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=9
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=10",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=rarity&page=8",
    "results": [
        {
            "slug": "pipes-of-the-sewers-a5e",
            "name": "Pipes of the Sewers",
            "type": "Wondrous Item",
            "desc": "You must be proficient with wind instruments to use these pipes. The pipes have 3 charges and regain 1d3 expended charges at dawn. \n\nYou can use an action to expend 1 to 3 charges and play the pipes, summoning a _swarm of rats_  for each expended charge. Summoned swarms are not under anyone’s control and appear by the shortest available route, and if there are not enough rats within a half mile (at the Narrator’s discretion) for this to take effect the expended charges are wasted and no swarm is summoned.\n\nWhile you are using an action to play the pipes, you can make a Charisma check contested by the Wisdom check of a swarm of rats within 30 feet. On a failure, the swarm acts normally and is immune to the pipes for 24 hours. On a success, the swarm becomes friendly to you and your allies until you stop playing the pipes, following your commands. If not given any commands a friendly swarm defends itself but otherwise takes no actions. Any friendly swarm that begins its turn unable to hear music from the pipes breaks your control, behaving as normal and immune to the effects of the pipes for 24 hours.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "plague-doctors-mask-a5e",
            "name": "Plague Doctor's Mask",
            "type": "Wondrous Item",
            "desc": "This waxed leather mask covers an entire humanoid face and resembles the beak of a bird. A pair of glass lenses allow you to see through it and the bill provides a constant smell of lavender. While attuned to the _plague doctor’s mask_, you gain an expertise die on Constitution _saving throws_  against _diseases_ .\n\nWhen you spend your action to concentrate and inhale the fragrance inside the mask, you recall memories from the brilliant surgeon who created the item. This strips the mask of its magic but allows you to recall the details of a particularly dangerous case. You have advantage on Medicine checks made to treat any single nonmagical disease of your choice until the end of your next _long rest_ , at which point the memories vanish.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "poison-breath-bottle-a5e",
            "name": "Poison Breath Bottle",
            "type": "Wondrous Item",
            "desc": "You can use an action to throw this green vial at a point within 20 feet. The vial shatters on impact and creates a 5-foot-radius cloud of poison gas. A creature that starts its turn in the cloud must succeed on a DC 12 Constitution _saving throw_  or take 2d6 poison damage and become _poisoned_  until the end of its next turn. The area inside the cloud is _lightly obscured_ . The cloud remains for 1 minute or until a strong wind disperses it.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "portraiture-gremlin-a5e",
            "name": "Portraiture Gremlin",
            "type": "Wondrous Item",
            "desc": "This Tiny ethereal white goblinoid sits within a small iron box and is surrounded by dabs of pigments. The box has a switch that when pressed strikes the gremlin on the head with a tiny hammer. Whenever the gremlin is hit by the hammer it rapidly paints whatever it sees out of the small porthole at the front of the box. The gremlin takes 1 minute to finish the picture and the result is a perfectly accurate painting, albeit miniature. The gremlin comes with enough pigments for 5 paintings and each subsequent painting requires paints worth at least 12 gold. ",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "potion-of-animal-friendship-a5e",
            "name": "Potion of Animal Friendship",
            "type": "Potion",
            "desc": "After drinking this potion, for the next hour you can cast _animal friendship_ (save DC 13) at will.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "potion-of-giant-strength-a5e",
            "name": "Potion of Giant Strength",
            "type": "Potion",
            "desc": "After you drink this potion, for the next hour your Strength score increases to match the giant whose parts were used to create it (see Table: Potion of Giant Strength). The potion has no effect if your Strength is equal to or greater than the giant’s Strength score.\n\n__**Table: Potion of Giant Strength**__\n| **Giant**     | **Strength Score** | **Rarity** | **Cost**  | **Appearance**       |\n| ------------- | ------------------ | ---------- | --------- | -------------------- |\n| _Hill giant_  | 20                 | Uncommon   | 300 gp    | Muddy, gray          |\n| _Frost giant_ | 22                 | Rare       | 800 gp    | Transparent, viscous |\n| _Stone giant_ | 23                 | Rare       | 800 gp    | Silver, shimmering   |\n| _Fire giant_  | 25                 | Rare       | 2,000 gp  | Orange, volatile     |\n| _Cloud giant_ | 27                 | Very rare  | 5,000 gp  | Opaque white         |\n| _Storm giant_ | 29                 | Legendary  | 52,500 gp | Swirling black       |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "potion-of-growth-a5e",
            "name": "Potion of Growth",
            "type": "Potion",
            "desc": "A golden acorn floating in this translucent liquid grows and retracts roots every few seconds. After drinking this potion, for the next 1d4 hours your size is doubled (as the __enlarge/reduce_  spell but without need for _concentration_ ).",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "potion-of-poison-a5e",
            "name": "Potion of Poison",
            "type": "Potion",
            "desc": "This potion comes in many guises, and always appears to be a beneficial potion (most often the swirling red of a _potion of healing_ ). Its true intent, however, is deadly. \n\nWhen you drink this potion you take 3d6 poison damage and make a DC 13 Constitution _saving throw_  or become _poisoned_ . At the beginning of each of your turns while poisoned in this way, you take 3d6 poison damage. At the end of each of your turns you repeat the saving throw, decreasing the damage dealt by the poison by 1d6 for each successful save. You cease to be poisoned when the damage is reduced to 0.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "potion-of-resistance-a5e",
