list: API endpoint for returning a list of items.

retrieve: API endpoint for returning a particular item.

GET /v2/items/?format=api&ordering=damage_immunities&page=3
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 2231,
    "next": "https://api-beta.open5e.com/v2/items/?format=api&ordering=damage_immunities&page=4",
    "previous": "https://api-beta.open5e.com/v2/items/?format=api&ordering=damage_immunities&page=2",
    "results": [
        {
            "url": "https://api-beta.open5e.com/v2/items/srd-2024_ioun-stone/?format=api",
            "key": "srd-2024_ioun-stone",
            "is_magic_item": false,
            "weapon": null,
            "armor": null,
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": null,
            "damage_immunities": [],
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight_unit": "lb",
            "name": "Ioun Stone",
            "desc": "Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Agility (Very Rare). Your Dexterity increases by 2, to a maximum of 20, while this deep-red sphere orbits your head. Awareness (Rare). While this dark-blue rhomboid orbits your head, you have Advantage on Initiative rolls and Wisdom (Perception) checks. Fortitude (Very Rare). Your Constitution increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 8 or lower cast by a creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic. Insight (Very Rare). Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. Intellect (Very Rare). Your Intelligence increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. Leadership (Very Rare). Your Charisma increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. Mastery (Legendary). Your Proficiency Bonus increases by 1 while this pale green prism orbits your head. Protection (Rare). You gain a +1 bonus to Armor Class while this dusty-rose prism orbits your head. Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly white spindle orbits your head if you have at least 1 Hit Point. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 4 levels of spells at a time. When found, it contains 1d4 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space. Strength (Very Rare). Your Strength increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head.",
            "cost": "0.00",
            "weight": "0.000",
            "armor_class": 0,
            "armor_detail": "",
            "hit_points": 0,
            "hit_dice": null,
            "nonmagical_attack_resistance": false,
            "nonmagical_attack_immunity": false,
            "requires_attunement": true,
            "damage_vulnerabilities": [],
            "damage_resistances": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/srd-2024_iron-bands/?format=api",
            "key": "srd-2024_iron-bands",
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/rare/?format=api",
                "key": "rare",
                "rank": 3
            },
            "damage_immunities": [],
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight_unit": "lb",
            "name": "Iron Bands",
            "desc": "This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn.",
            "cost": "0.00",
            "weight": "0.000",
            "armor_class": 0,
            "armor_detail": "",
            "hit_points": 0,
            "hit_dice": null,
            "nonmagical_attack_resistance": false,
            "nonmagical_attack_immunity": false,
            "requires_attunement": false,
            "damage_vulnerabilities": [],
            "damage_resistances": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/srd-2024_iron-flask/?format=api",
            "key": "srd-2024_iron-flask",
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Legendary",
                "url": "https://api-beta.open5e.com/v2/itemrarities/legendary/?format=api",
                "key": "legendary",
                "rank": 5
            },
            "damage_immunities": [],
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight_unit": "lb",
            "name": "Iron Flask",
            "desc": "While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink. You can take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the GM.",
            "cost": "0.00",
            "weight": "0.000",
            "armor_class": 0,
            "armor_detail": "",
            "hit_points": 0,
            "hit_dice": null,
            "nonmagical_attack_resistance": false,
            "nonmagical_attack_immunity": false,
            "requires_attunement": false,
            "damage_vulnerabilities": [],
            "damage_resistances": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/srd-2024_javelin-of-lightning/?format=api",
            "key": "srd-2024_javelin-of-lightning",
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "category": {
                "name": "Weapon",
                "key": "weapon",
                "url": "https://api-beta.open5e.com/v2/itemcategories/weapon/?format=api"
            },
            "rarity": {
                "name": "Uncommon",
                "url": "https://api-beta.open5e.com/v2/itemrarities/uncommon/?format=api",
                "key": "uncommon",
                "rank": 2
            },
            "damage_immunities": [],
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight_unit": "lb",
            "name": "Javelin of Lightning",
            "desc": "Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage. Lightning Bolt. When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn.",
            "cost": "0.00",
            "weight": "0.000",
            "armor_class": 0,
            "armor_detail": "",
            "hit_points": 0,
            "hit_dice": null,
            "nonmagical_attack_resistance": false,
            "nonmagical_attack_immunity": false,
            "requires_attunement": false,
            "damage_vulnerabilities": [],
            "damage_resistances": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/srd-2024_lantern-of-revealing/?format=api",
