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=rarity&page=11
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=rarity&page=12", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=rarity&page=10", "results": [ { "slug": "manual-of-guardians-a5e", "name": "Manual of Guardians", "type": "Wondrous Item", "desc": "This thick, rune-bedecked tome is packed with arcane schematics and mystic instructions for creating a specific kind of guardian either chosen by the Narrator or randomly determined. \n\nUsing the manual is difficult, and any creature that does not have at least two 5th-level spell slots takes 6d6 psychic damage when attempting to read it.\n\nTo create a guardian you must spend the requisite number of days working on the guardian (as seen on the Manual of Guardians table) without interruption with the manual at hand and _resting_ no more than 8 hours per day. In addition, you must pay the requisite cost in materials.\n\nWhen the guardian has been created, the book is consumed in eldritch flames. After sprinkling the book’s ashes on it, the guardian animates under your control and obeys your verbal commands.\n\n__**Table: Manual of Guardians**__\n| **d20** | **Guardian** | **Time** | **Cost** |\n| ------- | ------------ | -------- | ---------- |\n| 1–5 | _Clay_ | 30 days | 65,000 gp |\n| 6–17 | _Flesh_ | 60 days | 50,000 gp |\n| 18 | _Iron_ | 120 days | 100,000 gp |\n| 19–20 | _Stone_ | 90 days | 80,000 gp |", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "manual-of-quickness-of-action-a5e", "name": "Manual of Quickness of Action", "type": "Wondrous Item", "desc": "This magical book details workout routines for building coordination and speed. Spending 48 hours over 6 days (or fewer) reading and following the book’s regimen increases your Dexterity score and your maximum Dexterity score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "marvelous-pigments-a5e", "name": "Marvelous Pigments", "type": "Wondrous Item", "desc": "This boxed set of iridescent paints can be used to create inanimate objects, terrain features, doors, and even rooms with nothing but the stroke of a brush. When you touch the brush to a surface and concentrate on the image of the item you want to create, the paint flows from the brush, creating a painting. When complete, the object depicted becomes a real, three-dimensional object. \n\n* Small, simple objects take a single round. Larger objects, like doors or rooms, take more time. It takes 1 minute of concentration to cover 10 square feet of a surface, and 10 minutes to cover 100 square feet of a surface.\n* Objects created by the pigment are real and nonmagical—a door painted on a wall can be opened into whatever lies beyond. A pit becomes a real pit (be sure and note the depth for your total area). A tree will bloom and grow.\n* Objects created by the pigments are worth a maximum of 25 gold. Gemstones or fine clothing created by these pigments might look authentic, but close inspection reveals they are facsimiles made from cheaper materials.\n* When found the box contains 1d4 pots of pigment.\n* A pot of pigment can cover 1,000 square feet of a surface, creating a total area of 10,000 cubic feet of objects.\n* Energy created by the paints, such as a burst of radiant light or a wildfire, dissipates harmlessly and does not deal any damage.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mask-of-relentless-fury-a5e", "name": "Mask of Relentless Fury", "type": "Wondrous Item", "desc": "This cracked marble mask bears a toothy, unsettling grin. It perfectly fits over its wearer’s face, and though it lacks eyeholes an attuned wearer can see through it without issue.\n\nWhile wearing this mask, you can’t be _blinded_ , _charmed_ , or _frightened_ , and you are immune to any effect that could be avoided by averting your eyes, such as a _medusa’s_ _Petrifying Gaze_. Insight checks against you are made with _disadvantage_ .\n\nUsing a bonus action, you can enter a fury that makes you far more dangerous. While in a fury, you gain the following benefits for the next minute, until you go _unconscious_ , or until you end your fury willingly (see below):\n\n* You may take an additional action on each of your turns. This action can be used to make a single weapon attack, or to take the Dash or Use an Object action.\n* You gain a fury score, which starts at 0 and increases by 1 at the start of each turn. Whenever you take damage, you reduce the damage by your fury score after applying any _resistances_ .\n* You ignore the effects of _fatigue_ .\n\nAt the start of any future turn, after increasing your fury score, you can choose to end this fury. When your fury ends, you are _stunned_ until the end of your turn. Roll 1d8\\. If the result is equal to or lower than your fury score, gain _fatigue_ equal to the result. Your fury score then resets to 0.\n\n**_Curse._** If you gain seven levels of fatigue while wearing this mask, you don’t die. Instead, the mask takes control of your body. You clear all _exhaustion_ , then use your turn to move toward the nearest creature and attack. You continue in this rampage, seeking more foes until killed, at which point your attunement ends.