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=25
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=26",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=24",
    "results": [
        {
            "slug": "chamrosh-salve",
            "name": "Chamrosh Salve",
            "type": "Wondrous item",
            "desc": "This 3-inch-diameter ceramic jar contains 1d4 + 1 doses of a syrupy mixture that smells faintly of freshly washed dog fur. The jar is a glorious gold-white, resembling the shimmering fur of a Chamrosh (see Tome of Beasts 2), the holy hound from which this salve gets its name. As an action, one dose of the ointment can be applied to the skin. The creature that receives it regains 2d8 + 1 hit points and is cured of the charmed, frightened, and poisoned conditions.",
            "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": "cubic-gate-a5e",
            "name": "Cubic Gate",
            "type": "Wondrous Item",
            "desc": "This 3-inch cube has 3 charges and regains 1d3 charges each dawn. Each side of the cube is keyed to a different plane, one of which is the Material Plane. The other five sides are determined by the Narrator.\n\nAs an action, you may press one side of the cube and spend a charge to cast the _gate  s_pell, expending a charge and opening a portal to the associated plane. You may instead press a side twice, expending 2 charges and casting _plane shift_ (save DC 17) which sends the targets to the associated plane.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dancing-floret",
            "name": "Dancing Floret",
            "type": "Wondrous item",
            "desc": "This 2-inch-long plant has a humanoid shape, and a large purple flower sits at the top of the plant on a short, neck-like stalk. Small, serrated thorns on its arms and legs allow it to cling to your clothing, and it most often dances along your arm or across your shoulders. While attuned to the floret, you have proficiency in the Performance skill, and you double your proficiency bonus on Charisma (Performance) checks made while dancing. The floret has 3 charges for the following other properties. The floret regains 1d3 expended charges daily at 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",
            "name": "Sphere of Annihilation",
            "type": "Wondrous item",
            "desc": "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\n\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.\n\nThe sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.\n\nIf you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.\n\nIf the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.\n\n| d100   | Result                                                                                                                             |\n|--------|------------------------------------------------------------------------------------------------------------------------------------|\n| 01-50  | The sphere is destroyed.                                                                                                           |\n| 51-85  | The sphere moves through the portal or into the extradimensional space.                                                            |\n| 86-00  | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "hand-of-the-night-a5e",
            "name": "Hand of the Night",
            "type": "Wondrous Item",
            "desc": "Thin ridges of ivory trace the fingers of this supple leather glove, yet they never restrict the movement or flexibility of the hand. While wearing this glove, you can cause an object held in your hand to turn _invisible_ , provided it weighs 5 pounds or less. The object remains invisible until you let go of it or end the effect as a free action. If you make an attack with an invisible weapon that has the finesse property, the attack doesn’t trigger any reactions unless the creature making the reaction can perceive invisible objects.\n\nAdditionally, if you are in _dim light or darkness_ , you can turn invisible as an action. You remain invisible for 10 minutes or until you use movement or take any actions or reactions.\n\n_**Curse.**_ While in sunlight, your skin appears gray and veiny, your face is gaunt, and your eyes turn hollow, pale, and milky, giving you an unsettling demeanor. The exact effects of this appearance can vary broadly depending on who’s around to see it, often imposing disadvantage on Charisma checks or even outright hostility. Additionally, while in sunlight you make any _saving throws_  with a –2 penalty.\n\n_**Escalation.**_ This glove’s true powers open up when, through subtlety and subterfuge, you steal something greater than just objects. This could mean stealing a soul away from death, stealing victory from the jaws of defeat, or something even more unusual. The first time you perform such a feat, the glove gains 3 charges that replenish each dawn. Additionally, each time you trigger the escalation you can choose from one of the following benefits, each of which cost 1 charge to use.\n\n• You can cast disguise self without expending a spell slot, and Charisma is your spellcasting ability for this effect. You can’t do so again until the next dawn.  \n• For 1 minute you can use movement while benefiting from this glove’s invisibility.  \n• If you take an action or reaction while benefiting from this glove’s invisibility, you can instead become visible at the start of your next turn.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eyes-of-the-eagle-a5e",
