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=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__title&page=9",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=document__title&page=7",
    "results": [
        {
            "slug": "dancing-shoes-a5e",
            "name": "Dancing Shoes",
            "type": "Wondrous Item",
            "desc": "These shoes feature a low heel, but otherwise shape to the wearer’s foot. While wearing these shoes, you gain an _expertise die_  on checks that relate to dancing.\n\nIf the shoes are separated, you may attune to one. When attuned to in this way, you know the direction of its location and if another creature has attuned to it. Once the shoes are reunited again, the effect ends.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dancing-sword-a5e",
            "name": "Dancing Sword",
            "type": "Weapon",
            "desc": "While you are attuned to this magic sword, you can use a bonus action to speak the command word and throw it into the air. The sword hovers, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it (using your _attack roll_  and ability score modifier to damage rolls). On each of your turns you can use a bonus action to make the sword fly up to 30 feet to attack another creature within 5 feet of it. \n\nAfter the sword attacks for the fourth time, it tries to return to your hand. It flies 30 feet towards you, moving as close as it can before either being caught in your free hand or falling to the ground.\n\nThe sword ceases to hover if you move more than 30 feet away from it or grasp it.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dark-stone-a5e",
            "name": "Dark Stone",
            "type": "Weapon",
            "desc": "Five _dark stones_ are usually found together. A _dark stone_ is a black, round pebble that is cold to the touch. It can be used as sling ammunition or can be thrown up to 30 feet. If it is used as sling ammunition, a target hit by the stone takes an extra 1d6 cold damage. Whether it is fired or thrown, nonmagical fires within 10 feet of the stone’s point of impact are immediately extinguished, as are any magical lights or fires created with a spell slot of 2nd-level or lower.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "deaths-essence-pendant-a5e",
            "name": "Death’s Essence Pendant",
            "type": "Wondrous Item",
            "desc": "This small black pendant has 5 charges and regains 1d4 charges each day at dawn.\n\nYou can use an action and expend a charge to make undead of CR 1 or lower indifferent to you and creatures you choose within 30 feet of you. Undead remain indifferent until you for up to 1 hour, or until you threaten or harm them.\n\nThree times each day you can use a bonus action and expend a charge to summon a skeleton (page 334 or zombie (page 335). Your summoned creature follows you and is hostile to creatures that are hostile to you. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete. Undead created by the pendant turn into dust at dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "decanter-of-endless-water-a5e",
            "name": "Decanter of Endless Water",
            "type": "Wondrous Item",
            "desc": "This flask sloshes when shaken as if full of water. You can use an action to remove the stopper and speak a command word, causing undrinkable water to flow out of the flask. It stops at the start of your next turn. \n\n**Stream**. This command word produces 1 gallon of water.\n\n**Fountain.** This command word produces 5 gallons of water.\n\n**Geyser.** This command word produces 30 gallons of water that manifests as a geyser 30 feet long and 1 foot wide. As a bonus action, you can aim the geyser at a target within 30 feet, forcing it to make a DC 13 Strength _saving throw_  or take 1d4 bludgeoning damage and be knocked _prone_ . Any object less than 200 pounds is knocked over or pushed up to 15 feet away.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "deck-of-illusions-a5e",
            "name": "Deck of Illusions",
            "type": "Wondrous Item",
            "desc": "This box houses a set of 34 illustrated cards when new. A found deck is typically missing 1d20 cards. \n\nAs an action, you can draw a random card (one manually selected does nothing) and throw it up to 30 feet from you. \n\nUpon landing, the card creates an illusion of one or more creatures. These illusions are of normal size for the creatures depicted and act normally, but are insubstantial and harmless. While you are within 120 feet of the illusion, you can use an action to move it anywhere within 30 feet from its card. \n\nThe illusions are revealed to a creature when it uses an action to make a DC 15 Investigation check or automatically upon any physical interaction. Once revealed, an illusion becomes translucent.\n\nThe illusion lasts until its card is moved or it is dispelled. In either case the card disappears and cannot be reused.\n\n__**Table: Deck of Illusions**__\n| **Playing Card**    | **Illusion**                 |\n| ------------------- | ---------------------------- |\n| ♣ Ace of Clubs      | Iron golem                   |\n| ♣ King of Clubs     | Erinyes                      |\n| ♣ Jack of Clubs     | Berserker                    |\n| ♣ Ten of Clubs      | Hill giant                   |\n| ♣ Nine of Clubs     | Ogre                         |\n| ♣ Eight of Clubs    | Orc                          |\n| ♣ Two of Clubs      | Kobold                       |\n| ♦ Ace of Diamonds   | Murmuring worm               |\n| ♦ King of Diamonds  | Archmage and mage apprentice |\n| ♦ Queen of Diamonds | Night hag                    |\n| ♦ Jack of Diamonds  | Assassin                     |\n| ♦ Ten of Diamonds   | Fire giant                   |\n| ♦ Nine of Diamonds  | Ogre mage                    |\n| ♦ Eight of Diamonds | Gnoll                        |\n| ♦ Two of Diamonds   | Kobold                       |\n| ♥ Ace of Hearts     | Red dragon                   |\n| ♥ King of Hearts    | Knight and 4 guards          |\n| ♥ Queen of Hearts   | Incubus/Succubus             |\n| ♥ Jack of Hearts    | Druid                        |\n| ♥ Ten of Hearts     | Cloud giant                  |\n| ♥ Nine of Hearts    | Ettin                        |\n| ♥ Eight of Hearts   | Bugbear                      |\n| ♥ Two of Hearts     | Goblin                       |\n| ♠ Ace of Spades     | Lich                         |\n| ♠ King of Spades    | Priest and 2 acolytes        |\n| ♠ Queen of Spades   | Medusa                       |\n| ♠ Jack of Spades    | Veteran                      |\n| ♠ Ten of Spades     | Frost giant                  |\n| ♠ Nine of Spades    | Troll                        |\n| ♠ Eight of Spades   | Hobgoblin                    |\n| ♠ Two of Spades     | Goblin                       |\n| 🃏 Joker (2)        | The deck’s wielder           |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "deck-of-many-things-a5e",