\n\n**_Escalation._** Each time you achieve a fury score of 7 or higher and survive, you gain a new property from the following list. For each of these properties you gain, your starting fury score increases by 1.\n\n_Marble Flesh._ Each time you increase your fury score, your skin hardens, allowing you to ignore the first source of damage you take before the start of your next turn.\n\n_Unstoppable._ When you increase your fury score you can end one effect on yourself that causes you to become _incapacitated_ .\n\n_Witchbane._ Choose a classical school of magic. You have _advantage_ on _saving throws_ against spells of that school and related magical effects.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "midirs-trident-a5e", "name": "Midir's Trident", "type": "Weapon", "desc": "You gain a +3 bonus to _attack and damage rolls_ made with this magic trident. When you hit with this weapon, you deal an extra 1d6 lightning damage. When you make a ranged attack with this trident, it has a normal range of 40 feet and a maximum range of 120 feet, and it returns to your hand after the attack.\n\nThe trident’s size changes to match your own. If you are Large or larger, it deals an extra 2d6 lightning damage.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mindblade-a5e", "name": "Mindblade", "type": "Weapon", "desc": "This item appears to be a dagger hilt. While grasping the hilt, you can use a bonus action to cause a blade of purple flames to spring into existence, or make the blade disappear.\n\nYou gain a +2 bonus to _attack and damage rolls_ made with this weapon, which deals psychic damage instead of piercing damage. When a fey, giant, or humanoid creature is slain using this weapon, for the next 1d4+2 days the resulting corpse can be possessed (such as by __magic jar_ or a _ghost_ ) as though it were still alive.\n\nAlternatively, during that time you may expend a charge to use the dagger to animate the corpse as __animate dead_ with a casting time of 1 action. You must reassert your control over the undead creature within 24 hours using 1 charge, or it ceases obeying any commands. Casting the _animate dead_ spell on such a creature has no effect. Regardless, it reverts to a corpse when the allotted time is up and cannot be reanimated in this way again. The dagger has 4 charges and regains 1d4 expended charges each dawn.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mirror-of-life-trapping-a5e", "name": "Mirror of Life Trapping", "type": "Wondrous Item", "desc": "This elaborate 50 pound mirror hides an extradimensional prison beneath its smooth, silvery surface. \n\nYou can use an action to activate or deactivate the mirror by speaking its command word while within 5 feet. While active, when a creature other than you sees its reflection in the mirror while within 30 feet, it makes a DC 15 Charisma _saving throw_ . Creatures that are aware of the mirror’s nature have _advantage_ , and constructs automatically succeed. On a failure, the creature and all its possessions are trapped inside one of the mirror’s 12 extradimensional cells.\n\n* Each extradimensional cell is an infinite plane filled with thick fog. Creatures trapped within do not need to eat, drink, or sleep, nor do they age.\n* Creatures can escape via planar travel, but are otherwise trapped until freed.\n* If a creature is trapped but the mirror’s cells are already full, a randomly determined trapped creature is freed so the new creature may be trapped.\n* While within 5 feet of the mirror, you can use an action to call forth a trapped creature. The creature appears in the surface of the mirror, allowing you and the creature to communicate normally.\n* A trapped creature can be freed by using an action to speak a different command word. The creature appears in an unoccupied space near the mirror and facing away from it.\n\nWhen the mirror (AC 11, 10 hit points, vulnerability to bludgeoning damage) is reduced to 0 hit points it shatters, freeing all trapped creatures. The creatures appear in unoccupied spaces nearby.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mirror-shield-a5e", "name": "Mirror Shield", "type": "Armor", "desc": "While you are attuned to this reflective shield and have it donned, you gain resistance to radiant damage. When you are the only target of a spell being cast by a creature you can see within 60 feet, you can use your reaction to cast __counterspell_ at a level equal to your proficiency bonus (minimum 3rd-level). On a success, instead of causing the spell to fail you can redirect it back at the caster at its original spell level, using the same spell attack bonus or spell save DC. The shield has 3 charges and regains 1d3 charges each dawn.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "nine-lives-stealer-a5e", "name": "Nine Lives Stealer", "type": "Weapon", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic sword.\n\nThe sword has 1d8+1 charges. When you use the sword to score a critical hit against a creature that is not a construct or undead, if it has less than 100 hit points it makes a DC 15 Constitution _saving throw_ or it instantly dies as the sword rips the life force out of it. Each time a creature is killed in this manner the sword expends a charge. When all its charges are gone, the sword loses this property. ", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "oathbow-a5e", "name": "Oathbow", "type": "Weapon", "desc": "This bow whispers its urgent desire for the quick defeat of your enemies in Elvish when you nock an arrow. When you use this bow to make a _ranged weapon attack_ against a creature, you can swear an oath against the target of your attack and make it your sworn enemy until its death or dawn seven days later. You may choose a new sworn enemy following the next dawn after your current sworn enemy dies. \n\nYour ranged weapon attacks using this bow have advantage against your sworn enemy, and your sworn enemy cannot gain benefit from cover other than _total cover_ . You do not have _disadvantage_ on ranged weapon attacks with the bow that are at long range as long as your sworn enemy is your target, and on a hit your sworn enemy takes an extra 3d6 piercing damage.\n\nYou have _disadvantage_ on attacks made with weapons other than this bow while your sworn enemy lives.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "obsidian-butterfly-knife-a5e", "name": "Obsidian Butterfly Knife", "type": "Weapon", "desc": "Made of razor-sharp obsidian, this finely-balanced blade glows faintly with deep purple light. \n\nYou gain a +1 bonus to attack and damage rolls made with this dagger. \n\nYou can use an action to cause the dagger’s inner light to brighten, glowing like the corona of an eclipsed sun. This glow lasts for 1 minute or until you use it to deal damage to a creature. That creature makes a DC 12 Constitution _saving throw_ or it takes 3d6 necrotic damage and is unable to regain hit points for 1 minute. If this damage reduces the target to 0 hit points, the target immediately dies and 1d4 rounds later its body explodes into a swarm of obsidian butterflies that completely eviscerate the corpse, leaving only the heart behind. The dagger can’t be used this way again until it is exposed to a new sunrise.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "oil-of-sharpness-a5e", "name": "Oil of Sharpness", "type": "Potion", "desc": "It takes 1 minute to use this glittering oil to cover a weapon that deals slashing or piercing damage, or 5 pieces of ammunition that deals slashing or piercing damage. For 1 hour the weapon or ammunition is magical, and when using it you gain a +3 bonus to attack and damage rolls.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-flying-a5e", "name": "Potion of Flying", "type": "Potion", "desc": "The pale blue liquid in this vial floats leaving a gap at the bottom. After drinking this potion, for the next hour you gain a flying speed equal to your Speed and the ability to hover. If the effect ends while you are in midair you fall unless another item or effect stops you.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-invisibility-a5e", "name": "Potion of Invisibility", "type": "Potion", "desc": "The silver liquid in this vial is visible only when shaken or disturbed. After drinking this potion, for the next hour you and anything you’re wearing or carrying becomes _invisible_ . The effect ends early if you attack or cast a spell.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-speed-a5e", "name": "Potion of Speed", "type": "Potion", "desc": "An opaque gray liquid that occasionally flashes with sparks of electricity. After drinking this potion, for the next minute you gain the benefits of a _haste_ spell (without the need for _concentration_ ).", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "prospectors-pick-a5e", "name": "Prospector's Pick", "type": "Weapon", "desc": "You gain a +1 bonus to _attack and damage rolls_ made with this magic war pick. Attacks with this weapon deal an extra 3d6 piercing damage to objects and creatures made of earth or stone.\n\nThe pick has 8 charges. As an action, you can expend 1 charge to magically disintegrate a 5-foot cube of nonmagical earth or unworked stone within 5 feet of you. Precious gems, metal ores, and objects not made of earth or stone are left behind. The pick regains 1d8 charges at dawn.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "red-cloak-of-riding-a5e", "name": "Red Cloak of Riding", "type": "Wondrous Item", "desc": "While wearing this scarlet cloak, you gain a +2 bonus to AC but have _disadvantage_ on Insight and Perception checks. In addition, when you are reduced to 0 hit points and wearing this cloak, you drop to 1 hit point instead. You can’t use this feature again until you finish a _long rest_ .", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rhinam-life-gem-a5e", "name": "Rhinam Life Gem", "type": "Wondrous Item", "desc": "Able to swallow the life energies of an enemy in their final moments, these gems can then be used to extend the life of its owner and restore their health. Some believe the gods destroyed the Rhinam empire for the creation of these and most people treat them—and beings using them—as anathema.\n\nThe emerald green stones are all alike in appearance and instantly recognisable. Shaped into a palm-sized disc, they are the thickness of a finger and have rounded edges that are smooth to the touch. Etched in gold on both sides is the symbol of the Rhinam royal household: a rampant eagle clutching four spears.\n\nOnce per day you can, as an action, place the gem over the heart of a humanoid that died in the last minute. The gem then consumes the creature’s soul and gains 1 charge. Nothing less than a __wish_ spell or divine intervention can restore the creature’s spirit. Gems can hold a maximum of 10 charges.\n\nAfter spending a minute meditating on the gem, you can spend a charge to regain 4d12 hit points. Alternately, once a week you can spend a minute meditating to keep yourself from aging for the next week. When a charge is spent, roll 1d10\\. If the result is higher than the number of charges remaining, the gem can no longer be recharged and will shatter when its final charge is spent. Life gems are typically discovered with 1d4 charges.\n\n**_Curse._** Destroying a soul is a dark act that comes with many consequences. After using the Rhinam life gem, you may find yourself accosted by celestials and fiends alike, seeking either to destroy the object or obtain it for their own reasons. In addition, the Narrator may rule that using the life gem too many times means you gain the Evil alignment and emit a strong evil aura for the purposes of any feature, spell, or trait that detects or affects Evil creatures.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-regeneration-a5e", "name": "Ring of Regeneration", "type": "Ring", "desc": "While wearing this ring, as long as you have at least 1 hit point you regain 1d6 hit points every 10 minutes. As long as you have at least 1 hit point the entire time, when you lose a body part over the next 1d6 + 1 days it completely regrows and you regain full functionality.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-shooting-stars-a5e", "name": "Ring of Shooting Stars", "type": "Ring", "desc": "While wearing this ring, if you are in _dim light or darkness_ you can use an action to cast _dancing lights_ or _light_. The ring has 6 charges and regains 1d6 expended charges at dawn.\n\n**Faerie Fire.** You can use an action and expend 1 charge to cast _faerie fire ._\n\n**Ball Lightning**. You can use an action and expend 2 charges to create up to four 3-foot-diameter lightning spheres. The number of spheres created determines each sphere’s intensity (see Table: Ball Lightning), each sheds light in a 30-foot radius, and they remain up to 1 minute as long as you _concentrate_ (as if concentrating on a spell). As a bonus action, you can move each sphere up to 30 feet, but no further than 120 feet from you.\n\nWhen a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and then disappears. The creature makes a DC 15 Dexterity _saving throw_ or takes lightning damage based on the sphere’s intensity.\n\nShooting Stars. You can use an action to expend 1 to 3 charges. For each expended charge, you shoot a glittering mote of light at a point you can see within 60 feet where it explodes in a 15-foot-cube of sparks. Each creature in the area makes a DC 15 Dexterity _saving throw_ , taking 5d4 fire damage on a failed save, or half damage on a success.\n\n__**Table: Ball Lightning**__\n| **Spheres** | **Lightning Damage** |\n| ----------- | -------------------- |\n| 1 | 4d12 |\n| 2 | 5d4 |\n| 3 | 2d6 |\n| 4 | 2d4 |", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-telekinesis-a5e", "name": "Ring of Telekinesis", "type": "Ring", "desc": "While wearing this ring, you can cast __telekinesis_ , but you are only able to target unattended objects.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "robe-of-scintillating-colors-a5e", "name": "Robe of Scintillating Colors", "type": "Wondrous Item", "desc": "While wearing and attuned to this robe of stimulating and lively colors, you can use an action to expend 1 charge and make the garment to emit _bright kaleidoscopic light_ for 30 feet and dim light for an additional 30 feet. The light lasts until the end of your next turn. Creatures that can see you have _disadvantage_ on _attack rolls_ against you, and creatures within 30 feet that can see you when the light is emitted make a DC 15 Wisdom _saving throw_ or are _stunned_ until the end of your next turn.\n\nThe robe has 3 charges and regains 1d3 expended charges at dawn.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "robe-of-stars-a5e", "name": "Robe of Stars", "type": "Wondrous Item", "desc": "This robe is the color of the night sky and has a half dozen magical metal stars sewn into it. You gain the following benefits while attuned to and wearing the robe:\n\n* A +1 bonus to _saving throws_\n* You can use an action to shift to the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return, appearing either in the space you last occupied or the nearest unoccupied space.\n\nUp to 6 times each day, you can use an action to pull a star from the robe to cast _magic missile_ (as a 5th-level spell). At dusk 1d6 removed stars reappear.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rod-of-absorption-a5e", "name": "Rod of Absorption", "type": "Rod", "desc": "While holding this rod, when you are the only target of a spell you can use your reaction to absorb it as it is being cast. An absorbed spell has no effect and its energy is stored within the rod. The spell’s energy equals the spell levels used to cast it. The rod can store up to 50 spell levels worth of energy over the course of its existence. The rod cannot hold more than 50 spell levels worth of energy. If the rod does not have the space to store a spell and you try to absorb it, the rod has no effect.\n\nAfter attuning to the rod you know how much energy it currently contains and how much it has held over the course of its existence. A spellcaster can expend the energy in the rod and convert it to spell slots—for example, you can expend 3 spell levels of energy from the rod to cast a 3rd-level spell, even if you no longer have the spell slots to cast it. The spell must be a spell you know or have prepared, at a level you can cast it, and no higher than 5th-level.\n\nWhen found the rod contains 1d10 spell levels. A rod that can no longer store energy and no longer has any energy remaining within it loses its magical properties.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rod-of-alertness-a5e", "name": "Rod of Alertness", "type": "Rod", "desc": "While holding this rod, you have _advantage_ on Perception checks and _initiative_ rolls, and as an action you can cast the following spells: __detect evil and good , detect magic , detect poison and disease ,_ see __invisibility ._\n\n**Protective Aura**. Once per dawn, you can use an action to plant the rod in the ground and speak its command word, causing it to emit _bright light_ in a 60-foot radius and dim light for an additional 60 feet. While in the bright light, you and creatures friendly to you gain a +1 bonus to AC and _saving throws_ and can sense the location of any _invisible_ hostile creature also in the bright light.\n\nThe rod stops glowing and the effect ends after 10 minutes, or sooner if a creature uses an action to pull the rod from the ground.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rod-of-entropy-a5e", "name": "Rod of Entropy", "type": "Rod", "desc": "This skull-topped rod can be used as a club that grants a +1 bonus to _attack and damage rolls_ and deals an extra 1d6 necrotic damage.\n\nThe rod has 3 charges and regains 1d3 expended charges at dawn. As an action, you can expend the rod’s charges, increasing entropy in a 15-foot cone. Each creature in the area makes a DC 15 Constitution _saving throw_ . On a failure, the target takes 3d8 necrotic damage per charge expended, or half the damage on a success. A creature killed by this damage decays and becomes an inanimate skeleton. In addition, nonmagical objects in the area that are not being carried or worn experience rapid aging. If you expended 1 charge, soft materials like leather and cloth rot away, and liquid evaporates. If you expended 2 charges, hard organic materials like wood and bone crumble, and iron and steel rust away. Expending 3 charges causes Medium or smaller stone objects to crumble to dust.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "scimitar-of-speed-a5e", "name": "Scimitar of Speed", "type": "Weapon", "desc": "\\[You gain a +2 bonus to _attack and damage rolls_ made with this magic scimitar, and on each of your turns you can use a bonus action to make one attack with it.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "shield-2-a5e", "name": "Shield +2", "type": "Armor", "desc": "This shield’s bonus to your Armor Class increases by +2", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "shield-3-a5e", "name": "Shield +3", "type": "Armor", "desc": "This shield’s bonus to your Armor Class increases by +3.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sonic-staff-a5e", "name": "Sonic Staff", "type": "Weapon", "desc": "This metal polearm has complex flanged baffles along its haft and ends with a faintly glowing two-tined cap not unlike a tuning fork. When struck it reverberates near-deafeningly and by adjusting its components you can tune it to the destructive resonance of an object.\n\nYou have a +1 bonus to _attack and damage rolls_ made with this magic weapon. It constantly emits a high-pitched whine that is uncomfortable to animals. Animals do not willingly approach within 10 feet of the staff without a successful DC 22 Animal Handling check. \n\nAttacks with this weapon deal double damage against doors and other objects.