            "name": "Eyes of the Eagle",
            "type": "Wondrous Item",
            "desc": "These wire-framed lenses fit over the eyes and grant you _advantage_  on sight-based Perception checks. When visibility is clear you can make out fine details at extreme ranges, easily discerning creatures and objects as small as 2 feet across.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eyes-of-minute-seeing-a5e",
            "name": "Eyes of Minute Seeing",
            "type": "Wondrous Item",
            "desc": "These wire-framed lenses are worn over the eyes and enhance your vision within 1 foot. You gain _advantage_  on any sight-based Investigation checks made to study an object or area within that range",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "seneschals-gloves",
            "name": "Seneschal's Gloves",
            "type": "Wondrous item",
            "desc": "These white gloves have elegant tailoring and size themselves perfectly to fit your hands. The gloves must be attuned to a specific, habitable place with walls, a roof, and doors before you can attune to them. To attune the gloves to a location, you must leave the gloves in the location for 24 hours. Once the gloves are attuned to a location, you can attune to them. While you wear the gloves, you can unlock any nonmagical lock within the attuned location by touching the lock, and any mundane portal you open in the location while wearing these gloves opens silently. As an action, you can snap your fingers and every nonmagical portal within 30 feet of you immediately closes and locks (if possible) as long as it is unobstructed. (Obstructed portals remain open.) Once used, this property of the gloves can't be used again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "shoes-of-the-shingled-canopy",
            "name": "Shoes of the Shingled Canopy",
            "type": "Wondrous item",
            "desc": "These well-made, black leather shoes have brass buckles shaped like chimneys. While wearing the shoes, you have proficiency in the Acrobatics skill. In addition, while falling, you can use a reaction to cast the feather fall spell by holding your nose. The shoes 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": "scrolls-of-correspondence",
            "name": "Scrolls of Correspondence",
            "type": "Scroll",
            "desc": "These vellum scrolls always come in pairs. Anything written on one scroll also appears on the matching scroll, as long as they are both on the same plane of existence. Each scroll can hold up to 75 words at a time. While writing on one scroll, you are aware that the words are appearing on a paired scroll, and you know if no creature bears the paired scroll. The scrolls don't translate words written on them, and the reader and writer must be able to read and write the same language to understanding the writing on the scrolls. While holding one of the scrolls, you can use an action to tap it three times with a quill and speak a command word, causing both scrolls to go blank. If one of the scrolls in the pair is destroyed, the other scroll becomes nonmagical.",
            "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": "ivory-knights-a5e",
            "name": "Ivory Knights",
            "type": "Wondrous Item",
            "desc": "These two ivory figurines look as though they belong with a chess set. If you and one other person hold one of the knights, you can use an action to whisper in the ear of the game piece to communicate with the creature holding the other (as the _message_ cantrip).\n\nIf you and the person carrying the other figurine hold your game pieces to your hearts while within 120 feet of each other, you share a remembrance of two outmatched knights rushing into battle. Within the next minute, each of you can use an action once to teleport to any point between your current positions. You each can teleport once, after which the figurines lose their power.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "talking-tablets",
            "name": "Talking Tablets",
            "type": "Wondrous item",
            "desc": "These two enchanted brass tablets each have gold styli chained to them by small, silver chains. As long as both tablets are on the same plane of existence, any message written on one tablet with its gold stylus appears on the other tablet. If the writer writes words in a language the reader doesn't understand, the tablets translate the words into a language the reader can read. While holding a tablet, you know if no creature bears the paired tablet. When the tablets have transferred a total of 150 words between them, their magic ceases to function until the next dawn. If one of the tablets is destroyed, the other one becomes a nonmagical block of brass worth 25 gp.",
            "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": "earrings-of-the-eclipse",
            "name": "Earrings of the Eclipse",
            "type": "Wondrous item",
            "desc": "These two cubes of smoked quartz are mounted on simple, silver posts. While you are wearing these earrings, you can take the Hide action while you are motionless in an area of dim light or darkness even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. If you are in darkness when you use the Hide action, you have advantage on the Dexterity (Stealth) check. If you move, attack, cast a spell, or do anything other than remain motionless, you are no longer hidden and can be detected normally.",
