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=requires_attunement
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=requires_attunement&page=2",
    "previous": null,
    "results": [
        {
            "slug": "argent-mantle",
            "name": "Argent Mantle",
            "type": "Wondrous item",
            "desc": "Often reserved for ranking knights of more dogmatic or monastic military orders, these finely made, hood-and-shoulder pieces endow the wearer with exceptional battlefield, statecraft, and leadership skills. You can use a bonus action to speak a command word, causing a nimbus of golden light to surround your head. This nimbus sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Friendly creatures in the bright light shed by this nimbus have advantage on initiative checks and can't be surprised except when incapacitated. The nimbus lasts until you use a bonus action to speak the command word again or you remove the mantle.\n  ***Endearing Leader.*** While wearing this mantle, you can use an action to increase your Charisma score to 20 for 10 minutes. This has no effect on you if your Charisma is already 20 or higher. This property of the mantle can't be used again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "bloodspeed-elixir",
            "name": "Bloodspeed Elixir",
            "type": "Potion",
            "desc": "When you drink this potion, your speed triples for 1 minute, but if you take the Dash action, you take 2d6 poison damage as your body is pushed beyond its normal limits. The murky, crimson liquid smells of ozone and has a thick, sludge-like consistency.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "campaign-field-tent",
            "name": "Campaign Field Tent",
            "type": "Wondrous item",
            "desc": "You can use an action to place this 1-inch cloth cube on the ground and speak its command word. The cube rapidly grows into a field tent with open or closed sides (your choice) that remains until you use an action to speak the command word that dismisses it, which works only if the tent is empty.\n  The field tent is a canvas tent, 15 feet on a side and 10 feet high. It remains firmly fixed to the ground, even when standing on bare stone, a ship's deck, or loose sand, and its magic prevents it from being tipped over.\n  Each creature in the area where the tent appears must make a DC 15 Dexterity saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tent. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.\n  The tent has 50 hit points, immunity to nonmagical attacks, excluding siege weapons, and resistance to all other damage. The tent contains a small table with a chair and five simple beds made of cloth and foldable wooden frames.\n  The field tent can hold up to six Medium or smaller creatures. When a creature finishes a short rest in the tent, it regains double the hit points from any Hit Dice it spends. When a creature finishes a long rest in the tent, it reduces its exhaustion level by 2 instead of 1. In addition, a creature has advantage on saving throws it makes against disease and poison while it rests in the tent.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "cestus",
            "name": "Cestus",
            "type": "Wondrous item",
            "desc": "These leather hand wraps are padded across the knuckles. You have a bonus to attack and damage rolls made with unarmed strikes while wearing these hand wraps. The bonus is determined by the item's rarity.",
            "rarity": "uncommon (+1), rare (+2), or very rare (+3)",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "chain-cilice",
            "name": "Chain Cilice",
            "type": "Wondrous item",
            "desc": "This bracelet made of spiked chain is designed to fit around the ankle, wrist, or thigh. While wearing the cilice, you can use an action to speak its command word, causing it to tighten on your skin and dealing 1d6 piercing damage to you at the start of each of your turns until you use a bonus action to end it. If you have the Ki class feature or ki points from another source, such as the Inner Resilience feat (see the Backgrounds and Feats chapter), you regain 1 ki point for every 5 damage caused by the cilice. If the cilice would reduce you to 0 hit points, it reduces you to 1 hit point instead and the effect ends.\n  If the cilice's effect was ended in this way, it can't be used again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "heartglow-lantern",
            "name": "Heartglow Lantern",
            "type": "Wondrous item",
            "desc": "Fashioned from a single piece of specially grown, hexagonal crystal fitted within a metal frame, a heartglow lantern doesn1t use burning fuel or ignited material to generate light, making it ideal in caverns where air supplies can be precious. You can use an action while holding one of these lanterns to cause it to shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to repeat the command word or until the lantern is no longer being held or carried by a living creature.\n  Each lantern can create an additional effect when it is infused with vitality. Any creature touching a lantern can use an action to infuse it with some of the creature1s vitality. The creature1s hit-point maximum is reduced by an amount equal to the creature1s proficiency bonus, and the lantern gains charges equal to that amount. This reduction lasts until the creature finishes a long rest. Each lantern can hold any number of charges from any number of creatures, but each creature can infuse a lantern with vitality only once between long rests.\n  ***Deadbane (Uncommon).*** While holding this lantern, you can use an action and expend 1 or more of its charges to cause the lantern to detect undead for 1 hour. When an undead is within 20 feet of the lantern, the light it sheds changes to blue, growing brighter the closer the undead is to the lantern. For each charge you spend beyond the first, the duration increases by 30 minutes, and the distance the lantern can detect undead increases by 5 feet. Increasing this distance doesn't increase the radius of the light shed by the lantern.\n  ***Floodmote (Very Rare).*** If you are submerged while holding or carrying this lantern, you can use a reaction and expend 1 or more of its charges to create a small bubble of air for yourself for 1 hour. For each charge you spend beyond the first, the duration increases by 1 hour, and you can choose one additional creature within 30 feet of you to also be protected with a bubble of air. The bubble of air surrounds only a creature's head or other airbreathing organ and provides breathable air to the creature for the duration.\n  ***Tumblesafe (Rare).*** If you or a friendly creature you can see within 40 feet of you falls while you are holding or carrying this lantern, you can use a reaction and expend 1 or more of its charges to slow the fall. For each charge you spend beyond the first, you can extend the light shed by the lantern by 5 feet. Each falling creature and object in the lantern's light descends at a rate of 60 feet per round and takes no damage from falling. It continues to descend at this rate until it lands, even if it exits the lantern's light before it lands.",
