Magic Item List
list: API endpoint for returning a list of magic items.
retrieve: API endpoint for returning a particular magic item.
GET /v1/magicitems/?format=api&ordering=type&page=18
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=type&page=19", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=type&page=17", "results": [ { "slug": "ever-shifting-map-a5e", "name": "Ever-Shifting Map", "type": "Wondrous Item", "desc": "Created by a dwarven prospector who made it his life's goal to map out as many of the deepest dungeons and tunnels as he possibly could, this tattered piece of parchment has a display of words and diagrams on it that is in constant flux. When you attune to the map, the words change to the language of your choosing. Whenever you examine the map, you can immediately find north no matter where you are, so long as you are on a plane of existence that has traditional cardinal directions.\n\nWhen you speak a command word etched on the back corner of the map while you are underground, you recall the memory of the dwarven prospector embarking on what he feared to be his last expedition, delving so deep that he thought he might never return. When this happens, the map shows you the direction to the largest cache of treasure (measured in number of coins and jewels) within 1 mile. The map shows you passageways relevant to your destination and gives you advantage on ability checks to find secret doors, but does not note the location of monsters or traps. The information on the map disappears after your next long rest, at which point all writing vanishes from the parchment and it becomes a mundane item.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "eversmoking-bottle-a5e", "name": "Eversmoking Bottle", "type": "Wondrous Item", "desc": "This glass bottle is filled with whirling smoke. You can use an action to remove the stopper, causing a thick cloud to pour out and fill a 60-foot radius centered on the bottle, making the area _heavily obscured_ . The cloud grows by 10 feet for each minute that the bottle remains open, to a maximum radius of 120 feet.\n\nThe cloud remains until the bottle is closed. Closing the bottle requires the item’s command word and an action, after which the smoke disperses after 10 minutes. Moderate winds disperse the smoke after 1 minute. Strong winds disperse the smoke after 1 round.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "excaliburs-scabbard-a5e", "name": "Excalibur’s Scabbard", "type": "Wondrous Item", "desc": "While wearing this longsword scabbard, you have resistance to piercing and slashing damage from nonmagical weapons.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "explorers-chalk-a5e", "name": "Explorer’s Chalk", "type": "Wondrous Item", "desc": "This unassuming piece of white chalk appears well-used but does not wear down no matter how many times it marks a surface. The _explorer’s chalk_ has 6 charges and regains 1d6 expended charges each dawn. When you touch it to a surface, you can expend 1 of its charges to create a mark that cannot be wiped away or obscured for 24 hours. While holding the chalk, you can use an action to become aware of the direction of the closest mark made with it as long as that mark is within 1 mile.\n\nIf you expend the _explorer’s chalk’s_ last charge, roll a d20\\. On a result of 5 or less, the chalk crumbles to dust. On a 20, the chalk regains its expended charges and its number of charges increases by 1.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "eye-of-elsewhere-a5e", "name": "Eye of Elsewhere", "type": "Wondrous Item", "desc": "This gray stone orb is carved into the likeness and size of a disquietingly realistic human eye with a ruby iris. Once you have attuned to it you can use an action to set the eye in a gentle orbit around your head, 1d4 feet away from you. Another creature may use an action to try and take an orbiting eye, but must make a melee attack against AC 24 or make a DC 24 Dexterity (Acrobatics) check. The eye’s AC is 24, it has 30 hit points, and resistance to all damage. While orbiting your head, it is considered a worn item. You can use an action to seize and stow the eye, returning it to an inert and inactive state. \n\nWhile the eye is actively orbiting your head, your Intelligence score increases by 2 (to a maximum of 22), you gain an expertise die on Intelligence checks and Perception checks, and you cannot be _surprised_ or _blinded_ . \n\n_**Innate Arcane Eye.**_ While the eye orbits your head, you know and can innately cast _arcane eye_ without expending a spell slot or the need for material components.\n\n_**Shared Paranoia.**_ After you have attuned to the eye and it has been and active for 24 hours, you develop a paranoia that persists as long as it remains active. While paranoid you have _disadvantage_ on Insight checks and you are considered roughing it if you sleep in the same room or tent as another humanoid creature. \n\n_**Sentience.**_ The eye is a sentient construct with Intelligence 20, Wisdom 15, and Charisma 8\\. It cannot hear, but has blindsight and darkvision to a range of 60 feet. The eye communicates with you and other creatures within 60 feet telepathically and can read, speak, and understand Abyssal, Common, Deep Speech, and Undercommon.\n\n_**Personality.**_ The eye of elsewhere contains the soul of something utterly alien to humanoid perceptions, betrayed and plunged into a constrained form. It is constantly paranoid and convinced that some worse fate could befall it at any moment. Once attuned it will try to learn everything and anything you know, especially secrets. If you are forthcoming with information the eye grows to trust you, but can be brought into conflict if you withhold any information. When in conflict the eye shuts and you no longer gain any of the eye’s benefits or properties except for Shared Paranoia. The eye only opens again if you divulge an important secret or the information initially withheld. \n\n_**Destroying the Eye.