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=2
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=rarity&page=3",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=rarity",
    "results": [
        {
            "slug": "lockpicks-of-memory-a5e",
            "name": "Lockpicks of Memory",
            "type": "Wondrous Item",
            "desc": "It’s good to learn from your experiences but even better to learn from someone else’s. For a guild of thieves with a legacy of control and access within a city, these enchanted tools are a truly valuable asset. The lockpicks twitch in your hands when they come within 5 feet of a lock they have been used to open within the last year. You can use these lockpicks and an action to unlock any lock that the lockpicks have previously opened.\n\nAlternatively, you can exhaust the lockpicks’ magic completely to borrow a skill or memory from a previous user. You can choose to either watch 10 minutes of a previous user’s memory (taken from the span of time they had the lockpicks in their possession) or for 10 minutes you can gain one skill, tool, or language proficiency of the previous user. At the end of the duration, the lockpicks rust away to nothing.\n\n**Note**. The cost listed above is for a relatively recent set of lockpicks of memory and at the Narrator’s discretion an older version may cost much more.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "marble-of-direction-a5e",
            "name": "Marble of Direction",
            "type": "Wondrous Item",
            "desc": "This seemingly ordinary marble is very susceptible to air currents as though it were only a fraction of its true weight. When placed on a flat horizontal surface, such as the floor of a room or chamber, the marble rolls in the direction of the current path of air currents around it.\n\nThe marble has 1 charge. You can use an action to speak its command word while placing the marble on a flat horizontal surface, expending 1 charge. The marble rolls towards the direction of the nearest exit of the chamber it is placed in, ultimately coming to rest against the nearest exit (regardless of air currents). The delicate calibration of the marble is destroyed and it becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mask-of-anonymity-a5e",
            "name": "Mask of Anonymity",
            "type": "Wondrous Item",
            "desc": "This masquerade mask covers the top half of your face in an elegant fan of papier-mache and paint, rendering you anonymous. A creature may make an Insight check opposed by your Deception to determine your identity, but does so at _disadvantage_ , even through a magical_/_ sensor.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "maternal-cameo-a5e",
            "name": "Maternal Cameo",
            "type": "Wondrous Item",
            "desc": "This small stone is rumored to once have been an heirloom of a prominent family of seers from a mountainous region. The cameo is made of stone that features a light gray and cream-colored swirling pattern attached to a slender beige lace ribbon to hang about the neck. When you are wearing this cameo, you gain an expertise die on _saving throws_  against _fear_ .\n\nOnce you have worn the jewelry for 24 hours, the face carved in relief on the cameo resembles your biological mother. When the cameo is destroyed, the spirit of the image carved in the cameo is summoned so long as the person featured on the cameo is dead (if the person is alive, destroying the cameo has no effect.) The spirit remains for up to 10 minutes and is able to communicate with speech but otherwise unable to affect the Material Plane.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "message-whistle-a5e",
            "name": "Message Whistle",
            "type": "Wondrous Item",
            "desc": "Carved by _satyr_  musicians, this wooden whistle resembles a shushing finger when held to one’s mouth, and blowing through it does not produce an audible sound. Puffing on the whistle as an action allows you to cast the __message_ cantrip once without any other spell components. This ability recharges after one week.\n\nAlternatively, you can use an action to blow extremely hard through the whistle to cast the __sending_ spell without seen, vocal, or material components. Unlike the spell, your message can only contain 10 words and there is a 10% chance the message doesn’t arrive (even if you are on the same plane of existence). The whistle is destroyed in a burst of sparkles.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "midnight-pearls-a5e",
            "name": "Midnight Pearls",
            "type": "Wondrous Item",
            "desc": "These lustrous black pearl earrings would look at home on a socialite but are rumored to have originated with a treacherous pirate captain. They always appear wet and give the air nearby the slightest taste of saltwater. You do not require pierced ears to wear the earrings and when placed against the lobe they naturally stick to your skin. In addition to being highly fashionable, they can also help escape a tough jam. \n\nYou can use an action to drop and stomp on one of these earrings, destroying it as a cloud of _darkness_  erupts in a 5-foot radius and extends 10 feet in every direction for 1d4 rounds.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mug-of-warming-a5e",
            "name": "Mug of Warming",
            "type": "Wondrous Item",
            "desc": "This quilted-patterned mug is perfect for cold winter nights or when caffeinated beverages are a morning necessity. Any liquid poured into the mug is instantly warmed to a piping hot temperature, remaining hot even when poured out. The mug has no effect on any form of magical liquids poured into it.\n\nThe mug has 3 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, splashing the contents of the mug into a 5-foot square in a conflagration of flame. Creatures and objects in the area make a DC 10 Dexterity _saving throw_ , taking 1d4 fire damage on a failure. If you expend the last charge, roll a d20\\. On a result of 5 or less, the mug loses its warming properties and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "oil-of-cosmetic-enhancement-a5e",
            "name": "Oil of Cosmetic Enhancement",
            "type": "Potion",
            "desc": "After spending 10 minutes massaging this oil into an item smaller than a 5-foot cube, it permanently changes the item’s cosmetic appearance. This might change the item’s colors, add intricate designs, or make it blend into its environment. The oil causes no damage and leaves no residue, and it only works on nonmagical items made out of natural materials (such as cotton, parchment, stone, or wood).",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "opera-goers-guise-a5e",
            "name": "Opera-Goer’s Guise",
            "type": "Wondrous Item",
            "desc": "This dashing filigreed white mask translates a song’s meaning directly into your mind. When wearing the _opera-goer’s guise_, you can magically understand any language so long as it is sung. This item has no effect on written or spoken words.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "organizer-gremlin-a5e",
            "name": "Organizer Gremlin",
            "type": "Wondrous Item",
            "desc": "This small black pocketbook comes with a tiny ethereal gold goblinoid who holds a cheap pen and eagerly awaits your instructions. Roughly half of this 120 page book is blank scratch paper, and the other half is a calendar of the current year. The gremlin writes down anything you ask it to and even takes down dictation if requested. It will also mark reminders in the calendar and circle dates. Despite its love for writing however, its penmanship is quite poor, it doesn’t actually understand what anything it’s writing actually means, and any word with 3 or more syllables is always misspelled. Accurately understanding anything the gremlin has written requires a DC 10 Intelligence check. ",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "perdita-ravenwings-true-name-a5e",
            "name": "Perdita Ravenwing’s True Name",
            "type": "Wondrous Item",
            "desc": "This slip of parchment contains the magically bound name “Agnes Nittworthy” surrounded by occult symbols and raven feathers. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful and ancient hag beside you for 1 minute. Agnes acts aloof and mysterious but becomes oddly motherly around the young or incompetent. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Create ominous noises or effects (as _thaumaturgy_ ).\n* Magically poison up to a pound of food within 5 feet. Any creature that consumes this poisoned food must make a DC 13 Constitution _saving throw_  or become _poisoned_  for 10 minutes.\n* Mimic animal sounds or the voices of specific humanoids. A creature that hears the sounds can tell they are imitations with a successful DC 13 Insight check.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Perdita in exchange for her direct assistance. When you do so the parchment crumbles into dust and for the next minute the vision curses a creature of your choice within 30 feet (as __bestow curse_ , save DC 13) after which she disappears. Once you have revoked your claim in this way, you can never invoke Perdita’s true name again.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "potion-of-climbing-a5e",
            "name": "Potion of Climbing",
            "type": "Potion",
            "desc": "After drinking this potion, for the next hour you gain a climbing speed equal to your Speed. While the effect lasts, you have _advantage_  on checks made to climb.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "potion-of-healing-a5e",
            "name": "Potion of Healing",
            "type": "Potion",
            "desc": "Drinking this swirling red liquid restores hit points as detailed on the Potions of Healing table.\n\n__**Table: Potions of Healing**__\n| **Potion**         | **Rarity** | **Hit Points** | **Cost** | **Carats needed** |\n| ------------------ | ---------- | -------------- | -------- | ----------------- |\n| _Healing_          | Common     | 2d4+2          | 50 gp    | 1                 |\n| _Greater healing_  | Uncommon   | 4d4+4          | 150 gp   | 2                 |\n| _Superior healing_ | Rare       | 8d4+8          | 550 gp   | 10                |\n| _Supreme healing_  | Rare       | 10d4+20        | 1,500 gp | 50                |",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "preserved-imps-head-a5e",
            "name": "Preserved Imp’s Head",
            "type": "Wondrous Item",
            "desc": "This dessicated head of a fiend mumbles occasionally as if trying to speak but cannot, its eyes and mouth sewn shut with a rough black cord. The head longs to escape this prison and return to Hell, shaking violently and cursing whenever it is within 60 feet of an active portal. \n\nAlternatively, as an action you can direct the head at a visible creature within 60 feet and cut the cord tying the imp’s lips, causing it to burst into flames and making the spirit inside lash out. The target must make a DC 13 Dexterity _saving throw_ , taking 2d10 fire damage on a failed save, or half as much damage on a successful one.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "prismatic-gown-a5e",
            "name": "Prismatic Gown",
            "type": "Wondrous Item",
            "desc": "While it always remains perfectly fitted to the wearer, this ballroom gown constantly shifts between thousands of colors, styles, cuts and patterns. While wearing the _prismatic gown_, you gain _advantage_  on _saving throws_  made for the effects of spells from the prismatic school due to the odd magic woven into it.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "quick-canoe-paddle-a5e",
            "name": "Quick Canoe Paddle",
            "type": "Wondrous Item",
            "desc": "This cocowood paddle has a long handle with a short but wide blade designed for long ocean voyages by canoe. Coats of lacquer on the paddle cause it to reflect light causing it to have an almost mirrored finish in the glare of the sun, and from a glance it’s hard to believe that it has ever spent a minute in the water. \n\nThis paddle has 2 charges and regains 1 charge each dawn. You can speak its command word as an action while using a water vehicle, doubling the vehicle’s speed until the start of your next turn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the paddle loses its magical properties and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sack-of-sacks-a5e",
            "name": "Sack of Sacks",
            "type": "Wondrous Item",
            "desc": "Inside this hand-sized sack is a Medium-sized sack. There is no room to store anything inside the original sack. When you pull a sack out, roll 1d20 and add 1 for each sack pulled out in the last 24 hours. On a result of 20 or higher the hand-sized sack is empty and it becomes a mundane item. Otherwise there is another Medium-sized sack inside.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "scrap-of-forbidden-text-a5e",
            "name": "Scrap of Forbidden Text",
            "type": "Wondrous Item",
            "desc": "This page of nonsense was torn from the diary of someone not well. As you focus on the strange symbols they begin to make a strange sort of sense—revealing hidden truths about the world. You can use an action to study the fragment of text to gain an expertise die on an Arcana or History check. You can’t do so again until you finish a _long rest_ .\n\nIf instead of studying the paper, you can use an action to eat it to automatically succeed on an Arcana or History check. You can wait until after making the check before deciding to eat the _scrap of forbidden text_, but you must decide before the Narrator says whether the roll succeeds or fails.\n\n**Curse**. This scrap of text is cursed and eating it draws the attention of an aberrant creature that seeks you out to involve you in its schemes.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "security-gremlin-a5e",
            "name": "Security Gremlin",
            "type": "Wondrous Item",
            "desc": "This military-styled tin contains a Tiny ethereal mottled green goblinoid dressed in soldier’s armor and when opened it salutes with earnest eagerness. You can instruct this gremlin to patrol an area, such as the perimeter of a room, campsite, or structure, while keeping watch for a creature type you instruct it to watch for. It completely ignores any creatures that are not of the chosen creature type. If it spots a creature of the chosen type, it immediately begins shouting loud enough to be heard within 30 feet as it runs back into its tin to hide.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "shoulder-dragon-brooch-a5e",
            "name": "Shoulder Dragon Brooch",
            "type": "Wondrous Item",
            "desc": "Once attuned to this intricate golden brooch, you can imagine up to one dragon of your choice and a Tiny-sized illusion of it appears on your shoulders. The dragon looks lifelike and it occasionally flies, snaps at insects, and generally behaves in a dragon-like way. This illusion does not hold up to physical scrutiny and any creature who physically interacts with the dragon sees through the illusion with a successful DC 12 Investigation check. You can use a bonus action to dismiss the illusion.\n\nAs a bonus action, you can have your dragon illusion attack a creature within 5 feet of you. That creature must make a DC 12 Dexterity _saving throw_ , taking 1d4 damage of a type of your choice (fire, lightning, cold, or acid) on a failed save or half as much on a successful one. Once you have used this feature, it cannot be used again for 24 hours.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "signal-rings-a5e",
            "name": "Signal Rings",
            "type": "Wondrous Item",
            "desc": "These rings come as a set of matched golden bands with a green enamel inlay. As an action, the wearer of one can rotate the inlay a full turn, at which point it turns to red. When one ring changes color, the other one does as well, regardless of its location.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sinners-ashes-a5e",
            "name": "Sinner’s Ashes",
            "type": "Wondrous Item",
            "desc": "This small stark urn contains the ashen remains of an unholy humanoid. As an action, you can throw the urn up to 30 feet away where it shatters and produces a 20-foot radius black cloud of ash. This area is _heavily obscured_  and any creature that ends its turn within the area must make a DC 13 Constitution _saving throw_  or take 2d4 necrotic damage. This ash cloud remains for 1 minute, until a moderate wind (at least 10 miles per hour) disperses the cloud in 4 rounds, or until a strong wind (20 or more miles per hour) disperses it in 1 round.\n\nAlternatively, the ashes can be used as an ingestible poison. The urn contains enough ashes for a single dose, and any celestial that consumes them must make a DC 16 Constitution _saving throw_ , taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "snake-eye-bones-a5e",
            "name": "Snake-Eye Bones",
            "type": "Wondrous Item",
            "desc": "Every trip to sea can become boring and one of the best ways to whittle away at the time—besides drinking rum—is to engage in a game of bones. Not every sailor on the high seas is honest and these dice were crafted with the devious amongst them in mind. Each four-sided die is made from bleached white whale bone and inlaid with jet-black markings. No matter how many times they are thrown or the number of ship hulls they strike, the dice never nick or scuff, and their markings do not fade. \n\nThe dice have 2 charges and regain 1 charge each dawn. When you speak the command word as a bonus action as the dice are being rolled, their results come up as double ones (or snake-eyes). If you expend the last charge, roll a d20\\. On a result of 5 or less, the dice will roll up as double ones but both dice then crack in half rendering them useless.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spell-scroll-a5e",
            "name": "Spell Scroll",
            "type": "Scroll",
