list: API endpoint for returning a list of magic items. retrieve: API endpoint for returning a particular magic item.

GET /v1/magicitems/?format=api&ordering=rarity
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": "https://api.open5e.com/v1/magicitems/?format=api&ordering=rarity&page=2",
    "previous": null,
    "results": [
        {
            "slug": "ancient-broom-a5e",
            "name": "Ancient Broom",
            "type": "Weapon",
            "desc": "Subtle power is contained within this ancient oak staff and its coarse bristles, and though it appears as if any amount of rough handling will break this broom only the most potent blades have any chance of harming it. The broom’s handle is said to have come from the first tree and the bristles stolen from a god, but its beginnings are far more humble—just a simple mundane object that accrued its first enchantment by chance after years of exposure to countless rituals. Since then its attraction to magic has grown, and so too has its admiration for the arcane. The broom has been in the hands of countless spellcasters, many of them unlikely candidates to pursue magic, though it cannot remember their names. Only the feats of magic they achieved are of any worth to the broom.\n\n_**Sentience.**_ The broom is a sentient construct with Intelligence 19, Wisdom 15, and Charisma 17\\. It has hearing and darkvision to a range of 120 feet. The broom communicates with you telepathically and can speak and understand Common, Draconic, Dwarvish, Elvish, Sylvan, and Undercommon. \n\n_**Personality.**_ The broom’s purpose is to encourage the use of magic—the more powerful the better—regardless of any consequences. It is unconcerned with the goings on of mortals or anyone not engaged with magic, and it demands a certain amount of respect and appreciation for its service.\n\n**_Demands._** If you are unable to cast spells and attune to the broom, it relentlessly argues for you to pursue magical training and if none is achieved within a month it goes dormant in your hands (becoming a very durable stick). In addition, the broom is a repository of magic over the ages and it strongly encourages you to seek out monsters to harvest powerful reagents, explore cursed ruins in search of forbidden knowledge, and undertake precarious rituals.\n\nYou have a +3 bonus to _attack and damage rolls_  made with the magic broom, and when the broom deals damage with a critical hit the target is _blinded_  until the end of your next turn.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Ancient Broom_, used by spellcasters since the dawn of time.\n\n**DC 18** The broom is able to animate itself and attack your enemies, it has the power to open locks and break shackles, and it enables you to move without leaving a trace of your passing.\n\n**DC 21** Many of those who have wielded the _Ancient Broom_ came from humble and unlikely backgrounds.\n\n**Artifact Properties**\n\nThe _Ancient Broom_ has one lesser artifact detriment and one greater artifact detriment.\n\n**Magic**\n\nWhile you are attuned to the broom you gain an expertise die on checks made with Arcana, and while holding it you can innately cast __pass without trace_  (no _concentration_  required) and _nondetection_ at will.\n\nIn addition, you can use a bonus action to knock the broom against a lock, door, lid, chains, shackles, or the like to open them. Once you have done so 3 times, you cannot do so again until you have finished a long rest. You can speak with the broom over the course of a _short rest_ , learning one ritual spell. The next time you use this feature, you forget the last spell learned from it.\n\n**Dancing Broom**\n\nIn addition, you can use a bonus action to toss this broom into the air and cackle. When you do so, the broom begins to hover, flies up to 60 feet, and attacks one creature of your choice within 5 feet of it. The broom uses your _attack roll_  and ability score modifier to damage rolls, and unless a target is hidden or _invisible_  it has _advantage_  on its attack roll.\n\n While the broom hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the broom to attack one creature within 5 feet of it.\n\n The broom ceases to hover if you grasp it or move more than 30 feet away from it.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cane-of-chaos-a5e",
            "name": "Cane of Chaos",
            "type": "Staff",
            "desc": "The _Cane of Chaos_ (known by some by its fairytale name, the Little Silver Stick) is a gorgeous silver scepter etched with fractals, adorned with an eight-pointed star, and imbued with the power of chaos. A cunning historian may be able to track the cane’s origins to a certain mage under a certain authoritarian regime centuries ago, who supplied it to a figure widely known for their role in the regime’s downfall. Similarly, the cane seems to be drawn to those who march to their own drumbeat, directing them on behalf of its creator to sow disruption and turmoil.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Cane of Chaos_, used by a despot in times long past. It is also known as the Little Silver Stick.\n\n**DC 18** The cane stores and is able to cast spells linked to chaos, but randomly unleashes chaotic magical effects when used.\n\n**DC 21** The cane can only be destroyed by a sovereign on the day of their coronation.\n\n**Artifact Properties**\n\nThe _Cane of Chaos_ has 1d4 lesser artifact benefits, 1d4 lesser artifact detriments, 1d4–1 greater artifact benefits, and 1d4+1 greater artifact detriments. \n\nIn addition, the cane has the finesse property and can be used as a double weapon which you become proficient with when you attune to it. You gain a +2 bonus to weapon attack rolls and damage rolls made using the _Cane of Chaos_.\n\n## **Magic**\n\nWhile you use this quarterstaff as a spell focus, you gain a +2 bonus to spell attack rolls and your spell save DC. You know and have prepared all spells of the chaos school of magic (but not their rare versions). \n\nThe _Cane of Chaos_ begins with a number of charges equal to your proficiency bonus and regains 1d6 charges each dawn (to a maximum number of charges equal to your level + 1, or your CR + 1). You can expend any number of charges from the cane to cast a chaos spell, which costs a number of charges equal to the spell’s level. Your spellcasting ability for these spells is your highest mental ability score (Intelligence, Wisdom, or Charisma).\n\nWhen you expend charges from the _Cane of Chaos_, it unleashes another chaotic magical effect, either chosen by the Narrator or randomly determined.\n\n__**Table: Cane of Chaos**__\n| **d8** | **Wild Magic Effect**                                                                                                                                                                                                                                                                                                                           |\n| ------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1      | One random creature you see is subject to a _polymorph_  spell cast by the cane (using your spell save DC), turning it into a random CR 1/8 beast.                                                                                                                                                                                              |\n| 2      | The 1d6 doors nearest to you come under an _arcane lock_  effect as though cast by the creature nearest to you that can speak, write, or sign at least one language.                                                                                                                                                                            |\n| 3      | The cane creates a __control weather_  effect, driving the weather towards unseasonable extreme temperatures and conditions.                                                                                                                                                                                                                    |\n| 4      | Each creature within 60 feet rolls 1d6, increasing a random ability score to 18 for the next 10 minutes (1: Strength, 2: Dexterity, 3: Constitution, 4: Intelligence, 5: Wisdom, 6: Charisma).                                                                                                                                                  |\n| 5      | Each creature within 60 feet is subject to a __levitation_ effect created by the cane (using your spell save DC). Each creature has _disadvantage_  on _saving throws_  against the effect and on a failure immediately rises 60 feet. For the duration, each creature can control its own movement as though it had cast _levitate_ on itself. |\n| 6      | You grow 1d6 inches taller (this effect cannot increase your size category).                                                                                                                                                                                                                                                                    |\n| 7      | If you are a humanoid you are permanently transformed into a different humanoid heritage (as per Table: Reincarnation for the _reincarnate_  spell).                                                                                                                                                                                            |\n| 8      | Duplicates of yourself appear within 60 feet! Roll 1d6 to determine their nature (1–2: 1d6 _animated armors_ , 3–4: a _mirror image_  effect, 5–6: a __simulacrum_  effect).                                                                                                                                                                    |\n\n## Destroying the Cane\n\nThe _Cane of Chaos_ is born from the very essence of rebellion. To destroy it, you must offer the artifact as a gift to a sovereign on the day of their coronation or to a magical being with the Lawful alignment trait on the anniversary of their advent. If accepted as such a gift, the _Cane of Chaos_ melts into a puddle of ordinary molten silver.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crafters-codex-a5e",
            "name": "Crafter’s Codex",
            "type": "Wondrous Item",
            "desc": "Centuries ago, a famed artificer published her masterwork treatise on crafting magic items—humbly titled _Wands, Rings, and Wondrous Things_—and the work was so revolutionary that every serious library simply had to have a copy. The work still influences the art of crafting magic items to this day. \n\n A regular copy of _Wands, Rings, and Wondrous Things_ is a masterwork book about crafting magic items. Yet a fabled version of this tome is said to meander through literary circles—a copy annotated by a mad genius. Known as the _Crafter’s Codex_, this copy of the book is dog-eared throughout and stuffed to the brim with exceedingly peculiar, illegible marginalia. To the person approaching the book through the right means (such as refracting the text through a beer glass, reading at strange angles, or using one’s own personal genius) these notes reveal step-by-step instructions which streamline and improve the enchantments described within. Alas, no owner seems to hold on to the _Crafter’s Codex_ for long. The book itself appears to hyperfixate on a given reader and then simply disappear, presumably in search of someone more suited to its talents and disposition.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Crafter’s Codex_, a legendary book containing secrets of crafting magical items that can unsettle even the strongest minds.\n\n**DC 18** This book is a unique annotated version of the more common _Wands, Rings, and Wondrous Things_.\n\n**DC 21** The Crafter’s Codex can only be destroyed by destroying every copy of _Wands, Rings, and Wondrous Things_ that exists in the multiverse.\n\n**Artifact Properties**\n\nThe _Crafter’s Codex_ has one lesser artifact benefit, one greater artifact benefit, and one greater artifact detriment. While attuned to this book, you gain an expertise die on any checks related to crafting a magic item, and you do not need to meet any of the usual requirements related to crafting a magic item aside from its cost.\n\nIn addition, you gain one random long-term mental stress effect oriented around inventing, the _Crafter’s Codex_, or keeping the book safely in your possession.\n\nOnce between _long rests_ , while crafting a magic item or performing an attendant activity towards crafting a magic item, you can consult the _Crafter’s Codex_ and make a DC 20 Intelligence check. On a success, choose one of the following:\n\n* Reduce research time by 75%.\n* Reduce component cost by 75%.\n* Reduce crafting time by 75%.\n* Reduce a harvesting DC by 6.\n* Reduce a crafting DC by 6.\n\nAfter three failures on the Intelligence check, th_e Crafter’s Codex_ moves on. You retain a copy of _Wands, Rings, and Wondrous Things_ but the magic and marginalia of the _Crafter’s Codex_ magically transmits to a different copy somewhere else in the world, and you lose your attunement to it. Any bonuses accrued remain for the duration of the current crafting project or after a year and one day (whichever comes first). \n\n**Seekers of the Codex**\n\nThe _Crafter’s Codex_ is coveted by collectors and ambitious artificers alike, and any search for the Crafter’s Codex surely means encountering some of the following foes.\n\n__**Table: Seekers of the Codex**__\n| **1d6** | **Adversary**                                                         |\n| ------- | --------------------------------------------------------------------- |\n| 1       | Noble with entourage of bodyguards—previous owner or antimagic zealot |\n| 2       | _Assassin_ , stealthy _mage_ , or _thief_                             |\n| 3       | Rival artificer (friendly or hostile)                                 |\n| 4       | Mischievous book-obsessed fey                                         |\n| 5       | Celestial or fiendish curator of an interplanar library               |\n| 6       | Rival artificer from an entirely different Material Plane             |\n\n**Destruction**\n\nThe secret knowledge that permeates the Crafter’s Codex cannot simply be stricken from the world with ink, blade, or fire. When the artifact faces a serious physical threat it simply moves on. The only way to rid the world of the _Crafter’s Codex_ is to eliminate every last copy of _Wands, Rings, and Wondrous Things_ that exists in the multiverse—if even one copy remains, even on another plane of existence, the _Crafter’s Codex_ persists.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crown-of-the-crystal-sovereign-a5e",
            "name": "Crown of the Crystal Sovereign",
            "type": "Wondrous Item",
            "desc": "This crown looks like a braid of pure crystal and its front is a set of three pointed, curling spires that give its wearer an imposing, regal silhouette. Once worn by the monarch of an ancient crystal palace deep underground, the crown was lost after its wearer’s grasping schemes brought calamity on their people. The power, ambition, and ruthless might of the Crystal Sovereign of Coranaal still lingers, granting the wearer the following properties:\n\n_**Crystal Skin.**_ Your skin takes on a jagged, shimmering appearance and feels firm and cold to the touch. You gain +2 to your Armor Class. Additionally, when you’re hit by a ranged spell attack, roll 1d4\\. On a 3, you are unaffected and the spell is reflected back at its caster, rolling again to see if it hits.\n\n**_All-Seeing._** You gain truesight out to 30 feet. Additionally, you can use this trait to cast __clairvoyance_  at will, using the crown as your material component.\n\n**_Lord Under The Mountain._** Your Prestige Rating is increased by 2, or 4 if you’re underground.\n\n**_Regal Bearing._** A number of times per day equal to your Charisma modifier you can, as an action, target one creature that can see you within 60 feet. It must succeed on a Wisdom _saving throw_  (DC = 8 + your proficiency modifier + your Charisma modifier) or use its next turn to fall _prone_  in supplication, taking no other actions. Additionally, when you’re targeted with any attack by a creature within 10 feet of you, you can force it to make this saving throw as a reaction. On a failure it has _disadvantage_  on the attack and then falls prone as above.\n\n**_Greed of Coronaal._** It’s said that, even as their palace crumbled, the Crystal Sovereign still coveted and guarded their treasures. You can use an action to summon an item from the hoard of Coronaal, an endlessly enormous extra dimensional space that you can access remotely. You instinctively know what’s inside, and when you first access the hoard, roll on _Treasure_  for Challenge Ratings 23-30 to determine what’s already there. This doesn’t mean that you have any desire to share, however, and must make a DC 14 Wisdom _saving throw_  to willingly part, even temporarily, with any item that has been in the hoard.\n\nYou can also use an action to touch an item of up to Large size and send it to the hoard. However, the crown shuns items it deems unworthy, casting them into the Astral Plane if you attempt to store them. This includes magic items of common or uncommon rarity and any mundane items worth less than 500 gp. Additionally, as a security feature, creatures cannot enter this space; even the wearer can only access it remotely. Otherwise, the hoard has the limitations of any other interdimensional space in regards to Supply and dead creatures. Placing another interdimensional item, such as a _portable hole_ , in the hoard destroys the lesser item, scattering its contents across the Astral Plane. Additionally, 4 (2d4) random valuables from the horde are also lost in this way, though the crown of the crystal sovereign is otherwise unaffected.\n\n_**Curse.**_ When you attune to this crown, your _Destiny_  immediately changes to _Dominion_  if it’s not already, and you can only fulfill it by reclaiming the Crystal Palace of Coronaal, which is lost to time and overtaken by creatures from the depths. You lose any existing Destiny features. In addition, if you have a chance to advance this Destiny (as determined by the Narrator) and do not take it, you lose all benefits from the crown and suffer a level of _strife_  each week until you pursue the opportunity, at which point you lose all strife gained this way and regain the benefits of the crown. These levels of strife cannot otherwise be removed.\n\nThe crown remains firmly affixed to your head and cannot be removed in any way, nor can your attunement be broken, unless you are beheaded, at which point you can never attune to the item again, even if you are brought back to life. The only other exception is if you reclaim the Crystal Palace and then choose to, in the presence of 4 sentient creatures, formally renounce your title while sitting on the throne of Coronaal, at which point the palace and crown begin to crumble, ending your attunement and destroying the item.\n\n**_Escalation._** When you fulfill this destiny, the save DC of Regal Bearing and the Armor Class bonus of Crystal Skin increase by 2, while the range of your truesight increases by 60 ft, your Prestige bonus is increased by 2, and you can cast __scrying_  at will using the crown as a focus.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dread-caduceus-a5e",
            "name": "Dread Caduceus",
            "type": "Wondrous Item",
            "desc": "When wizards go to war their desperation reveals the bleak depths and miraculous heights of magic. Long ago it was a desire to both bolster and renew their forces that led a mage to create a relic many would consider unthinkable: a scepter that twists the essence of life itself. With it the dead are remade into unrecognizable tangles of flesh that despite their deformity do the wielder of the scepter’s bidding, all as their allies are healed and empowered with vigor far beyond mortal bounds.\n\nThis heavy silver scepter has two heads, both cast in metal and staring out of glassy onyx eyes. One head is a skull, its jaw thrown open and its teeth unnaturally elongated. At the other end of the scepter is a cherubic human face that is turned upwards as though determined not to look at its sibling. \n\nNo one is certain whether it was the creator’s shame that led them to hide the scepter, or if their enemies cast it out of memory for fear of its power. What is known is that the legend of the _Dread Caduceus_ has endured and that whispers of its whereabouts have not been silenced by time.\n\nWhile you are attuned to the _Dread Caduceus_ you may use either end of the scepter to activate its powers.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Dread Caduceus_, a holy scepter with the power to raise the dead. \n\n**DC 18** The cherub and skull heads cause healing and necromantic effects, respectively.\n\n**DC 21** Those who use the scepter risk having their very flesh corrupted and their souls devoured.\n\n**Artifact Properties**\n\nThe _Dread Caduceus_ has one lesser artifact benefit, one greater artifact benefit, one lesser artifact detriment, and one greater artifact detriment. \n\nThe _Dread Caduceus_ warps your life energy, twisting your flesh as it corrupts that of others. While you are attuned to the scepter, your organs shift and twist, sticking to one another within you. Take 1d6 necrotic damage each dawn from this effect. This damage can only be healed by a _long or short rest_ . You also have _disadvantage_  on initiative rolls as you are distracted by this tangible shifting within.\n\nThe _Dread Caduceus_ has 2d10 charges and regains 1d10 charges each dawn. When you reduce the _Dread Caduceus_ to 0 charges, you take 10d10 necrotic damage. If this damage reduces you to 0 hit points, you instantly die and cannot be resurrected (even by a _wish_  spell).\n\n**Cherub**\n\nYou can use an action and expend charges from the _Dread Caduceus_ to cause one of the following effects to extend from the cherub head of the scepter, targeting yourself or a creature within 30 feet: \n\n_**Heal.**_ The creature regains 1d8+1 hit points for each expended charge. \n\n**_Healing Nimbus (3 Charges)_**. A nimbus of healing appears around the creature for 1d6 rounds. For the duration, whenever the creature takes damage from an attack it regains 1 hit point, and when an attack misses the creature it regains 1d4 hit points.\n\n_**Invulnerability (3 Charges)**_. The creature becomes immune to damage from nonmagical attacks for 1d4 rounds.\n\n_**Exhaustless (5 Charges)**_. The creature becomes immune to _fatigue_  for 1d6 days.\n\n_**Resistance (5 Charges)**_. The creature becomes resistant to one type of damage of your choice for 1d6 rounds. This property has no effect if the creature already has resistance to that damage type.\n\n**_Cure (10 Charges)_**. The creature is healed of any _curses_ , _diseases_ , _poisons_ , or other negative effects, even if a _wish_  spell has previously been unsuccessful.\n\n_**Invigorate (10 Charges).**_ The creature permanently increases its maximum hit points by 1d8+1\\. A creature can only benefit from this property once. \n\n**Skull**\n\nYou can use an action and expend charges from the _Dread Caduceus_ to cause one of the following effects to extend from the skull head of the scepter, targeting yourself or a creature within 100 feet: \n\n_**Animate Skeleton (1 Charge).**_ You return a dead creature to a semblance of life, animating the skeleton of its body to serve at your whim. The creature gains the _skeleton template_  and remains under your control until you die or are no longer attuned to the _Dread Caduceus_. \n\n_**Animate Zombie (2 Charges).**_ You return a dead creature to a semblance of life, animating it as a zombie to serve at your whim. The creature gains the _zombie template_  and remains under your control until you die or are no longer attuned to the _Dread Caduceus._\n\n_**Empower Undead (2 Charges).**_ Choose 1d6 undead that you can see within range. Whenever one of the chosen undead makes a weapon attack it deals an extra 1d4 necrotic damage. Even on a miss, the undead deals 1d4 necrotic damage.\n\n**_Animate Legion (6 Charges)._** You return 3d10 dead humanoids to a semblance of life, transforming their corpses into _zombies_ . \n\nYou can use a bonus action to mentally command the undead you create using the _Dread Caduceus._ When you command multiple undead, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete. \n\nIn addition, any creature you animate in this fashion retains injuries or disfigurements that were upon its corpse, and it continues to decompose.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "memory-leaf-a5e",
            "name": "Memory Leaf",
            "type": "Wondrous Item",
            "desc": "Precious beyond reckoning, this silver leaf has fallen from a Memory Tree and contains a psychic imprint of the living creature it was once connected to. It can only be attuned when pressed against the forehead and is often set into a woven headband. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Memory Leaf_, which fell from a Memory Tree in ages past. \n\n**DC 18** Sometimes those who wear the leaf sense those who have worn it before.\n\n**DC 21** The leaf can grant knowledge about the ancient world.\n\n**Artifact Properties**\n\nThe _Memory Leaf h_as one lesser artifact benefit. There is a 50% chance when you attune to the leaf that you discover a lesser artifact detriment. \n\nIn some cases the benefit and detriment are reflections of the former personality, and you may acquire those traits while attuned to it.\n\n**Magic**\n\nWhile this leaf is pressed against your forehead, you can cast _legend lore_  to ask the psychic imprint within the leaf one question about the ancient world. Once you have used this property 3 times, it cannot be used again until next dawn. ",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "nautilus-a5e",
            "name": "Nautilus",
            "type": "Wondrous Item",