            "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": "scorpion-feet",
            "name": "Scorpion Feet",
            "type": "Wondrous item",
            "desc": "These thick-soled leather sandals offer comfortable and safe passage across shifting sands. While you wear them, you gain the following benefits:\n- Your speed isn't reduced while in magical or nonmagical difficult terrain made of sand.\n- You have advantage on all ability checks and saving throws against natural hazards where sand is a threatening element.\n- You have immunity to poison damage and advantage on saving throws against being poisoned.\n- You leave no tracks or other traces of your passage through sandy terrain.",
            "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": "boots-of-pouncing",
            "name": "Boots of Pouncing",
            "type": "Wondrous item",
            "desc": "These soft leather boots have a collar made of Albino Death Weasel fur (see Creature Codex). While you wear these boots, your walking speed becomes 40 feet, unless your walking speed is higher. Your speed is still reduced if you are encumbered or wearing heavy armor. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "figurine-of-wondrous-power-a5e",
            "name": "Figurine of Wondrous Power",
            "type": "Wondrous Item",
            "desc": "These small, palm-sized figurines of various animals run the entire gamut of artistic skill—some sculpted down to the last hair of detail and some looking more like the product of carvings by a drunkard.\n\nThe specifics of these figurines vary but they all work in essentially the same way: if you use an action to speak the appropriate command word and throw the figurine at a point within 60 feet, it transforms into a living creature the color of its original material. If the chosen space is occupied (either by creatures or non-living obstacles) the figurine does not transform.\n\nThe resulting creature is friendly to you and your companions, with a notable exception listed below. It understands any language you can speak and follows your verbal commands. When not carrying out a task, the creature defends itself but does not otherwise act.\n\nEach creature stays transformed for a specific duration, detailed in its individual entry. At the end of this duration, the creature turns back to its inanimate form. It also reverts early if it drops to 0 hit points or if you use an action to speak the command word while touching it. Once it has reverted to its figurine form, it cannot transform again for a duration specific to each creature, as detailed in its entry.\n\n---\n\n__**Table: Figurine of Wondrous Power**__\n| **Figurine**           | **Rarity** | **Cost**  | **Crafting Components**                   | **Property**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |\n| ---------------------- | ---------- | --------- | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| **Bronze Griffin**     | Rare       | 5,000 gp  | Griffon feather                           | This bronze figurine is of a griffon in an aggressive posture. It can become a _griffon_  for 6 hours, after which it cannot be used again for 5 days.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |\n| **Ebony Fly**          | Rare       | 5,000 gp  | Vial filled with mundane flies            | This ebony has been carved to look like a horsefly in flight. It can turn into a giant fly and be used as a mount for up to 6 hours, after which it cannot be used for 2 days.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |\n| **Golden Lions**       | Rare       | 5,000 gp  | Braid of lion’s mane                      | These gold lion figurines are always created in pairs, but can be used both together or separately. Each can become a _lion_  for up to 1 hour, after which it can’t be used for 7 days.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |\n| **Ivory Goats**        | Rare       | 5,000 gp  | Instrument made of goat horn              | These statuettes are always created in threes, but are with different colors, poses, and abilities—most commonly a white goat running, a red goat standing, and a black goat rampant.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| _**Goat of Travel.**_  |            |           |                                           | _The goat of travel_ has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. When the charges run out it can’t be used again until 7 days have passed, at which point it regains all charges. This goat takes the form of a large _goat_ , but uses the statistics of a _riding horse_ .                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |\n| _**Goat of Travail.**_ |            |           |                                           | _The goat of travail_ becomes a Large _goat_  for up to 3 hours, after which it can’t be used again for 30 days.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| _**Goat of Terror.