            "desc": "A spell scroll bears a sealed spell within. If the spell is on your class’ spell list, you can use the scroll to cast the spell (taking the spell’s normal casting time) without the need for material components. Otherwise the _spell scroll_ is unreadable to you. If you are interrupted while using the scroll, you may attempt to use it again. Once the spell within a scroll has been cast, the scroll crumbles away. \n\nTo use a _spell scroll_ of a higher spell level than you are able to cast, you must succeed on _spellcasting_  ability check (DC 10 + the spell’s level). On a failure, the magical energy within is expended with no effect, leaving behind a blank piece of parchment. \n\nA wizard may use a _spell scroll_ to copy the spell stored within to their spellbook by making an Intelligence (Arcana) check (DC 10 + the spell’s level). Whether the check succeeds or not, the attempt destroys the _spell scroll_. \n\nThe level of the spell stored within a scroll determines the _saving throw_  DC, _attack bonus_ , crafting components, cost, and rarity as per Table: Spell Scrolls. The costs of a _spell scroll_ are in addition to any material components, which are required (and if necessary also consumed) when it is made.\n\n__Table: Spell Scrolls__\n| **Spell Level** | **Rarity** | **Save DC** | **Attack Bonus** | **Cost**  | **Crafting Components**                |\n| --------------- | ---------- | ----------- | ---------------- | --------- | -------------------------------------- |\n| Cantrip         | Common     | 13          | 5                | 10 gp     | Magical inks                           |\n| 1st             | Common     | 13          | 5                | 25gp      | Magical inks                           |\n| 2nd             | Common     | 13          | 5                | 75gp      | Magical inks                           |\n| 3rd             | Uncommon   | 15          | 7                | 175gp     | Dire wolf hide                         |\n| 4th             | Uncommon   | 15          | 7                | 500gp     | Dire wolf hide                         |\n| 5th             | Rare       | 17          | 9                | 1,250 gp  | Parchment infused with planar energy   |\n| 6th             | Rare       | 17          | 9                | 3,000 gp  | Parchment infused with planar energy   |\n| 7th             | Very Rare  | 18          | 10               | 8,000 gp  | Blank pages from a _lich’s_  spellbook |\n| 8th             | Very Rare  | 18          | 10               | 20,000 gp | Blank pages from a _lich’s_  spellbook |\n| 9th             | Legendary  | 19          | 11               | 55,000 gp | Parchment made from a dragon’s hide    |",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tailored-suit-of-armor-a5e",
            "name": "Tailored Suit of Armor",
            "type": "Armor",
            "desc": "For the debonair gentleman or sophisticated lady who wishes to attend the ball in something respectable but still retain the safety of mind that armor provides, this set of padded leather armor is glamored with an illusion that makes it look like a finely-tailored suit or dress. This illusion does not hold up to physical scrutiny and any creature who physically interacts with the armor sees through the figment with a successful DC 10 Investigation check.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "timekeeper-gremlin-a5e",
            "name": "Timekeeper Gremlin",
            "type": "Wondrous Item",
            "desc": "Inside of this iron locket waits a Tiny ethereal green goblinoid endlessly counting to itself. The magical creature obeys very limited instructions but only when they relate to timekeeping. It counts the seconds, minutes, and hours accurately out loud as they pass, immediately losing count when interrupted. ",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tome-of-the-endless-tale-a5e",
            "name": "Tome of the Endless Tale",
            "type": "Wondrous Item",
            "desc": "The stresses of a wizard’s education can overwhelm even the most stalwart apprentices without some sort of diversion. Typically resembling a small, worn book with fanciful creatures or locales on battered leather covers, the tome’s pages fill with serialized stories that engage and distract the reader. Each tome focuses on a given genre (often romance or adventure) but the stories crafted within the pages are unique to each reader, tailored by the magic from their own imagination and so vibrant that the book’s tales seem to come to life in the mind’s eye.\n\nEach tome has 3 charges. When you speak the command word and use an action to expend 1 charge, its pages fill with a serial story tailored to the next reader that touches the tome. This story typically takes 1 hour to read, continuing from where the last tale completed. \n\nWhen you speak another command word and use an action to expend all 3 charges, the story created when the book is opened is particularly engrossing and the reader must succeed on a DC 10 Wisdom _saving throw_  or be enthralled, failing to notice anything that is not directly harmful. \n\nThe tome has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the tome loses its magic and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tools-of-the-hidden-hand-a5e",
            "name": "Tools of the Hidden Hand",
            "type": "Wondrous Item",
            "desc": "Carrying thieves’ tools is frequently illegal without a license or certification for locksmithing and even then can be an unfortunate piece of circumstantial evidence in the courts. As an action, you can alter the shape of these thieves’ tools to resemble any one set of artisan’s tools. If used for any task related to their new appearance, the illusion fades. The illusion can also be detected by a creature that spends an action inspecting them and succeeds on a DC 13 Investigation check.\n\nAlternatively, while you are touching these thieves’ tools you can command them to truly become whatever type of artisan’s tools they are disguised as. You add your proficiency bonus to the first ability check you make with that set of artisan’s tools. Afterward the artisan’s tools remain in their new form as all magic fades from them and they become a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "true-weight-gloves-a5e",
            "name": "True Weight Gloves",
            "type": "Wondrous Item",
            "desc": "This set of emerald green gloves are made from velvet with very fine silk stitching and function as a small scale. While wearing them, you can hold two objects in your hands and know the exact weight of the objects. The objects must be of a size and weight that allow you to hold your arms straight out with one in each open palm. While using the gloves to weigh objects, you can speak a command word that makes them disappear in a puff of green smoke if either object is counterfeit.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "unliving-rune-a5e",
            "name": "Unliving Rune",
            "type": "Wondrous Item",
            "desc": "Found in desecrated holy texts, an unliving rune is a Tiny construct of negative energy resembling a splotch of darkly glowing ink. The rune can be applied to your skin much like a temporary tattoo, and while attached you can channel negative energy into an attack. On a successful hit with a _melee weapon attack_  you can use your reaction to activate the rune, dealing an additional 1d4 necrotic damage and preventing the target from regaining hit points until the start of your next turn. You can’t do so again until you finish a short or long rest.\n\nThe rune feeds on your vitality while attached to your skin. You gain a slightly sickly appearance, and the rune consumes one use of your Hit Dice each dawn. During a _short rest_ , you can peel the rune off your skin, taking 1d6 necrotic damage. The rune can be stored in a book instead of your skin but offers no benefit unless attached to you. When exposed to direct sunlight for a minute or more, the rune is destroyed.\n\nAs an action you can place the rune on a humanoid corpse that has died within the last 8 hours. The rune is destroyed as its magic is absorbed by the corpse, animating it as a _zombie_ . When placing the rune, you can feed it a portion of your life force by spending hit points. The zombie obeys your spoken commands and is friendly to you and your companions for 1 round per hit point you spent when placing the rune. At the end of this duration it becomes hostile to all living creatures.\n\n**_Curse._** The unliving rune is _cursed_  and while it is attached to you any senses or divinations that can detect undead incorrectly detect you as undead. If you die while the rune is attached to you, you are reanimated as a _zombie_  after 1d4 rounds.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "vial-of-beauty-a5e",
            "name": "Vial of Beauty",
            "type": "Potion",
            "desc": "After spending 1 minute applying this pale lavender lotion to your skin, you can change one small detail of your appearance for the next 24 hours (like the color of your eyes or skin, the length or color of your hair, or an added cosmetic detail such as pointed ears or small horns).",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-the-scribe-a5e",
            "name": "Wand of the Scribe",
            "type": "Wand",
            "desc": "Nearly half the size of most other wands, this arcane implement is a solid piece of mithral with a tapered point that resembles the nib of a writing quill. While you are attuned to the wand, you can write on parchment and similar surfaces that would hold ink as though using an ordinary quill. The wand never runs out of ink when used this way.\n\nThe _wand of the scribe_ has 1d6 charges and regains 3 charges each dawn. You can expend 1 charge from the wand to cast __illusory script_ . You can also expend 1 charge from the wand to create a copy of any mundane document without requiring a forgery kit, substituting an Arcana check for any ability check you would normally make. Finally, you can expend 2 charges from the wand to transcribe 1 minute of conversation that you can hear. You do not need to understand the language being spoken, and can choose to write it in any language that you know.\n\nIf you expend the wand’s last charge, roll a d20\\. On a result of 5 or less, the wand bursts causing ink to stain your hand and the front of any clothing you are wearing as the enchanted trinket breaks apart.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "waystone-a5e",
            "name": "Waystone",
            "type": "Wondrous Item",
            "desc": "This rounded oval stone has a metallic gray luster. When one or more _waystones_ are kept in contact for an hour or longer, they become paired and magnetically attracted to each other for 1 week per hour spent in contact. Paired _waystones_ are ideal for use as trail markers, for tracking purposes, or to prevent yourself from becoming lost. You can use an action to speak its command word, making the _waystone_ sense and be drawn toward the nearest _waystone_ within 5 miles, or if it is paired to another _waystone_ within range, the paired _waystone_. Paired waystones are only able to sense each other.\n\nA _waystone_ has 3 charges and regains 1 charge each dawn. You may expend 1 charge when speaking its command word to increase the _waystone’s_ range to 25 miles, or if the _waystone_ is paired, to sense the nearest unpaired _waystone_ within 5 miles. When used in either manner, the _waystone’s_ attraction lasts until the next dawn. If you expend the last charge, the _waystone_ becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wig-of-styling-a5e",
            "name": "Wig of Styling",
            "type": "Wondrous Item",
            "desc": "This wig has 2 charges and regains 1 charge each dawn. While wearing the wig, you can use an action to expend 1 charge to change the length, style, and color of the wig. If you expend the last charge, roll a d20\\. On a 1, the wig is fixed in its current length, style, and color, becoming a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wood-woad-amulet-a5e",
            "name": "Wood Woad Amulet",
            "type": "Wondrous Item",
            "desc": "This wooden amulet painted with blue pigment is carved to resemble a humanoid figure armed with a club and shield. Its face is featureless apart from two empty eyes that glow with a faint yellow light. When you hold it to your ear, you hear faint whispers. Once a day as an action, you can hold the amulet to your ear and listen to its whispers to guide you. You gain an expertise die to one ability check made in the next minute. You may roll the expertise die before or after making the ability check, after which the effect ends. This ability recharges at dusk each day.\n\nAdditionally you may crush the amulet as a reaction, destroying it to free the spirit within and gain the ‘woad’s blessing’. You can expend the woad’s blessing to roll an additional d20 when you make an ability check, attack roll, or saving throw, and choose which of the d20s is used. You can roll the additional die after making the roll, but before the outcome is determined. Once you have used the woad’s blessing, the amulet’s magic dissipates.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "zlicks-message-cushion-a5e",
            "name": "Zlick’s Message Cushion",
            "type": "Wondrous Item",
            "desc": "This small pink air bladder has a winking wizard emblazoned on the front. As a bonus action, you can whisper a phrase up to 10 words long into the cushion, which will inflate it. While inflated, any creature that accidentally sits on or applies pressure to the cushion deflates it. A creature can also use a bonus action to intentionally deflate the cushion. When the cushion deflates, it loudly repeats the phrase spoken into it along with somewhat humorous flatulence noise. This sound is clearly audible to a range of 50 feet.\n\nAlternatively, you can cast a cantrip or spell of 1st-level into the _Zlick’s message cushion_ so long as the words laughter, mockery, or whisper are in the spell name. When the cushion is deflated it casts the spell, targeting the creature that deflated it, and afterward it becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "apparatus-of-the-crab-a5e",
            "name": "Apparatus of the Crab",
            "type": "Wondrous Item",
            "desc": "This ingeniously crafted item (known by some as the crabaratus) is a tightly shut 500 pound iron barrel. Making a DC 20 Investigation check reveals a hidden catch which unlocks one end of the barrel—a hatch. Two Medium or smaller creatures can crawl inside where there are 10 levers in a row at the far end. Each lever is in a neutral position but can move up or down. Use of these levers makes the barrel reconfigure to resemble a giant metal crab.\n\nThis item is a Large object with the following statistics:\n\n**Armor Class:** 20\n\n**Hit Points:** 200\n\n**Speed:** 30 ft., swim 30 ft. (both are 0 ft. without legs and tail extended)\n\n**Damage Immunities:** poison, psychic\n\nThe item requires a pilot to be used as a vehicle. The hatch must be closed for it to be airtight and watertight. The apparatus holds 10 hours worth of air for breathing, dividing by the number of breathing creatures inside.\n\nThe apparatus floats on water and may dive underwater down to 900 feet, taking 2d6 bludgeoning damage at the end of each minute spent at a lower depth.\n\nAny creature inside the apparatus can use an action to position up to two of the levers either up or down, with the lever returning to its neutral position upon use. From left to right, the Apparatus of the Crab table shows how each lever functions.\n\n  \n**Table: Apparatus of the Crab**\n\n| **Lever** | **Up**                                                                                                                            | **Down**                                                                                                                    |\n| --------- | --------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------- |\n| 1         | Extends legs and tail.                                                                                                            | Retracts legs and tail. Speed is 0 ft. and it cannot benefit from bonuses to Speed.                                         |\n| 2         | Shutter on forward window opens.                                                                                                  | Shutter on forward window closes.                                                                                           |\n| 3         | Shutters (two each side) on side windows open.                                                                                    | Shutters on side windows close.                                                                                             |\n| 4         | Two claws extend, one on each front side.                                                                                         | The claws retract.                                                                                                          |\n| 5         | Each extended claw makes a melee attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.                     | Each extended claw makes a melee attack: +8 to hit, reach 5 ft., one target. Hit: The target is _grappled_  (escape DC 15). |\n| 6         | The apparatus moves forward.                                                                                                      | The apparatus moves backward.                                                                                               |\n| 7         | The apparatus turns 90 degrees left.                                                                                              | The apparatus turns 90 degrees right.                                                                                       |\n| 8         | Bright light shines from fixtures resembling eyes, shedding bright light in a 30-foot radius and dim light an additional 30 feet. | The light extinguishes.                                                                                                     |\n| 9         | If in liquid, the apparatus sinks 20 feet.                                                                                        | If in liquid, the apparatus rises 20 feet.                                                                                  |\n| 10        | The hatch opens.                                                                                                                  | The hatch closes.                                                                                                           |",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armor-of-invulnerability-a5e",
            "name": "Armor of Invulnerability",
            "type": "Armor",
            "desc": "This armor grants you resistance to nonmagical damage. Once between _long rests_ , you can use an action to become immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "asi-a5e",
            "name": "Asi",
            "type": "Weapon",
            "desc": "This magic, sentient longsword grants a +3 bonus to _attack and damage rolls_  made with it. Once you have attuned to the weapon, while wielding it you gain the following features:\n\n◆ Weapon attacks using the sword score a critical hit on a roll of 19 or 20.\n\n◆ The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.\n\n◆ You can use a bonus action to speak this sword’s command word, causing flames to erupt from the blade. These flames shed _bright light_  in a 60-foot radius and dim light for an additional 60 feet. While the sword is ablaze, it deals an extra 2d8 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.\n\n◆ You can use a bonus action to toss this sword into the air and speak a different command word. When you do so, the sword begins to hover and the consciousness inside of it awakens, transforming it into a creature. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. You can transform the sword into a creature for up to 10 minutes, each one using a minimum of 1 minute from the duration. The sword regains 5 minutes of transforming capability for every 12 hours that feature is not in use.\n\nWhen you act in a way that Asi finds contemptible (performing deeds that conflict with effecting the destruction of the enemies of the gods and restoring the Dharma), the sword acts under its own free will unless you succeed on an opposed Charisma check at the end of each minute.\n\n**_Sentience._** Asi is a sentient weapon with Intelligence 16, Wisdom 16, and Charisma 16\\. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with you and can speak, read, and understand Sanskrit and Tamil.\n\n_**Personality.**_ The sword’s purpose is to effect the destruction of the enemies of the gods and restoring the Dharma. It is single-minded in its purpose and highly motivated, but not unreasonable or averse to compromising its interests for a short time while in the pursuit of the greater good.\n\n_**Destroying the Sword.**_ The sword can never be permanently destroyed. When reduced to 0 hit points, Asi fades into the Ethereal Plane, reappearing in a location of its choosing 1d4 weeks later.\n\n_**Asi**_   \n_Challenge 8_  \n_Small construct 3,900 XP_  \n**AC** 16 (natural armor)  \n**HP** 102 (12d6+60; bloodied 51)  \n**Speed** fly 40 ft. (hover)\n\n  \nSTR DEX CON INT WIS CHA  \n19 (+4) 17 (+3) 20 (+5) 16 (+3) 16 (+3) 16 (+3)\n\n---\n\n**Proficiency** +3; **Maneuver DC** 15  \n**Saving Throws** Int +6, Wis +6, Cha +6 Skills Insight +6, Perception +6  \n**Damage Resistances** cold, lightning; bludgeoning, piercing, slashing  \n**Damage Immunities** fire, poison, psychic  \n**Condition Immunities** _charmed_ , _fatigue_ , _frightened_ , _poisoned_   \n**Senses** darkvision 120 ft., passive Perception 16  \n**Languages** Sanskrit, Tamil; telepathy 60 ft.\n\n---\n\n_**Immutable Form.**_ The sword is immune to any spell or effect that would alter its form.\n\n_**Magic Resistance.**_ The sword has _advantage_  on _saving throws_  against spells and other magical effects.\n\n---\n\nACTIONS\n\n_**Multiattack.**_ The sword attacks twice with its blade.\n\n_**Blade.** Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit_: 16 (2d10+5) magical slashing damage plus 9 (2d8) fire damage.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cubic-gate-a5e",
            "name": "Cubic Gate",
            "type": "Wondrous Item",
            "desc": "This 3-inch cube has 3 charges and regains 1d3 charges each dawn. Each side of the cube is keyed to a different plane, one of which is the Material Plane. The other five sides are determined by the Narrator.\n\nAs an action, you may press one side of the cube and spend a charge to cast the _gate  s_pell, expending a charge and opening a portal to the associated plane. You may instead press a side twice, expending 2 charges and casting _plane shift_ (save DC 17) which sends the targets to the associated plane.",
            "rarity": "Legendary",
            "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": "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": "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": "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": "golden-chain-shirt-a5e",
            "name": "Golden Chain Shirt",
            "type": "Armor",
            "desc": "While wearing this incredibly light chain shirt your AC equals 14 + your Dexterity modifier. If you have the Unarmored Defense feature, you can also add half your Wisdom modifier to your armor class, and wearing this armor does not interfere with the Adept Speed feature.\n\nOnce per day when you take a critical hit, you can use your reaction to make the golden chain shirt _blind_  your attacker. The creature makes a DC 16 Constitution _saving throw_  or is blinded for 1 minute. At the end of each of its turns, the blind creature makes another saving throw, ending the effect on itself on a success.\n\nIn addition, your Strength increases to 17, you have _advantage_  on Strength saving throws and ability checks, and your Carrying Capacity is determined as if your size is Gargantuan (8 times as much as normal).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gram-the-sword-of-grief-a5e",
            "name": "Gram, the Sword of Grief",
            "type": "Weapon",
            "desc": "This longsword gleams with gold ornamentation, though the blade is a strange brown color. While you are attuned to Gram, you gain the following benefits:\n\n* You gain a +3 bonus to _attack and damage rolls_  made with this magic sword.\n* While you are attuned to the sword and use it to attack a dragon, on a hit it deals an extra 3d6 slashing damage. If you use it to attack a humanoid, on a hit it deals an extra 2d8 poison damage.\n\n### Lore\n\nSword of the legendary hero Sigurd Sigmundsson, it was originally won by his father Sigmund when the god Odin approached him in disguise at a wedding feast. Odin thrust the sword it into a tree and proclaimed that anyone who pulled it from the tree would receive the sword itself as a gift, and that none had ever borne a finer blade. Sigmund drew it, only for Odin to eventually break the blade after he had used it in several battles. The two halves were bequeathed to his son, Sigurd.\n\n_Gram_ was reforged by the dwarf Regin for Sigurd in order to slay Regin’s brother, the wizard-turned-dragon, Fafnir, and reclaim a cursed treasure. Sigurd proofed the blade on Regin’s own anvil, breaking the blade again, and then again after a second forging. Finally, on the third time, it split the anvil in half with a single stroke. Sigurd later killed Fafnir by hiding in a ditch and thrusting upwards into the drake’s unprotected belly. The ditch carried away most of the dragon’s burning, poisonous blood but _Gram_, as well as Sigrud’s arm up to the shoulder, were bathed in it, and a portion of that venomous malice remains in the sword. Though Sigurd’s eventual tragic end had more to do with a cursed ring he stole from the dragon’s hoard than _Gram_, it is nevertheless known as the Sword of Grief.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hammer-of-thunderbolts-a5e",
            "name": "Hammer of Thunderbolts",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic maul. This weapon can only be attuned to when you are wearing a __belt of giant strength_ and __gauntlets of ogre power ._ The attunement ends if you remove or change attunement away from either of those items. \n\nWhile you are attuned to this weapon and holding it:\n\n* Your Strength score increases by 4 (and can exceed 20, but not 30).\n* When you make an attack roll with this weapon against a giant and roll a natural 20, the giant makes a DC 17 Constitution _saving throw_  or dies.\n\nYou can expend 1 charge and make a ranged weapon attack with the maul with a normal range of 20 feet and a maximum range of 60 feet. On a hit, the maul unleashes a thunderclap heard from up to 300 feet away. The target and every creature within 30 feet of it make a DC 17 Constitution _saving throw_  or become _stunned_  until the end of your next turn.\n\n  \nThe maul has 5 charges and regains 1d4+1 charges each dawn.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "harvest-a5e",
            "name": "Harvest",
            "type": "Weapon",
            "desc": "This seems like nothing more than a simple tool at first, rough at the handle and rusted at the edges, but the sickle’s impossibly sharp and shining crescent blade reveals its true nature.\n\nYou gain a +3 bonus to attack and damage rolls made with this magic sickle. It has the following additional properties. \n\n_**Red Reaping.**_ Whenever you use _Harvest_ to reduce a living creature to 0 hit points, it absorbs that creature’s soul and stores it within. _Harvest_ cannot store more than one soul in this way and the souls of any creatures you reduce to 0 hit points while a creature’s soul is already contained within it are not affected by this property.\n\n_**Sow the Reaped.**_ You can use an action to strike the ground with the sickle and produce a blood clone using a creature’s soul stored within _Harvest._ This blood clone appears in an unoccupied space adjacent to you and uses the statistics the creature had when it was alive, except it is both ooze and undead in addition to its other types. Blood clones formed in this way act immediately after you in initiative, and they obey your verbal commands to the best of their ability. Without such commands, the blood clone only defends itself. Once formed, a blood clone remains until destroyed or until 10 minutes pass, after which it dissolves into rotten offal and the trapped soul travels to whatever afterlife was intended for it.\n\n_**Only Life May Die.** Harvest_ has no effect on unliving creatures, and passes harmlessly through constructs and undead when it is used to attack them. \n\n_**Sentience.** Harvest_ is a sentient weapon with Intelligence 14, Wisdom 18, and Charisma 17\\. It sees and hears using your senses. _Harvest_ communicates with only you telepathically and can read, speak, and understand Common, Halfling, and Orc. It cannot communicate with a creature it is not attuned to.\n\n_**Personality.**_ This sickle originally had a much more benign purpose, created by a halfling archdruid to bring forth a new plant for each one harvested. When its creator was killed by an orcish warchief it became a weapon, and in her hands it grew to find a new purpose. It eventually convinced its bearer to sow what she reaped, and caused the very spirit and blood of those she had cut down to slaughter its orcish captors. _Harvest_ has come to believe that all people are inherently wicked and deserve death. It believes that real peace can only be achieved when the last mind capable of war and cruelty goes silent, leaving nothing but the plants and beasts. _Harvest_ tolerates people with a connection to nature but only if they are regularly giving it a chance to continue its “culling”. It whispers often of its great work, and begs you to enrich the earth’s soil with blood that it spills. If you go more than 3 days without using Harvest to slay a sentient creature, you’ll be in conflict with _Harvest_. When in conflict, any time you use the Sow the Reaped property the resulting blood clone ignores your verbal orders and attacks you to the best of its ability. If you are killed by the blood clone in this way, your soul is absorbed into _Harvest_. \n\n_**Destroying Harvest.**_ _Harvest_ is unbreakable but a person that has mastered nature can unmake it. With 24 hours worth of ritual work, any 20th level druid can deconstruct the weapon and return its tortured mind to the earth it was formed from, rendering _Harvest_ an inert mundane sickle made with a moonstone blade.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}