            "desc": "  \nThis vessel at first appears to be a Gargantuan sea monster 230 feet long by 30 feet in height and width, its body covered in hard reflective scales. Along the top there is a hidden catch, which can be found with a successful DC 23 Intelligence (Investigation) check. Releasing the catch unlocks a hatch revealing a cylinder wide enough for a Medium creature to crawl inside. The _Nautilus_ is a Gargantuan object with the following statistics:\n\n**Armor Class:** 25  \n**Hit Points:** 400 (damage threshold 20)  \n**Speed** swim 200 ft. (can turn a maximum of 15 degrees in a round)  \n**Damage Immunities** poison, psychic  \n**Crew Capacity** 25; **Passenger Capacity** 600  \n**Travel Pace** 58 miles per hour (460 miles per day)\n\nTo be used as a vehicle, the _Nautilus_ requires one pilot at the helm. While the hatch is closed, the compartment is airtight and watertight.\n\nThe steel submarine holds enough air for 15,000 hours of breathing, divided by the number of breathing creatures inside (at most 625 for 24 hours). There are 2 decks of interior compartments, most of which are 6 feet high. Interior doors are airtight, have AC 20 and 50 hit points, and can be bypassed with DC 18 Dexterity (thieves’ tools) checks or DC 25 Strength checks.\n\nThe _Nautilus_ floats on water. It can also go underwater to a depth of 9,000 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.\n\nA creature at the helm can use an action to pilot the _Nautilus_ by making a DC 18 Intelligence (vehicle \\[water\\]) check, with disadvantage if there are no other creatures controlling the ballasts, hydraulics, and sensors (each an action), or with _advantage_  if each position has a creature helping. On a success, the pilot can double the effects of any acceleration, deceleration, or turning they make with the _Nautilus_ on their turn. In addition, the pilot can send the submarine careening into a creature or object, making an attack roll as usual.\n\n_**Prow.** Melee Weapon Attack:_ +12 to hit, reach 20 ft., one target. _Hit:_ 34 (8d6+6) piercing damage. On a natural 1, the Nautilus takes 34 (8d6+6) bludgeoning damage.\n\nAny creature in the command room can pull a lever to activate its function, but the _Nautilus_ only responds to the first 8 levers pulled in a round, and a lever only performs a function once per round. While traveling forward the lever to travel backwards does not function, and while traveling backward the level to travel forwards does not function. After each use, a lever goes back to its neutral position.\n\n__Nautilus Controls__\n| Lever | Up                                                                                                                                                              | Down                                                                        |\n| ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------- |\n| 1     | Forward window shutter opens.                                                                                                                                   | Forward window shutter closes.                                              |\n| 2     | Side window shutters open (20 per side).                                                                                                                        | Side window shutters close (20 per side).                                   |\n| 3     | Two manipulator arms extend from the front of the Nautilus.                                                                                                     | The manipulator arms retract.                                               |\n| 4     | Each extended manipulator arm makes the following _melee weapon attack_: +12 to hit, reach 15 ft., one target. _Hit_: The target is _grappled_  (escape DC 20). | One or both extended manipulator arms release what they are holding.        |\n| 5     | The _Nautilus_ accelerates forward, increasing its speed by 20 feet (to a maximum of 200 feet).                                                                 | The _Nautilus_ decelerates, reducing its speed by 50 feet (minimum 0 feet). |\n| 6     | The _Nautilus_ accelerates backward, increasing its speed by 20 feet (to a maximum of 200 feet).                                                                | The _Nautilus_ decelerates, reducing its speed by 50 feet (minimum 0 feet). |\n| 7     | The _Nautilus_ turns 15 degrees left.                                                                                                                           | The _Nautilus_ turns 15 degrees right.                                      |\n| 8     | Eyelike fixtures emit bright light in a 300-foot radius and dim light for an additional 150 feet.                                                               | The light turns off.                                                        |\n| 9     | The _Nautilus_ sinks as much as 50 feet in liquid.                                                                                                              | The _Nautilus_ rises up to 50 feet in liquid.                               |\n| 10    | The top hatch unseals and opens.                                                                                                                                | The top hatch closes and seals.                                             |",
            "rarity": "Artifact",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "orb-of-dragonkind-a5e",
            "name": "Orb of Dragonkind",
            "type": "Wondrous Item",
            "desc": "Long ago the souls of five evil dragons were ripped from their corporeal bodies and captured with arcana by mages that sought to end the tyranny of wicked winged serpents. Each is contained within an intricately inscribed crystal globe 10 inches across—though when the magic within is called upon, an orb swells to double its size and glows with a faint light revealing the color of the scales that once belonged to what little remains of the creature that now resides in it. \n\nWhile you are attuned to and holding a_n Orb of Dragonkind,_ you can use an action and speak a command word to attempt to control the draconic soul within by making a DC 15 Charisma check. On a success, you can control the _Orb of Dragonkind,_ or on a failure you are charmed by it. Both effects last until you are no longer attuned to the orb.\n\nWhile you are charmed by the orb, you cannot choose to end your attunement to it. In addition, the orb can innately cast __suggestion_ on you at will (save DC 18) to compel you to commit evil acts that serve its purposes—exacting revenge, attaining its freedom, spread suffering and ruin, encourage the worship of foul draconic deities, collect the other _orbs of dragonkind_, or whatever else the Narrator deems fit. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is an _Orb of Dragonkind,_ an artifact with the power to control dragons. \n\n**DC 20** Five orbs were made, each containing the soul of an evil dragon.\n\n**DC 25** The orb can summon evil dragons, but does not actually control them.\n\n**Artifact Properties**\n\nAn _Orb of Dragonkind_ has two lesser artifact benefits, one lesser artifact detriment, and one greater artifact detriment.\n\n**Magic**\n\nWhile you are controlling an _Orb of Dragonkind,_ you can use an action to cast detect magic at will. You can also expend 1 or more charges to cast _detect magic_ (no charge), __daylight  (_1 charge), __death ward_  (2 charges), _cure wounds_  (5th-level version, 3 charges), or __scrying_ (save DC 18; 3 charges). \n\n**The orb has 7 charges and regains 1d4 + 3 expended charges each dawn.**\n\n**Call Dragons**\n\nWhile you are controlling an _Orb of Dragonkind_, you can use an action to send a telepathic message in a 40-mile radius. Evil dragons that are mortal and in the area are compelled to take the quickest and most direct route to the orb, though they may not be friendly or pleased with being forced to answer the call. Once this property has been used, you cannot use it again for 1 hour.\n\n**Destroying an Orb**\n\nDespite its glass appearance, an _Orb of Dragonkind_ is immune to most types of damage (including draconic breath weapons and natural attacks), but they can be destroyed by the __disintegrate_ spell or a single strike from a weapon with a +3 magical bonus to attack and damage rolls.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "raiment-of-the-devouring-king-a5e",
            "name": "Raiment of the Devouring King",
            "type": "Wondrous Item",
            "desc": "Ancient beyond meaning, the Devouring King known as Nyth’Zerogg spreads across the multiverse, infecting a plane with a portion of himself before consuming it. Whether summoned or drawn by hunger, the mind-bending entity crosses black seas of infinity to gorge upon mortal civilizations and gods alike.\n\nRarely in the uncounted eons of his existence, the spore of the Devouring King is denied. In this reality primordial powers drove him back before he took root, destroying him almost completely. Of his titanic form only a piece of skull, a fragment of wing membrane, and a piece of its strange heart survived. Nyth'zerogg's might was such that even these pieces contain terrible power, housing a fragment of his essence and a shard of his alien psyche.\n\nSince Nyth’Zerogg’s destruction pieces of the raiment have shown up throughout history, ultimately destroying their bearers and causing untold devastation. The destruction that they have wrought is insignificant compared to the danger that they pose however, as these artifacts hold the key to restoring the spore of Nyth’Zerogg so that he may consume all reality. The _Raiment of the Devouring King_ consists of three pieces: a cloak, a crown, and an orb. To attune to a piece, you must awaken it by pouring the blood of a recently sacrificed sapient creature onto it, allowing you to graft it to your body in a process that takes a minute, during which you are _incapacitated_  by agony. Once attuned, pieces can only be removed if you are killed.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is part of the _Raiment of the Devouring King,_ the remains of an ancient being who consumed worlds. \n\n**DC 18** There are three surviving pieces of the raiment: a cloak, a crown, and an orb.\n\n**DC 21** The cloak grants flight and teleportation, the crown transforms the wearer’s body, and the orb enhances their mind.\n\n**Artifact Properties**\n\nWhile you are attuned to any piece of the _Raiment of the Devouring King,_ you are subject to Malignant Influence (see below) and gain the following benefits:\n\n* You cease aging and become immune to poison and disease.\n* You gain a pool of 8 charges that can be spent to fuel the _Raiment of the Devouring King’s_ magical properties (save DC 19, +11 to hit with spell attacks). You regain 1d4+1 charges each dusk.\n\n**A Complete Set**\n\nBecause of their powerful desire to be together, no matter how many pieces of the Raiment of the Devouring King you wear they count as a single magic item for the purposes of attunement. For each additional piece of the Raiment of the Devouring King that you acquire, you gain the following benefits:\n\n**_Two Pieces._** Your pool of charges increases to 12\\. You can use an action to regain 1 expended charge by messily devouring an _incapacitated_  or _unconscious_  creature within your reach, killing it in the process. Creatures slain in this manner can only be returned to life by means of a _wish_ or __true resurrection ._\n\n_**Three Pieces.**_ Your pool of charges increases to 16\\. When you take a _short rest_ , you can extend tendrils into the ground and regain 1d4+1 charges by consuming natural energy within a 1-mile radius. All plant life in the area dies and beasts become _poisoned_  while in the area. This property can only be used in an area once per decade, after which it cannot support life for the next 10 years.\n\nYou cannot be permanently killed unless each piece of the raiment is cut from your body in conjunction with a carefully worded __wish_ spell. Instead, you return to life 1d3 days later.\n\n**Cloak of the Devouring King**\n\nThis deep jade cloak resembles a large piece of torn wing membrane. When attuned, it grafts to your back, reweaving muscle and bone and turning into a single leathery wing that grants a portion of Nyth’zerogg’s vitality.\n\n While attuned to the _Cloak of the Devouring King_, you gain the following benefits:\n\n* Your Constitution score is increased to 20\\. This property has no effect if your Constitution is equal to or greater than 20.\n* You gain a fly speed equal to your Speed.\n* You regain 1d8 hit points at the beginning of each of your turns if you have at least 1 hit point. If you lose a body part, you regrow the missing part within 1d6 days.\n* You may expend one or more charges to cast the following spells: _longstrider_ (1 charge), __misty step_  (2 charges), __blink_ (3 charges), _dimension door_  (4 charges), __plane shift_  (5 charges), or _teleport_ (5 charges)\n\n**Crown of the Devouring King**\n\nThe alabaster crown resembles a jagged piece of flat bone affixed to a crude iron band. When worn, it settles so that a single spoke of bone extends above the wearer's eye. When you attune to the skull, it grafts with your bone and grants a portion of Nyth’zerogg’s strength.\n\nWhile attuned to the _Crown of the Devouring King_, you gain the following benefits:\n\n* Your Strength score is increased to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* Your body transforms, turning a rubbery gray green as chitinous bone plates emerge from your skin. This counts as a suit of _1 leather_ if you are proficient with light armor, a suit of _1 breastplate_  if you are proficient with medium armor, or a suit of   _1 full plate_  if you are proficient with heavy armor. This armor does not impose _disadvantage_  on Dexterity (Stealth) checks.\n* You can use an action to spend 1 charge to shape chitin and bone from your body into a +1 weapon. You may only have two such weapons in existence at a time. Any ammunition needed is created as the weapon is fired. You may spend 1 charge as part of an action to deliver touch spells through a weapon created in this manner by making a single weapon attack as a part of that action. A weapon created in this manner crumbles to dust a round after it leaves your person.\n* You may expend one or more charges to cast the following spells: __shield_  (1 charge), __enlarge/reduce_  (2 charges), __protection from energy_ (self only; 2 charges), _stoneskin_ (self only; 3 charges).\n\n**Orb of the Devouring King**\n\nThis crimson orb resembles a massive, calcified heart suspended on a crude chain. When the orb returns to life, hooked tendrils extend and burrow into your chest, lodging it there where it grants a portion of the god’s mind and knowledge.\n\n While attuned to the _Orb of the Devouring King_, you gain the following benefits:\n\n* Choose Intelligence or Charisma. The chosen ability score is increased to 20\\. This property has no effect if the chosen ability score is equal to or greater than 20.\n* You gain a 1d10 expertise die on Intelligence checks.\n* When you take a short rest, you can recover an expended spell slot of 6th-level or higher by spending a number of charges equal to the level of the spell slot recovered.\n* You may expend one or more charges to cast the following spells: __detect thoughts_ (1 charge)_, suggestion_ (2 charges), __black tentacles_ (3 charges), _telekinesis_  (4 charges), _dominate monster_  (5 charges).\n\n**Malignant Influence**\n\nEach piece of the _Raiment of the Devouring King_ longs to be united with the others so that Nyth’Zerogg may live again. While attuned to a piece of the artifact, you must succeed on a DC 18 Wisdom _saving throw_  once per month or gain a level of Malignant Influence, which cannot be removed while you are attuned to the _Raiment of the Devouring King._ With two pieces of the artifact attuned, you repeat the saving throw once per week, and when all three pieces of the artifact are attuned, you repeat the saving throw once per day.\n\n_**Level 1**._ You become obsessed with acquiring the other pieces of the _Raiment of the Devouring King_ and devote all of the time and resources at your disposal to the task.\n\n_**Level 2.**_ You become ravenous and must consume one living sapient being each day or gain a level of _fatigue_  that persists until you consume such a creature.\n\n_**Level 3.**_ You fall entirely under the sway of the Raiment of the Devouring King. You gain the Chaotic and Evil alignment traits, and you will stop at nothing to see Nyth’Zerogg reborn. You immediately become an NPC under the Narrator’s control.\n\n**Awakening Nyth’Zerogg**\n\nIf all three pieces of the _Raiment of the Devouring King_ graft to a single host and they acquire three levels of Malignant Influence, the host’s mind and soul are devoured as fuel for Nyth’zerogg’s reawakening. The exact consequences of such a reawakening are left to the Narrator but likely pose an extinction level threat to mortals and gods alike.\n\n**Destruction**\n\nMany attempts have been made to destroy pieces of the _Raiment of the Devouring King,_ yet they always reform. Some believe that they can only be destroyed by plunging a creature with all three pieces of the artifact grafted to its body into the heart of a star or a true flame in the center of the Elemental Plane of Fire—though even this is just a theory.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "serveros-war-engine-a5e",
            "name": "Serveros War Engine",
            "type": "Wondrous Item",
            "desc": "In size and shape this massive construct is not unlike a squat _hill giant_ —if hill giants were made of metal, leather, wood, and glass. With all manner of wheels, gears, cables, and hinges, when worn its movements are surprisingly fluid, if somewhat loud and heavy.\n\nThe last of its kind, the _Serveros War Engine_ was used by a forgotten empire's soldiers in wars that spread far beyond their kingdom. It’s hard to imagine there may once have been entire armies outfitted with these magical constructs and engaged in battle against one another, and impossible to conceive of the untold destruction they wrought.\n\nMounting the war engine is a fairly straightforward matter. As you enter the construct, you can don a helm and belt, both connected to the war engine, which allow you to attune to and control the construct. The construct is not sentient and moves only when controlled in this way.\n\nWhen controlling the construct, you form a psychic bond with it, seeing through its eyes, moving with its limbs, and experiencing pain through its body.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Serveros War Engine_, the last war machine of a forgotten empire. \n\n**DC 18** The engine is piloted from inside, and only those with mental and physical fortitude can endure it. In addition to offering great might, it can manifest arcane blades, cannons, and other effects.\n\n**DC 21** Destroying the engine requires destroying the helm, which is heavily enchanted with fortifications against harm.\n\n**Artifact Properties**\n\nThe _Serveros War Engine_ has one lesser artifact benefit. Piloting the war engine can be quite taxing, both mentally and physically. You gain no benefits from a _long or short rest_  while mounted in the war engine, and when you expend its last available charge you suffer both a level of _fatigue_  and _strife_ .\n\nWhile you are attuned to, mounted inside, and controlling the _Serveros War Engine_, you gain the following benefits:\n\n* Your AC becomes 18.\n* Your Strength score becomes 21.\n* You are Huge-sized.\n* Your Speed becomes 40 feet.\n* You have _advantage_  on _saving throws_  made to avoid being _grappled_  or knocked _prone_ .\n* You sustain only 1 hit point of damage for every 5 hit points of nonmagical bludgeoning, piercing, and slashing damage dealt to you.\n* Your unarmed strikes deal 4d8 bludgeoning damage.\n* Your weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.\n* You have _disadvantage_  on Dexterity (Stealth) checks.\n* You are vulnerable to psychic damage.\n\n**Charged Properties**\n\nThe war engine also has several built-in features, some of which are powered by stored electrical charges or drain energy from your life force.\n\n* A massive sword hilt is secured to the construct’s hip by an incredible magnetic force. You can use a bonus action to either expend 1 charge or take 5 (2d4) force damage to draw the hilt and engage its plasma blade.\n\n_**Plasma Blade**_. _Melee Weapon Attack_: reach 10 ft., one target. Hit: 18 (3d8+5) radiant damage, or 21 (3d10+5) radiant damage if wielded in two hands.\n\n* An arcane cannon is housed in the construct’s left forearm. You can use an action or bonus action to either expend 1 charge or take 5 (2d4) force damage to fire the arcane cannon.\n\n_**Arcane Cannon**_. _Ranged Weapon Attack_: range 120/300 ft., one target. _Hit:_ 7 (2d6) radiant damage.\n\n* The construct’s right hand is detachable. You can use an action and either expend 1 charge or take 5 (2d4) force damage to fire the gauntlet as a projectile.\n\n_**Gauntlet Grapple.**_ _Ranged Weapon Attack_: range 60/120 ft., one target. _Hit:_ 23 (4d8+5) bludgeoning damage, or 8 (1d6+5) bludgeoning damage and if the target is a Large or smaller creature it is _grappled_ . You can use a bonus action to retract the hand up to 120 feet and reconnect it to the construct. A grappled target moves with the hand.\n\n The _Serveros War Engine_ begins with 1d20 charges. By making a DC 18 Intelligence (Engineering) check, 2d10 charges can be restored during a _long rest_ .\n\n**Warframe Variations**\n\nThe Narrator may apply one or more of the following variant options if desired.\n\n_**Airborne.**_ You can expend 1 charge or take 5 (2d4) force damage to unfold magical wings and gain a flying speed of 15 feet for 1 minute.\n\n_**Disrepair.**_ When first discovered, the _Serveros War Engine_ may be completely depleted of stored charges and heavily damaged, or perhaps almost completely dismantled. With maintenance, care, and careful reconstruction using Engineering (or a wish spell), it can be restored to its full, terrible power.\n\n_**Glass Jaw.**_ When the _Serveros War Engine_ takes a critical hit from an attack that deals bludgeoning damage, roll a d20\\. On a 1, the war engine’s head is knocked off, disabling the artifact until it is repaired with a DC 23 Intelligence (Engineering) check and 8 hours of work.\n\n_**Mortal Echoes.**_ The _Serveros War Engine’s_ last pilot died while mounted within the war engine, and echoes of their psyche still linger within the construct. When first attempting to attune to the artifact, you relive the final moments of the dead pilot and make a DC 18 Charisma _saving throw_ . On a failure, you take 5 (1d10) psychic damage and gain a short-term _mental stress effect_ .\n\n**_Nautical._** You gain a swim speed of 40 feet. In addition, you can use an action to either expend 1 charge or take 5 (2d4) force damage to seal the cockpit and fill it with breathable air which lasts for 1 hour.\n\n_**Recon.**_ You gain darkvision to a range of 60 feet and can either expend 1 charge or take 5 (2d4) force damage to activate magical floating discs on the soles of the construct’s feet. The discs last for 1 hour during which time the construct does not cause you to have _disadvantage_  on Dexterity (Stealth) checks and you leave no tracks on the ground.\n\n_**Serveros Slayer.**_ In lieu of the arcane cannon and detachable fist, the construct is equipped with a psyblade in each hand. You can use a bonus action and either expend 1 charge or take 5 (2d4) force damage to deploy one or both psyblades. \n\n_**Psyblade.** Melee Weapon Attack_: reach 10 ft., one target. Hit: 15 (3d6+5) psychic damage.\n\n_**Specialized Weaponry**_. Instead of a giant plasma sword, the _Serveros War Engine_ has one of the following weapons. You can use a bonus action and either expend 1 charge or take 5 (2d4) force damage to equip and activate the weapon.\n\n_**Discus Throwing Shield**. Melee_ or _Ranged Weapon Attack:_ reach 5 ft. or range 40/80 ft., one target, or if thrown two targets within 10 feet of each other. Hit: 15 (3d6+5) bludgeoning damage. In addition, while the shield is donned your AC increases by 2.\n\n_**Extendable Metal Staff**_. _Melee Weapon Attack_: reach 15 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning, or 18 (3d8+5) bludgeoning damage when wielded with two hands, and a Large or smaller target makes a DC 18 Strength _saving throw_  or is knocked _prone_ .\n\n_**Shocking Net.**_ _Ranged Weapon Attack_: range 30/60 ft., all targets in a 15-foot square area. _Hit:_ 9 (2d8) lightning damage and the target is _grappled_ . At the start of your turn, conscious creatures grappled by the net take 9 (2d8) lightning damage. This weapon cannot damage a creature with 0 hit points.\n\n_**Sonic War Hammer.**_ _Melee Weapon Attack_: reach 10 ft., one target. _Hit:_ 18 (3d8+5) thunder damage, or 21 (3d10+5) thunder damage when wielded with two hands.\n\n**Destroying the War Engine**\n\nOf all its various parts and components the key to disabling and ultimately destroying the war engine is the helm. The rest of the massive construct might feasibly be replaced or reengineered by an ingenious mind. However with its complex structure, both magical and mechanical, replicating the controller headpiece requires arcane knowledge and technical documentation that disappeared with the war engine’s creators long ago. \n\nThe helm is heavily enchanted with fortifications against harm. Bypassing its magical protections requires two steps: first, a __dispel magic_ cast at 5th-level or higher is needed to make the invisible barrier around the war engine’s helm vulnerable for 6 seconds, followed by a __disintegrate_ spell cast at 7th-level or higher to completely dissolve the barrier. Once the barrier is dissolved, for the next 24 hours the helm can be destroyed like any other item (AC 22, 100 hit points) before its magical protections regenerate and fully repair it.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sword-of-three-traditions-a5e",
            "name": "Sword of Three Traditions",
            "type": "Weapon",
            "desc": "The _Sword of Three Traditions_ is a jewel-pommeled blade with the power to transform into other weapons—each specially suited for one of the eleven martial traditions. Originally called the _Sword of All Traditions,_ over time the gems in the pommel were lost and now only three remain. Should its lost gemstones be returned, the blade might be restored to its full spectrum of glory and power.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Sword of Three Traditions,_ which grants mastery of the techniques of combat. Each of the three gemstones in its hilt represents a tradition of combat.\n\n**DC 18** The sword can transform into other weapons based on the gemstones in its hilt.\n\n**DC 21** Only a dragon of the same color can destroy the sword’s gemstones.\n\n**Artifact Properties**\n\nThe _Sword of Three Traditions_ has two lesser artifact benefits, one greater artifact benefit, and one greater artifact detriment. For each of the first five magical gemstones restored to the sword, it gains 1 lesser artifact benefit. For each of the last three magical gemstones restored to it, the sword gains 1 greater artifact detriment and 1 greater artifact benefit.\n\nThe _Sword of Three Traditions_ is a   _1 longsword_ . Once you are attuned, you can use an action to turn the sword into a different _1 weapon ._ In addition, when you use a combat maneuver, the sword automatically changes into the weapon associated with that tradition. To change into a given weapon, the gem associated with that tradition must be attached. \n\nWhile holding the sword, when you use a combat maneuver of a tradition associated with an attached gem, its exertion cost is reduced by 1 (minimum 1 exertion).\n\n**Magical Gemstones**\n\nEach of the lost magical gemstones of the _Sword of Three Traditions_ is a wondrous item and artifact that requires attunement. Once attuned to a magical gemstone, it bestows a minor artifact benefit. You can only attune to the magical gemstone if you know a combat maneuver from the tradition associated with it. \n\nYou can use an action to attach a magical gemstone to the sword. No matter how many magical gemstones are attached to the sword, it counts as a single magic item for the purposes of attunement.\n\nThe sword normally comes affixed with its diamond, peridot, and sapphire (for the Adamant Mountain, Rapid Current, and Razor’s Edge traditions), but the Narrator may choose to have different magical gemstones attached to it or determine them randomly. \n\nWhen the sword turns into more than one item, the +1 bonus to _attack and damage rolls_  only apply to any weapons created (there are no bonuses bestowed to the ammunition or shield). The additional objects materialize either in the attuned creature’s off-hand or strapped to their back. Any such item created by the sword disappears after 1 minute if it is no longer on your person, or when the sword changes shape again.\n\n The sword’s power increases when 7 gems are in its pommel (turning it into a _2 weapon_  that reduces exertion costs by 2) or when fully restored with all 11 magical gemstones (turning it into a   _3 weapon_ that reduces exertion costs by 3). \n\n__**Table: Sword of Three Traditions**__\n| **1d12** | **Tradition**       | **Weapon**                        | **Gem**    |\n| -------- | ------------------- | --------------------------------- | ---------- |\n| 1        | Razor’s Edge        | Longsword                         | Diamond    |\n| 2        | Adamant Mountain    | Greatsword                        | Peridot    |\n| 3        | Rapid Current       | Two shortswords                   | Sapphire   |\n| 4        | Biting Zephyr       | Longbow and quiver with 10 arrows | Pearl      |\n| 5        | Mirror’s Glint      | Saber and light shield            | Opal       |\n| 6        | Mist and Shade      | Dagger                            | Aquamarine |\n| 7        | Sanguine Knot       | Bastard sword                     | Garnet     |\n| 8        | Spirited Steed      | Lance                             | Topaz      |\n| 9        | Tempered Iron       | Morningstar                       | Amethyst   |\n| 10       | Tooth and Claw      | Battleaxe                         | Ruby       |\n| 11       | Unending Wheel      | Rapier                            | Emerald    |\n| 12       | Adventurer’s choice | \\-                                | \\-         |\n\n### **Seekers of the Sword**\n\nThe _Sword of Three Traditions_ is sought after by power hungry and righteous warriors alike, and any search for the fabled blade is certain to cause conflict with some of the following foes.\n\n__**Table: Seekers of the Sword**__\n| **1d6** | **Adversary**                              |\n| ------- | ------------------------------------------ |\n| 1       | _Warrior_  on training pilgrimage          |\n| 2       | Despot with a band of raiders              |\n| 3       | Master martial artist who tests the worthy |\n| 4       | Spellsword in search of secrets            |\n| 5       | Greedy _assassin_  or _thief_              |\n| 6       | Greedy _assassin_  or _thief_              |\n\n### **Destroying the Sword**\n\nThe power which binds the _Sword of Three Traditions_ is located in its magical gemstones. Each gemstone can be destroyed forever if it is removed from the pommel and fed to an adult or older true dragon of similar hue. Once each magical gemstone is destroyed, the blade crumbles into dust.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "the-song-of-creation-a5e",
            "name": "The Song of Creation",
            "type": "Wondrous Item",
            "desc": "This golden tome is a written record of the divine dance which brought the world into being. _The Song of Creation i_s eternal, meaning that it has always existed even before the words were wrought onto the page. One wonders—is the _Song of Creation_ the written word, the book, or the melody the gods sang? Somehow the _Song of Creation_ is more than this and yet they all are one. That means that in a way the _Song of Creation’s_ wielder holds the multiverse itself in their hands.\n\n**Legends and Lore Success** on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Song of Creation_, a prayer book filled with the eternal melody which brought the world into being. \n\n**DC 18** The tome can break the minds of those who read it, but it can also grant access to powerful miracles.\n\n**DC 21** The tome is completely indestructible.\n\n**Artifact Properties**\n\nThe _Song of Creation_ has two lesser artifact benefits, one lesser artifact detriment, and one greater artifact detriment.\n\n**Mystical Tome**\n\nThis tome is written in a script that even the angels cannot decipher. While attuned to it, you can read it as though you are reading your first language. Reading the _Song of Creation_ reveals beautiful poetry about nature, light, and life, but structurally they do not make sense when read start-to-end. The poems cannot be perfectly translated, as each individual interprets the same poem differently. The pages cannot be counted, and various purported complete counts invariably disagree.  \nWhen you first attune to this tome and when you read it, you must make a DC 18 Wisdom _saving throw_  or else become _stunned_  for 1 hour. If you succeed on this saving throw, you are not subject to it again for 1 week. If you consult this tome during a Wisdom or Intelligence check to recall lore, you gain a +5 bonus to the roll, and any natural d20 results of 2 through 9 count as a 10.\n\n**Magic**\n\nWhile you use this prayer book as a spell focus, you gain a +3 bonus to spell attack rolls and your spell save DC, and you cast the spell without the need for any other material components that cost 1,000 gold or less. In addition, you know the following spells: __astral projection , demiplane , gate , maze , true resurrection ._\n\n**Destroying the Song**\n\nThe _Song of Creation_ is made from a material that defies categorization, and it may well be indestructible. The best hope at banishing its power from the world is to return the tome directly into the hands of a god.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "veil-of-fate-a5e",
            "name": "Veil of Fate",
            "type": "Wondrous Item",
            "desc": "Few powers are more coveted than the ability to examine and manipulate the threads of fate, and yet destiny is a mystery that most have yet to fully comprehend. As enigmatic as the forces it commands, the origins of the Veil of Fate are unknown. It was brought to historical attention when it was revealed as the source of a renowned seer’s remarkable abilities, her foretellings reached the ears of queens and generals, shaping a continent and undoubtedly the whole of history. Fearful of her influence and envious of the veil’s power, those outside of her circle of influence conspired to behead her and take the relic. The subsequent fighting and intrigue saw the Veil of Fate become lost for centuries, occasionally appearing in tales as fantastic as they were inscrutable. While this tale is the best known, records of the Veil of Fate’s existence can be traced to the beginnings of written history, its bearers painted as either titans of achievement or dire warnings to be heeded by the wise.\n\nThe Veil of Fate is a diaphanous silver and gray cloth attached to a thin silvery band which is worn on the bearer’s head. When worn correctly, it falls to the floor around its bearer, covering them entirely in a faint silver shimmer. It is unknown whether or not this appearance is due purely to the physical nature of the veil or its powers taking the bearer slightly beyond the bounds of reality.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Veil of Fate_, which allows the wearer to see the very strands of destiny. \n\n**DC 18** The veil grants glimpses into the future.\n\n**DC 21** Many who have donned the veil are immediately struck by disturbingly accurate premonitions of the future.\n\n**Artifact Properties**\n\nThe _Veil of Fate_ has one lesser artifact benefit, one greater artifact benefit, and one greater artifact detriment. \n\nWhen you are wearing and attuned to the veil, creatures have _disadvantage_  on _opportunity attacks_  against you as the combination of your enhanced foresight and diaphanous appearance bamboozles your foes.\n\nThe glimpses of the future granted by the _Veil of Fate_ are not always advantageous. You are always last in the initiative order as you are overwhelmed with insights into the events that are about to unfold, though you may choose to use your foretelling roll (see Control Fate below) for all of your initiative checks for the day.\n\nIn addition, you can impart some of the veil’s power by falling into a deep meditation for 8 hours. When your meditation is concluded, your touch bestows one of the benefits of the _Veil of Fate_ onto an allied creature, and you suffer a level of _fatigue_  from the effort.\n\n**Foretelling**\n\nAt the Narrator’s discretion, when you first attune to the Veil of Fate you are granted a detailed premonition of future events, presenting the opportunity to intertwine those threads of fate with your own. You can perfectly recall the premonition for a number of days equal to your Intelligence modifier (minimum 1 day), after which the memory is gone as if you never experienced it. Anything you write down or otherwise record about the premonition during this time is all that remains. Another creature may be given a different premonition or no premonition upon attuning to the veil. You can occasionally recall key details of the premonition at important crossroads in the future before the depicted events occur, and otherwise receive guidance from the premonition long after you’ve forgotten it.\n\n**Choose Your Destiny**\n\nWhile attuned to the Veil of Fate you are keenly aware of your own destiny. \n\nWhen you spend 8 hours meditating on your destiny and life’s purpose, you can see some of the steps you must take to change it. This meditation brings on a profound change, and when it is concluded you may choose a new _Destiny_ .\n\n**Control Fate**\n\nWhen you finish a long rest, you are bolstered by a strange sense of how to get the most out of your interactions and endeavours, gaining inspiration.\n\nIn addition, after completing a long rest you roll a d20\\. This is your foretelling roll. When you or a creature you can see within 30 feet makes an ability check, _attack roll_ , or _saving throw_ , you may choose to replace the d20 roll with your foretelling roll. You may choose to use this property after seeing the initial roll, but before any of the roll’s effects occur. Once you have used this property, you cannot do so again until finishing a long rest.\n\n**Magic**\n\nYou may cast _augury_  at will while attuned to and wearing the _Veil of Fate_.\n\nTwice per _long rest_  you can cast one of the following spells without consuming material components or expending a spell slot: _arcane eye , clairvoyance , commune , divination_ .\n\nRoll a d20 after each _long rest_ . On an 18 or above, you gain the benefits of the __foresight_ spell.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "walking-chicken-hut-a5e",
            "name": "Walking Chicken Hut",
            "type": "Wondrous Item",
            "desc": "Rumored to appear in bogs and swamps where amidst the fog it is often mistaken for a gigantic predatory bird, this ramshackle hut has been known to convey many an influential spellcaster. Arcane societies tend to look down upon the people that deign to use this artifact and refuse to recognize it for what it truly is, perpetuating the belief that it is a cursed relic best left alone. Any knowledgeable scholar knows there is good reason for the practice—sometimes when left idle for too long without a master the hut walks of its own accord directly towards the nearest planar portal, and all those known to have claimed ownership have disappeared under mysterious circumstances. \n\nA simple bed and table permanently affixed to the floor in this shuttered wooden hut, and it is able to fit up to 12 Medium or smaller creatures inside. After taking a _long rest_  inside of the hut, you make a DC 21 Perception check, seeing through the veil and revealing its true nature on a success—strange markings and other signs of witchcraft cover nearly every surface of the interior and it reeks of chicken effluent. Once the veil is seen through, there are 8 glowing runes on the table, each only half-illuminated. When you pass your hand over a rune, the energies inside respond and you can fully illuminate it or remove its glow entirely. When certain runes are illuminated, enormous chicken legs beneath the hut rise it up off of the ground. The _Chicken Hut_ is a Gargantuan object with an Armor Class of 21, a total of 320 hit points, Speed 50 ft. or swim 10 ft. (0 ft. if the legs aren’t extended), and immunity to cold, poison, and psychic damage.\n\nThe hut floats on water. While the hut’s door and window shutters are closed, the interior is airtight and watertight. The interior holds enough air for 60 hours of breathing, divided by the number of breathing creatures inside.\n\nYou can use an action to control the illumination of as many as two of the hut’s runes, and a bonus action to control a third. After each use, a rune goes back to its neutral position. Each rune, from left to right, functions as shown in the Walking Chicken Hut Runes table.\n\nIf you are not attuned to any magic items and spend a week inside of the _Walking Chicken Hut_, you can attune to it. The hut uses 2 of your attunement slots. Once attuned, as long as you can see it you can use your bonus action to manipulate as many as 3 of its runes. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Walking Chicken Hut_, home to many wielders of magic throughout the ages. \n\n**DC 18** The hut is known to move and act of its own accord.\n\n**DC 21** The hut can be controlled using the runes on the table within.\n\n**Artifact Properties**\n\nThe _Walking Chicken Hut_ has one lesser artifact detriment and one greater artifact detriment.