            "rarity": "rarity varies",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "javelin-of-teleportation",
            "name": "Javelin of Teleportation",
            "type": "Weapon (javelin)",
            "desc": "This short-hafted javelin bears a long, metal head. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, you can speak its command word and force the target to make a DC 13 Wisdom saving throw. On a failed save, the target is teleported to an unoccupied space you can see within 60 feet of you. That space must be on the ground or on a floor.\n  The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "ninefold-swarmdagger",
            "name": "Ninefold Swarmdagger",
            "type": "Weapon (dagger)",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n  When you hit a creature with this weapon, you can use a bonus action to launch ghostly duplicates of the dagger at nearby creatures. Ghostly duplicates of the dagger fly at up to three creatures you can see within 30 feet of the creature you hit. Make a ranged attack with this dagger at each target. On a hit, a target takes 1d4 force damage. Once you hit six creatures with these ghostly daggers, you can’t launch ghostly daggers from this weapon again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "phase-arrow",
            "name": "Phase Arrow",
            "type": "Weapon (arrow)",
            "desc": "When you make a ranged attack with this arrow, the attack ignores half and three-quarters cover as the arrow dips briefly into the Plane of Shadow on its way to the target. If the target has full cover and you are aware the target is in a particular space, you can fire this arrow at the target with disadvantage on the attack roll.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "potion-belt",
            "name": "Potion Belt",
            "type": "Wondrous item",
            "desc": "One or more thin bands of flexible, pale blue crystal run along this plain, brown leather belt. As an action, you can pour a potion onto a band of crystal, which absorbs the potion and turns a deep blue. Each band of crystal can store only one potion at a time.\n  ***Potion Belt (Common).*** This belt contains only one band of crystal. While wearing the belt, you can use an action to speak the belt’s command word and gain the benefits of the potion as if you drank it.\n  ***Greater Potion Belt (Rare).*** This belt contains three bands of crystal. While wearing the belt, you can use a bonus action to speak the belt’s command word and the name of one of the potions and gain the benefits of the named potion as if you drank it.",
            "rarity": "rarity varies",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "potion-of-infinite-possibilities",
            "name": "Potion of Infinite Possibilities",
            "type": "Potion",
            "desc": "This deep purple potion swirls with glittering flashes of red, green, and blue and smells faintly of ozone. For 1 hour after drinking this potion, you gain the following benefits:\n* You have blindsight out to a range of 60 feet.\n* When you roll a 1 on an ability check, saving throw, or attack roll, you can reroll the die and must use the new roll.\n *You can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.\nWhen the duration ends, you are stunned until the end of your next turn as your mind reels from the loss of the mind-altering effects.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "pouch-of-runestones",
            "name": "Pouch of Runestones",
            "type": "Wondrous item",
            "desc": "This ordinary bag, made from cured animal hide, appears empty. Reaching inside the bag, however, reveals the presence of a number of flat, bone tiles. The bag weighs 1/2 pound.\n  You can use an action to pull one of the tiles from the bag and throw it into the air in front of you. The tile floats 5 feet off the ground and displays a runic symbol. Make a DC 12 Wisdom check. The symbol on the tile is upright on a successful save, and it is reversed on a failed save. Roll a d12 and consult the appropriate table to determine the rune’s effect. If a result requires a saving throw, the DC is 15. The tile vanishes after it displays a rune, but the bag never runs out of tiles.\n  Once used, the bag shouldn’t be used again until the next dawn. Each time it is used again before then, the DC of the Wisdom check increases by 5 for each tile drawn after the first. You can be affected by more than one rune’s effect at a time.\n  Unless otherwise noted, each rune’s effect lasts until you finish a long rest.\n\n ***Upright Runestone*** \n\n| d12  | Rune     | Meaning       | Effect |\n|------|----------|---------------|--------|\n| 1    | Ansuz    | Truth         | When this rune appears, a zone of truth spell is triggered, centered on you, and it moves with you for 1 hour. |\n| 2    | Naudiz   | Necessity     | You have advantage on the next saving throw you make before this effect ends. |\n| 3    | Hagalaz  | Winter        | You can cast the ice storm spell once before this effect ends. |\n| 4    | Laukaz   | Sea           | You can breathe air and water for 5 hours. |\n| 5    | Algiz    | Protection    | You gain a +2 bonus to AC. |\n| 6    | Mannaz   | Teamwork      | You and up to five creatures of your choice that you can see gain 10 temporary hit points. |\n| 7    | Isaz     | Ice           | When you hit with an attack, the attack deals an extra 1d6 cold damage. |\n| 8    | Berkanan | Bear Maiden   | You can use an action to cast polymorph on yourself, transforming into a brown bear. While you are in the form of the brown bear, you retain your Intelligence, Wisdom, and Charisma scores. You can end this effect early as a bonus action. |\n| 9    | Perto    | Mystery       | You can cast disguise self at will. |\n| 10   | Ehwaz    | Freedom       | Until this effect ends, you can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. |\n| 11   | Raido    | Easy Travel   | Your walking speed increases by 10 feet. |\n| 12   | Kaunen   | Enlightenment | You can cast the lesser restoration spell as a bonus action once before this effect ends. |\n\n ***Reversed Runestone*** \n\n| d12  | Rune     | Meaning             | Effect |\n|------|----------|---------------------|--------|\n| 1    | Ansuz    | Falsehood           | You believe everything you hear to be a lie. |\n| 2    | Naudiz   | Consequence         | You have disadvantage on the next saving throw you make before this effect ends. |\n| 3    | Hagalaz  | Blizzard            | When this rune appears, a freezing sphere spell is triggered, centered on you. |\n| 4    | Laukaz   | Sky                 | When