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&page=18
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=19",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=requires_attunement&page=17",
    "results": [
        {
            "slug": "wig-of-styling-a5e",
            "name": "Wig of Styling",
            "type": "Wondrous Item",
            "desc": "This wig has 2 charges and regains 1 charge each dawn. While wearing the wig, you can use an action to expend 1 charge to change the length, style, and color of the wig. If you expend the last charge, roll a d20\\. On a 1, the wig is fixed in its current length, style, and color, becoming a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wind-fan-a5e",
            "name": "Wind Fan",
            "type": "Wondrous Item",
            "desc": "You can use an action to wave this fan and cast _gust of wind_  (save DC 13). Each time the fan is used before the next dawn there is a cumulative 20% chance that it breaks, causing the spell to fail and for it to shred into nonmagical pieces.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wings-of-icarus-a5e",
            "name": "Wings of Icarus",
            "type": "Wondrous Item",
            "desc": "12 lbs.  \n  \nThese large wings of feathers and wax are attached to a leather harness, and though the design at first seems simple there is a remarkable beauty to its complex craftsmanship—there must be very few like it elsewhere in the world, if any at all. While you are wearing these wings, you can grasp at handles in the plumage and spend an action rapidly fluttering your arms to gain a fly speed of 30 feet until the start of your next turn. You cannot wield weapons, hold a shield, or cast spells while grasping the handles. When you need to maneuver while using the wings to fly, you make either Dexterity (Acrobatics) or Dexterity air vehicle checks.\n\nThe wings have AC 13, 15 hit points, and vulnerability to fire damage. After 3d4 rounds of being exposed to direct sunlight and extreme heat at the same time, the wax holding the feathers together melts and the wings are destroyed.",
            "rarity": "Artifact",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "zlicks-message-cushion-a5e",
            "name": "Zlick’s Message Cushion",
            "type": "Wondrous Item",
            "desc": "This small pink air bladder has a winking wizard emblazoned on the front. As a bonus action, you can whisper a phrase up to 10 words long into the cushion, which will inflate it. While inflated, any creature that accidentally sits on or applies pressure to the cushion deflates it. A creature can also use a bonus action to intentionally deflate the cushion. When the cushion deflates, it loudly repeats the phrase spoken into it along with somewhat humorous flatulence noise. This sound is clearly audible to a range of 50 feet.\n\nAlternatively, you can cast a cantrip or spell of 1st-level into the _Zlick’s message cushion_ so long as the words laughter, mockery, or whisper are in the spell name. When the cushion is deflated it casts the spell, targeting the creature that deflated it, and afterward it becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "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": "skysail",
            "name": "Skysail",
            "type": "Wondrous item",
            "desc": "These bat-like wings affixed to a pole are constructed out of either bone and leather or wood and cloth. While these wings are opened and the rung of the pole stepped into, you can use an action to cast _levitate_ on yourself at will.\nAdditionally, you can use an action to cast _fly_ on yourself for up to 1 minute (no concentration required). The _fly_ spell ends if you lose physical contact with the skysail. You cannot use this ability again until you complete a long rest, or you (and the Skysail) are immersed in extremely powerful air elemental magic, such as within the Elemental Plane of Air. When not in use, these wings can be easily folded together and worn beneath a cloak, and the pole used as a quarterstaff.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "taldorei",
            "document__title": "Critical Role: Tal’Dorei Campaign Setting",
            "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
        },
        {
            "slug": "amulet-of-health",
            "name": "Amulet of Health",
            "type": "Wondrous item",
            "desc": "Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "amulet-of-proof-against-detection-and-location",
            "name": "Amulet of Proof against Detection and Location",
            "type": "Wondrous item",
            "desc": "While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "amulet-of-the-planes",
            "name": "Amulet of the Planes",
            "type": "Wondrous item",
            "desc": "While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the _plane shift_ spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "animated-shield",
            "name": "Animated Shield",
            "type": "Armor (shield)",
            "desc": "While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "armor-of-invulnerability",
            "name": "Armor of Invulnerability",
            "type": "Armor (plate)",
            "desc": "You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "armor-of-resistance",
            "name": "Armor of Resistance",
            "type": "Armor (light)",