            "name": "Potion of Resistance",
            "type": "Potion",
            "desc": "After you drink this potion, for the next hour you gain resistance to a single type of damage (chosen by the Narrator or determined randomly).\n\n__**Table: Potion of Resistance**__\n| **d10** | **Damage Type** |\n| ------- | --------------- |\n| 1       | Thunder         |\n| 2       | Lightning       |\n| 3       | Cold            |\n| 4       | Poison          |\n| 5       | Fire            |\n| 6       | Psychic         |\n| 7       | Acid            |\n| 8       | Necrotic        |\n| 9       | Radiant         |\n| 10      | Force           |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "potion-of-water-breathing-a5e",
            "name": "Potion of Water Breathing",
            "type": "Potion",
            "desc": "After drinking this murky blue potion, you are able to _breathe underwater_  for 1 hour.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "protean-needlepoint-a5e",
            "name": "Protean Needlepoint",
            "type": "Wondrous Item",
            "desc": "Always pristine, easy to thread—and most importantly—able to change its size to suit any purpose, this miraculous sewing needle promises to always be the right tool for the job. The needle’s exact size randomly changes every hour, but you can also choose the form it takes by spending 1 minute threading it with the proper filament.\n\n**Cotton (Sharp Needle)**. Perfect for delicate stitching, beading, and general use.\n\n**Silk (Embroidery Needle)**. Ideal for more decorative needlework.\n\n**Wool (Canvas Needle)**. Large and blunt, for bulkier, loosely woven material.\n\n**Leather (Glover Needle)**. Big, sharp, made for punching through thick hide.\n\nThe _protean needlepoint_ can be used as an improvised weapon when it is sized as a canvas needle for wool (1 magical piercing damage) or a glover needle for leather (1d4 magical piercing damage). When you score a critical hit with it, the tip of the needle snaps off and it becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "pumpkin-bomb-a5e",
            "name": "Pumpkin Bomb",
            "type": "Wondrous Item",
            "desc": "This pale white pumpkin is small enough to fit in the palm of a human hand. A macabre, grinning face is carved into one side, and a candle within burns an eerie purple flame. While its candle is lit, this pumpkin lantern shines _dim light_  in a 10-foot radius. The lantern’s candle burns for 1 minute, after which the pumpkin instantly rots and loses its magic.\n\nUndead must make a DC 12 Wisdom _saving throw_  when entering the radius or when beginning their turn within the pumpkin’s light, taking 3d6 radiant damage on a failed save or half as much on a success. Incorporeal undead have _disadvantage_  on this saving throw.\n\nThe pumpkin has AC 8 and 2 hit points. If the pumpkin is destroyed, all undead within 10 feet of it must make a DC 12 Wisdom _saving throw_ , taking 6d6 radiant damage on a failed save or half as much on a success.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "quiver-of-the-hunt-a5e",
            "name": "Quiver of the Hunt",
            "type": "Wondrous Item",
            "desc": "While attuned to and wearing this ornate quiver, you can draw arrows, bolts, or sling stones as part of taking the Attack action with a bow, crossbow, or sling, producing an endless supply of missiles. The ammunition disappears upon impact, hit or miss, and disappears if passed to another creature to fire.\n\nWhile attuned to and wearing the rare version of the _quiver of the hunt,_ you can also use a bonus action to declare a target to be your quarry. You gain _advantage_  on Perception checks made to detect and Survival checks made to track the target, as well as Intelligence checks to determine its weaknesses. In addition, you deal an extra 1d6 damage on weapon attacks made against the target. The target remains your quarry for 8 hours, or until you cease _concentration_  (as if concentrating on a spell).",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "reloader-gremlin-a5e",
            "name": "Reloader Gremlin",
            "type": "Wondrous Item",
            "desc": "A tiny, ethereal gremlin squats motionless in this silver picture frame, which from a distance appears to contain a painting of the gremlin. The gremlin watches a particular device or mechanism. One minute after the device is triggered, the gremlin emerges from its frame, performs whatever actions are necessary to reset the device, and returns to its frame.\n\nThe gremlin is ethereal and unable to interact with objects and creatures on the Material Plane other than its frame and the device it watches.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "restorative-ointment-a5e",
            "name": "Restorative Ointment",
            "type": "Wondrous Item",
            "desc": "This green glass jar holds 1d4+1 doses of a fresh-smelling mixture. You can use an action to swallow or apply one dose, restoring 2d8+2 hit points and curing both _poison_  and _disease_ .",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-jumping-a5e",
            "name": "Ring of Jumping",
            "type": "Ring",
            "desc": "While wearing this ring, you can use a bonus action to cast the _jump_  spell on yourself.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-mind-shielding-a5e",
            "name": "Ring of Mind Shielding",
            "type": "Ring",
            "desc": "While wearing this ring, creatures cannot magically read your thoughts, know if you’re lying, or discern your creature type, and you can only be communicated with telepathically if you allow it.\n\nIf you die while wearing this ring, your soul enters the ring upon death, unless another soul already occupies it. You choose when your soul leaves the ring. While within the ring, you can communicate telepathically with anyone wearing it (this communication cannot be prevented.)\n\nYou can use an action to make the ring _invisible_ , and it remains so until it is removed, you die, or you use an action to make it visible.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-swimming-a5e",