this rune appears, a reverse gravity spell is triggered, centered on you. The effect ends at the start of your next turn. |\n| 5    | Algiz    | Vulnerability       | Your Armor Class is reduced by 2. |\n| 6    | Mannaz   | Dissension          | You and friendly creatures within 30 feet of you have disadvantage on attack rolls while within 10 feet of each other. |\n| 7    | Isaz     | Ice                 | You have vulnerability to cold damage. |\n| 8    | Berkanan | Bear Matron         | When this rune appears, a brown bear also appears an unoccupied space nearest to you, and it attacks you. |\n| 9    | Perto    | Unwanted Revelation | You have disadvantage on Charisma checks. |\n| 10   | Ehwaz    | Shackles            | When this rune appears, a maze spell is triggered, targeting you. The effect lasts for 10 minutes or until you escape the maze. |\n| 11   | Raido    | Hard Travel         | Your walking speed is reduced by 10 feet. |\n| 12   | Kaunen   | Insanity            | You suffer a long-term madness. |\n\n",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "shattershot-arrow",
            "name": "Shattershot Arrow",
            "type": "Weapon (arrow)",
            "desc": "When you hit a creature with this weapon, the target takes an extra 3d6 thunder damage as the arrow releases a sudden, loud ringing. Each creature made of inorganic material such as stone, crystal, or metal that is within 10 feet of the target must make a DC 13 Constitution saving throw, taking 3d6 thunder damage on a failed save, or half as much damage on a successful one. A nonmagical object that isn’t being worn or carried also takes the damage if it’s within 10 feet of the target.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "absurdist-web-a5e",
            "name": "Absurdist Web",
            "type": "Wondrous Item",
            "desc": "When you try to unfold this bed sheet-sized knot of spidersilk, you occasionally unearth a long-dead sparrow or a cricket that waves thanks before hopping away. It’s probably easier just to wad it up and stick it in your pocket. The interior of this ball of web is an extradimensional space equivalent to a 10-foot cube. To place things into this space you must push it into the web, so it cannot hold liquids or gasses. You can only retrieve items you know are inside, making it excellent for smuggling. Retrieving items takes at least 2 actions (or more for larger objects) and things like loose coins tend to get lost inside it. No matter how full, the web never weighs more than a half pound.\n\nA creature attempting to divine the contents of the web via magic must first succeed on a DC 28 Arcana check which can only be attempted once between _long rests_ .\n\nAny creature placed into the extradimensional space is placed into stasis for up to a month, needing no food or water but still healing at a natural pace. Dead creatures in the web do not decay. If a living creature is not freed within a month, it is shunted from the web and appears beneath a large spider web 1d6 miles away in the real world.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "air-charm-a5e",
            "name": "Air Charm",
            "type": "Wondrous Item",
            "desc": "While wearing this charm you can hold your breath for an additional 10 minutes, or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Flight**: Cast __fly ._\n* **Float**: Cast _feather fall_ .\n* **Whirl**: Cast __whirlwind kick_  (+7 spell attack bonus, spell save DC 15).\n\n**Curse**. Releasing the charm’s power attracts the attention of a _djinni_  who seeks you out to request a favor.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ammunition-1-a5e",
            "name": "Ammunition +1",
            "type": "Weapon",
            "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ammunition-2-a5e",
            "name": "Ammunition +2",
            "type": "Weapon",
            "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ammunition-3-a5e",
            "name": "Ammunition +3",
            "type": "Weapon",
            "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "amulet-of-the-pleasing-bouquet-a5e",
            "name": "Amulet of the Pleasing Bouquet",
            "type": "Wondrous Item",
            "desc": "Various schools of magic employ all manner of particularly foul-smelling and noxious substances, nauseating some would-be wizards to the point of illness. These enchanted amulets were created to guard against the various stenches found in their masters’ laboratories and supply closets. Enterprising apprentices quickly saw the value of peddling the enchanted trinkets to the affluent wishing to avoid the stench of the streets however, and now they are commonplace among nobility. \n\nThe most typical of these amulets look like pomanders though dozens of different styles, varieties, and scents are available for sale. While wearing it, you can spend an action and expend 1 charge from the amulet to fill your nostrils with pleasing scents for 1 hour. These scents are chosen by the amulet’s creator at the time of its crafting. \n\nIn more extreme circumstances like a __stinking cloud_  spell or _troglodyte’s_  stench, you can expend 3 charges as a reaction to have _advantage_  on _saving throws_  against the dangerous smell until the end of your next turn. \n\nThe amulet has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a or 5 or less, the amulet 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": "anthology-of-enhanced-radiance-a5e",
            "name": "Anthology of Enhanced Radiance",
            "type": "Wondrous Item",
            "desc": "This slightly enchanted book holds lessons for how to look healthier. When you spend 1 hour reading and memorizing the book’s lessons, after your next _long rest_  for the following 24 hours you appear as if you’ve slept and eaten well for months. At the end of the duration, the effect ends and you are unable to benefit from this book until 28 days have passed.",
            "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": "archaic-creed-a5e",
            "name": "Archaic Creed",
            "type": "Wondrous Item",
            "desc": "This crumpled vellum scroll is scrawled with an Infernal statement outlining the beliefs of a specific yet unnamed fiend. Whether or not you can read the language, while studying the statement you gain an expertise die on a Religion check made to recall or learn information about fiends. You can’t do so again until you finish a _long rest_ .\n\nBy repeatedly reciting the creed aloud as an action each round for 1 minute, you can cast _find familiar_ , except your familiar takes the form of either an _imp_  or a _quasit_ . The creed is irrevocably absorbed into the familiar’s body and is completely destroyed when the familiar drops to 0 hit points.\n\n**Curse.** The familiar summoned by the creed is cursed. The fiend who wrote the creed can observe you through the summoned familiar, and can command the familiar to take actions while you are _asleep_  or _unconscious_ .",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armor-1-2-or-3-a5e",