**_  |            |           |                                           | _The goat of terror_ becomes a Large goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a   _1 lance_ , and the other becomes a   _2 longsword_ . Removing a horn requires an action and the weapons disappear when the goat reverts to figurine form. In addition, the goat radiates terror in a 30-foot radius while you are riding it. Any creature hostile to you that starts its turn in the area makes a DC 15 Wisdom _saving throw_  or becomes _frightened_  of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s terror for the next 24 hours. After this figurine has been used, it can’t be used again until 15 days have passed. |\n| **Marble Elephant**    | Rare       | 5,000 gp  | Vial of elephant hairs                    | This hefty figurine is carved into the form of an elephant with a raised trunk. It can become an _elephant_  for up to 24 hours, after which it cannot be used for 7 days.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| **Obsidian Steed**     | Very rare  | 10,000 gp | Lock of hair from a nightmare’s mane      | This rearing horse statuette can become a _nightmare_  for up to 24 hours. It can be utilized as a mount, but fights only to defend itself. There is always a 5% chance per use that the steed ignores your orders, including commands that it return to figurine form. If you mount the steed during this time, it instantly teleports the two of you to a random location in Hell, whereupon it immediately reverts to figurine form. After this figurine has been used, it can’t be used again until 5 days have passed.                                                                                                                                                                                                                                                                                                                                                                                                                       |\n| **Onyx Dog**           | Rare       | 5,000 gp  | Collar worn by a dog for a year and a day | This onyx carving of a sitting dog can become a Medium-sized version of the dog depicted (usually a _mastiff_ ) for up to 6 hours. It has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see _invisible_  creatures and objects within that range. After this figurine has been used, it can’t be used again until 7 days have passed.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |\n| **Serpentine Owl**     | Rare       | 5,000 gp  | Gilded owl’s feather                      | This serpentine statuette of an owl with spread wings can become a _giant owl_  for up to 8 hours, after which it can’t be used again for 2 days. The owl can communicate with you via telepathy at any range as long as both of you are on the same plane                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| **Silver Raven**       | Uncommon   | 500 gp    | Gilded raven’s feather                    | This silver raven statuette can become a mundane _raven_  for up to 12 hours. After this figurine has been used, it can’t be used again until 2 days have passed. While it is in raven form, you can cast _animal messenger_ on it at will.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |\n\n---\n\n**Giant Fly Challenge 0**\n\n_Large beast_ 0 XP\n\n**Armor Class** 11\n\n**Hit Points** 19 (3d10+3; bloodied 10)\n\n**Speed** 30 ft., fly 40 ft.\n\n**STR DEX CON INT WIS CHA**\n\n14 (+2) 13 (+1) 13 (+1) 2 (–4) 10 (+0) 3 (–4)\n\n**Proficiency** +2; **Maneuver** DC 12\n\n**Senses** darkvision 60 ft., passive Perception 10\n\n**Languages** —",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hair-fuses-a5e",
            "name": "Hair Fuses",
            "type": "Other",
            "desc": "These small wicks and glued strips powdered with gunpowder are worn in the hair, usually at the ends of long braids or in a voluminous beard. You can use an action or bonus action to light these fuses, rolling 1d12\\. On a 12, the fuses all ignite at once and you take 1d6 fire damage. Otherwise they burn for 1 minute and give you advantage on Charisma (Intimidation) checks, but _disadvantage_  on all other Charisma checks",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "kobold-firework",
            "name": "Kobold Firework",
            "type": "Wondrous item",
            "desc": "These small pouches and cylinders are filled with magical powders and reagents, and they each have a small fuse protruding from their closures. You can use an action to light a firework then throw it up to 30 feet. The firework activates immediately or on initiative count 20 of the following round, as detailed below. Once a firework’s effects end, it is destroyed. A firework can’t be lit underwater, and submersion in water destroys a firework. A lit firework can be destroyed early by dousing it with at least 1 gallon of water.\n Blinding Goblin-Cracker (Uncommon). This bright yellow firework releases a blinding flash of light on impact. Each creature within 15 feet of where the firework landed and that can see it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Deafening Kobold-Barker (Uncommon). This firework consists of several tiny green cylinders strung together and bursts with a loud sound on impact. Each creature within 15 feet of where the firework landed and that can hear it must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Enchanting Elf-Fountain (Uncommon). This purple pyramidal firework produces a fascinating and colorful shower of sparks for 1 minute. The shower of sparks starts on the round after you throw it. While the firework showers sparks, each creature that enters or starts its turn within 30 feet of the firework must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the firework until the start of its next turn.