            "name": "Ring of Swimming",
            "type": "Ring",
            "desc": "While wearing this ring, you have a swim speed of 40 feet.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-warmth-a5e",
            "name": "Ring of Warmth",
            "type": "Ring",
            "desc": "While wearing this ring, you have resistance to cold damage. Additionally, you and anything you are wearing or carrying remain unharmed by temperatures as low as –50° Fahrenheit (–46° Celsius).",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-water-walking-a5e",
            "name": "Ring of Water Walking",
            "type": "Ring",
            "desc": "While wearing this ring, you can choose to stand on or move across any liquid surface as if it were solid ground.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-useful-items-a5e",
            "name": "Robe of Useful Items",
            "type": "Wondrous Item",
            "desc": "Leather patches of various shapes and colors are sewn into this robe. While attuned to and wearing the robe, you can use an action to detach one of the patches, causing it to become the object it represents. Once the last patch is removed, the robe loses its magical properties.\n\nThe robe has two of each of the following patches: \n\n* _Dagger_\n* _Bullseye lantern_  (filled and lit)\n* _Steel mirror_\n* 10-foot _pole_\n* _Hempen rope_  (50 feet, coiled)\n* _Sack_\n\nIn addition, the robe has 4d4 other patches (either chosen by the Narrator or randomly determined).\n\n__**Table: Robe of Useful Items**__\n| **d100** | **Patch**                                                                                                                                                                                                |\n| -------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 01–02    | Spade, _bucket_                                                                                                                                                                                          |\n| 03–04    | Pair of empty _waterskins_                                                                                                                                                                               |\n| 05–06    | Luxurious _blanket_                                                                                                                                                                                      |\n| 07–08    | _Grappling hook_                                                                                                                                                                                         |\n| 09–10    | 10 _iron spikes_                                                                                                                                                                                         |\n| 11–12    | _Miner’s pick_                                                                                                                                                                                           |\n| 13–14    | 10 _pitons_                                                                                                                                                                                              |\n| 15–18    | _Wheelchair_                                                                                                                                                                                             |\n| 19–20    | _Flash bomb_ , _smoke bomb_                                                                                                                                                                              |\n| 21–22    | _Block and tackle_ , _bar of soap_                                                                                                                                                                       |\n| 23–25    | Chalk, _crowbar_ , hammer                                                                                                                                                                                |\n| 26       | _Medium cage_                                                                                                                                                                                            |\n| 27–29    | Roll 1d4 (1: _fishing snare_ , 2: _hunting snare_ , 3–4: _hunting trap_ )                                                                                                                                |\n| 30       | _Sled_                                                                                                                                                                                                   |\n| 31–32    | _Cold weather gear_                                                                                                                                                                                      |\n| 33–35    | Roll 1d4 (1–2: _one person tent_ , 3: _two person tent_ , 4: _communal tent_ )                                                                                                                           |\n| 36–37    | 2 _alchemical torches_                                                                                                                                                                                   |\n| 38       | Blank _spellbook_                                                                                                                                                                                        |\n| 39–40    | 10-foot _chain_                                                                                                                                                                                          |\n| 41–42    | _Tinderbox_                                                                                                                                                                                              |\n| 43–44    | _Signal whistle_  and a _small bell_                                                                                                                                                                     |\n| 45–46    | _Backpack_                                                                                                                                                                                               |\n| 47–50    | 4 bags of _caltrops_                                                                                                                                                                                     |\n| 51       | _Mosquito netting_                                                                                                                                                                                       |\n| 52–55    | _Prosthetic leg or foot_                                                                                                                                                                                 |\n| 56–59    | 4 bags of _ball bearings_                                                                                                                                                                                |\n| 60       | _Large cage_                                                                                                                                                                                             |\n| 61–62    | _Merchant’s scales_ , stick of _incense_                                                                                                                                                                 |\n| 63       | _Barrel_                                                                                                                                                                                                 |\n| 64–66    | _Prosthetic arm or hand_                                                                                                                                                                                 |\n| 67–68    | Bottle of ink, inkpen, sealing wax, 2 sheets of paper                                                                                                                                                    |\n| 69–70    | Vial of perfume                                                                                                                                                                                          |\n| 71–72    | _Portable ram_                                                                                                                                                                                           |\n| 73       | _Huge cage_                                                                                                                                                                                              |\n| 74–75    | _Marshland gear_                                                                                                                                                                                         |\n| 76–79    | _Antitoxin_                                                                                                                                                                                              |\n| 80–81    | _Healer’s satchel_  (10 uses)                                                                                                                                                                            |\n| 82–83    | 10 _bandages_  sealed in oilskin                                                                                                                                                                         |\n| 84–86    | _Cart_                                                                                                                                                                                                   |\n| 87–89    | _12-foot long rowboat_                                                                                                                                                                                   |\n| 90       | _Lock_                                                                                                                                                                                                   |\n| 91–92    | Pit (a cube 10 feet on a side) which you can place on the ground within 10 feet                                                                                                                          |\n| 93–94    | _Greataxe_                                                                                                                                                                                               |\n| 95–96    | 24-foot long wooden folding ladder (each section is 6 feet)                                                                                                                                              |\n| 97–98    | Fully glazed window that changes to fit a hole in a wall no larger than 10 feet in any direction                                                                                                         |\n| 99–100   | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach (the door conforms to fit the opening, attaching and hinging itself) |",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rope-of-climbing-a5e",
            "name": "Rope of Climbing",
            "type": "Wondrous Item",
            "desc": "This magical rope is 60 feet long, holds up to 3,000 pounds, and weighs only 3 pounds. While holding one end of the rope, you can use an action to speak a command word that animates it. With a bonus action, you can make the other end move toward a destination you choose. \n\nThe other end moves 10 feet on each of your turns until it reaches the point, moves its maximum length away, or you command it to halt. You may also command the rope to coil itself, knot itself, unknot itself, or fasten or unfasten itself.\n\nWhile knotted, the rope shortens to 50 feet as knots appear at 1 foot intervals along its length. Creatures have _advantage_  on checks made to climb the rope when it is used in this way.\n\nThe rope has AC 20 and 20 hit points. When damaged the rope recovers 1 hit point every 5 minutes. The rope is destroyed when reduced to 0 hit points.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "satyr-boots-a5e",
            "name": "Satyr Boots",
            "type": "Wondrous Item",
            "desc": "You gain an expertise die on Performance checks made to dance while you wear these finely-crafted boots. As an action, you can transform your legs and feet into the furry haunches and cloven hooves of a goat. The transformation lasts for 1 minute or until you use another action to return to your normal form. While transformed, your base Speed becomes 40 feet, you gain an expertise die on Acrobatics checks, and you ignore _nonmagical difficult terrain_ . When the effect ends, the boots fall apart and become useless until a properly trained _satyr_  cobbler repairs them for you.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "seafarers-quill-a5e",
            "name": "Seafarer's Quill",
            "type": "Wondrous Item",
            "desc": "This elegant swan feather quill has a solid gold nib that allows you to write in perfect cursive, granting an expertise die on any forgery kit check you make as long as the handwriting you are copying is also in cursive.\n\nStrangely enough, you can use a bonus action or reaction to break the quill, magically transforming everything it has written in the last minute to almost perfectly match the original handwriting of whoever you were copying last. Creatures have _disadvantage_  on checks made to realize it is a forgery.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "second-light-lantern-a5e",
            "name": "Second-Light Lantern",
            "type": "Wondrous Item",
            "desc": "Many humanoid races have darkvision but some find that this curious lantern (which can be a hooded lantern or bullseye lantern) is worth carrying all the same, particularly scholars and spies who often need the finest possible detail without revealing themselves to others. When you light this lantern, you can expend 1 charge to shed second-light. Second-light is visible only to creatures with darkvision and they see the full range of colors in things illuminated by it. \n\nAlternatively, you can expend 1d4 charges to shed a still more specialized light, visible only to those who are touching the lantern’s handle. This light lasts for a number of minutes equal to the charges expended.\n\nThe lantern has 4 charges and regains 1 charge each dusk. If you expend the last charge, roll a d20\\. On a result of 5 or less, the lantern loses its magic and becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "secret-catching-pearls-a5e",
            "name": "Secret-catching Pearls",
            "type": "Wondrous Item",
            "desc": "This necklace is a work of art; a delicate golden chain with a shower of 2d6+2 pearls affixed to it. As a bonus action, you can detach a pearl. On your subsequent turns, you can use your bonus action to listen through the pearl, allowing you to hear as though you were there. This effect ends after ten minutes or if the wearer removes the necklace.\n\nOnce all pearls have been removed, the necklace becomes a mundane gold chain worth 30 gp.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "seeds-of-necessity-a5e",
            "name": "Seeds of Necessity",
            "type": "Wondrous Item",
            "desc": "In the groves of particularly friendly and sociable druids the plants themselves become helpful and eager to please, their valuable seeds able to grow into whatever shape is required. A pouch of _seeds of necessity_ contains 1d10 coin-sized seeds. When you plant one of these seeds in soil and water it while you picture in your mind an object which you desire, over the course of one minute the seed grows into a simple wooden object no larger than a 10-foot-cube that closely matches the picture in your mind (common uses include a ladder, a sturdy table, a throne, a barrel, a cart wheel, or a rowboat). The seed is consumed as it grows into the object.\n\nThe seed cannot grow into an object with moving parts, but several seeds can be grown into a combination of objects which could be used to construct a more complicated shape, such as a cart made from a tray with four wheels, or a row boat and two oars.\n\nWhen you plant and water a _seed of necessity_, roll a d100\\. On a result of 100, instead of the object you requested, a friendly _awakened shrub_  grows in its place. On a result of 13 or less, the seed was a bad seed and instead grows into a hostile _awakened tree_ .",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "seven-sided-coin-a5e",
            "name": "Seven-Sided Coin",
            "type": "Wondrous Item",
            "desc": "The origins of this dull gray coin are impossible to identify. Though when observed the coin has only two sides, flipping it yields one of 7 different results. You can flip the coin as an action. The effects of the flip last for 10 minutes or until you flip the coin again. Roll a d8 to determine the result: \n\n| **d8** | **Effect**                                                                                                                               |\n| ------ | ---------------------------------------------------------------------------------------------------------------------------------------- |\n| 1      | _Black Sun:_ Choose one warlock cantrip you don’t already know. You know that cantrip for the duration.                                  |\n| 2      | _Broken Temple:_ You gain an expertise die on Wisdom _saving throws_ .                                                                   |\n| _3_    | _Guiding Star:_ When you make an Arcana, History, Nature, or Religion check, you can treat a d20 roll of 9 or lower as a 10.             |\n| 4      | _Lidless Eye:_ You see _invisible_  creatures and objects as if they were visible, and you can see into the Ethereal Plane.              |\n| 5      | _New Moon:_ You have an expertise die on Stealth checks.                                                                                 |\n| 6      | _Pact Blade:_ You gain a +2 bonus to melee attack rolls.                                                                                 |\n| 7      | _Twisted Rod:_ When you cast a spell that deals damage, you can choose to reroll one of the damage dice. You must use the second result. |\n| 8      | The coin folds in on itself and disappears forever.                                                                                      |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "skeleton-key-a5e",
            "name": "Skeleton Key",
            "type": "Wondrous Item",
            "desc": "This miniature skeleton holding a knife has been carved out of a human’s vertebrae. As an action, you can use the miniature knife to self-inflict 2d4 damage that ignores all resistances and immunities. When you do so, the skeleton animates and walks towards the nearest locked door or object within 10 feet, then plunges itself into the lock and makes a thieves’ tools check (it has a +10 bonus) to crack the lock. Whether successful or unsuccessful, the skeleton then walks back to you and returns to its inanimate state.\n\nAlternatively, you can use an action to cover the skeleton in blood. When you do so, the skeleton rushes to the nearest lock within 10 feet and unlocks it (as per the spell __knock_ ) before dissolving into red mist.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "skull-liqueur-a5e",
            "name": "Skull Liqueur",
            "type": "Potion",
            "desc": "This crystal phial appears empty unless it is agitated, which reveals that it is filled to the brim with a clear liqueur. Close examination reveals bubbles within the liquid that seem to be shaped like tiny skulls. Pouring the phial’s contents into the mouth of a dead creature animates it as if it were the target of a __speak with dead_ spell.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "skywing-a5e",
            "name": "Skywing",
            "type": "Wondrous Item",
            "desc": "Folding into a specially designed backpack, a _skywing_ is part mechanical, part magical, and you can gain proficiency with it as though it were a tool. The apparatus can be deployed as a bonus action and gives you a glide speed of 20 feet, but reduces your walking speed by half. Gliding allows you to move horizontally 1 foot for every 1 foot it descends, falling if you move less than 5 feet each turn. In addition, you can spend an action to make a Dexterity check. On a success, you gain 5 feet of height. The DC of this check is set by the Narrator based on the weather conditions.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "slippers-of-spider-climbing-a5e",
            "name": "Slippers of Spider Climbing",
            "type": "Wondrous Item",
            "desc": "While you are wearing these shoes, you can move on walls and upside down on ceilings without the use of your hands, gaining a climb speed equal to your Speed. The shoes cannot be used on slippery surfaces.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spectral-camera-a5e",
            "name": "Spectral Camera",
            "type": "Wondrous Item",
            "desc": "Favored by those who deal with hauntings, a spectral camera can capture the image of spirits on film. Any creature with incorporeal movement or on the Ethereal Plane (visible or not) that passes in front of the camera’s open aperture (up to 30 feet away) will trigger the camera to immediately take a monochrome picture. This has no effect on creatures affected by an _invisibility_  spell. You can also take a picture manually as a reaction. Once a picture is taken, you must spend an action to prepare the camera for another.\n\nUnlike physical objects, incorporeal beings do not need to stay still to appear on the resulting photo, though the entire process takes 1 minute to complete. Such photos do not need to be developed and show ghostly subjects in crisp detail, while all mundane aspects (chairs, corporeal creatures, etc.) are at best mildly blurry.\n\nEach picture taken with a spectral camera costs 2 gp in materials, which are significantly rarer than those for a mundane photograph. (300 gp, 15 lbs.)",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spellcasting-symphony-a5e",
            "name": "Spellcasting Symphony",
            "type": "Wondrous Item",
            "desc": "A noted bard created these flawless instruments to be exemplary examples of their kind. In addition to creating music of rare quality, they are able to cast spells as they are played as well as offering additional unique benefits.\n\nWhile attuned to one of these instruments, you gain an additional benefit and can use an action to cast one of the spells an instrument knows by playing it. Once you have done so, the instrument can not be used to cast that spell again until the next dawn.\n\nIf you are not a bard, when attempting to play one of these instruments you make a DC 14 Charisma _saving throw_  or take 3d6 psychic damage.\n\nWhen using one of these instruments to make a Performance check you gain an expertise die (1d8).\n\n__**Table: Spellcasting Symphony**__\n| **Instrument**       | **Cost**  | **Rarity** | **Spells**                                                                                 | **Other Benefits**                                                      |\n| -------------------- | --------- | ---------- | ------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------- |\n| _Harp of Harmony_    | 500 gp    | Uncommon   | __calm emotions , charm person , charm monster_                                            | Bonus action to gain _advantage_  on a Persuasion check once each dawn. |\n| _Defending Drum_     | 1,500 gp  | Rare       | __alter self , feather fall , misty step_                                                  | +2 to AC.                                                               |\n| _Triangle of Terror_ | 4,500 gp  | Rare       | __fear , phantasmal killer_                                                                | _Advantage_  on Intimidation checks.                                    |\n| _Flute of the Wind_  | 10,000 gp | Very Rare  | __fly , sleet storm , stone shape , wind wall_                                             | Bonus action to gain _advantage_  on a Survival check once each dawn.   |\n| _Lute of Legends_    | 95,000 gp | Legendary  | __conjure celestial , contact other plane , delayed blast fireball , greater invisibility_ | Single casting of __wish ._                                             |",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "spindle-of-spinning-a5e",
