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=type&page=11
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=type&page=12",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=type&page=10",
    "results": [
        {
            "slug": "oakwood-wand",
            "name": "Oakwood Wand",
            "type": "Wand",
            "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend 1 charge as an action to cast the detect poison and disease spell from it. When you cast a spell that deals cold damage while using this wand as your spellcasting focus, the spell deals 1 extra cold damage.",
            "rarity": "common",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-accompaniment",
            "name": "Wand of Accompaniment",
            "type": "Wand",
            "desc": "Tiny musical notes have been etched into the sides of this otherwise plain, wooden wand. It has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates with a small bang. Dance. While holding the wand, you can use an action to expend 3 charges to cast the irresistible dance spell (save DC 17) from it. If the target is in the area of the Song property of this wand, it has disadvantage on the saving throw. Song. While holding the wand, you can use an action to expend 1 charge to cause the area within a 30-foot radius of you to fill with music for 1 minute. The type of music played is up to you, but it is performed flawlessly. Each creature in the area that can hear the music has advantage on saving throws against being deafened and against spells and effects that deal thunder damage.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-air-glyphs",
            "name": "Wand of Air Glyphs",
            "type": "Wand",
            "desc": "While holding this thin, metal wand, you can use action to cause the tip to glow. When you wave the glowing wand in the air, it leaves a trail of light behind it, allowing you to write or draw on the air. Whatever letters or images you make hang in the air for 1 minute before fading away.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-bristles",
            "name": "Wand of Bristles",
            "type": "Wand",
            "desc": "This wand is made from the bristles of a giant boar bound together with magical, silver thread. It weighs 1 pound and is 8 inches long. The wand has a strong boar musk scent to it, which is difficult to mask and is noticed by any creature within 10 feet of you that possesses the Keen Smell trait. The wand is comprised of 10 individual bristles, and as long as the wand has 1 bristle, it regrows 2 bristles daily at dawn. While holding the wand, you can use your action to remove bristles to cause one of the following effects. Ghostly Charge (3 bristles). You toss the bristles toward one creature you can see. A phantom giant boar charges 30 feet toward the creature. If the phantom’s path connects with the creature, the target must succeed on a DC 15 Dexterity saving throw or take 2d8 force damage and be knocked prone. Truffle (2 bristles). You plant the bristles in the ground to conjure up a magical truffle. Consuming the mushroom restores 2d8 hit points.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-depth-detection",
            "name": "Wand of Depth Detection",
            "type": "Wand",
            "desc": "This simple wooden wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 charge and point it at a body of water or other liquid. You learn the liquid's deepest point or its average depth (your choice). In addition, you can use an action to expend 1 charge while you are submerged in a liquid to determine how far you are beneath the liquid's surface.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-direction",
            "name": "Wand of Direction",
            "type": "Wand",
            "desc": "This crooked, twisting wand is crafted of polished ebony with a small, silver arrow affixed to its tip. The wand has 3 charges. While holding it, you can expend 1 charge as an action to make the wand remember your path for up to 1,760 feet of movement. You can increase the length of the path the wand remembers by 1,760 feet for each additional charge you expend. When you expend a charge to make the wand remember your current path, the wand forgets the oldest path of up to 1,760 feet that it remembers. If you wish to retrace your steps, you can use a bonus action to activate the wand’s arrow. The arrow guides you, pointing and mentally tugging you in the direction you should go. The wand’s magic allows you to backtrack with complete accuracy despite being lost, unable to see, or similar hindrances against finding your way. The wand can’t counter or dispel magic effects that cause you to become lost or misguided, but it can guide you back in spite of some magic hindrances, such as guiding you through the area of a darkness spell or guiding you if you had activated the wand then forgotten the way due to the effects of the modify memory spell on you. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a roll of 1, the wand straightens and the arrow falls off, rendering it nonmagical.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-drowning",