            "name": "Armor +1, +2, or +3",
            "type": "Armor",
            "desc": "Wearing this armor gives an additional magic boost to AC as well as the base AC the armor provides. Its rarity and value are listed below:\n\n| **Base Armor**              | **+1 AC** |           | **+2 AC** |           | **+3 AC** |            |\n| --------------------------- | --------- | --------- | --------- | --------- | --------- | ---------- |\n| Padded cloth                | Common    | 65 gp     | Uncommon  | 500 gp    | Rare      | 2,500 gp   |\n| Padded leather              | Uncommon  | 400 gp    | Rare      | 2,500 gp  | Very rare | 10,000 gp  |\n| Cloth brigandine            | Uncommon  | 150 gp    | Uncommon  | 500 gp    | Rare      | 2,200 gp   |\n| Leather brigandine          | Uncommon  | 400 gp    | Rare      | 2,200 gp  | Very rare | 8,000 gp   |\n| Hide armor                  | Uncommon  | 150 gp    | Uncommon  | 500 gp    | Rare      | 2,000 gp   |\n| Scale mail                  | Uncommon  | 250 gp    | Rare      | 2,000 gp  | Very rare | 8,000 gp   |\n| Breastplate or cuirass      | Uncommon  | 500 gp    | Rare      | 2,000 gp  | Very rare | 8,000 gp   |\n| Elven breastplate (mithral) | Rare      | 1,300 gp  | Very rare | 2,800 gp  | Very rare | 8,800 gp   |\n| Chain mail or chain shirt   | Uncommon  | 150 gp    | Uncommon  | 500 gp    | Rare      | 2,000 gp   |\n| Half plate                  | Rare      | 2,000 gp  | Very rare | 8,000 gp  | Very rare | 32,000 gp  |\n| Hauberk                     | Uncommon  | 450 gp    | Rare      | 1,500 gp  | Very rare | 6,000 gp   |\n| Splint                      | Rare      | 1,500 gp  | Very rare | 6,000 gp  | Very rare | 24,000 gp  |\n| Full plate                  | Very rare | 6,000 gp  | Very rare | 24,000 gp | Legendary | 96,000 gp  |\n| Elven plate (mithral)       | Very rare | 9,000 gp  | Very rare | 27,000 gp | Legendary | 99,000 gp  |\n| Dwarven plate (stone)       | Very rare | 24,000 gp | Legendary | 96,000 gp | Legendary | 150,000 gp |",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armored-corset-a5e",
            "name": "Armored Corset",
            "type": "Armor",
            "desc": "This corset appears to be a lightweight piece of shapewear, bound up the back with satin ribbons. In practice, it acts as a steel breastplate for the purposes of AC, donning time, and sleeping in armor; however, it imposes _disadvantage_  on Acrobatics checks instead of Stealth checks. An armored corset is considered light armor for the purposes of proficiency and imposes no maximum Dexterity modifier. Furthermore, if you wear it for longer than eight hours, you must make a DC 10 Constitution _saving throw_  or suffer a level of _fatigue_ , increasing the DC by 2 for each subsequent eight-hour stretch.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "arrow-of-slaying-a5e",
            "name": "Arrow of Slaying",
            "type": "Weapon",
            "desc": "A particular kind of creature is chosen when this magic arrow is created. When the _arrow of slaying_ damages a creature belonging to the chosen type, heritage, or group, the creature makes a DC 17 Constitution _saving throw_ , taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once the _arrow of slaying_ deals its extra damage to a creature, it loses its magical properties. \n\nOther types of magic ammunition of this kind exist, such as bolts meant for a crossbow, or bullets for a firearm or sling.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "assassins-ring-a5e",
            "name": "Assassin’s Ring",
            "type": "Ring",
            "desc": "This unassuming-looking signet ring comes with sinister features. The first is a four-chambered extradimensional space, each of which can hold one dose of poison. While wearing the ring, you can use an action to press part of its filigree to deploy one of the poisons and apply it to a weapon or piece of ammunition. You have _advantage_  on checks made to conceal this action from observers. \n\nIn addition, you can use a bonus action to whisper a command word that makes a garrote of shadowy force unspool from the ring. A creature _grappled_  using this garrote has _disadvantage_  on _saving throws_  made to escape the grapple.\n\nThis ring’s magic is subtle and creatures have _disadvantage_  on checks made to notice it is magical or determine its purpose.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "atlas-to-libation-a5e",
            "name": "Atlas to Libation",
            "type": "Wondrous Item",
            "desc": "This golden-brown parchment has an odd handle-like wooden stave and a seal marked with an ale tankard. As a bonus action, you can break the seal and unfurl the map. When you do so, the map fills in with accurate topography in a 1-mile radius around you. A miniature image of you appears at the map’s center along with a dotted line leading to an X that marks the nearest potable alcohol. The map immediately rolls back up if brought within 50 feet of alcohol or if no alcohol is within 1 mile when the seal is opened. \n\nOnce used in this way, the seal reforms and is usable again after 24 hours.\n\nAlternatively, you can form a cylinder with the map and grasp it by the handle as an action. If you do so, the map hardens into a tall wooden tankard and magically fills with high quality ale, then loses all magical properties and becomes a mundane object.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "badge-of-seasons-a5e",
            "name": "Badge of Seasons",
            "type": "Wondrous Item",
            "desc": "Glowing, magical symbols of spring, summer, autumn, and winter decorate this wooden badge. So long as at least one of the symbols remains on the badge, fey creatures regard you as a figure of authority. You gain an expertise die on Intimidation and Persuasion checks made to influence fey.\n\nWhenever you create your pact weapon, you can choose to imbue it with the magic of one of the badge’s four symbols. For the next minute or until your pact weapon disappears, you gain a benefit related to the chosen symbol:\n\n**Spring:** Whenever you use your pact weapon to damage a creature, you regain 1d4 hit points.\n\n**Summer:** Attacks made with your pact weapon deal an additional 1d6 fire damage.\n\n**Autumn:** Whenever you use your pact weapon to damage a creature, the target makes a Charisma _saving throw_  against your spell save DC or it deals half damage with weapon attacks until the end of your next turn.\n\n**Winter:** You can use a bonus action to teleport up to 15 feet to an unoccupied space that you can see. Creatures within 5 feet of the space you left each take 1d4 cold damage.\n\nThe symbol disappears after its effect ends. Once you’ve used all four symbols, the badge becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-beans-a5e",