            "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1   | Acid        |\n| 2   | Cold        |\n| 3   | Fire        |\n| 4   | Force       |\n| 5   | Lightning   |\n| 6   | Necrotic    |\n| 7   | Poison      |\n| 8   | Psychic     |\n| 9   | Radiant     |\n| 10  | Thunder     |",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "armor-of-vulnerability",
            "name": "Armor of Vulnerability",
            "type": "Armor (plate)",
            "desc": "While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.\n\n**_Curse_**. This armor is cursed, a fact that is revealed only when an _identify_ spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the _remove curse_ spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "arrow-catching-shield",
            "name": "Arrow-Catching Shield",
            "type": "Armor (shield)",
            "desc": "You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "belt-of-dwarvenkind",
            "name": "Belt of Dwarvenkind",
            "type": "Wondrous item",
            "desc": "While wearing this belt, you gain the following benefits:\n\n* Your Constitution score increases by 2, to a maximum of 20.\n* You have advantage on Charisma (Persuasion) checks made to interact with dwarves.\n\nIn addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.\n\nIf you aren't a dwarf, you gain the following additional benefits while wearing the belt:\n\n* You have advantage on saving throws against poison, and you have resistance against poison damage.\n* You have darkvision out to a range of 60 feet.\n* You can speak, read, and write Dwarvish.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "belt-of-giant-strength",
            "name": "Belt of Giant Strength",
            "type": "Wondrous item",
            "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\n\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\n\n| Type              | Strength | Rarity    |\n|-------------------|----------|-----------|\n| Hill giant        | 21       | Rare      |\n| Stone/frost giant | 23       | Very rare |\n| Fire giant        | 25       | Very rare |\n| Cloud giant       | 27       | Legendary |\n| Storm giant       | 29       | Legendary |",
            "rarity": "varies",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "berserker-axe",
            "name": "Berserker Axe",
            "type": "Weapon (any axe)",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.\n\n**_Curse_**. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.\n\nWhenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "boots-of-levitation",
            "name": "Boots of Levitation",
            "type": "Wondrous item",
            "desc": "While you wear these boots, you can use an action to cast the _levitate_ spell on yourself at will.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "boots-of-speed",
            "name": "Boots of Speed",
            "type": "Wondrous item",
            "desc": "While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.\n\nWhen the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "boots-of-striding-and-springing",
            "name": "Boots of Striding and Springing",
            "type": "Wondrous item",
            "desc": "While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "boots-of-the-winterlands",
            "name": "Boots of the Winterlands",
            "type": "Wondrous item",
            "desc": "These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:\n\n* You have resistance to cold damage.\n* You ignore difficult terrain created by ice or snow.\n* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "bracers-of-archery",
            "name": "Bracers of Archery",
            "type": "Wondrous item",
            "desc": "While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "bracers-of-defense",
            "name": "Bracers of Defense",
            "type": "Wondrous item",
            "desc": "While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "brooch-of-shielding",
            "name": "Brooch of Shielding",
            "type": "Wondrous item",
            "desc": "While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the _magic missile_ spell.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "candle-of-invocation",
            "name": "Candle of Invocation",
            "type": "Wondrous item",
            "desc": "This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the _detect evil and good_ spell. The GM chooses the god and associated alignment or determines the alignment randomly.\n\n| d20   | Alignment       |\n|-------|-----------------|\n| 1-2   | Chaotic evil    |\n| 3-4   | Chaotic neutral |\n| 5-7   | Chaotic good    |\n| 8-9   | Neutral evil    |\n| 10-11 | Neutral         |\n| 12-13 | Neutral good    |\n| 14-15 | Lawful evil     |\n| 16-17 | Lawful neutral  |\n| 18-20 | Lawful good     |\n\nThe candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.\n\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st* level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.\n\nAlternatively, when you light the candle for the first time, you can cast the _gate_ spell with it. Doing so destroys the candle.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "cloak-of-arachnida",
            "name": "Cloak of Arachnida",
            "type": "Wondrous item",
            "desc": "This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:\n\n* You have resistance to poison damage.\n* You have a climbing speed equal to your walking speed.\n* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.\n* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.\n* You can use an action to cast the _web_ spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "cloak-of-displacement",
            "name": "Cloak of Displacement",
            "type": "Wondrous item",
            "desc": "While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "cloak-of-elvenkind",
            "name": "Cloak of Elvenkind",
            "type": "Wondrous item",
            "desc": "While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "cloak-of-protection",
            "name": "Cloak of Protection",
            "type": "Wondrous item",
            "desc": "You gain a +1 bonus to AC and saving throws while you wear this cloak.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "cloak-of-the-bat",
            "name": "Cloak of the Bat",
            "type": "Wondrous item",
            "desc": "While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.\n\nWhile wearing the cloak in an area of dim light or darkness, you can use your action to cast _polymorph_ on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "crystal-ball",
            "name": "Crystal Ball",
            "type": "Wondrous item",
            "desc": "The typical _crystal ball_, a very rare item, is about 6 inches in diameter. While touching it, you can cast the _scrying_ spell (save DC 17) with it.\n\nThe following _crystal ball_ variants are legendary items and have additional properties.\n\n**_Crystal Ball of Mind Reading_**. You can use an action to cast the _detect thoughts_ spell (save DC 17) while you are scrying with the _crystal ball_, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this _detect thoughts_ to maintain it during its duration, but it ends if _scrying_ ends.\n\n**_Crystal Ball of Telepathy_**. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the _suggestion_ spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this _suggestion_ to maintain it during its duration, but it ends if _scrying_ ends. Once used, the _suggestion_ power of the _crystal ball_ can't be used again until the next dawn.\n\n**_Crystal Ball of True Seeing_**. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.",
            "rarity": "very rare or legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "cube-of-force",
            "name": "Cube of Force",
            "type": "Wondrous item",
            "desc": "This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.\n\nYou can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.\n\nIf your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.\n\n**Cube of Force Faces (table)**\n\n| Face | Charges | Effect                                                                                                            |\n|------|---------|-------------------------------------------------------------------------------------------------------------------|\n| 1    | 1       | Gases, wind, and fog can't pass through the barrier.                                                              |\n| 2    | 2       | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |\n| 3    | 3       | Living matter can't pass through the barrier.                                                                     |\n| 4    | 4       | Spell effects can't pass through the barrier.                                                                     |\n| 5    | 5       | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.            |\n| 6    | 0       | The barrier deactivates.                                                                                          |\n\nThe cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.\n\n| Spell or Item    | Charges Lost |\n|------------------|--------------|\n| Disintegrate     | 1d12         |\n| Horn of blasting | 1d10         |\n| Passwall         | 1d6          |\n| Prismatic spray  | 1d20         |\n| Wall of fire     | 1d4          |",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "dancing-sword",
            "name": "Dancing Sword",
            "type": "Weapon (any sword)",
            "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "defender",
            "name": "Defender",
            "type": "Weapon (any sword)",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "demon-armor",
            "name": "Demon Armor",
            "type": "Armor (plate)",
            "desc": "While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.\n\n**_Curse_**. Once you don this cursed armor, you can't doff it unless you are targeted by the _remove curse_ spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "dragon-scale-mail",
            "name": "Dragon Scale Mail",
            "type": "Armor (scale mail)",
            "desc": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.\n\nWhile wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).\n\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.\n\n| Dragon | Resistance |\n|--------|------------|\n| Black  | Acid       |\n| Blue   | Lightning  |\n| Brass  | Fire       |\n| Bronze | Lightning  |\n| Copper | Acid       |\n| Gold   | Fire       |\n| Green  | Poison     |\n| Red    | Fire       |\n| Silver | Cold       |\n| White  | Cold       |",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "eyes-of-charming",
            "name": "Eyes of Charming",
            "type": "Wondrous item",
            "desc": "These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the _charm person_ spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "eyes-of-the-eagle",
            "name": "Eyes of the Eagle",
            "type": "Wondrous item",
            "desc": "These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        }
    ]
}