\n\n__**Table: Walking Chicken Hut Runes**__\n| **Rune** | **Lit**                                                                                                                               | **Dark**                                                                                                                                                                                                                                                                         |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1        | An enormous pair of chicken legs extend, allowing the hut to walk and swim.                                                           | The chicken legs retract, reducing the hut’s Speed to 0 feet and making it unable to benefit from bonuses to speed.                                                                                                                                                              |\n| 2        | Forward window shutter opens.                                                                                                         | Forward window shutter closes.                                                                                                                                                                                                                                                   |\n| 3        | Side window shutters open (two per side).                                                                                             | Side window shutters close (two per side).                                                                                                                                                                                                                                       |\n| 4        | Each extended chicken leg makes the following melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d8) slashing damage. | The hut releases a disgusting and offensive miasma. All creatures in a 60-foot radius of the hut make a DC 18 Constitution _saving throw_  or are _poisoned_  until the end of the pilot’s next turn. If the interior is not sealed, this includes any creatures inside the hut. |\n| 5        | The hut walks or swims forward.                                                                                                       | The hut walks or swims backward.                                                                                                                                                                                                                                                 |\n| 6        | The hut turns up to 180 degrees left.                                                                                                 | The hut turns up to 180 degrees right.                                                                                                                                                                                                                                           |\n| 7        | Lanterns appear on the front of the hut, emitting bright light in a 30-foot radius and dim light for an additional 30 feet.           | If there are lanterns conjured on the front of the hut, they disappear.                                                                                                                                                                                                          |\n| 8        | The front door unseals and opens.                                                                                                     | The front door closes and seals.                                                                                                                                                                                                                                                 |",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "whispering-stones-a5e",
            "name": "Whispering Stones",
            "type": "Wondrous Item",
            "desc": "Just as a fortune teller’s scrying ball is crystal clear, _Whispering Stones_ are orbs of inky blackness. Similar to less powerful message stones, they allow communication across long distances. However, these potent artifacts are imbued with material from the netherworld and only five are known to have been created.\n\nConnected via the realm of the dead, with proper use a person can communicate simultaneously with any number of other _Whispering Stones_ and _message stones_ , or even stream thoughts from places and beings beyond death.\n\nInteracting with the dead is a matter for necromancers and priests for a reason: the dead rarely speak plainly to the ears of the living, for their reality is a place of warped distortions. These powerful relics can grant their users great insight, but who else might be listening in? What arcane secrets—past, present, or future—might be revealed through them? Demons and angels may send secrets and prayers, adding to the cacophony of voices. _Whispering Stones_ have forged nations and shaped destinies, and though they have practical magic applications they hold deeper, dangerous secrets within.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is a _Whispering Stone_, which allows communication across long distances. Only five of these stones were ever created.\n\n**DC 18** The stones can speak to each other.\n\n**DC 21** The stones can also speak to the dead, or ask questions of powerful extraplanar beings.\n\n**Artifact Properties**\n\nEach time you use a _Whispering Stone_ to cast a spell, roll a d20\\. On a 1, the casting connects your mind with that of an extradimensional entity chosen by the Narrator. You begin to hear this entity’s thoughts in your head (and vice versa), and if you were not already attuned to the _Whispering Stone_, you immediately attune to it. In addition, you gain one short-term mental stress effect that lasts for 1d6 days. The voice in your head remains for as long as the mental stress effect.\n\nIf you simultaneously connect to two or more extradimensional entities, you make a DC 15 Wisdom saving throw or gain a long-term mental stress effect.\n\n**Magic**\n\nWhile touching a _Whispering Stone_ you can use an action to cast _sending ._ The target is a creature that carries a message stone or _Whispering Stone_ you have seen before. If no creature currently bears that stone, or if you have never seen a __message stone_  or _Whispering Stone_ before, your message is conveyed to another recipient. The Narrator may select a specific creature to receive the message or consult the Whispering Stones Listener table. This recipient of your message learns your name, current location, and that you bear a Whispering Stone.\n\nA _Whispering Stone_ begins with 6 charges and regains 1d4+1 charges each dusk. While attuned to the stone, you can use an action to cast speak with dead (1 charge) and spirit guardians (1 charge). If also connected to an extra dimensional entity, you can cast divination (once between long rests) to ask the entity a question.\n\nA _Whispering Stone_ begins with 6 charges and regains 1d4+1 charges each dusk. While attuned to the stone, you can use an action to cast _speak with dead_ (1 charge) and __spirit guardians_  (1 charge). If also connected to an extra dimensional entity, you can cast __divination_ (once between long rests) to ask the entity a question.\n\n__**Table: Whispering Stones Recipients**__\n| **d100** | **Recipient**                               |\n| -------- | ------------------------------------------- |\n| 1        | _Balor_                                     |\n| 02-26    | Bearer of the nearest _message stone_       |\n| 27-36    | Bearer of the nearest _Whispering Stone_    |\n| 37–46    | Spirit from the nearest graveyard           |\n| 47–51    | Deceased ancestor                           |\n| 52–56    | _Djinni_  from the Elemental Plane of Air   |\n| 57–61    | _Efreeti_  from the Elemental Plane of Fire |\n| 62–66    | Fortune teller with a _crystal ball_        |\n| 67–71    | _Night hag_  with a _magic mirror_          |\n| 72–76    | _Imp_                                       |\n| 77–81    | _Deva_                                      |\n| 82–86    | _Dryad_  or _sprite_                        |\n| 87–91    | _Vampire_                                   |\n| 92–96    | _Lich_                                      |\n| 97       | _Archfey_                                   |\n| 98       | Sleeping dragon                             |\n| 99       | _Forgotten god_                             |\n| 100      | Legendary queen of an ancient civilization  |",
            "rarity": "Artifact",
            "requires_attunement": "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": "hellfire-armor",
            "name": "Hellfire Armor",
            "type": "Armor",
            "desc": "This spiked armor is a dark, almost black crimson when inactive. While wearing this armor, you can use an action to cause it to glow and appear red-hot, giving you a hellish appearance. The armor sheds light as a candle, but it doesn’t emit heat. The effect lasts until you use a bonus action to end it.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "amulet-of-the-pleasing-bouquet-a5e",
            "name": "Amulet of the Pleasing Bouquet",
            "type": "Wondrous Item",
            "desc": "Various schools of magic employ all manner of particularly foul-smelling and noxious substances, nauseating some would-be wizards to the point of illness. These enchanted amulets were created to guard against the various stenches found in their masters’ laboratories and supply closets. Enterprising apprentices quickly saw the value of peddling the enchanted trinkets to the affluent wishing to avoid the stench of the streets however, and now they are commonplace among nobility. \n\nThe most typical of these amulets look like pomanders though dozens of different styles, varieties, and scents are available for sale. While wearing it, you can spend an action and expend 1 charge from the amulet to fill your nostrils with pleasing scents for 1 hour. These scents are chosen by the amulet’s creator at the time of its crafting. \n\nIn more extreme circumstances like a __stinking cloud_  spell or _troglodyte’s_  stench, you can expend 3 charges as a reaction to have _advantage_  on _saving throws_  against the dangerous smell until the end of your next turn. \n\nThe amulet has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a or 5 or less, the amulet loses its magic and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "anthology-of-enhanced-radiance-a5e",
            "name": "Anthology of Enhanced Radiance",
            "type": "Wondrous Item",
            "desc": "This slightly enchanted book holds lessons for how to look healthier. When you spend 1 hour reading and memorizing the book’s lessons, after your next _long rest_  for the following 24 hours you appear as if you’ve slept and eaten well for months. At the end of the duration, the effect ends and you are unable to benefit from this book until 28 days have passed.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "archaic-creed-a5e",
            "name": "Archaic Creed",
            "type": "Wondrous Item",
            "desc": "This crumpled vellum scroll is scrawled with an Infernal statement outlining the beliefs of a specific yet unnamed fiend. Whether or not you can read the language, while studying the statement you gain an expertise die on a Religion check made to recall or learn information about fiends. You can’t do so again until you finish a _long rest_ .\n\nBy repeatedly reciting the creed aloud as an action each round for 1 minute, you can cast _find familiar_ , except your familiar takes the form of either an _imp_  or a _quasit_ . The creed is irrevocably absorbed into the familiar’s body and is completely destroyed when the familiar drops to 0 hit points.\n\n**Curse.** The familiar summoned by the creed is cursed. The fiend who wrote the creed can observe you through the summoned familiar, and can command the familiar to take actions while you are _asleep_  or _unconscious_ .",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armor-1-2-or-3-a5e",
            "name": "Armor +1, +2, or +3",
            "type": "Armor",
            "desc": "Wearing this armor gives an additional magic boost to AC as well as the base AC the armor provides. Its rarity and value are listed below:\n\n| **Base Armor**              | **+1 AC** |           | **+2 AC** |           | **+3 AC** |            |\n| --------------------------- | --------- | --------- | --------- | --------- | --------- | ---------- |\n| Padded cloth                | Common    | 65 gp     | Uncommon  | 500 gp    | Rare      | 2,500 gp   |\n| Padded leather              | Uncommon  | 400 gp    | Rare      | 2,500 gp  | Very rare | 10,000 gp  |\n| Cloth brigandine            | Uncommon  | 150 gp    | Uncommon  | 500 gp    | Rare      | 2,200 gp   |\n| Leather brigandine          | Uncommon  | 400 gp    | Rare      | 2,200 gp  | Very rare | 8,000 gp   |\n| Hide armor                  | Uncommon  | 150 gp    | Uncommon  | 500 gp    | Rare      | 2,000 gp   |\n| Scale mail                  | Uncommon  | 250 gp    | Rare      | 2,000 gp  | Very rare | 8,000 gp   |\n| Breastplate or cuirass      | Uncommon  | 500 gp    | Rare      | 2,000 gp  | Very rare | 8,000 gp   |\n| Elven breastplate (mithral) | Rare      | 1,300 gp  | Very rare | 2,800 gp  | Very rare | 8,800 gp   |\n| Chain mail or chain shirt   | Uncommon  | 150 gp    | Uncommon  | 500 gp    | Rare      | 2,000 gp   |\n| Half plate                  | Rare      | 2,000 gp  | Very rare | 8,000 gp  | Very rare | 32,000 gp  |\n| Hauberk                     | Uncommon  | 450 gp    | Rare      | 1,500 gp  | Very rare | 6,000 gp   |\n| Splint                      | Rare      | 1,500 gp  | Very rare | 6,000 gp  | Very rare | 24,000 gp  |\n| Full plate                  | Very rare | 6,000 gp  | Very rare | 24,000 gp | Legendary | 96,000 gp  |\n| Elven plate (mithral)       | Very rare | 9,000 gp  | Very rare | 27,000 gp | Legendary | 99,000 gp  |\n| Dwarven plate (stone)       | Very rare | 24,000 gp | Legendary | 96,000 gp | Legendary | 150,000 gp |",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "atlas-to-libation-a5e",
            "name": "Atlas to Libation",
            "type": "Wondrous Item",
            "desc": "This golden-brown parchment has an odd handle-like wooden stave and a seal marked with an ale tankard. As a bonus action, you can break the seal and unfurl the map. When you do so, the map fills in with accurate topography in a 1-mile radius around you. A miniature image of you appears at the map’s center along with a dotted line leading to an X that marks the nearest potable alcohol. The map immediately rolls back up if brought within 50 feet of alcohol or if no alcohol is within 1 mile when the seal is opened. \n\nOnce used in this way, the seal reforms and is usable again after 24 hours.\n\nAlternatively, you can form a cylinder with the map and grasp it by the handle as an action. If you do so, the map hardens into a tall wooden tankard and magically fills with high quality ale, then loses all magical properties and becomes a mundane object.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-cheese-a5e",
            "name": "Bag of Cheese",
            "type": "Wondrous Item",
            "desc": "This item is often bought from apprentice wizards with an adventurer’s first reward from questing. It is a yellow bag with the word “cheese” embroidered on it (in Common). Any food you put in this bag becomes cheese, but retains its original taste and condition—a moldy and dirty loaf of bread becomes a moldy and dirty piece of cheese. Any non-food items develop a distinctly cheesy aroma.\n\nAlternatively, you can turn the bag inside out, transforming it into 1 Supply worth of any type of mundane cheese.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "barrow-bread-a5e",
            "name": "Barrow Bread",
            "type": "Wondrous Item",
            "desc": "Barrow bread is made from mashing together plantains and starches that are grown in the tropical barrows. While this viscous, starchy paste is not actually a bread, it perfectly preserves and maintains the temperature of any food tucked inside it for up to a week, protecting and preserving 1 Supply. The magic is contained in the plantain leaves that are wrapped around the barrow bread. Once unwrapped, the barrow bread itself can be consumed (as 1 Supply) within 15 minutes before the outside elements spoil it. ",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "birdsong-whistle-a5e",
            "name": "Birdsong Whistle",
            "type": "Wondrous Item",
            "desc": "This carving of reddish soapstone resembles a miniature cardinal. When air is blown through the lower back high-pitched sounds are emitted through the bird’s open beak. When the whistle is blown the sounds of songbirds are heard by all creatures in a 100-foot radius. These calls are indistinguishable from actual birds singing. \n\nAlternatively, you can use an action to break the whistle to summon a large flock of birds that appear at the start of your next turn and surround you in a 10-foot radius. The flock moves with you and makes you _heavily obscured_  from creatures more than 10 feet away for 1 minute, or until the flock takes 10 or more damage from area effects.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "borrowers-bookmark-a5e",
            "name": "Borrower’s Bookmark",
            "type": "Wondrous Item",
            "desc": "A neat strap of embossed leather, the borrower’s bookmark can be placed in a book, allowing it to be stored in an extradimensional space. As an action you can send the book into a pocket dimension. While it is in the pocket dimension, you can use an action to summon it to your hand or an unoccupied space within 5 feet of you. If you unattune from the bookmark while its book is within the pocket dimension, the bookmark reappears on your person, but the book is lost. The bookmark’s magic can’t be used to store anything other than a book.\n\n**_Curse._** The borrower’s bookmark is cursed. Books dismissed to the pocket dimension are sent to a powerful entity’s lair. The entity learns all the knowledge contained therein, as well as your identity and location.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cage-of-folly-a5e",
            "name": "Cage of Folly",
            "type": "Wondrous Item",
            "desc": "This small silver or gold birdcage traps your bad ideas and puts them on display. When you fail an Arcana, History, Nature, or Religion check, a little piece of a mechanical bird materializes inside the cage: first the feet, then legs, body, wings, and head. You can immediately reconsider and reroll the ability check. The _cage of folly_ can be used once every 24 hours, and recharges at the end of each week.\n\nOnce you have used the birdcage 5 times, the bird sings a mocking song for 1 hour when you fail an Arcana, History, Nature, or Religion check. If you open the birdcage and let the bird go free, it gives you one piece of good advice about a current problem or question that you face. At the Narrator’s discretion, the advice may give you _advantage_  on one ability check made in the next week. Afterward it flies away as the birdcage loses its magic and becomes a mundane item (though some who have released their birds claim to have encountered them again in the wilds later).",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "compendium-of-many-colors-a5e",
            "name": "Compendium of Many Colors",
            "type": "Wondrous Item",
            "desc": "This spellbook made from high quality blank parchment is covered in tiny runes. When one of these small inscriptions is pressed the parchment changes color.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "contract-of-indentured-service-a5e",
            "name": "Contract of Indentured Service",
            "type": "Wondrous Item",
            "desc": "Necromancers occasionally act as apparent benefactors, offering loans to victims now in exchange for service after death. This contract details an account of a spirit that has become indentured to the contract’s holder. While holding the contract, you can speak the command word as an action to summon the _invisible_  undead spirit, which functions as the spell __unseen servant_ . You can’t do so again until you finish a _long rest_ .\n\nAlternatively, you can use an action to tear up the contract and release the undead spirit. The spirit appears as a friendly **_specter_**  you can telepathically command (as a bonus action) for as long as you maintain _concentration_ . The specter acts immediately after your turn. If your concentration is broken, the specter attacks you and your companions. Otherwise the specter disappears 10 minutes after it is summoned, vanishing to whichever afterlife awaits it.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "culdarath-the-ninth-rings-true-name-a5e",
            "name": "Culdarath the Ninth Ring’s True Name",
            "type": "Wondrous Item",
            "desc": "This slip of parchment contains the magically bound name “Ozzacath’ta Culd” and is burned black at the edges. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful efreet beside you for 1 minute. Ozzacath is haughty and impatient when conjured but seems to relish the chance to burn anything. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Light a bonfire, candle, or similar flammable object within 15 feet.\n* Burn brightly (or cease burning brightly) for the next minute providing bright light in a 30-foot radius and dim light for a further 15 feet.\n* Translate up to 25 words of spoken or written Ignan into Common.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Culdarath in exchange for his direct assistance. When you do so the parchment burns to cinders and for the next minute the vision roars into a ball of fire within 5 feet of you (as __flaming sphere_ , save DC 13). On each of your turns, you can use a bonus action to verbally indicate where the ball of fire moves. Once you have revoked your claim in this way, you can never invoke Culdarath’s true name again.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "draconic-diorama-a5e",
            "name": "Draconic Diorama",
            "type": "Wondrous Item",
            "desc": "This Tiny diorama is contained within a cube-shaped box 5 inches on each side. The bottom is lead and the rest made of transparent crystal. Inside the box there are several trees made of paper and wire, a treasure chest made of clay, and a 1½-inch dragon skeleton. The skeleton stands in a different position each time the box is examined but it does not move while being observed.\n\nWhile you carry the diorama, you have _advantage_  on _saving throws_  against Frightful Presence.\n\nA successful DC 13 Arcana or Nature check reveals the skeleton is an actual dragon skeleton that has been shrunk to fit inside the box. \n\n**Curse.** While carrying the cursed diorama you are compelled to amass more wealth. As long as you are compelled, you must succeed on a DC 13 Charisma _saving throw_  to willingly part with the diorama, even temporarily.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "enchanted-music-sheet-a5e",
            "name": "Enchanted Music Sheet",
            "type": "Wondrous Item",
            "desc": "This music sheet of fine parchment documents musical notation of a fey performance. Humming, whistling, or using an instrument to play the opening three notes causes the sheet music to issue the sounds of a hauntingly beautiful musical performance for 10 minutes. Up to 6 creatures of your choice that are within 30 feet of the sheet and able to hear the entire performance gain 2 temporary hit points. A creature can’t gain temporary hit points from the music sheet again until it completes a _long rest_ , and after using this feature you cannot do so again until you finish a short or long rest. \n\nDuring a short rest, you can spend an hour to amend the music sheet with pen and ink to alter its melody and mood. Regardless of the changes you make to the sheet, the notation remains legible and the music is always lovely. \n\nIf you accompany the music, using an instrument or singing with a DC 12 Performance check, you can empower its magic. Up to 6 creatures of your choice that are within 30 feet of you and able to hear the entire performance regain 3 hit points and gain 6 temporary hit points. At the end of the performance, the music sheet transforms into a flutter of petals and butterflies, and its magic is lost.\n\n**Curse.** The music sheet is cursed and a creature with temporary hit points gained by its music has _disadvantage_  on _saving throws_  to resist being _charmed_  and _frightened_  by celestials, fiends, and fey. Empowering the magic with your own performance draws the attention of a fey who seeks you out to perform at an event of their choosing.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "essay-on-efficient-armor-management-a5e",
            "name": "Essay on Efficient Armor Management",
            "type": "Wondrous Item",
            "desc": "This treatise details techniques for how to quickly handle armor. Spending 1 hour over 3 days memorizing the essay’s techniques teaches you how to use an action to doff light and medium armors. The parchment then becomes a mundane item for a year and a day before it regains its magic.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "explorers-chalk-a5e",
            "name": "Explorer’s Chalk",
            "type": "Wondrous Item",
            "desc": "This unassuming piece of white chalk appears well-used but does not wear down no matter how many times it marks a surface. The _explorer’s chalk_ has 6 charges and regains 1d6 expended charges each dawn. When you touch it to a surface, you can expend 1 of its charges to create a mark that cannot be wiped away or obscured for 24 hours. While holding the chalk, you can use an action to become aware of the direction of the closest mark made with it as long as that mark is within 1 mile.\n\nIf you expend the _explorer’s chalk’s_ last charge, roll a d20\\. On a result of 5 or less, the chalk crumbles to dust. On a 20, the chalk regains its expended charges and its number of charges increases by 1.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "fan-of-whispering-a5e",
            "name": "Fan of Whispering",
            "type": "Wondrous Item",
            "desc": "This fan is painted with the image of a woman’s face breathing a gust of wind across a countryside. While holding this fan in front of your lips, you can communicate at a whisper to someone within 100 feet of you that you can see, without being detected by anyone else around. The fan does not grant the ability to reply to your messages.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "fathomers-ring-a5e",
            "name": "Fathomer’s Ring",
            "type": "Ring",
            "desc": "This ring reeks of muck dredged from the ocean floor. While you wear it, you automatically know the depth of any body of water you can see.\n\nAs an action, you can cause one submerged, unattended object up to Huge size to rise to the surface of the water at a rate of 500 feet per round. You don’t need to be able to see the object you affect, but you must be familiar with it or at least possess a general description of it. Once the object reaches the water’s surface, it floats there for 1 hour or until you use another action to return it to its resting place. Once you’ve used the ring in this way, it loses its magic and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "finder-gremlin-a5e",
            "name": "Finder Gremlin",
            "type": "Wondrous Item",
            "desc": "This tiny ethereal silver goblinoid sits in a clamshell container along with a miniature cup of water and a single thin needle. When prompted with a bonus action, the gremlin uses the old cup and needle trick to try and find magnetic north, although it is not particularly good at this. Whenever the gremlin tries to find true north, roll a d10, and on a result of a 1 it gets confused, pointing in the exact opposite direction instead.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "fizzy-lifter-a5e",
            "name": "Fizzy Lifter",
            "type": "Potion",
            "desc": "This glass bottle contains a brown bubbly liquid and bears a winking wizard on the label. When you are _unconscious_  and have at least 1 hit point, if another creature forces you to sniff this powerful concoction you immediately wake up. \n\nAlternatively, when you consume this potion you are targeted by the __levitate_  spell (save DC 14) but are also comically bloated with bubbles, taking a −2 penalty to Constitution _saving throws_  for the duration.\n\n__Fizzy Lifter_ and __Fizzy Rocks_ \n\nIdeally the combination of these two confections should be left ambiguous but indescribably bad. It should be a “relative of a friend of a friend died from it” sort of legend and the Narrator should create any mad reactions that they feel are interesting. However, if an adventurer ignores the warning and consumes both items at once this optional effect may be used:\n\nWhen a creature consumes both _fizzy lifter_ and _fizzy rocks_ within a minute of each other, the arcane chemical reaction causes the effects of both items to end and a torrent of harmless foam to rocket out of the creature’s mouth, propelling it in the opposite direction. Determine a direction randomly by rolling a d8\\. The creature is pushed 100 feet in that direction. This movement does not provoke _opportunity attacks_ . If it impacts a creature or object along this path it stops, is knocked _prone_ , and takes 23 (5d8) bludgeoning damage, dealing the same amount of damage to whatever it impacts. ",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "fizzy-rocks-a5e",
            "name": "Fizzy Rocks",
            "type": "Wondrous Item",
            "desc": "This paper packet bearing a winking wizard’s face contains a dozen brightly colored sugary pebbles that fizz when eaten. When you consume a piece of this candy, you can use a bonus action to throw your voice to any point you can see within 60 feet, and your voice emanates directly from that point until the start of your next turn. This effect lasts for 1 hour.\n\nAlternatively, you can consume all 12 _fizzy rocks_ to cast __thunderwave_ as a 2nd-level spell (dealing 2d8 thunder damage; save DC 14). You are made an additional target of the spell when casting it in this way.\n\n__Fizzy Lifter_ and __Fizzy Rocks_ \n\nIdeally the combination of these two confections should be left ambiguous but indescribably bad. It should be a _“relative of a friend of a friend died from it”_ sort of legend and the Narrator should create any mad reactions that they feel are interesting. However, if an adventurer ignores the warning and consumes both items at once this optional effect may be used:\n\nWhen a creature consumes both _fizzy lifter_ and _fizzy rocks_ within a minute of each other, the arcane chemical reaction causes the effects of both items to end and a torrent of harmless foam to rocket out of the creature’s mouth, propelling it in the opposite direction. Determine a direction randomly by rolling a d8\\. The creature is pushed 100 feet in that direction. This movement does not provoke _opportunity attacks_ . If it impacts a creature or object along this path it stops, is knocked _prone_ , and takes 23 (5d8) bludgeoning damage, dealing the same amount of damage to whatever it impacts. ",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "flask-of-inebriation-a5e",
            "name": "Flask of Inebriation",
            "type": "Wondrous Item",
            "desc": "This plain and rough old steel flask hides one's vices most inconspicuously. Any liquid poured into the flask instantly becomes intoxicating and remains so even if poured out of the flask. The flask has no effect on any form of magical liquids poured into it.\n\n  \nThe flask has 2 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, spraying a 10-foot cone that empties the flask of its contents. Creatures within the area make a DC 10 Constitution _saving throw_  or are _poisoned_  by the potent alcohol. At the end of each of its turns, a creature poisoned by the flask can repeat the saving throw, ending the effect on itself on a success. If you expend the last charge, roll a d20\\. On a result of 5 or less, the flask loses its potency and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "fools-hat-a5e",
            "name": "Fool's Hat",
            "type": "Wondrous Item",
            "desc": "This extraordinary hat comes to several points, each with a bell affixed to it. A number of times per day equal to your Charisma modifier, you can snap your fingers as an action and become _invisible_ . The invisibility lasts until the end of your next turn, and it ends early if you attack, deal damage, cast a spell, or force a creature to make a _saving throw_ . However, the sound of bells jingling means your location is always known if you use any movement.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "gloam-bread-a5e",
            "name": "Gloam Bread",
            "type": "Wondrous Item",
            "desc": "Available from the few merchants who reside around the city’s market square, these dark, dense bread rolls are incredibly filling, but leave an unpleasant, greasy taste in your mouth\n\nEach piece of Gloam Bread is considered one Supply. When consumed, you have _advantage_  on Wisdom _saving throws_  against the Fellspire Gloaming challenge for 24 hours.\n\nIn addition, you can make a DC 16 Wisdom _saving throw_ , reducing your _strife_  by one level on a success. Once a creature reduces its strife in this way it cannot do so again until it has had a _long rest_ .",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hair-fuses-a5e",
            "name": "Hair Fuses",
            "type": "Other",
            "desc": "These small wicks and glued strips powdered with gunpowder are worn in the hair, usually at the ends of long braids or in a voluminous beard. You can use an action or bonus action to light these fuses, rolling 1d12\\. On a 12, the fuses all ignite at once and you take 1d6 fire damage. Otherwise they burn for 1 minute and give you advantage on Charisma (Intimidation) checks, but _disadvantage_  on all other Charisma checks",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "harlequins-cards-a5e",
            "name": "Harlequin's Cards",
            "type": "Wondrous Item",
            "desc": "This deck of cards has a series of cut-outs within each card. As an action, you can make a DC 12 Performance check to send the cards flying through your hands, creating the appearance that the cut-outs are moving to tell a story of your choice. If you are standing near a light source, the story is cast on a nearby wall through shadowplay.\n\nOn a failed check, the story’s end is unsatisfying; if you fail by 5 or more, it takes a ghastly turn, ending in murder, betrayal, or gruesome death.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hat-of-grand-entrances-a5e",
            "name": "Hat of Grand Entrances",
            "type": "Wondrous Item",
            "desc": "Step into the room and make a grand entrance! This top hat has embroidered figurines of trumpet players in full regalia. By speaking a command word, you can cause the figures to magically and loudly herald your arrival by trumpet blasts, followed by a speech announcing your name, titles, and any of your major accomplishments. You can alter this speech beforehand by giving any special instructions to the hat before speaking the command word. Once this hat has heralded an entrance it can’t be used again for 10 minutes.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "humour-realignment-transfiguration-a5e",
            "name": "Humour Realignment Transfiguration",
            "type": "Other",
            "desc": "People seeking a permanent change to their body tend to avoid shapechanging magic—it’s costly and scarce, and the thought of a wayward dispel reverting you to your old form and triggering a wave of dysphoria is horrifying. Instead most seek out magics that gradually encourage the systems of their body to adopt a new form. These magics take many shapes: potions from an alchemist, a blessed amulet, a pouch of ritual ingredients from a wizard. \n\nUsing the magic requires a 5 minute ritual at the end of each _long rest_ . At the end of the first month, your outward appearance begins to take on the shape and characteristics of a form more comfortable to you. By the end of six months of use, your body fully shifts to your desired comfortable form. To maintain the new form you must continue to perform the ritual—ceasing it reverts these changes at the same pace. Any new form must be of the same heritage as your previous form. \n\nMost practitioners provide 3 months’ supply at a time to encourage you to regularly seek assessment from a transmutation expert and catch dangerous changes before they cause you trouble. Unsurprisingly, many transmutation wizards, alchemists, and priests of elven deities across the land chose their career so they could pursue this path without any gatekeepers.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "inkpot-of-the-thrifty-apprentice-a5e",
            "name": "Inkpot of the Thrifty Apprentice",
            "type": "Wondrous Item",
            "desc": "This appears to be nothing more than a mundane pot of ink. When you speak the command word and use a bonus action to expend 1 charge, it fills with enough high quality and particularly durable ink of the color of your choice to fill 50 pages of parchment. This ink is extremely hard to remove from any surface, including cloth or flesh, and often takes many days and washings to clean away. The ink cannot be used to inscribe spells, and when removed from the pot with anything but a quill the ink instantly dries. \n\nWhen you speak another command word and expend all 3 charges as an action, a 15-foot cone of ink erupts from the inkpot, coating anything and everything that it hits. Creatures in the area make a DC 10 Dexterity _saving throw_ . On a failure, a creature is _blinded_  until it spends an action cleaning the ink away from its eyes. \n\nThe inkpot has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a 5 or less, the inkpot loses its magic and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "legerdemain-gloves-a5e",
            "name": "Legerdemain Gloves",
            "type": "Wondrous Item",
            "desc": "Stage magic may not be as impressive as true wizardry but it can still delight an audience and that’s where these supple gray leather gloves got their start, but con artists and thieves find uses for them as well. While wearing both of these gloves, once per minute you can teleport an item, up to the size of a dagger, from one hand to the other.\n\nThe gloves can teleport an item a longer distance, but their magic is forever exhausted in the process. When you wear one glove and another creature within 120 feet wears the other, you can teleport an item up to the size of a dagger into the hand of the creature wearing the other glove. If you do, the gloves dry and crack, losing their magic and becoming mundane items.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "letter-lift-paper-a5e",
            "name": "Letter-Lift Paper",
            "type": "Wondrous Item",
            "desc": "This pad of light tissue paper contains 4d6 sheets and is enchanted with a subtle magic. When a sheet of paper is pressed to a written page, such as a book or letter, and left there for six seconds, it transfers a perfect copy of the text onto the thin paper. The copy would never pass for the original, but preserves details such as handwriting.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "library-scarf-a5e",
            "name": "Library Scarf",
            "type": "Wondrous Item",
            "desc": "Wizard schools are rarely built for comfort and more than one would-be scholar has caught a chill while pouring over inscrutable tomes or stuffy old biographies in drafty libraries in the wee hours of the morning. Given that bonfires are generally frowned upon when surrounded by books, creative apprentices were forced to investigate other means to get them through long nights of studying, resulting in the creation of these enchanted trinkets. Each appears as a simple woolen scarf of whatever color or pattern its creator chooses. When you use a bonus action to speak its command word and expend 1 charge, the scarf magically warms you for 2 hours, providing comfort and protection from cold temperatures down to freezing (under more frigid conditions, each charge insulates you for 1 hour).\n\nIn dire circumstances, the scarf can offer more significant protection. When you take cold damage, you can use your reaction and expend 3 charges to gain cold resistance until the end of the round. \n\nThe scarf has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the scarf loses its magic and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}