{"count":1618,"next":"https://api-beta.open5e.com/v1/magicitems/?format=json&ordering=requires_attunement&page=19","previous":"https://api-beta.open5e.com/v1/magicitems/?format=json&ordering=requires_attunement&page=17","results":[{"slug":"wand-of-magic-detection-a5e","name":"Wand of Magic Detection","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 charge to cast __detect magic ._\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-magic-missile-a5e","name":"Wand of Magic Missile","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 or more of its charges to cast __magic missile ._ For 1 charge, you cast the 1st-level version of the spell. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a bolt of magic that soars out of sight and disappears","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-secrets-a5e","name":"Wand of Secrets","type":"Wand","desc":"While holding this wand, you can use an action to expend 1 charge to make it pulse and point at the nearest secret door or trap within 30 feet.\n\nThis wand has 3 charges and regains 1d3 expended charges each dawn.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-the-war-mage-1-a5e","name":"Wand of the War Mage +1","type":"Wand","desc":"You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (uncommon +1), and you ignore _half cover_  when making spell attacks.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-the-war-mage-2-a5e","name":"Wand of the War Mage +2","type":"Wand","desc":"You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (rare +2), and you ignore _half cover_  when making spell attacks.","rarity":"Rare","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wand-of-the-war-mage-3-a5e","name":"Wand of the War Mage +3","type":"Wand","desc":"You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (very rare +3), and you ignore _half cover_  when making spell attacks.","rarity":"Very Rare","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"water-charm-a5e","name":"Water Charm","type":"Wondrous Item","desc":"While wearing this charm you gain a swim speed equal to your Speed, or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Breathe:** Cast _water breathing_ .\n* **Cure:** Cast __cure wounds_ at 3rd-level (+3 spellcasting ability modifier).\n* **Numb:** Cast _sleet storm_  (spell save DC 15).\n\n**_Curse_**. Releasing the charm’s power attracts the attention of a _marid_  or _water elemental_  who seeks you out to recruit you for a task.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"waystone-a5e","name":"Waystone","type":"Wondrous Item","desc":"This rounded oval stone has a metallic gray luster. When one or more _waystones_ are kept in contact for an hour or longer, they become paired and magnetically attracted to each other for 1 week per hour spent in contact. Paired _waystones_ are ideal for use as trail markers, for tracking purposes, or to prevent yourself from becoming lost. You can use an action to speak its command word, making the _waystone_ sense and be drawn toward the nearest _waystone_ within 5 miles, or if it is paired to another _waystone_ within range, the paired _waystone_. Paired waystones are only able to sense each other.\n\nA _waystone_ has 3 charges and regains 1 charge each dawn. You may expend 1 charge when speaking its command word to increase the _waystone’s_ range to 25 miles, or if the _waystone_ is paired, to sense the nearest unpaired _waystone_ within 5 miles. When used in either manner, the _waystone’s_ attraction lasts until the next dawn. If you expend the last charge, the _waystone_ becomes a mundane item.","rarity":"Common","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"weapon-1-a5e","name":"Weapon +1","type":"Weapon","desc":"This weapon grants a bonus to _attack and damage rolls_  made with it: +1.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"weapon-2-a5e","name":"Weapon +2","type":"Weapon","desc":"This weapon grants a bonus to _attack and damage rolls_  made with it: +2 (rare).","rarity":"Rare","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"weapon-3-a5e","name":"Weapon +3","type":"Weapon","desc":"This weapon grants a bonus to _attack and damage rolls_  made with it: +3 (very rare).","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"well-of-many-worlds-a5e","name":"Well of Many Worlds","type":"Wondrous Item","desc":"When unfolded, this handkerchief-sized piece of lightweight, silky fabric expands into a 6-foot diameter circular sheet.\n\nYou can use an action to unfold the cloth and spread it on a solid surface, creating a two-way portal to another plane of existence chosen by the Narrator. You can use an action to close the portal by folding the cloth. Once a portal has been opened in this manner, it cannot be opened again for 1d8 hours.","rarity":"Legendary","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"whetstone-of-tudwal-tudglyd-a5e","name":"Whetstone of Tudwal Tudglyd","type":"Wondrous Item","desc":"When you spend 1 minute using this unremarkable-looking whetstone to sharpen a blade, if you are a fine warrior the next time you deal damage with that weapon, you deal an extra 7 (2d6) damage. If you are a coward however, for the next 24 hours you deal the minimum amount of damage with that weapon.","rarity":"Rare","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wig-of-styling-a5e","name":"Wig of Styling","type":"Wondrous Item","desc":"This wig has 2 charges and regains 1 charge each dawn. While wearing the wig, you can use an action to expend 1 charge to change the length, style, and color of the wig. If you expend the last charge, roll a d20\\. On a 1, the wig is fixed in its current length, style, and color, becoming a mundane item.","rarity":"Common","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wind-fan-a5e","name":"Wind Fan","type":"Wondrous Item","desc":"You can use an action to wave this fan and cast _gust of wind_  (save DC 13). Each time the fan is used before the next dawn there is a cumulative 20% chance that it breaks, causing the spell to fail and for it to shred into nonmagical pieces.","rarity":"Uncommon","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"wings-of-icarus-a5e","name":"Wings of Icarus","type":"Wondrous Item","desc":"12 lbs.  \n  \nThese large wings of feathers and wax are attached to a leather harness, and though the design at first seems simple there is a remarkable beauty to its complex craftsmanship—there must be very few like it elsewhere in the world, if any at all. While you are wearing these wings, you can grasp at handles in the plumage and spend an action rapidly fluttering your arms to gain a fly speed of 30 feet until the start of your next turn. You cannot wield weapons, hold a shield, or cast spells while grasping the handles. When you need to maneuver while using the wings to fly, you make either Dexterity (Acrobatics) or Dexterity air vehicle checks.\n\nThe wings have AC 13, 15 hit points, and vulnerability to fire damage. After 3d4 rounds of being exposed to direct sunlight and extreme heat at the same time, the wax holding the feathers together melts and the wings are destroyed.","rarity":"Artifact","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"zlicks-message-cushion-a5e","name":"Zlick’s Message Cushion","type":"Wondrous Item","desc":"This small pink air bladder has a winking wizard emblazoned on the front. As a bonus action, you can whisper a phrase up to 10 words long into the cushion, which will inflate it. While inflated, any creature that accidentally sits on or applies pressure to the cushion deflates it. A creature can also use a bonus action to intentionally deflate the cushion. When the cushion deflates, it loudly repeats the phrase spoken into it along with somewhat humorous flatulence noise. This sound is clearly audible to a range of 50 feet.\n\nAlternatively, you can cast a cantrip or spell of 1st-level into the _Zlick’s message cushion_ so long as the words laughter, mockery, or whisper are in the spell name. When the cushion is deflated it casts the spell, targeting the creature that deflated it, and afterward it becomes a mundane item.","rarity":"Common","requires_attunement":"","document__slug":"a5e","document__title":"Level Up Advanced 5e","document__url":"https://a5esrd.com/a5esrd"},{"slug":"axe-of-many-strikes","name":"Axe of Many Strikes","type":"Weapon (any axe)","desc":"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a creature with it, you can choose to deal no damage to the target and instead store the energy of the attack within the blade for 1 minute. You can store up to three attacks in this way. When you hit a creature with this axe while you have at least one attack stored, you can release one or more stored attacks, adding the damage of those stored attacks to the damage of the current attack.\nEach time you release one or more stored attacks from the axe, you have a 10 percent chance of causing the axe to explode. The explosion deals 2d6 force damage to you for each attack you released from the axe, and it destroys the axe.","rarity":"uncommon","requires_attunement":"requires attunement","document__slug":"toh","document__title":"Tome of Heroes","document__url":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},{"slug":"cloak-of-tentacles","name":"Cloak of Tentacles","type":"Wondrous item","desc":"This cloak settles around your shoulders like a writhing creature, somehow simultaneously warm to the touch and icy cold against your skin.\n  ***Shimmering Skin.*** While wearing this cloak, you can use an action to expose its shimmering inner lining. Each creature within 10 feet of you and that can see you must make a DC 15 Wisdom saving throw. On a failed save, a creature is incapacitated until the end of its next turn. Once used, this property of the cloak can't be used again until the next dawn.\n  ***Writhing Tentacles.