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=20
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=21", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=19", "results": [ { "slug": "clock-of-opening-a5e", "name": "Clock of Opening", "type": "Wondrous Item", "desc": "This grandfather clock weighs 250 pounds and tolls loudly every hour. Among its internal mechanisms are 12 keyholes of various sizes. Any key can be inserted into a keyhole.\n\nIf you are trained in the Arcana or Engineering skill, you can use an action to cause a lock within 500 miles to magically lock or unlock by inserting the lock’s key into the clock and adjusting the clock’s mechanisms. Additionally, so long as the key remains in the clock, you can schedule the lock to lock or unlock at certain hours of the day.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "necklace-of-fireballs-a5e", "name": "Necklace of Fireballs", "type": "Wondrous Item", "desc": "This gorgeous necklace is affixed with 1d6+3 beads that radiate power. You can use an action to hurl a bead up to 60 feet. When the bead lands it detonates as a 3rd-level __fireball_ (save DC 15). \n\nYou can hurl multiple beads with the same action, increasing the spell level of the __fireball_ by 1 for each bead beyond the first.", "rarity": "Rare", "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": "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": "chronomancers-pocket-clock", "name": "Chronomancer's Pocket Clock", "type": "Wondrous item", "desc": "This golden pocketwatch has 3 charges and regains 1d3 expended charges daily at midnight. While holding it, you can use an action to wind it and expend 1 charge to cast the haste spell from it. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, the creature that broke it gains the effects of the time stop spell.", "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": "commanders-visage", "name": "Commander's Visage", "type": "Wondrous item", "desc": "This golden mask resembles a stern face, glowering at the world. While wearing this mask, you have advantage on saving throws against being frightened. The mask has 7 charges for the following properties, and it regains 1d6 + 1 expended charges daily at midnight.", "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": "fellow-candlestick-a5e", "name": "Fellow Candlestick", "type": "Wondrous Item", "desc": "This golden candlestick is sentient but will only light when held by someone it is friendly with—perhaps that someone is you. Whether or not the candlestick will accept you as an ally is at the Narrator’s discretion, though it is highly recommended to keep it well-polished and speak to it once per day to encourage a long-lasting friendship. Once you have befriended the candlestick you are able to attune to it. \n\nWhile you are attuned to the candlestick, you can use a bonus action to politely ask it to light itself or extinguish its flame. If another force extinguishes its flame, the candlestick relights itself at the start of your next turn unless told otherwise. \n\n_**Hydrophobic.**_ The candlestick does not like exposure to water or having its candle replaced, and when either occurs it stops functioning for you until you make a DC 14 Persuasion check to earn its forgiveness.\n\n_**Sentience.**_ The candlestick is a sentient construct with Intelligence 14, Wisdom 10, and Charisma 18\\. It has hearing and darkvision to a range of 120 feet. The candlestick communicates with you telepathically and can speak and understand Common, Dwarvish, Elvish, and Halfling. It cannot read (or perhaps it is simply disinterested in doing so).\n\n_**Personality.**_ The candlestick’s purpose is to provide ample lighting for its wielder and snuff itself out should the cover of darkness be required. It is sympathetic to those in need of assistance but demands to be treated with a certain amount of respect and appreciation for its service.\n\n_**Destroying the Candlestick.**_ When reduced to 0 hit points, the candlestick pours its remaining heart and soul into creating one last burst of flames before becoming a mundane item. Each creature in a 10-foot-radius sphere centered on the candlestick must make a DC 14 Dexterity _saving throw_ . A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one.\n\n**Fellow Candlestick Challenge 3**\n\n_Tiny construct_ 700 XP\n\n**Armor Class** 16 (natural armor)\n\n**Hit Points** 90 (12d4+60)\n\n**Speed** 10 ft.\n\n**STR DEX CON INT WIS CHA**\n\n13 (+1) 15 (+2) 20 (+5) 14 (+2) 10 (+0) 18 (+4)\n\n**Proficiency** +2; **Maneuver DC** 12\n\n**Damage Resistances** cold, lightning; bludgeoning, piercing, slashing from nonmagical weapons\n\n**Damage Immunities** fire, poison\n\n**Condition Immunities** _fatigue_ , _poisoned_ \n\n**Senses** darkvision 120 ft., passive Perception 10\n\n**Languages** Common, Dwarvish, Elvish, Halfling\n\n**_Immutable Form._** The candlestick is immune to any spell or effect that would alter its form.