{"count":1618,"next":null,"previous":"https://api-beta.open5e.com/v1/magicitems/?format=json&ordering=rarity&page=32","results":[{"slug":"rod-of-absorption","name":"Rod of Absorption","type":"Rod","desc":"While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\n\nWhen you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.\n\nIf you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.\n\nA newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.","rarity":"very rare","requires_attunement":"requires attunement","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"rod-of-alertness","name":"Rod of Alertness","type":"Rod","desc":"This rod has a flanged head and the following properties.\n\n**_Alertness_**. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.\n\n**_Spells_**. While holding the rod, you can use an action to cast one of the following spells from it: _detect evil and good_, _detect magic_, _detect poison and disease_, or _see invisibility._\n\n**_Protective Aura_**. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.\n\nThe rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.","rarity":"very rare","requires_attunement":"requires attunement","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"rod-of-security","name":"Rod of Security","type":"Rod","desc":"While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.\n\nFor each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).\n\nWhen the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.","rarity":"very rare","requires_attunement":"","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"scimitar-of-speed","name":"Scimitar of Speed","type":"Weapon (scimitar)","desc":"You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.","rarity":"very rare","requires_attunement":"requires attunement","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"spellguard-shield","name":"Spellguard Shield","type":"Armor (shield)","desc":"While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.","rarity":"very rare","requires_attunement":"requires attunement","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-fire","name":"Staff of Fire","type":"Staff","desc":"You have resistance to fire damage while you hold this staff.\n\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: _burning hands_ (1 charge), _fireball_ (3 charges), or _wall of fire_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.","rarity":"very rare","requires_attunement":"requires attunement by a druid, sorcerer, warlock, or wizard","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-frost","name":"Staff of Frost","type":"Staff","desc":"You have resistance to cold damage while you hold this staff.\n\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: _cone of cold_ (5 charges), _fog cloud_ (1 charge), _ice storm_ (4 charges), or _wall of ice_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.","rarity":"very rare","requires_attunement":"requires attunement by a druid, sorcerer, warlock, or wizard","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-power","name":"Staff of Power","type":"Staff","desc":"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.\n\nThe staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.\n\n**_Power Strike_**. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.\n\n**_Spells_**. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: _cone of cold_ (5 charges), _fireball_ (5th-level version, 5 charges), _globe of invulnerability_ (6 charges), _hold monster_ (5 charges), _levitate_ (2 charges), _lightning bolt_ (5th-level version, 5 charges), _magic missile_ (1 charge), _ray of enfeeblement_ (1 charge), or _wall of force_ (5 charges).\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin  | Damage                                 |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away     | 6 × the number of charges in the staff |\n| 21 to 30 ft. away     | 4 × the number of charges in the staff |","rarity":"very rare","requires_attunement":"requires attunement by a sorcerer, warlock, or wizard","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-striking","name":"Staff of Striking","type":"Staff","desc":"This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.\n\nThe staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.","rarity":"very rare","requires_attunement":"requires attunement","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-swarming-insects","name":"Staff of Swarming Insects","type":"Staff","desc":"This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: _giant insect_ (4 charges) or _insect plague_ (5 charges).\n\n**_Insect Cloud_**. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.","rarity":"very rare","requires_attunement":"requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-the-python","name":"Staff of the Python","type":"Staff","desc":"You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.\n\nOn your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.\n\nIf the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.","rarity":"very rare","requires_attunement":"requires attunement by a cleric, druid, or warlock","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"staff-of-thunder-and-lightning","name":"Staff of Thunder and Lightning","type":"Staff","desc":"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.\n\n**_Lightning_**. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.\n\n**_Thunder_**. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.\n\n**_Lightning Strike_**. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**_Thunderclap_**. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.\n\n**_Thunder and Lightning_**. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.","rarity":"very rare","requires_attunement":"requires attunement","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"sword-of-sharpness","name":"Sword of Sharpness","type":"Weapon (any sword that deals slashing damage)","desc":"When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.","rarity":"very rare","requires_attunement":"requires attunement","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"tome-of-clear-thought","name":"Tome of Clear Thought","type":"Wondrous item","desc":"This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.","rarity":"very rare","requires_attunement":"","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"tome-of-leadership-and-influence","name":"Tome of Leadership and Influence","type":"Wondrous item","desc":"This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.","rarity":"very rare","requires_attunement":"","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"tome-of-understanding","name":"Tome of Understanding","type":"Wondrous item","desc":"This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.","rarity":"very rare","requires_attunement":"","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"wand-of-polymorph","name":"Wand of Polymorph","type":"Wand","desc":"This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _polymorph_ spell (save DC 15) from it.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.","rarity":"very rare","requires_attunement":"requires attunement by a spellcaster","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"crystal-ball","name":"Crystal Ball","type":"Wondrous item","desc":"The typical _crystal ball_, a very rare item, is about 6 inches in diameter. While touching it, you can cast the _scrying_ spell (save DC 17) with it.\n\nThe following _crystal ball_ variants are legendary items and have additional properties.\n\n**_Crystal Ball of Mind Reading_**. You can use an action to cast the _detect thoughts_ spell (save DC 17) while you are scrying with the _crystal ball_, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this _detect thoughts_ to maintain it during its duration, but it ends if _scrying_ ends.\n\n**_Crystal Ball of Telepathy_**. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the _suggestion_ spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this _suggestion_ to maintain it during its duration, but it ends if _scrying_ ends. Once used, the _suggestion_ power of the _crystal ball_ can't be used again until the next dawn.\n\n**_Crystal Ball of True Seeing_**. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.","rarity":"very rare or legendary","requires_attunement":"requires attunement","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"}]}