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=23
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=24", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=22", "results": [ { "slug": "ghoul-light", "name": "Ghoul Light", "type": "Wondrous item", "desc": "This bullseye lantern sheds light as normal when a lit candle is placed inside of it. If the light shines on meat, no matter how toxic or rotten, for at least 10 minutes, the meat is rendered safe to eat. The lantern's magic doesn't improve the meat's flavor, but the light does restore the meat's nutritional value and purify it, rendering it free of poison and disease. In addition, when an undead creature ends its turn in the light, it takes 1 radiant 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": "potion-of-bad-taste", "name": "Potion of Bad Taste", "type": "Potion", "desc": "This brown, sludgy potion tastes extremely foul. When you drink this potion, the taste of your flesh is altered to be unpalatable for 1 hour. During this time, if a creature hits you with a bite attack, it must succeed on a DC 10 Constitution saving throw or spend its next action gagging and retching. A creature with an Intelligence of 4 or lower avoids biting you again unless compelled or commanded by an outside force or if you attack it.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "trident-of-the-vortex", "name": "Trident of the Vortex", "type": "Weapon", "desc": "This bronze trident has a shaft of inlaid blue pearl. You gain a +2 bonus to attack and damage rolls with this magic weapon. Whirlpool. While wielding the trident underwater, you can use an action to speak its command word and cause the water around you to whip into a whirlpool for 1 minute. For the duration, each creature that enters or starts its turn in a space within 10 feet of you must succeed on a DC 15 Strength saving throw or be restrained by the whirlpool. The whirlpool moves with you, and creatures restrained by it move with it. A creature within 5 feet of the whirlpool can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlpool. 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": "cephalopod-breastplate", "name": "Cephalopod Breastplate", "type": "Armor", "desc": "This bronze breastplate depicts two krakens fighting. While wearing this armor, you gain a +1 bonus to AC. You can use an action to speak the armor's command word to release a cloud of black mist (if above water) or black ink (if underwater). It billows out from you in a 20-foot-radius cloud of mist or ink. The area is heavily obscured for 1 minute, although a wind of moderate or greater speed (at least 10 miles per hour) or a significant current disperses it. The armor can't be used this way again until the next 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": "selkets-bracer", "name": "Selket's Bracer", "type": "Wondrous item", "desc": "This bronze bracer is crafted in the shape of a scorpion, its legs curled around your wrist, tail raised and ready to strike. While wearing this bracer, you are immune to the poisoned condition. The bracer has 4 charges and regains 1d4 charges daily at dawn. You can expend 1 charge as a bonus action to gain tremorsense out to a range of 30 feet for 1 minute. In addition, you can expend 2 charges as a bonus action to coat a weapon you touch with venom. The poison remains for 1 minute or until an attack using the weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.", "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": "living-juggernaut", "name": "Living Juggernaut", "type": "Armor", "desc": "This broad, bulky suit of plate is adorned with large, blunt spikes and has curving bull horns affixed to its helm. While wearing this armor, you gain a +1 bonus to AC, and difficult terrain doesn't cost you extra movement.", "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": "paramours-daisy-a5e", "name": "Paramour’s Daisy", "type": "Wondrous Item", "desc": "This bright yellow daisy never wilts or fades. The daisy has exactly 20 petals when you first receive it. \n\nWhile the daisy has an even number of petals, both your personality and physical appearance become vibrant. You gain an expertise die on Persuasion checks, but you have _disadvantage_ on Stealth checks. \n\nWhile the daisy has an odd number of petals, your presence fades into the background. You gain an expertise die on Stealth checks, but you have _disadvantage_ on Persuasion checks.\n\nYou can use an action to pluck one petal from the daisy. The daisy loses its magic once you remove its final petal.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "undine-plate", "name": "Undine Plate", "type": "Armor", "desc": "This bright green plate armor is embossed with images of various marine creatures, such as octopuses and rays. While wearing this armor, you have a swimming speed of 40 feet, and you don't have disadvantage on Dexterity (Stealth) checks while underwater.", "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": "lantern-of-selective-illumination", "name": "Lantern of Selective Illumination", "type": "Wondrous item", "desc": "This brass lantern is fitted with round panels of crown glass and burns for 6 hours on one 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. During a short rest, you can choose up to three creatures to be magically linked by the lantern. When the lantern is lit, its light can be perceived only by you and those linked creatures. To anyone else, the lantern appears dark and provides no illumination.", "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": "chain-cilice", "name": "Chain Cilice", "type": "Wondrous item", "desc": "This bracelet made of spiked chain is designed to fit around the ankle, wrist, or thigh. While wearing the cilice, you can use an action to speak its command word, causing it to tighten on your skin and dealing 1d6 piercing damage to you at the start of each of your turns until you use a bonus action to end it. If you have the Ki class feature or ki points from another source, such as the Inner Resilience feat (see the Backgrounds and Feats chapter), you regain 1 ki point for every 5 damage caused by the cilice. If the cilice would reduce you to 0 hit points, it reduces you to 1 hit point instead and the effect ends.\n If the cilice's effect was ended in this way, it can't be used again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "bracelet-of-the-fire-tender", "name": "Bracelet of the Fire Tender", "type": "Wondrous item", "desc": "This bracelet is made of thirteen small, roasted pinecones lashed together with lengths of dried sinew. It smells of pine and woodsmoke. It is uncomfortable to wear over bare skin. While wearing this bracelet, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when looking in areas lightly obscured by nonmagical smoke or fog.", "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": "marvelous-pigments-a5e", "name": "Marvelous Pigments", "type": "Wondrous Item", "desc": "This boxed set of iridescent paints can be used to create inanimate objects, terrain features, doors, and even rooms with nothing but the stroke of a brush. When you touch the brush to a surface and concentrate on the image of the item you want to create, the paint flows from the brush, creating a painting. When complete, the object depicted becomes a real, three-dimensional object. \n\n* Small, simple objects take a single round. Larger objects, like doors or rooms, take more time. It takes 1 minute of concentration to cover 10 square feet of a surface, and 10 minutes to cover 100 square feet of a surface.\n* Objects created by the pigment are real and nonmagical—a door painted on a wall can be opened into whatever lies beyond. A pit becomes a real pit (be sure and note the depth for your total area). A tree will bloom and grow.\n* Objects created by the pigments are worth a maximum of 25 gold. Gemstones or fine clothing created by these pigments might look authentic, but close inspection reveals they are facsimiles made from cheaper materials.\n* When found the box contains 1d4 pots of pigment.\n* A pot of pigment can cover 1,000 square feet of a surface, creating a total area of 10,000 cubic feet of objects.\n* Energy created by the paints, such as a burst of radiant light or a wildfire, dissipates harmlessly and does not deal any damage.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "deck-of-illusions-a5e", "name": "Deck of Illusions", "type": "Wondrous Item", "desc": "This box houses a set of 34 illustrated cards when new. A found deck is typically missing 1d20 cards. \n\nAs an action, you can draw a random card (one manually selected does nothing) and throw it up to 30 feet from you. \n\nUpon landing, the card creates an illusion of one or more creatures. These illusions are of normal size for the creatures depicted and act normally, but are insubstantial and harmless. While you are within 120 feet of the illusion, you can use an action to move it anywhere within 30 feet from its card. \n\nThe illusions are revealed to a creature when it uses an action to make a DC 15 Investigation check or automatically upon any physical interaction. Once revealed, an illusion becomes translucent.\n\nThe illusion lasts until its card is moved or it is dispelled. In either case the card disappears and cannot be reused.\n\n__**Table: Deck of Illusions**__\n| **Playing Card** | **Illusion** |\n| ------------------- | ---------------------------- |\n| ♣ Ace of Clubs | Iron golem |\n| ♣ King of Clubs | Erinyes |\n| ♣ Jack of Clubs | Berserker |\n| ♣ Ten of Clubs | Hill giant |\n| ♣ Nine of Clubs | Ogre |\n| ♣ Eight of Clubs | Orc |\n| ♣ Two of Clubs | Kobold |\n| ♦ Ace of Diamonds | Murmuring worm |\n| ♦ King of Diamonds | Archmage and mage apprentice |\n| ♦ Queen of Diamonds | Night hag |\n| ♦ Jack of Diamonds | Assassin |\n| ♦ Ten of Diamonds | Fire giant |\n| ♦ Nine of Diamonds | Ogre mage |\n| ♦ Eight of Diamonds | Gnoll |\n| ♦ Two of Diamonds | Kobold |\n| ♥ Ace of Hearts | Red dragon |\n| ♥ King of Hearts | Knight and 4 guards |\n| ♥ Queen of Hearts | Incubus/Succubus |\n| ♥ Jack of Hearts | Druid |\n| ♥ Ten of Hearts | Cloud giant |\n| ♥ Nine of Hearts | Ettin |\n| ♥ Eight of Hearts | Bugbear |\n| ♥ Two of Hearts | Goblin |\n| ♠ Ace of Spades | Lich |\n| ♠ King of Spades | Priest and 2 acolytes |\n| ♠ Queen of Spades | Medusa |\n| ♠ Jack of Spades | Veteran |\n| ♠ Ten of Spades | Frost giant |\n| ♠ Nine of Spades | Troll |\n| ♠ Eight of Spades | Hobgoblin |\n| ♠ Two of Spades | Goblin |\n| 🃏 Joker (2) | The deck’s wielder |", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "deck-of-illusions", "name": "Deck of Illusions", "type": "Wondrous item", "desc": "This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.\n\nThe magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.\n\nAn illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.\n\nThe illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.\n\n| Playing Card | Illusion |\n|-------------------|----------------------------------|\n| Ace of hearts | Red dragon |\n| King of hearts | Knight and four guards |\n| Queen of hearts | Succubus or incubus |\n| Jack of hearts | Druid |\n| Ten of hearts | Cloud giant |\n| Nine of hearts | Ettin |\n| Eight of hearts | Bugbear |\n| Two of hearts | Goblin |\n| Ace of diamonds | Beholder |\n| King of diamonds | Archmage and mage apprentice |\n| Queen of diamonds | Night hag |\n| Jack of diamonds | Assassin |\n| Ten of diamonds | Fire giant |\n| Nine of diamonds | Ogre mage |\n| Eight of diamonds | Gnoll |\n| Two of diamonds | Kobold |\n| Ace of spades | Lich |\n| King of spades | Priest and two acolytes |\n| Queen of spades | Medusa |\n| Jack of spades | Veteran |\n| Ten of spades | Frost giant |\n| Nine of spades | Troll |\n| Eight of spades | Hobgoblin |\n| Two of spades | Goblin |\n| Ace of clubs | Iron golem |\n| King of clubs | Bandit captain and three bandits |\n| Queen of clubs | Erinyes |\n| Jack of clubs | Berserker |\n| Ten of clubs | Hill giant |\n| Nine of clubs | Ogre |\n| Eight of clubs | Orc |\n| Two of clubs | Kobold |\n| Jokers (2) | You (the deck's owner) |", "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": "oathbow-a5e", "name": "Oathbow", "type": "Weapon", "desc": "This bow whispers its urgent desire for the quick defeat of your enemies in Elvish when you nock an arrow. When you use this bow to make a _ranged weapon attack_ against a creature, you can swear an oath against the target of your attack and make it your sworn enemy until its death or dawn seven days later. You may choose a new sworn enemy following the next dawn after your current sworn enemy dies. \n\nYour ranged weapon attacks using this bow have advantage against your sworn enemy, and your sworn enemy cannot gain benefit from cover other than _total cover_ . You do not have _disadvantage_ on ranged weapon attacks with the bow that are at long range as long as your sworn enemy is your target, and on a hit your sworn enemy takes an extra 3d6 piercing damage.\n\nYou have _disadvantage_ on attacks made with weapons other than this bow while your sworn enemy lives.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "stormheart-bow", "name": "Stormheart Bow", "type": "Weapon (shortbow or longbow)", "desc": "This bow is made from dragon bone and fey heartstring. When you hit with an attack using this magic bow, the target takes an extra 1d6 lightning damage. The bow has 5 charges for the following other properties. It regains 1d4 + 1 expended charges daily at dawn.\n ***Iceshard Arrow.*** You can expend 3 charges when you hit with an attack using this magic bow to cause the arrow to turn to ice and shatter in mid-air. Choose up to three targets within 30 feet of your original target. Your original target takes damage as normal, and each chosen target takes 1d6 cold damage.\n ***Thunder Arrow.*** You can expend 2 charges when you hit with an attack using this magic bow to cause the attack to release a peal of thunder. The target takes damage as normal, and each creature within 15 feet of the target must make a DC 15 Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much damage on a successful one.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "recording-book", "name": "Recording Book", "type": "Wondrous item", "desc": "This book, which hosts a dormant Bookkeeper (see Creature Codex), appears to be a journal filled with empty pages. You can use an action to place the open book on a surface and speak its command word to activate it. It remains active until you use an action to speak the command word again. The book records all things said within 60 feet of it. It can distinguish voices and notes those as it records. The book can hold up to 12 hours' worth of conversation. You can use an action to speak a second command word to remove up to 1 hour of recordings in the book, while a third command word removes all the book's recordings. Any creature, other than you or targets you designate, that peruses the book finds the pages blank.", "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": "opus-maleficarum-a5e", "name": "Opus Maleficarum", "type": "Wondrous Item", "desc": "This book looks to have survived a fire. Its pages are browned upon the edges with many corners lost to char. The cover appears to be made from the skin of a reptile, but the blackened scales are cracked from the flames making identification all but impossible. Within, the pages of this book are filled with profane writings, eldritch symbols, and twisted imagery one might associate with a warlock’s book of shadows. Largely illegible, to those of a more martial bent the meanings of strange words become clear.\n\nSpending at least 24 hours over the course of 7 nights reading and practicing the forms and phrases within the _Opus_ allows a reader with access to martial maneuvers to learn a single maneuver from the Eldritch Blackguard combat tradition, as long as it is of a degree they can learn. This does not count against the character’s limit of known combat traditions or maneuvers. Any character capable of casting a cantrip or 1st level spell who reads the _Opus_ also suffers 1 level of _strife_ .\n\nOnce this tome has been read, it becomes a mundane item for one year and a day before it regains its magic", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "meteorological-map-a5e", "name": "Meteorological Map", "type": "Wondrous Item", "desc": "This book has a simple, line-drawn map of the world on its cover. Writing the name of a specific place (no bigger than a small town) on one of its blank pages will cause it to magically write out a 50 word description of the current weather conditions there.\n\nThere are 25 blank pages. Pages cannot be erased or otherwise unbound from their target location once the name has been written.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "nullifiers-lexicon", "name": "Nullifier's Lexicon", "type": "Wondrous item", "desc": "This book has a black leather cover with silver bindings and a silver front plate. Void Speech glyphs adorn the front plate, which is pitted and tarnished. The pages are thin sheets of corrupted brass and are inscribed with more blasphemous glyphs. While you are attuned to the lexicon, you can speak, read, and write Void Speech, and you know the crushing curse* cantrip. At the GM's discretion, you know the chill touch cantrip instead.", "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": "manual-of-gainful-exercise", "name": "Manual of Gainful Exercise", "type": "Wondrous item", "desc": "This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "tome-of-knowledge", "name": "Tome of Knowledge", "type": "Wondrous item", "desc": "This book contains mnemonics and other tips to better perform a specific mental task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Intelligence, Wisdom, or Charisma-based skill (such as History, Insight, or Intimidation) associated with the book. The tome then loses its magic, but regains it in ten years.", "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": "tome-of-clear-thought", "name": "Tome of Clear Thought", "type": "Wondrous item", "desc": "This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "tome-of-understanding", "name": "Tome of Understanding", "type": "Wondrous item", "desc": "This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "manual-of-bodily-health", "name": "Manual of Bodily Health", "type": "Wondrous item", "desc": "This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "tome-of-leadership-and-influence", "name": "Tome of Leadership and Influence", "type": "Wondrous item", "desc": "This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "manual-of-exercise", "name": "Manual of Exercise", "type": "Wondrous item", "desc": "This book contains exercises and techniques to better perform a specific physical task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Strength or Dexterity-based skill (such as Athletics or Stealth) associated with the book. The manual then loses its magic, but regains it in ten years.", "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": "manual-of-quickness-of-action", "name": "Manual of Quickness of Action", "type": "Wondrous item", "desc": "This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "eldritch-rod", "name": "Eldritch Rod", "type": "Rod", "desc": "This bone rod is carved into the shape of twisting tendrils or tentacles. You can use this rod as an arcane focus. The rod has 3 charges and regains all expended charges daily at dawn. When you cast a spell that requires an attack roll and that deals damage while holding this rod, you can expend 1 of its charges as part of the casting to enhance that spell. If the attack hits, the spell also releases tendrils that bind the target, grappling it for 1 minute. At the start of each of your turns, the grappled target takes 1d6 damage of the same type dealt by the spell. At the end of each of its turns, the grappled target can make a Dexterity saving throw against your spell save DC, freeing itself from the tendrils on a success. The rod's magic can grapple only one target at a time. If you use the rod to grapple another target, the effect on the previous target ends.", "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": "consuming-rod", "name": "Consuming Rod", "type": "Weapon", "desc": "This bone mace is crafted from a humanoid femur. One end is carved to resemble a ghoulish face, its mouth open wide and full of sharp fangs. The mace has 8 charges, and it recovers 1d6 + 2 charges daily at dawn. You gain a +1 bonus to attack and damage rolls made with this magic mace. When it hits a creature, the mace's mouth stretches gruesomely wide and bites the target, adding 3 (1d6) piercing damage to the attack. As a reaction, you can expend 1 charge to regain hit points equal to the piercing damage dealt. Alternatively, you can use your reaction to expend 5 charges when you hit a Medium or smaller creature and force the mace to swallow the target. The target must succeed on a DC 15 Dexterity saving throw or be swallowed into an extra-dimensional space within the mace. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the mace. The target can still breathe. As an action, you can force the mace to regurgitate the creature, which falls prone in a space within 5 feet of the mace. The mace automatically regurgitates a trapped creature at dawn when it regains charges.", "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": "stolen-thunder", "name": "Stolen Thunder", "type": "Wondrous item", "desc": "This bodhrán drum is crafted of wood from an ash tree struck by lightning, and its head is made from stretched mammoth skin, painted with a stylized thunderhead. While attuned to this drum, you can use it as an arcane focus. While holding the drum, you are immune to thunder damage. While this drum is on your person but not held, you have resistance to thunder damage. The drum has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. In addition, the drum regains 1 expended charge for every 10 thunder damage you ignore due to the resistance or immunity the drum gives you. If you expend the drum's last charge, roll a 1d20. On a 1, it becomes a nonmagical drum. However, if you make a Charisma (Performance) check while playing the nonmagical drum, and you roll a 20, the passion of your performance rekindles the item's power, restoring its properties and giving it 1 charge. If you are hit by a melee attack while using the drum as a shield, you can use a reaction to expend 1 charge to cause a thunderous rebuke. The attacker must make a DC 17 Constitution saving throw. On a failure, the attacker takes 2d8 thunder damage and is pushed up to 10 feet away from you. On a success, the attacker takes half the damage and isn't pushed. The drum emits a thunderous boom audible out to 300 feet.", "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": "incense-of-recovery", "name": "Incense of Recovery", "type": "Wondrous item", "desc": "This block of perfumed incense appears to be normal, nonmagical incense until lit. The incense burns for 1 hour and gives off a lavender scent, accompanied by pale mauve smoke that lightly obscures the area within 30 feet of it. Each spellcaster that takes a short rest in the smoke regains one expended spell slot at the end of the short rest.", "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": "spectral-blade", "name": "Spectral Blade", "type": "Weapon", "desc": "This blade seems to flicker in and out of existence but always strikes true. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can choose for its attacks to deal force damage instead of piercing damage. As an action while holding this sword or as a reaction when you deal damage to a creature with it, you can turn incorporeal until the start of your next turn. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.", "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": "umbral-band", "name": "Umbral Band", "type": "Ring", "desc": "This blackened steel ring is cold to the touch. While wearing this ring, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Stealth) checks while in an area of dim light or darkness.", "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": "grim-escutcheon", "name": "Grim Escutcheon", "type": "Armor", "desc": "This blackened iron shield is adorned with the menacing relief of a monstrously gaunt skull. You gain a +1 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. While holding this shield, you can use a bonus action to speak its command word to cast the fear spell (save DC 13). The shield can't be used this way 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": "valkyries-bite", "name": "Valkyrie's Bite", "type": "Weapon", "desc": "This black-bladed scimitar has a guard that resembles outstretched raven wings, and a polished amethyst sits in its pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the scimitar, you have advantage on initiative rolls. While you hold the scimitar, it sheds dim purple light in a 10-foot radius.", "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": "interplanar-paint", "name": "Interplanar Paint", "type": "Potion", "desc": "This black, tarry substance can be used to paint a single black doorway on a flat surface. A pot contains enough paint to create one doorway. While painting, you must concentrate on a plane of existence other than the one you currently occupy. If you are not interrupted, the doorway can be painted in 5 minutes. Once completed, the painting opens a two-way portal to the plane you imagined. The doorway is mirrored on the other plane, often appearing on a rocky face or the wall of a building. The doorway lasts for 1 week or until 5 gallons of water with flecks of silver worth at least 2,000 gp is applied to one side of the door.", "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": "gloomflower-corsage", "name": "Gloomflower Corsage", "type": "Wondrous item", "desc": "This black, six-petaled flower fits neatly on a garment's lapel or peeking out of a pocket. While wearing it, you have advantage on saving throws against being blinded, deafened, or frightened. While wearing the flower, you can use an action to speak one of three command words to invoke the corsage's power and cause one of the following effects: - When you speak the first command word, you gain blindsight out to a range of 120 feet for 1 hour.\n- When you speak the second command word, choose a target within 120 feet of you and make a ranged attack with a +7 bonus. On a hit, the target takes 3d6 psychic damage.\n- When you speak the third command word, your form shifts and shimmers. For 1 minute, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. Each time you use the flower, one of its petals curls in on itself. You can't use the flower if all of its petals are curled. The flower uncurls 1d6 petals daily at 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": "black-phial", "name": "Black Phial", "type": "Wondrous item", "desc": "This black stone phial has a tightly fitting stopper and 3 charges. As an action, you can fill the phial with blood taken from a living, or recently deceased (dead no longer than 1 minute), humanoid and expend 1 charge. When you do so, the black phial transforms the blood into a potion of greater healing. A creature who drinks this potion must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. The phial regains 1d3 expended charges daily at midnight. If you expend the phial's last charge, roll a d20: 1d20. On a 1, the phial crumbles into dust and is destroyed.", "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": "robe-of-stars", "name": "Robe of Stars", "type": "Wondrous item", "desc": "This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.\n\nSix stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast _magic missile_ as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.\n\nWhile you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.", "rarity": "very 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": "shadowhounds-muzzle", "name": "Shadowhound's Muzzle", "type": "Wondrous item", "desc": "This black leather muzzle seems to absorb light. As an action, you can place this muzzle around the snout of a grappled, unconscious, or willing canine with an Intelligence of 3 or lower, such as a mastiff or wolf. The canine transforms into a shadowy version of itself for 1 hour. It uses the statistics of a shadow, except it retains its size. It has its own turns and acts on its own initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If the shadow canine is reduced to 0 hit points, the canine reverts to its original form, and the muzzle is destroyed. At the end of the duration or if you remove the muzzle (by stroking the canine's snout), the canine reverts to its original form, and the muzzle remains intact. If you become unattuned to this item while the muzzle is on a canine, its transformation becomes permanent, and the creature becomes independent with a will of its own. Once used, the muzzle can't be used to transform a canine 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": "rod-of-the-disciplinarian", "name": "Rod of the Disciplinarian", "type": "Rod", "desc": "This black lacquered wooden rod is banded in steel, has a flanged head, and functions as a magic mace. As a bonus action, you can brandish the rod at a creature and demand it refrain from a particular activity— attacking, casting, moving, or similar. The activity can be as specific (don't attack the person next to you) or as open (don't cast a spell) as you want, but the activity must be a conscious act on the creature's part, must be something you can determine is upheld or broken, and can't immediately jeopardize the creature's life. For example, you can forbid a creature from lying only if you are capable of determining if the creature is lying, and you can't forbid a creature that needs to breathe from breathing. The creature can act normally, but if it performs the activity you forbid, you can use a reaction to make a melee attack against it with the rod. You can forbid only one creature at a time. If you forbid another creature from performing an activity, the previous creature is no longer forbidden from performing activities. Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.", "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": "blacktooth", "name": "Blacktooth", "type": "Wand", "desc": "This black ivory, rune-carved wand has 7 charges. It regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast the guiding bolt spell from it, using an attack bonus of +7. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.", "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": "axe-of-chilling-fear-a5e", "name": "Axe of Chilling Fear", "type": "Weapon", "desc": "This black iron axe is ice-cold to the touch and feels uncomfortable to hold. Its head has an iridescent blue tint to it, and frost gathers around it when it’s left to rest.\n\nYou have a +1 bonus to _attack and damage rolls_ with this weapon, and when you hit a creature that’s _frightened_ of you (as per the condition) with it, it deals an extra 2d6 cold damage. Additionally, you have _advantage_ on Intimidation checks while holding it, and when you score a critical hit with it, the target must make a DC 15 Wisdom _saving throw_ or be frightened of you for 1 minute. It can repeat the saving throw each time it takes damage, ending the effect on a success.\n\n**_Curse._** While attuned to this axe, a deep-seated fear comes to the fore. You develop a _phobia_ based on a pre-existing fear (work with the Narrator to determine something suitable), however dormant, with the following alterations: when confronted with this object of this phobia, you must make a DC 15 Wisdom _saving throw_ , becoming _frightened_ of it for 1 minute on a failure. On a success, you can’t be frightened by that phobia again for 1 hour. This does not affect a phobia gained in any other way.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "band-of-iron-thorns", "name": "Band of Iron Thorns", "type": "Wondrous item", "desc": "This black iron armband bristles with long, needle-sharp iron thorns. When you attune to the armband, the thorns bite into your flesh. The armband doesn't function unless the thorns pierce your skin and are able to reach your blood. While wearing the band, after you roll a saving throw but before the GM reveals if the roll is a success or failure, you can use your reaction to expend one Hit Die. Roll the die, and add the number rolled to your saving throw.", "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": "tenebrous-mantle", "name": "Tenebrous Mantle", "type": "Wondrous item", "desc": "This black cloak appears to be made of pure shadow and shrouds you in darkness. While wearing it, you gain the following benefits: - You have advantage on Dexterity (Stealth) checks.\n- You have resistance to necrotic damage.\n- You can cast the darkness and misty step spells from it at will. Casting either spell from the cloak requires an action. Instead of a silvery mist when you cast misty step, you are engulfed in the darkness of the cloak and emerge from the cloak's darkness at your destination.\n- You can use an action to cast the black tentacles or living shadows (see Deep Magic for 5th Edition) spell from it. The cloak can't be used this way again until the following dusk.", "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": "candle-of-communion", "name": "Candle of Communion", "type": "Wondrous item", "desc": "This black candle burns with an eerie, violet flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on necromancy spells. After burning for 1 hour, or if the candle's flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the speak with dead spell with it. Doing so destroys the candle.", "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": "candle-of-summoning", "name": "Candle of Summoning", "type": "Wondrous item", "desc": "This black candle burns with an eerie, green flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on conjuration spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the spirit guardians spell (save DC 15) with it. Doing so destroys the candle.", "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": "candle-of-visions", "name": "Candle of Visions", "type": "Wondrous item", "desc": "This black candle burns with an eerie, blue flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on divination spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the augury spell with it, which reveals its otherworldly omen in the candle's smoke. Doing so destroys the candle.", "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": "angry-hornet", "name": "Angry Hornet", "type": "Weapon (any ammunition)", "desc": "This black ammunition has yellow fletching or yellow paint. When you fire this magic ammunition, it makes an angry buzzing sound, and it multiplies in flight. As it flies, 2d4 identical pieces of ammunition magically appear around it, all speeding toward your target. Roll separate attack rolls for each additional arrow or bullet. Duplicate ammunition disappears after missing or after dealing its damage. If the angry hornet and all its duplicates miss, the angry hornet remains magical and can be fired again, otherwise it is destroyed.", "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/" } ] }{ "count": 1618, "next": "