            "key": "srd-2024_lantern-of-revealing",
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Uncommon",
                "url": "https://api-beta.open5e.com/v2/itemrarities/uncommon/?format=api",
                "key": "uncommon",
                "rank": 2
            },
            "damage_immunities": [],
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight_unit": "lb",
            "name": "Lantern of Revealing",
            "desc": "While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius.",
            "cost": "0.00",
            "weight": "0.000",
            "armor_class": 0,
            "armor_detail": "",
            "hit_points": 0,
            "hit_dice": null,
            "nonmagical_attack_resistance": false,
            "nonmagical_attack_immunity": false,
            "requires_attunement": false,
            "damage_vulnerabilities": [],
            "damage_resistances": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/srd-2024_luck-blade/?format=api",
            "key": "srd-2024_luck-blade",
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "category": {
                "name": "Weapon",
                "key": "weapon",
                "url": "https://api-beta.open5e.com/v2/itemcategories/weapon/?format=api"
            },
            "rarity": {
                "name": "Legendary",
                "url": "https://api-beta.open5e.com/v2/itemrarities/legendary/?format=api",
                "key": "legendary",
                "rank": 5
            },
            "damage_immunities": [],
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight_unit": "lb",
            "name": "Luck Blade",
            "desc": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws. Luck. If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn. Wish. The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges.",
            "cost": "0.00",
            "weight": "0.000",
            "armor_class": 0,
            "armor_detail": "",
            "hit_points": 0,
            "hit_dice": null,
            "nonmagical_attack_resistance": false,
            "nonmagical_attack_immunity": false,
            "requires_attunement": true,
            "damage_vulnerabilities": [],
            "damage_resistances": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/srd-2024_mace-of-disruption/?format=api",
            "key": "srd-2024_mace-of-disruption",
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "category": {
                "name": "Weapon",
                "key": "weapon",
                "url": "https://api-beta.open5e.com/v2/itemcategories/weapon/?format=api"
            },
            "rarity": {
                "name": "Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/rare/?format=api",
                "key": "rare",
                "rank": 3
            },
            "damage_immunities": [],
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight_unit": "lb",
            "name": "Mace of Disruption",
            "desc": "When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn. Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.",
            "cost": "0.00",
            "weight": "0.000",
            "armor_class": 0,
            "armor_detail": "",
            "hit_points": 0,
            "hit_dice": null,
            "nonmagical_attack_resistance": false,
            "nonmagical_attack_immunity": false,
            "requires_attunement": true,
            "damage_vulnerabilities": [],
            "damage_resistances": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/srd-2024_mace-of-smiting/?format=api",
            "key": "srd-2024_mace-of-smiting",
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "category": {
                "name": "Weapon",
                "key": "weapon",
                "url": "https://api-beta.open5e.com/v2/itemcategories/weapon/?format=api"
            },
            "rarity": {
                "name": "Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/rare/?format=api",
                "key": "rare",
                "rank": 3
            },
            "damage_immunities": [],
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight_unit": "lb",
            "name": "Mace of Smiting",
            "desc": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.",
            "cost": "0.00",
            "weight": "0.000",
            "armor_class": 0,
            "armor_detail": "",
            "hit_points": 0,
            "hit_dice": null,
            "nonmagical_attack_resistance": false,
            "nonmagical_attack_immunity": false,
            "requires_attunement": false,
            "damage_vulnerabilities": [],
            "damage_resistances": []
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/srd-2024_mace-of-terror/?format=api",
            "key": "srd-2024_mace-of-terror",
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "document": {
                "name": "System Reference Document 5.2",
                "key": "srd-2024",
                "display_name": "5e 2024 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast",
                    "url": "https://api-beta.open5e.com/v2/publishers/wizards-of-the-coast/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2024",
                    "key": "5e-2024",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2024/?format=api"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "category": {
                "name": "Weapon",
                "key": "weapon",
                "url": "https://api-beta.open5e.com/v2/itemcategories/weapon/?format=api"
            },
            "rarity": {
                "name": "Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/rare/?format=api",
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            "name": "Mithral Armor",
            "desc": "Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.",
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        {
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                "name": "Legendary",
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            "name": "Mysterious Deck",
            "desc": "Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.) Each card's effect is described below. Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect. Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any Divination magic, but a Wish spell can reveal the location of your prison. You draw no more cards. Euryale. The card's medusa-like visage curses you. You take a −2 penalty to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse. Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die. Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws. Gem. Twenty-five pieces of jewelry worth 2,000 GP each or fifty gems worth 1,000 GP each appear at your feet. Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws. Key. A Rare or rarer magic weapon with which you are proficient appears on your person. The GM chooses the weapon. Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your GM to create a name and backstory for this NPC. The GM can use a different stat block to represent the knight, as desired. Moon. You gain the ability to cast Wish 1d3 times. Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. Rogue. An NPC of the GM's choice becomes Hostile toward you. You don't know the identity of this NPC until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC's hostility toward you. Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Sage. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Skull. An Avatar of Death (see the accompanying stat block) appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life. Star. Increase one of your ability scores by 2, to a maximum of 24. Sun. A magic item (chosen by the GM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead. Throne. You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours. Void. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards. > ### Avatar of Death > > Medium Undead, Neutral evil > > AC 20 > > Initiative +3 (13) > > HP Half the HP maximum of its summoner > > Speed 60 ft., Fly 60 ft. (hover) > > | Attribute | Score | Mod | Save | > |-----------|-------|-----|------| > | Str | 16 | +3 | +3 | > | Dex | 16 | +3 | +3 | > | Con | 16 | +3 | +3 | > | Int | 16 | +3 | +3 | > | Wis | 16 | +3 | +3 | > | Cha | 16 | +3 | +3 | > > > Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious > > Senses Truesight 60 ft., Passive Perception 13 > > Languages All languages known to its summoner > > CR None (XP 0; PB equals its summoner's) > > #### Traits > > Incorporeal Movement. The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. > > #### Actions > > Multiattack. The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up). > > Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage.",
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        {
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            "name": "Necklace of Adaptation",
            "desc": "While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.",
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            "name": "Necklace of Fireballs",
            "desc": "This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 Fireball (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).",
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            "name": "Necklace of Prayer Beads",
            "desc": "This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.",
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        {
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                "url": "https://api-beta.open5e.com/v2/itemcategories/weapon/?format=api"
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            "name": "Nine Lives Stealer",
            "desc": "You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.",
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            "name": "Oil of Etherealness",
            "desc": "One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.",
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            "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. You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it. You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.",
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            "damage_resistances": []
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        {
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                "name": "Uncommon",
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            "desc": "When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.",
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        {
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            "key": "srd-2024_potion-of-clairvoyance",
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                "url": "https://api-beta.open5e.com/v2/itemrarities/rare/?format=api",
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            "name": "Potion of Clairvoyance",
            "desc": "When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened.",
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        {
            "url": "https://api-beta.open5e.com/v2/items/srd-2024_potion-of-climbing/?format=api",
            "key": "srd-2024_potion-of-climbing",
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                "name": "Common",
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            "name": "Potion of Climbing",
            "desc": "When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.",
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            "url": "https://api-beta.open5e.com/v2/items/srd-2024_potion-of-diminution/?format=api",
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            "desc": "When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.",
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}