{"count":1618,"next":null,"previous":"https://api-beta.open5e.com/v1/magicitems/?format=json&ordering=type&page=32","results":[{"slug":"rope-of-entanglement","name":"Rope of Entanglement","type":"Wondrous item","desc":"This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.\n\nYou can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.\n\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.","rarity":"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":"scarab-of-protection","name":"Scarab of Protection","type":"Wondrous item","desc":"If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:\n\n* You have advantage on saving throws against spells.\n* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.","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":"slippers-of-spider-climbing","name":"Slippers of Spider Climbing","type":"Wondrous item","desc":"While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.","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":"sovereign-glue","name":"Sovereign Glue","type":"Wondrous item","desc":"This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _oil of slipperiness._ When found, a container contains 1d6 + 1 ounces.\n\nOne ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of _universal solvent_ or _oil of etherealness_, or with a _wish_ spell.","rarity":"legendary","requires_attunement":"","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"sphere-of-annihilation","name":"Sphere of Annihilation","type":"Wondrous item","desc":"This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\n\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.\n\nThe sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.\n\nIf you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.\n\nIf the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.\n\n| d100   | Result                                                                                                                             |\n|--------|------------------------------------------------------------------------------------------------------------------------------------|\n| 01-50  | The sphere is destroyed.                                                                                                           |\n| 51-85  | The sphere moves through the portal or into the extradimensional space.                                                            |\n| 86-00  | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |","rarity":"legendary","requires_attunement":"","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"stone-of-controlling-earth-elementals","name":"Stone of Controlling Earth Elementals","type":"Wondrous item","desc":"If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _conjure elemental_ spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.","rarity":"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":"stone-of-good-luck-luckstone","name":"Stone of Good Luck (Luckstone)","type":"Wondrous item","desc":"While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.","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":"talisman-of-pure-good","name":"Talisman of Pure Good","type":"Wondrous item","desc":"This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\n\nIf you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\n\nThe talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.","rarity":"legendary","requires_attunement":"requires attunement by a creature of good alignment","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"talisman-of-the-sphere","name":"Talisman of the Sphere","type":"Wondrous item","desc":"When you make an Intelligence (Arcana) check to control a _sphere of annihilation_ while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a _sphere of annihilation_, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.","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":"talisman-of-ultimate-evil","name":"Talisman of Ultimate Evil","type":"Wondrous item","desc":"This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\n\nIf you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\n\nThe talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.","rarity":"legendary","requires_attunement":"requires attunement by a creature of evil alignment","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":"universal-solvent","name":"Universal Solvent","type":"Wondrous item","desc":"This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including _sovereign glue._","rarity":"legendary","requires_attunement":"","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"well-of-many-worlds","name":"Well of Many Worlds","type":"Wondrous item","desc":"This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\n\nYou can use an action to unfold and place the _well of many worlds_ on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once _well of many worlds_ has opened a portal, it can't do so again for 1d8 hours.","rarity":"legendary","requires_attunement":"","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"wind-fan","name":"Wind Fan","type":"Wondrous item","desc":"While holding this fan, you can use an action to cast the _gust of wind_ spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.","rarity":"uncommon","requires_attunement":"","document__slug":"wotc-srd","document__title":"5e Core Rules","document__url":"http://dnd.wizards.com/articles/features/systems-reference-document-srd"},{"slug":"winged-boots","name":"Winged Boots","type":"Wondrous item","desc":"While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.\n\nThe boots regain 2 hours of flying capability for every 12 hours they aren't in use.","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":"wings-of-flying","name":"Wings of Flying","type":"Wondrous item","desc":"While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.","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"}]}