            "name": "Wand of Drowning",
            "type": "Wand",
            "desc": "This wand appears to be carved from the bones of a large fish, which have been cemented together. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding this wand, you can use an action to expend 1 charge to cause a thin stream of seawater to spray toward a creature you can see within 60 feet of you. If the target can breathe only air, it must succeed on a DC 15 Constitution saving throw or its lungs fill with rancid seawater and it begins drowning. A drowning creature chokes for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its turn after its choking ends, the creature drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. A successful DC 15 Wisdom (Medicine) check removes the seawater from the drowning creature's lungs, ending the effect.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-extinguishing",
            "name": "Wand of Extinguishing",
            "type": "Wand",
            "desc": "This charred and blackened wooden wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to extinguish a nonmagical flame within 10 feet of you that is no larger than a small campfire. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of ignition.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-fermentation",
            "name": "Wand of Fermentation",
            "type": "Wand",
            "desc": "Fashioned out of oak, this wand appears heavily stained by an unknown liquid. The wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand explodes in a puff of black smoke and is destroyed. While holding the wand, you can use an action and expend 1 or more of its charges to transform nonmagical liquid, such as blood, apple juice, or water, into an alcoholic beverage. For each charge you expend, you transform up to 1 gallon of nonmagical liquid into an equal amount of beer, wine, or other spirit. The alcohol transforms back into its original form if it hasn't been consumed within 24 hours of being transformed.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-flame-control",
            "name": "Wand of Flame Control",
            "type": "Wand",
            "desc": "This wand is fashioned from a branch of pine, stripped of bark and beaded with hardened resin. The wand has 3 charges. If you use the wand as an arcane focus while casting a spell that deals fire damage, you can expend 1 charge as part of casting the spell to increase the spell's damage by 1d4. In addition, while holding the wand, you can use an action to expend 1 of its charges to cause one of the following effects: - Change the color of any flames within 30 feet.\n- Cause a single flame to burn lower, halving the range of light it sheds but burning twice as long.\n- Cause a single flame to burn brighter, doubling the range of the light it sheds but halving its duration. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand bursts into flames and burns to ash in seconds.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-giggles",
            "name": "Wand of Giggles",
            "type": "Wand",
            "desc": "This wand is tipped with a feather. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to giggle for 1 minute. Giggling doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Tears.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-guidance",
            "name": "Wand of Guidance",
            "type": "Wand",
            "desc": "This slim, metal wand is topped with a cage shaped like a three-sided pyramid. An eye of glass sits within the pyramid. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the guidance spell from it. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Resistance.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-harrowing",
            "name": "Wand of Harrowing",
            "type": "Wand",
            "desc": "The tips of this twisted wooden wand are exceptionally withered. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates into useless white powder. Affliction. While holding the wand, you can use an action to expend 1 charge to cause a creature you can see within 60 feet of you to become afflicted with unsightly, weeping sores. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on all Dexterity and Charisma checks for 1 minute. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pain. While holding the wand, you can use an action to expend 3 charges to cause a creature you can see within 60 feet of you to become wracked with terrible pain. The target must succeed on a DC 15 Constitution saving throw or take 4d6 necrotic damage, and its movement speed is halved for 1 minute. A pained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. If the target is also suffering from the Affliction property of this wand, it has disadvantage on the saving throw.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-ignition",
            "name": "Wand of Ignition",
            "type": "Wand",
            "desc": "The cracks in this charred and blackened wooden wand glow like live coals, but the wand is merely warm to the touch. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to set fire to one flammable object or collection of material (a stack of paper, a pile of kindling, or similar) within 10 feet of you that is Small or smaller. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Extinguishing.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-plant-destruction",
            "name": "Wand of Plant Destruction",
            "type": "Wand",
            "desc": "This wand of petrified wood has 7 charges. While holding it, you can use an action to expend up to 3 of its charges to harm a plant or plant creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw, taking 2d8 necrotic damage for each charge you expended on a failed save, or half as much damage on a successful one. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand shatters and is destroyed.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-relieved-burdens",
            "name": "Wand of Relieved Burdens",
            "type": "Wand",
            "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and touch a creature with the wand. If the creature is blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned, the condition is removed from the creature and transferred to you. You suffer the condition for the remainder of its duration or until it is removed. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand crumbles to dust and is destroyed.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-resistance",
            "name": "Wand of Resistance",
            "type": "Wand",
            "desc": "This slim, wooden wand is topped with a small, spherical cage, which holds a pyramid-shaped piece of hematite. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the resistance spell. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Guidance .",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-revealing",
            "name": "Wand of Revealing",
            "type": "Wand",
            "desc": "Crystal beads decorate this wand, and a silver hand, index finger extended, caps it. The wand has 3 charges and regains all expended charges daily at dawn. While holding it, you can use an action to expend 1 of the wand's charges to reveal one creature or object within 120 feet of you that is either invisible or ethereal. This works like the see invisibility spell, except it allows you to see only that one creature or object. That creature or object remains visible as long as it remains within 120 feet of you. If more than one invisible or ethereal creature or object is in range when you use the wand, it reveals the nearest creature or object, revealing invisible creatures or objects before ethereal ones.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-tears",
            "name": "Wand of Tears",
            "type": "Wand",
            "desc": "The top half of this wooden wand is covered in thorns. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to cry for 1 minute. Crying doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Giggles  .",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-the-timekeeper",
            "name": "Wand of the Timekeeper",
            "type": "Wand",
            "desc": "This smoothly polished wooden wand is perfectly balanced in the hand. Its grip is wrapped with supple leather strips, and its length is decorated with intricate arcane symbols. When you use it while playing a drum, you have advantage on Charisma (Performance) checks. The wand has 5 charges for the following properties. It regains 1d4 + 1 charges daily at dawn. Erratic. While holding the wand, you can use an action to expend 2 charges to force one creature you can see to re-roll its initiative at the end of each of its turns for 1 minute. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected. Synchronize. While holding the wand, you can use an action to expend 1 charge to choose one creature you can see who has not taken its turn this round. That creature takes its next turn immediately after yours regardless of its turn in the Initiative order. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-treasure-finding",
            "name": "Wand of Treasure Finding",
            "type": "Wand",
            "desc": "This wand is adorned with gold and silver inlay and topped with a faceted crystal. The wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For 1 minute, you know the direction and approximate distance of the nearest mass or collection of precious metals or minerals within 60 feet. You can concentrate on a specific metal or mineral, such as silver, gold, or diamonds. If the specific metal or mineral is within 60 feet, you are able to discern all locations in which it is found and the approximate amount in each location. The wand's magic can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand turns to lead and becomes nonmagical.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-vapors",
            "name": "Wand of Vapors",
            "type": "Wand",
            "desc": "Green gas swirls inside this slender, glass wand. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand shatters into hundreds of crystalline fragments, and the gas within it dissipates. Fog Cloud. While holding the wand, you can use an action to expend 1 or more of its charges to cast the fog cloud spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Gaseous Escape. When you are attacked while holding this wand, you can use your reaction to expend 3 of its charges to transform yourself and everything you are wearing and carrying into a cloud of green mist until the start of your next turn. While you are a cloud of green mist, you have resistance to nonmagical damage, and you can’t be grappled or restrained. While in this form, you also can’t talk or manipulate objects, any objects you were wearing or holding can’t be dropped, used, or otherwise interacted with, and you can’t attack or cast spells.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wand-of-windows",
            "name": "Wand of Windows",
            "type": "Wand",
            "desc": "This clear, crystal wand has 3 charges. You can use an action to expend 1 charge and touch the wand to any nonmagical object. The wand causes a portion of the object, up to 1-foot square and 6 inches deep, to become transparent for 1 minute. The effect ends if you stop holding the wand. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand slowly becomes cloudy until it is completely opaque and becomes nonmagical.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ammunition-1-a5e",
            "name": "Ammunition +1",
            "type": "Weapon",
            "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ammunition-2-a5e",
            "name": "Ammunition +2",
            "type": "Weapon",
            "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ammunition-3-a5e",
            "name": "Ammunition +3",
            "type": "Weapon",
            "desc": "This ammunition comes in bundles of 10\\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ancient-broom-a5e",
            "name": "Ancient Broom",
            "type": "Weapon",
            "desc": "Subtle power is contained within this ancient oak staff and its coarse bristles, and though it appears as if any amount of rough handling will break this broom only the most potent blades have any chance of harming it. The broom’s handle is said to have come from the first tree and the bristles stolen from a god, but its beginnings are far more humble—just a simple mundane object that accrued its first enchantment by chance after years of exposure to countless rituals. Since then its attraction to magic has grown, and so too has its admiration for the arcane. The broom has been in the hands of countless spellcasters, many of them unlikely candidates to pursue magic, though it cannot remember their names. Only the feats of magic they achieved are of any worth to the broom.\n\n_**Sentience.**_ The broom is a sentient construct with Intelligence 19, Wisdom 15, and Charisma 17\\. It has hearing and darkvision to a range of 120 feet. The broom communicates with you telepathically and can speak and understand Common, Draconic, Dwarvish, Elvish, Sylvan, and Undercommon. \n\n_**Personality.**_ The broom’s purpose is to encourage the use of magic—the more powerful the better—regardless of any consequences. It is unconcerned with the goings on of mortals or anyone not engaged with magic, and it demands a certain amount of respect and appreciation for its service.\n\n**_Demands._** If you are unable to cast spells and attune to the broom, it relentlessly argues for you to pursue magical training and if none is achieved within a month it goes dormant in your hands (becoming a very durable stick). In addition, the broom is a repository of magic over the ages and it strongly encourages you to seek out monsters to harvest powerful reagents, explore cursed ruins in search of forbidden knowledge, and undertake precarious rituals.\n\nYou have a +3 bonus to _attack and damage rolls_  made with the magic broom, and when the broom deals damage with a critical hit the target is _blinded_  until the end of your next turn.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Ancient Broom_, used by spellcasters since the dawn of time.\n\n**DC 18** The broom is able to animate itself and attack your enemies, it has the power to open locks and break shackles, and it enables you to move without leaving a trace of your passing.\n\n**DC 21** Many of those who have wielded the _Ancient Broom_ came from humble and unlikely backgrounds.\n\n**Artifact Properties**\n\nThe _Ancient Broom_ has one lesser artifact detriment and one greater artifact detriment.\n\n**Magic**\n\nWhile you are attuned to the broom you gain an expertise die on checks made with Arcana, and while holding it you can innately cast __pass without trace_  (no _concentration_  required) and _nondetection_ at will.\n\nIn addition, you can use a bonus action to knock the broom against a lock, door, lid, chains, shackles, or the like to open them. Once you have done so 3 times, you cannot do so again until you have finished a long rest. You can speak with the broom over the course of a _short rest_ , learning one ritual spell. The next time you use this feature, you forget the last spell learned from it.\n\n**Dancing Broom**\n\nIn addition, you can use a bonus action to toss this broom into the air and cackle. When you do so, the broom begins to hover, flies up to 60 feet, and attacks one creature of your choice within 5 feet of it. The broom uses your _attack roll_  and ability score modifier to damage rolls, and unless a target is hidden or _invisible_  it has _advantage_  on its attack roll.\n\n While the broom 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 broom to attack one creature within 5 feet of it.\n\n The broom ceases to hover if you grasp it or move more than 30 feet away from it.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "angurvadal-the-stream-of-anguish-a5e",
            "name": "Angurvadal, the Stream of Anguish",
            "type": "Weapon",
            "desc": "This longsword has 5 runes inscribed along its blade that glow and burn fiercely in times of war but with a dim, calming light in times of peace. You gain a +2 to attack and damage rolls with this weapon. While _Angurvadal_ is drawn, its runes glow with 5 feet of dim light when not in combat. As long as the weapon is drawn and you are conscious, you cannot be surprised and have _advantage_  on initiative rolls as the runes blaze to life. On your first turn, and for the duration of the combat, the runes emits bright light in a 20-foot radius and dim light for an additional 20 feet. During this time, attacks with this sword also deal an additional 2d6 fire damage.\n\n_Angurvadal_ has 5 charges and regains 1d4 + 1 charges each dawn. As an action, you can expend 1 or more charges to cast __burning hands_  (save DC 15). For each charge spent after the first, you increase the level of the spell by 1\\. When all charges are expended, roll a d20\\. On a 1, the fire of the runes dims and _Angurvadal_ can no longer gain charges. Otherwise, _Angurvadal_ acts as a mundane longsword until it regains charges. Each charge is represented on the blade by a glowing rune that is extinguished when it is used.\n\n### Lore\n\nLittle is known of _Angurvadal_ beyond the glow of its iconic runes and its often vengeful bearers, including the hero Frithiof. Despite its rather imposing title, this sword has far less of a history of tragedy associated with it than the other swords presented here.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "arrow-of-slaying-a5e",
            "name": "Arrow of Slaying",
            "type": "Weapon",
            "desc": "A particular kind of creature is chosen when this magic arrow is created. When the _arrow of slaying_ damages a creature belonging to the chosen type, heritage, or group, the creature makes a DC 17 Constitution _saving throw_ , taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once the _arrow of slaying_ deals its extra damage to a creature, it loses its magical properties. \n\nOther types of magic ammunition of this kind exist, such as bolts meant for a crossbow, or bullets for a firearm or sling.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "asi-a5e",
            "name": "Asi",
            "type": "Weapon",
            "desc": "This magic, sentient longsword grants a +3 bonus to _attack and damage rolls_  made with it. Once you have attuned to the weapon, while wielding it you gain the following features:\n\n◆ Weapon attacks using the sword score a critical hit on a roll of 19 or 20.\n\n◆ The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.\n\n◆ You can use a bonus action to speak this sword’s command word, causing flames to erupt from the blade. These flames shed _bright light_  in a 60-foot radius and dim light for an additional 60 feet. While the sword is ablaze, it deals an extra 2d8 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.\n\n◆ You can use a bonus action to toss this sword into the air and speak a different command word. When you do so, the sword begins to hover and the consciousness inside of it awakens, transforming it into a creature. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. You can transform the sword into a creature for up to 10 minutes, each one using a minimum of 1 minute from the duration. The sword regains 5 minutes of transforming capability for every 12 hours that feature is not in use.\n\nWhen you act in a way that Asi finds contemptible (performing deeds that conflict with effecting the destruction of the enemies of the gods and restoring the Dharma), the sword acts under its own free will unless you succeed on an opposed Charisma check at the end of each minute.\n\n**_Sentience._** Asi is a sentient weapon with Intelligence 16, Wisdom 16, and Charisma 16\\. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with you and can speak, read, and understand Sanskrit and Tamil.\n\n_**Personality.**_ The sword’s purpose is to effect the destruction of the enemies of the gods and restoring the Dharma. It is single-minded in its purpose and highly motivated, but not unreasonable or averse to compromising its interests for a short time while in the pursuit of the greater good.\n\n_**Destroying the Sword.**_ The sword can never be permanently destroyed. When reduced to 0 hit points, Asi fades into the Ethereal Plane, reappearing in a location of its choosing 1d4 weeks later.\n\n_**Asi**_   \n_Challenge 8_  \n_Small construct 3,900 XP_  \n**AC** 16 (natural armor)  \n**HP** 102 (12d6+60; bloodied 51)  \n**Speed** fly 40 ft. (hover)\n\n  \nSTR DEX CON INT WIS CHA  \n19 (+4) 17 (+3) 20 (+5) 16 (+3) 16 (+3) 16 (+3)\n\n---\n\n**Proficiency** +3; **Maneuver DC** 15  \n**Saving Throws** Int +6, Wis +6, Cha +6 Skills Insight +6, Perception +6  \n**Damage Resistances** cold, lightning; bludgeoning, piercing, slashing  \n**Damage Immunities** fire, poison, psychic  \n**Condition Immunities** _charmed_ , _fatigue_ , _frightened_ , _poisoned_   \n**Senses** darkvision 120 ft., passive Perception 16  \n**Languages** Sanskrit, Tamil; telepathy 60 ft.\n\n---\n\n_**Immutable Form.**_ The sword is immune to any spell or effect that would alter its form.\n\n_**Magic Resistance.**_ The sword has _advantage_  on _saving throws_  against spells and other magical effects.\n\n---\n\nACTIONS\n\n_**Multiattack.**_ The sword attacks twice with its blade.\n\n_**Blade.** Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit_: 16 (2d10+5) magical slashing damage plus 9 (2d8) fire damage.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "axe-of-chilling-fear-a5e",
            "name": "Axe of Chilling Fear",
            "type": "Weapon",
            "desc": "This black iron axe is ice-cold to the touch and feels uncomfortable to hold. Its head has an iridescent blue tint to it, and frost gathers around it when it’s left to rest.\n\nYou have a +1 bonus to _attack and damage rolls_  with this weapon, and when you hit a creature that’s _frightened_  of you (as per the condition) with it, it deals an extra 2d6 cold damage. Additionally, you have _advantage_  on Intimidation checks while holding it, and when you score a critical hit with it, the target must make a DC 15 Wisdom _saving throw_  or be frightened of you for 1 minute. It can repeat the saving throw each time it takes damage, ending the effect on a success.\n\n**_Curse._** While attuned to this axe, a deep-seated fear comes to the fore. You develop a _phobia_ based on a pre-existing fear (work with the Narrator to determine something suitable), however dormant, with the following alterations: when confronted with this object of this phobia, you must make a DC 15 Wisdom _saving throw_ , becoming _frightened_  of it for 1 minute on a failure. On a success, you can’t be frightened by that phobia again for 1 hour. This does not affect a phobia gained in any other way.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "berserker-axe-a5e",
            "name": "Berserker Axe",
            "type": "Weapon",
            "desc": "You gain +1 bonus to attack and damage rolls made with this magic axe, and while you are attuned to it your hit point maximum is increased by 1 for each level you have attained. \n\n**Curse.** After you attune to this axe you are unwilling to part with it, keeping it within reach at all times. In addition, you have _disadvantage_  on attack rolls with weapons other than this one unless the nearest foe you are aware of is 60 feet or more away from you.\n\nIn addition, when you are damaged by a hostile creature you make a DC 15 Wisdom _saving throw_  or go berserk. While berserk, on your turn each round you move to the nearest creature and take the Attack action against it, moving to attack the next nearest creature after you _incapacitate_  your current target. When there is more than one possible target, you randomly determine which to attack. You continue to be berserk until there are no creatures you can see or hear within 60 feet of you at the start of your turn. ",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bow-of-the-viper-a5e",
            "name": "Bow of the Viper",
            "type": "Weapon",
            "desc": "Both limbs of this bow are scaled and end in a snake’s open mouth.\n\nYou gain a +1 to attack and damage rolls while wielding this weapon. As a bonus action, you can expend 1 charge to poison one arrow suitable for the bow for 1 minute or until it is used to damage a creature When a creature is damaged by the blade’s poison, it makes a DC 15 Constitution _saving throw_  or takes 1d10 poison damage and becomes _poisoned_  for 1 minute.\n\nAlternatively, you can use an action to expend 2 charges to cast the following: _protection from poison , shillelagh_ (transforming the bow into a snake-headed   _1 quarterstaff_ ), _thorn whip_ (causing one of the bow’s snake heads to lash out).\n\nThe bow of the viper has 4 charges and regains 1d4 expended charges each dawn. If you expend the last charge, roll a d20\\. On a or 5 or less, it can no longer regain charges and becomes a   _1 longbow_ .",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "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": "dagger-of-venom-a5e",
            "name": "Dagger of Venom",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic blade. In addition, once each dawn you can use an action to poison the dagger’s blade for 1 minute or until it is used to damage a creature. When a creature is damaged by the blade’s poison, it makes a DC 15 Constitution _saving throw_  or takes 2d10 poison damage and becomes _poisoned_  for 1 minute.",
            "rarity": "Rare",
            "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": "dark-stone-a5e",
            "name": "Dark Stone",
            "type": "Weapon",
            "desc": "Five _dark stones_ are usually found together. A _dark stone_ is a black, round pebble that is cold to the touch. It can be used as sling ammunition or can be thrown up to 30 feet. If it is used as sling ammunition, a target hit by the stone takes an extra 1d6 cold damage. Whether it is fired or thrown, nonmagical fires within 10 feet of the stone’s point of impact are immediately extinguished, as are any magical lights or fires created with a spell slot of 2nd-level or lower.",
            "rarity": "Uncommon",
            "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": "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-slayer-a5e",
            "name": "Dragon Slayer",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic sword, and it deals an extra 3d6 damage against dragons (including any creature with the dragon type, such as _dragon turtles_  and _wyverns_ ).",
            "rarity": "Very Rare",
            "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": "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": "emperors-blade-a5e",
            "name": "Emperor’s Blade",
            "type": "Weapon",
            "desc": "Spiked metal barbs line this _+1 longsword_, resembling the many rows of a shark's teeth. You can use a bonus action to speak a command word that activates or deactivates the barbs. While activated, the barbs rapidly saw back and forth to tear into your foes, making your weapon attacks with the sword deal an extra 1d8 slashing damage.\n\nWhen you score a critical hit while the barbs are active, the sawing barbs leave a terrible wound that deals 1d8 ongoing damage. At the start of each of its turns, a wounded creature makes a Constitution _saving throw_  (DC 8 + your proficiency bonus + your Strength modifier) to end the ongoing damage.",
            "rarity": "Very Rare",
            "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": "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": "frost-brand-a5e",
            "name": "Frost Brand",
            "type": "Weapon",
            "desc": "When exposed to freezing temperatures the blade of this magic sword sheds _bright light_  in a 10-foot radius and _dim light_  for an additional 10 feet. While you are attuned to the sword, attacks using it deal an extra 1d6 cold damage and you gain resistance to fire damage. Once per hour, when you draw the sword you can choose to extinguish all nonmagical flames within 30 feet. ",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ghost-metal-axe-a5e",
            "name": "Ghost Metal Axe",
            "type": "Weapon",
            "desc": "While you are attuned to and wielding this extremely light axe, you are able to see 20 feet into the Ethereal Plane and use it to make melee weapon attacks against creatures on the Ethereal Plane. If you are on the Ethereal Plane, you are able to see 20 feet into the Material Plane and use the axe to make melee weapon attacks against creatures on the Material Plane.\n\nIn addition, once per turn when you take the Attack action, you can strike at an undead possessing another creature, forcing it to make a Wisdom _saving throw_  (DC 8 + your proficiency bonus + your Charisma modifier) or exit the possessed creature.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "giant-slayer-a5e",
            "name": "Giant Slayer",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d6 damage against giants (including any creature with the giant type, such as _ettins_  and _trolls_ ). In addition, when the weapon deals damage to a giant, the giant makes a DC 15 Strength _saving throw_  or falls _prone_ .",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}