            "name": "Deck of Many Things",
            "type": "Wondrous Item",
            "desc": "A legend of ruination and wonder to those that have heard of it, the _Deck of Many Things_ is the fickle power of fate distilled. Most were created by gods of luck and are found in small and ornately carved coffers and have only 13 cards, but some have the full 22\\. The Narrator may decide, or roll 1d4 to determine randomly (a partial deck on a 1–3, or a full deck on a 4).\n\nBefore drawing, you must declare the number of cards that you intend to draw. A modified poker deck can be used to create your own physical deck using the substitutions below. A card's magic takes effect as soon as it is drawn. Once you begin drawing, each subsequent card must be drawn within an hour of the card that came before it. Failure to do so causes all of your remaining draws to fly out of the deck and take effect immediately. Once a card is drawn, if it is not a joker it is reshuffled into the deck, making it possible to draw the same card twice.\n\nOnce you have drawn the number of cards that you’ve declared, the deck resets and you may never draw from that deck again. Once all individuals present when the deck is discovered have drawn their cards, roll 1d4\\. On a 1–3 the deck vanishes, or on a 4 it returns to its coffer, allowing you to transport it should you so choose.\n\nThe Balance, Comet, Donjon, Fates, Fool, Gem, Idiot, Talons, and Vizier cards only appear in the 22 card deck.\n\n---\n\n♣ **Ace of Clubs: Talons.** Every magical item that you own is immediately destroyed. Artifacts are not destroyed and are instead cast into the multiverse.\n\n♣ **King of Clubs: Void.** Your soul is torn from your body and trapped in an object in a location of the Narrator’s choosing where it is guarded by powerful beings. While your soul is trapped, your body is incapacitated. Even a _wish_ cannot restore your soul, but it can reveal its location. Any remaining draws from the deck are lost.\n\n♣ **Queen of Clubs: Flames.** You gain the enmity of a powerful devil. It seeks to destroy you along with all that you love or have built, inflicting as much misery upon you and your loved ones as possible before finally slaying you. This antagonism lasts until either you or the devil perish.\n\n♣ **Jack of Clubs: Skull.** A merciless harbinger of death appears and attempts to slay you. The harbinger appears in an unoccupied space within 10 feet and immediately attacks. A sense of mortal dread fills any allies present, warning them to stay away. The harbinger fights until you die or it is reduced to 0 hit points. It cannot be harmed by anyone other than you, and if anyone other than you attempts to harm it, another harbinger of death is summoned for them. Creatures slain by a harbinger cannot be restored to life by any means.\n\n♣ **Two of Clubs: Idiot.** Your Intelligence score is permanently reduced by 1d4+1, to a minimum of 1\\. You may draw one additional card beyond what you declared.\n\n♦ **Ace of Diamonds: Vizier.** At any point within a year of drawing this card, you may ask a question while meditating and immediately receive a truthful answer that helps you to solve a problem or dilemma as well as the wisdom and the knowledge to apply it.\n\n♦ **King of Diamonds: Sun.** You gain 50,000 XP, and a randomly determined wondrous item appears in your hands.\n\n♦ **Queen of Diamonds: Moon.** You are granted 1d3 wishes (as the __wish_ spell).\n\n♦ **Jack of Diamonds: Star.** Increase an ability score of your choice by 2\\. The score cannot exceed 24.\n\n♦ **Two of Diamonds: Comet.** Defeating the next hostile monster or group of monsters alone will grant you enough experience points to advance to the next level.\n\n♥ **Ace of Hearts: Fates.** You are granted the ability to reweave the fabric of reality, allowing you to circumvent or erase a single event as though it had never happened. You may use this ability immediately upon drawing the card or at any point prior to your death.\n\n♥ **King of Hearts: Throne.** You are granted proficiency in the Persuasion skill and gain a 1d6 expertise die on all Charisma (Persuasion) checks. You are also granted legal domain over a small keep or fortress on the plane that your character inhabits. Your new domain is overrun by monsters and must be liberated before it can be inhabited.\n\n♥ **Queen of Hearts: Key.** A magic weapon of at least rare rarity that you are proficient with appears in your hand. The weapon is chosen by the Narrator.\n\n♥ **Jack of Hearts: Knight.** A _veteran_  appears and offers you their service, believing it to be destiny, and will serve you loyalty unto death. You control this character.\n\n♥ **Two of Hearts: Gem.** You are showered in wealth. A total of 25 trinkets, easily portable pieces of art, or jewelry worth 2,000 gold each, or 50 gems worth 1,000 gold each appear directly in front of you. \n\n♠ **Ace of Spades: Donjon.** You vanish and are trapped in an extradimensional space. You are either unconscious in a sphere (50%) or trapped in a nightmare realm drawn from your own experiences and fears (50%). You remain in your prison until you are freed. While divination magics cannot locate you, a wish spell reveals the location of your prison. You cannot draw any more cards.\n\n♠ **King of Spades: Ruin.** All nonmagical wealth that you own is lost. Material items vanish. Property and other holdings are lost along with any documentation. You are destitute.\n\n♠ **Queen of Spades: Euryale.** You are _cursed_  by the card. You suffer a permanent –2 penalty to all _saving throws_ . Only a god or the Fates Card can end this curse.\n\n♠ **Jack of Spades: Rogue.** A trusted ally, friend, or other NPC (chosen by the Narrator) becomes a bitter enemy, although their identity is not revealed. They will act against you based upon their abilities and resources, and will try to utterly destroy you. Only a _wish_ spell or divine intervention can end the NPC’s hostility. \n\n♠ **Two of Spades: Balance.** Your history rewrites itself. You gain a randomly determined background, replacing your background feature with the new background feature. You do not change the skill proficiencies or ability score increases from your previous background, or gain new skill proficiencies or ability score increases.\n\n🃏 **Joker with Trademark: Fool.** You lose 10,000 xp and must immediately draw again. If the experience lost in this manner would cause you to lose a level, you are instead reduced to the beginning of your current level instead.\n\n🃏 **Joker without Trademark: Jester.** Fortune smiles on the foolish. Either gain 10,000 XP or draw twice more from the deck beyond what you declared.\n\n---\n\n**Harbinger of Death Challenge** —\n\n_Medium undead_ 0 XP\n\n**Armor Class** 20\n\n**Hit Points** half the hit point maximum of its summoner\n\n**Speed** 60 ft., fly 60 ft. (hover)\n\n**STR DEX CON INT WIS CHA**\n\n16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)\n\n**Proficiency** +3; **Maneuver** DC 14\n\n**Damage Immunities** necrotic, poison\n\n**Condition Immunities** _charmed_ , _frightened_ , _paralyzed_ , _petrified_ , _poisoned_ , _unconscious_ \n\n**Senses** darkvision 60 ft., truesight 60 ft., passive Perception 13\n\n**Languages** all languages known to its summoner\n\n_**Incorporeal Movement.**_ The harbinger can move through other creatures and objects as if they were _difficult terrain_ . It takes 5 (1d10) force damage if it ends its turn inside an object.\n\n_**Turning Immunity**_. The harbinger is immune to features that turn undead.\n\nACTIONS\n\n**_Reaping Scythe_**. The harbinger sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8+3) slashing damage plus 4 (1d8) necrotic damage. The sixth time and each subsequent time that a creature is damaged by this attack, it makes a DC 14 Charisma _saving throw_  or becomes _doomed_ .",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "defender-a5e",
            "name": "Defender",
            "type": "Weapon",
            "desc": "You gain +3 bonus to attack and damage rolls made with this magic sword. In addition, while you are attuned to the sword, on each of your turns before you make your first attack with it you can transfer some or all of the +3 bonus to your Armor Class (instead of using it for attacks) until the start of your next turn or until you drop the sword (whichever comes first).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "defensive-umbrella-a5e",
            "name": "Defensive Umbrella",
            "type": "Wondrous Item",
            "desc": "This is an unassuming-looking black umbrella, but it can provide impressive protection when needed. As a bonus action when the umbrella is open, you can press a button in the handle. The canopy immediately flattens and hardens into a   _1 light shield_  and the handle transforms into a _1 rapier_ . You count as already wielding both and are considered proficient as long as you are attuned to the defensive umbrella. You can return the sword and shield to umbrella form as an action by bringing the two parts together and speaking the command word. Opening or closing the umbrella requires an action.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "demon-armor-a5e",
            "name": "Demon Armor",
            "type": "Armor",
            "desc": "While wearing this armor, your Armor Class increases by +1 and you can understand and speak Abyssal. You can attack with the armor’s clawed gauntlets (which deal 1d8 slashing damage) and gain a +1 bonus to attack and damage rolls when doing so.\n\n**Cursed.** You cannot remove this armor until you are targeted by _remove curse_ or similar magic. You have _disadvantage_  on _attack rolls_  against demons and on _saving throws_  made against them.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "describing-gremlins-a5e",
            "name": "Describing Gremlins",
            "type": "Wondrous Item",
            "desc": "This little porcelain chair has a tiny ethereal purple goblinoid sitting on it, and in the creature’s hands sits another even smaller purple goblinoid, and in their hands sits an even smaller goblinoid, and the motif seems to go on forever smaller. \n\nThis item includes 10 gremlins of decreasing scale from the largest at 4 inches tall, to the smallest that’s roughly the size of an amoeba. \n\nIf you place a single drop of a substance in front of the series of gremlins, the largest of them leans towards it and allows the smaller gremlins a minute to observe the drop’s contents at a cellular level. The smallest gremlin explains to the next size up, and so on, with the largest gremlin communicating back to you the description of the contents at a cellular level.\n\nThe gremlins are not particularly intelligent so most of their descriptions are similar to “_some sorta green globs_” or “_a buncha squidgy spiny things what tried to eat m_e”.\n\nAlthough this information is not scientifically or medically helpful, it can easily be used to identify if a substance is the same as another previously observed substance as the gremlins are consistent in their descriptions.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "devils-eye-ring-a5e",
            "name": "Devil’s Eye Ring",
            "type": "Ring",
            "desc": "This silver ring contains the sentient eye of a devil. While you are wearing the ring and it is uncovered, you have _disadvantage_  on Persuasion checks but gain an expertise die on Intimidation checks. \n\nIn addition, you gain darkvision to a range of 120 feet, and are able to see through both magical and nonmagical darkness.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dial-of-dal-a5e",
            "name": "Dial of Dal",
            "type": "Wondrous Item",
            "desc": "None living know who or what Dal was, only that the name is carved into this device. About half a foot in diameter, this flat disk resembles a sundial with many styles (time-telling edges), each of which can be moved on its own course, rotating on the flat of the disc on an undetectable groove. As these are moved, you receive a vision of events and emotions that have occurred in your current location.\n\nAs an action, you can use the dial of Dal to cast the __legend lore_  spell focused on your current location without the need for material components. Once used in this way, the dial cannot be used again until you finish a _long rest_ .",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dimensional-shackles-a5e",
            "name": "Dimensional Shackles",
            "type": "Wondrous Item",
            "desc": "You can use an action to shackle an _incapacitated_  Small- to Large-sized creature using these manacles. Once shackled, the creature is incapable of using or being affected by any sort of extradimensional travel or effect (including teleportation or plane shift spells and effects, but not portals). \n\nYou and any creature you designate when you use the shackles can use an action to remove them. At the end of every 2 weeks that pass, a shackled creature can make a DC 30 Strength (Athletics) check to break free and destroy the shackles.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "doorbreaker-a5e",
            "name": "Doorbreaker",
            "type": "Weapon",
            "desc": "The head of this magic maul is shaped like an adamantine fist. You gain a +2 bonus to _attack and damage rolls_  made with this weapon. When you hit an object or construct while wielding _Doorbreaker_, the hit is treated as a critical hit.\n\n_Doorbreaker_ has 3 charges. When you attack or touch a portal sealed with an __arcane lock_ , you can expend 1 charge to cast __knock_  on the portal. _Doorbreaker_ regains 1d3 charges each dawn.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "draconic-diorama-a5e",
            "name": "Draconic Diorama",
            "type": "Wondrous Item",
            "desc": "This Tiny diorama is contained within a cube-shaped box 5 inches on each side. The bottom is lead and the rest made of transparent crystal. Inside the box there are several trees made of paper and wire, a treasure chest made of clay, and a 1½-inch dragon skeleton. The skeleton stands in a different position each time the box is examined but it does not move while being observed.\n\nWhile you carry the diorama, you have _advantage_  on _saving throws_  against Frightful Presence.\n\nA successful DC 13 Arcana or Nature check reveals the skeleton is an actual dragon skeleton that has been shrunk to fit inside the box. \n\n**Curse.** While carrying the cursed diorama you are compelled to amass more wealth. As long as you are compelled, you must succeed on a DC 13 Charisma _saving throw_  to willingly part with the diorama, even temporarily.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dragon-scale-mail-a5e",
            "name": "Dragon Scale Mail",
            "type": "Armor",
            "desc": "While wearing this armor, you gain following benefits:\n\n* Your Armor Class increases by +1.\n* _Advantage_  on _saving throws_  against the Frightful Presence and breath weapons of dragons.\n* Resistance to one damage type (determined by the type of dragon that provided the scales).\n\nIn addition, once between _long rests_  you can use an action to magically detect the distance and direction to the closest dragon of the same type as the armor that is within 30 miles.\n\n__**Table: Dragon Scale Mail**__\n| Dragon   | Resistance  |\n| -------- | ----------- |\n| Amethyst | Force       |\n| Black    | Acid        |\n| Blue     | Lightning   |\n| Brass    | Fire        |\n| Bronze   | Lightning   |\n| Copper   | Acid        |\n| Earth    | Slashing    |\n| Emerald  | Thunder     |\n| Gold     | Fire        |\n| Green    | Poison      |\n| Red      | Fire        |\n| River    | Bludgeoning |\n| Sapphire | Psychic     |\n| Shadow   | Necrotic    |\n| Silver   | Cold        |\n| Spirit   | Radiant     |\n| White    | Cold        |",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dragon-slayer-a5e",
            "name": "Dragon Slayer",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic sword, and it deals an extra 3d6 damage against dragons (including any creature with the dragon type, such as _dragon turtles_  and _wyverns_ ).",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dragonslaying-lance-a5e",
            "name": "Dragonslaying Lance",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this weapon.\n\nObjects hit with this lance take the maximum damage the weapon’s damage dice can deal. Dragons hit by this weapon take an extra 3d6 piercing damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including _dragon turtles_  and _wyverns_ .",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dread-caduceus-a5e",
            "name": "Dread Caduceus",
            "type": "Wondrous Item",
            "desc": "When wizards go to war their desperation reveals the bleak depths and miraculous heights of magic. Long ago it was a desire to both bolster and renew their forces that led a mage to create a relic many would consider unthinkable: a scepter that twists the essence of life itself. With it the dead are remade into unrecognizable tangles of flesh that despite their deformity do the wielder of the scepter’s bidding, all as their allies are healed and empowered with vigor far beyond mortal bounds.\n\nThis heavy silver scepter has two heads, both cast in metal and staring out of glassy onyx eyes. One head is a skull, its jaw thrown open and its teeth unnaturally elongated. At the other end of the scepter is a cherubic human face that is turned upwards as though determined not to look at its sibling. \n\nNo one is certain whether it was the creator’s shame that led them to hide the scepter, or if their enemies cast it out of memory for fear of its power. What is known is that the legend of the _Dread Caduceus_ has endured and that whispers of its whereabouts have not been silenced by time.\n\nWhile you are attuned to the _Dread Caduceus_ you may use either end of the scepter to activate its powers.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Dread Caduceus_, a holy scepter with the power to raise the dead. \n\n**DC 18** The cherub and skull heads cause healing and necromantic effects, respectively.\n\n**DC 21** Those who use the scepter risk having their very flesh corrupted and their souls devoured.\n\n**Artifact Properties**\n\nThe _Dread Caduceus_ has one lesser artifact benefit, one greater artifact benefit, one lesser artifact detriment, and one greater artifact detriment. \n\nThe _Dread Caduceus_ warps your life energy, twisting your flesh as it corrupts that of others. While you are attuned to the scepter, your organs shift and twist, sticking to one another within you. Take 1d6 necrotic damage each dawn from this effect. This damage can only be healed by a _long or short rest_ . You also have _disadvantage_  on initiative rolls as you are distracted by this tangible shifting within.\n\nThe _Dread Caduceus_ has 2d10 charges and regains 1d10 charges each dawn. When you reduce the _Dread Caduceus_ to 0 charges, you take 10d10 necrotic damage. If this damage reduces you to 0 hit points, you instantly die and cannot be resurrected (even by a _wish_  spell).\n\n**Cherub**\n\nYou can use an action and expend charges from the _Dread Caduceus_ to cause one of the following effects to extend from the cherub head of the scepter, targeting yourself or a creature within 30 feet: \n\n_**Heal.**_ The creature regains 1d8+1 hit points for each expended charge. \n\n**_Healing Nimbus (3 Charges)_**. A nimbus of healing appears around the creature for 1d6 rounds. For the duration, whenever the creature takes damage from an attack it regains 1 hit point, and when an attack misses the creature it regains 1d4 hit points.\n\n_**Invulnerability (3 Charges)**_. The creature becomes immune to damage from nonmagical attacks for 1d4 rounds.\n\n_**Exhaustless (5 Charges)**_. The creature becomes immune to _fatigue_  for 1d6 days.\n\n_**Resistance (5 Charges)**_. The creature becomes resistant to one type of damage of your choice for 1d6 rounds. This property has no effect if the creature already has resistance to that damage type.\n\n**_Cure (10 Charges)_**. The creature is healed of any _curses_ , _diseases_ , _poisons_ , or other negative effects, even if a _wish_  spell has previously been unsuccessful.\n\n_**Invigorate (10 Charges).**_ The creature permanently increases its maximum hit points by 1d8+1\\. A creature can only benefit from this property once. \n\n**Skull**\n\nYou can use an action and expend charges from the _Dread Caduceus_ to cause one of the following effects to extend from the skull head of the scepter, targeting yourself or a creature within 100 feet: \n\n_**Animate Skeleton (1 Charge).