\n\nACTION\n\n_**Swiping Flame.**_ _Melee Weapon Attack_: +3 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage plus 2 (1d4) fire damage and the target makes a DC 10 Dexterity _saving throw_ or catches fire, taking 2 (1d4) ongoing fire damage. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "candle-of-invocation-a5e", "name": "Candle of Invocation", "type": "Wondrous Item", "desc": "This golden candle is infused with raw divine magic. When attuned to by a cleric or druid, it takes on a color appropriate to the cleric’s deity. \n\nYou can use an action to light the candle and activate its magic. The candle can burn for a total of 4 hours in 1 minute increments before being used up. \n\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within the area who worships the same deity as the attuned creature (or at the Narrator’s discretion, an allied deity) has _advantage_ on _attack rolls_ , _saving throws_ , and ability checks. If one of the creatures gaining the prior benefit is also a cleric, druid, or herald, they can cast 1st-level spells from one of those classes at that spell level without expending spell slots.\n\nAlternatively, one of these candles that has not yet been lit can be used to cast the __gate_ spell. Doing so consumes the candle.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "countermelody-crystals", "name": "Countermelody Crystals", "type": "Wondrous item", "desc": "This golden bracelet is set with ten glistening crystal bangles that tinkle when they strike one another. When you must make a saving throw against being charmed or frightened, the crystals vibrate, creating an eerie melody, and you have advantage on the saving throw. If you fail the saving throw, you can choose to succeed instead by forcing one of the crystals to shatter. Once all ten crystals have shattered, the bracelet loses its magic and crumbles to powder.", "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": "ankh-of-aten", "name": "Ankh of Aten", "type": "Wondrous item", "desc": "This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes a5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn't blinded. Undead have disadvantage on this saving throw. The ankh regains 1d4 + 1 expended charges daily at dawn.", "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": "staff-of-the-armada", "name": "Staff of the Armada", "type": "Staff", "desc": "This gold-shod staff is constructed out of a piece of masting from a galleon. The staff can be wielded as a magic quarterstaff that grants you a +1 bonus to attack and damage rolls made with it. While you are on board a ship, this bonus increases to +2. The staff has 10 charges and regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. 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: control water (4 charges), fog cloud (1 charge), gust of wind (2 charges), or water walk (3 charges). You can also use an action to cast the ray of frost cantrip from the staff without using any charges.", "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": "ring-of-the-dolphin", "name": "Ring of the Dolphin", "type": "Ring", "desc": "This gold ring bears a jade carving in the shape of a leaping dolphin. While wearing this ring, you have a swimming speed of 40 feet. In addition, you can hold your breath for twice as long while underwater.", "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": "distracting-doubloon", "name": "Distracting Doubloon", "type": "Wondrous item", "desc": "This gold coin is plain and matches the dominant coin of the region. Typically, 2d6 distracting doubloons are found together. You can use an action to toss the coin up to 20 feet. The coin bursts into a flash of golden light on impact. Each creature within a 15-foot radius of where the coin landed must succeed on a DC 11 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the coin for 1 minute. If an affected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. At the end of the duration, the coin crumbles to dust and is destroyed.", "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": "devilish-doubloon", "name": "Devilish Doubloon", "type": "Wondrous item", "desc": "This gold coin bears the face of a leering devil on the obverse. If it is placed among other coins, it changes its appearance to mimic its neighbors, doing so over the course of 1 hour. This is a purely cosmetic change, and it returns to its original appearance when grasped by a creature with an Intelligence of 5 or higher. You can use a bonus action to toss the coin up to 20 feet. When the coin lands, it transforms into a barbed devil. The devil vanishes after 1 hour or when it is reduced to 0 hit points. When the devil vanishes, the coin reappears in a collection of at least 20 gold coins elsewhere on the same plane where it vanished. The devil is friendly to you and your companions. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. If you are reduced to 0 hit points and the devil is still alive, it moves to your body and uses its action to grab your soul. You must succeed on a DC 15 Charisma saving throw or the devil steals your soul and you die. If the devil fails to grab your soul, it vanishes as if slain. If the devil grabs your soul, it uses its next action to transport itself back to the Hells, disappearing in a flash of brimstone. If the devil returns to the Hells with your soul, its coin doesn't reappear, and you can be restored to life only by means of a true resurrection or wish spell.", "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": "eye-of-horus", "name": "Eye of Horus", "type": "Wondrous item", "desc": "This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened.", "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": "ziphian-eye-amulet", "name": "Ziphian Eye Amulet", "type": "Wondrous item", "desc": "This gold amulet holds a preserved eye from a Ziphius (see Creature Codex). It has 3 charges, and it regains all expended charges daily at dawn. While wearing this amulet, you can use a bonus action to speak its command word and expend 1 of its charges to create a brief magical bond with a creature you can see within 60 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be magically bonded with you until the end of your next turn. While bonded in this way, you can choose to have advantage on attack rolls against the target or cause the target to have disadvantage on attack rolls against you.", "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": "mayhem-mask", "name": "Mayhem Mask", "type": "Wondrous item", "desc": "This goat mask with long, curving horns is carved from dark wood and framed in goat's hair. While wearing this mask, you can use its horns to make unarmed strikes. When you hit with it, your horns deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. If you moved at least 15 feet straight toward the target before you attacked with the horns, the attack deals piercing damage equal to 2d6 + your Strength modifier instead. In addition, you can gaze through the eyes of the mask at one target you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. Once used, this property of the mask can't be used again until the next dawn.", "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": "staff-of-thorns", "name": "Staff of Thorns", "type": "Staff", "desc": "This gnarled and twisted oak staff has numerous thorns growing from its surface. Green vines tightly wind their way up along the shaft. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the thorns immediately fall from the staff and it becomes a nonmagical quarterstaff. 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: barkskin (2 charges), entangle (1 charge), speak with plants (3 charges), spike growth (2 charges), or wall of thorns (6 charges). Thorned Strike. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 piercing damage.", "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": "bookkeeper-inkpot", "name": "Bookkeeper Inkpot", "type": "Wondrous item", "desc": "This glass vessel looks like an ordinary inkpot. A quill fashioned from an ostrich feather accompanies the inkpot. You can use an action to speak the inkpot's command word, targeting a Bookkeeper (see Creature Codex) that you can see within 10 feet of you. An unwilling bookkeeper must succeed on a DC 13 Charisma saving throw or be transferred to the inkpot, making you the bookkeeper's new “creator.” While the bookkeeper is contained within the inkpot, it suffers no harm due to being away from its bound book, but it can't use any of its actions or traits that apply to it being in a bound book. Dipping the quill in the inkpot and writing in a book binds the bookkeeper to the new book. If the inkpot is found as treasure, there is a 50 percent chance it contains a bookkeeper. An identify spell reveals if a bookkeeper is inside the inkpot before using the inkpot's ink.", "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": "giggling-orb", "name": "Giggling Orb", "type": "Wondrous item", "desc": "This glass sphere measures 3 inches in diameter and contains a swirling, yellow mist. You can use an action to throw the orb up to 60 feet. The orb shatters on impact and is destroyed. Each creature within a 20-foot-radius of where the orb landed must succeed on a DC 15 Wisdom saving throw or fall prone in fits of laughter, becoming incapacitated and unable to stand for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "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": "restorative-ointment", "name": "Restorative Ointment", "type": "Wondrous item", "desc": "This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.