\n Fairy Sparkler (Common). This narrow firework is decorated with stars and emits a bright, sparkling light for 1 minute. It starts emitting light on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the firework’s bright light.\n Priest Light (Rare). This silver cylinder firework produces a tall, argent flame and numerous golden sparks for 10 minutes. The flame appears on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An undead creature can’t willingly enter the firework’s bright light by nonmagical means. If the undead creature tries to use teleportation or similar interplanar travel to do so, it must first succeed on a DC 15 Charisma saving throw. If an undead creature is in the bright light when it appears, the creature must succeed on a DC 15 Wisdom saving throw or be compelled to leave the bright light. It won’t move into any obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move out of the bright light. In addition, each non-undead creature in the bright light can’t be charmed, frightened, or possessed by an undead creature.\n Red Dragon’s Breath (Very Rare). This firework is wrapped in gold leaf and inscribed with scarlet runes, and it erupts into a vertical column of fire on impact. Each creature in a 10-foot-radius, 60-foot-high cylinder centered on the point of impact must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one.\n Snake Fountain (Rare). This short, wide cylinder is red, yellow, and black with a scale motif, and it produces snakes made of ash for 1 minute. It starts producing snakes on the round after you throw it. The firework creates 1 poisonous snake each round. The snakes are friendly to you and your companions. Roll initiative for the snakes as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The snakes remain for 10 minutes, until you dismiss them as a bonus action, or until they are doused with at least 1 gallon of water.",
            "rarity": "varies",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "band-of-restraint",
            "name": "Band of Restraint",
            "type": "Wondrous item",
            "desc": "These simple leather straps are nearly unbreakable when used as restraints. If you spend 1 minute tying a Small or Medium creature's limbs with these straps, the creature is restrained (escape DC 17) until it escapes or until you speak a command word to release the straps. While restrained by these straps, the target has disadvantage on Strength checks.",
            "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": "silver-string",
            "name": "Silver String",
            "type": "Wondrous item",
            "desc": "These silver wires magically adjust to fit any stringed instrument, making its sound richer and more melodious. You have advantage on Charisma (Performance) checks made when playing the instrument.",
            "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": "dancing-shoes-a5e",
            "name": "Dancing Shoes",
            "type": "Wondrous Item",
            "desc": "These shoes feature a low heel, but otherwise shape to the wearer’s foot. While wearing these shoes, you gain an _expertise die_  on checks that relate to dancing.\n\nIf the shoes are separated, you may attune to one. When attuned to in this way, you know the direction of its location and if another creature has attuned to it. Once the shoes are reunited again, the effect ends.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "glasses-of-rodentius-a5e",
            "name": "Glasses of Rodentius",
            "type": "Wondrous Item",
            "desc": "These round glasses have a thin black metal frame and lenses that softly shimmer green. Engraved into the arms are very subtle rodents arranged into a helix. While you are wearing the glasses, you can see the paths that rodents have traveled in the last two days. The paths appear as shimmering green lines that reach upwards. The sooner a rat has traveled the path, the brighter the trail appears. When observed under the effects of __detect magic ,_ a small spectral rat crawls off of the glasses and squeaks. \n\nAlternatively, you can use an action to snap the glasses in half and cast _charm monster_  (save DC 13) on up to 10 rats you can see within range. Unlike normal, the duration of the spell is reduced to 1 minute.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "signal-rings-a5e",
            "name": "Signal Rings",
            "type": "Wondrous Item",
            "desc": "These rings come as a set of matched golden bands with a green enamel inlay. As an action, the wearer of one can rotate the inlay a full turn, at which point it turns to red. When one ring changes color, the other one does as well, regardless of its location.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "glamour-rings",
            "name": "Glamour Rings",
            "type": "Ring",
            "desc": "These rings are made from twisted loops of gold and onyx and are always found in pairs. The rings' magic works only while you and another humanoid of the same size each wear one ring and are on the same plane of existence. While wearing a ring, you or the other humanoid can use an action to swap your appearances, if both of you are willing. This effect works like the Change Appearance effect of the alter self spell, except you can change your appearance to only look identical to each other. Your clothing and equipment don't change, and the effect lasts until one of you uses this property again or until one of you removes the ring.",