**_ You return a dead creature to a semblance of life, animating the skeleton of its body to serve at your whim. The creature gains the _skeleton template_  and remains under your control until you die or are no longer attuned to the _Dread Caduceus_. \n\n_**Animate Zombie (2 Charges).**_ You return a dead creature to a semblance of life, animating it as a zombie to serve at your whim. The creature gains the _zombie template_  and remains under your control until you die or are no longer attuned to the _Dread Caduceus._\n\n_**Empower Undead (2 Charges).**_ Choose 1d6 undead that you can see within range. Whenever one of the chosen undead makes a weapon attack it deals an extra 1d4 necrotic damage. Even on a miss, the undead deals 1d4 necrotic damage.\n\n**_Animate Legion (6 Charges)._** You return 3d10 dead humanoids to a semblance of life, transforming their corpses into _zombies_ . \n\nYou can use a bonus action to mentally command the undead you create using the _Dread Caduceus._ When you command multiple undead, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete. \n\nIn addition, any creature you animate in this fashion retains injuries or disfigurements that were upon its corpse, and it continues to decompose.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dreamscrying-bowl-a5e",
            "name": "Dreamscrying Bowl",
            "type": "Wondrous Item",
            "desc": "This terra cotta pottery bowl has a glossy black band around the rim and is sized to be used as a nightstand washbowl. Most of it is covered in geometric shapes unique to each other. When you are attuned to the bowl and fill it with holy water, the reflection on its surface portrays your most recent dream, or the dream of a sleeping creature within your reach. If the water is disturbed the shown dream disappears and will not return. \n\nAlternatively, you can shatter the bowl and choose one sleeping creature you can see within 30 feet. Until the sleeping creature awakens naturally, its dream and sleep cannot be interrupted or effected by any other magic.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dungeon-delvers-guide-a5e",
            "name": "Dungeon Delver's Guide",
            "type": "Wondrous Item",
            "desc": "While attuned to this magic tome, you gain an _expertise die_  to skill checks made to recognize and notice underground traps and architectural features. In addition, you gain an expertise die on _saving throws_  against traps.\n\nThe book contains 10 illustrations of doors, 10 illustrations of traps, and 10 illustrations of monsters. As an action, you can permanently tear out an illustration and place it on a surface to make a real door, trap, or monster appear. Once an illustration is used, it can’t be used again.\n\nIf you place a door, a key that you can use to lock and unlock the door magically appears in your hand. Behind the door is a permanent passage through the wall. The passage is 5 feet wide, 8 feet tall, and up to 10 feet deep. The passage creates no instability. If you place a trap, you can choose between the following traps from this book (chapter 2): acid pit trap, commanding voice trap, explosive runes trap, false door trap, hidden pit trap (x3), lock trap (x3, can be placed only on a lock).\n\nIf you place a monster, the monster is not initially hostile to any creature present when it is summoned but is hostile to all other creatures. It otherwise acts according to its nature. The following monsters can be placed: _black pudding_ , _gelatinous cube_ , _hell hound_ , _kobold_  (x3), _minotaur_ , skeleton immortal (x3, DDG).",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dust-of-disappearance-a5e",
            "name": "Dust of Disappearance",
            "type": "Wondrous Item",
            "desc": "This shimmering dust is usually found in a small vial that contains enough for a single use. You can use an action to scatter the dust into the air, covering you and each creature and object within 10 feet and rendering them _invisible_  for 2d4 minutes. This consumes the dust. If an affected creature casts a spell or attacks, the effect ends for that creature.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dust-of-dryness-a5e",
            "name": "Dust of Dryness",
            "type": "Wondrous Item",
            "desc": "This small vial contains 1d6+4 pinches of dust. You can use an action to spread a pinch over water, transforming a 15-foot cube of water into a small pellet that weighs less than an ounce. \n\nUsing an action, you or another creature can break the pellet against any hard surface, releasing all of the water and destroying the pellet. \n\nA creature composed mostly of water that is exposed to a pinch of the dust makes a DC 13 Constitution _saving throw_ , taking 10d6 necrotic damage on a failure, or half damage on a success.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dust-of-sneezing-and-choking-a5e",
            "name": "Dust of Sneezing and Choking",
            "type": "Wondrous Item",
            "desc": "This fine gray dust is usually found in a vial and appears to be _dust of disappearance_ , even when magic is used to _identify_ it. Each vial contains enough for a single use.\n\nYou can use an action to throw the dust into the air. You and creatures within 30 feet of you that breathe make a DC 15 Constitution _saving throw_  or become wracked with violent coughing and sneezing, becoming _incapacitated_  and beginning to _suffocate_ . While conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effects on a success. A _lesser restoration_  spell also ends the effects.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dwarven-plate-a5e",
            "name": "Dwarven Plate",
            "type": "Armor",
            "desc": "While wearing this armor, you gain the following benefits:\n\n* Your Armor Class increases by +1.\n* When an effect forces you to move along the ground, you can use your reaction to reduce the forced movement by up to 10 feet.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dwarven-thrower-a5e",
            "name": "Dwarven Thrower",
            "type": "Weapon",
            "desc": "You gain +3 bonus to attack and damage rolls made with this magic warhammer. In addition, while you are attuned to the hammer, you may throw it with a normal range of 20 feet and a maximum range of 60 feet. On a hit with a ranged attack using this hammer it deals an extra 1d8 damage (2d8 damage if the target is a giant). When thrown the warhammer immediately flies back to your hand after it hits or misses its target.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "earth-charm-a5e",
            "name": "Earth Charm",
            "type": "Wondrous Item",
            "desc": "While wearing this charm you gain an expertise die on checks and _saving throws_  to avoid falling _prone_ , or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Abase:** As an action, choose a creature you can see within 200 feet. It makes a DC 15 Strength _saving throw_  or its flying speed (if any) is reduced to 0 feet for 1 minute, or until you lose _concentration_  (as if concentrating on a spell). An affected airborne creature falls, taking damage when it lands (maximum 8d6 bludgeoning damage).\n* **Reshape:** Cast _stone shape ._\n* **Withdraw:** Cast __meld into stone ._\n\n**Curse**. Releasing the charm’s power attracts the attention of a _divi_  who seeks you out to demand your service.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "echo-force-a5e",
            "name": "Echo Force",
            "type": "Weapon",
            "desc": "While you are attuned to and wielding this shortsword and at your hit point maximum, instead of making a melee weapon attack you can strike at the air to create a blade of magical force. Your blades of magical force are ranged spell attacks that use Strength or Dexterity (your choice), have a range of 30/60 ft., and deal 1d6 force damage. When you are not at your hit point maximum, this shortsword becomes a mundane item.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "efficient-quiver-a5e",
            "name": "Efficient Quiver",
            "type": "Wondrous Item",
            "desc": "This quiver has three compartments that contain extradimensional spaces. The first compartment can hold up to 60 arrows or items of a similar size. The second compartment can hold up to 18 javelins or similar items. The third compartment can hold up to 6 items such as bows, quarterstaffs, or spears.\n\nYou can retrieve any item as if it were being drawn from a regular quiver or scabbard. No single item can weigh more than 2 pounds.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "efreeti-bottle-a5e",
            "name": "Efreeti Bottle",
            "type": "Wondrous Item",
            "desc": "You can use an action to unstopper this intricately carved brass bottle, causing an _efreeti_  to appear in a cloud of acrid smoke in an unoccupied space within 30 feet. When you open the bottle, roll to d100 to determine the effect.\n\n__**Table: Efreeti Bottle**__\n| **d100** | **Effect**                                                                                                                                                                                                                                                                                                         |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 01–10    | The efreeti attacks you. The Efreeti departs after 5 rounds pass or losing half its hit points, whichever happens first, and the bottle becomes a mundane item.                                                                                                                                                    |\n| 11–90    | The efreeti serves you for up to 1 hour before being drawn back into the bottle. The bottle cannot be opened again for 24 hours. This effect occurs automatically the second and third time the bottle is opened. The fourth time the bottle is opened, the efreeti vanishes and the bottle loses its enchantment. |\n| 91–100   | The efreeti grants you 3 wishes (as the _wish_ spell) then vanishes after an hour or after granting the final wish, and the bottle becomes a mundane item.                                                                                                                                                         |",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "elemental-gem-a5e",
            "name": "Elemental Gem",
            "type": "Wondrous Item",
            "desc": "You can use an action to break this gem, releasing a burst of elemental energy that summons an elemental to you as if you had cast the _conjure elemental_ spell. The type of gem determines the elemental summoned. \n\nThe gem loses its enchantment when broken.\n\n__**Table: Elemental Gem**__\n| Corundum | _Fire elemental_  |\n| -------- | ----------------- |\n| Diamond  | _Earth elemental_ |\n| Emerald  | _Water elemental_ |\n| Sapphire | _Air elemental_   |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "elemental-quiver-a5e",
            "name": "Elemental Quiver",
            "type": "Wondrous Item",
            "desc": "When you place one or more pieces of nonmagical ammunition into this bejeweled leather quiver, after 1 hour each is imbued with elemental power determined by the gem used in its construction. An elementally-imbued piece of ammunition deals an extra 1d4 elemental damage (see Table: Elemental Quiver). The enchantment begins to fade after the ammunition is removed from the quiver and vanishes entirely after 1 minute. Each piece of ammunition imbued with elemental power expends 1 charge from the quiver. The quiver has 20 charges and regains 1d4+2 charges each dawn.\n\n__Table: Elemental Quiver__\n| **Gem**  | **Elemental Damage** |\n| -------- | -------------------- |\n| Diamond  | Lightning            |\n| Emerald  | Acid                 |\n| Ruby     | Fire                 |\n| Sapphire | Cold                 |",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "elven-chain-a5e",
            "name": "Elven Chain",
            "type": "Armor",
            "desc": "While wearing this armor your Armor Class increases by +1, and you are able to wear it without penalty even without proficiency. It only weighs 10 pounds, including the padding underneath, and can be stealthily worn under normal clothes.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "emperors-blade-a5e",
            "name": "Emperor’s Blade",
            "type": "Weapon",
            "desc": "Spiked metal barbs line this _+1 longsword_, resembling the many rows of a shark's teeth. You can use a bonus action to speak a command word that activates or deactivates the barbs. While activated, the barbs rapidly saw back and forth to tear into your foes, making your weapon attacks with the sword deal an extra 1d8 slashing damage.\n\nWhen you score a critical hit while the barbs are active, the sawing barbs leave a terrible wound that deals 1d8 ongoing damage. At the start of each of its turns, a wounded creature makes a Constitution _saving throw_  (DC 8 + your proficiency bonus + your Strength modifier) to end the ongoing damage.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "enchanted-music-sheet-a5e",
            "name": "Enchanted Music Sheet",
            "type": "Wondrous Item",
            "desc": "This music sheet of fine parchment documents musical notation of a fey performance. Humming, whistling, or using an instrument to play the opening three notes causes the sheet music to issue the sounds of a hauntingly beautiful musical performance for 10 minutes. Up to 6 creatures of your choice that are within 30 feet of the sheet and able to hear the entire performance gain 2 temporary hit points. A creature can’t gain temporary hit points from the music sheet again until it completes a _long rest_ , and after using this feature you cannot do so again until you finish a short or long rest. \n\nDuring a short rest, you can spend an hour to amend the music sheet with pen and ink to alter its melody and mood. Regardless of the changes you make to the sheet, the notation remains legible and the music is always lovely. \n\nIf you accompany the music, using an instrument or singing with a DC 12 Performance check, you can empower its magic. Up to 6 creatures of your choice that are within 30 feet of you and able to hear the entire performance regain 3 hit points and gain 6 temporary hit points. At the end of the performance, the music sheet transforms into a flutter of petals and butterflies, and its magic is lost.\n\n**Curse.** The music sheet is cursed and a creature with temporary hit points gained by its music has _disadvantage_  on _saving throws_  to resist being _charmed_  and _frightened_  by celestials, fiends, and fey. Empowering the magic with your own performance draws the attention of a fey who seeks you out to perform at an event of their choosing.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "essay-on-efficient-armor-management-a5e",
            "name": "Essay on Efficient Armor Management",
            "type": "Wondrous Item",
            "desc": "This treatise details techniques for how to quickly handle armor. Spending 1 hour over 3 days memorizing the essay’s techniques teaches you how to use an action to doff light and medium armors. The parchment then becomes a mundane item for a year and a day before it regains its magic.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ever-shifting-map-a5e",
            "name": "Ever-Shifting Map",
            "type": "Wondrous Item",
            "desc": "Created by a dwarven prospector who made it his life's goal to map out as many of the deepest dungeons and tunnels as he possibly could, this tattered piece of parchment has a display of words and diagrams on it that is in constant flux. When you attune to the map, the words change to the language of your choosing. Whenever you examine the map, you can immediately find north no matter where you are, so long as you are on a plane of existence that has traditional cardinal directions.\n\nWhen you speak a command word etched on the back corner of the map while you are underground, you recall the memory of the dwarven prospector embarking on what he feared to be his last expedition, delving so deep that he thought he might never return. When this happens, the map shows you the direction to the largest cache of treasure (measured in number of coins and jewels) within 1 mile. The map shows you passageways relevant to your destination and gives you advantage on ability checks to find secret doors, but does not note the location of monsters or traps. The information on the map disappears after your next long rest, at which point all writing vanishes from the parchment 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": "eversmoking-bottle-a5e",
            "name": "Eversmoking Bottle",
            "type": "Wondrous Item",
            "desc": "This glass bottle is filled with whirling smoke. You can use an action to remove the stopper, causing a thick cloud to pour out and fill a 60-foot radius centered on the bottle, making the area _heavily obscured_ . The cloud grows by 10 feet for each minute that the bottle remains open, to a maximum radius of 120 feet.\n\nThe cloud remains until the bottle is closed. Closing the bottle requires the item’s command word and an action, after which the smoke disperses after 10 minutes. Moderate winds disperse the smoke after 1 minute. Strong winds disperse the smoke after 1 round.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "excalibur-a5e",
            "name": "Excalibur",
            "type": "Weapon",
            "desc": "This legendary weapon is said to grant powerful magic to its wielder and that only the rightful ruler of the land is suitable to carry it into battle. While you are attuned to it, _Excalibur_ grants you the following benefits:\n\n* If you are the rightful wielder of _Excalibur_, it instantly attunes to you and does not take up an attunement slot.\n* You gain a +4 bonus to attack and damage rolls made with this weapon.\n* When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n* When you attack a creature with this weapon and roll a 20 on the _attack roll_ , that target takes an extra 4d6 slashing damage. Then roll another d20\\. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the Narrator. If the creature has no limb to sever, you lop off a portion of its body instead.\n* You can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.\n* When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this property again until you finish a long rest.\n* You have _advantage_  on Insight and Persuasion checks made against anyone but creatures you consider to be your close allies and companions.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "excaliburs-scabbard-a5e",
            "name": "Excalibur’s Scabbard",
            "type": "Wondrous Item",
            "desc": "While wearing this longsword scabbard, you have resistance to piercing and slashing damage from nonmagical weapons.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "explorers-chalk-a5e",
            "name": "Explorer’s Chalk",
            "type": "Wondrous Item",
            "desc": "This unassuming piece of white chalk appears well-used but does not wear down no matter how many times it marks a surface. The _explorer’s chalk_ has 6 charges and regains 1d6 expended charges each dawn. When you touch it to a surface, you can expend 1 of its charges to create a mark that cannot be wiped away or obscured for 24 hours. While holding the chalk, you can use an action to become aware of the direction of the closest mark made with it as long as that mark is within 1 mile.\n\nIf you expend the _explorer’s chalk’s_ last charge, roll a d20\\. On a result of 5 or less, the chalk crumbles to dust. On a 20, the chalk regains its expended charges and its number of charges increases by 1.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eye-of-elsewhere-a5e",
            "name": "Eye of Elsewhere",
            "type": "Wondrous Item",