*** While wearing this cloak, you can use a bonus action to command the cloak to sprout four writhing tentacles for 1 minute. When a creature hits you with a melee attack while within 10 feet of you, one of the tentacles lashes out and makes an attack roll at your attacker with a +7 bonus. On a hit, the tentacle deals 2d10 bludgeoning damage then falls still, becoming inert. When the duration ends or once all four tentacles become inert, this property of the cloak can't be used again until the next dawn","rarity":"rare","requires_attunement":"requires attunement","document__slug":"toh","document__title":"Tome of Heroes","document__url":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},{"slug":"esquires-rowels","name":"Esquire's Rowels","type":"Wondrous item","desc":"While riding a mount and wearing these silver-chased spurs, you have a +1 bonus to initiative rolls, and your mount1s Armor Class increases by 2. In addition, while riding a mount and wearing these spurs, you and your mount have advantage on Constitution saving throws against exhaustion caused by traveling more than 8 hours in a day.","rarity":"rare","requires_attunement":"requires attunement","document__slug":"toh","document__title":"Tome of Heroes","document__url":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},{"slug":"knight-sergeants-surcoat","name":"Knight-Sergeant's Surcoat","type":"Wondrous item","desc":"Fashioned from durable canvas and fine silk, this long, padded knight’s tabard bears the colors and heraldry of a long-forgotten order of knights. While wearing this surcoat, you have advantage on Wisdom (Animal Handling) checks when interacting with horses, and you have advantage on Charisma (Persuasion) checks made to interact with humanoids of a higher social rank than you, such as an army’s general or a region’s monarch.\n  ***Knight’s Livery.*** While attuned to and wearing both the *knightsergeant’s surcoat* and the *argent mantle*, your Charisma score is 20. This has no effect on you if your Charisma is already 20 or higher.","rarity":"uncommon","requires_attunement":"requires attunement","document__slug":"toh","document__title":"Tome of Heroes","document__url":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},{"slug":"medics-sash","name":"Medic's Sash","type":"Wondrous item","desc":"While wearing this sash, your carrying capacity doubles. In addition, your movement doesn’t provoke opportunity attacks if you are carrying a friendly creature that has 0 hit points or is dying.\n  ***First Aid.*** The sash has 3 charges. While wearing the sash, you can expend 1 charge as an action to cast the spare the dying spell, and you can expend 2 charges as an action to cast the cure wounds spell, using your Charisma modifier as your spellcasting ability modifier (minimum of +1). The sash recovers all expended charges daily at dawn.","rarity":"uncommon","requires_attunement":"requires attunement","document__slug":"toh","document__title":"Tome of Heroes","document__url":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},{"slug":"momentblade","name":"Momentblade","type":"Weapon (any axe or sword)","desc":"You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n  When you roll a 20 on an attack roll made with this weapon, the target disappears and shuffles forward in time. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. When the target returns, it is unaware that any time has passed. If the target is concentrating on a spell and succeeds on the check to maintain concentration after taking damage from your attack with this weapon, the round it disappeared doesn’t count against the spell’s remaining duration.","rarity":"rare","requires_attunement":"requires attunement","document__slug":"toh","document__title":"Tome of Heroes","document__url":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},{"slug":"paired-gauntlets-of-striking","name":"Paired Gauntlets of Striking","type":"Wondrous item","desc":"These leather gloves are reinforced with steel plates and decorated with images of two humanoids fighting side-by-side. While you and another creature are each wearing one of the gauntlets and are each within 5 feet of the same creature, you both have advantage on the first attack roll you make against that creature on each of your turns.","rarity":"uncommon","requires_attunement":"requires attunement","document__slug":"toh","document__title":"Tome of Heroes","document__url":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},{"slug":"serpentine-sandals","name":"Serpentine Sandals","type":"Wondrous item","desc":"While wearing these glistening, snake-skin sandals, you ignore difficult terrain created by marsh, swamps, or other shallow water, such as a rain-soaked rooftop. In addition, you have advantage on ability checks and saving throws made to escape a grapple or the restrained condition while wearing these sandals.","rarity":"rare","requires_attunement":"requires attunement","document__slug":"toh","document__title":"Tome of Heroes","document__url":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},{"slug":"stasis-stone","name":"Stasis Stone","type":"Wondrous item","desc":"This small, crystalline, purple stone measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 2 *stasis stones* can be found together.\n  You can use an action to throw the stone up to 30 feet. The stone explodes on impact and is destroyed. Each creature within a 10-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be petrified until the end of its next turn as the stone releases temporal magic and freezes it in time.","rarity":"very rare","requires_attunement":"requires attunement","document__slug":"toh","document__title":"Tome of Heroes","document__url":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},{"slug":"stormheart-bow","name":"Stormheart Bow","type":"Weapon (shortbow or longbow)","desc":"This bow is made from dragon bone and fey heartstring. When you hit with an attack using this magic bow, the target takes an extra 1d6 lightning damage. The bow has 5 charges for the following other properties. It regains 1d4 + 1 expended charges daily at dawn.\n  ***Iceshard Arrow.*** You can expend 3 charges when you hit with an attack using this magic bow to cause the arrow to turn to ice and shatter in mid-air. Choose up to three targets within 30 feet of your original target. Your original target takes damage as normal, and each chosen target takes 1d6 cold damage.\n  ***Thunder Arrow.*** You can expend 2 charges when you hit with an attack using this magic bow to cause the attack to release a peal of thunder. The target takes damage as normal, and each creature within 15 feet of the target must make a DC 15 Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much damage on a successful one.","rarity":"rare","requires_attunement":"requires attunement","document__slug":"toh","document__title":"Tome of Heroes","document__url":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},{"slug":"victory-banner","name":"Victory Banner","type":"Wondrous item","desc":"This small banner is mounted on a short haft and can be attached to a backpack, saddle, or similar equipment. The banner has 3 charges. It regains all expended charges daily at dawn. You can expend 1 of its charges to give yourself advantage on weapon attacks for 1 minute. When you roll a 20 on an attack roll made with a weapon, you can expend 1 charge to move up to your speed without provoking opportunity attacks.\n  You must be within 5 feet of the banner to expend any of its charges.","rarity":"very rare","requires_attunement":"requires attunement","document__slug":"toh","document__title":"Tome of Heroes","document__url":"https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"},{"slug":"amulet-of-health","name":"Amulet of Health","type":"Wondrous item","desc":"Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.","rarity":"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":"amulet-of-proof-against-detection-and-location","name":"Amulet of Proof against Detection and Location","type":"Wondrous item","desc":"While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.","rarity":"uncommon","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":"amulet-of-the-planes","name":"Amulet of the Planes","type":"Wondrous item","desc":"While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the _plane shift_ spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.","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":"animated-shield","name":"Animated Shield","type":"Armor (shield)","desc":"While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.","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":"armor-of-invulnerability","name":"Armor of Invulnerability","type":"Armor (plate)","desc":"You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.","rarity":"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"},{"slug":"armor-of-resistance","name":"Armor of Resistance","type":"Armor (light)","desc":"You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1   | Acid        |\n| 2   | Cold        |\n| 3   | Fire        |\n| 4   | Force       |\n| 5   | Lightning   |\n| 6   | Necrotic    |\n| 7   | Poison      |\n| 8   | Psychic     |\n| 9   | Radiant     |\n| 10  | Thunder     |","rarity":"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":"armor-of-vulnerability","name":"Armor of Vulnerability","type":"Armor (plate)","desc":"While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.\n\n**_Curse_**. This armor is cursed, a fact that is revealed only when an _identify_ spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the _remove curse_ spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).","rarity":"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":"arrow-catching-shield","name":"Arrow-Catching Shield","type":"Armor (shield)","desc":"You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.","rarity":"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":"belt-of-dwarvenkind","name":"Belt of Dwarvenkind","type":"Wondrous item","desc":"While wearing this belt, you gain the following benefits:\n\n* Your Constitution score increases by 2, to a maximum of 20.\n* You have advantage on Charisma (Persuasion) checks made to interact with dwarves.\n\nIn addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.\n\nIf you aren't a dwarf, you gain the following additional benefits while wearing the belt:\n\n* You have advantage on saving throws against poison, and you have resistance against poison damage.\n* You have darkvision out to a range of 60 feet.\n* You can speak, read, and write Dwarvish.","rarity":"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":"belt-of-giant-strength","name":"Belt of Giant Strength","type":"Wondrous item","desc":"While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\n\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\n\n| Type              | Strength | Rarity    |\n|-------------------|----------|-----------|\n| Hill giant        | 21       | Rare      |\n| Stone/frost giant | 23       | Very rare |\n| Fire giant        | 25       | Very rare |\n| Cloud giant       | 27       | Legendary |\n| Storm giant       | 29       | Legendary |","rarity":"varies","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":"berserker-axe","name":"Berserker Axe","type":"Weapon (any axe)","desc":"You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.\n\n**_Curse_**. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.\n\nWhenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.","rarity":"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":"boots-of-levitation","name":"Boots of Levitation","type":"Wondrous item","desc":"While you wear these boots, you can use an action to cast the _levitate_ spell on yourself at will.","rarity":"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":"boots-of-speed","name":"Boots of Speed","type":"Wondrous item","desc":"While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.\n\nWhen the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.","rarity":"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":"boots-of-striding-and-springing","name":"Boots of Striding and Springing","type":"Wondrous item","desc":"While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.","rarity":"uncommon","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":"boots-of-the-winterlands","name":"Boots of the Winterlands","type":"Wondrous item","desc":"These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:\n\n* You have resistance to cold damage.\n* You ignore difficult terrain created by ice or snow.\n* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.","rarity":"uncommon","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":"bracers-of-archery","name":"Bracers of Archery","type":"Wondrous item","desc":"While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.","rarity":"uncommon","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":"bracers-of-defense","name":"Bracers of Defense","type":"Wondrous item","desc":"While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.","rarity":"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":"brooch-of-shielding","name":"Brooch of Shielding","type":"Wondrous item","desc":"While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the _magic missile_ spell.","rarity":"uncommon","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":"candle-of-invocation","name":"Candle of Invocation","type":"Wondrous item","desc":"This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the _detect evil and good_ spell. The GM chooses the god and associated alignment or determines the alignment randomly.\n\n| d20   | Alignment       |\n|-------|-----------------|\n| 1-2   | Chaotic evil    |\n| 3-4   | Chaotic neutral |\n| 5-7   | Chaotic good    |\n| 8-9   | Neutral evil    |\n| 10-11 | Neutral         |\n| 12-13 | Neutral good    |\n| 14-15 | Lawful evil     |\n| 16-17 | Lawful neutral  |\n| 18-20 | Lawful good     |\n\nThe candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.\n\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st* level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.\n\nAlternatively, when you light the candle for the first time, you can cast the _gate_ spell with it. Doing so destroys the candle.","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":"cloak-of-arachnida","name":"Cloak of Arachnida","type":"Wondrous item","desc":"This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:\n\n* You have resistance to poison damage.\n* You have a climbing speed equal to your walking speed.\n* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.\n* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.\n* You can use an action to cast the _web_ spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak 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":"cloak-of-displacement","name":"Cloak of Displacement","type":"Wondrous item","desc":"While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.","rarity":"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":"cloak-of-elvenkind","name":"Cloak of Elvenkind","type":"Wondrous item","desc":"While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.","rarity":"uncommon","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"}]}