediately attune to it. In addition, you gain one short-term mental stress effect that lasts for 1d6 days. The voice in your head remains for as long as the mental stress effect.\n\nIf you simultaneously connect to two or more extradimensional entities, you make a DC 15 Wisdom saving throw or gain a long-term mental stress effect.\n\n**Magic**\n\nWhile touching a _Whispering Stone_ you can use an action to cast _sending ._ The target is a creature that carries a message stone or _Whispering Stone_ you have seen before. If no creature currently bears that stone, or if you have never seen a __message stone_ or _Whispering Stone_ before, your message is conveyed to another recipient. The Narrator may select a specific creature to receive the message or consult the Whispering Stones Listener table. This recipient of your message learns your name, current location, and that you bear a Whispering Stone.\n\nA _Whispering Stone_ begins with 6 charges and regains 1d4+1 charges each dusk. While attuned to the stone, you can use an action to cast speak with dead (1 charge) and spirit guardians (1 charge). If also connected to an extra dimensional entity, you can cast divination (once between long rests) to ask the entity a question.\n\nA _Whispering Stone_ begins with 6 charges and regains 1d4+1 charges each dusk. While attuned to the stone, you can use an action to cast _speak with dead_ (1 charge) and __spirit guardians_ (1 charge). If also connected to an extra dimensional entity, you can cast __divination_ (once between long rests) to ask the entity a question.\n\n__**Table: Whispering Stones Recipients**__\n| **d100** | **Recipient** |\n| -------- | ------------------------------------------- |\n| 1 | _Balor_ |\n| 02-26 | Bearer of the nearest _message stone_ |\n| 27-36 | Bearer of the nearest _Whispering Stone_ |\n| 37–46 | Spirit from the nearest graveyard |\n| 47–51 | Deceased ancestor |\n| 52–56 | _Djinni_ from the Elemental Plane of Air |\n| 57–61 | _Efreeti_ from the Elemental Plane of Fire |\n| 62–66 | Fortune teller with a _crystal ball_ |\n| 67–71 | _Night hag_ with a _magic mirror_ |\n| 72–76 | _Imp_ |\n| 77–81 | _Deva_ |\n| 82–86 | _Dryad_ or _sprite_ |\n| 87–91 | _Vampire_ |\n| 92–96 | _Lich_ |\n| 97 | _Archfey_ |\n| 98 | Sleeping dragon |\n| 99 | _Forgotten god_ |\n| 100 | Legendary queen of an ancient civilization |", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wig-of-styling-a5e", "name": "Wig of Styling", "type": "Wondrous Item", "desc": "This wig has 2 charges and regains 1 charge each dawn. While wearing the wig, you can use an action to expend 1 charge to change the length, style, and color of the wig. If you expend the last charge, roll a d20\\. On a 1, the wig is fixed in its current length, style, and color, becoming a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wind-fan-a5e", "name": "Wind Fan", "type": "Wondrous Item", "desc": "You can use an action to wave this fan and cast _gust of wind_ (save DC 13). Each time the fan is used before the next dawn there is a cumulative 20% chance that it breaks, causing the spell to fail and for it to shred into nonmagical pieces.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "winged-boots-a5e", "name": "Winged Boots", "type": "Wondrous Item", "desc": "While you are wearing these boots, you have a flying speed equal to your Speed and you can hover. You can use these boots to fly for 2 hours, expending at least 10 minutes worth of time with each use. If you are flying when the time runs out, you fall at a rate of 30 feet per round and take no damage from landing.\n\nThe boots regain 1 hour of flying time for every 12 hours they are not in use.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wings-of-flying-a5e", "name": "Wings of Flying", "type": "Wondrous Item", "desc": "While you are wearing this cloak, you can use an action speaking its command word to transform it into a pair of wings. The wings last for 1 hour or until you use an action to speak the command word to dismiss them. The wings give you a flying speed of 60 feet. After being used in this way, the wings disappear and cannot be used again for 2d6 hours.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wings-of-icarus-a5e", "name": "Wings of Icarus", "type": "Wondrous Item", "desc": "12 lbs. \n \nThese large wings of feathers and wax are attached to a leather harness, and though the design at first seems simple there is a remarkable beauty to its complex craftsmanship—there must be very few like it elsewhere in the world, if any at all. While you are wearing these wings, you can grasp at handles in the plumage and spend an action rapidly fluttering your arms to gain a fly speed of 30 feet until the start of your next turn. You cannot wield weapons, hold a shield, or cast spells while grasping the handles. When you need to maneuver while using the wings to fly, you make either Dexterity (Acrobatics) or Dexterity air vehicle checks.\n\nThe wings have AC 13, 15 hit points, and vulnerability to fire damage. After 3d4 rounds of being exposed to direct sunlight and extreme heat at the same time, the wax holding the feathers together melts and the wings are destroyed.", "rarity": "Artifact", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wood-woad-amulet-a5e", "name": "Wood Woad Amulet", "type": "Wondrous Item", "desc": "This wooden amulet painted with blue pigment is carved to resemble a humanoid figure armed with a club and shield. Its face is featureless apart from two empty eyes that glow with a faint yellow light. When you hold it to your ear, you hear faint whispers. Once a day as an action, you can hold the amulet to your ear and listen to its whispers to guide you. You gain an expertise die to one ability check made in the next minute. You may roll the expertise die before or after making the ability check, after which the effect ends. This ability recharges at dusk each day.\n\nAdditionally you may crush the amulet as a reaction, destroying it to free the spirit within and gain the ‘woad’s blessing’. You can expend the woad’s blessing to roll an additional d20 when you make an ability check, attack roll, or saving throw, and choose which of the d20s is used. You can roll the additional die after making the roll, but before the outcome is determined. Once you have used the woad’s blessing, the amulet’s magic dissipates.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "zlicks-message-cushion-a5e", "name": "Zlick’s Message Cushion", "type": "Wondrous Item", "desc": "This small pink air bladder has a winking wizard emblazoned on the front. As a bonus action, you can whisper a phrase up to 10 words long into the cushion, which will inflate it. While inflated, any creature that accidentally sits on or applies pressure to the cushion deflates it. A creature can also use a bonus action to intentionally deflate the cushion. When the cushion deflates, it loudly repeats the phrase spoken into it along with somewhat humorous flatulence noise. This sound is clearly audible to a range of 50 feet.\n\nAlternatively, you can cast a cantrip or spell of 1st-level into the _Zlick’s message cushion_ so long as the words laughter, mockery, or whisper are in the spell name. When the cushion is deflated it casts the spell, targeting the creature that deflated it, and afterward 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": "argent-mantle", "name": "Argent Mantle", "type": "Wondrous item", "desc": "Often reserved for ranking knights of more dogmatic or monastic military orders, these finely made, hood-and-shoulder pieces endow the wearer with exceptional battlefield, statecraft, and leadership skills. You can use a bonus action to speak a command word, causing a nimbus of golden light to surround your head. This nimbus sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Friendly creatures in the bright light shed by this nimbus have advantage on initiative checks and can't be surprised except when incapacitated. The nimbus lasts until you use a bonus action to speak the command word again or you remove the mantle.\n ***Endearing Leader.*** While wearing this mantle, you can use an action to increase your Charisma score to 20 for 10 minutes. This has no effect on you if your Charisma is already 20 or higher. This property of the mantle can't be used again until the next dawn.", "rarity": "rare", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "axe-of-many-strikes", "name": "Axe of Many Strikes", "type": "Weapon (any axe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a creature with it, you can choose to deal no damage to the target and instead store the energy of the attack within the blade for 1 minute. You can store up to three attacks in this way. When you hit a creature with this axe while you have at least one attack stored, you can release one or more stored attacks, adding the damage of those stored attacks to the damage of the current attack.\nEach time you release one or more stored attacks from the axe, you have a 10 percent chance of causing the axe to explode. The explosion deals 2d6 force damage to you for each attack you released from the axe, and it destroys the axe.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "beads-of-contemplation", "name": "Beads of Contemplation", "type": "Wondrous item", "desc": "This strand of eight wooden beads, each cleverly carved with geometric patterns, hangs from a stout length of cording. The beads store ki energy placed into them, holding the ki until you use it. The beads can store up to 8 ki points. At the end of a short or long rest, you can place ki energy into the beads by touching them and expending a number of ki points equal to half your proficiency bonus.\nWhile wearing or carrying the beads, you can use a bonus action to remove any number of ki points from the beads, regaining that amount of ki points and freeing up space in the beads.", "rarity": "uncommon", "requires_attunement": "requires attunement by a monk", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "bloodspeed-elixir", "name": "Bloodspeed Elixir", "type": "Potion", "desc": "When you drink this potion, your speed triples for 1 minute, but if you take the Dash action, you take 2d6 poison damage as your body is pushed beyond its normal limits. The murky, crimson liquid smells of ozone and has a thick, sludge-like consistency.", "rarity": "rare", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "campaign-field-tent", "name": "Campaign Field Tent", "type": "Wondrous item", "desc": "You can use an action to place this 1-inch cloth cube on the ground and speak its command word. The cube rapidly grows into a field tent with open or closed sides (your choice) that remains until you use an action to speak the command word that dismisses it, which works only if the tent is empty.\n The field tent is a canvas tent, 15 feet on a side and 10 feet high. It remains firmly fixed to the ground, even when standing on bare stone, a ship's deck, or loose sand, and its magic prevents it from being tipped over.\n Each creature in the area where the tent appears must make a DC 15 Dexterity saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tent. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.\n The tent has 50 hit points, immunity to nonmagical attacks, excluding siege weapons, and resistance to all other damage. The tent contains a small table with a chair and five simple beds made of cloth and foldable wooden frames.\n The field tent can hold up to six Medium or smaller creatures. When a creature finishes a short rest in the tent, it regains double the hit points from any Hit Dice it spends. When a creature finishes a long rest in the tent, it reduces its exhaustion level by 2 instead of 1. In addition, a creature has advantage on saving throws it makes against disease and poison while it rests in the tent.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "cestus", "name": "Cestus", "type": "Wondrous item", "desc": "These leather hand wraps are padded across the knuckles. You have a bonus to attack and damage rolls made with unarmed strikes while wearing these hand wraps. The bonus is determined by the item's rarity.", "rarity": "uncommon (+1), rare (+2), or very rare (+3)", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "chain-cilice", "name": "Chain Cilice", "type": "Wondrous item", "desc": "This bracelet made of spiked chain is designed to fit around the ankle, wrist, or thigh. While wearing the cilice, you can use an action to speak its command word, causing it to tighten on your skin and dealing 1d6 piercing damage to you at the start of each of your turns until you use a bonus action to end it. If you have the Ki class feature or ki points from another source, such as the Inner Resilience feat (see the Backgrounds and Feats chapter), you regain 1 ki point for every 5 damage caused by the cilice. If the cilice would reduce you to 0 hit points, it reduces you to 1 hit point instead and the effect ends.\n If the cilice's effect was ended in this way, it can't be used again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "cloak-of-tentacles", "name": "Cloak of Tentacles", "type": "Wondrous item", "desc": "This cloak settles around your shoulders like a writhing creature, somehow simultaneously warm to the touch and icy cold against your skin.\n ***Shimmering Skin.*** While wearing this cloak, you can use an action to expose its shimmering inner lining. Each creature within 10 feet of you and that can see you must make a DC 15 Wisdom saving throw. On a failed save, a creature is incapacitated until the end of its next turn. Once used, this property of the cloak can't be used again until the next dawn.\n ***Writhing Tentacles.*** While wearing this cloak, you can use a bonus action to command the cloak to sprout four writhing tentacles for 1 minute. When a creature hits you with a melee attack while within 10 feet of you, one of the tentacles lashes out and makes an attack roll at your attacker with a +7 bonus. On a hit, the tentacle deals 2d10 bludgeoning damage then falls still, becoming inert. When the duration ends or once all four tentacles become inert, this property of the cloak can't be used again until the next dawn", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "deepstone-cestus", "name": "Deepstone Cestus", "type": "Wondrous item", "desc": "These leather hand wraps are fitted with round, flat stones engraved with runes. While wearing these wraps, your ki save DC increases by 2.", "rarity": "very rare", "requires_attunement": "requires attunement by a monk", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "esquires-rowels", "name": "Esquire's Rowels", "type": "Wondrous item", "desc": "While riding a mount and wearing these silver-chased spurs, you have a +1 bonus to initiative rolls, and your mount1s Armor Class increases by 2. In addition, while riding a mount and wearing these spurs, you and your mount have advantage on Constitution saving throws against exhaustion caused by traveling more than 8 hours in a day.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "fletchers-retort-gloves", "name": "Fletcher's Retort Gloves", "type": "Wondrous item", "desc": "When you use the Deflect Missiles reaction while wearing these gloves, you can spend 1 ki point to reduce the damage you take from the attack by 1d10 + your Dexterity modifier + twice your monk level instead. If you reduce the damage to 0 in this way and spend 1 ki point to throw the missile, the attack has a normal range of 30 feet and a long range of 120 feet.