\n\nAs an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.", "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": "idol-of-light-a5e", "name": "Idol of Light", "type": "Wondrous Item", "desc": "This glass idol resembles a humanoid woman with a set of iridescent butterfly wings and a crystalline crown. The idol sheds bright light in a 10-foot radius and dim light for an additional 10 feet at all times. It has 10 charges and regains 1d6 + 4 charges each day if exposed to the light of dawn. You can expend the idol’s charges to produce the following effects:\n\n* When you take radiant or necrotic damage, you can use your reaction to expend 1 charge and gain _resistance_ to that damage type for the next minute or until you use this property again.\n* As an action, you can expend 2 charges to make the idol shed light, as if by the __daylight_ spell, for 10 minutes.\n* As an action, you can expend 3 charges to cast __dispel magic_ , targeting an illusion or necromancy spell. You can increase the spell slot level by one for each additional charge you expend.\n* As a bonus action, you can expend 4 charges to cause the idol to flare with blinding light. Creatures you choose within 30 feet must succeed on a DC 13 Constitution _saving throw_ or be _blinded_ until the end of your next turn. Undead make the save with _disadvantage_ .", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "eversmoking-bottle-a5e", "name": "Eversmoking Bottle", "type": "Wondrous Item", "desc": "This glass bottle is filled with whirling smoke. You can use an action to remove the stopper, causing a thick cloud to pour out and fill a 60-foot radius centered on the bottle, making the area _heavily obscured_ . The cloud grows by 10 feet for each minute that the bottle remains open, to a maximum radius of 120 feet.\n\nThe cloud remains until the bottle is closed. Closing the bottle requires the item’s command word and an action, after which the smoke disperses after 10 minutes. Moderate winds disperse the smoke after 1 minute. Strong winds disperse the smoke after 1 round.", "rarity": "Uncommon", "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": "gem-of-seeing", "name": "Gem of Seeing", "type": "Wondrous item", "desc": "This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.\n\nThe gem regains 1d3 expended charges daily at dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "gem-of-seeing-a5e", "name": "Gem of Seeing", "type": "Wondrous Item", "desc": "This gem has 3 charges and regains 1d3 charges each dawn. You can use an action to speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight to a range of 120 feet when you peer through the gem.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "elemental-gem", "name": "Elemental Gem", "type": "Wondrous item", "desc": "This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the _conjure elemental_ spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.\n\n| Gem | Summoned Elemental |\n|----------------|--------------------|\n| Blue sapphire | Air elemental |\n| Yellow diamond | Earth elemental |\n| Red corundum | Fire elemental |\n| Emerald | Water elemental |", "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": "green-mantle", "name": "Green Mantle", "type": "Wondrous item", "desc": "This garment is made of living plants—mosses, vines, and grasses—interwoven into a light, comfortable piece of clothing. When you attune to this mantle, it forms a symbiotic relationship with you, sinking roots beneath your skin. While wearing the mantle, your hit point maximum is reduced by 5, and you gain the following benefits: - If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.\n- You have resistance to radiant damage.\n- You have immunity to the poisoned condition and poison damage that originates from a plant, moss, fungus, or plant creature.\n- As an action, you cause the mantle to produce 6 berries. It can have no more than 12 berries on it at one time. The berries have the same effect as berries produced by the goodberry spell. Unlike the goodberry spell, the berries retain their potency as long as they are not picked from the mantle. Once used, this property can't be used again until the next dawn.", "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": "maidens-tears", "name": "Maiden's Tears", "type": "Potion", "desc": "This fruity mead is the color of liquid gold and is rumored to be brewed with a tear from the goddess of bearfolk herself. When you drink this mead, you regenerate lost hit points for 1 minute. At the start of your turn, you regain 10 hit points if you have at least 1 hit