            "desc": "This gray stone orb is carved into the likeness and size of a disquietingly realistic human eye with a ruby iris. Once you have attuned to it you can use an action to set the eye in a gentle orbit around your head, 1d4 feet away from you. Another creature may use an action to try and take an orbiting eye, but must make a melee attack against AC 24 or make a DC 24 Dexterity (Acrobatics) check. The eye’s AC is 24, it has 30 hit points, and resistance to all damage. While orbiting your head, it is considered a worn item. You can use an action to seize and stow the eye, returning it to an inert and inactive state. \n\nWhile the eye is actively orbiting your head, your Intelligence score increases by 2 (to a maximum of 22), you gain an expertise die on Intelligence checks and Perception checks, and you cannot be _surprised_  or _blinded_ . \n\n_**Innate Arcane Eye.**_ While the eye orbits your head, you know and can innately cast _arcane eye_ without expending a spell slot or the need for material components.\n\n_**Shared Paranoia.**_ After you have attuned to the eye and it has been and active for 24 hours, you develop a paranoia that persists as long as it remains active. While paranoid you have _disadvantage_  on Insight checks and you are considered roughing it if you sleep in the same room or tent as another humanoid creature. \n\n_**Sentience.**_ The eye is a sentient construct with Intelligence 20, Wisdom 15, and Charisma 8\\. It cannot hear, but has blindsight and darkvision to a range of 60 feet. The eye communicates with you and other creatures within 60 feet telepathically and can read, speak, and understand Abyssal, Common, Deep Speech, and Undercommon.\n\n_**Personality.**_ The eye of elsewhere contains the soul of something utterly alien to humanoid perceptions, betrayed and plunged into a constrained form. It is constantly paranoid and convinced that some worse fate could befall it at any moment. Once attuned it will try to learn everything and anything you know, especially secrets. If you are forthcoming with information the eye grows to trust you, but can be brought into conflict if you withhold any information. When in conflict the eye shuts and you no longer gain any of the eye’s benefits or properties except for Shared Paranoia. The eye only opens again if you divulge an important secret or the information initially withheld. \n\n_**Destroying the Eye.**_ The eye is unbreakable but it has the power to implode and disintegrate itself. Success on a DC 28 Deception check convinces the eye that some horrifying and frightening threat is inevitably soon to befall it. Rather than accept its fate, the eye destroys itself and blinks out of existence. On a failed check, the creature permanently loses the eye’s trust and the eye will never attune to it or be convinced by its Deception checks.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eyes-of-charming-a5e",
            "name": "Eyes of Charming",
            "type": "Wondrous Item",
            "desc": "These framed lenses are worn over the eyes and contain 3 charges. You can use an action to expend 1 charge and cast the __charm person_ spell (save DC 13). Both you and the target must be able to see each other. The lenses regain all expended charges at dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eyes-of-minute-seeing-a5e",
            "name": "Eyes of Minute Seeing",
            "type": "Wondrous Item",
            "desc": "These wire-framed lenses are worn over the eyes and enhance your vision within 1 foot. You gain _advantage_  on any sight-based Investigation checks made to study an object or area within that range",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eyes-of-the-eagle-a5e",
            "name": "Eyes of the Eagle",
            "type": "Wondrous Item",
            "desc": "These wire-framed lenses fit over the eyes and grant you _advantage_  on sight-based Perception checks. When visibility is clear you can make out fine details at extreme ranges, easily discerning creatures and objects as small as 2 feet across.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "faerie-love-letter-a5e",
            "name": "Faerie Love Letter",
            "type": "Wondrous Item",
            "desc": "This miniature private correspondence, which smells of floral perfume, is proof of a particularly scandalous dalliance between two noble fey which you can exploit for a favor. While attuned to the letter you can whisper the command word to cast either __druidcraft_  or mending. You can’t do so again until you finish a _long rest_ .\n\nAlternatively, you can use an action to summon a Tiny faerie (AC 15, HP 1, Speed fly 30 ft., spell save DC 12). The faerie is _charmed_  by you and acts immediately, casting one of the following spells as directed: __faerie fire , healing word ,_ or __hideous laughter ,_ after which it acts to preserve its own life and will only take the Dodge or Hide actions. If the faerie dies in your service the letter loses its power, but you retain the proof of their misconduct. Otherwise the faerie disappears after 1 minute, taking its love letter with it.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "family-scrapbook-a5e",
            "name": "Family Scrapbook",
            "type": "Wondrous Item",
            "desc": "This scrapbook contains the legacy of campaigns undertaken by adventurers in days past. When in need of advice, you can open the leather-bound tome and spend 1 minute looking for a similar situation. Roll a d10 and on a 7 or higher, you learn one fact relevant to the situation. On a failure, you instead learn one fact or piece of advice that is irrelevant to the situation (such as “_a group of tigers is called an ambush_,” or “_you should eat more leafy greens_”). Once you have used this feature, you cannot do so again until you finish a _long rest_ .\n\nAlternatively, you can use a bonus action to rapidly find one tale of questing relevant to your situation and rip it out of the book. Choose one 1st-level spell that has a casting time of 1 action from any class spell list. Before the end of your next turn, you can cast this spell without the need for material components. After a page is torn from the tome in this way, it becomes a mundane scrapbook.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "fan-of-whispering-a5e",
            "name": "Fan of Whispering",
            "type": "Wondrous Item",
            "desc": "This fan is painted with the image of a woman’s face breathing a gust of wind across a countryside. While holding this fan in front of your lips, you can communicate at a whisper to someone within 100 feet of you that you can see, without being detected by anyone else around. The fan does not grant the ability to reply to your messages.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "fathomers-ring-a5e",
            "name": "Fathomer’s Ring",
            "type": "Ring",
            "desc": "This ring reeks of muck dredged from the ocean floor. While you wear it, you automatically know the depth of any body of water you can see.\n\nAs an action, you can cause one submerged, unattended object up to Huge size to rise to the surface of the water at a rate of 500 feet per round. You don’t need to be able to see the object you affect, but you must be familiar with it or at least possess a general description of it. Once the object reaches the water’s surface, it floats there for 1 hour or until you use another action to return it to its resting place. Once you’ve used the ring in this way, it loses its magic and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}