\n In addition, when a friendly creature within 5 feet of you is hit with a ranged weapon attack while you are wearing these gloves, you can use Deflect Missiles to deflect or catch the missile.", "rarity": "rare", "requires_attunement": "requires attunement by a monk", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "giantstrike-cestus", "name": "Giantstrike Cestus", "type": "Wondrous item", "desc": "These leather hand wraps are fitted with iron plates engraved with runes. When you make unarmed strikes while wearing these wraps, your Martial Arts die is one die higher.", "rarity": "very rare", "requires_attunement": "requires attunement by a monk", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "heartglow-lantern", "name": "Heartglow Lantern", "type": "Wondrous item", "desc": "Fashioned from a single piece of specially grown, hexagonal crystal fitted within a metal frame, a heartglow lantern doesn1t use burning fuel or ignited material to generate light, making it ideal in caverns where air supplies can be precious. You can use an action while holding one of these lanterns to cause it to shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to repeat the command word or until the lantern is no longer being held or carried by a living creature.\n Each lantern can create an additional effect when it is infused with vitality. Any creature touching a lantern can use an action to infuse it with some of the creature1s vitality. The creature1s hit-point maximum is reduced by an amount equal to the creature1s proficiency bonus, and the lantern gains charges equal to that amount. This reduction lasts until the creature finishes a long rest. Each lantern can hold any number of charges from any number of creatures, but each creature can infuse a lantern with vitality only once between long rests.\n ***Deadbane (Uncommon).*** While holding this lantern, you can use an action and expend 1 or more of its charges to cause the lantern to detect undead for 1 hour. When an undead is within 20 feet of the lantern, the light it sheds changes to blue, growing brighter the closer the undead is to the lantern. For each charge you spend beyond the first, the duration increases by 30 minutes, and the distance the lantern can detect undead increases by 5 feet. Increasing this distance doesn't increase the radius of the light shed by the lantern.\n ***Floodmote (Very Rare).*** If you are submerged while holding or carrying this lantern, you can use a reaction and expend 1 or more of its charges to create a small bubble of air for yourself for 1 hour. For each charge you spend beyond the first, the duration increases by 1 hour, and you can choose one additional creature within 30 feet of you to also be protected with a bubble of air. The bubble of air surrounds only a creature's head or other airbreathing organ and provides breathable air to the creature for the duration.\n ***Tumblesafe (Rare).*** If you or a friendly creature you can see within 40 feet of you falls while you are holding or carrying this lantern, you can use a reaction and expend 1 or more of its charges to slow the fall. For each charge you spend beyond the first, you can extend the light shed by the lantern by 5 feet. Each falling creature and object in the lantern's light descends at a rate of 60 feet per round and takes no damage from falling. It continues to descend at this rate until it lands, even if it exits the lantern's light before it lands.", "rarity": "rarity varies", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "javelin-of-teleportation", "name": "Javelin of Teleportation", "type": "Weapon (javelin)", "desc": "This short-hafted javelin bears a long, metal head. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, you can speak its command word and force the target to make a DC 13 Wisdom saving throw. On a failed save, the target is teleported to an unoccupied space you can see within 60 feet of you. That space must be on the ground or on a floor.\n The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "knight-sergeants-surcoat", "name": "Knight-Sergeant's Surcoat", "type": "Wondrous item", "desc": "Fashioned from durable canvas and fine silk, this long, padded knight’s tabard bears the colors and heraldry of a long-forgotten order of knights. While wearing this surcoat, you have advantage on Wisdom (Animal Handling) checks when interacting with horses, and you have advantage on Charisma (Persuasion) checks made to interact with humanoids of a higher social rank than you, such as an army’s general or a region’s monarch.\n ***Knight’s Livery.*** While attuned to and wearing both the *knightsergeant’s surcoat* and the *argent mantle*, your Charisma score is 20. This has no effect on you if your Charisma is already 20 or higher.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "medics-sash", "name": "Medic's Sash", "type": "Wondrous item", "desc": "While wearing this sash, your carrying capacity doubles. In addition, your movement doesn’t provoke opportunity attacks if you are carrying a friendly creature that has 0 hit points or is dying.\n ***First Aid.*** The sash has 3 charges. While wearing the sash, you can expend 1 charge as an action to cast the spare the dying spell, and you can expend 2 charges as an action to cast the cure wounds spell, using your Charisma modifier as your spellcasting ability modifier (minimum of +1). The sash recovers all expended charges daily at dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" } ] }{ "count": 1618, "next": "