            "name": "Bag of Beans",
            "type": "Wondrous Item",
            "desc": "This cloth bag contains 3d4 dry beans and weighs ½ pound plus ¼ pound for each bean inside.\n\nDumping the bag’s contents on the ground creates a fiery 10-foot radius explosion. The fire ignites unattended flammable objects. Each creature in the area makes a DC 15 Dexterity _saving throw_ , taking 5d4 fire damage on a failure, or half damage on a success. \n\nYou may also take a bean from the bag and plant it in dirt or sand and water it, producing an effect 1 minute later centered on where it was planted.\n\nTo determine the effect the Narrator may create something entirely new, choose one from the following table, or roll.\n\nTable: Bag of Beans\n\n| 1     | 5d4 toadstools with strange markings appear. When a creature eats a toadstool (raw or cooked), roll any die. An even result grants 5d6 temporary hit points for 1 hour, and an odd result requires the creature to make a DC 15 Constitution _saving throw_  or take 5d6 poison damage and become _poisoned_  for 1 hour.                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 2–10  | 1d4+1 geysers erupt. Each one spews a different liquid (chosen by the Narrator) 30 feet into the air for 1d6 rounds: beer, berry juice, cooking oil, tea, vinegar, water, or wine.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |\n| 11–20 | A fully developed _treant_  appears. There is a 50% chance it is chaotic evil, in which case it immediately attacks the nearest creature.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 21–30 | A stone statue in your likeness with an angry countenance rises. The statue is immobile except for its mouth, which can move and speak. It constantly rails threats and insults against you. If you leave the statue, it knows where you are (if you are on the same plane of existence) and tells anyone who comes near that you are the worst of villains, urging them to kill you. The statue attempts to cast _geas_ (save DC 10) on any nearby creature that can speak a language you do (and isn’t your friend or companion) with the command to find and kill you. After 24 hours, the statue loses the ability to speak and cast geas, becoming completely inanimate.                                                                                    |\n| 31–40 | A campfire with green flames appears for 24 hours or until it is extinguished. The area in a 10-foot radius is a haven.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |\n| 41–50 | 1d6+6 fully developed _shriekers_  appear.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |\n| 51–60 | 1d4+8 small pods sprout, which then unfurl to allow a luminescent pink toad to crawl out of each one. A toad transforms into a Large or smaller beast (determined by the Narrator) whenever touched. The beast remains for 1 minute, then disappears in a puff of luminescent pink smoke.                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 61–70 | A fully developed _shambling mound_  appears. It is not hostile but appears perplexed as it is _stunned_  for 1d4 rounds. Once the stun effect ends, it is _frightened_  for 1d10+1 rounds. The source of its fear is one randomly determined creature it can see.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |\n| 71–80 | A tree with tantalizing fruit appears, but then turns into glass that refracts light in a dazzlingly beautiful manner. The glass tree evaporates over the next 24 hours.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |\n| 81–90 | A nest appears containing 1d4+3 vibrantly multicolored eggs with equally multicolored yolks. Any creature that eats an egg (raw or cooked) makes a DC 20 Constitution _saving throw_ . On a success, the creature's lowest ability score permanently increases by 1 (randomly choosing among equally low scores). On a failure, the creature takes 10d6 force damage from an internal magical explosion.                                                                                                                                                                                                                                                                                                                                                         |\n| 91–99 | A 5-foot hole with swirling multicolored vapors inside appears. All creatures within 10 feet of the hole that have an Intelligence of 6 or higher hear urgent, loving whispers from within in a language they understand. Each creature makes a DC 15 Wisdom _saving throw_  or try to leap into the hole. The first creature to jump into the hole (or more than one, if multiple creatures jump in simultaneously) disappears for 1 day before reappearing. A creature has no memory of the previous 24 hours when it reappears, but finds a new randomly determined magic item of uncommon rarity among its possessions. It also gains the benefits of a _long rest_ . The hole disappears after 1 minute, or as soon as a creature jumps completely into it. |\n| 100   | A fantastic, gargantuan beanstalk erupts and grows to a height determined by the Narrator. The Narrator also chooses where the top leads. These options (and more) are possible: the castle of a giant, a magnificent view, a different plane of existence.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-cheese-a5e",
            "name": "Bag of Cheese",
            "type": "Wondrous Item",
            "desc": "This item is often bought from apprentice wizards with an adventurer’s first reward from questing. It is a yellow bag with the word “cheese” embroidered on it (in Common). Any food you put in this bag becomes cheese, but retains its original taste and condition—a moldy and dirty loaf of bread becomes a moldy and dirty piece of cheese. Any non-food items develop a distinctly cheesy aroma.\n\nAlternatively, you can turn the bag inside out, transforming it into 1 Supply worth of any type of mundane cheese.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-devouring-a5e",
            "name": "Bag of Devouring",
            "type": "Wondrous Item",
            "desc": "This item is actually an aperture for the mouth of an immense extradimensional creature and is often mistaken for a _bag of holding_ . \n\nThe creature can perceive everything placed inside the bag. Up to a cubic foot of inanimate objects can be stored inside, however once per day the creature swallows any inanimate objects inside and spews them into another plane of existence (with the Narrator deciding the plane and time of day). Animal or vegetable matter placed completely inside is instead ingested and destroyed. \n\nThis item can be very dangerous. When part of a creature is inside the bag (including a creature reaching a hand inside) there is a 50% chance the bag pulls it inside. A creature that ends its turn inside the bag is ingested and destroyed. \n\nA creature inside the bag can try to escape by using an action and making a DC 15 Strength check. Creatures outside the bag may use an action to attempt to reach in and pull a creature out with a DC 20 Strength check. This rescue attempt is subject to the same 50% chance to be pulled inside.\n\nPiercing or tearing the item destroys it, with anything currently inside shifted to a random location on the Astral Plane. Turning the bag inside out closes the mouth.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-holding-a5e",
