Magic Item List
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=-desc&page=16
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=17", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=15", "results": [ { "slug": "captains-flag", "name": "Captain's Flag", "type": "Wondrous item", "desc": "This red and white flag adorned with a white anchor is made of velvet that never seems to fray in strong wings. When mounted and flown on a ship, the flag changes to the colors and symbol of the ship's captain and crew. While this flag is mounted on a ship, the captain and its allies have advantage on saving throws against being charmed or frightened. In addition, when the captain is reduced to 0 hit points while on the ship where this flag flies, each ally of the captain has advantage on its attack rolls until the end of its next turn.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "brazen-bulwark", "name": "Brazen Bulwark", "type": "Armor", "desc": "This rectangular shield is plated with polished brass and resembles a crenelated tower. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "dragonstooth-blade", "name": "Dragonstooth Blade", "type": "Weapon", "desc": "This razor-sharp blade, little more than leather straps around the base of a large tooth, still carries the power of a dragon. This weapon's properties are determined by the type of dragon that once owned this tooth. The GM chooses the dragon type or determines it randomly from the options below. When you hit with an attack using this magic sword, the target takes an extra 1d6 damage of a type determined by the kind of dragon that once owned the tooth. In addition, you have resistance to the type of damage associated with that dragon. | d6 | Damage Type | Dragon Type |\n| --- | ----------- | ------------------- |\n| 1 | Acid | Black or Copper |\n| 2 | Fire | Brass, Gold, or Red |\n| 3 | Poison | Green |\n| 4 | Lightning | Blue or Bronze |\n| 5 | Cold | Silver or White |\n| 6 | Necrotic | Undead |", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "last-chance-quiver", "name": "Last Chance Quiver", "type": "Wondrous item", "desc": "This quiver holds 20 arrows. However, when you draw and fire the last arrow from the quiver, it magically produces a 21st arrow. Once this arrow has been drawn and fired, the quiver doesn't produce another arrow until the quiver has been refilled and another 20 arrows have been drawn and fired.", "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": "efficient-quiver-a5e", "name": "Efficient Quiver", "type": "Wondrous Item", "desc": "This quiver has three compartments that contain extradimensional spaces. The first compartment can hold up to 60 arrows or items of a similar size. The second compartment can hold up to 18 javelins or similar items. The third compartment can hold up to 6 items such as bows, quarterstaffs, or spears.\n\nYou can retrieve any item as if it were being drawn from a regular quiver or scabbard. No single item can weigh more than 2 pounds.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mug-of-warming-a5e", "name": "Mug of Warming", "type": "Wondrous Item", "desc": "This quilted-patterned mug is perfect for cold winter nights or when caffeinated beverages are a morning necessity. Any liquid poured into the mug is instantly warmed to a piping hot temperature, remaining hot even when poured out. The mug has no effect on any form of magical liquids poured into it.\n\nThe mug has 3 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, splashing the contents of the mug into a 5-foot square in a conflagration of flame. Creatures and objects in the area make a DC 10 Dexterity _saving throw_ , taking 1d4 fire damage on a failure. If you expend the last charge, roll a d20\\. On a result of 5 or less, the mug loses its warming properties 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": "quill-of-scribing", "name": "Quill of Scribing", "type": "Wondrous item", "desc": "This quill is fashioned from the feather of some exotic beast, often a giant eagle, griffon, or hippogriff. When you take an action to speak the command word, the quill animates, transcribing each word spoken by you, and up to three other creatures you designate, onto whatever material is placed before it until the command word is spoken again, or it has scribed 250 words. Once used, the quill can't be used again for 8 hours.", "rarity": "common", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-winter-and-ice", "name": "Staff of Winter and Ice", "type": "Staff", "desc": "This pure white, pine staff is topped with an ornately faceted shard of ice. The entire staff is cold to the touch. You have resistance to cold damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its resistance to cold damage but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Boreas’s breath* (2 charges), cone of cold (5 charges), curse of Boreas* (6 charges), ice storm (4 charges), flurry* (1 charge), freezing fog* (3 charges), freezing sphere (6 charges), frostbite* (5 charges), frozen razors* (3 charges), gliding step* (1 charge), sleet storm (3 charges), snow boulder* (4 charges), triumph of ice* (7 charges), or wall of ice (6 charges). You can also use an action to cast the chill touch or ray of frost spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to ice, snow, or wintry weather. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take cold damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of cold damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "luring-perfume", "name": "Luring Perfume", "type": "Potion", "desc": "This pungent perfume has a woodsy and slightly musky scent. As an action, you can splash or spray the contents of this vial on yourself or another creature within 5 feet of you. For 1 minute, the perfumed creature attracts nearby humanoids and beasts. Each humanoid and beast within 60 feet of the perfumed creature and that can smell the perfume must succeed on a DC 15 Wisdom saving throw or be charmed by the perfumed creature until the perfume fades or is washed off with at least 1 gallon of water. While charmed, a creature is incapacitated, and, if the creature is more than 5 feet away from the perfumed creature, it must move on its turn toward the perfumed creature by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "gem-of-brightness", "name": "Gem of Brightness", "type": "Wondrous item", "desc": "This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:\n\n* The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.\n* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30* foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.\n\nWhen all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "gem-of-brightness-a5e", "name": "Gem of Brightness", "type": "Wondrous Item", "desc": "This prism has 50 charges. While you are holding it, you can speak one of three command words to cause one of the following effects:\n\n* The first command word can be used as a bonus action to cause the gem to shed _bright light_ in a 30-foot radius and _dim light_ for an additional 30 feet. This effect doesn’t expend any charges and lasts until you repeat the first command word or use one of the other two.\n* The second command word requires an action and expends 1 charge, causing the gem to fire a brilliant beam of light at one creature you can see within 60 feet. The creature makes a DC 15 Constitution _saving throw_ or becomes _blinded_ for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n* The third command word requires an action and expends 5 charges, causing the gem to flare with blinding light in a 30-foot cone. Each creature in the area makes a DC 15 Constitution _saving throw_ or becomes _blinded_ for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nWhen all of the gem’s charges are expended it loses all magical properties, becoming a mundane jewel worth 50 gold.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "monkeys-paw-of-fortune", "name": "Monkey's Paw of Fortune", "type": "Wondrous item", "desc": "This preserved monkey's paw hangs on a simple leather thong. This paw helps you alter your fate. If you are wearing this paw when you fail an attack roll, ability check, or saving throw, you can use your reaction to reroll the roll with a +10 bonus. You must take the second roll. When you use this property of the paw, one of its fingers curls tight to the palm. When all five fingers are curled tightly into a fist, the monkey's paw loses its magic.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "potion-of-air-breathing", "name": "Potion of Air Breathing", "type": "Potion", "desc": "This potion's pale blue fluid smells like salty air, and a seagull's feather floats in it. You can breathe air for 1 hour after drinking this potion. If you could already breathe air, this potion has no effect.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "potion-of-invisibility", "name": "Potion of Invisibility", "type": "Potion", "desc": "This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-sand-form", "name": "Potion of Sand Form", "type": "Potion", "desc": "This potion's container holds a gritty liquid that moves and pours like water filled with fine particles of sand. When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. While in this gaseous form, your appearance is that of a vortex of spiraling sand instead of a misty cloud. In addition, you have advantage on Dexterity (Stealth) checks while in a sandy environment, and, while motionless in a sandy environment, you are indistinguishable from an ordinary swirl of sand.", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "tonic-for-the-troubled-mind", "name": "Tonic for the Troubled Mind", "type": "Potion", "desc": "This potion smells and tastes of lavender and chamomile. When you drink it, it removes any short-term madness afflicting you, and it suppresses any long-term madness afflicting you for 8 hours.", "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": "tincture-of-moonlit-blossom", "name": "Tincture of Moonlit Blossom", "type": "Potion", "desc": "This potion is steeped using a blossom that grows only in the moonlight. When you drink this potion, your shadow corruption (see Midgard Worldbook) is reduced by three levels. If you aren't using the Midgard setting, you gain the effect of the greater restoration spell instead.", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "potion-of-poison-a5e", "name": "Potion of Poison", "type": "Potion", "desc": "This potion comes in many guises, and always appears to be a beneficial potion (most often the swirling red of a _potion of healing_ ). Its true intent, however, is deadly. \n\nWhen you drink this potion you take 3d6 poison damage and make a DC 13 Constitution _saving throw_ or become _poisoned_ . At the beginning of each of your turns while poisoned in this way, you take 3d6 poison damage. At the end of each of your turns you repeat the saving throw, decreasing the damage dealt by the poison by 1d6 for each successful save. You cease to be poisoned when the damage is reduced to 0.