\n\nOnce per day, you can use an action to slam it against the ground and generate a wave of thunder and force, either in a 10-foot radius or 30-foot cone. Creatures in the area take 3d6 thunder damage and are pushed 15 feet away. This effect cannot penetrate a _silence_ spell (or any similar magical silence effect).", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spellguard-shield-a5e", "name": "Spellguard Shield", "type": "Armor", "desc": "While this heavy metal shield is equipped you have _advantage_ on _saving throws_ made against spells and magical effects, and spell attacks against you have _disadvantage_ .", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spinal-whip-a5e", "name": "Spinal Whip", "type": "Weapon", "desc": "This magic whip deals 1d6 bludgeoning damage, and when you hit a living creature with an attack using it, the target takes an extra 1d8 necrotic damage.\n\nWhen you attack a living creature with this weapon and roll a 20 on the attack roll, it rattles with the death throes of the damned. Each creature of your choice in a 50-foot radius extending from you must succeed on a DC 18 Wisdom _saving throw_ or become _frightened_ of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 50 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spirit-trapping-camera-a5e", "name": "Spirit-Trapping Camera", "type": "Wondrous Item", "desc": "Not to be mistaken for a simple spectral camera, this plain-looking but obviously finely-made piece gives off a subtle but reassuring feeling of peace. As an action, you can use one charge to focus the camera’s lens on a single creature within 30 feet and take its picture. If the targeted creature is an undead or a fiend, it must make a DC 17 Charisma _saving throw_ or be instantly captured in a glass photographic plate. If the target is not an undead or fiendish creature the charge is wasted. Any other creatures shown in the photograph are unaffected, even if they are undead or fiends. The spirit-trapping camera can produce as many plates as it has charges, though each must be removed as a bonus action before you can use another charge.\n\nA trapped creature can be released by breaking the plate or it can be sent to its final judgment (in the case of an undead creature) or back to its native plane (in the case of a fiend) by immersing the plate in holy water for 1 hour, at which point it disappears. Creatures banished in this way cannot return to the plane they were sent away from for a year and a day by any means short of divine intervention. If neither of these actions are performed within 24 hours of the photograph being taken, the creature is banished as above, though it has no limitations on returning.\n\nThe spirit-trapping camera has 3 charges and regains 1 each dawn. When the last charge is expended, roll a d20\\. On a 1, it becomes a mundane photochemical camera.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-fire-a5e", "name": "Staff of Fire", "type": "Staff", "desc": "While holding this staff you gain _resistance_ to fire damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __burning hands_ (1 charge), __fireball_ (3 charges), _wall of fire_ (4 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff crumbles to ash and is destroyed.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-frost-a5e", "name": "Staff of Frost", "type": "Staff", "desc": "While holding this staff you gain _resistance_ to cold damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __fog cloud_ (1 charge), _ice storm_ (4 charges), _wall of ice_ (4 charges), __cone of cold_ (5 charges).\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff melts into water and is destroyed.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-power-a5e", "name": "Staff of Power", "type": "Staff", "desc": "You have a +2 bonus to attack and damage rolls made with this magic quarterstaff. When you hit with a melee attack using this staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Additionally, while holding it you gain a +2 bonus to AC, saving throws, and spell attack rolls.\n\n**_Spells._** While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spell save DC and spell attack bonus: _magic missile_ (1 charge), __ray of enfeeblement_ (1 charge), __levitate_ (2 charges), __hold monster_ (5 charges), __lightning bolt_ (5th-level version, 5 charges), __wall of force_ (5 charges), __cone of cold_ (5 charges), __fireball_ (5th-level version, 5 charges), _globe of invulnerability_ (6 charges).\n\nThe staff has 20 charges and regains 2d8+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 20, the staff immediately regains 1d8+2 charges. On a 1, the staff loses its magical properties, apart from its +2 bonus to attack and damage rolls.\n\n_**Retributive Strike**._ You can use an action to destroy the staff, releasing its magic in a 30-foot-radius explosion. Roll a d6\\. On an even result, you teleport to a random plane of existence and avoid the explosion. On an odd result, you take damage equal to 16 × the number of charges in the staff. Every other creature in the area makes a DC 17 Dexterity _saving throw_ . On a failed save, a creature takes damage based on how far away it is from the point of origin, as on the Retributive Strike table. On a successful save, a creature takes half as much damage.