            "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": "brawlers-leather",
            "name": "Brawler's Leather",
            "type": "Wondrous item",
            "desc": "These rawhide straps have lines of crimson runes running along their length. They require 10 minutes of bathing them in salt water before carefully wrapping them around your forearms. Once fitted, you gain a +1 bonus to attack and damage rolls made with unarmed strikes. The straps become brittle with use. After you have dealt damage with unarmed strike attacks 10 times, the straps crumble away.",
            "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": "venomous-fangs",
            "name": "Venomous Fangs",
            "type": "Wondrous item",
            "desc": "These prosthetic fangs can be positioned over your existing teeth or in place of missing teeth. While wearing these fangs, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls made with this magic bite. While you wear the fangs, a successful DC 9 Dexterity (Sleight of Hand) checks conceals them from view. At the GM's discretion, you have disadvantage on Charisma (Deception) or Charisma (Persuasion) checks against creatures that notice the fangs.",
            "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": "ebon-shards",
            "name": "Ebon Shards",
            "type": "Wondrous item",
            "desc": "These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete. The shards have 10 charges and give you access to a powerful array of Void magic spells. While holding the shards, you use an action to expend 1 or more of its charges to cast one of the following spells from them, using your spell save DC and spellcasting ability: living shadows* (5 charges), maddening whispers* (2 charges), or void strike* (3 charges). You can also use an action to cast the crushing curse* spell from the shards without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness or madness. The shards regain 1d6 + 4 expended charges daily at dusk. Each time you use the ebon shards to cast a spell, you must succeed on a DC 12 Charisma saving throw or take 2d6 psychic damage.",
            "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": "alliance-rings-a5e",
            "name": "Alliance Rings",
            "type": "Ring",
            "desc": "These matched glass rings shimmer from a stitch of eldritch energy that runs through their center. They contain some residual memories of the cleric and herald who originally wore the bands, relying on the enchanted jewelry as much as each other through many adventures together. When you and another creature attune to the rings, you each gain the ability to sense your approximate distance from one another. You also receive a slight jolt when the other ring wearer drops to 0 hit points.\n\nWhen the other ring wearer takes damage, you can use your reaction to concentrate and rotate the ring. When you do so, both you and the other ring wearer receive an image of an elderly herald giving up her life to shield her cleric companion from enemy arrows. The effect, spell, or weapon’s damage dice are rolled twice and use the lower result. After being used in this way, the energy in each ring disappears and they both become mundane items.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "black-and-white-daggers",
            "name": "Black and White Daggers",
            "type": "Weapon",
            "desc": "These matched daggers are identical except for the stones set in their pommels. One pommel is chalcedony (opaque white), the other is obsidian (opaque black). You gain a +1 bonus to attack and damage rolls with both magic weapons. The bonus increases to +3 when you use the white dagger to attack a monstrosity, and it increases to +3 when you use the black dagger to attack an undead. When you hit a monstrosity or undead with both daggers in the same turn, that creature takes an extra 1d6 piercing damage from the second attack.",
            "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": "umber-beans",
            "name": "Umber Beans",
            "type": "Wondrous item",
            "desc": "These magical beans have a modest ochre or umber hue, and they are about the size and weight of walnuts. Typically, 1d4 + 4 umber beans are found together. You can use an action to throw one or more beans up to 10 feet. When the bean lands, it grows into a creature you determine by rolling a d10 and consulting the following table. ( Umber Beans#^creature) The creature vanishes at the next dawn or when it takes bludgeoning, piercing, or slashing damage. The bean is destroyed when the creature vanishes. The creature is illusory, and you are aware of this. You can use a bonus action to command how the illusory creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature's attacks deal psychic damage, though the target perceives the damage as the type appropriate to the illusion, such as slashing for a vrock's talons. A creature with truesight or that uses its action to examine the illusion can determine that it is an illusion with a successful DC 13 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature sees the illusion as faint and the illusion can't attack that creature. | dice: 1d10 | Creature |\n| ---------- | ---------------------------- |\n| 1 | Dretch |\n| 2-3 | 2 Shadows |\n| 4-6 | Chuul |\n| 7-8 | Vrock |\n| 9 | Hezrou or Psoglav |\n| 10 | Remorhaz or Voidling |",
            "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": "midnight-pearls-a5e",
            "name": "Midnight Pearls",
            "type": "Wondrous Item",
            "desc": "These lustrous black pearl earrings would look at home on a socialite but are rumored to have originated with a treacherous pirate captain. They always appear wet and give the air nearby the slightest taste of saltwater. You do not require pierced ears to wear the earrings and when placed against the lobe they naturally stick to your skin. In addition to being highly fashionable, they can also help escape a tough jam. \n\nYou can use an action to drop and stomp on one of these earrings, destroying it as a cloud of _darkness_  erupts in a 5-foot radius and extends 10 feet in every direction for 1d4 rounds.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "windwalker-boots",
            "name": "Windwalker Boots",
            "type": "Wondrous item",
            "desc": "These lightweight boots are made of soft leather. While you wear these boots, you can walk on air as if it were solid ground. Your speed is halved when ascending or descending on the air. Otherwise, you can walk on air at your walking speed. You can use the Dash action as normal to increase your movement during your turn. If you don't end your movement on solid ground, you fall at the end of your turn unless otherwise supported, such as by gripping a ledge or hanging from a rope.",
            "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": "eyes-of-the-outer-dark",
            "name": "Eyes of the Outer Dark",
            "type": "Wondrous item",
            "desc": "These lenses are crafted of polished, opaque black stone. When placed over the eyes, however, they allow the wearer not only improved vision but glimpses into the vast emptiness between the stars. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 60 feet. As an action, you can use the lenses to pierce the veils of time and space and see into the outer darkness. You gain the benefits of the foresight and true seeing spells for 10 minutes. If you activate this property and you aren't suffering from a madness, you take 3d8 psychic damage. Once used, this property of the lenses 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": "sandals-of-sand-skating",
            "name": "Sandals of Sand Skating",
            "type": "Wondrous item",
            "desc": "These leather sandals repel sand, leaving your feet free of particles and grit. While you wear these sandals in a desert, on a beach, or in an otherwise sandy environment, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced while in nonmagical difficult terrain made of sand. In addition, when you take the Dash action across sand, the extra movement you gain is double your speed instead of equal to your speed. With a speed of 30 feet, for example, you can move up to 90 feet on your turn if you dash across sand.",
            "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": "cestus",
            "name": "Cestus",
            "type": "Wondrous item",
            "desc": "These leather hand wraps are padded across the knuckles. You have a bonus to attack and damage rolls made with unarmed strikes while wearing these hand wraps. The bonus is determined by the item's rarity.",
            "rarity": "uncommon (+1), rare (+2), or very rare (+3)",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "deepstone-cestus",
            "name": "Deepstone Cestus",
            "type": "Wondrous item",
            "desc": "These leather hand wraps are fitted with round, flat stones engraved with runes. While wearing these wraps, your ki save DC increases by 2.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement by a monk",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "giantstrike-cestus",
            "name": "Giantstrike Cestus",
            "type": "Wondrous item",
            "desc": "These leather hand wraps are fitted with iron plates engraved with runes. When you make unarmed strikes while wearing these wraps, your Martial Arts die is one die higher.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement by a monk",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "paired-gauntlets-of-striking",
            "name": "Paired Gauntlets of Striking",
            "type": "Wondrous item",
            "desc": "These leather gloves are reinforced with steel plates and decorated with images of two humanoids fighting side-by-side. While you and another creature are each wearing one of the gauntlets and are each within 5 feet of the same creature, you both have advantage on the first attack roll you make against that creature on each of your turns.",
            "rarity": "uncommon",
            "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": "briarthorn-bracers",
            "name": "Briarthorn Bracers",
            "type": "Wondrous item",
            "desc": "These leather bracers are inscribed with Elvish runes. While wearing these bracers, you gain a +1 bonus to AC if you are using no shield. In addition, while in a forest, nonmagical difficult terrain costs you no extra movement.",
            "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": "centaur-wrist-wraps",