point.", "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": "cleaning-concoction", "name": "Cleaning Concoction", "type": "Potion", "desc": "This fresh-smelling, clear green liquid can cover a Medium or smaller creature or object (or matched set of objects, such as a suit of clothes or pair of boots). Applying the liquid takes 1 minute. It removes soiling, stains, and residue, and it neutralizes and removes odors, unless those odors are particularly pungent, such as in skunks or creatures with the Stench trait. Once the potion has cleaned the target, it evaporates, leaving the creature or object both clean and dry.", "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": "book-of-eibon", "name": "Book of Eibon", "type": "Wondrous item", "desc": "This fragmentary black book is reputed to descend from the realms of Hyperborea. It contains puzzling guidelines for frightful necromantic rituals and maddening interdimensional travel. The book holds the following spells: semblance of dread*, ectoplasm*, animate dead, speak with dead, emanation of Yoth*, green decay*, yellow sign*, eldritch communion*, create undead, gate, harm, astral projection, and Void rift*. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, the book can contain other spells similarly related to necromancy, madness, or interdimensional travel. If you are attuned to this book, you can use it as a spellbook and as an arcane focus. In addition, while holding the book, you can use a bonus action to cast a necromancy spell that is written in this tome without expending a spell slot or using any verbal or somatic components. Once used, this property of the book can't be used again until the next dawn.", "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": "minor-minstrel", "name": "Minor Minstrel", "type": "Wondrous item", "desc": "This four-inch high, painted, ceramic figurine animates and sings one song, typically about 3 minutes in length, when you set it down and speak the command word. The song is chosen by the figurine's original creator, and the figurine's form is typically reflective of the song's style. A red-nosed dwarf holding a mug sings a drinking song; a human figure in mourner's garb sings a dirge; a well-dressed elf with a harp sings an elven love song; or similar, though some creators find it amusing to create a figurine with a song counter to its form. If you pick up the figurine before the song finishes, it falls silent.", "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": "plumb-of-the-elements", "name": "Plumb of the Elements", "type": "Wondrous item", "desc": "This four-faceted lead weight is hung on a long leather strip, which can be wound around the haft or handle of any melee weapon. You can remove the plumb and transfer it to another weapon whenever you wish. Weapons with the plumb attached to it deal additional force damage equal to your proficiency bonus (up to a maximum of 3). As an action, you can activate the plumb to change this additional damage type to fire, cold, lightning, or back to force.", "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": "brain-juice", "name": "Brain Juice", "type": "Potion", "desc": "This foul-smelling, murky, purple-gray liquid is created from the liquefied brains of spellcasting creatures, such as aboleths. Anyone consuming this repulsive mixture must make a DC 15 Intelligence saving throw. On a successful save, the drinker is infused with magical power and regains 1d6 + 4 expended spell slots. On a failed save, the drinker is afflicted with short-term madness for 1 day. If a creature consumes multiple doses of brain juice and fails three consecutive Intelligence saving throws, it is afflicted with long-term madness permanently and automatically fails all further saving throws brought about by drinking brain juice.", "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": "hallowed-effigy", "name": "Hallowed Effigy", "type": "Wondrous item", "desc": "This foot-long totem, crafted from the bones and skull of a Tiny woodland beast bound in thin leather strips, serves as a boon for you and your allies and as a stinging trap to those who threaten you. The totem has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If the last charge is expended, it can't regain charges again until a druid performs a 24-hour ritual, which involves the sacrifice of a Tiny woodland beast. You can use an action to secure the effigy on any natural organic substrate (such as dirt, mud, grass, and so on). While secured in this way, it pulses with primal energy on initiative count 20 each round, expending 1 charge. When it pulses, you and each creature friendly to you within 15 feet of the totem regains 1d6 hit points, and each creature hostile to you within 15 feet of the totem must make a DC 15 Constitution saving throw, taking 1d6 necrotic damage on a failed save, or half as much damage on a successful one. It continues to pulse each round until you pick it up, it runs out of charges, or it is destroyed. The totem has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If it drops to 0 hit points, it is destroyed.", "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": "pavilion-of-dreams", "name": "Pavilion of Dreams", "type": "Wondrous item", "desc": "This foot-long box is 6 inches wide and 6 inches deep. With 1 minute of work, the box's poles and multicolored silks can be unfolded into a pavilion expansive enough to sleep eight Medium or smaller creatures comfortably. The pavilion can stand in winds of up to 60 miles per hour without suffering damage or collapsing, and its interior remains comfortable and dry no matter the weather conditions or temperature outside. Creatures who sleep within the pavilion are immune to spells and other magical effects that would disrupt their sleep or negatively affect their dreams, such as the monstrous messenger version of the dream spell or a night hag's Nightmare Haunting. Creatures who take a long rest in the pavilion, and who sleep for at least half that time, have shared dreams of future events. Though unclear upon waking, these premonitions sit in the backs of the creatures' minds for the next 24 hours. Before the duration ends, a creature can call on the premonitions, expending them and immediately gaining one of the following benefits.\n- If you are surprised during combat, you can choose instead to not be surprised.\n- If you are not surprised at the beginning of combat, you have advantage on the initiative roll.\n- You have advantage on a single attack roll, ability check, or saving throw.\n- If you are adjacent to a creature that is attacked, you can use a reaction to interpose yourself between the creature and the attack. You become the new target of the attack.\n- When in combat, you can use a reaction to distract an enemy within 30 feet of you that attacks an ally you can see. If you do so, the enemy has disadvantage on the attack roll.\n- When an enemy uses the Disengage action, you can use a reaction to move up to your speed toward that enemy. Once used, the pavilion can't be used again until the next dusk.", "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": "scoundrels-gambit", "name": "Scoundrel's Gambit", "type": "Wondrous item", "desc": "This fluted silver tube, barely two inches long, bears tiny runes etched between the grooves. While holding this tube, you can use an action to cast the magic missile spell from it. Once used, the tube can't be used to cast magic missile again until 12 hours have passed.", "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": "communal-flute", "name": "Communal Flute", "type": "Wondrous item", "desc": "This flute is carved with skulls and can be used as a spellcasting focus. If you spend 10 minutes playing the flute over a dead creature, you can cast the speak with dead spell from the flute. The flute can't be used this way 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": "sphere-of-annihilation-a5e", "name": "Sphere of Annihilation", "type": "Wondrous Item", "desc": "This floating sphere of darkness is a 2-foot-diameter hole in reality that eliminates all matter that it comes into contact with. Only artifacts can survive contact with the sphere, though some artifacts have a specific weakness to its properties.\n\nAnything that the sphere touches or that touches it that is not instantly obliterated takes 4d10 force damage. The default state of the sphere is stationary, but should a creature be in the way of a moving sphere it makes a DC 13 Dexterity _saving throw_ or takes 4d10 force damage.\n\nWhile within 60 feet of an uncontrolled _sphere of annihilation_, you can use an action to make a DC 25 Intelligence (Arcana) check and take control of it. On a success, the sphere moves in the direction of your choice a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you instead. \n\nIf a sphere is controlled by another creature, you may wrest away control by using an action and making an Intelligence (Arcana) check opposed by the controlling creature. On a success, you take control of the sphere and can utilize it as normal. \n\nA unique effect happens when a sphere comes into contact with a planar portal or extradimensional space (such as a _portable hole_ ). In the case of such an event, the Narrator rolls d100 to determine what happens next: on 1–50 the sphere is destroyed, on 51–85 the sphere simply moves through the portal or into the space, and on 86–100 a rift forms that pulls in all creatures and objects within 180 feet. Each object and creature, including the sphere, reappears in a random plane of existence. ", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "immovable-rod", "name": "Immovable Rod", "type": "Rod", "desc": "This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.", "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": "decanter-of-endless-water-a5e", "name": "Decanter of Endless Water", "type": "Wondrous Item", "desc": "This flask sloshes when shaken as if full of water. You can use an action to remove the stopper and speak a command word, causing undrinkable water to flow out of the flask. It stops at the start of your next turn. \n\n**Stream**. This command word produces 1 gallon of water.\n\n**Fountain.** This command word produces 5 gallons of water.\n\n**Geyser.** This command word produces 30 gallons of water that manifests as a geyser 30 feet long and 1 foot wide. As a bonus action, you can aim the geyser at a target within 30 feet, forcing it to make a DC 13 Strength _saving throw_ or take 1d4 bludgeoning damage and be knocked _prone_ . Any object less than 200 pounds is knocked over or pushed up to 15 feet away.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "flask-of-epiphanies", "name": "Flask of Epiphanies", "type": "Wondrous item", "desc": "This flask is made of silver and cherry wood, and it holds finely cut garnets on its faces. This ornate flask contains 5 ounces of powerful alcoholic spirits. As an action, you can drink up to 5 ounces of the flask's contents. You can drink 1 ounce without risk of intoxication. When you drink more than 1 ounce of the spirits as part of the same action, you must make a DC 12 Constitution saving throw (this DC increases by 1 for each ounce you imbibe after the second, to a maximum of DC 15). On a failed save, you are incapacitated for 1d4 hours and gain no benefits from consuming the alcohol. On a success, your Intelligence or Wisdom (your choice) increases by 1 for each ounce you consumed. Whether you fail or succeed, your Dexterity is reduced by 1 for each ounce you consumed. The effect lasts for 1 hour. During this time, you have advantage on all Intelligence (Arcana) and Inteligence (Religion) checks. The flask replenishes 1d3 ounces of spirits daily at dawn.", "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": "deepchill-orb", "name": "Deepchill Orb", "type": "Wondrous item", "desc": "This fist-sized sphere of blue quartz emits cold. If placed in a container with a capacity of up to 5 cubic feet, it keeps the internal temperature of the container at a consistent 40 degrees Fahrenheit. This can keep liquids chilled, preserve cooked foods for up to 1 week, raw meats for up to 3 days, and fruits and vegetables for weeks. If you hold the orb without gloves or other insulating method, you take 1 cold damage each minute you hold it. At the GM's discretion, the orb's cold can be applied to other uses, such as keeping it in contact with a hot item to cool down the item enough to be handled, wrapping it and using it as a cooling pad to bring down fever or swelling, or similar.", "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": "charm-of-restoration", "name": "Charm of Restoration", "type": "Wondrous item", "desc": "This fist-sized ball of tightly-wound green fronds contains the bark of a magical plant with curative properties. A natural loop is formed from one of the fronds, allowing the charm to be hung from a pack, belt, or weapon pommel. As long as you carry this charm, whenever you are targeted by a spell or magical effect that restores your hit points, you regain an extra 1 hit point.", "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": "sheeshah-of-revelations", "name": "Sheeshah of Revelations", "type": "Wondrous item", "desc": "This finely crafted water pipe is made from silver and glass. Its vase is etched with arcane symbols. When you spend 1 minute using the sheeshah to smoke normal or flavored tobacco, you enter a dreamlike state and are granted a cryptic or surreal vision giving you insight into your current quest or a significant event in your near future. This effect works like the divination spell. Once used, you can't use the sheeshah in this way again until 7 days have passed or until the events hinted at in your vision have come to pass, whichever happens first.", "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": "rod-of-underworld-navigation", "name": "Rod of Underworld Navigation", "type": "Rod", "desc": "This finely carved rod is decorated with gold and small dragon scales. While underground and holding this rod, you know how deep below the surface you are. You also know the direction to the nearest exit leading upward. As an action while underground and holding this rod, you can use the find the path spell to find the shortest, most direct physical route to a location you are familiar with on the surface. Once used, the find the path property can't be used again until 3 days have passed.", "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": "mutineers-blade", "name": "Mutineer's Blade", "type": "Weapon", "desc": "This finely balanced scimitar has an elaborate brass hilt. You gain a +2 bonus on attack and damage rolls made with this magic weapon. You can use a bonus action to speak the scimitar's command word, causing the blade to shed bright green light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you drop or sheathe the scimitar. When you roll a 20 on an attack roll made with this weapon, the target is overcome with the desire for mutiny. On the target's next turn, it must make one attack against its nearest ally, then the effect ends, whether or not the attack was successful.", "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": "parasol-of-temperate-weather", "name": "Parasol of Temperate Weather", "type": "Wondrous item", "desc": "This fine, cloth-wrapped 2-foot-long pole unfolds into a parasol with a diameter of 3 feet, which is large enough to cover one Medium or smaller creature. While traveling under the parasol, you ignore the drawbacks of traveling in hot weather or a hot environment. Though it protects you from the sun's heat in the desert or geothermal heat in deep caverns, the parasol doesn't protect you from damage caused by super-heated environments or creatures, such as lava or an azer's Heated Body trait, or magic that deals fire damage, such as the fire bolt spell.", "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": "hopes-final-light-a5e", "name": "Hope's Final Light", "type": "Wondrous Item", "desc": "This fine silver _hooded lantern_ is lit with an everburning light that emanates no heat and burns a pale blue. With its filigreed hood down in the dark, it projects strange shadows on nearby walls which dance like those of a zoetrope, depicting stories of heroic triumph against all odds. Holding it lifts your spirits.\n\nWhen you find this lantern, roll 2d6 – 2\\. The result is its current charges. While carrying it, \nyou can increase its current charges by sacrificing some of your own vitality. For each charge you add, your maximum hit dice are reduced by 1 and your current hit dice are reduced by the same amount (to a minimum of 0). The lantern can only hold a maximum of 10 charges at one time. If an effect would cause the lantern to expend more charges than it currently has, you immediately provide charges to meet the need. If you do not have enough hit dice to meet the cost, the effect fails.\n\nIf the lantern has 6 or more charges, the radius of its _bright light_ is doubled. If the lantern has 0 charges, it sheds no light. Charges can be expended in the following ways using your reaction (unless otherwise noted):\n\n* Allies in the lantern’s bright light can use their reaction to spend 1 charge to add 1d12 to an _attack roll_ , _ability check_ , or _saving throw_ after it’s rolled. You can use your own reaction to disallow this use.\n* When a creature in the lantern’s bright light is reduced to 0 hit points, you can expend 1 or more charges to roll 1d12 per charge expended. The creature is conscious with hit points equal to the result.\n* When a creature in the lantern’s bright light takes damage, you can project a shield over them. The damage is negated, and the lantern loses 1 charge per 10 damage negated (minimum 1).\n* When a creature in the lantern’s bright light is targeted by a spell or would be caught in the area of a spell, you can negate the spell’s effect on that creature. The lantern loses charges equal to the spell’s level.\n\nIf _hope’s final light_ is missing any charges at dawn, roll 1d8\\. On a 1, nothing happens. Otherwise, it regains all lost charges.\n\n_**Curse.**_ Hope’s final light is a dangerous burden. If you have 0 hit dice remaining after providing charges to it, you are pulled into the lantern and are impossible to resurrect except by the direct intervention of a deity. The stories of creatures who vanish in this way are depicted in the shadows it casts.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dust-of-sneezing-and-choking-a5e", "name": "Dust of Sneezing and Choking", "type": "Wondrous Item", "desc": "This fine gray dust is usually found in a vial and appears to be _dust of disappearance_ , even when magic is used to _identify_ it. Each vial contains enough for a single use.\n\nYou can use an action to throw the dust into the air. You and creatures within 30 feet of you that breathe make a DC 15 Constitution _saving throw_ or become wracked with violent coughing and sneezing, becoming _incapacitated_ and beginning to _suffocate_ . While conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effects on a success. A _lesser restoration_ spell also ends the effects.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "