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=13
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=14",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=type&page=12",
    "results": [
        {
            "slug": "shepherds-flail",
            "name": "Shepherd's Flail",
            "type": "Weapon",
            "desc": "The handle of this simple flail is made of smooth lotus wood. The three threshers are made of carved and painted wooden beads. You gain a + 1 bonus to attack and damage rolls made with this magic weapon. True Authority (Requires Attunement). You must be attuned to a crook of the flock (see page 72) to attune to this weapon. The attunement ends if you are no longer attuned to the crook. While you are attuned to this weapon and holding it, your Charisma score increases by 4 and can exceed 20, but not 30. When you hit a beast with this weapon, the beast takes an extra 3d6 bludgeoning damage. For the purpose of this weapon, “beast” refers to any creature with the beast type. The flail also has 5 charges. When you reduce a humanoid to 0 hit points with an attack from this weapon, you can expend 1 charge. If you do so, the humanoid stabilizes, regains 1 hit point, and is charmed by you for 24 hours. While charmed in this way, the humanoid regards you as its trusted leader, but it otherwise retains its statistics and regains hit points as normal. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. The flail regains 1d4 + 1 expended charges daily at dawn.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "sickle-of-thorns",
            "name": "Sickle of Thorns",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can swing the sickle to cut nonmagical vegetation up to 60 feet away from you. Each cut is a separate action with one action equaling one swing of your arm. Thus, you can lead a party through a jungle or briar thicket at a normal pace, simply swinging the sickle back and forth ahead of you to clear the path. It can't be used to cut trunks of saplings larger than 1 inch in diameter. It also can't cut through unliving wood (such as a door or wall). When you hit a plant creature with a melee attack with this weapon, that target takes an extra 1d6 slashing damage. This weapon can make very precise cuts, such as to cut fruit or flowers high up in a tree without damaging the tree.",
            "rarity": "uncommon",
            "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": "signaling-ammunition",
            "name": "Signaling Ammunition",
            "type": "Weapon",
            "desc": "This magic ammunition creates a trail of light behind it as it flies through the air. If the ammunition flies through the air and doesn't hit a creature, it releases a burst of light that can be seen for up to 1 mile. If the ammunition hits a creature, the creature must succeed on a DC 13 Dexterity saving throw or be outlined in golden light until the end of its next turn. While the creature is outlined in light, it can't benefit from being invisible and any attack against it has advantage if the attacker can see the outlined creature.",
            "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": "slimeblade",
            "name": "Slimeblade",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.",
            "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": "slipshod-hammer",
            "name": "Slipshod Hammer",
            "type": "Weapon",
            "desc": "This large smith's hammer appears well-used and rough in make and maintenance. If you use this hammer as part of a set of smith's tools, you can repair metal items in half the time, but the appearance of the item is always sloppy and haphazard. When you roll a 20 on an attack roll made with this magic weapon against a target wearing metal armor, the target's armor is partly damaged and takes a permanent and cumulative –2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.",
            "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": "spear-of-the-north",
            "name": "Spear of the North",
            "type": "Weapon",
            "desc": "This spear has an ivory haft, and tiny snowflakes occasionally fall from its tip. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic spear, the target takes an extra 1d6 cold damage. You can use an action to transform the spear into a pair of snow skis. While wearing the snow skis, you have a walking speed of 40 feet when you walk across snow or ice, and you can walk across icy surfaces without needing to make an ability check. You can use a bonus action to transform the skis back into the spear. While the spear is transformed into a pair of skis, you can't make attacks with it.",
            "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": "spear-of-the-stilled-heart",
            "name": "Spear of the Stilled Heart",
            "type": "Weapon",
            "desc": "This rowan wood spear has a thick knot in the center of the haft that uncannily resembles a petrified human heart. When you hit with an attack using this magic spear, the target takes an extra 1d6 necrotic damage. The spear has 3 charges, and it regains all expended charges daily at dusk. When you hit a creature with an attack using it, you can expend 1 charge to deal an extra 3d6 necrotic damage to the target. You regain hit points equal to the necrotic damage dealt.",
            "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": "spear-of-the-western-whale",
            "name": "Spear of the Western Whale",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Fashioned in the style of a whaling spear, this long, barbed weapon is made from bone and heavy, yet pliant, ash wood. Its point is lined with decorative engravings of fish, clam shells, and waves. While you carry this spear, you have advantage on any Wisdom (Survival) checks to acquire food via fishing, and you have advantage on all Strength (Athletics) checks to swim. When set on the ground, the spear always spins to point west. When thrown in a westerly direction, the spear deals an extra 2d6 cold damage to the target.",
            "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": "spectral-blade",
            "name": "Spectral Blade",
            "type": "Weapon",
            "desc": "This blade seems to flicker in and out of existence but always strikes true. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can choose for its attacks to deal force damage instead of piercing damage. As an action while holding this sword or as a reaction when you deal damage to a creature with it, you can turn incorporeal until the start of your next turn. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.",
            "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": "standard-of-divinity",
            "name": "Standard of Divinity",
            "type": "Weapon",
            "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
            "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": "stinger",
            "name": "Stinger",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, you can use a bonus action to inject paralyzing venom in the target. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to poison are also immune to this dagger's paralyzing venom. The dagger can't be used this way again until the next dawn.",
            "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": "survival-knife",
            "name": "Survival Knife",
            "type": "Weapon",
            "desc": "When holding this sturdy knife, you can use an action to transform it into a crowbar, a fishing rod, a hunting trap, or a hatchet (mainly a chopping tool; if wielded as a weapon, it uses the same statistics as this dagger, except it deals slashing damage). While holding or touching the transformed knife, you can use an action to transform it into another form or back into its original shape.",
            "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": "sweet-nature",
            "name": "Sweet Nature",
            "type": "Weapon",
            "desc": "You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a humanoid with this weapon, the humanoid takes an extra 1d6 slashing damage. If you use the axe to damage a plant creature or an object made of wood, the axe's blade liquifies into harmless honey, and it can't be used again until 24 hours have passed.",
            "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": "sword-of-fallen-saints",
            "name": "Sword of Fallen Saints",
            "type": "Weapon",
            "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.",
            "rarity": "uncommon",
            "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": "sword-of-volsung",
            "name": "Sword of Volsung",
            "type": "Weapon",
            "desc": "Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon’s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword’s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can’t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can’t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword’s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see page 152), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung. Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket’s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket’s temporary hit points, the sword isn’t destroyed, but you can’t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, “dragon” refers to any creature with the dragon type, including drakes and wyverns.",
            "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": "tamers-whip",
            "name": "Tamer's Whip",
            "type": "Weapon",
            "desc": "This whip is braided from leather tanned from the hides of a dozen different, dangerous beasts. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a beast using this weapon, you have advantage on the attack roll.\nWhen you roll a 20 on the attack roll made with this weapon and the target is a beast, the beast must succeed on a DC 15 Wisdom saving throw or become charmed or frightened (your choice) for 1 minute.\nIf the creature is charmed, it understands and obeys one-word commands, such as “attack,” “approach,” “stay,” or similar. If it is charmed and understands a language, it obeys any command you give it in that language. The charmed or frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
            "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": "tenebrous-flail-of-screams",
            "name": "Tenebrous Flail of Screams",
            "type": "Weapon",
            "desc": "The handle of this flail is made of mammoth bone wrapped in black leather made from bat wings. Its pommel is adorned with raven's claws, and the head of the flail dangles from a flexible, preserved braid of entrails. The head is made of petrified wood inlaid with owlbear and raven beaks. When swung, the flail lets out an otherworldly screech. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this flail, the target takes an extra 1d6 psychic damage. When you roll a 20 on an attack roll made with this weapon, the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.",
            "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": "thirsting-scalpel",
            "name": "Thirsting Scalpel",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon, which deals slashing damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 2d6 slashing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 13 Constitution saving throw or lose 2d6 hit points at the start of each of its turns from a bleeding wound. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. In addition, once every 7 days while the scalpel is on your person, you must succeed on a DC 15 Charisma saving throw or become driven to feed blood to the scalpel. You have advantage on attack rolls with the scalpel until it is sated. The dagger is sated when you roll a 20 on an attack roll with it, after you deal 14 slashing damage with it, or after 1 hour elapses. If the hour elapses and you haven't sated its thirst for blood, the dagger deals 14 slashing damage to you. If the dagger deals damage to you as a result of the curse, you can't heal the damage for 24 hours. The remove curse spell removes your attunement to the item and frees you from the curse. Alternatively, casting the banishment spell on the dagger forces the bearded devil's essence to leave it. The scalpel then becomes a +1 dagger with no other properties.",
            "rarity": "uncommon",
            "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": "thirsting-thorn",
            "name": "Thirsting Thorn",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while carrying the sword, you have resistance to necrotic damage. Each time you reduce a creature to 0 hit points with this weapon, you can regain 2d8+2 hit points. Each time you regain hit points this way, you must succeed a DC 12 Wisdom saving throw or be incapacitated by terrible visions until the end of your next turn. If you reach your maximum hit points using this effect, you automatically fail the saving throw. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. If you have not damaged a creature with this sword within the past 24 hours, you have disadvantage on attack rolls with weapons other than this one as its hunger for blood drives you to slake its thirst.",
            "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": "tipstaff",
            "name": "Tipstaff",
            "type": "Weapon",
            "desc": "To the uninitiated, this short ebony baton resembles a heavy-duty truncheon with a cord-wrapped handle and silver-capped tip. The weapon has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. When you hit a creature with a melee attack with this magic weapon, you can expend 1 charge to force the target to make a DC 15 Constitution saving throw. If the creature took 20 damage or more from this attack, it has disadvantage on the saving throw. On a failure, the target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
            "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": "tracking-dart",
            "name": "Tracking Dart",
            "type": "Weapon",
            "desc": "When you hit a Large or smaller creature with an attack using this colorful magic dart, the target is splattered with magical paint, which outlines the target in a dim glow (your choice of color) for 1 minute. Any attack roll against a creature outlined in the glow has advantage if the attacker can see the creature, and the creature can't benefit from being invisible. The creature outlined in the glow can end the effect early by using an action to wipe off the splatter of paint.",
            "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": "trident-of-the-vortex",
            "name": "Trident of the Vortex",
            "type": "Weapon",
            "desc": "This bronze trident has a shaft of inlaid blue pearl. You gain a +2 bonus to attack and damage rolls with this magic weapon. Whirlpool. While wielding the trident underwater, you can use an action to speak its command word and cause the water around you to whip into a whirlpool for 1 minute. For the duration, each creature that enters or starts its turn in a space within 10 feet of you must succeed on a DC 15 Strength saving throw or be restrained by the whirlpool. The whirlpool moves with you, and creatures restrained by it move with it. A creature within 5 feet of the whirlpool can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlpool. Once used, this property can’t be used again until the next dawn.",
            "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": "trident-of-the-yearning-tide",
            "name": "Trident of the Yearning Tide",
            "type": "Weapon",
            "desc": "The barbs of this trident are forged from mother-of-pearl and its shaft is fashioned from driftwood. You gain a +2 bonus on attack and damage rolls made with this magic weapon. While holding the trident, you can breathe underwater. The trident has 3 charges for the following other properties. It regains 1d3 expended charges daily at dawn. Call Sealife. While holding the trident, you can use an action to expend 3 of its charges to cast the conjure animals spell from it. The creatures you summon must be beasts that can breathe water. Yearn for the Tide. When you hit a creature with a melee attack using the trident, you can use a bonus action to expend 1 charge to force the target to make a DC 17 Wisdom saving throw. On a failure, the target must spend its next turn leaping into the nearest body of water and swimming toward the bottom. A creature that can breathe underwater automatically succeeds on the saving throw. If no water is in the target’s line of sight, the target automatically succeeds on the saving throw.",
            "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": "tyrants-whip",
            "name": "Tyrant's Whip",
            "type": "Weapon",
            "desc": "This wicked whip has 3 charges and regains all expended charges daily at dawn. When you hit with an attack using this magic whip, you can use a bonus action to expend 1 of its charges to cast the command spell (save DC 13) from it on the creature you hit. If the attack is a critical hit, the target has disadvantage on the saving throw.",
            "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": "umbral-chopper",
            "name": "Umbral Chopper",
            "type": "Weapon",
            "desc": "This simple axe looks no different from a standard forester's tool. A single-edged head is set into a slot in the haft and bound with strong cord. The axe was found by a timber-hauling crew who disappeared into the shadows of a cave deep in an old forest. Retrieved in the dark of the cave, the axe was found to possess disturbing magical properties. You gain a +1 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. When you hit a plant creature with an attack using this weapon, the target must make a DC 15 Constitution saving throw. On a failure, the creature takes 4d6 necrotic damage and its speed is halved until the end of its next turn. On a success, the creature takes half the damage and its speed isn't reduced.",
            "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": "unquiet-dagger",
            "name": "Unquiet Dagger",
            "type": "Weapon",
            "desc": "Forged by creatures with firsthand knowledge of what lies between the stars, this dark gray blade sometimes appears to twitch or ripple like water when not directly observed. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you hit with an attack using this dagger, the target takes an extra 2d6 psychic damage. You can use an action to cause the blade to ripple for 1 minute. While the blade is rippling, each creature that takes psychic damage from the dagger must succeed on a DC 15 Charisma saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dagger can't be used this way again until the next dawn.",
            "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": "valkyries-bite",
            "name": "Valkyrie's Bite",
            "type": "Weapon",
            "desc": "This black-bladed scimitar has a guard that resembles outstretched raven wings, and a polished amethyst sits in its pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the scimitar, you have advantage on initiative rolls. While you hold the scimitar, it sheds dim purple light in a 10-foot radius.",
            "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": "vile-razor",
            "name": "Vile Razor",
            "type": "Weapon",
            "desc": "This perpetually blood-stained straight razor deals slashing damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Inhuman Alacrity. While holding the dagger, you can take two bonus actions on your turn, instead of one. Each bonus action must be different; you can’t use the same bonus action twice in a single turn. Once used, this property can’t be used again until the next dusk. Unclean Cut. When you hit a creature with a melee attack using the dagger, you can use a bonus action to deal an extra 2d4 necrotic damage. If you do so, the target and each of its allies that can see this attack must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Once used, this property can’t be used again until the next dusk. ",
            "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": "whip-of-fangs",
            "name": "Whip of Fangs",
            "type": "Weapon",
            "desc": "The skin of a large asp is woven into the leather of this whip. The asp's head sits nestled among the leather tassels at its tip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d4 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.",
            "rarity": "uncommon",
            "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": "whip-of-the-blue-wyrm",
            "name": "Whip of the Blue Wyrm",
            "type": "Weapon",
            "desc": "Used by the half-dragon taskmasters of a long-forgotten empire, these whips drew fear and hopelessness from those who felt their terrible stings. This dark blue dragonscale leather whip is forged from the supple scales of a blue dragon's tail and enchanted by archmage forgemasters. Its handle of glyphed darkwood holds a single dragon claw on its base. You gain a bonus to attack and damage rolls made with this magic weapon, determined by the weapon's rarity. You can use a bonus action to speak this whip's command word, which sends arcing bolts of lightning down the length of the whip. While lightning arcs down the whip, it deals an extra 1d6 lightning damage to any target it hits. The lightning lasts until you use a bonus action to speak the command word again or until you drop or stow the whip.",
            "rarity": "uncommon, rare, 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": "whirlwind-bolas",
            "name": "Whirlwind Bolas",
            "type": "Weapon",
            "desc": "The metal weights of this magic weapon are inscribed with spiraling sigils of the wind. When you throw this bolas at a creature, the DC for the weapon's Strength saving throw is 15 instead of 10. If a creature deals slashing damage to the bolas to free itself, the bolas can't be used to reduce a creature's speed again until the next dawn, when it knits itself back together.",
            "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": "witchs-circle",
            "name": "Witch's Circle",
            "type": "Weapon",
            "desc": "This damask steel weapon is a simple ring with the interior edge dulled to rest comfortably in hand. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Call the Four. When you hit with a ranged attack using this weapon, the target takes an extra 1d8 damage of one of the following types (your choice): cold, fire, lightning, or thunder. Immediately after the attack, the weapon flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. Witch’s Light. While holding this weapon, you can use an action to cast the moonbeam spell from it, using your spell save DC. You cast the 6th-level version of the spell. Once used, this property can’t be used again until the next dawn. Chakram Statistics. A chakram is a martial melee weapon with the thrown property (range 20/60 feet). It weighs 1 pound and costs 15 gp, and it deals 1d6 slashing damage. The witch’s circle is a magical version of this weapon.",
            "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": "wolf-brush",
            "name": "Wolf Brush",
            "type": "Weapon",
            "desc": "From a distance, this weapon bears a passing resemblance to a fallen tree branch. This unique polearm was first crafted by a famed martial educator and military general from the collected weapons of his fallen compatriots. Each point on this branching spear has a history of its own and is infused with the pain of loss and the glory of military service. When wielded in battle, each of the small, branching spear points attached to the polearm's shaft pulses with a warm glow and burns with the desire to protect the righteous. When not using it, you can fold the branches inward and sheathe the polearm in a leather wrap. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you hold this weapon, it sheds dim light in a 5-foot radius. You can fold and wrap the weapon as an action, extinguishing the light. While holding or carrying the weapon, you have resistance to piercing damage. The weapon has 10 charges for the following other properties. The weapon regains 1d8 + 2 charges daily at dawn. In addition, it regains 1 charge when exposed to powerful magical sunlight, such as the light created by the sunbeam and sunburst spells, and it regains 1 charge each round it remains exposed to such sunlight. Spike Barrage. While wielding this weapon, you can use an action to expend 1 or more of its charges and sweep the weapon in a small arc to release a barrage of spikes in a 15-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 1d10 piercing damage for each charge you expend on a failed save, or half as much damage on a successful one. Spiked Wall. While wielding this weapon, you can use an action to expend 6 charges to cast the wall of thorns spell (save DC 17) from it.",
            "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": "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"
        }
    ]
}