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "extract-of-dual-mindedness", "name": "Extract of Dual-Mindedness", "type": "Potion", "desc": "This potion can be distilled only from a hormone found in the hypothalamus of a two-headed giant of genius intellect. For 1 minute after drinking this potion, you can concentrate on two spells at the same time, and you have advantage on Constitution saving throws made to maintain your concentration on a spell when you take damage.", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "heliotrope-heart", "name": "Heliotrope Heart", "type": "Wondrous item", "desc": "This polished orb of dark-green stone is latticed with pulsing crimson inclusions that resemble slowly dilating spatters of blood. While attuned to this orb, your hit point maximum can't be reduced by the bite of a vampire, vampire spawn, or other vampiric creature. In addition, while holding this orb, you can use an action to speak its command word and cast the 2nd-level version of the false life spell. Once used, this property can't be used again until the next dusk.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "ring-of-bravado", "name": "Ring of Bravado", "type": "Ring", "desc": "This polished brass ring has 3 charges. While wearing the ring, you are inspired to daring acts that risk life and limb, especially if such acts would impress or intimidate others who witness them. When you choose a course of action that could result in serious harm or possible death (your GM has final say in if an action qualifies), you can expend 1 of the ring's charges to roll a d10 and add the number rolled to any d20 roll you make to achieve success or avoid damage, such as a Strength (Athletics) check to scale a sheer cliff and avoid falling or a Dexterity saving throw made to run through a hallway filled with swinging blades. The ring regains all expended charges daily at dawn. In addition, if you fail on a roll boosted by the ring, and you failed the roll by only 1, the ring regains 1 expended charge, as its magic recognizes a valiant effort.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "headrest-of-the-cattle-queens", "name": "Headrest of the Cattle Queens", "type": "Wondrous item", "desc": "This polished and curved wooden headrest is designed to keep the user's head comfortably elevated while sleeping. If you sleep at least 6 hours as part of a long rest while using the headrest, you regain 1 additional spent Hit Die, and your exhaustion level is reduced by 2 (rather than 1) when you finish the long rest.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "nithing-pole", "name": "Nithing Pole", "type": "Wondrous item", "desc": "This pole is crafted to exact retribution for an act of cowardice or dishonor. It's a sturdy wooden stave, 6 to 10 feet long, carved with runes that name the dishonored target of the pole's curse. The carved shaft is draped in horsehide, topped with a horse's skull, and placed where its target is expected to pass by. Typically, the pole is driven into the ground or wedged into a rocky cleft in a remote spot where the intended victim won't see it until it's too late. The pole is created to punish a specific person for a specific crime. The exact target must be named on the pole; a generic identity such as “the person who blinded Lars Gustafson” isn't precise enough. The moment the named target approaches within 333 feet, the pole casts bestow curse (with a range of 333 feet instead of touch) on the target. The DC for the target's Wisdom saving throw is 15. If the saving throw is successful, the pole recasts the spell at the end of each round until the saving throw fails, the target retreats out of range, or the pole is destroyed. Anyone other than the pole's creator who tries to destroy or knock down the pole is also targeted by a bestow curse spell, but only once. The effect of the curse is set when the pole is created, and the curse lasts 8 hours without requiring concentration. The pole becomes nonmagical once it has laid its curse on its intended target. An untriggered and forgotten nithing pole remains dangerous for centuries.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "kraken-scale-a5e", "name": "Kraken Scale", "type": "Wondrous Item", "desc": "This plump, palm-sized scale is pliant, and its mustard-green surface is tattooed with figures of sea monsters. It is also always slightly damp to the touch and gives off the faintest smell of brine.\n\nWhen you are hit with an attack that would deal lightning damage, you can, as a reaction before damage is dealt, press the scale to give yourself Lightning _resistance_ until the start of your next turn. Each time you do, roll 1d20 and subtract the amount of damage prevented. If the total is less than 1, the scale pops with a burst of seawater and a splash of seawater bursts from it as it loses its magical properties.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "swashing-plumage", "name": "Swashing Plumage", "type": "Wondrous item", "desc": "This plumage, a colorful bouquet of tropical hat feathers, has a small pin at its base and can be affixed to any hat or headband. Due to its distracting, ostentatious appearance, creatures hostile to you have disadvantage on opportunity attacks against you.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "air-seed", "name": "Air Seed", "type": "Wondrous item", "desc": "This plum-sized, nearly spherical sandstone is imbued with a touch of air magic. Typically, 1d4 + 4 air seeds are found together. You can use an action to throw the seed up to 60 feet. The seed explodes on impact and is destroyed. When it explodes, the seed releases a burst of fresh, breathable air, and it disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames within a 10-foot radius of where the seed landed. Each suffocating or choking creature within a 10-foot radius of where the seed landed gains a lung full of air, allowing the creature to hold its breath for 5 minutes. If you break the seed while underwater, each creature within a 10-foot radius of where you broke the seed gains a lung full of air, allowing the creature to hold its breath for 5 minutes.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "meteoric-plate", "name": "Meteoric Plate", "type": "Armor", "desc": "This plate armor was magically crafted from plates of interlocking stone. Tiny rubies inlaid in the chest create a glittering mosaic of flames. When you fall while wearing this armor, you can tuck your knees against your chest and curl into a ball. While falling in this way, flames form around your body. You take half the usual falling damage when you hit the ground, and fire explodes from your form in a 20-foot-radius sphere. Each creature in this area must make a DC 15 Dexterity saving throw. On a failed save, a target takes fire damage equal to the falling damage you took, or half as much on a successful saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-master-lu-po", "name": "Staff of Master Lu Po", "type": "Staff", "desc": "This plain-looking, wooden staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 12 charges and regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage rolls, loses all other properties, and the next time you roll a 20 on an attack roll using the staff, it explodes, dealing an extra 6d6 force damage to the target then is destroyed. On a 20, the staff regains 1d10 + 2 charges. Some of the staff ’s properties require the target to make a saving throw to resist or lessen the property’s effects. The saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. Bamboo in the Rainy Season. While holding the staff, you can use a bonus action to expend 1 charge to grant the staff the reach property until the start of your next turn. Gate to the Hell of Being Roasted Alive. While holding the staff, you can use an action to expend 1 charge to cast the scorching ray spell from it. When you make the spell’s attacks, you use your Wisdom modifier as your spellcasting ability. Iron Whirlwind. While holding the staff, you use an action to expend 2 charges, causing weighted chains to extend from the end of the staff and reducing your speed to 0 until the end of your next turn. As part of the same action, you can make one attack with the staff against each creature within your reach. If you roll a 1 on any attack, you must immediately make an attack roll against yourself as well before resolving any other attacks against opponents. Monkey Steals the Peach. While holding the staff, you can use a bonus action to expend 1 charge to extend sharp, grabbing prongs from the end of the staff. Until the start of your next turn, each time you hit a creature with the staff, the target takes piercing damage instead of the bludgeoning damage normal for the staff, and the target must make a DC 15 Constitution saving throw. On a failure, the target is incapacitated until the end of its next turn as it suffers crippling pain. On a success, the target has disadvantage on its next attack roll. Rebuke the Disobedient Child. When you are hit by a creature you can see within your reach while holding this staff, you can use a reaction to expend 1 charge to make an attack with the staff against the attacker. Seven Vengeful Demons Death Strike. While holding the staff, you can use an action to expend 7 charges and make one attack against a target within 5 feet of you with the staff. If the attack hits, the target takes bludgeoning damage as normal, and it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target dies from this damage, the staff ceases to function as anything other than a magic quarterstaff until the next dawn, but it regains all expended charges when its powers return. A humanoid killed by this damage rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. Swamp Hag's Deadly Breath. While holding the staff, you can use an action to expend 2 charges to expel a 15-foot cone of poisonous gas out of the end of the staff. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn’t poisoned. Vaulting Leap of the Clouds. If you are holding the staff and it has at least 1 charge, you can cast the jump spell from it as a bonus action at will without using any charges, but you can target only yourself when you do so.", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-channeling", "name": "Staff of Channeling", "type": "Staff", "desc": "This plain, wooden staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When you cast a spell while holding this staff, you can expend 1 or more of its charges as part of the casting to increase the level of the spell. Expending 1 charge increases the spell's level by 1, expending 3 charges increases the spell's level by 2, and expending 5 charges increases the spell's level by 3. When you increase a spell's level using the staff, the spell casts as if you used a spell slot of a higher level, but you don't expend that higher-level spell slot. You can't use the magic of this staff to increase a spell to a slot level higher than the highest spell level you can cast. For example, if you are a 7th-level wizard, and you cast magic missile, expending a 2nd-level spell slot, you can expend 3 of the staff 's charges to cast the spell as a 4th-level spell, but you can't expend 5 of the staff 's charges to cast the spell as a 5th-level spell since you can't cast 5th-level spells.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rod-of-warning", "name": "Rod of Warning", "type": "Rod", "desc": "This plain, wooden rod is topped with an orb of clear, polished crystal. You can use an action activate it with a command word while designating a particular kind of creature (orcs, wolves, etc.). When such a creature comes within 120 feet of the rod, the crystal glows, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to deactivate the rod's light or change the kind of creature it detects. The rod doesn't need to be in your possession to function, but you must have it in hand to activate it, deactivate it, or change the kind of creature it detects.", "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": "orb-of-enthralling-patterns", "name": "Orb of Enthralling Patterns", "type": "Wondrous item", "desc": "This plain, glass orb shimmers with iridescence. While holding this orb, you can use an action to speak its command word, which causes it to levitate and emit multicolored light. Each creature other than you within 10 feet of the orb must succeed on a DC 13 Wisdom saving throw or look at only the orb for 1 minute. For the duration, a creature looking at the orb has disadvantage on Wisdom (Perception) checks to perceive anything that is not the orb. Creatures that failed the saving throw have no memory of what happened while they were looking at the orb. Once used, the orb can't be used again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "second-wind", "name": "Second Wind", "type": "Ring", "desc": "This plain, copper band holds a clear, spherical crystal. When you run out of breath or are choking, you can use a reaction to activate the ring. The crystal shatters and air fills your lungs, allowing you to continue to hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum 30 seconds). A shattered crystal magically reforms at the next dawn.", "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": "zipline-ring", "name": "Zipline Ring", "type": "Ring", "desc": "This plain gold ring features a magnificent ruby. While wearing the ring, you can use an action to cause a crimson zipline of magical force to extend from the gem in the ring and attach to up to two solid surfaces you can see. Each surface must be within 150 feet of you. Once the zipline is connected, you can use a bonus action to magically travel up to 50 feet along the line between the two surfaces. You can bring along objects as long as their weight doesn't exceed what you can carry. While the zipline is active, you remain suspended within 5 feet of the line, floating off the ground at least 3 inches, and you can't move more than 5 feet away from the zipline. When you magically travel along the line, you don't provoke opportunity attacks. The hand wearing the ring must be pointed at the line when you magically travel along it, but you otherwise can act normally while the zipline is active. You can use a bonus action to end the zipline. When the zipline has been active for a total of 1 minute, the ring's magic ceases to function until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "crook-of-the-flock", "name": "Crook of the Flock", "type": "Rod", "desc": "This plain crook is made of smooth, worn lotus wood and is warm to the touch.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "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": "voidskin-cloak", "name": "Voidskin Cloak", "type": "Wondrous item", "desc": "This pitch-black cloak absorbs light and whispers as it moves. It feels like thin leather with a knobby, scaly texture, though none of that detail is visible to the eye. While you wear this cloak, you have resistance to necrotic damage. While the hood is up, your face is pooled in shadow, and you can use a bonus action to fix your dark gaze upon a creature you can see within 60 feet. If the creature can see you, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds on its saving throw, it can't be affected by the cloak again for 24 hours. Pulling the hood up or down requires an action.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "coral-of-enchanted-colors", "name": "Coral of Enchanted Colors", "type": "Wondrous item", "desc": "This piece of dead, white brain coral glistens with a myriad of colors when placed underwater. While holding this coral underwater, you can use an action to cause a beam of colored light to streak from the coral toward a creature you can see within 60 feet of you. The target must make a DC 17 Constitution saving throw. The beam's color determines its effects, as described below. Each color can be used only once. The coral regains the use of all of its colors at the next dawn if it is immersed in water for at least 1 hour.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "chalk-of-exodus", "name": "Chalk of Exodus", "type": "Wondrous item", "desc": "This piece of chalk glitters in the light, as if infused with particles of mica or gypsum. The chalk has 10 charges. You can use an action and expend 1 charge to draw a door on any solid surface upon which the chalk can leave a mark. You can then push open the door while picturing a real door within 10 miles of your current location. The door you picture must be one that you have passed through, in the normal fashion, once before. The chalk opens a magical portal to that other door, and you can step through the portal to appear at that other location as if you had stepped through that other door. At the destination, the target door opens, revealing a glowing portal from which you emerge. Once through, you can shut the door, dispelling the portal, or you can leave it open for up to 1 minute. While the door is open, any creature that can fit through the chalk door can traverse the portal in either direction. Each time you use the chalk, roll a 1d20. On a roll of 1, the magic malfunctions and connects you to a random door similar to the one you pictured within the same range, though it might be a door you have never seen before. The chalk becomes nonmagical when you use the last charge.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "vile-razor", "name": "Vile Razor", "type": "Weapon", "desc": "This perpetually blood-stained straight razor deals slashing damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Inhuman Alacrity. While holding the dagger, you can take two bonus actions on your turn, instead of one. Each bonus action must be different; you can’t use the same bonus action twice in a single turn. Once used, this property can’t be used again until the next dusk. Unclean Cut. When you hit a creature with a melee attack using the dagger, you can use a bonus action to deal an extra 2d4 necrotic damage. If you do so, the target and each of its allies that can see this attack must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Once used, this property can’t be used again until the next dusk. ", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "courtesans-allure", "name": "Courtesan's Allure", "type": "Potion", "desc": "This perfume has a sweet, floral scent and captivates those with high social standing. The perfume can cover one Medium or smaller creature, and applying it takes 1 minute. For 1 hour, the affected creature gains a +5 bonus to Charisma checks made to socially interact with or influence nobles, politicians, or other individuals with high social standing.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "clockwork-pendant", "name": "Clockwork Pendant", "type": "Wondrous item", "desc": "This pendant resembles an ornate, miniature clock and has 3 charges. While holding this pendant, you can expend 1 charge as an action to cast the blur, haste, or slow spell (save DC 15) from it. The spell's duration changes to 3 rounds, and it doesn't require concentration. You can have only one spell active at a time. If you cast another, the previous spell effect ends. It regains 1d3 expended charges daily at dawn. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, it creates a temporal distortion for 1d4 rounds. For the duration, each creature and object that enters or starts its turn within 10 feet of the pendant has immunity to all damage, all spells, and all other physical or magical effects but is otherwise able to move and act normally. If a creature moves further than 10 feet from the pendant, these effects end for it. At the end of the duration, the pendant crumbles to dust.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "periapt-of-eldritch-knowledge", "name": "Periapt of Eldritch Knowledge", "type": "Wondrous item", "desc": "This pendant consists of a hollow metal cylinder on a fine, silver chain and is capable of holding one scroll. When you put a spell scroll in the pendant, it is added to your list of known or prepared spells, but you must still expend a spell slot to cast it. If the spell has more powerful effects when cast at a higher level, you can expend a spell slot of a higher level to cast it. If you have metamagic options, you can apply any metamagic option you know to the spell, expending sorcery points as normal. When you cast the spell, the spell scroll isn't consumed. If the spell on the spell scroll isn't on your class's spell list, you can't cast it unless it is half the level of the highest spell level you can cast (minimum level 1). The pendant can hold only one scroll at a time, and you can remove or replace the spell scroll in the pendant as an action. When you remove or replace the spell scroll, you don't immediately regain spell slots expended on the scroll's spell. You regain expended spell slots as normal for your class.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "elixir-of-oracular-delirium", "name": "Elixir of Oracular Delirium", "type": "Potion", "desc": "This pearlescent fluid perpetually swirls inside its container with a slow kaleidoscopic churn. When you drink this potion, you can cast the guidance spell for 1 hour at will. You can end this effect early as an action and gain the effects of the augury spell. If you do, you are afflicted with short-term madness after learning the spell's results.", "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": "scrimshaw-parrot", "name": "Scrimshaw Parrot", "type": "Wondrous item", "desc": "This parrot is carved from bits of whalebone and decorated with bright feathers and tiny jewels. You can use an action to affix the parrot to your shoulder or arm. While the parrot is affixed, you gain the following benefits: - You have advantage on Wisdom (Perception) checks that rely on sight.\n- You can use an action to cast the comprehend languages spell from it at will.\n- You can use an action to speak the command word and activate the parrot. It records up to 2 minutes of sounds within 30 feet of it. You can touch the parrot at any time (no action required), stopping the recording. Commanding the parrot to record new sounds overwrites the previous recording. You can use a bonus action to speak a different command word, and the parrot repeats the sounds it heard. Effects that limit or block sound, such as a closed door or the silence spell, similarly limit or block the sounds the parrot records.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "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": "pumpkin-bomb-a5e", "name": "Pumpkin Bomb", "type": "Wondrous Item", "desc": "This pale white pumpkin is small enough to fit in the palm of a human hand. A macabre, grinning face is carved into one side, and a candle within burns an eerie purple flame. While its candle is lit, this pumpkin lantern shines _dim light_ in a 10-foot radius. The lantern’s candle burns for 1 minute, after which the pumpkin instantly rots and loses its magic.\n\nUndead must make a DC 12 Wisdom _saving throw_ when entering the radius or when beginning their turn within the pumpkin’s light, taking 3d6 radiant damage on a failed save or half as much on a success. Incorporeal undead have _disadvantage_ on this saving throw.\n\nThe pumpkin has AC 8 and 2 hit points. If the pumpkin is destroyed, all undead within 10 feet of it must make a DC 12 Wisdom _saving throw_ , taking 6d6 radiant damage on a failed save or half as much on a success.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-the-groves-guardian", "name": "Ring of the Grove's Guardian", "type": "Ring", "desc": "This pale gold ring looks as though made of delicately braided vines wrapped around a small, rough obsidian stone. While wearing this ring, you have advantage on Wisdom (Perception) checks. You can use an action to speak the ring's command word to activate it and draw upon the vitality of the grove to which the ring is bound. You regain 2d10 hit points. Once used, this property can't be used again until the next dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "amber-wings-a5e", "name": "Amber Wings", "type": "Wondrous Item", "desc": "This pair of amber dragonfly wings holds the memories of a native of the Dreaming who befriended several insect companions. You can speak with insects when carrying the wings in your hand or wearing them as a piece of jewelry. When you speak the name of the fey creature whose memories lie within the wings, you briefly experience the sensation of flying atop a giant dragonfly. For 1 minute after speaking the name, you can glide up to 60 feet per round. This functions as though you have a fly speed of 60 feet, but you can only travel horizontally or on a downward slant. The wings crumble to dust after the gliding effect ends.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sentinel-portrait", "name": "Sentinel Portrait", "type": "Wondrous item", "desc": "This painting appears to be a well-rendered piece of scenery, devoid of subjects. You can spend 5 feet of movement to step into the painting. The painting then appears to be a portrait of you, against whatever background was already present. While in the painting, you are immobile unless you use a bonus action to exit the painting. Your senses still function, and you can use them as if you were in the portrait's space. You remain unharmed if the painting is damaged, but if it is destroyed, you are immediately shunted into the nearest unoccupied space.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "fear-eaters-mask", "name": "Fear-Eater's Mask", "type": "Wondrous item", "desc": "This painted, wooden mask bears the visage of a snarling, fiendish face. While wearing the mask, you can use a bonus action to feed on the fear of a frightened creature within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage. You regain hit points equal to the damage dealt. If you are not injured, you gain temporary hit points equal to the damage dealt instead. Once a creature has failed this saving throw, it is immune to the effects of this mask for 24 hours.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" } ] }{ "count": 1618, "next": "