\n\n__**Table: Retributive Strike**__\n| **Distance from Origin** | **Damage** |\n| ------------------------ | ------------------------ |\n| 10 feet away or closer | 8 × charges in the staff |\n| 11 to 20 feet away | 6 × charges in the staff |\n| 21 to 30 feet away | 4 x charges in the staff |", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-striking-a5e", "name": "Staff of Striking", "type": "Staff", "desc": "You have a +3 bonus to _attack and damage rolls_ made with this magic quarterstaff.\n\nWhen you hit with a melee attack using this staff, you can expend up to 3 of its charges, dealing an extra 1d6 force damage per expended charge.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, it loses its magical properties.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-thunder-and-lightning-a5e", "name": "Staff of Thunder and Lightning", "type": "Staff", "desc": "You gain a +2 bonus to _attack and damage rolls_ with this magic quarterstaff. Additionally, while holding it you can activate one of the following properties, each of which can be used once per dawn.\n\n**_Lightning._** When you make a successful melee attack with the staff, you deal an extra 2d6 lightning damage.\n\n_**Thunder.**_ When you make a successful melee attack with the staff, you cause it to emit a thunderclap audible up to 300 feet away. The target makes a DC 17 Constitution _saving throw_ or it is _stunned_ until the end of your next turn.\n\n_**Lightning Strike.**_ You can use an action to fire a 120 feet long and 5 foot wide line of lightning from the staff. Each creature in the area makes a DC 17 Dexterity _saving throw_ , taking 9d6 lightning damage on a failure, or half damage on a success.\n\n_**Thunderclap.**_ You can use an action to create a thunderous roar audible up to 600 feet away. Each creature other than you within 60 feet makes a DC 17 Constitution _saving throw_ or takes 2d6 thunder damage and becomes _deafened_ for 1 minute. On a successful save, a creature takes half damage and isn’t deafened.\n\n_**Thunder and Lightning**._ You can use an action to use the Lightning Strike and Thunderclap properties simultaneously. This doesn’t expend the daily uses of those properties, only this one.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sword-of-sharpness-a5e", "name": "Sword of Sharpness", "type": "Weapon", "desc": "Objects hit with this sword take the maximum damage the weapon’s damage dice can deal.\n\nWhen you use this sword to _make an attack_ against a creature and roll a natural 20, the target takes an extra 4d6 slashing damage. Then roll an additional d20, and on a natural 20 you chop off one of the target’s limbs (or a portion of its body if it has no limbs). The Narrator determines what effect (if any) the result of this severing off is.\n\nYou may also speak this sword’s command word to make the blade emit bright light in a 10-foot radius and dim light an additional 10 feet. Repeating the command word or sheathing the sword extinguishes the blade’s light.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sword-of-the-serpent-a5e", "name": "Sword of the Serpent", "type": "Weapon", "desc": "You gain a +2 bonus to _attack and damage rolls_ made with this magic sword. When you hit with this weapon, you deal an extra 1d6 poison damage. The sword has 3 charges and regains all expended charges at dawn.\n\nWhile wielding the sword, you can use an action to expend 1 charge and cast __polymorph_ on yourself, transforming into a _giant poisonous snake_ . While in this form, you retain your Intelligence, Wisdom, and Charisma scores.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-clear-thought-a5e", "name": "Tome of Clear Thought", "type": "Wondrous Item", "desc": "This magical book dictates methodologies for more rational and logical thinking. Spending 48 hours over 6 days (or fewer) reading and following the book’s methodologies increases your Intelligence score and your maximum Intelligence score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-leadership-and-influence-a5e", "name": "Tome of Leadership and Influence", "type": "Wondrous Item", "desc": "This magical book details techniques for how to best influence others. Spending 48 hours over 6 days (or fewer) reading and practicing the book’s techniques increases your Charisma score and your maximum Charisma score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tome-of-understanding-a5e", "name": "Tome of Understanding", "type": "Wondrous Item", "desc": "This magical book contains lessons and practices for enhancing intuition, empathy, and awareness. Spending 48 hours over 6 days (or fewer) reading and memorizing the book’s lessons increases your Wisdom score and your maximum Wisdom score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "transforming-cloak-a5e", "name": "Transforming Cloak", "type": "Wondrous Item", "desc": "While you are attuned to and wearing a _transforming cloak_, you gain _resistance_ to a type of damage and you can use an action to activate an elemental form that lasts for 1 hour, until you fall _unconscious_ , or you use a bonus action to end it. Once you have used the cloak to take on an elemental form, you cannot use that property again until you have finished a long rest. The resistance you gain and the type of your elemental form is listed on Table: Transforming Cloaks.\n\n_**Gnome Cloak.**_ This cloak appears to be made of vibrant earthy soil, yet it leaves no dirt where it touches. You have _advantage_ on _saving throws_ to resist being pushed, pulled, knocked prone, or otherwise involuntarily moved. While your earth form is active you gain _resistance_ to damage from nonmagical weapons, tremorsense to a range of 30 feet, and a burrow speed equal to half your Speed (leaving no tunnel behind). \n\n_**Salamander Cloak.**_ This cloak appears to be made of living flames, though it does not burn. While your fire form is active you gain _immunity to fire_ damage, your weapon attacks deal fire damage, when a creature hits you with a melee weapon attack it takes 1d6 fire damage, you can fit through spaces at least an inch wide without squeezing, and you gain a climb speed equal to your Speed.\n\n_**Sylph Cloak.**_ This cloak looks like iridescent dragonfly wings that appear to flutter when seen out of the corner of the eye. While your air form is active you gain a fly speed of 30 feet (hover), you do not need to breathe, you do not provoke _opportunity attacks_ , and you can pass through spaces at least half an inch wide without squeezing.\n\n**_Undine Cloak._** This fine blue and green cloak always appears to be wet, yet it never drips. While your water form is active you gain _resistance_ to fire damage, a swim speed of 60 feet, the ability to breathe water, and you can pass through space at least half an inch wide without squeezing.\n\n__**Table: Transforming Cloaks**__\n| **Cloak** | **Elemental Component** | **Resistance** | **Elemental Form** |\n| ---------------- | ----------------------- | -------------- | ------------------ |\n| Gnome cloak | _Giant earth elemental_ | Acid | Earth form |\n| Salamander cloak | _Giant fire elemental_ | Fire | Fire form |\n| Sylph cloak | _Giant air elemental_ | Lightning | Air form |\n| Undine cloak | _Giant water elemental_ | Cold | Water form |", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tyrants-teeth-a5e", "name": "Tyrant’s Teeth", "type": "Wondrous Item", "desc": "Dagger-sharp fangs ripped from the skull of a tyrant lizard clatter around this necklace’s cord. When you attack while wearing it, a ghostly reptilian head appears and snaps down on your target. You can only attune to this item if you have survived being bitten by a Huge or larger reptile or dragon.\n\nWhile wearing this item your footsteps make the ground tremble slightly and you have _disadvantage_ on Stealth checks.\n\nWhen you take energy damage, your attacks deal an extra 1d6 damage of the same type until the end of your next turn. If you are damaged by multiple energy types, you only deal bonus damage of the most recent type.\n\nOnce per day, when you hit with a melee attack you can use a bonus action to create a spectral tyrannosaur that bites the target, dealing 4d6 force damage.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "vekeshi-blade-a5e", "name": "Vekeshi Blade", "type": "Weapon", "desc": "Composed of fire that has been kindled for five centuries since the death of Srasama, this weapon is pledged to defeat the infernal tieflings. You gain a +2 magical bonus to _attack and damage rolls_ made with this longsword. While wielding this longsword, you have _resistance_ to fire. On a successful hit against a celestial, elemental, fey, or fiend, this weapon deals an extra 2d6 damage. In addition, you can use an action to reshape this weapon into any other melee weapon that does not have the heavy property.", "rarity": "Very Rare", "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-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": "orb-of-dragonkind", "name": "Orb of Dragonkind", "type": "Wondrous item", "desc": "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five _Orbs of Dragonkind_ (or _Dragon Orbs_) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\n\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\n\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\n\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\n\nWhile attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.\n\nWhile you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts _suggestion_ on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\n\n**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:\n\n* 2 minor beneficial properties\n* 1 minor detrimental property\n* 1 major detrimental property\n\n**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).\n\nYou can also use an action to cast the _detect magic_ spell from the orb without using any charges.\n\n**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\n\n**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.", "rarity": "artifact", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-climbing", "name": "Potion of Climbing", "type": "Potion", "desc": "When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.", "rarity": "common", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" } ] }{ "count": 1618, "next": "