            "name": "Bag of Holding",
            "type": "Wondrous Item",
            "desc": "This bag’s interior space is significantly larger than its apparent size of roughly 2 feet at the mouth and 4 feet deep. The bag can hold up to 500 pounds and has an internal volume of 64 cubic feet. Regardless of its contents, it weighs 15 pounds. Retrieving an item from the bag requires an action. If you have never interacted with a specific bag of holding 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\nFood or water placed in the bag immediately and permanently lose all nourishing qualities—after being in the bag, water no longer slakes thirst and food does not sate hunger or nourish. In a similar fashion, the body of a dead creature placed in the bag cannot be restored to life by __revivify , raise dead ,_ or other similar magic. Breathing creatures inside the bag can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\n\nThe bag cannot hold any item that would not fit in a normal bag of its apparent size or any item with the Bulky quality. \n\nIf the bag is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a _bag of holding_ inside another extradimensional storage device such as a _portable hole_  or __handy haversack_ 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": "bag-of-tricks-a5e",
            "name": "Bag of Tricks",
            "type": "Wondrous Item",
            "desc": "This seemingly empty cloth bag comes in several colors and has a small, fuzzy object inside. \n\nYou can use an action to pull a fuzzy object from the bag and throw it up to 20 feet. Upon landing, it becomes a creature determined by a roll on the Bag of Tricks table (depending on the bag’s color). \n\nThe resulting creature is friendly to you and any companions you have. It acts on your turn, during which you can use a bonus action to give it simple commands such as “attack that creature” or “move over there”. If the creature dies or if you use the bag again, it disappears without a trace. After the first use each day, there is a 50% chance that a creature from the bag is hostile instead of friendly and obedient.\n\nOnce you have used the bag three times, you cannot do so again until the next dawn.\n\n__**Table: Bags of Tricks**__\n| Blue bag of tricks (uncommon; cost 400 gp) |                     | Gray bag of tricks (uncommon; cost 350 gp) |                | Green bag of tricks (rare; cost 800 gp) |                   | Rust bag of tricks (uncommon; cost 400 gp**)** |              | Tan bag of tricks (uncommon; cost 300 gp) |                |\n| ------------------------------------------ | ------------------- | ------------------------------------------ | -------------- | --------------------------------------- | ----------------- | ---------------------------------------------- | ------------ | ----------------------------------------- | -------------- |\n| **d8**                                     | **Creatu**re        | d8                                         | **Creature**   | **d8**                                  | **Creature**      | **d8**                                         | **Creature** | **d8**                                    | **Creature**   |\n| 1                                          | _Quipper_           | 1                                          | _Weasel_       | 1                                       | _Giant Crocodile_ | 1                                              | _Rat_        | 1                                         | _Jackal_       |\n| 2                                          | _Octopus_           | 2                                          | _Giant rat_    | 2                                       | _Allosaurus_      | 2                                              | _Owl_        | 2                                         | _Ape_          |\n| 3                                          | _Seahorse_          | 3                                          | _Badger_       | 3                                       | _Ankylosaurus_    | 3                                              | _Mastiff_    | 3                                         | _Baboon_       |\n| 4                                          | _Hunter Shark_      | 4                                          | _Boar_         | 4                                       | _Raptor_          | 4                                              | _Goat_       | 4                                         | _Axe Beak_     |\n| 5                                          | _Swarm of quippers_ | 5                                          | _Panther_      | 5                                       | _Giant lizard_    | 5                                              | _Giant Goat_ | 5                                         | _Black Bear_   |\n| 6                                          | _Reef shark_        | 6                                          | _Giant Badger_ | 6                                       | _Triceratops_     | 6                                              | _Giant Boar_ | 6                                         | _Giant Weasel_ |\n| 7                                          | _Giant Seahorse_    | 7                                          | _Dire Wolf_    | 7                                       | _Plesiosaurus_    | 7                                              | _Lion_       | 7                                         | _Giant Hyena_  |\n| 8                                          | _Giant Octopus_     | 8                                          | _Giant Elk_    | 8                                       | _Pteranodon_      | 8                                              | _Brown Bear_ | 8                                         | _Tiger_        |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "barrow-bread-a5e",
            "name": "Barrow Bread",
            "type": "Wondrous Item",
            "desc": "Barrow bread is made from mashing together plantains and starches that are grown in the tropical barrows. While this viscous, starchy paste is not actually a bread, it perfectly preserves and maintains the temperature of any food tucked inside it for up to a week, protecting and preserving 1 Supply. The magic is contained in the plantain leaves that are wrapped around the barrow bread. Once unwrapped, the barrow bread itself can be consumed (as 1 Supply) within 15 minutes before the outside elements spoil it. ",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bicycle-bell-of-flight-a5e",
            "name": "Bicycle Bell of Flight",
            "type": "Wondrous Item",
            "desc": "This beautifully-filigreed bell can turn into a mundane bicycle of Small or Medium size (chosen at the time of creation) when you activate it as an action. Returning the bicycle to bell form also requires an action.\n\nWhile riding this bicycle, you can ring its bell to gain a flying speed of 50 feet and the ability to hover. You can use the bike to fly for 2 hours, expending at least 10 minutes worth of time with each use. If you are flying when the time runs out, you fall at a rate of 60 feet and take no damage from landing. The bell regains 1 hour of flying time for every 12 hours it is not in use, regardless of which form it is in.\n\n**_Curse._** While far from malicious, the magic of the bell is exuberant to a fault. While you are using its flying speed it frequently rings of its own accord, giving you _disadvantage_  on Stealth checks.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "birdsong-whistle-a5e",
            "name": "Birdsong Whistle",
            "type": "Wondrous Item",
            "desc": "This carving of reddish soapstone resembles a miniature cardinal. When air is blown through the lower back high-pitched sounds are emitted through the bird’s open beak. When the whistle is blown the sounds of songbirds are heard by all creatures in a 100-foot radius. These calls are indistinguishable from actual birds singing. \n\nAlternatively, you can use an action to break the whistle to summon a large flock of birds that appear at the start of your next turn and surround you in a 10-foot radius. The flock moves with you and makes you _heavily obscured_  from creatures more than 10 feet away for 1 minute, or until the flock takes 10 or more damage from area effects.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "blackbird-pie-a5e",
            "name": "Blackbird Pie",
            "type": "Wondrous Item",
            "desc": "This item appears to be a freshly baked pie in a tin. When the crust is fully punctured the pie explodes as 24 magic blackbirds fly out and flit through the air in a 20-foot radius for 2d4 rounds, at which point the birds and the pie disappear. A creature that starts its turn in the area or first enters into the area on its turn makes a DC 15 Dexterity _saving throw_ , taking 1 slashing damage on a failure. A creature damaged by the blackbirds has _disadvantage_  on ability checks and _attack rolls_  until the beginning of its next turn. The blackbirds are magical and cannot be interacted with like normal animals, and attacking them has no effect.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "boots-of-elvenkind-a5e",
            "name": "Boots of Elvenkind",
            "type": "Wondrous Item",
            "desc": "These boots cause your steps to make no sound, no matter the material stepped upon. While wearing these boots, you gain _advantage_  on Dexterity (Stealth) checks to move silently.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bottle-of-fizz-a5e",
            "name": "Bottle of Fizz",
            "type": "Wondrous Item",
            "desc": "When found this thick glass bottle has 25 (5d10) small red rocks inside. You can use an action to throw a red rock to the ground to create a spectacular fireworks show that lasts for 1 round. The fireworks cast bright light for 50 feet and dim light for a further 30 feet, and they can be heard up to 200 feet away.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bouquet-of-wisdom-a5e",
            "name": "Bouquet of Wisdom",
            "type": "Wondrous Item",
            "desc": "This stunningly crafted bouquet contains 2d10 magically fresh flowers—most commonly roses. As an action, you may pluck one from the bouquet while concentrating on your intent. The flower may function as a _scroll_  of _identify , detect poison and disease ,_ or __detect magic_ . The effect lasts for one minute, after which the flower withers and dies.\n\nIf the bouquet is made up of seven roses or more, you can burn it to cast a _divination_  spell, revealing the answer to the question asked in the sweetly-scented smoke. Doing so destroys the bouquet.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bow-of-the-viper-a5e",
            "name": "Bow of the Viper",
            "type": "Weapon",
            "desc": "Both limbs of this bow are scaled and end in a snake’s open mouth.\n\nYou gain a +1 to attack and damage rolls while wielding this weapon. As a bonus action, you can expend 1 charge to poison one arrow suitable for the bow for 1 minute or until it is used to damage a creature When a creature is damaged by the blade’s poison, it makes a DC 15 Constitution _saving throw_  or takes 1d10 poison damage and becomes _poisoned_  for 1 minute.\n\nAlternatively, you can use an action to expend 2 charges to cast the following: _protection from poison , shillelagh_ (transforming the bow into a snake-headed   _1 quarterstaff_ ), _thorn whip_ (causing one of the bow’s snake heads to lash out).\n\nThe bow of the viper has 4 charges and regains 1d4 expended charges each dawn. If you expend the last charge, roll a d20\\. On a or 5 or less, it can no longer regain charges and becomes a   _1 longbow_ .",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bowl-of-commanding-water-elementals-a5e",
            "name": "Bowl of Commanding Water Elementals",
            "type": "Wondrous Item",
            "desc": "This heavy glass bowl weighs 3 pounds and can hold 3 gallons of water. While it is filled, you can use an action to summon a _water elemental_  as if you had cast the _conjure elemental_  spell. Once used, you must wait until the next dawn to use it again.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "box-of-party-tricks-a5e",
            "name": "Box of Party Tricks",
            "type": "Wondrous Item",
            "desc": "This small neat box contains 1d12 glowing vials. You can use an action to remove a vial and smash it to the ground, creating a randomly determined effect from the Box of Party Tricks table.\n\n## Table: Box of Party Tricks\n\n| **d8** | **Effect**                                                                                                                                                                                         |\n| ------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1      | A small bonfire appears in the nearest unoccupied 5-foot cube and remains for 1 minute. All other sources of flame within 50 feet double in brightness.                                            |\n| 2      | For the next minute you gain +1 bonus to ability checks, _attack rolls_ , damage rolls, and _saving throws_  using Strength.                                                                       |\n| 3      | You summon a small, fiercely loyal armored _weasel_  into your service (with 7 hit points and Armor Class 14 thanks to its miniature mithral outfit) that obeys only your commands.                |\n| 4      | A metal ball appears floating in your space and remains there until you say the command word, making it slam into the nearest hostile creature to deal 3d6 bludgeoning damage before disappearing. |\n| 5      | For the next 1d6 hours your voice becomes higher by an octave.                                                                                                                                     |\n| 6      | Until the next dawn you leave a trail of wildflowers wherever you walk.                                                                                                                            |\n| 7      | A pair of __boots of elvenkind_ appear in the nearest unoccupied square. After this effect has appeared once, any further results of 7 are rerolled.                                               |\n| 8      | All hostile creatures in a 30-foot radius are ensnared by ice. An ensnared creature is _grappled_  until it uses an action to make a DC 16 Strength check to break out.                            |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "brazier-of-commanding-fire-elementals-a5e",
            "name": "Brazier of Commanding Fire Elementals",
            "type": "Wondrous Item",
            "desc": "While fire burns in this 5 pound brass brazier, you can use an action to summon a _fire elemental_  as if you had cast the __conjure elemental_  spell. Once used, you must wait until the next dawn to use it again.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "broom-of-flying-a5e",
            "name": "Broom of Flying",
            "type": "Wondrous Item",
            "desc": "You can sit astride this ordinary-seeming 3 pound broom and speak its command word, causing it to hover. While it is hovering you can ride the broom to fly through the air. The broom can carry up to 200 pounds at a speed of 40 feet, or up to 400 pounds at a speed of 20 feet. It stops hovering if you land.\n\nYou can send the broom up to 1 mile from you by speaking its command word and naming a location you are familiar with. It can also be called back from up to a mile away with a different command word.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bubble-wand-a5e",
            "name": "Bubble Wand",
            "type": "Wand",
            "desc": "This slender timber wand has a wooden ring at its tip. The wand has 7 charges and regains 1d6+1 charges each dawn. If you expend the last charge, roll a d20\\. On a 1, the wand bursts into a spray of colorful bubbles and is lost forever.\n\nWhile holding the wand, you can use an action to expend its charges and either create a harmless spray of colorful bubbles (1 charge) or cast the __dancing lights_ cantrip (2 charges). The _dancing lights_ appear as glowing bubbles.\n\nWhen a creature targets you with an attack while you are holding the wand, you can use your reaction to snap it (destroying the wand). You can do this after the roll is made, but before the outcome of the attack is determined. You gain a +5 bonus to AC and a fly speed of 10 ft. as a giant soap bubble coalesces around you. The bubble persists for 1 minute or until you are hit with an attack, at which point it bursts with a loud ‘pop’.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "butterfly-clips-a5e",
            "name": "Butterfly Clips",
            "type": "Wondrous Item",
            "desc": "These clips look like brightly colored enamel butterflies. When affixed to hair, they animate and flit around your head. Most people who wear these clips wear multiple, giving the appearance of a swarm of butterflies surrounding their hair.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cantrip-wand-a5e",
            "name": "Cantrip Wand",
            "type": "Wand",
            "desc": "This wand can be used as a spellcasting focus and allows you to cast one additional cantrip as if you knew it, as long as it is on your spell list. Each cantrip wand has a cantrip imbued within it upon creation, and will be known by its name (such as a _fire bolt_  wand or __light  wand_). \n\nOther implements exist for the storing of cantrips from other classes (like _cantrip holy symbols_ or _cantrip instruments_), and though these are wondrous items they function like wands.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "carpet-of-flying-a5e",
            "name": "Carpet of Flying",
            "type": "Wondrous Item",
            "desc": "You can use an action to speak this carpet’s command word, making it hover and fly. It moves according to your verbal commands as long as you are within 30 feet of it. \n\nThese carpets come in four sizes. The Narrator can choose or randomly determine which size a given carpet is.\n\nIf the carpet is carrying half its capacity or less, its Speed is doubled.\n\n__**Table: Carpet of Flying**__\n| **d20** | **Size**      | **Capacity** | **Flying Speed** | **Cost**  |\n| ------- | ------------- | ------------ | ---------------- | --------- |\n| 1-4     | 3 ft. x 5 ft. | 250 lb.      | 30 ft.           | 15,000 gp |\n| 5-11    | 4 ft. x 6 ft. | 500 lb.      | 25 ft.           | 20,000 gp |\n| 12-16   | 5 ft. x 7 ft. | 800 lb.      | 20 ft.           | 25,000 gp |\n| 17-20   | 6 ft. x 9 ft. | 1,000 lb.    | 15 ft.           | 30,000 gp |",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "charcoal-stick-of-aversion-a5e",
            "name": "Charcoal Stick of Aversion",
            "type": "Wondrous Item",
            "desc": "At every level of society—but especially when you’re on the bottom—going unnoticed can be a great benefit. Invisibility is one thing but effectively hiding your home and your possessions can be harder. As an action, you can expend 1 charge to draw a large X on one object up to the size of a normal door. This has no effect on creatures, or objects worn by creatures. Creatures other than you that see the marked object roll a DC 10 Intelligence _saving throw_ . On a failed save, they do not notice the marked object as anything out of the ordinary from its surroundings (such as a blasphemous icon in a church, a barrel of gunpowder in a kitchen, or an unsheathed weapon resting against the wall of a bedroom going unnoticed). On a success, they can interact with the object normally. A creature that remains in the area and is consciously searching for the kind of object that you have marked receives a new saving throw at the end of each minute. A creature interacting with a marked object automatically reveals it to all creatures who observe the interaction. A charcoal mark lasts for 24 hours or until it is wiped away as an action. \n\nAlternatively, you can expend 2 charges to increase the DC to notice the object to 15\\. \n\nThe charcoal has 2 charges and regains 1 charge each dusk. If you expend the last charge, the charcoal is consumed.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}