Magic Item List
list: API endpoint for returning a list of magic items.
retrieve: API endpoint for returning a particular magic item.
GET /v1/magicitems/?format=api&ordering=requires_attunement&page=28
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=requires_attunement&page=29", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=requires_attunement&page=27", "results": [ { "slug": "brooch-of-shielding-a5e", "name": "Brooch of Shielding", "type": "Wondrous Item", "desc": "While wearing this brooch, you gain resistance to force damage and immunity to the _magic missile_ spell.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cage-of-folly-a5e", "name": "Cage of Folly", "type": "Wondrous Item", "desc": "This small silver or gold birdcage traps your bad ideas and puts them on display. When you fail an Arcana, History, Nature, or Religion check, a little piece of a mechanical bird materializes inside the cage: first the feet, then legs, body, wings, and head. You can immediately reconsider and reroll the ability check. The _cage of folly_ can be used once every 24 hours, and recharges at the end of each week.\n\nOnce you have used the birdcage 5 times, the bird sings a mocking song for 1 hour when you fail an Arcana, History, Nature, or Religion check. If you open the birdcage and let the bird go free, it gives you one piece of good advice about a current problem or question that you face. At the Narrator’s discretion, the advice may give you _advantage_ on one ability check made in the next week. Afterward it flies away as the birdcage loses its magic and becomes a mundane item (though some who have released their birds claim to have encountered them again in the wilds later).", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "candle-of-invocation-a5e", "name": "Candle of Invocation", "type": "Wondrous Item", "desc": "This golden candle is infused with raw divine magic. When attuned to by a cleric or druid, it takes on a color appropriate to the cleric’s deity. \n\nYou can use an action to light the candle and activate its magic. The candle can burn for a total of 4 hours in 1 minute increments before being used up. \n\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within the area who worships the same deity as the attuned creature (or at the Narrator’s discretion, an allied deity) has _advantage_ on _attack rolls_ , _saving throws_ , and ability checks. If one of the creatures gaining the prior benefit is also a cleric, druid, or herald, they can cast 1st-level spells from one of those classes at that spell level without expending spell slots.\n\nAlternatively, one of these candles that has not yet been lit can be used to cast the __gate_ spell. Doing so consumes the candle.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "candle-of-the-surreptitious-scholar-a5e", "name": "Candle of the Surreptitious Scholar", "type": "Wondrous Item", "desc": "Initially crafted by wizard apprentices trying not to irritate their roommates, these candles became extremely popular with the thieves and other ne'er do wells that can afford them (helping some less scrupulous novice mages to afford tuition). The candle has 3 charges and regains 1d3 charges each dawn. \n\nWhen you speak the command word and use an action to expend 1 charge, the candle’s flame to spring to life. Its bluish flame provides clear illumination within 5 feet and _dim light_ for another 5 feet. The enchantment of the candle is such that the light that it sheds is visible only to you, allowing you to read, write, or engage in other tasks with no penalties from darkness. Each charge is good for 1 hour of illumination, after which the candle winks out. \n\nBy expending all 3 charges at once, you can create an effect identical to _light_ except that only you are able to see the light it sheds.\n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the candle loses its magic and becomes a mundane item.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cane-of-chaos-a5e", "name": "Cane of Chaos", "type": "Staff", "desc": "The _Cane of Chaos_ (known by some by its fairytale name, the Little Silver Stick) is a gorgeous silver scepter etched with fractals, adorned with an eight-pointed star, and imbued with the power of chaos. A cunning historian may be able to track the cane’s origins to a certain mage under a certain authoritarian regime centuries ago, who supplied it to a figure widely known for their role in the regime’s downfall. Similarly, the cane seems to be drawn to those who march to their own drumbeat, directing them on behalf of its creator to sow disruption and turmoil.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Cane of Chaos_, used by a despot in times long past. It is also known as the Little Silver Stick.\n\n**DC 18** The cane stores and is able to cast spells linked to chaos, but randomly unleashes chaotic magical effects when used.\n\n**DC 21** The cane can only be destroyed by a sovereign on the day of their coronation.\n\n**Artifact Properties**\n\nThe _Cane of Chaos_ has 1d4 lesser artifact benefits, 1d4 lesser artifact detriments, 1d4–1 greater artifact benefits, and 1d4+1 greater artifact detriments. \n\nIn addition, the cane has the finesse property and can be used as a double weapon which you become proficient with when you attune to it. You gain a +2 bonus to weapon attack rolls and damage rolls made using the _Cane of Chaos_.\n\n## **Magic**\n\nWhile you use this quarterstaff as a spell focus, you gain a +2 bonus to spell attack rolls and your spell save DC. You know and have prepared all spells of the chaos school of magic (but not their rare versions). \n\nThe _Cane of Chaos_ begins with a number of charges equal to your proficiency bonus and regains 1d6 charges each dawn (to a maximum number of charges equal to your level + 1, or your CR + 1). You can expend any number of charges from the cane to cast a chaos spell, which costs a number of charges equal to the spell’s level. Your spellcasting ability for these spells is your highest mental ability score (Intelligence, Wisdom, or Charisma).\n\nWhen you expend charges from the _Cane of Chaos_, it unleashes another chaotic magical effect, either chosen by the Narrator or randomly determined.\n\n__**Table: Cane of Chaos**__\n| **d8** | **Wild Magic Effect** |\n| ------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | One random creature you see is subject to a _polymorph_ spell cast by the cane (using your spell save DC), turning it into a random CR 1/8 beast. |\n| 2 | The 1d6 doors nearest to you come under an _arcane lock_ effect as though cast by the creature nearest to you that can speak, write, or sign at least one language. |\n| 3 | The cane creates a __control weather_ effect, driving the weather towards unseasonable extreme temperatures and conditions. |\n| 4 | Each creature within 60 feet rolls 1d6, increasing a random ability score to 18 for the next 10 minutes (1: Strength, 2: Dexterity, 3: Constitution, 4: Intelligence, 5: Wisdom, 6: Charisma). |\n| 5 | Each creature within 60 feet is subject to a __levitation_ effect created by the cane (using your spell save DC). Each creature has _disadvantage_ on _saving throws_ against the effect and on a failure immediately rises 60 feet. For the duration, each creature can control its own movement as though it had cast _levitate_ on itself. |\n| 6 | You grow 1d6 inches taller (this effect cannot increase your size category). |\n| 7 | If you are a humanoid you are permanently transformed into a different humanoid heritage (as per Table: Reincarnation for the _reincarnate_ spell). |\n| 8 | Duplicates of yourself appear within 60 feet! Roll 1d6 to determine their nature (1–2: 1d6 _animated armors_ , 3–4: a _mirror image_ effect, 5–6: a __simulacrum_ effect). |\n\n## Destroying the Cane\n\nThe _Cane of Chaos_ is born from the very essence of rebellion. To destroy it, you must offer the artifact as a gift to a sovereign on the day of their coronation or to a magical being with the Lawful alignment trait on the anniversary of their advent. If accepted as such a gift, the _Cane of Chaos_ melts into a puddle of ordinary molten silver.