            "name": "Spindle of Spinning",
            "type": "Wondrous Item",
            "desc": "You can use an action to stab with this spindle, treating it as an improvised weapon and making a melee weapon attack roll against a creature within reach. On a hit, you deal 1 magical piercing damage and the creature makes a DC 15 Strength _saving throw_  or it falls into a magical slumber (as the __sleep_ spell) for 2d4 hours. A sleeping creature awakens when it takes damage or a loud noise occurs within 50 feet of it.\n\nThis enchanted slumber is infectious through touch. When a creature uses an action to try and shake or slap a sleeper awake, it makes a DC 15 Strength _saving throw_  or it falls asleep for 1d4 hours.\n\nThe needle breaks when you roll a 1 on a weapon attack roll using it, dispersing its sleep magic in a 30-foot radius. Each creature in the area makes a DC 15 Strength _saving throw_  or it falls asleep.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-the-python-a5e",
            "name": "Staff of the Python",
            "type": "Staff",
            "desc": "You can use an action to speak this staff’s command word and throw it at a point on the ground within 10 feet to transform it into a _giant constrictor snake_ **.** During your turn, while you aren’t incapacitated and remain within 60 feet of it, you can mentally command the snake. The snake acts immediately after you. You decide its moves and actions, or you can issue a general command such as to guard a location.\n\nAs a bonus action, you can transform the snake back into a staff by repeating the command word. The staff appears in the space formerly occupied by the snake. If the snake has at least 1 hit point when it becomes a staff, it regains all its hit points.\n\nIf the snake is reduced to 0 hit points, it is destroyed, reverting to staff form before shattering into pieces.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stalking-cat-a5e",
            "name": "Stalking Cat",
            "type": "Wondrous Item",
            "desc": "This jade pendant takes the form of a cat ready to pounce. Once per day while attuned to this pendant you may immediately reroll a failed melee weapon attack or Stealth roll. If the reroll also fails the pendant loses its magic, becoming a mundane item worth 25 gold.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stick-awl-a5e",
            "name": "Stick Awl",
            "type": "Wondrous Item",
            "desc": "This simple, small, pointed leatherworking tool has a sturdy maple wooden handle and a superb steel point that never dulls. Used by crafters to make the finest armor, it has been known to pierce the toughest of hides. When used as a weapon the awl is treated as a dagger that deals 1 point of magical piercing damage. When you speak the command word while making a successful melee weapon attack with it against an object, the awl is destroyed after puncturing a hole. The awl is able to puncture any substance, and the hole it leaves behind is 3-inches deep with a diameter of 1/8th-inch. Unlike other enchanted trinkets, the awl can be used as a weapon without potentially being destroyed.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stone-of-good-luck-luckstone-a5e",
            "name": "Stone of Good Luck (Luckstone)",
            "type": "Wondrous Item",
            "desc": "You gain a +1 bonus to ability checks and _savings throws_  as long as this lustrous gemstone is on your person.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "that-which-spies-from-infinitys-true-name-a5e",
            "name": "That Which Spies From Infinity’s True Name",
            "type": "Wondrous Item",
            "desc": "This slip of parchment contains the magically bound name “Holtrathamogg” surrounded by eldritch symbols that defy all translation. 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 dark and tentacled elder evil beside you for 1 minute. Holtrathamogg is utterly alien and is disquietingly silent unless spoken to. 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* Instantly snuff out a bonfire, candle, or similar light source within 15 feet.\n* Translate up to 25 words of spoken or written Deep Speech into Common.\n* Whisper madness into the ears of a target creature within 5 feet. A creature whispered to in this way makes a DC 13 Wisdom _saving throw_  or becomes _frightened_  until the end of its next turn.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on That Which Spies From Infinity in exchange for its direct assistance. When you do so the parchment melts away into nothing and for the next minute the vision transforms into an eldritch ethereal tentacle within 30 feet. On each of your turns, you can use a bonus action to verbally instruct the tentacle to make a melee spell attack (+6 bonus to hit) against a target within 10 feet of it. On a hit, the target takes 1d8 cold damage and its Speed is reduced by 10 feet until the start of your next turn. Once you have revoked your claim in this way, you can never invoke That Which Spies From Infinity’s true name again.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tome-of-the-spellblade-a5e",
            "name": "Tome of the Spellblade",
            "type": "Wondrous Item",
            "desc": "This soft-covered leather bound treatise contains writings describing, in the most basic terms possible, methods of magical fighting. Even so, the material is fairly dense and requires definition and reiteration of various terms and ideas. Fortunately, it also contains many detailed diagrams.\n\nSpending at least 24 hours over the course of 7 days reading and practicing the forms and phrases within the tome allows you to learn the  \n_Arcane Knight_ combat tradition at the end of the week, as long as you already have access to combat maneuvers. This combat tradition does not count against your limit of known combat traditions. At the time of reading, you can also choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition.\n\nOnce this tome has been read, it becomes a mundane item for a year and a day before it regains its magic.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tome-of-triumphant-tavern-keeping-a5e",
            "name": "Tome of Triumphant Tavern Keeping",
            "type": "Wondrous Item",
            "desc": "This collection of journals from tavern keepers the world over contains numerous stories about revelry written by the people that enabled them. After you spend 12 hours reading through the book’s tales, whenever you are in a pub, inn, or tavern you gain _advantage_  on Wisdom and Charisma checks made against the workers there. The tome then becomes a mundane item for 28 days before it regains its magic.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "trident-of-fish-command-a5e",
            "name": "Trident of Fish Command",
            "type": "Weapon",
            "desc": "This weapon has 3 charges. While carrying the trident, you can use an action to expend 1 charge and cast __dominate beast_ (save DC 15) on a beast with an innate swimming speed. At dawn each day the trident regains 1d3 expended charges.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "useful-top-hat-a5e",
            "name": "Useful Top Hat",
            "type": "Wondrous Item",
            "desc": "This stylish and sturdy top hat conceals a useful feature: a small pocket dimension. You may store up to 50 pounds worth of items in the extradimensional space. Retrieving an item stowed this way requires a bonus action (to remove the hat) and an action (to retrieve the item). If you have never interacted with a specific useful top hat before, the first time you use it, it requires 1d4 rounds to take stock of its contents before anything can be retrieved from the bag.\n\nAs with all extra-dimensional storage, food or drink placed inside immediately and permanently loses its nourishing qualities, and a body placed in it cannot be restored to life by __resurrection , revivify ,_ or similar magic. Living creatures cannot be placed in the space and are merely stowed as though in a mundane top hat if it is attempted. The pocket dimension cannot be accessed until the creature is removed. The hat cannot hold any item that would not fit in a normal hat of its apparent size or any item with the Bulky quality. If the hat is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a useful top hat inside another extradimensional storage device such as a bag of holding results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "verdant-fang-a5e",
            "name": "Verdant Fang",
            "type": "Wondrous Item",
            "desc": "You can attune to this item only if you’re in the good graces of the green dragon who granted it to you. You attune to the fang by pressing it into your mouth, whereupon it replaces one of your canine teeth. While attuned to the fang, you can speak and understand Draconic, and you can use an action to breathe a 15-foot cone of poison gas. Creatures in the area must make a DC 12 Constitution _saving throw_ , taking 4d6 poison damage on a failed save or half the damage on a success. You can’t use this property again until you finish a _long rest_ .\n\nAs an action, you can bite down on the fang, destroying it. Doing so sends a mental distress signal to the dragon who granted you the fang; the dragon immediately learns where you are and will come to your aid.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "vicious-weapon-a5e",
            "name": "Vicious Weapon",
            "type": "Weapon",
            "desc": "When you roll a natural 20 on an _attack roll_  using this weapon it deals an extra 2d6 damage of the weapon’s type (this extra damage does not double).",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-cobwebs-a5e",
            "name": "Wand of Cobwebs",
            "type": "Wand",
            "desc": "A convincing way to cover one’s tracks is to create the appearance that an area hasn’t been disturbed in a long time. This spindly wooden wand sheds a little dust whenever you touch it. While holding it, you can use an action and expend 1 charge to conjure wispy cobwebs in a 1-foot cube within 30 feet of you that you can see. The cobwebs must be anchored to two solid masses or layered across a floor, wall, or ceiling. The ground beneath the cobwebs is covered with a layer of dust that suggests at least a year of disuse. The cobwebs and dust last until cleared away.\n\nThe wand has 10 charges and regains 1d6+4 charges each dusk. If you expend the last charge, roll a d20\\. On a result of 5 or less, the wand disintegrates into a mass of cobwebs.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-elocution-a5e",
            "name": "Wand of Elocution",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge and touch it to one willing beast or humanoid. If the target is a humanoid, for the next hour it gains an expertise die on Deception, Intimidation, and Persuasion checks, as well as on Performance checks made to act, orate, or otherwise speak in front of a crowd. If the target is a beast, it gains the ability to speak one language that you are proficient with for the next hour.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits a cacophony of voices and animal noises audible within 100 feet for 1 minute then loses its magical properties.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-erudition-a5e",
            "name": "Wand of Erudition",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge and target one willing humanoid you can see within 30 feet. For the next hour, the target gains one of the following benefits:\n\n* The ability to read, speak, and understand one language you are proficient with.\n* Proficiency with one skill or tool with which you are proficient.\n* Knowledge of some piece of information you know that you could communicate in less than 1 minute, such as the contents of a book you have read or directions to a location familiar to you. The target gains this knowledge even if you do not share a language. When the effect ends, the target forgets the information you imparted.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand fades from existence and you forget you ever owned it.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-magic-detection-a5e",
            "name": "Wand of Magic Detection",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge to cast __detect magic ._\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}