**_ The eye is unbreakable but it has the power to implode and disintegrate itself. Success on a DC 28 Deception check convinces the eye that some horrifying and frightening threat is inevitably soon to befall it. Rather than accept its fate, the eye destroys itself and blinks out of existence. On a failed check, the creature permanently loses the eye’s trust and the eye will never attune to it or be convinced by its Deception checks.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "eyes-of-charming-a5e", "name": "Eyes of Charming", "type": "Wondrous Item", "desc": "These framed lenses are worn over the eyes and contain 3 charges. You can use an action to expend 1 charge and cast the __charm person_ spell (save DC 13). Both you and the target must be able to see each other. The lenses regain all expended charges at dawn.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "eyes-of-minute-seeing-a5e", "name": "Eyes of Minute Seeing", "type": "Wondrous Item", "desc": "These wire-framed lenses are worn over the eyes and enhance your vision within 1 foot. You gain _advantage_ on any sight-based Investigation checks made to study an object or area within that range", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "eyes-of-the-eagle-a5e", "name": "Eyes of the Eagle", "type": "Wondrous Item", "desc": "These wire-framed lenses fit over the eyes and grant you _advantage_ on sight-based Perception checks. When visibility is clear you can make out fine details at extreme ranges, easily discerning creatures and objects as small as 2 feet across.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "faerie-love-letter-a5e", "name": "Faerie Love Letter", "type": "Wondrous Item", "desc": "This miniature private correspondence, which smells of floral perfume, is proof of a particularly scandalous dalliance between two noble fey which you can exploit for a favor. While attuned to the letter you can whisper the command word to cast either __druidcraft_ or mending. You can’t do so again until you finish a _long rest_ .\n\nAlternatively, you can use an action to summon a Tiny faerie (AC 15, HP 1, Speed fly 30 ft., spell save DC 12). The faerie is _charmed_ by you and acts immediately, casting one of the following spells as directed: __faerie fire , healing word ,_ or __hideous laughter ,_ after which it acts to preserve its own life and will only take the Dodge or Hide actions. If the faerie dies in your service the letter loses its power, but you retain the proof of their misconduct. Otherwise the faerie disappears after 1 minute, taking its love letter with it.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "family-scrapbook-a5e", "name": "Family Scrapbook", "type": "Wondrous Item", "desc": "This scrapbook contains the legacy of campaigns undertaken by adventurers in days past. When in need of advice, you can open the leather-bound tome and spend 1 minute looking for a similar situation. Roll a d10 and on a 7 or higher, you learn one fact relevant to the situation. On a failure, you instead learn one fact or piece of advice that is irrelevant to the situation (such as “_a group of tigers is called an ambush_,” or “_you should eat more leafy greens_”). Once you have used this feature, you cannot do so again until you finish a _long rest_ .\n\nAlternatively, you can use a bonus action to rapidly find one tale of questing relevant to your situation and rip it out of the book. Choose one 1st-level spell that has a casting time of 1 action from any class spell list. Before the end of your next turn, you can cast this spell without the need for material components. After a page is torn from the tome in this way, it becomes a mundane scrapbook.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "fan-of-whispering-a5e", "name": "Fan of Whispering", "type": "Wondrous Item", "desc": "This fan is painted with the image of a woman’s face breathing a gust of wind across a countryside. While holding this fan in front of your lips, you can communicate at a whisper to someone within 100 feet of you that you can see, without being detected by anyone else around. The fan does not grant the ability to reply to your messages.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "feather-token-a5e", "name": "Feather Token", "type": "Wondrous Item", "desc": "This small silver charm resembles a feather. Many types of feather tokens exist with different effects. The Narrator chooses or randomly determines the type of feather token found by rolling d100\\. \n\n__**Table: Feather Token**__\n| **d100** | **Cost** | **Token** |\n| -------- | ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1–20 | 550 gold | **Anchor.** You can use an action to touch the token to a boat, ship, or other water vehicle. The vessel cannot be moved by any means for the next 24 hours. You can repeat the action to end the effect. When the effect ends, the token becomes a mundane item. |\n| 21–35 | 850 gold | **Boat.** You can use an action to toss the token onto a body of water at least 60 feet in diameter. The token transforms into a 50-foot long, 20-foot wide boat. The boat needs no propulsion and moves at a speed of 6 miles per hour, requiring no skill to operate. You can use an action to direct the boat to turn up to 90 degrees. Up to 32 medium creatures and their equipment can travel comfortably on the boat (Large creatures count as 4 creatures and Huge creatures count as 8 creatures). The boat remains for up to 24 hours before disappearing. You may spend an action to dismiss the boat. |\n| 36–50 | 1,000 gold | **Bird.** You can use an action to toss the token nearby where it transforms into a _roc_ . The bird obeys simple commands, though it will not attack, and can fly 16 miles an hour for up to 6 hours while carrying up to 500 pounds, or at half that speed while carrying up to 1,000 pounds. The roc disappears after flying its maximum distance or when reduced to 0 hit points. You may spend an action to dismiss the roc. |\n| 51–65 | 550 gold | **Fan.** While on a wind-powered vessel, you can use an action to toss the token into the air where it transforms into a massive flapping fan or palm frond, creating enough wind to power the vessel or increase its speed by 5 miles per hour for up to 8 hours. When the effect ends, the token disappears. You may spend an action to dismiss the fan. |\n| 66–90 | 550 gold | **Tree.** While outside, you can use an action to toss the token onto an unoccupied patch of ground where it erupts into a nonmagical living oak tree. The tree is 80 feet tall and has a 5-foot diameter trunk with a branch spread of up to 20 feet. |\n| 91–100 | 700 gold | **Whip.** You can use an action to toss the token to a point that you can see within 10 feet. The token transforms into a floating whip that you can command by using a bonus action, making it move up to 20 feet and attack a creature up to 10 feet away from it. The whip has an attack bonus of +10 and deals 1d6+6 force damage. The whip vanishes after 1 hour, when you die, or when you use an action to dismiss it. |", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "fellow-candlestick-a5e", "name": "Fellow Candlestick", "type": "Wondrous Item", "desc": "This golden candlestick is sentient but will only light when held by someone it is friendly with—perhaps that someone is you. Whether or not the candlestick will accept you as an ally is at the Narrator’s discretion, though it is highly recommended to keep it well-polished and speak to it once per day to encourage a long-lasting friendship. Once you have befriended the candlestick you are able to attune to it. \n\nWhile you are attuned to the candlestick, you can use a bonus action to politely ask it to light itself or extinguish its flame. If another force extinguishes its flame, the candlestick relights itself at the start of your next turn unless told otherwise. \n\n_**Hydrophobic.**_ The candlestick does not like exposure to water or having its candle replaced, and when either occurs it stops functioning for you until you make a DC 14 Persuasion check to earn its forgiveness.\n\n_**Sentience.**_ The candlestick is a sentient construct with Intelligence 14, Wisdom 10, and Charisma 18\\. It has hearing and darkvision to a range of 120 feet. The candlestick communicates with you telepathically and can speak and understand Common, Dwarvish, Elvish, and Halfling. It cannot read (or perhaps it is simply disinterested in doing so).\n\n_**Personality.**_ The candlestick’s purpose is to provide ample lighting for its wielder and snuff itself out should the cover of darkness be required. It is sympathetic to those in need of assistance but demands to be treated with a certain amount of respect and appreciation for its service.\n\n_**Destroying the Candlestick.**_ When reduced to 0 hit points, the candlestick pours its remaining heart and soul into creating one last burst of flames before becoming a mundane item. Each creature in a 10-foot-radius sphere centered on the candlestick must make a DC 14 Dexterity _saving throw_ . A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one.\n\n**Fellow Candlestick Challenge 3**\n\n_Tiny construct_ 700 XP\n\n**Armor Class** 16 (natural armor)\n\n**Hit Points** 90 (12d4+60)\n\n**Speed** 10 ft.\n\n**STR DEX CON INT WIS CHA**\n\n13 (+1) 15 (+2) 20 (+5) 14 (+2) 10 (+0) 18 (+4)\n\n**Proficiency** +2; **Maneuver DC** 12\n\n**Damage Resistances** cold, lightning; bludgeoning, piercing, slashing from nonmagical weapons\n\n**Damage Immunities** fire, poison\n\n**Condition Immunities** _fatigue_ , _poisoned_ \n\n**Senses** darkvision 120 ft., passive Perception 10\n\n**Languages** Common, Dwarvish, Elvish, Halfling\n\n**_Immutable Form._** The candlestick is immune to any spell or effect that would alter its form.\n\nACTION\n\n_**Swiping Flame.**_ _Melee Weapon Attack_: +3 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage plus 2 (1d4) fire damage and the target makes a DC 10 Dexterity _saving throw_ or catches fire, taking 2 (1d4) ongoing fire damage. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "figurine-of-shared-affliction-a5e", "name": "Figurine of Shared Affliction", "type": "Wondrous Item", "desc": "This small wooden figurine was crafted as a special totem used by a healer whose magic allowed him to absorb other people's afflictions into his own body. The item changes shape, taking on your rough appearance when you attune to it. While carrying the figurine on your person, you have _advantage_ on the first Medicine check you make to treat a disease or poison. Only one creature per day can use the figurine in this manner. When you successfully treat an affliction, the figurine takes on a sickly visage as it absorbs the disease or poison. The _figurine of shared affliction_ grants no benefits until it returns to its normal appearance at the end of your next _long rest_ .\n\nWhen you would be reduced to 0 hit points, you can use your reaction to relive the last memory of the healer who created the totem, in which they gave their life to absorb a deadly illness that infected their kin. When this happens, for the next minute you have _advantage_ on death saves. The figurine shows the effects of the attacks you’ve suffered in gruesome detail before reverting to a featureless wooden carving and forever losing its magic.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "figurine-of-wondrous-power-a5e", "name": "Figurine of Wondrous Power", "type": "Wondrous Item", "desc": "These small, palm-sized figurines of various animals run the entire gamut of artistic skill—some sculpted down to the last hair of detail and some looking more like the product of carvings by a drunkard.\n\nThe specifics of these figurines vary but they all work in essentially the same way: if you use an action to speak the appropriate command word and throw the figurine at a point within 60 feet, it transforms into a living creature the color of its original material. If the chosen space is occupied (either by creatures or non-living obstacles) the figurine does not transform.\n\nThe resulting creature is friendly to you and your companions, with a notable exception listed below. It understands any language you can speak and follows your verbal commands. When not carrying out a task, the creature defends itself but does not otherwise act.\n\nEach creature stays transformed for a specific duration, detailed in its individual entry. At the end of this duration, the creature turns back to its inanimate form. It also reverts early if it drops to 0 hit points or if you use an action to speak the command word while touching it. Once it has reverted to its figurine form, it cannot transform again for a duration specific to each creature, as detailed in its entry.\n\n---\n\n__**Table: Figurine of Wondrous Power**__\n| **Figurine** | **Rarity** | **Cost** | **Crafting Components** | **Property** |\n| ---------------------- | ---------- | --------- | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| **Bronze Griffin** | Rare | 5,000 gp | Griffon feather | This bronze figurine is of a griffon in an aggressive posture. It can become a _griffon_ for 6 hours, after which it cannot be used again for 5 days. |\n| **Ebony Fly** | Rare | 5,000 gp | Vial filled with mundane flies | This ebony has been carved to look like a horsefly in flight. It can turn into a giant fly and be used as a mount for up to 6 hours, after which it cannot be used for 2 days. |\n| **Golden Lions** | Rare | 5,000 gp | Braid of lion’s mane | These gold lion figurines are always created in pairs, but can be used both together or separately. Each can become a _lion_ for up to 1 hour, after which it can’t be used for 7 days. |\n| **Ivory Goats** | Rare | 5,000 gp | Instrument made of goat horn | These statuettes are always created in threes, but are with different colors, poses, and abilities—most commonly a white goat running, a red goat standing, and a black goat rampant. |\n| _**Goat of Travel.**_ | | | | _The goat of travel_ has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. When the charges run out it can’t be used again until 7 days have passed, at which point it regains all charges. This goat takes the form of a large _goat_ , but uses the statistics of a _riding horse_ . |\n| _**Goat of Travail.**_ | | | | _The goat of travail_ becomes a Large _goat_ for up to 3 hours, after which it can’t be used again for 30 days. |\n| _**Goat of Terror.**_ | | | | _The goat of terror_ becomes a Large goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a _1 lance_ , and the other becomes a _2 longsword_ . Removing a horn requires an action and the weapons disappear when the goat reverts to figurine form. In addition, the goat radiates terror in a 30-foot radius while you are riding it. Any creature hostile to you that starts its turn in the area makes a DC 15 Wisdom _saving throw_ or becomes _frightened_ of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s terror for the next 24 hours. After this figurine has been used, it can’t be used again until 15 days have passed. |\n| **Marble Elephant** | Rare | 5,000 gp | Vial of elephant hairs | This hefty figurine is carved into the form of an elephant with a raised trunk. It can become an _elephant_ for up to 24 hours, after which it cannot be used for 7 days. |\n| **Obsidian Steed** | Very rare | 10,000 gp | Lock of hair from a nightmare’s mane | This rearing horse statuette can become a _nightmare_ for up to 24 hours. It can be utilized as a mount, but fights only to defend itself. There is always a 5% chance per use that the steed ignores your orders, including commands that it return to figurine form. If you mount the steed during this time, it instantly teleports the two of you to a random location in Hell, whereupon it immediately reverts to figurine form. After this figurine has been used, it can’t be used again until 5 days have passed. |\n| **Onyx Dog** | Rare | 5,000 gp | Collar worn by a dog for a year and a day | This onyx carving of a sitting dog can become a Medium-sized version of the dog depicted (usually a _mastiff_ ) for up to 6 hours. It has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see _invisible_ creatures and objects within that range. After this figurine has been used, it can’t be used again until 7 days have passed. |\n| **Serpentine Owl** | Rare | 5,000 gp | Gilded owl’s feather | This serpentine statuette of an owl with spread wings can become a _giant owl_ for up to 8 hours, after which it can’t be used again for 2 days. The owl can communicate with you via telepathy at any range as long as both of you are on the same plane |\n| **Silver Raven** | Uncommon | 500 gp | Gilded raven’s feather | This silver raven statuette can become a mundane _raven_ for up to 12 hours. After this figurine has been used, it can’t be used again until 2 days have passed. While it is in raven form, you can cast _animal messenger_ on it at will. |\n\n---\n\n**Giant Fly Challenge 0**\n\n_Large beast_ 0 XP\n\n**Armor Class** 11\n\n**Hit Points** 19 (3d10+3; bloodied 10)\n\n**Speed** 30 ft., fly 40 ft.\n\n**STR DEX CON INT WIS CHA**\n\n14 (+2) 13 (+1) 13 (+1) 2 (–4) 10 (+0) 3 (–4)\n\n**Proficiency** +2; **Maneuver** DC 12\n\n**Senses** darkvision 60 ft., passive Perception 10\n\n**Languages** —", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "finder-gremlin-a5e", "name": "Finder Gremlin", "type": "Wondrous Item", "desc": "This tiny ethereal silver goblinoid sits in a clamshell container along with a miniature cup of water and a single thin needle. When prompted with a bonus action, the gremlin uses the old cup and needle trick to try and find magnetic north, although it is not particularly good at this. Whenever the gremlin tries to find true north, roll a d10, and on a result of a 1 it gets confused, pointing in the exact opposite direction instead.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "fire-charm-a5e", "name": "Fire Charm", "type": "Wondrous Item", "desc": "While wearing this charm you can use an action to light or extinguish a candle-sized flame within 5 feet, or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Cleanse:** Cast _lesser restoration ._\n* **Resist:** Cast __protection from energy_ (fire only).\n* **Scorch:** Cast __scorching ray_ at 3rd-level (+7 spell attack bonus).\n\n_**Curse.**_ Releasing the charm's power attracts the attention of an _efreeti_ who seeks you out to demand a gift.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "fizzy-rocks-a5e", "name": "Fizzy Rocks", "type": "Wondrous Item", "desc": "This paper packet bearing a winking wizard’s face contains a dozen brightly colored sugary pebbles that fizz when eaten. When you consume a piece of this candy, you can use a bonus action to throw your voice to any point you can see within 60 feet, and your voice emanates directly from that point until the start of your next turn. This effect lasts for 1 hour.\n\nAlternatively, you can consume all 12 _fizzy rocks_ to cast __thunderwave_ as a 2nd-level spell (dealing 2d8 thunder damage; save DC 14). You are made an additional target of the spell when casting it in this way.\n\n__Fizzy Lifter_ and __Fizzy Rocks_ \n\nIdeally the combination of these two confections should be left ambiguous but indescribably bad. It should be a _“relative of a friend of a friend died from it”_ sort of legend and the Narrator should create any mad reactions that they feel are interesting. However, if an adventurer ignores the warning and consumes both items at once this optional effect may be used:\n\nWhen a creature consumes both _fizzy lifter_ and _fizzy rocks_ within a minute of each other, the arcane chemical reaction causes the effects of both items to end and a torrent of harmless foam to rocket out of the creature’s mouth, propelling it in the opposite direction. Determine a direction randomly by rolling a d8\\. The creature is pushed 100 feet in that direction. This movement does not provoke _opportunity attacks_ . If it impacts a creature or object along this path it stops, is knocked _prone_ , and takes 23 (5d8) bludgeoning damage, dealing the same amount of damage to whatever it impacts. ", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "flask-of-inebriation-a5e", "name": "Flask of Inebriation", "type": "Wondrous Item", "desc": "This plain and rough old steel flask hides one's vices most inconspicuously. Any liquid poured into the flask instantly becomes intoxicating and remains so even if poured out of the flask. The flask has no effect on any form of magical liquids poured into it.\n\n \nThe flask has 2 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, spraying a 10-foot cone that empties the flask of its contents. Creatures within the area make a DC 10 Constitution _saving throw_ or are _poisoned_ by the potent alcohol. At the end of each of its turns, a creature poisoned by the flask can repeat the saving throw, ending the effect on itself on a success. If you expend the last charge, roll a d20\\. On a result of 5 or less, the flask loses its potency and becomes a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "focusing-eye-a5e", "name": "Focusing Eye", "type": "Wondrous Item", "desc": "This thumb-sized opal is carved to resemble an open eye. As an action, you can affix it to your forehead where it remains in place until you use another action to remove it. While you wear the eye, you gain an expertise die on Insight checks you make while speaking telepathically with another creature.\n\nThe eye has 3 charges and regains 1 charge each dusk. You can use an action to expend 2 charges and cast _detect thoughts_ on any creature with whom you have communicated telepathically during the last 24 hours, regardless of your distance from the creature. Alternatively, you can expend 3 charges to cast _clairvoyance_ centered on the creature’s current location.\n\nWhen you expend the eye’s last charge, it permanently affixes to your forehead but otherwise becomes a normal opal.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "folding-boat-a5e", "name": "Folding Boat", "type": "Wondrous Item", "desc": "This dark wood box with nautical-themed carvings measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and always floats in water. Three command words control its functions as follows:\n\n* The first command word turns the box into a 10-foot long boat that is 4 feet wide and 2 feet deep. It comes equipped with one pair of oars, an anchor, a mast, and a lateen sail, and can hold up to 4 Medium creatures comfortably.\n* The second command word causes the box to unfold into a 24-foot long ship that is 8 feet wide and 6 feet deep. This ship has a deck, rowing seats, 5 sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. It can hold 15 Medium creatures comfortably.\n* A third command word causes the folding boat to revert to its original shape, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside and any objects that can fit inside do.\n\nWhen the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "fools-hat-a5e", "name": "Fool's Hat", "type": "Wondrous Item", "desc": "This extraordinary hat comes to several points, each with a bell affixed to it. A number of times per day equal to your Charisma modifier, you can snap your fingers as an action and become _invisible_ . The invisibility lasts until the end of your next turn, and it ends early if you attack, deal damage, cast a spell, or force a creature to make a _saving throw_ . However, the sound of bells jingling means your location is always known if you use any movement.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "friendly-joybuzzer-a5e", "name": "Friendly Joybuzzer", "type": "Wondrous Item", "desc": "This tin ring houses a small circular device with a red button. You have advantage on Sleight of Hand checks made to hide the _friendly joybuzzer_. Once you are attuned to this magic item, whenever a creature presses the button (even inadvertently through a handshake) for the next minute it becomes happier and friendlier towards you. For the duration, you gain an expertise die on Charisma checks against the creature. If the creature sees the joybuzzer being used or recognizes it as a magical item, it immediately realizes that you used magic to influence its mood and may become hostile toward you. \n\nAlternatively, once you are attuned to this magic item, while you are shaking hands with a creature you can choose to destroy the _friendly joybuzzer_. Make a melee spell attack with _advantage_ , using your highest mental ability score as your spellcasting ability score. On a successful hit, you target the creature as if you had cast __shocking grasp_ , treating each damage die as if you had rolled the maximum amount.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gallow-hand-a5e", "name": "Gallow Hand", "type": "Wondrous Item", "desc": "This grisly trophy is the hand of a person hung at the gallows, dipped in wax rendered from their own fat and wicked with their own hair. The fingers of this strange and complicated remnant of a malcontent can be lit just like a normal candle to shed _bright light_ in a 5-foot radius and dim light for a further 10 feet. The light shed by a _gallow hand_ is only visible to its holder and is completely _invisible_ to all other creatures.\n\nAlternatively, all five fingers of the hand can be lit as an action. If the hand is lit in this way, it sheds bright light in a 10-foot radius and dim light for a further 20 feet. This light is _invisible_ to the holder but visible to all other creatures. Any creature other than the holder that enters this area of light for the first time on its turn or starts its turn there must make a DC 13 Wisdom _saving throw_ or become _charmed_ . While charmed, a creature’s Speeds are reduced to 0 until the start of its next turn. Once lit in this way the _gallow hand_ burns for 1 minute, after which it deteriorates into a molten nub.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gauntlet-of-dominion-a5e", "name": "Gauntlet of Dominion", "type": "Wondrous Item", "desc": "This supple leather gauntlet covers the wearer’s left arm up to the elbow and has scenes of small humanoids being subjugated depicted in bone fragments along its length.\n\nAs an action, you can hold out your left hand and issue a single order from the list below. Choose up to 10 humanoids that can hear you. The chosen creatures must make a DC 14 Wisdom _saving throw_ or follow your choice of the following orders for the next minute:\n\n* _**Acclaim.**_ Affected creatures fall _prone_ and offer up a constant stream of praise, preventing them from casting spells with a vocalized component or using any abilities that require speech.\n* _**Disarm.**_ Affected creatures discard any melee or ranged weapons they have on their person and will not touch a weapon while this ability is active.\n* _**Follow.**_ Affected creatures use their full movement to move towards you, stopping when they are within 5 feet.\n\nThe ability has no effect if the target is undead or doesn’t understand your language, or if attempting to follow your command is directly harmful to it. In addition, any damage dealt to a creature ends the effect on it.\n\nOnce you have used this property three times, it cannot be used again until you have finished a _short or long rest_ .\n\n_**Curse.**_ Using this item draws the attention of a _glabrezu_ , who may seek you out for its own purposes.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gauntlets-of-ogre-power-a5e", "name": "Gauntlets of Ogre Power", "type": "Wondrous Item", "desc": "Wearing these gauntlets increases your Strength score to 19\\. They have no effect if your Strength is equal to or greater than 19.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gauntlets-of-summer-a5e", "name": "Gauntlets of Summer", "type": "Wondrous Item", "desc": "These finely crafted gold-embossed white leather gauntlets are shaped to mimic the hooves of a stag. While wearing these gauntlets, your weapon attacks count as both silver and magical for the purpose of overcoming resistance and immunity to attacks and damage.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gem-of-brightness-a5e", "name": "Gem of Brightness", "type": "Wondrous Item", "desc": "This prism has 50 charges. While you are holding it, you can speak one of three command words to cause one of the following effects:\n\n* The first command word can be used as a bonus action to cause the gem to shed _bright light_ in a 30-foot radius and _dim light_ for an additional 30 feet. This effect doesn’t expend any charges and lasts until you repeat the first command word or use one of the other two.\n* The second command word requires an action and expends 1 charge, causing the gem to fire a brilliant beam of light at one creature you can see within 60 feet. The creature makes a DC 15 Constitution _saving throw_ or becomes _blinded_ for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The third command word requires an action and expends 5 charges, causing the gem to flare with blinding light in a 30-foot cone. Each creature in the area makes a DC 15 Constitution _saving throw_ or becomes _blinded_ for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nWhen all of the gem’s charges are expended it loses all magical properties, becoming a mundane jewel worth 50 gold.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gem-of-seeing-a5e", "name": "Gem of Seeing", "type": "Wondrous Item", "desc": "This gem has 3 charges and regains 1d3 charges each dawn. You can use an action to speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight to a range of 120 feet when you peer through the gem.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "glasses-of-rodentius-a5e", "name": "Glasses of Rodentius", "type": "Wondrous Item", "desc": "These round glasses have a thin black metal frame and lenses that softly shimmer green. Engraved into the arms are very subtle rodents arranged into a helix. While you are wearing the glasses, you can see the paths that rodents have traveled in the last two days. The paths appear as shimmering green lines that reach upwards. The sooner a rat has traveled the path, the brighter the trail appears. When observed under the effects of __detect magic ,_ a small spectral rat crawls off of the glasses and squeaks. \n\nAlternatively, you can use an action to snap the glasses in half and cast _charm monster_ (save DC 13) on up to 10 rats you can see within range. Unlike normal, the duration of the spell is reduced to 1 minute.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gloam-bread-a5e", "name": "Gloam Bread", "type": "Wondrous Item", "desc": "Available from the few merchants who reside around the city’s market square, these dark, dense bread rolls are incredibly filling, but leave an unpleasant, greasy taste in your mouth\n\nEach piece of Gloam Bread is considered one Supply. When consumed, you have _advantage_ on Wisdom _saving throws_ against the Fellspire Gloaming challenge for 24 hours.\n\nIn addition, you can make a DC 16 Wisdom _saving throw_ , reducing your _strife_ by one level on a success. Once a creature reduces its strife in this way it cannot do so again until it has had a _long rest_ .", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "glove-of-swift-return-a5e", "name": "Glove of Swift Return", "type": "Wondrous Item", "desc": "While you are attuned to and wearing this crimson glove, any weapon you throw returns to your gloved hand immediately after it hits or misses the target.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gloves-of-missile-snaring-a5e", "name": "Gloves of Missile Snaring", "type": "Wondrous Item", "desc": "While wearing these gloves, when you are hit by a ranged weapon attack you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, as long as you have a free hand. If the damage is reduced to 0, you can catch the missile if it is small enough to be held in that hand.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gloves-of-swimming-and-climbing-a5e", "name": "Gloves of Swimming and Climbing", "type": "Wondrous Item", "desc": "While wearing these gloves you gain the following benefits:\n\n* Climbing and swimming don’t cost extra movement.\n* +5 bonus to Athletics checks made to climb or swim.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "goblin-mask-a5e", "name": "Goblin Mask", "type": "Wondrous Item", "desc": "Your vision shifts into a sickly yellow tint. Your muscles tense up and contract inside you, made twitchy as new sensory information floods your brain. You gain the following benefits and powers while wearing the _goblin mask_:\n\n**_Darkvision_.** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.\n\n_**Goblin Tongue**_. You can speak, read, and write Goblin as a language.\n\n_**Nimble Escape.**_ This mask has 5 charges. While wearing it, you can use an action to expend 1 of its charges to take the Disengage or Hide action as a bonus action during your turn. The mask regains 1d4 + 1 charges daily at sunrise. If you expend the mask’s last charge, roll a d20\\. On a 1, the mask shrivels away and is destroyed.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "goggles-of-night-a5e", "name": "Goggles of Night", "type": "Wondrous Item", "desc": "While wearing these goggles, you gain darkvision to a range of 60 feet, or increase your existing darkvision by 60 feet.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gong-of-alarm-a5e", "name": "Gong of Alarm", "type": "Wondrous Item", "desc": "As an action, you can cast the __alarm_ spell through this brass gong. When cast this way, the spell’s duration becomes 1 month. The gong can’t be used to cast _alarm_ again while the spell is active and for 24 hours thereafter.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gossip-earring-a5e", "name": "Gossip Earring", "type": "Wondrous Item", "desc": "The days of wondering what the socialites across the room are chatting about have come to an end! This brass earring is sculpted into the shape of whispering maidens. Whenever a creature says your name while within 100 feet the earring activates, transmitting the creature’s words as a hushed whisper into your ears until it has gone at least 1 minute without saying your name.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "grappling-gun-a5e", "name": "Grappling Gun", "type": "Wondrous Item", "desc": "This device resembles a crossbow with a grappling hook fixed onto a spear that emerges from the front of it. You can use an action to fire it at a perch within 120 feet—a crux of tree boughs, the corner of a building, the top of a street light, a cluster of rocks across a chasm—and make a ranged weapon attack roll against AC 13\\. On a successful hit the device’s grappling hook affixes itself to the perch and you can use a bonus action to retract the line, moving to a square adjacent to the grappling hook. When you are within 10 feet of the grappling hook you can use a reaction to return it to the _grappling gun_. \n\nA _grappling gun_ that has its line obstructed by another creature or broken (AC 20, 20 hit points) becomes inoperable until it is reloaded with an action. \n\nIn addition, you can fire the _grappling gun_ as an attack against a creature (range 60/120 ft.), dealing 1d4 bludgeoning damage. On a hit the creature makes a DC 10 Strength _saving throw_ or is knocked _prone_ .", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gremlin-translator-a5e", "name": "Gremlin Translator", "type": "Wondrous Item", "desc": "This Tiny ethereal orange goblinoid sits inside a decorative silver earring. The gremlin speaks Common and has limited knowledge of all other known languages, able to understand and translate the following phrases regardless of what language they are spoken in:\n\n* Excuse me\n* Please\n* Yes\n* No\n* Where is the privy?\n\nWhen prompted the gremlin provides you with the correct translation of any of those phrases in any language. It can also attempt to translate anything spoken or written in any language, however it only recognizes the words that comprise the above phrases.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "guide-to-respecting-social-mores-a5e", "name": "Guide to Respecting Social Mores", "type": "Wondrous Item", "desc": "This small, rather dry book contains instructions on etiquette and proper behavior. Its hidden and most useful purpose is to scream loudly to create a distraction whenever its carrier is subjected to unwanted social interactions.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hamper-of-gwyddno-garanhir-and-knife-of-llawfrodedd-the-horseman-a5e", "name": "Hamper of Gwyddno Garanhir & Knife of Llawfrodedd the Horseman", "type": "Wondrous Item", "desc": "You can use an action to cast _create food and water_ by putting 1d4 _Supply_ into this large wooden basket or using this cutting knife to prepare a 1d4 Supply. You cannot use food created in this way to activate either of these magic items.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hand-of-the-night-a5e", "name": "Hand of the Night", "type": "Wondrous Item", "desc": "Thin ridges of ivory trace the fingers of this supple leather glove, yet they never restrict the movement or flexibility of the hand. While wearing this glove, you can cause an object held in your hand to turn _invisible_ , provided it weighs 5 pounds or less. The object remains invisible until you let go of it or end the effect as a free action. If you make an attack with an invisible weapon that has the finesse property, the attack doesn’t trigger any reactions unless the creature making the reaction can perceive invisible objects.\n\nAdditionally, if you are in _dim light or darkness_ , you can turn invisible as an action. You remain invisible for 10 minutes or until you use movement or take any actions or reactions.\n\n_**Curse.**_ While in sunlight, your skin appears gray and veiny, your face is gaunt, and your eyes turn hollow, pale, and milky, giving you an unsettling demeanor. The exact effects of this appearance can vary broadly depending on who’s around to see it, often imposing disadvantage on Charisma checks or even outright hostility. Additionally, while in sunlight you make any _saving throws_ with a –2 penalty.\n\n_**Escalation.**_ This glove’s true powers open up when, through subtlety and subterfuge, you steal something greater than just objects. This could mean stealing a soul away from death, stealing victory from the jaws of defeat, or something even more unusual. The first time you perform such a feat, the glove gains 3 charges that replenish each dawn. Additionally, each time you trigger the escalation you can choose from one of the following benefits, each of which cost 1 charge to use.\n\n• You can cast disguise self without expending a spell slot, and Charisma is your spellcasting ability for this effect. You can’t do so again until the next dawn. \n• For 1 minute you can use movement while benefiting from this glove’s invisibility. \n• If you take an action or reaction while benefiting from this glove’s invisibility, you can instead become visible at the start of your next turn.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "handy-halter-a5e", "name": "Handy Halter", "type": "Wondrous Item", "desc": "This noosed strap (also known as the Halter of Clydno Eiddyn as it was long stapled to the foot of his bed) has 3 charges. While holding it, you can use an action and expend 1 charge to cast the __find steed_ spell from it. The rope regains 1d3 expended charges daily at dawn.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "handy-haversack-a5e", "name": "Handy Haversack", "type": "Wondrous Item", "desc": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds regardless of its contents.\n\nPlacing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again.\n\nFood or water placed in the bag immediately and permanently lose all nourishing qualities—after being in the bag, water no longer slakes thirst and food does not sate hunger or nourish. In a similar fashion, the body of a dead creature placed in the bag cannot be restored to life by __revivify , raise dead ,_ or other similar magic. Breathing creatures inside the bag can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to _suffocate_ .\n\nThe bag cannot hold any item that would not fit in a normal bag of its apparent size or any item with the Bulky quality. \n\nIf the bag is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a _handy haversack_ inside another extradimensional storage device such as a _bag of holding_ or __portable hole_ results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "harlequins-cards-a5e", "name": "Harlequin's Cards", "type": "Wondrous Item", "desc": "This deck of cards has a series of cut-outs within each card. As an action, you can make a DC 12 Performance check to send the cards flying through your hands, creating the appearance that the cut-outs are moving to tell a story of your choice. If you are standing near a light source, the story is cast on a nearby wall through shadowplay.\n\nOn a failed check, the story’s end is unsatisfying; if you fail by 5 or more, it takes a ghastly turn, ending in murder, betrayal, or gruesome death.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hat-of-disguise-a5e", "name": "Hat of Disguise", "type": "Wondrous Item", "desc": "While wearing this hat, you can use an action to cast __disguise self_ at will. The spell ends if the hat is removed.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hat-of-grand-entrances-a5e", "name": "Hat of Grand Entrances", "type": "Wondrous Item", "desc": "Step into the room and make a grand entrance! This top hat has embroidered figurines of trumpet players in full regalia. By speaking a command word, you can cause the figures to magically and loudly herald your arrival by trumpet blasts, followed by a speech announcing your name, titles, and any of your major accomplishments. You can alter this speech beforehand by giving any special instructions to the hat before speaking the command word. Once this hat has heralded an entrance it can’t be used again for 10 minutes.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "headband-of-intellect-a5e", "name": "Headband of Intellect", "type": "Wondrous Item", "desc": "Wearing this headband increases your Intelligence score to 19\\. It has no effect if your Intelligence is equal to greater than 19.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "heavens-roof-ring-a5e", "name": "Heaven's Roof Ring", "type": "Wondrous Item", "desc": "Awarded to those who have performed some great service to the cloud elves, this silver band of this ring is set with a flat gray stone etched with a wing. Once a day, you can spend an action to gain fly speed of 50 feet for 10 minutes, and once per day, as a reaction, you can cast _feather fall_ on yourself. While attuned, you are also fully acclimated to great heights and automatically succeed on checks against the effects of the _Elsenian Span_.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "