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=20
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=21",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=type&page=19",
    "results": [
        {
            "slug": "maternal-cameo-a5e",
            "name": "Maternal Cameo",
            "type": "Wondrous Item",
            "desc": "This small stone is rumored to once have been an heirloom of a prominent family of seers from a mountainous region. The cameo is made of stone that features a light gray and cream-colored swirling pattern attached to a slender beige lace ribbon to hang about the neck. When you are wearing this cameo, you gain an expertise die on _saving throws_  against _fear_ .\n\nOnce you have worn the jewelry for 24 hours, the face carved in relief on the cameo resembles your biological mother. When the cameo is destroyed, the spirit of the image carved in the cameo is summoned so long as the person featured on the cameo is dead (if the person is alive, destroying the cameo has no effect.) The spirit remains for up to 10 minutes and is able to communicate with speech but otherwise unable to affect the Material Plane.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "medallion-of-thoughts-a5e",
            "name": "Medallion of Thoughts",
            "type": "Wondrous Item",
            "desc": "While you are wearing this ornate medallion, you can use an action to expend one of its three charges to cast __detect thoughts_  (DC 13). The medallion regains 1d3 expended charges every dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "megingjord-a5e",
            "name": "Megingjörð",
            "type": "Wondrous Item",
            "desc": "Thor’s belt of power is said to double the god’s strength. While wearing this belt, your Strength score changes to 25\\. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. While wielding __Mjölnir_ , wearing this belt, and the gloves _Járngreipr_ , your Strength increases to 27.\n\nIn addition, you have _advantage_  on Strength _ability checks_  and Strength _saving throws_ , and your Carrying Capacity is determined as if your size is Gargantuan(8 times as much as normal).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "memory-leaf-a5e",
            "name": "Memory Leaf",
            "type": "Wondrous Item",
            "desc": "Precious beyond reckoning, this silver leaf has fallen from a Memory Tree and contains a psychic imprint of the living creature it was once connected to. It can only be attuned when pressed against the forehead and is often set into a woven headband. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Memory Leaf_, which fell from a Memory Tree in ages past. \n\n**DC 18** Sometimes those who wear the leaf sense those who have worn it before.\n\n**DC 21** The leaf can grant knowledge about the ancient world.\n\n**Artifact Properties**\n\nThe _Memory Leaf h_as one lesser artifact benefit. There is a 50% chance when you attune to the leaf that you discover a lesser artifact detriment. \n\nIn some cases the benefit and detriment are reflections of the former personality, and you may acquire those traits while attuned to it.\n\n**Magic**\n\nWhile this leaf is pressed against your forehead, you can cast _legend lore_  to ask the psychic imprint within the leaf one question about the ancient world. Once you have used this property 3 times, it cannot be used again until next dawn. ",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "message-stones-a5e",
            "name": "Message Stones",
            "type": "Wondrous Item",
            "desc": "_Message stones_ are a pair of small, smooth stones, carved from two halves of a single rock. While touching one of the stones, you can use an action to cast _sending_ , targeting the creature that carries the other stone. The spell is only cast if a creature is holding the paired stone or it is otherwise touching the creature’s skin.\n\nOnce used to cast __sending_ , the stones cannot be used again until dawn of the following day. If one of the paired stones is destroyed, the other loses its magical properties.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "message-whistle-a5e",
            "name": "Message Whistle",
            "type": "Wondrous Item",
            "desc": "Carved by _satyr_  musicians, this wooden whistle resembles a shushing finger when held to one’s mouth, and blowing through it does not produce an audible sound. Puffing on the whistle as an action allows you to cast the __message_ cantrip once without any other spell components. This ability recharges after one week.\n\nAlternatively, you can use an action to blow extremely hard through the whistle to cast the __sending_ spell without seen, vocal, or material components. Unlike the spell, your message can only contain 10 words and there is a 10% chance the message doesn’t arrive (even if you are on the same plane of existence). The whistle is destroyed in a burst of sparkles.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "meteorological-map-a5e",
            "name": "Meteorological Map",
            "type": "Wondrous Item",
            "desc": "This book has a simple, line-drawn map of the world on its cover. Writing the name of a specific place (no bigger than a small town) on one of its blank pages will cause it to magically write out a 50 word description of the current weather conditions there.\n\nThere are 25 blank pages. Pages cannot be erased or otherwise unbound from their target location once the name has been written.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "midnight-pearls-a5e",
            "name": "Midnight Pearls",
            "type": "Wondrous Item",
            "desc": "These lustrous black pearl earrings would look at home on a socialite but are rumored to have originated with a treacherous pirate captain. They always appear wet and give the air nearby the slightest taste of saltwater. You do not require pierced ears to wear the earrings and when placed against the lobe they naturally stick to your skin. In addition to being highly fashionable, they can also help escape a tough jam. \n\nYou can use an action to drop and stomp on one of these earrings, destroying it as a cloud of _darkness_  erupts in a 5-foot radius and extends 10 feet in every direction for 1d4 rounds.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mirror-of-life-trapping-a5e",
            "name": "Mirror of Life Trapping",
            "type": "Wondrous Item",
            "desc": "This elaborate 50 pound mirror hides an extradimensional prison beneath its smooth, silvery surface. \n\nYou can use an action to activate or deactivate the mirror by speaking its command word while within 5 feet. While active, when a creature other than you sees its reflection in the mirror while within 30 feet, it makes a DC 15 Charisma _saving throw_ . Creatures that are aware of the mirror’s nature have _advantage_ , and constructs automatically succeed. On a failure, the creature and all its possessions are trapped inside one of the mirror’s 12 extradimensional cells.\n\n* Each extradimensional cell is an infinite plane filled with thick fog. Creatures trapped within do not need to eat, drink, or sleep, nor do they age.\n* Creatures can escape via planar travel, but are otherwise trapped until freed.\n* If a creature is trapped but the mirror’s cells are already full, a randomly determined trapped creature is freed so the new creature may be trapped.\n* While within 5 feet of the mirror, you can use an action to call forth a trapped creature. The creature appears in the surface of the mirror, allowing you and the creature to communicate normally.\n* A trapped creature can be freed by using an action to speak a different command word. The creature appears in an unoccupied space near the mirror and facing away from it.\n\nWhen the mirror (AC 11, 10 hit points, vulnerability to bludgeoning damage) is reduced to 0 hit points it shatters, freeing all trapped creatures. The creatures appear in unoccupied spaces nearby.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mourning-medallion-a5e",
            "name": "Mourning Medallion",
            "type": "Wondrous Item",
            "desc": "This medallion hangs from a very old rope made from the braided hair of those long past. When you are reduced to 0 hit points while wearing it, before going _unconscious_  you can use your reaction to ask the medallion a single question which it answers with “yes,” “no,” or “unknown.” It answers truthfully, using the knowledge of all those who have died. Roll 1d20 after using this feature. On a result of 5 or less, the medallion becomes a mundane piece of mourning jewelry. Once you have used this feature, you cannot do so again until you finish a _long rest_ .\n\nAlternatively, you can instead use your reaction to rip the medallion from its braid when you are reduced to 0 hit points but not killed outright. You drop to 1 hit point instead and the medallion becomes a mundane piece of mourning jewelry.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mug-of-warming-a5e",
            "name": "Mug of Warming",
            "type": "Wondrous Item",
            "desc": "This quilted-patterned mug is perfect for cold winter nights or when caffeinated beverages are a morning necessity. Any liquid poured into the mug is instantly warmed to a piping hot temperature, remaining hot even when poured out. The mug has no effect on any form of magical liquids poured into it.\n\nThe mug has 3 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, splashing the contents of the mug into a 5-foot square in a conflagration of flame. Creatures and objects in the area make a DC 10 Dexterity _saving throw_ , taking 1d4 fire damage on a failure. If you expend the last charge, roll a d20\\. On a result of 5 or less, the mug loses its warming properties 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": "nautilus-a5e",
            "name": "Nautilus",
            "type": "Wondrous Item",
            "desc": "  \nThis vessel at first appears to be a Gargantuan sea monster 230 feet long by 30 feet in height and width, its body covered in hard reflective scales. Along the top there is a hidden catch, which can be found with a successful DC 23 Intelligence (Investigation) check. Releasing the catch unlocks a hatch revealing a cylinder wide enough for a Medium creature to crawl inside. The _Nautilus_ is a Gargantuan object with the following statistics:\n\n**Armor Class:** 25  \n**Hit Points:** 400 (damage threshold 20)  \n**Speed** swim 200 ft. (can turn a maximum of 15 degrees in a round)  \n**Damage Immunities** poison, psychic  \n**Crew Capacity** 25; **Passenger Capacity** 600  \n**Travel Pace** 58 miles per hour (460 miles per day)\n\nTo be used as a vehicle, the _Nautilus_ requires one pilot at the helm. While the hatch is closed, the compartment is airtight and watertight.\n\nThe steel submarine holds enough air for 15,000 hours of breathing, divided by the number of breathing creatures inside (at most 625 for 24 hours). There are 2 decks of interior compartments, most of which are 6 feet high. Interior doors are airtight, have AC 20 and 50 hit points, and can be bypassed with DC 18 Dexterity (thieves’ tools) checks or DC 25 Strength checks.\n\nThe _Nautilus_ floats on water. It can also go underwater to a depth of 9,000 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.\n\nA creature at the helm can use an action to pilot the _Nautilus_ by making a DC 18 Intelligence (vehicle \\[water\\]) check, with disadvantage if there are no other creatures controlling the ballasts, hydraulics, and sensors (each an action), or with _advantage_  if each position has a creature helping. On a success, the pilot can double the effects of any acceleration, deceleration, or turning they make with the _Nautilus_ on their turn. In addition, the pilot can send the submarine careening into a creature or object, making an attack roll as usual.\n\n_**Prow.** Melee Weapon Attack:_ +12 to hit, reach 20 ft., one target. _Hit:_ 34 (8d6+6) piercing damage. On a natural 1, the Nautilus takes 34 (8d6+6) bludgeoning damage.\n\nAny creature in the command room can pull a lever to activate its function, but the _Nautilus_ only responds to the first 8 levers pulled in a round, and a lever only performs a function once per round. While traveling forward the lever to travel backwards does not function, and while traveling backward the level to travel forwards does not function. After each use, a lever goes back to its neutral position.\n\n__Nautilus Controls__\n| Lever | Up                                                                                                                                                              | Down                                                                        |\n| ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------- |\n| 1     | Forward window shutter opens.                                                                                                                                   | Forward window shutter closes.                                              |\n| 2     | Side window shutters open (20 per side).                                                                                                                        | Side window shutters close (20 per side).                                   |\n| 3     | Two manipulator arms extend from the front of the Nautilus.                                                                                                     | The manipulator arms retract.                                               |\n| 4     | Each extended manipulator arm makes the following _melee weapon attack_: +12 to hit, reach 15 ft., one target. _Hit_: The target is _grappled_  (escape DC 20). | One or both extended manipulator arms release what they are holding.        |\n| 5     | The _Nautilus_ accelerates forward, increasing its speed by 20 feet (to a maximum of 200 feet).                                                                 | The _Nautilus_ decelerates, reducing its speed by 50 feet (minimum 0 feet). |\n| 6     | The _Nautilus_ accelerates backward, increasing its speed by 20 feet (to a maximum of 200 feet).                                                                | The _Nautilus_ decelerates, reducing its speed by 50 feet (minimum 0 feet). |\n| 7     | The _Nautilus_ turns 15 degrees left.                                                                                                                           | The _Nautilus_ turns 15 degrees right.                                      |\n| 8     | Eyelike fixtures emit bright light in a 300-foot radius and dim light for an additional 150 feet.                                                               | The light turns off.                                                        |\n| 9     | The _Nautilus_ sinks as much as 50 feet in liquid.                                                                                                              | The _Nautilus_ rises up to 50 feet in liquid.                               |\n| 10    | The top hatch unseals and opens.                                                                                                                                | The top hatch closes and seals.                                             |",
            "rarity": "Artifact",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-adaptation-a5e",
            "name": "Necklace of Adaptation",
            "type": "Wondrous Item",
            "desc": "While wearing this finely-woven necklace, you can breathe normally in any environment and you have _advantage_  on _saving throws_  made against harmful gases, vapors, and other inhaled effects.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-fireballs-a5e",
            "name": "Necklace of Fireballs",
            "type": "Wondrous Item",
            "desc": "This gorgeous necklace is affixed with 1d6+3 beads that radiate power. You can use an action to hurl a bead up to 60 feet. When the bead lands it detonates as a 3rd-level __fireball_ (save DC 15). \n\nYou can hurl multiple beads with the same action, increasing the spell level of the __fireball_  by 1 for each bead beyond the first.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-hunger-a5e",
            "name": "Necklace of Hunger",
            "type": "Wondrous Item",
            "desc": "While you are attuned to and wearing this necklace of serrated teeth, you gain a bite natural weapon attack that deals 1d6 magical piercing damage, and you cannot become _diseased_  or _poisoned_  from anything you eat or drink.\n\nIn addition, you may eat anything organic that can reasonably fit in your mouth without difficulty (or regard for taste) and gain sustenance from doing so as if you have consumed a normal meal. \n\n**Curse.** Your appearance and aura carries a hint of malice and despair. You have _disadvantage_  on Charisma checks and beasts are hostile towards you.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-prayer-beads-a5e",
            "name": "Necklace of Prayer Beads",
            "type": "Wondrous Item",
            "desc": "This many-beaded necklace helps mark prayers. Of the many types of gemstone beads, 1d4+2 are magical and can be removed from the necklace as a bonus action to cast a spell (described on Table: Necklace of Prayer Beads). There are 6 types of magic beads, and which are on the necklace are randomly determined or chosen by the Narrator.\n\nA necklace can have multiple beads of the same type. To use a bead, you must be wearing the necklace, and if it requires a spell save you use your spell save DC. Once a bead has been used, it loses its magic until the next dawn\n\n__**Table: Necklace of Prayer Beads**__\n| **d20** | **Bead of**  | **Spell**                                         |\n| ------- | ------------ | ------------------------------------------------- |\n| 1-6     | Blessing     | __bless_                                          |\n| 7-12    | Curing       | __cure wounds  (2nd-level) or lesser restoration_ |\n| 13-16   | Favor        | __greater restoration_                            |\n| 17-18   | Invigorating | __invigorated strikes_                            |\n| 19      | Summons      | __planar ally_                                    |\n| 20      | Wind         | __wind walk_                                      |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "opera-goers-guise-a5e",
            "name": "Opera-Goer’s Guise",
            "type": "Wondrous Item",
            "desc": "This dashing filigreed white mask translates a song’s meaning directly into your mind. When wearing the _opera-goer’s guise_, you can magically understand any language so long as it is sung. This item has no effect on written or spoken words.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "opus-maleficarum-a5e",
            "name": "Opus Maleficarum",
            "type": "Wondrous Item",
            "desc": "This book looks to have survived a fire. Its pages are browned upon the edges with many corners lost to char. The cover appears to be made from the skin of a reptile, but the blackened scales are cracked from the flames making identification all but impossible. Within, the pages of this book are filled with profane writings, eldritch symbols, and twisted imagery one might associate with a warlock’s book of shadows. Largely illegible, to those of a more martial bent the meanings of strange words become clear.\n\nSpending at least 24 hours over the course of 7 nights reading and practicing the forms and phrases within the _Opus_ allows a reader with access to martial maneuvers to learn a single maneuver from the Eldritch Blackguard combat tradition, as long as it is of a degree they can learn. This does not count against the character’s limit of known combat traditions or maneuvers. Any character capable of casting a cantrip or 1st level spell who reads the _Opus_ also suffers 1 level of _strife_ .\n\nOnce this tome has been read, it becomes a mundane item for one year and a day before it regains its magic",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "orb-of-chaotic-assault-a5e",
            "name": "Orb of Chaotic Assault",
            "type": "Wondrous Item",
            "desc": "This iridescent glass sphere’s color is constantly shifting. When used as an improvised weapon the orb breaks on impact. If the orb shatters against a creature, one randomly determined resistance or immunity the creature has is reduced for 1d6+1 rounds, after which the creature’s defenses return to normal. A creature’s immunity to a damage type changes to resistance to that damage type, or it loses its resistance. Success on a DC 15 Intelligence (Arcana) check reveals what resistance has been affected after the orb is used.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "orb-of-dragonkind-a5e",
            "name": "Orb of Dragonkind",
            "type": "Wondrous Item",
            "desc": "Long ago the souls of five evil dragons were ripped from their corporeal bodies and captured with arcana by mages that sought to end the tyranny of wicked winged serpents. Each is contained within an intricately inscribed crystal globe 10 inches across—though when the magic within is called upon, an orb swells to double its size and glows with a faint light revealing the color of the scales that once belonged to what little remains of the creature that now resides in it. \n\nWhile you are attuned to and holding a_n Orb of Dragonkind,_ you can use an action and speak a command word to attempt to control the draconic soul within by making a DC 15 Charisma check. On a success, you can control the _Orb of Dragonkind,_ or on a failure you are charmed by it. Both effects last until you are no longer attuned to the orb.\n\nWhile you are charmed by the orb, you cannot choose to end your attunement to it. In addition, the orb can innately cast __suggestion_ on you at will (save DC 18) to compel you to commit evil acts that serve its purposes—exacting revenge, attaining its freedom, spread suffering and ruin, encourage the worship of foul draconic deities, collect the other _orbs of dragonkind_, or whatever else the Narrator deems fit. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is an _Orb of Dragonkind,_ an artifact with the power to control dragons. \n\n**DC 20** Five orbs were made, each containing the soul of an evil dragon.\n\n**DC 25** The orb can summon evil dragons, but does not actually control them.\n\n**Artifact Properties**\n\nAn _Orb of Dragonkind_ has two lesser artifact benefits, one lesser artifact detriment, and one greater artifact detriment.\n\n**Magic**\n\nWhile you are controlling an _Orb of Dragonkind,_ you can use an action to cast detect magic at will. You can also expend 1 or more charges to cast _detect magic_ (no charge), __daylight  (_1 charge), __death ward_  (2 charges), _cure wounds_  (5th-level version, 3 charges), or __scrying_ (save DC 18; 3 charges). \n\n**The orb has 7 charges and regains 1d4 + 3 expended charges each dawn.**\n\n**Call Dragons**\n\nWhile you are controlling an _Orb of Dragonkind_, you can use an action to send a telepathic message in a 40-mile radius. Evil dragons that are mortal and in the area are compelled to take the quickest and most direct route to the orb, though they may not be friendly or pleased with being forced to answer the call. Once this property has been used, you cannot use it again for 1 hour.\n\n**Destroying an Orb**\n\nDespite its glass appearance, an _Orb of Dragonkind_ is immune to most types of damage (including draconic breath weapons and natural attacks), but they can be destroyed by the __disintegrate_ spell or a single strike from a weapon with a +3 magical bonus to attack and damage rolls.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "orb-of-elsewhere-a5e",
            "name": "Orb of Elsewhere",
            "type": "Wondrous Item",
            "desc": "This crystalline orb is filled with dense smoke that constantly changes color. While holding the orb, you can use an action and speak its command word to open a portal to a random location on a plane from the Orb of Elsewhere table. The portal remains open either until the next dawn on your original Material Plane, or until you use an action to speak the command word to close it.\n\nOnce the portal is closed, the orb remains at the entry point to that plane. If at the end of the duration the orb has not been used to create a portal of return, it teleports to a random point on its plane of origin (leaving any creatures that traveled through the portal stranded).\n\nThe orb’s destination changes at dawn on your Material Plane each day, and its portal never goes to the same location twice in a row.\n\n__**Table: Orb of Elsewhere**__\n| **d12** | **Plane**      |\n| ------- | -------------- |\n| 1       | Plane of Air   |\n| 2       | Plane of Earth |\n| 3       | Plane of Water |\n| 4       | Plane of Fire  |\n| 5       | Plane of Death |\n| 6       | Plane of Life  |\n| 7       | Plane of Space |\n| 8       | Plane of Time  |\n| 9       | Ethereal Plane |\n| 10      | Astral Plane   |\n| 11      | Dreaming       |\n| 12      | Bleak Gate     |",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "orb-of-the-dragon-breaker-a5e",
            "name": "Orb of the Dragon Breaker",
            "type": "Wondrous Item",
            "desc": "This iridescent glass sphere resembles a soap bubble tinted the color of the dragon scale used to create it. When used as an improvised weapon the orb breaks on impact. If the orb shatters against a creature, the creature’s immunity or resistance to a damage type associated with the dragon scale used in the orb’s creation (fire for a red dragon scale, acid for a green dragon scale, and so on) is either reduced from immunity to a damage type to resistance to the same damage type, or it loses its resistance. The orb’s effects last for 1d6+1 rounds, after which the creature’s defenses return to normal.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "organizer-gremlin-a5e",
            "name": "Organizer Gremlin",
            "type": "Wondrous Item",
            "desc": "This small black pocketbook comes with a tiny ethereal gold goblinoid who holds a cheap pen and eagerly awaits your instructions. Roughly half of this 120 page book is blank scratch paper, and the other half is a calendar of the current year. The gremlin writes down anything you ask it to and even takes down dictation if requested. It will also mark reminders in the calendar and circle dates. Despite its love for writing however, its penmanship is quite poor, it doesn’t actually understand what anything it’s writing actually means, and any word with 3 or more syllables is always misspelled. Accurately understanding anything the gremlin has written requires a DC 10 Intelligence check. ",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "paramours-daisy-a5e",
            "name": "Paramour’s Daisy",
            "type": "Wondrous Item",
            "desc": "This bright yellow daisy never wilts or fades. The daisy has exactly 20 petals when you first receive it. \n\nWhile the daisy has an even number of petals, both your personality and physical appearance become vibrant. You gain an expertise die on Persuasion checks, but you have _disadvantage_  on Stealth checks. \n\nWhile the daisy has an odd number of petals, your presence fades into the background. You gain an expertise die on Stealth checks, but you have _disadvantage_  on Persuasion checks.\n\nYou can use an action to pluck one petal from the daisy. The daisy loses its magic once you remove its final petal.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "pearl-of-power-a5e",
            "name": "Pearl of Power",
            "type": "Wondrous Item",
            "desc": "While holding this lustrous pearl, you can use an action to speak its command word and regain one expended spell slot of up to 3rd-level. If restoring a higher level slot, the new slot is 3rd-level. Once used, the pearl loses its magic until the next dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "perdita-ravenwings-true-name-a5e",
            "name": "Perdita Ravenwing’s True Name",
            "type": "Wondrous Item",
            "desc": "This slip of parchment contains the magically bound name “Agnes Nittworthy” surrounded by occult symbols and raven feathers. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful and ancient hag beside you for 1 minute. Agnes acts aloof and mysterious but becomes oddly motherly around the young or incompetent. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Create ominous noises or effects (as _thaumaturgy_ ).\n* Magically poison up to a pound of food within 5 feet. Any creature that consumes this poisoned food must make a DC 13 Constitution _saving throw_  or become _poisoned_  for 10 minutes.\n* Mimic animal sounds or the voices of specific humanoids. A creature that hears the sounds can tell they are imitations with a successful DC 13 Insight check.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Perdita in exchange for her direct assistance. When you do so the parchment crumbles into dust and for the next minute the vision curses a creature of your choice within 30 feet (as __bestow curse_ , save DC 13) after which she disappears. Once you have revoked your claim in this way, you can never invoke Perdita’s true name again.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "perfect-disguise-a5e",
            "name": "Perfect Disguise",
            "type": "Wondrous Item",
            "desc": "This set of novelty glasses has a comically-oversized false nose along with a thick fake mustache and bushy eyebrows. These glasses have 3 charges and regain 1 charge each dawn. While wearing the glasses you can expend 1 charge to cast the spell __disguise self_  (save DC 14). \n\nHowever, you cannot mask the glasses themselves using __disguise self_  in this way—no matter how your disguise looks, it includes the novelty glasses.\n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the _perfect disguise_ is glued to your face (as _sovereign glue_ ) 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": "perfume-vile-a5e",
            "name": "Perfume Vile",
            "type": "Wondrous Item",
            "desc": "You can use a bonus action to spray perfume from this fashionable bottle, immediately dispelling any foul odors on a creature or object of Large size or smaller and leaving behind only the faint smell of peonies that lasts for 1d4 hours. The bottle has enough perfume in it for 20 sprays.\n\nAlternatively, you can use an action to throw the bottle at a point within 30 feet, creating a 20-foot radius sphere of pink gas centered where it hits. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1d4 rounds. A creature that enters the area or starts its turn there makes a Constitution _saving throw_  (DC equal to the number of perfume sprays remaining) or it takes 1d4 poison damage and becomes stunned for 1 round. Creatures already wearing the perfume have _advantage_  on this saving throw.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "periapt-of-health-a5e",
            "name": "Periapt of Health",
            "type": "Wondrous Item",
            "desc": "While wearing this pendant, you are immune to _diseases_  (you cannot contract any disease, and the effects if any ongoing diseases are suppressed).",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "periapt-of-proof-against-poison-a5e",
            "name": "Periapt of Proof Against Poison",
            "type": "Wondrous Item",
            "desc": "A slick film surrounds this delicate pendant and makes it shimmer. While wearing this pendant, you are immune to poison damage and the _poisoned_  condition.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "periapt-of-wound-closure-a5e",
            "name": "Periapt of Wound Closure",
            "type": "Wondrous Item",
            "desc": "Engraved with symbols of healing, this warm silver pendant prevents you from dying.\n\n* While wearing this pendant, you automatically stabilize when dying. You may still roll your Death _saving throw_  to try and roll a 20, but may only roll once on each of your turns and no more than three times.\n* Whenever you roll a Hit Die to regain hit points, you regain twice as many as normal.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "phoenix-feather-cap-a5e",
            "name": "Phoenix-Feather Cap",
            "type": "Wondrous Item",
            "desc": "While attuned to this stylish cap, you can cast __fly_ on yourself at will without the need for components. In addition, the cap has 2 charges. You can use an action to expend a charge to use Wild Shape as if you were a _druid_  of 10th level. While using Wild Shape, you always retain one distinctive visual characteristic no matter what beast you are transformed into. The cap regains all of its expended charges whenever you finish a _short or long rest_ .",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "pipes-of-haunting-a5e",
            "name": "Pipes of Haunting",
            "type": "Wondrous Item",
            "desc": "Using these pipes requires proficiency with wind instruments. You can use an action and expend 1 charge to play them and create an eerie, spellbinding tune. Each creature within 30 feet that hears you play makes a DC 15 Wisdom _saving throw_  or becomes _frightened_  of you for 1 minute. You may choose for nonhostile creatures in the area to automatically succeed on the saving throw. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to these _pipes of haunting_ for 24 hours. The pipes have 3 charges and regain 1d3 charges each dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "pipes-of-the-sewers-a5e",
            "name": "Pipes of the Sewers",
            "type": "Wondrous Item",
            "desc": "You must be proficient with wind instruments to use these pipes. The pipes have 3 charges and regain 1d3 expended charges at dawn. \n\nYou can use an action to expend 1 to 3 charges and play the pipes, summoning a _swarm of rats_  for each expended charge. Summoned swarms are not under anyone’s control and appear by the shortest available route, and if there are not enough rats within a half mile (at the Narrator’s discretion) for this to take effect the expended charges are wasted and no swarm is summoned.\n\nWhile you are using an action to play the pipes, you can make a Charisma check contested by the Wisdom check of a swarm of rats within 30 feet. On a failure, the swarm acts normally and is immune to the pipes for 24 hours. On a success, the swarm becomes friendly to you and your allies until you stop playing the pipes, following your commands. If not given any commands a friendly swarm defends itself but otherwise takes no actions. Any friendly swarm that begins its turn unable to hear music from the pipes breaks your control, behaving as normal and immune to the effects of the pipes for 24 hours.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "plague-doctors-mask-a5e",
            "name": "Plague Doctor's Mask",
            "type": "Wondrous Item",
            "desc": "This waxed leather mask covers an entire humanoid face and resembles the beak of a bird. A pair of glass lenses allow you to see through it and the bill provides a constant smell of lavender. While attuned to the _plague doctor’s mask_, you gain an expertise die on Constitution _saving throws_  against _diseases_ .\n\nWhen you spend your action to concentrate and inhale the fragrance inside the mask, you recall memories from the brilliant surgeon who created the item. This strips the mask of its magic but allows you to recall the details of a particularly dangerous case. You have advantage on Medicine checks made to treat any single nonmagical disease of your choice until the end of your next _long rest_ , at which point the memories vanish.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "poison-breath-bottle-a5e",
            "name": "Poison Breath Bottle",
            "type": "Wondrous Item",
            "desc": "You can use an action to throw this green vial at a point within 20 feet. The vial shatters on impact and creates a 5-foot-radius cloud of poison gas. A creature that starts its turn in the cloud must succeed on a DC 12 Constitution _saving throw_  or take 2d6 poison damage and become _poisoned_  until the end of its next turn. The area inside the cloud is _lightly obscured_ . The cloud remains for 1 minute or until a strong wind disperses it.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "poisoners-almanac-a5e",
            "name": "Poisoner’s Almanac",
            "type": "Wondrous Item",
            "desc": "Poisonous botanicals were pressed into the pages of this tome long ago, and when found only 2d6 pages remain. You may tear out a page and dissolve it in any liquid over the course of 1 minute, transforming it into oil of taggit. When dissolved in a potion, the potion becomes inert.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "portable-hole-a5e",
            "name": "Portable Hole",
            "type": "Wondrous Item",
            "desc": "While not in use, this item appears as a cloth the color of darkness. When unfolded, it opens up into a circular sheet that is 6 feet in diameter. \n\nYou can use an action to unfold the _portable hole_ on a stable solid surface. When unfolded, the item creates a hole 10 feet deep that leads to a cylindrical extra dimensional space which cannot be used to create open passages. Closing the hole requires an action and involves you taking a hold of the edges and folding it up. No matter its contents, the hole weighs next to nothing. \n\nFood or water placed in a closed _portable hole_ immediately and permanently lose all nourishing qualities—after being in the item, 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 portable hole cannot be restored to life by __revivify , raise dead_ , or other similar magic. Breathing creatures inside a closed _portable hole_ can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to _suffocate_ .\n\nCreatures inside the hole while it’s open can exit the hole by simply climbing out. A creature still within the hole can use an action to make a DC 10 Strength check to escape as it is being closed. On a success, the creature appears within 5 feet of the item or creature carrying it.\n\nPlacing a _portable hole_ inside another extradimensional storage device such as a _bag of holding_ or __handy haversack_  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": "portraiture-gremlin-a5e",
            "name": "Portraiture Gremlin",
            "type": "Wondrous Item",
            "desc": "This Tiny ethereal white goblinoid sits within a small iron box and is surrounded by dabs of pigments. The box has a switch that when pressed strikes the gremlin on the head with a tiny hammer. Whenever the gremlin is hit by the hammer it rapidly paints whatever it sees out of the small porthole at the front of the box. The gremlin takes 1 minute to finish the picture and the result is a perfectly accurate painting, albeit miniature. The gremlin comes with enough pigments for 5 paintings and each subsequent painting requires paints worth at least 12 gold. ",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "pouch-of-emergency-healing-a5e",
            "name": "Pouch of Emergency Healing",
            "type": "Wondrous Item",
            "desc": "Twice per day, you can use an action to open this blue silk pouch and receive or bestow the benefits of one of the following spells: _cure wounds , greater restoration , healing word , lesser restoration ._",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "preserved-imps-head-a5e",
            "name": "Preserved Imp’s Head",
            "type": "Wondrous Item",
            "desc": "This dessicated head of a fiend mumbles occasionally as if trying to speak but cannot, its eyes and mouth sewn shut with a rough black cord. The head longs to escape this prison and return to Hell, shaking violently and cursing whenever it is within 60 feet of an active portal. \n\nAlternatively, as an action you can direct the head at a visible creature within 60 feet and cut the cord tying the imp’s lips, causing it to burst into flames and making the spirit inside lash out. The target must make a DC 13 Dexterity _saving throw_ , taking 2d10 fire damage on a failed save, or half as much damage on a successful one.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "prismatic-gown-a5e",
            "name": "Prismatic Gown",
            "type": "Wondrous Item",
            "desc": "While it always remains perfectly fitted to the wearer, this ballroom gown constantly shifts between thousands of colors, styles, cuts and patterns. While wearing the _prismatic gown_, you gain _advantage_  on _saving throws_  made for the effects of spells from the prismatic school due to the odd magic woven into it.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "protean-needlepoint-a5e",
            "name": "Protean Needlepoint",
            "type": "Wondrous Item",
            "desc": "Always pristine, easy to thread—and most importantly—able to change its size to suit any purpose, this miraculous sewing needle promises to always be the right tool for the job. The needle’s exact size randomly changes every hour, but you can also choose the form it takes by spending 1 minute threading it with the proper filament.\n\n**Cotton (Sharp Needle)**. Perfect for delicate stitching, beading, and general use.\n\n**Silk (Embroidery Needle)**. Ideal for more decorative needlework.\n\n**Wool (Canvas Needle)**. Large and blunt, for bulkier, loosely woven material.\n\n**Leather (Glover Needle)**. Big, sharp, made for punching through thick hide.\n\nThe _protean needlepoint_ can be used as an improvised weapon when it is sized as a canvas needle for wool (1 magical piercing damage) or a glover needle for leather (1d4 magical piercing damage). When you score a critical hit with it, the tip of the needle snaps off 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": "pumpkin-bomb-a5e",
            "name": "Pumpkin Bomb",
            "type": "Wondrous Item",
            "desc": "This pale white pumpkin is small enough to fit in the palm of a human hand. A macabre, grinning face is carved into one side, and a candle within burns an eerie purple flame. While its candle is lit, this pumpkin lantern shines _dim light_  in a 10-foot radius. The lantern’s candle burns for 1 minute, after which the pumpkin instantly rots and loses its magic.\n\nUndead must make a DC 12 Wisdom _saving throw_  when entering the radius or when beginning their turn within the pumpkin’s light, taking 3d6 radiant damage on a failed save or half as much on a success. Incorporeal undead have _disadvantage_  on this saving throw.\n\nThe pumpkin has AC 8 and 2 hit points. If the pumpkin is destroyed, all undead within 10 feet of it must make a DC 12 Wisdom _saving throw_ , taking 6d6 radiant damage on a failed save or half as much on a success.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "quick-canoe-paddle-a5e",
            "name": "Quick Canoe Paddle",
            "type": "Wondrous Item",
            "desc": "This cocowood paddle has a long handle with a short but wide blade designed for long ocean voyages by canoe. Coats of lacquer on the paddle cause it to reflect light causing it to have an almost mirrored finish in the glare of the sun, and from a glance it’s hard to believe that it has ever spent a minute in the water. \n\nThis paddle has 2 charges and regains 1 charge each dawn. You can speak its command word as an action while using a water vehicle, doubling the vehicle’s speed until the start of your next turn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the paddle loses its magical properties 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": "quiver-of-the-hunt-a5e",
            "name": "Quiver of the Hunt",
            "type": "Wondrous Item",
            "desc": "While attuned to and wearing this ornate quiver, you can draw arrows, bolts, or sling stones as part of taking the Attack action with a bow, crossbow, or sling, producing an endless supply of missiles. The ammunition disappears upon impact, hit or miss, and disappears if passed to another creature to fire.\n\nWhile attuned to and wearing the rare version of the _quiver of the hunt,_ you can also use a bonus action to declare a target to be your quarry. You gain _advantage_  on Perception checks made to detect and Survival checks made to track the target, as well as Intelligence checks to determine its weaknesses. In addition, you deal an extra 1d6 damage on weapon attacks made against the target. The target remains your quarry for 8 hours, or until you cease _concentration_  (as if concentrating on a spell).",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "raiment-of-the-devouring-king-a5e",
            "name": "Raiment of the Devouring King",
            "type": "Wondrous Item",
            "desc": "Ancient beyond meaning, the Devouring King known as Nyth’Zerogg spreads across the multiverse, infecting a plane with a portion of himself before consuming it. Whether summoned or drawn by hunger, the mind-bending entity crosses black seas of infinity to gorge upon mortal civilizations and gods alike.\n\nRarely in the uncounted eons of his existence, the spore of the Devouring King is denied. In this reality primordial powers drove him back before he took root, destroying him almost completely. Of his titanic form only a piece of skull, a fragment of wing membrane, and a piece of its strange heart survived. Nyth'zerogg's might was such that even these pieces contain terrible power, housing a fragment of his essence and a shard of his alien psyche.\n\nSince Nyth’Zerogg’s destruction pieces of the raiment have shown up throughout history, ultimately destroying their bearers and causing untold devastation. The destruction that they have wrought is insignificant compared to the danger that they pose however, as these artifacts hold the key to restoring the spore of Nyth’Zerogg so that he may consume all reality. The _Raiment of the Devouring King_ consists of three pieces: a cloak, a crown, and an orb. To attune to a piece, you must awaken it by pouring the blood of a recently sacrificed sapient creature onto it, allowing you to graft it to your body in a process that takes a minute, during which you are _incapacitated_  by agony. Once attuned, pieces can only be removed if you are killed.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is part of the _Raiment of the Devouring King,_ the remains of an ancient being who consumed worlds. \n\n**DC 18** There are three surviving pieces of the raiment: a cloak, a crown, and an orb.\n\n**DC 21** The cloak grants flight and teleportation, the crown transforms the wearer’s body, and the orb enhances their mind.\n\n**Artifact Properties**\n\nWhile you are attuned to any piece of the _Raiment of the Devouring King,_ you are subject to Malignant Influence (see below) and gain the following benefits:\n\n* You cease aging and become immune to poison and disease.\n* You gain a pool of 8 charges that can be spent to fuel the _Raiment of the Devouring King’s_ magical properties (save DC 19, +11 to hit with spell attacks). You regain 1d4+1 charges each dusk.\n\n**A Complete Set**\n\nBecause of their powerful desire to be together, no matter how many pieces of the Raiment of the Devouring King you wear they count as a single magic item for the purposes of attunement. For each additional piece of the Raiment of the Devouring King that you acquire, you gain the following benefits:\n\n**_Two Pieces._** Your pool of charges increases to 12\\. You can use an action to regain 1 expended charge by messily devouring an _incapacitated_  or _unconscious_  creature within your reach, killing it in the process. Creatures slain in this manner can only be returned to life by means of a _wish_ or __true resurrection ._\n\n_**Three Pieces.**_ Your pool of charges increases to 16\\. When you take a _short rest_ , you can extend tendrils into the ground and regain 1d4+1 charges by consuming natural energy within a 1-mile radius. All plant life in the area dies and beasts become _poisoned_  while in the area. This property can only be used in an area once per decade, after which it cannot support life for the next 10 years.\n\nYou cannot be permanently killed unless each piece of the raiment is cut from your body in conjunction with a carefully worded __wish_ spell. Instead, you return to life 1d3 days later.\n\n**Cloak of the Devouring King**\n\nThis deep jade cloak resembles a large piece of torn wing membrane. When attuned, it grafts to your back, reweaving muscle and bone and turning into a single leathery wing that grants a portion of Nyth’zerogg’s vitality.\n\n While attuned to the _Cloak of the Devouring King_, you gain the following benefits:\n\n* Your Constitution score is increased to 20\\. This property has no effect if your Constitution is equal to or greater than 20.\n* You gain a fly speed equal to your Speed.\n* You regain 1d8 hit points at the beginning of each of your turns if you have at least 1 hit point. If you lose a body part, you regrow the missing part within 1d6 days.\n* You may expend one or more charges to cast the following spells: _longstrider_ (1 charge), __misty step_  (2 charges), __blink_ (3 charges), _dimension door_  (4 charges), __plane shift_  (5 charges), or _teleport_ (5 charges)\n\n**Crown of the Devouring King**\n\nThe alabaster crown resembles a jagged piece of flat bone affixed to a crude iron band. When worn, it settles so that a single spoke of bone extends above the wearer's eye. When you attune to the skull, it grafts with your bone and grants a portion of Nyth’zerogg’s strength.\n\nWhile attuned to the _Crown of the Devouring King_, you gain the following benefits:\n\n* Your Strength score is increased to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* Your body transforms, turning a rubbery gray green as chitinous bone plates emerge from your skin. This counts as a suit of _1 leather_ if you are proficient with light armor, a suit of _1 breastplate_  if you are proficient with medium armor, or a suit of   _1 full plate_  if you are proficient with heavy armor. This armor does not impose _disadvantage_  on Dexterity (Stealth) checks.\n* You can use an action to spend 1 charge to shape chitin and bone from your body into a +1 weapon. You may only have two such weapons in existence at a time. Any ammunition needed is created as the weapon is fired. You may spend 1 charge as part of an action to deliver touch spells through a weapon created in this manner by making a single weapon attack as a part of that action. A weapon created in this manner crumbles to dust a round after it leaves your person.\n* You may expend one or more charges to cast the following spells: __shield_  (1 charge), __enlarge/reduce_  (2 charges), __protection from energy_ (self only; 2 charges), _stoneskin_ (self only; 3 charges).\n\n**Orb of the Devouring King**\n\nThis crimson orb resembles a massive, calcified heart suspended on a crude chain. When the orb returns to life, hooked tendrils extend and burrow into your chest, lodging it there where it grants a portion of the god’s mind and knowledge.\n\n While attuned to the _Orb of the Devouring King_, you gain the following benefits:\n\n* Choose Intelligence or Charisma. The chosen ability score is increased to 20\\. This property has no effect if the chosen ability score is equal to or greater than 20.\n* You gain a 1d10 expertise die on Intelligence checks.\n* When you take a short rest, you can recover an expended spell slot of 6th-level or higher by spending a number of charges equal to the level of the spell slot recovered.\n* You may expend one or more charges to cast the following spells: __detect thoughts_ (1 charge)_, suggestion_ (2 charges), __black tentacles_ (3 charges), _telekinesis_  (4 charges), _dominate monster_  (5 charges).\n\n**Malignant Influence**\n\nEach piece of the _Raiment of the Devouring King_ longs to be united with the others so that Nyth’Zerogg may live again. While attuned to a piece of the artifact, you must succeed on a DC 18 Wisdom _saving throw_  once per month or gain a level of Malignant Influence, which cannot be removed while you are attuned to the _Raiment of the Devouring King._ With two pieces of the artifact attuned, you repeat the saving throw once per week, and when all three pieces of the artifact are attuned, you repeat the saving throw once per day.\n\n_**Level 1**._ You become obsessed with acquiring the other pieces of the _Raiment of the Devouring King_ and devote all of the time and resources at your disposal to the task.\n\n_**Level 2.**_ You become ravenous and must consume one living sapient being each day or gain a level of _fatigue_  that persists until you consume such a creature.\n\n_**Level 3.**_ You fall entirely under the sway of the Raiment of the Devouring King. You gain the Chaotic and Evil alignment traits, and you will stop at nothing to see Nyth’Zerogg reborn. You immediately become an NPC under the Narrator’s control.\n\n**Awakening Nyth’Zerogg**\n\nIf all three pieces of the _Raiment of the Devouring King_ graft to a single host and they acquire three levels of Malignant Influence, the host’s mind and soul are devoured as fuel for Nyth’zerogg’s reawakening. The exact consequences of such a reawakening are left to the Narrator but likely pose an extinction level threat to mortals and gods alike.\n\n**Destruction**\n\nMany attempts have been made to destroy pieces of the _Raiment of the Devouring King,_ yet they always reform. Some believe that they can only be destroyed by plunging a creature with all three pieces of the artifact grafted to its body into the heart of a star or a true flame in the center of the Elemental Plane of Fire—though even this is just a theory.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "red-cloak-of-riding-a5e",
            "name": "Red Cloak of Riding",
            "type": "Wondrous Item",
            "desc": "While wearing this scarlet cloak, you gain a +2 bonus to AC but have _disadvantage_  on Insight and Perception checks. In addition, when you are reduced to 0 hit points and wearing this cloak, you drop to 1 hit point instead. You can’t use this feature again until you finish a _long rest_ .",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "reloader-gremlin-a5e",
            "name": "Reloader Gremlin",
            "type": "Wondrous Item",
            "desc": "A tiny, ethereal gremlin squats motionless in this silver picture frame, which from a distance appears to contain a painting of the gremlin. The gremlin watches a particular device or mechanism. One minute after the device is triggered, the gremlin emerges from its frame, performs whatever actions are necessary to reset the device, and returns to its frame.\n\nThe gremlin is ethereal and unable to interact with objects and creatures on the Material Plane other than its frame and the device it watches.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "restorative-ointment-a5e",
            "name": "Restorative Ointment",
            "type": "Wondrous Item",
            "desc": "This green glass jar holds 1d4+1 doses of a fresh-smelling mixture. You can use an action to swallow or apply one dose, restoring 2d8+2 hit points and curing both _poison_  and _disease_ .",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}