            "name": "Centaur Wrist-Wraps",
            "type": "Wondrous item",
            "desc": "These leather and fur wraps are imbued with centaur shamanic magic. The wraps are stained a deep amber color, and intricate motifs painted in blue seem to float above the surface of the leather. While wearing these wraps, you can call on their magic to reroll an attack made with a shortbow or longbow. You must use the new roll. Once used, the wraps must be held in wood smoke for 15 minutes before they can be used in this way again.",
            "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": "horseshoes-of-speed",
            "name": "Horseshoes of Speed",
            "type": "Wondrous item",
            "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.",
            "rarity": "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": "horseshoes-of-a-zephyr-a5e",
            "name": "Horseshoes of a Zephyr",
            "type": "Wondrous Item",
            "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to perform the following feats:\n\n* Move normally while floating 4 inches above the ground, allowing it to cross or stand above nonsolid or unstable surfaces (such as lava or water).\n* Leave no tracks and ignore _difficult terrain_ .\n* Move its Speed for up to 12 hours a day without suffering _fatigue_  from a forced march.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horseshoes-of-a-zephyr",
            "name": "Horseshoes of a Zephyr",
            "type": "Wondrous item",
            "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.",
            "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": "horseshoes-of-speed-a5e",
            "name": "Horseshoes of Speed",
            "type": "Wondrous Item",
            "desc": "These iron horseshoes come in a set of four. Once all four are affixed to the hooves of a horse or similar creature, its Speed increases by 30 feet.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "jarngreipr-a5e",
            "name": "Járngreipr",
            "type": "Wondrous Item",
            "desc": "These iron gauntlets are required in order to handle the mighty _Mjölnir_ . Your Strength score is 19 while you wear these gauntlets. This benefit has no effect on you if your Strength is 19 or higher without them. The gloves have 5 charges. You can use your reaction to expend a charge to gain _advantage_  on a Strength check or Strength _saving throw_ . The gloves regain 1d4+1 expended charges daily at dawn.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stonechewer-gauntlets",
            "name": "Stonechewer Gauntlets",
            "type": "Wondrous item",
            "desc": "These impractically spiked gauntlets are made from adamantine, are charged with raw elemental earth magic, and limit the range of motion in your fingers. While wearing these gauntlets, you can't carry a weapon or object, and you can't climb or otherwise perform precise actions requiring the use of your hands. When you hit a creature with an unarmed strike while wearing these gauntlets, the unarmed strike deals an extra 1d4 piercing damage.",
            "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": "talking-torches",
            "name": "Talking Torches",
            "type": "Wondrous item",
            "desc": "These heavy iron and wood torches are typically found in pairs or sets of four. While holding this torch, you can use an action to speak a command word and cause it to produce a magical, heatless flame that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to repeat the command word to extinguish the light. If more than one talking torch remain lit and touching for 1 minute, they become magically bound to each other. A torch remains bound until the torch is destroyed or until it is bound to another talking torch or set of talking torches. While holding or carrying the torch, you can communicate telepathically with any creature holding or carrying one of the torches bound to your torch, as long as both torches are lit and within 5 miles of each other.",
            "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": "bear-paws",
            "name": "Bear Paws",
            "type": "Wondrous item",
            "desc": "These hand wraps are made of flexible beeswax that ooze sticky honey. While wearing these gloves, you have advantage on grapple checks. In addition, creatures grappled by you have disadvantage on any checks made to escape your grapple.",
            "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": "clarifying-goggles",
            "name": "Clarifying Goggles",
            "type": "Wondrous item",
            "desc": "These goggles contain a lens of slightly rippled blue glass that turns clear underwater. While wearing these goggles underwater, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when peering through silt, murk, or other natural underwater phenomena that would ordinarily lightly obscure your vision. While wearing these goggles above water, your vision is lightly obscured.",
            "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": "gloves-of-missile-snaring",
            "name": "Gloves of Missile Snaring",
            "type": "Wondrous item",
            "desc": "These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.",
            "rarity": "uncommon",
            "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"
        }
    ]
}