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cape-of-the-mountebank-a5e", "name": "Cape of the Mountebank", "type": "Wondrous Item", "desc": "While wearing this cape, you can use an action to cast _dimension door_ once between _long rests_ . You disappear and reappear in a cloud of smoke which dissipates at the end of your next turn, or sooner if conditions are windy.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cauldron-of-dymwch-a5e", "name": "Cauldron of Dymwch", "type": "Wondrous Item", "desc": "When you speak the command word this Medium-sized 50 pound cauldron glows red-hot. Any creature in physical contact with the object takes 2d8 fire damage. You can use a bonus action on each of your subsequent turns to cause this damage again. Liquid inside of the cauldron immediately comes to a roiling boil. If a creature is in the liquid, it must succeed on a DC 18 Constitution _saving throw_ or gain one level of _fatigue_ in addition to taking damage.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "celestial-aegis-a5e", "name": "Celestial Aegis", "type": "Armor", "desc": "This suit of imposing _2 full plate_ is engraved with holy runes of a forgotten divinity. You cannot attune to this armor if you have either the Evil alignment trait. While attuned to and wearing this armor, you gain the following benefits:\n\n* Your AC increases by 2.\n* You count as one size category larger when determining your carrying capacity.\n* Your Strength score increases to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* You have _advantage_ on Strength checks and _saving throws_ .\n* You gain an expertise die on Intimidation checks.\n* You can use a bonus action to regain 2d6 hit points. Once you have used this property a number of times equal to your proficiency bonus, you cannot do so again until you finish a _long rest_ .\n* Your unarmed strikes and weapon attacks deal an extra 1d6 radiant damage.\n* Aberrations, fiends, undead, and creatures with the Evil alignment trait have _disadvantage_ on attack rolls made against you.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "censer-of-controlling-air-elementals-a5e", "name": "Censer of Controlling Air Elementals", "type": "Wondrous Item", "desc": "While incense burns in this 1 pound censer, you can use an action to summon an _air 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": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cipher-sword-a5e", "name": "Cipher Sword", "type": "Weapon", "desc": "This sword’s blade is plated with alchemical silver, its hilt stylized to resemble an open book from which the blade emerges. Despite its masterfully-crafted appearance, however, a cipher sword is uncomfortable to hold and strangely unwieldy. It has the two-handed and heavy properties and deals 2d8 slashing damage on a hit, but you feel this is only a fraction of its potential.\n\n_**Curse**_. There are other cipher swords owned by a variety of creatures across the planes. Most wielders consider themselves part of an exclusive group and expect the loyalty and cooperation of those with less mastery, regardless of other alliances. Attaining even a novice level of mastery attracts the attention of other wielders, who may have expectations of you.\n\nThe cipher sword also has the following properties:\n\n* You are not considered proficient with this weapon.\n* While wielding this weapon, you don’t benefit from any feature that would grant you additional attacks.\n\n**_Escalation._** This weapon is immensely powerful for those willing to solve the riddle of its use. Once per week, if you’ve successfully reduced a dangerous enemy (as determined by the Narrator) to 0 hit points with it since the last time you finished a long rest, make a DC 14 Intelligence check to meditate on the sword’s secrets. On a failure, you gain +1 to future attempts at this check. On a success, your level of mastery increases, you lose any bonus gained from failed attempts, the DC to advance again increases by 4, and the time between attempts increases by 1 week. If you ever willingly end your attunement to this weapon, you take 8 (4d4) psychic damage that cannot be negated or reduced and lose all mastery you’ve gained.\n\nThe levels of mastery are as follows:\n\n_Novice:_ You now are proficient with this weapon, and it gains the finesse property. However, wielding anything else begins to feel wrong to you, and you suffer _disadvantage_ on all melee weapon attacks made with a different weapon.\n\n_Apprentice:_ You gain +1 to _attack and damage rolls_ with this weapon. You can also now attack twice, instead of once, when you take the Attack action with this weapon on your turn. Additionally, you now suffer _disadvantage_ on all weapon attacks with other weapons.\n\n_Expert:_ Your bonus to _attack and damage rolls_ with this weapon increases to +2 and it gains the Vicious property. When you make a weapon attack with a different weapon, you now also take 4 (2d4) psychic damage. This damage cannot be negated or reduced by any means.\n\n_Master:_ Your bonus to _attack and damage rolls_ with this weapon increases to +3, and you can summon it to your hand as a bonus action so long as you are on the same plane as it. Additionally, once per _short rest_ , when you successfully attack a creature with it, you immediately learn about any special defenses or weaknesses that creature possesses as the blade imparts the wisdom of previous wielders. Additionally, the psychic damage you take from making a weapon attack with a different weapon increases to 8 (4d4).", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "circlet-of-the-apprentice-a5e", "name": "Circlet of the Apprentice", "type": "Wondrous Item", "desc": "This simple circlet has the color of lightly rusted iron and is highlighted by a large violet gem in its center, which appears to contain a slowly-moving metallic fluid.\n\nWhile attuned to this circlet, you gain a +1 bonus to all _saving throws_ . Additionally, when you fail a saving throw, you can choose to succeed instead. You can’t use this property again until the following dawn.\n\n**Curse.** The true name of the creature who crafted this circlet is forever instilled within it, and it becomes aware of you upon attunement. If that creature forces you to make a _saving throw_ , you automatically fail, and you can’t use this circlet to succeed. You can learn the name of the creature with legend lore or similar magic. Short of powerful magic (such as __wish_ ), only the maker’s willing touch or death (yours or theirs) allows you to end your attunement to the circlet. If you willingly end your attunement after the maker’s death, the circlet loses all magical properties.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cloak-of-arachnida-a5e", "name": "Cloak of Arachnida", "type": "Wondrous Item", "desc": "While wearing this cloak, you gain the following benefits:\n\n* Resistance to poison damage.\n* A climbing speed equal to your base Speed, allowing hands-free movement across vertical and upside down surfaces.\n* The ability to ignore the effects of webs and move through them as if they were _difficult terrain_ .\n\nOnce between long rests you can use an action to cast the __web_ spell (save DC 13), except it fills double the normal area.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cloak-of-displacement-a5e", "name": "Cloak of Displacement", "type": "Wondrous Item", "desc": "This cloak creates a visual illusion that distorts your position. _Attack rolls_ against you have _disadvantage_ unless the attacker does not rely on sight. When you take damage, this property stops until the start of your next turn, and it is otherwise negated if you are _incapacitated_ , _restrained_ , or unable to move.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cloak-of-elvenkind-a5e", "name": "Cloak of Elvenkind", "type": "Wondrous Item", "desc": "While you wear this cloak with its hood up, its color changes to camouflage you. While camouflaged, you gain _advantage_ on Dexterity (Stealth) checks made to hide and creatures have _disadvantage_ on Wisdom (Perception) checks made to see you. You can use an action to put the hood up or down.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cloak-of-protection-a5e", "name": "Cloak of Protection", "type": "Wondrous Item", "desc": "While wearing this cloak, you gain a +1 bonus to Armor Class and _saving throws_ .", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cloak-of-the-bat-a5e", "name": "Cloak of the Bat", "type": "Wondrous Item", "desc": "While wearing this cloak, you gain _advantage_ on Dexterity (Stealth) checks. In addition, while in an area of _dim light or darkness_ , you gain the following benefits:\n\n* A fly speed of 40 feet while gripping the edges of the cloak with both hands.\n* Once between _long rests_ you can use an action to cast _polymorph_ on yourself, transforming into a bat. Unlike normal, you retain your Intelligence, Wisdom, and Charisma scores.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cloak-of-the-shadowcaster-a5e", "name": "Cloak of the Shadowcaster", "type": "Wondrous Item", "desc": "Shadows writhe underneath this cloak. While attuned to and wearing this incredibly dark cloak, you have _advantage_ on Dexterity (Stealth) checks made to hide in _dim light or darkness_ . \n\nIn addition, you can use an action to animate your _shadow_ for up to 1 hour. While animated, you can see and hear through your shadow’s senses and control it telepathically. If your shadow is slain while animated, your shadow disappears until the new moon, during which time the cloak becomes nonmagical. Once you have used this property, you cannot do so again until the next dawn.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "coat-of-padarn-beisrudd-a5e", "name": "Coat of Padarn Beisrudd", "type": "Armor", "desc": "Can only be attuned to by a brave adventurer.\n\nWhile you are attuned to and wearing this fine chain shirt, your armor class equals 17 + Dexterity modifier (maximum 2).", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "contract-of-indentured-service-a5e", "name": "Contract of Indentured Service", "type": "Wondrous Item", "desc": "Necromancers occasionally act as apparent benefactors, offering loans to victims now in exchange for service after death. This contract details an account of a spirit that has become indentured to the contract’s holder. While holding the contract, you can speak the command word as an action to summon the _invisible_ undead spirit, which functions as the spell __unseen servant_ . You can’t do so again until you finish a _long rest_ .\n\nAlternatively, you can use an action to tear up the contract and release the undead spirit. The spirit appears as a friendly **_specter_** you can telepathically command (as a bonus action) for as long as you maintain _concentration_ . The specter acts immediately after your turn. If your concentration is broken, the specter attacks you and your companions. Otherwise the specter disappears 10 minutes after it is summoned, vanishing to whichever afterlife awaits it.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "crafters-codex-a5e", "name": "Crafter’s Codex", "type": "Wondrous Item", "desc": "Centuries ago, a famed artificer published her masterwork treatise on crafting magic items—humbly titled _Wands, Rings, and Wondrous Things_—and the work was so revolutionary that every serious library simply had to have a copy. The work still influences the art of crafting magic items to this day. \n\n A regular copy of _Wands, Rings, and Wondrous Things_ is a masterwork book about crafting magic items. Yet a fabled version of this tome is said to meander through literary circles—a copy annotated by a mad genius. Known as the _Crafter’s Codex_, this copy of the book is dog-eared throughout and stuffed to the brim with exceedingly peculiar, illegible marginalia. To the person approaching the book through the right means (such as refracting the text through a beer glass, reading at strange angles, or using one’s own personal genius) these notes reveal step-by-step instructions which streamline and improve the enchantments described within. Alas, no owner seems to hold on to the _Crafter’s Codex_ for long. The book itself appears to hyperfixate on a given reader and then simply disappear, presumably in search of someone more suited to its talents and disposition.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Crafter’s Codex_, a legendary book containing secrets of crafting magical items that can unsettle even the strongest minds.\n\n**DC 18** This book is a unique annotated version of the more common _Wands, Rings, and Wondrous Things_.\n\n**DC 21** The Crafter’s Codex can only be destroyed by destroying every copy of _Wands, Rings, and Wondrous Things_ that exists in the multiverse.\n\n**Artifact Properties**\n\nThe _Crafter’s Codex_ has one lesser artifact benefit, one greater artifact benefit, and one greater artifact detriment. While attuned to this book, you gain an expertise die on any checks related to crafting a magic item, and you do not need to meet any of the usual requirements related to crafting a magic item aside from its cost.\n\nIn addition, you gain one random long-term mental stress effect oriented around inventing, the _Crafter’s Codex_, or keeping the book safely in your possession.\n\nOnce between _long rests_ , while crafting a magic item or performing an attendant activity towards crafting a magic item, you can consult the _Crafter’s Codex_ and make a DC 20 Intelligence check. On a success, choose one of the following:\n\n* Reduce research time by 75%.\n* Reduce component cost by 75%.\n* Reduce crafting time by 75%.\n* Reduce a harvesting DC by 6.\n* Reduce a crafting DC by 6.\n\nAfter three failures on the Intelligence check, th_e Crafter’s Codex_ moves on. You retain a copy of _Wands, Rings, and Wondrous Things_ but the magic and marginalia of the _Crafter’s Codex_ magically transmits to a different copy somewhere else in the world, and you lose your attunement to it. Any bonuses accrued remain for the duration of the current crafting project or after a year and one day (whichever comes first). \n\n**Seekers of the Codex**\n\nThe _Crafter’s Codex_ is coveted by collectors and ambitious artificers alike, and any search for the Crafter’s Codex surely means encountering some of the following foes.\n\n__**Table: Seekers of the Codex**__\n| **1d6** | **Adversary** |\n| ------- | --------------------------------------------------------------------- |\n| 1 | Noble with entourage of bodyguards—previous owner or antimagic zealot |\n| 2 | _Assassin_ , stealthy _mage_ , or _thief_ |\n| 3 | Rival artificer (friendly or hostile) |\n| 4 | Mischievous book-obsessed fey |\n| 5 | Celestial or fiendish curator of an interplanar library |\n| 6 | Rival artificer from an entirely different Material Plane |\n\n**Destruction**\n\nThe secret knowledge that permeates the Crafter’s Codex cannot simply be stricken from the world with ink, blade, or fire. When the artifact faces a serious physical threat it simply moves on. The only way to rid the world of the _Crafter’s Codex_ is to eliminate every last copy of _Wands, Rings, and Wondrous Things_ that exists in the multiverse—if even one copy remains, even on another plane of existence, the _Crafter’s Codex_ persists.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "crest-of-putrid-endurance-a5e", "name": "Crest of Putrid Endurance", "type": "Wondrous Item", "desc": "Though it resembles an __amulet of health_ , closer inspection reveals that the crimson gem is set in a frame made of grave wax rather than filigreed metal. While you wear it, you regain hit points equal to your level at the start of each of your turns so long as you have at least 1 hit point. As a bonus action, you can draw greater power from the crest. For the next minute, its healing factor is doubled and you read as an undead for the purposes of any effect that would identify your creature type. You can’t use this effect again until the next dawn.\n\n_**Curse.**_ You cannot benefit from magical healing.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "crown-of-the-crystal-sovereign-a5e", "name": "Crown of the Crystal Sovereign", "type": "Wondrous Item", "desc": "This crown looks like a braid of pure crystal and its front is a set of three pointed, curling spires that give its wearer an imposing, regal silhouette. Once worn by the monarch of an ancient crystal palace deep underground, the crown was lost after its wearer’s grasping schemes brought calamity on their people. The power, ambition, and ruthless might of the Crystal Sovereign of Coranaal still lingers, granting the wearer the following properties:\n\n_**Crystal Skin.**_ Your skin takes on a jagged, shimmering appearance and feels firm and cold to the touch. You gain +2 to your Armor Class. Additionally, when you’re hit by a ranged spell attack, roll 1d4\\. On a 3, you are unaffected and the spell is reflected back at its caster, rolling again to see if it hits.\n\n**_All-Seeing._** You gain truesight out to 30 feet. Additionally, you can use this trait to cast __clairvoyance_ at will, using the crown as your material component.\n\n**_Lord Under The Mountain._** Your Prestige Rating is increased by 2, or 4 if you’re underground.\n\n**_Regal Bearing._** A number of times per day equal to your Charisma modifier you can, as an action, target one creature that can see you within 60 feet. It must succeed on a Wisdom _saving throw_ (DC = 8 + your proficiency modifier + your Charisma modifier) or use its next turn to fall _prone_ in supplication, taking no other actions. Additionally, when you’re targeted with any attack by a creature within 10 feet of you, you can force it to make this saving throw as a reaction. On a failure it has _disadvantage_ on the attack and then falls prone as above.\n\n**_Greed of Coronaal._** It’s said that, even as their palace crumbled, the Crystal Sovereign still coveted and guarded their treasures. You can use an action to summon an item from the hoard of Coronaal, an endlessly enormous extra dimensional space that you can access remotely. You instinctively know what’s inside, and when you first access the hoard, roll on _Treasure_ for Challenge Ratings 23-30 to determine what’s already there. This doesn’t mean that you have any desire to share, however, and must make a DC 14 Wisdom _saving throw_ to willingly part, even temporarily, with any item that has been in the hoard.\n\nYou can also use an action to touch an item of up to Large size and send it to the hoard. However, the crown shuns items it deems unworthy, casting them into the Astral Plane if you attempt to store them. This includes magic items of common or uncommon rarity and any mundane items worth less than 500 gp. Additionally, as a security feature, creatures cannot enter this space; even the wearer can only access it remotely. Otherwise, the hoard has the limitations of any other interdimensional space in regards to Supply and dead creatures. Placing another interdimensional item, such as a _portable hole_ , in the hoard destroys the lesser item, scattering its contents across the Astral Plane. Additionally, 4 (2d4) random valuables from the horde are also lost in this way, though the crown of the crystal sovereign is otherwise unaffected.\n\n_**Curse.**_ When you attune to this crown, your _Destiny_ immediately changes to _Dominion_ if it’s not already, and you can only fulfill it by reclaiming the Crystal Palace of Coronaal, which is lost to time and overtaken by creatures from the depths. You lose any existing Destiny features. In addition, if you have a chance to advance this Destiny (as determined by the Narrator) and do not take it, you lose all benefits from the crown and suffer a level of _strife_ each week until you pursue the opportunity, at which point you lose all strife gained this way and regain the benefits of the crown. These levels of strife cannot otherwise be removed.\n\nThe crown remains firmly affixed to your head and cannot be removed in any way, nor can your attunement be broken, unless you are beheaded, at which point you can never attune to the item again, even if you are brought back to life. The only other exception is if you reclaim the Crystal Palace and then choose to, in the presence of 4 sentient creatures, formally renounce your title while sitting on the throne of Coronaal, at which point the palace and crown begin to crumble, ending your attunement and destroying the item.\n\n**_Escalation._** When you fulfill this destiny, the save DC of Regal Bearing and the Armor Class bonus of Crystal Skin increase by 2, while the range of your truesight increases by 60 ft, your Prestige bonus is increased by 2, and you can cast __scrying_ at will using the crown as a focus.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "crystal-ball-a5e", "name": "Crystal Ball", "type": "Wondrous Item", "desc": "A typical enchanted _crystal ball_ can be used to cast the __scrying_ spell (save DC 17) once between _short rests_ while touching it. \n\nThree legendary variations exist. In all cases, the legendary variants have an alignment (Chaotic, Evil, Good, or Lawful). If you do not have an alignment trait that matches the _crystal ball’s_, after using it you take 6d6 psychic damage and gain a level of _strife_ .\n\n**Crystal Ball of Mind Reading**. You can use an action to cast __detect thoughts_ (save DC 17) on a creature within 30 feet of the spell’s sensor. This effect does not require concentration, but it ends when the _scrying_ does.\n\n**Crystal Ball of Telepathy**. While the __scrying_ is active, you can communicate telepathically with creatures within 30 feet of the spell’s sensor, and you can use an action to cast sugges_tion_ (save DC 17) through the sensor on one of them. This effect does not require concentration, but it ends when the _scrying_ does.\n\n**Crystal Ball of True Seeing**. In addition to the normal benefits of __scrying_ , you gain _truesight_ through the spell’s sensor out to a range of 120 feet.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cube-of-force-a5e", "name": "Cube of Force", "type": "Wondrous Item", "desc": "This inch-long cube has a recessed button with a distinct marking on each face. It starts with 36 charges and regains 1d20 of them at dawn. \n\nYou can use an action to press one of the buttons, expending charges as shown on the Cube of Force table. If the cube has insufficient charges, nothing happens.\n\nOtherwise, the cube creates a 15-foot cube of force that is centered on you and moves with you. It lasts for 1 minute, until you use an action to press another button, or the cube’s charges are depleted. \n\nYou can change the cube’s effect by pressing a different button. Doing so expends the requisite number of charges and resets the duration.\n\nIf moving causes the cube to come into contact with a solid object that can't pass through the cube, you cannot move any closer to that object while the cube is active.\n\nThe cube loses charges when targeted by effects from the following spells or magic items: _disintegrate_ (1d12 charges), __horn of blasting_ (1d10 charges), __passwall_ (1d6 charges), __prismatic spray_ (1d20 charges), __wall of fire_ (1d4 charges).\n\n__**Table: Cube of Force**__\n| **Face** | **Charges** | **Effect** |\n| -------- | ----------- | ------------------------------------------------------------------------------------------------------- |\n| 1 | 1 | Gasses, wind, and fog can’t penetrate the cube. |\n| 2 | 2 | Nonliving matter can’t penetrate the cube, except for walls, floors, and ceilings (at your discretion). |\n| 3 | 3 | Living matter can’t penetrate the cube. |\n| 4 | 4 | Spell effects can’t penetrate the cube. |\n| 5 | 5 | Nothing penetrates the cube (exception for walls, floors, and ceilings at your discretion). |\n| 6 | 0 | Deactivate the cube. |", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "culdarath-the-ninth-rings-true-name-a5e", "name": "Culdarath the Ninth Ring’s True Name", "type": "Wondrous Item", "desc": "This slip of parchment contains the magically bound name “Ozzacath’ta Culd” and is burned black at the edges. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful efreet beside you for 1 minute. Ozzacath is haughty and impatient when conjured but seems to relish the chance to burn anything. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Light a bonfire, candle, or similar flammable object within 15 feet.\n* Burn brightly (or cease burning brightly) for the next minute providing bright light in a 30-foot radius and dim light for a further 15 feet.\n* Translate up to 25 words of spoken or written Ignan into Common.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Culdarath in exchange for his direct assistance. When you do so the parchment burns to cinders and for the next minute the vision roars into a ball of fire within 5 feet of you (as __flaming sphere_ , save DC 13). On each of your turns, you can use a bonus action to verbally indicate where the ball of fire moves. Once you have revoked your claim in this way, you can never invoke Culdarath’s true name again.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dancing-sword-a5e", "name": "Dancing Sword", "type": "Weapon", "desc": "While you are attuned to this magic sword, you can use a bonus action to speak the command word and throw it into the air. The sword hovers, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it (using your _attack roll_ and ability score modifier to damage rolls). On each of your turns you can use a bonus action to make the sword fly up to 30 feet to attack another creature within 5 feet of it. \n\nAfter the sword attacks for the fourth time, it tries to return to your hand. It flies 30 feet towards you, moving as close as it can before either being caught in your free hand or falling to the ground.\n\nThe sword ceases to hover if you move more than 30 feet away from it or grasp it.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "defender-a5e", "name": "Defender", "type": "Weapon", "desc": "You gain +3 bonus to attack and damage rolls made with this magic sword. In addition, while you are attuned to the sword, on each of your turns before you make your first attack with it you can transfer some or all of the +3 bonus to your Armor Class (instead of using it for attacks) until the start of your next turn or until you drop the sword (whichever comes first).", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "defensive-umbrella-a5e", "name": "Defensive Umbrella", "type": "Wondrous Item", "desc": "This is an unassuming-looking black umbrella, but it can provide impressive protection when needed. As a bonus action when the umbrella is open, you can press a button in the handle. The canopy immediately flattens and hardens into a _1 light shield_ and the handle transforms into a _1 rapier_ . You count as already wielding both and are considered proficient as long as you are attuned to the defensive umbrella. You can return the sword and shield to umbrella form as an action by bringing the two parts together and speaking the command word. Opening or closing the umbrella requires an action.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "demon-armor-a5e", "name": "Demon Armor", "type": "Armor", "desc": "While wearing this armor, your Armor Class increases by +1 and you can understand and speak Abyssal. You can attack with the armor’s clawed gauntlets (which deal 1d8 slashing damage) and gain a +1 bonus to attack and damage rolls when doing so.\n\n**Cursed.** You cannot remove this armor until you are targeted by _remove curse_ or similar magic. You have _disadvantage_ on _attack rolls_ against demons and on _saving throws_ made against them.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dial-of-dal-a5e", "name": "Dial of Dal", "type": "Wondrous Item", "desc": "None living know who or what Dal was, only that the name is carved into this device. About half a foot in diameter, this flat disk resembles a sundial with many styles (time-telling edges), each of which can be moved on its own course, rotating on the flat of the disc on an undetectable groove. As these are moved, you receive a vision of events and emotions that have occurred in your current location.\n\nAs an action, you can use the dial of Dal to cast the __legend lore_ spell focused on your current location without the need for material components. Once used in this way, the dial cannot be used again until you finish a _long rest_ .", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "doorbreaker-a5e", "name": "Doorbreaker", "type": "Weapon", "desc": "The head of this magic maul is shaped like an adamantine fist. You gain a +2 bonus to _attack and damage rolls_ made with this weapon. When you hit an object or construct while wielding _Doorbreaker_, the hit is treated as a critical hit.\n\n_Doorbreaker_ has 3 charges. When you attack or touch a portal sealed with an __arcane lock_ , you can expend 1 charge to cast __knock_ on the portal. _Doorbreaker_ regains 1d3 charges each dawn.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dragon-scale-mail-a5e", "name": "Dragon Scale Mail", "type": "Armor", "desc": "While wearing this armor, you gain following benefits:\n\n* Your Armor Class increases by +1.\n* _Advantage_ on _saving throws_ against the Frightful Presence and breath weapons of dragons.\n* Resistance to one damage type (determined by the type of dragon that provided the scales).\n\nIn addition, once between _long rests_ you can use an action to magically detect the distance and direction to the closest dragon of the same type as the armor that is within 30 miles.\n\n__**Table: Dragon Scale Mail**__\n| Dragon | Resistance |\n| -------- | ----------- |\n| Amethyst | Force |\n| Black | Acid |\n| Blue | Lightning |\n| Brass | Fire |\n| Bronze | Lightning |\n| Copper | Acid |\n| Earth | Slashing |\n| Emerald | Thunder |\n| Gold | Fire |\n| Green | Poison |\n| Red | Fire |\n| River | Bludgeoning |\n| Sapphire | Psychic |\n| Shadow | Necrotic |\n| Silver | Cold |\n| Spirit | Radiant |\n| White | Cold |", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dragonslaying-lance-a5e", "name": "Dragonslaying Lance", "type": "Weapon", "desc": "You gain a +3 bonus to attack and damage rolls made with this weapon.\n\nObjects hit with this lance take the maximum damage the weapon’s damage dice can deal. Dragons hit by this weapon take an extra 3d6 piercing damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including _dragon turtles_ and _wyverns_ .", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dread-caduceus-a5e", "name": "Dread Caduceus", "type": "Wondrous Item", "desc": "When wizards go to war their desperation reveals the bleak depths and miraculous heights of magic. Long ago it was a desire to both bolster and renew their forces that led a mage to create a relic many would consider unthinkable: a scepter that twists the essence of life itself. With it the dead are remade into unrecognizable tangles of flesh that despite their deformity do the wielder of the scepter’s bidding, all as their allies are healed and empowered with vigor far beyond mortal bounds.\n\nThis heavy silver scepter has two heads, both cast in metal and staring out of glassy onyx eyes. One head is a skull, its jaw thrown open and its teeth unnaturally elongated. At the other end of the scepter is a cherubic human face that is turned upwards as though determined not to look at its sibling. \n\nNo one is certain whether it was the creator’s shame that led them to hide the scepter, or if their enemies cast it out of memory for fear of its power. What is known is that the legend of the _Dread Caduceus_ has endured and that whispers of its whereabouts have not been silenced by time.\n\nWhile you are attuned to the _Dread Caduceus_ you may use either end of the scepter to activate its powers.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Dread Caduceus_, a holy scepter with the power to raise the dead. \n\n**DC 18** The cherub and skull heads cause healing and necromantic effects, respectively.\n\n**DC 21** Those who use the scepter risk having their very flesh corrupted and their souls devoured.\n\n**Artifact Properties**\n\nThe _Dread Caduceus_ has one lesser artifact benefit, one greater artifact benefit, one lesser artifact detriment, and one greater artifact detriment. \n\nThe _Dread Caduceus_ warps your life energy, twisting your flesh as it corrupts that of others. While you are attuned to the scepter, your organs shift and twist, sticking to one another within you. Take 1d6 necrotic damage each dawn from this effect. This damage can only be healed by a _long or short rest_ . You also have _disadvantage_ on initiative rolls as you are distracted by this tangible shifting within.\n\nThe _Dread Caduceus_ has 2d10 charges and regains 1d10 charges each dawn. When you reduce the _Dread Caduceus_ to 0 charges, you take 10d10 necrotic damage. If this damage reduces you to 0 hit points, you instantly die and cannot be resurrected (even by a _wish_ spell).\n\n**Cherub**\n\nYou can use an action and expend charges from the _Dread Caduceus_ to cause one of the following effects to extend from the cherub head of the scepter, targeting yourself or a creature within 30 feet: \n\n_**Heal.**_ The creature regains 1d8+1 hit points for each expended charge. \n\n**_Healing Nimbus (3 Charges)_**. A nimbus of healing appears around the creature for 1d6 rounds. For the duration, whenever the creature takes damage from an attack it regains 1 hit point, and when an attack misses the creature it regains 1d4 hit points.\n\n_**Invulnerability (3 Charges)**_. The creature becomes immune to damage from nonmagical attacks for 1d4 rounds.\n\n_**Exhaustless (5 Charges)**_. The creature becomes immune to _fatigue_ for 1d6 days.\n\n_**Resistance (5 Charges)**_. The creature becomes resistant to one type of damage of your choice for 1d6 rounds. This property has no effect if the creature already has resistance to that damage type.\n\n**_Cure (10 Charges)_**. The creature is healed of any _curses_ , _diseases_ , _poisons_ , or other negative effects, even if a _wish_ spell has previously been unsuccessful.\n\n_**Invigorate (10 Charges).**_ The creature permanently increases its maximum hit points by 1d8+1\\. A creature can only benefit from this property once. \n\n**Skull**\n\nYou can use an action and expend charges from the _Dread Caduceus_ to cause one of the following effects to extend from the skull head of the scepter, targeting yourself or a creature within 100 feet: \n\n_**Animate Skeleton (1 Charge).**_ You return a dead creature to a semblance of life, animating the skeleton of its body to serve at your whim. The creature gains the _skeleton template_ and remains under your control until you die or are no longer attuned to the _Dread Caduceus_. \n\n_**Animate Zombie (2 Charges).**_ You return a dead creature to a semblance of life, animating it as a zombie to serve at your whim. The creature gains the _zombie template_ and remains under your control until you die or are no longer attuned to the _Dread Caduceus._\n\n_**Empower Undead (2 Charges).**_ Choose 1d6 undead that you can see within range. Whenever one of the chosen undead makes a weapon attack it deals an extra 1d4 necrotic damage. Even on a miss, the undead deals 1d4 necrotic damage.\n\n**_Animate Legion (6 Charges)._** You return 3d10 dead humanoids to a semblance of life, transforming their corpses into _zombies_ . \n\nYou can use a bonus action to mentally command the undead you create using the _Dread Caduceus._ When you command multiple undead, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete. \n\nIn addition, any creature you animate in this fashion retains injuries or disfigurements that were upon its corpse, and it continues to decompose.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dreamscrying-bowl-a5e", "name": "Dreamscrying Bowl", "type": "Wondrous Item", "desc": "This terra cotta pottery bowl has a glossy black band around the rim and is sized to be used as a nightstand washbowl. Most of it is covered in geometric shapes unique to each other. When you are attuned to the bowl and fill it with holy water, the reflection on its surface portrays your most recent dream, or the dream of a sleeping creature within your reach. If the water is disturbed the shown dream disappears and will not return. \n\nAlternatively, you can shatter the bowl and choose one sleeping creature you can see within 30 feet. Until the sleeping creature awakens naturally, its dream and sleep cannot be interrupted or effected by any other magic.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dungeon-delvers-guide-a5e", "name": "Dungeon Delver's Guide", "type": "Wondrous Item", "desc": "While attuned to this magic tome, you gain an _expertise die_ to skill checks made to recognize and notice underground traps and architectural features. In addition, you gain an expertise die on _saving throws_ against traps.\n\nThe book contains 10 illustrations of doors, 10 illustrations of traps, and 10 illustrations of monsters. As an action, you can permanently tear out an illustration and place it on a surface to make a real door, trap, or monster appear. Once an illustration is used, it can’t be used again.\n\nIf you place a door, a key that you can use to lock and unlock the door magically appears in your hand. Behind the door is a permanent passage through the wall. The passage is 5 feet wide, 8 feet tall, and up to 10 feet deep. The passage creates no instability. If you place a trap, you can choose between the following traps from this book (chapter 2): acid pit trap, commanding voice trap, explosive runes trap, false door trap, hidden pit trap (x3), lock trap (x3, can be placed only on a lock).\n\nIf you place a monster, the monster is not initially hostile to any creature present when it is summoned but is hostile to all other creatures. It otherwise acts according to its nature. The following monsters can be placed: _black pudding_ , _gelatinous cube_ , _hell hound_ , _kobold_ (x3), _minotaur_ , skeleton immortal (x3, DDG).", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dwarven-thrower-a5e", "name": "Dwarven Thrower", "type": "Weapon", "desc": "You gain +3 bonus to attack and damage rolls made with this magic warhammer. In addition, while you are attuned to the hammer, you may throw it with a normal range of 20 feet and a maximum range of 60 feet. On a hit with a ranged attack using this hammer it deals an extra 1d8 damage (2d8 damage if the target is a giant). When thrown the warhammer immediately flies back to your hand after it hits or misses its target.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "echo-force-a5e", "name": "Echo Force", "type": "Weapon", "desc": "While you are attuned to and wielding this shortsword and at your hit point maximum, instead of making a melee weapon attack you can strike at the air to create a blade of magical force. Your blades of magical force are ranged spell attacks that use Strength or Dexterity (your choice), have a range of 30/60 ft., and deal 1d6 force damage. When you are not at your hit point maximum, this shortsword becomes a mundane item.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ever-shifting-map-a5e", "name": "Ever-Shifting Map", "type": "Wondrous Item", "desc": "Created by a dwarven prospector who made it his life's goal to map out as many of the deepest dungeons and tunnels as he possibly could, this tattered piece of parchment has a display of words and diagrams on it that is in constant flux. When you attune to the map, the words change to the language of your choosing. Whenever you examine the map, you can immediately find north no matter where you are, so long as you are on a plane of existence that has traditional cardinal directions.\n\nWhen you speak a command word etched on the back corner of the map while you are underground, you recall the memory of the dwarven prospector embarking on what he feared to be his last expedition, delving so deep that he thought he might never return. When this happens, the map shows you the direction to the largest cache of treasure (measured in number of coins and jewels) within 1 mile. The map shows you passageways relevant to your destination and gives you advantage on ability checks to find secret doors, but does not note the location of monsters or traps. The information on the map disappears after your next long rest, at which point all writing vanishes from the parchment and it becomes a mundane item.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "excalibur-a5e", "name": "Excalibur", "type": "Weapon", "desc": "This legendary weapon is said to grant powerful magic to its wielder and that only the rightful ruler of the land is suitable to carry it into battle. While you are attuned to it, _Excalibur_ grants you the following benefits:\n\n* If you are the rightful wielder of _Excalibur_, it instantly attunes to you and does not take up an attunement slot.\n* You gain a +4 bonus to attack and damage rolls made with this weapon.\n* When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n* When you attack a creature with this weapon and roll a 20 on the _attack roll_ , that target takes an extra 4d6 slashing damage. Then roll another d20\\. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the Narrator. If the creature has no limb to sever, you lop off a portion of its body instead.\n* You can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.\n* When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this property again until you finish a long rest.\n* You have _advantage_ on Insight and Persuasion checks made against anyone but creatures you consider to be your close allies and companions.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "excaliburs-scabbard-a5e", "name": "Excalibur’s Scabbard", "type": "Wondrous Item", "desc": "While wearing this longsword scabbard, you have resistance to piercing and slashing damage from nonmagical weapons.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "eye-of-elsewhere-a5e", "name": "Eye of Elsewhere", "type": "Wondrous Item", "desc": "This gray stone orb is carved into the likeness and size of a disquietingly realistic human eye with a ruby iris. Once you have attuned to it you can use an action to set the eye in a gentle orbit around your head, 1d4 feet away from you. Another creature may use an action to try and take an orbiting eye, but must make a melee attack against AC 24 or make a DC 24 Dexterity (Acrobatics) check. The eye’s AC is 24, it has 30 hit points, and resistance to all damage. While orbiting your head, it is considered a worn item. You can use an action to seize and stow the eye, returning it to an inert and inactive state. \n\nWhile the eye is actively orbiting your head, your Intelligence score increases by 2 (to a maximum of 22), you gain an expertise die on Intelligence checks and Perception checks, and you cannot be _surprised_ or _blinded_ . \n\n_**Innate Arcane Eye.**_ While the eye orbits your head, you know and can innately cast _arcane eye_ without expending a spell slot or the need for material components.\n\n_**Shared Paranoia.**_ After you have attuned to the eye and it has been and active for 24 hours, you develop a paranoia that persists as long as it remains active. While paranoid you have _disadvantage_ on Insight checks and you are considered roughing it if you sleep in the same room or tent as another humanoid creature. \n\n_**Sentience.**_ The eye is a sentient construct with Intelligence 20, Wisdom 15, and Charisma 8\\. It cannot hear, but has blindsight and darkvision to a range of 60 feet. The eye communicates with you and other creatures within 60 feet telepathically and can read, speak, and understand Abyssal, Common, Deep Speech, and Undercommon.\n\n_**Personality.**_ The eye of elsewhere contains the soul of something utterly alien to humanoid perceptions, betrayed and plunged into a constrained form. It is constantly paranoid and convinced that some worse fate could befall it at any moment. Once attuned it will try to learn everything and anything you know, especially secrets. If you are forthcoming with information the eye grows to trust you, but can be brought into conflict if you withhold any information. When in conflict the eye shuts and you no longer gain any of the eye’s benefits or properties except for Shared Paranoia. The eye only opens again if you divulge an important secret or the information initially withheld. \n\n_**Destroying the Eye.**_ The eye is unbreakable but it has the power to implode and disintegrate itself. Success on a DC 28 Deception check convinces the eye that some horrifying and frightening threat is inevitably soon to befall it. Rather than accept its fate, the eye destroys itself and blinks out of existence. On a failed check, the creature permanently loses the eye’s trust and the eye will never attune to it or be convinced by its Deception checks.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "eyes-of-charming-a5e", "name": "Eyes of Charming", "type": "Wondrous Item", "desc": "These framed lenses are worn over the eyes and contain 3 charges. You can use an action to expend 1 charge and cast the __charm person_ spell (save DC 13). Both you and the target must be able to see each other. The lenses regain all expended charges at dawn.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "eyes-of-the-eagle-a5e", "name": "Eyes of the Eagle", "type": "Wondrous Item", "desc": "These wire-framed lenses fit over the eyes and grant you _advantage_ on sight-based Perception checks. When visibility is clear you can make out fine details at extreme ranges, easily discerning creatures and objects as small as 2 feet across.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "faerie-love-letter-a5e", "name": "Faerie Love Letter", "type": "Wondrous Item", "desc": "This miniature private correspondence, which smells of floral perfume, is proof of a particularly scandalous dalliance between two noble fey which you can exploit for a favor. While attuned to the letter you can whisper the command word to cast either __druidcraft_ or mending. You can’t do so again until you finish a _long rest_ .\n\nAlternatively, you can use an action to summon a Tiny faerie (AC 15, HP 1, Speed fly 30 ft., spell save DC 12). The faerie is _charmed_ by you and acts immediately, casting one of the following spells as directed: __faerie fire , healing word ,_ or __hideous laughter ,_ after which it acts to preserve its own life and will only take the Dodge or Hide actions. If the faerie dies in your service the letter loses its power, but you retain the proof of their misconduct. Otherwise the faerie disappears after 1 minute, taking its love letter with it.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "fellow-candlestick-a5e", "name": "Fellow Candlestick", "type": "Wondrous Item", "desc": "This golden candlestick is sentient but will only light when held by someone it is friendly with—perhaps that someone is you. Whether or not the candlestick will accept you as an ally is at the Narrator’s discretion, though it is highly recommended to keep it well-polished and speak to it once per day to encourage a long-lasting friendship. Once you have befriended the candlestick you are able to attune to it. \n\nWhile you are attuned to the candlestick, you can use a bonus action to politely ask it to light itself or extinguish its flame. If another force extinguishes its flame, the candlestick relights itself at the start of your next turn unless told otherwise. \n\n_**Hydrophobic.**_ The candlestick does not like exposure to water or having its candle replaced, and when either occurs it stops functioning for you until you make a DC 14 Persuasion check to earn its forgiveness.\n\n_**Sentience.**_ The candlestick is a sentient construct with Intelligence 14, Wisdom 10, and Charisma 18\\. It has hearing and darkvision to a range of 120 feet. The candlestick communicates with you telepathically and can speak and understand Common, Dwarvish, Elvish, and Halfling. It cannot read (or perhaps it is simply disinterested in doing so).\n\n_**Personality.**_ The candlestick’s purpose is to provide ample lighting for its wielder and snuff itself out should the cover of darkness be required. It is sympathetic to those in need of assistance but demands to be treated with a certain amount of respect and appreciation for its service.\n\n_**Destroying the Candlestick.**_ When reduced to 0 hit points, the candlestick pours its remaining heart and soul into creating one last burst of flames before becoming a mundane item. Each creature in a 10-foot-radius sphere centered on the candlestick must make a DC 14 Dexterity _saving throw_ . A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one.\n\n**Fellow Candlestick Challenge 3**\n\n_Tiny construct_ 700 XP\n\n**Armor Class** 16 (natural armor)\n\n**Hit Points** 90 (12d4+60)\n\n**Speed** 10 ft.\n\n**STR DEX CON INT WIS CHA**\n\n13 (+1) 15 (+2) 20 (+5) 14 (+2) 10 (+0) 18 (+4)\n\n**Proficiency** +2; **Maneuver DC** 12\n\n**Damage Resistances** cold, lightning; bludgeoning, piercing, slashing from nonmagical weapons\n\n**Damage Immunities** fire, poison\n\n**Condition Immunities** _fatigue_ , _poisoned_ \n\n**Senses** darkvision 120 ft., passive Perception 10\n\n**Languages** Common, Dwarvish, Elvish, Halfling\n\n**_Immutable Form._** The candlestick is immune to any spell or effect that would alter its form.\n\nACTION\n\n_**Swiping Flame.**_ _Melee Weapon Attack_: +3 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage plus 2 (1d4) fire damage and the target makes a DC 10 Dexterity _saving throw_ or catches fire, taking 2 (1d4) ongoing fire damage. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "figurine-of-shared-affliction-a5e", "name": "Figurine of Shared Affliction", "type": "Wondrous Item", "desc": "This small wooden figurine was crafted as a special totem used by a healer whose magic allowed him to absorb other people's afflictions into his own body. The item changes shape, taking on your rough appearance when you attune to it. While carrying the figurine on your person, you have _advantage_ on the first Medicine check you make to treat a disease or poison. Only one creature per day can use the figurine in this manner. When you successfully treat an affliction, the figurine takes on a sickly visage as it absorbs the disease or poison. The _figurine of shared affliction_ grants no benefits until it returns to its normal appearance at the end of your next _long rest_ .\n\nWhen you would be reduced to 0 hit points, you can use your reaction to relive the last memory of the healer who created the totem, in which they gave their life to absorb a deadly illness that infected their kin. When this happens, for the next minute you have _advantage_ on death saves. The figurine shows the effects of the attacks you’ve suffered in gruesome detail before reverting to a featureless wooden carving and forever losing its magic.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "flame-tongue-a5e", "name": "Flame Tongue", "type": "Weapon", "desc": "While you are attuned to this magic sword, you can use a bonus action and speak its command word to make flames erupt from the blade, shedding bright light in a 40-foot radius and dim light for an additional 40 feet. While lit, attacks using the sword deal an extra 2d6 fire damage. The flames last until you use a bonus action to put them out or until you drop or sheathe the sword.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "flicker-dagger-a5e", "name": "Flicker Dagger", "type": "Weapon", "desc": "While you are attuned to and wielding this dagger, you can use a bonus action to summon a flickering illusion for 1 minute. Your flickering illusion shares your space, moves with you, and is treated as another enemy of the target for the purposes of the Sneak Attack feature, but it cannot be targeted with attacks and provides no penalties to creatures attacking you. Once you have used this property, you cannot do so again until you finish a _long rest_ .", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "friendly-joybuzzer-a5e", "name": "Friendly Joybuzzer", "type": "Wondrous Item", "desc": "This tin ring houses a small circular device with a red button. You have advantage on Sleight of Hand checks made to hide the _friendly joybuzzer_. Once you are attuned to this magic item, whenever a creature presses the button (even inadvertently through a handshake) for the next minute it becomes happier and friendlier towards you. For the duration, you gain an expertise die on Charisma checks against the creature. If the creature sees the joybuzzer being used or recognizes it as a magical item, it immediately realizes that you used magic to influence its mood and may become hostile toward you. \n\nAlternatively, once you are attuned to this magic item, while you are shaking hands with a creature you can choose to destroy the _friendly joybuzzer_. Make a melee spell attack with _advantage_ , using your highest mental ability score as your spellcasting ability score. On a successful hit, you target the creature as if you had cast __shocking grasp_ , treating each damage die as if you had rolled the maximum amount.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "