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=26
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=27", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-desc&page=25", "results": [ { "slug": "crab-gloves", "name": "Crab Gloves", "type": "Wondrous item", "desc": "These gloves are shaped like crab claws but fit easily over your hands. While wearing these gloves, you can take the Attack action to make two melee weapon attacks with the claws. You are proficient with the claws. Each claw has a reach of 5 feet and deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you hit a creature of your size or smaller using a claw, you automatically grapple the creature with the claw. You can have no more than two creatures grappled in this way at a time. While grappling a target with a claw, you can't attack other creatures with that claw. While wearing the gloves, you have disadvantage on Charisma and Dexterity checks, but you have advantage on checks while operating an apparatus of the crab and on attack rolls with the apparatus' claws. In addition, you can't wield weapons or a shield, and you can't cast a spell that has a somatic component. A creature with an Intelligence of 8 or higher that has two claws can wear these gloves. If it does so, it has two appropriately sized humanoid hands instead of claws. The creature can wield weapons with the hands and has advantage on Dexterity checks that require fine manipulation. Pulling the gloves on or off requires an action.", "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": "boots-of-the-winterlands", "name": "Boots of the Winterlands", "type": "Wondrous item", "desc": "These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:\n\n* You have resistance to cold damage.\n* You ignore difficult terrain created by ice or snow.\n* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.", "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" }, { "slug": "eyes-of-charming-a5e", "name": "Eyes of Charming", "type": "Wondrous Item", "desc": "These framed lenses are worn over the eyes and contain 3 charges. You can use an action to expend 1 charge and cast the __charm person_ spell (save DC 13). Both you and the target must be able to see each other. The lenses regain all expended charges at dawn.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rogues-aces", "name": "Rogue's Aces", "type": "Wondrous item", "desc": "These four, colorful parchment cards have long bailed the daring out of hazardous situations. You can use an action to flip a card face-up, activating it. A card is destroyed after it activates. Ace of Pentacles. The pentacles suit represents wealth and treasure. When you activate this card, you cast the knock spell from it on an object you can see within 60 feet of you. In addition, you have advantage on Dexterity checks to pick locks using thieves’ tools for the next 24 hours. Ace of Cups. The cups suit represents water and its calming, soothing, and cleansing properties. When you activate this card, you cast the calm emotions spell (save DC 15) from it. In addition, you have advantage on Charisma (Deception) checks for the next 24 hours.", "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": "gauntlets-of-summer-a5e", "name": "Gauntlets of Summer", "type": "Wondrous Item", "desc": "These finely crafted gold-embossed white leather gauntlets are shaped to mimic the hooves of a stag. While wearing these gauntlets, your weapon attacks count as both silver and magical for the purpose of overcoming resistance and immunity to attacks and damage.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mask-of-the-war-chief", "name": "Mask of the War Chief", "type": "Wondrous item", "desc": "These fierce yet regal war masks are made by shamans in the cold northern mountains for their chieftains. Carved from the wood of alpine trees, each mask bears the image of a different creature native to those regions. Cave Bear (Uncommon). This mask is carved in the likeness of a roaring cave bear. While wearing it, you have advantage on Charisma (Intimidation) checks. In addition, you can use an action to summon a cave bear (use the statistics of a brown bear) to serve you in battle. The bear is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as attack your enemies. In the absence of such orders, the bear acts in a fashion appropriate to its nature. It vanishes at the next dawn or when it is reduced to 0 hit points. The mask can’t be used this way again until the next dawn. Behir (Very Rare). Carvings of stylized lightning decorate the closed, pointed snout of this blue, crocodilian mask. While wearing it, you have resistance to lightning damage. In addition, you can use an action to exhale lightning in a 30-foot line that is 5 feet wide Each creature in the line must make a DC 17 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn. Mammoth (Uncommon). This mask is carved in the likeness of a mammoth’s head with a short trunk curling up between the eyes. While wearing it, you count as one size larger when determining your carrying capacity and the weight you can lift, drag, or push. In addition, you can use an action to trumpet like a mammoth. Choose up to six creatures within 30 feet of you and that can hear the trumpet. For 1 minute, each target is under the effect of the bane (if a hostile creature; save DC 13) or bless (if a friendly creature) spell (no concentration required). This mask can’t be used this way again until the next dawn. Winter Wolf (Rare). Carved in the likeness of a winter wolf, this white mask is cool to the touch. While wearing it, you have resistance to cold damage. In addition, you can use an action to exhale freezing air in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn.", "rarity": "varies", "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": "angelic-earrings", "name": "Angelic Earrings", "type": "Wondrous item", "desc": "These earrings feature platinum loops from which hang bronzed claws from a Chamrosh (see Tome of Beasts 2), freely given by the angelic hound. While wearing these earrings, you have advantage on Wisdom (Insight) checks to determine if a creature is lying or if it has an evil alignment. If you cast detect evil and good while wearing these earrings, the range increases to 60 feet, and the spell lasts 10 minutes without requiring concentration.", "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": "throttlers-gauntlets", "name": "Throttler's Gauntlets", "type": "Wondrous item", "desc": "These durable leather gloves allow you to choke a creature you are grappling, preventing them from speaking. While you are grappling a creature, you can use a bonus action to throttle it. The creature takes damage equal to your proficiency bonus and can't speak coherently or cast spells with verbal components until the end of its next turn. You can choose to not damage the creature when you throttle it. A creature can still breathe, albeit uncomfortably, while throttled.", "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-eagle", "name": "Eyes of the Eagle", "type": "Wondrous item", "desc": "These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.", "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" }, { "slug": "eyes-of-minute-seeing", "name": "Eyes of Minute Seeing", "type": "Wondrous item", "desc": "These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.", "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": "eyes-of-charming", "name": "Eyes of Charming", "type": "Wondrous item", "desc": "These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the _charm person_ spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.", "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" }, { "slug": "captains-goggles", "name": "Captain's Goggles", "type": "Wondrous item", "desc": "These copper and glass goggles are prized by air and sea captains across the world. The goggles are designed to repel water and never fog. After attuning to the goggles, your name (or preferred moniker) appears on the side of the goggles. While wearing the goggles, you can't suffer from exhaustion.", "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": "soulbound-wraps", "name": "Soulbound Wraps", "type": "Wondrous item", "desc": "These cloth hand wraps are embroidered with symbols of balance and meditation. When you hit a creature with an unarmed strike while wearing these wraps, you can choose to reduce the damage you deal by up to 10, pulling some of the energy of the hit back into you through the wraps. You regain 1 ki point for every 10 damage you choose not to deal to a creature you hit. Once you regain a number of ki points equal to half your proficiency bonus, the wraps unravel and can’t be worn again until the next dawn.", "rarity": "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": "elemental-wraps", "name": "Elemental Wraps", "type": "Wondrous item", "desc": "These cloth arm wraps are decorated with elemental symbols depicting flames, lightning bolts, snowflakes, and similar. You have resistance to acid, cold, fire, lightning, or thunder damage while you wear these arm wraps. You choose the type of damage when you first attune to the wraps, and you can choose a different type of damage at the end of a short or long rest. The wraps have 10 charges. When you hit with an unarmed strike while wearing these wraps, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 damage of the type to which you have resistance. The wraps regain 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the wraps unravel and fall to the ground, becoming nonmagical.", "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": "butterfly-clips-a5e", "name": "Butterfly Clips", "type": "Wondrous Item", "desc": "These clips look like brightly colored enamel butterflies. When affixed to hair, they animate and flit around your head. Most people who wear these clips wear multiple, giving the appearance of a swarm of butterflies surrounding their hair.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "octopus-bracers", "name": "Octopus Bracers", "type": "Wondrous item", "desc": "These bronze bracers are etched with depictions of frolicking octopuses. While wearing these bracers, you can use an action to speak their command word and transform your arms into tentacles. You can use a bonus action to repeat the command word and return your arms to normal. The tentacles are natural melee weapons, which you can use to make unarmed strikes. Your reach extends by 5 feet while your arms are tentacles. When you hit with a tentacle, it deals bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier (your choice). If you hit a creature of your size or smaller than you, it is grappled. Each tentacle can grapple only one target. While grappling a target with a tentacle, you can't attack other creatures with that tentacle. While your arms are tentacles, you can't wield weapons that require two hands, and you can't wield shields. In addition, you can't cast a spell that has a somatic component. When the bracers' property has been used for a total of 10 minutes, the magic ceases to function until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "radiant-bracers", "name": "Radiant Bracers", "type": "Wondrous item", "desc": "These bronze bracers are engraved with the image of an ankh with outstretched wings. While wearing these bracers, you have resistance to necrotic damage, and you can use an action to speak the command word while crossing the bracers over your chest. If you do so, each undead that can see you within 30 feet of you must make a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, an undead creature is turned for 1 minute or until it takes any damage. This feature works like the cleric's Turn Undead class feature, except it can't be used to destroy undead. The bracers can't be used to turn undead 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": "unstable-bombard", "name": "Unstable Bombard", "type": "Potion", "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "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": "aurochs-bracers", "name": "Aurochs Bracers", "type": "Wondrous item", "desc": "These bracers have the graven image of a bull's head on them. Your Strength score is 19 while you wear these bracers. It has no effect on you if your Strength is already 19 or higher. In addition, when you use the Attack action to shove a creature, you have advantage on the Strength (Athletics) check.", "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": "serpentine-bracers", "name": "Serpentine Bracers", "type": "Wondrous item", "desc": "These bracers are a pair of golden snakes with ruby eyes, which coil around your wrist and forearm. While wearing both bracers, you gain a +1 bonus to AC if you are wearing no armor and using no shield. You can use an action to speak the bracers' command word and drop them on the ground in two unoccupied spaces within 10 feet of you. The bracers become two constrictor snakes under your control and act on their own initiative counts. By using a bonus action to speak the command word again, you return a bracer to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command each snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snakes take and where they move during their next turns, or you can issue them a general command, such as attack your enemies or guard a location. If a snake is reduced to 0 hit points, it dies, reverts to its bracer form, and can't be commanded to become a snake again until 2 days have passed. If a snake reverts to bracer form before losing all its hit points, it regains all of them and can't be commanded to become a snake 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": "boots-of-elvenkind-a5e", "name": "Boots of Elvenkind", "type": "Wondrous Item", "desc": "These boots cause your steps to make no sound, no matter the material stepped upon. While wearing these boots, you gain _advantage_ on Dexterity (Stealth) checks to move silently.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "three-section-boots", "name": "Three-Section Boots", "type": "Wondrous item", "desc": "These boots are often decorated with eyes, flames, or other bold patterns such as lightning bolts or wheels. When you step onto water, air, or stone, you can use a reaction to speak the boots' command word. For 1 hour, you gain the effects of the meld into stone, water walk, or wind walk spell, depending on the type of surface where you stepped. The boots can't be used this way 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": "skysail", "name": "Skysail", "type": "Wondrous item", "desc": "These bat-like wings affixed to a pole are constructed out of either bone and leather or wood and cloth. While these wings are opened and the rung of the pole stepped into, you can use an action to cast _levitate_ on yourself at will.\nAdditionally, you can use an action to cast _fly_ on yourself for up to 1 minute (no concentration required). The _fly_ spell ends if you lose physical contact with the skysail. You cannot use this ability again until you complete a long rest, or you (and the Skysail) are immersed in extremely powerful air elemental magic, such as within the Elemental Plane of Air. When not in use, these wings can be easily folded together and worn beneath a cloak, and the pole used as a quarterstaff.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "taldorei", "document__title": "Critical Role: Tal’Dorei Campaign Setting", "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/" }, { "slug": "shield-of-gnawing", "name": "Shield of Gnawing", "type": "Armor", "desc": "The wooden rim of this battered oak shield is covered in bite marks. While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you can use the Shove action as a bonus action while raging.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rod-of-the-infernal-realms", "name": "Rod of the Infernal Realms", "type": "Rod", "desc": "The withered, clawed hand of a demon or devil tops this iron rod. While holding this rod, you gain a +2 bonus to spell attack rolls, and the save DC for your spells increases by 2. Frightful Eyes. While holding this rod, you can use a bonus action to cause your eyes to glow with infernal fire for 1 minute. While your eyes are glowing, a creature that starts its turn or enters a space within 10 feet of you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until your eyes stop glowing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, you can’t use this property 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": "wand-of-secrets", "name": "Wand of Secrets", "type": "Wand", "desc": "The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.", "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": "black-dragon-oil", "name": "Black Dragon Oil", "type": "Potion", "desc": "The viscous green-black oil within this magical ceramic pot bubbles slightly. The pot's stone stopper is sealed with greasy, dark wax. The pot contains 5 ounces of pure black dragon essence, obtained by slowly boiling the dragon in its own acidic secretions. You can use an action to apply 1 ounce of the oil to a weapon or single piece of ammunition. The next attack made with that weapon or ammunition deals an extra 2d8 acid damage to the target. A creature that takes the acid damage must succeed on a DC 15 Constitution saving throw at the start of its next turn or be burned for an extra 2d8 acid damage.", "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": "crystal-ball", "name": "Crystal Ball", "type": "Wondrous item", "desc": "The typical _crystal ball_, a very rare item, is about 6 inches in diameter. While touching it, you can cast the _scrying_ spell (save DC 17) with it.\n\nThe following _crystal ball_ variants are legendary items and have additional properties.\n\n**_Crystal Ball of Mind Reading_**. You can use an action to cast the _detect thoughts_ spell (save DC 17) while you are scrying with the _crystal ball_, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this _detect thoughts_ to maintain it during its duration, but it ends if _scrying_ ends.\n\n**_Crystal Ball of Telepathy_**. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the _suggestion_ spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this _suggestion_ to maintain it during its duration, but it ends if _scrying_ ends. Once used, the _suggestion_ power of the _crystal ball_ can't be used again until the next dawn.\n\n**_Crystal Ball of True Seeing_**. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.", "rarity": "very rare or legendary", "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": "rod-of-conveyance", "name": "Rod of Conveyance", "type": "Rod", "desc": "The top of this rod is capped with a bronze horse head, and its foot is decorated with a horsehair plume. By placing the rod between your legs, you can use an action to temporarily transform the rod into a horse-like construct. This works like the phantom steed spell, except you can use a bonus action to end the effect early to use the rod again at a later time. Deduct the time the horse was active in increments of 1 minute from the spell's 1-hour duration. When the rod has been a horse for a total of 1 hour, the magic ceases to function until the next dawn.", "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": "wand-of-tears", "name": "Wand of Tears", "type": "Wand", "desc": "The top half of this wooden wand is covered in thorns. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to cry for 1 minute. Crying doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Giggles .", "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": "wand-of-harrowing", "name": "Wand of Harrowing", "type": "Wand", "desc": "The tips of this twisted wooden wand are exceptionally withered. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates into useless white powder. Affliction. While holding the wand, you can use an action to expend 1 charge to cause a creature you can see within 60 feet of you to become afflicted with unsightly, weeping sores. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on all Dexterity and Charisma checks for 1 minute. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pain. While holding the wand, you can use an action to expend 3 charges to cause a creature you can see within 60 feet of you to become wracked with terrible pain. The target must succeed on a DC 15 Constitution saving throw or take 4d6 necrotic damage, and its movement speed is halved for 1 minute. A pained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. If the target is also suffering from the Affliction property of this wand, it has disadvantage on the saving throw.", "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": "glass-wand-of-leng", "name": "Glass Wand of Leng", "type": "Wand", "desc": "The tip of this twisted clear glass wand is razorsharp. It can be wielded as a magic dagger that grants a +1 bonus to attack and damage rolls made with it. The wand weighs 4 pounds and is roughly 18 inches long. When you tap the wand, it emits a single, loud note which can be heard up to 20 feet away and does not stop sounding until you choose to silence it. This wand has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 17): arcane lock (2 charges), disguise self (1 charge), or tongues (3 charges).", "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": "crown-of-the-pharaoh", "name": "Crown of the Pharaoh", "type": "Wondrous item", "desc": "The swirling gold bands of this crown recall the shape of desert dunes, and dozens of tiny emeralds, rubies, and sapphires nest among the skillfully forged curlicues. While wearing the crown, you gain the following benefits: Your Intelligence score is 25. This crown has no effect on you if your Intelligence is already 25 or higher. You have a flying speed equal to your walking speed. While you are wearing no armor and not wielding a shield, your Armor Class equals 16 + your Dexterity modifier.", "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": "vielle-of-weirding-and-warding", "name": "Vielle of Weirding and Warding", "type": "Wondrous item", "desc": "The strings of this bowed instrument never break. You must be proficient in stringed instruments to use this vielle. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage. If you play the vielle as the somatic component for a spell that causes a target to become charmed on a failed saving throw, the target has disadvantage on the 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": "tome-of-the-endless-tale-a5e", "name": "Tome of the Endless Tale", "type": "Wondrous Item", "desc": "The stresses of a wizard’s education can overwhelm even the most stalwart apprentices without some sort of diversion. Typically resembling a small, worn book with fanciful creatures or locales on battered leather covers, the tome’s pages fill with serialized stories that engage and distract the reader. Each tome focuses on a given genre (often romance or adventure) but the stories crafted within the pages are unique to each reader, tailored by the magic from their own imagination and so vibrant that the book’s tales seem to come to life in the mind’s eye.\n\nEach tome has 3 charges. When you speak the command word and use an action to expend 1 charge, its pages fill with a serial story tailored to the next reader that touches the tome. This story typically takes 1 hour to read, continuing from where the last tale completed. \n\nWhen you speak another command word and use an action to expend all 3 charges, the story created when the book is opened is particularly engrossing and the reader must succeed on a DC 10 Wisdom _saving throw_ or be enthralled, failing to notice anything that is not directly harmful. \n\nThe tome has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the tome loses its magic and becomes a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "whip-of-fangs", "name": "Whip of Fangs", "type": "Weapon", "desc": "The skin of a large asp is woven into the leather of this whip. The asp's head sits nestled among the leather tassels at its tip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d4 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.", "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": "potion-of-invisibility-a5e", "name": "Potion of Invisibility", "type": "Potion", "desc": "The silver liquid in this vial is visible only when shaken or disturbed. After drinking this potion, for the next hour you and anything you’re wearing or carrying becomes _invisible_ . The effect ends early if you attack or cast a spell.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sand-arrow", "name": "Sand Arrow", "type": "Weapon", "desc": "The shaft of this arrow is made of tightly packed white sand that discorporates into a blast of grit when it strikes a target. On a hit, the sand catches in the fittings and joints of metal armor, and the target's speed is reduced by 10 feet until it cleans or removes the armor. In addition, the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn.", "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": "necromantic-ink", "name": "Necromantic Ink", "type": "Wondrous item", "desc": "The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink's magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.", "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": "universal-solvent-a5e", "name": "Universal Solvent", "type": "Wondrous Item", "desc": "The scent of alcohol wafts out of this bottle of white liquid. You can use an action to pour the liquid in the bottle onto a surface within your reach and dissolve up to 1 square foot of adhesive (including __sovereign glue )_.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wave-chain-mail", "name": "Wave Chain Mail", "type": "Armor", "desc": "The rows of chain links of this armor seem to ebb and flow like waves while worn. Attacks against you have disadvantage while at least half of your body is submerged in water. In addition, when you are attacked, you can turn all or part of your body into water as a reaction, gaining immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons, until the end of the attacker's turn. Once used, this property of the armor can't be used 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": "blue-rose", "name": "Blue Rose", "type": "Wondrous item", "desc": "The petals of this cerulean flower can be prepared into a compote and consumed. A single flower can make 3 doses. When you consume a dose, your Intelligence, Wisdom, and Charisma scores are reduced by 1 each. This reduction lasts until you finish a long rest. You can consume up to three doses as part of casting a spell, and you can choose to affect your spell with one of the following options for each dose you consumed: - If the spell is of the abjuration school, increase the save DC by 2.\n- If the spell has more powerful effects when cast at a higher level, treat the spell's effects as if you had cast the spell at one slot level higher than the spell slot you used.\n- The spell is affected by one of the following metamagic options, even if you aren't a sorcerer: heightened, quickened, or subtle. A spell can't be affected by the same option more than once, though you can affect one spell with up to three different options. If you consume one or more doses without casting a spell, you can choose to instead affect a spell you cast before you finish a long rest. In addition, consuming blue rose gives you some protection against spells. When a spellcaster you can see casts a spell, you can use your reaction to cause one of the following:\n- You have advantage on the saving throw against the spell if it is a spell of the abjuration school.\n- If the spell is counterspell or dispel magic, the DC increases by 2 to interrupt your spellcasting or to end a magic effect on you. You can use this reaction a number of times equal to the number of doses you consumed. At the end of each long rest, you must make a DC 13 Constitution saving throw. On a failed save, your Hit Dice maximum is reduced by 25 percent. This reduction affects only the number of Hit Dice you can use to regain hit points during a short rest; it doesn't reduce your hit point maximum. This reduction lasts until you recover from the addiction. If you have no remaining Hit Dice to lose, you suffer one level of exhaustion, and your Hit Dice are returned to 75 percent of your maximum Hit Dice. The process then repeats until you die from exhaustion or you recover from the addiction. On a successful save, your exhaustion level decreases by one level. If a successful saving throw reduces your level of exhaustion below 1, you recover from the addiction. A greater restoration spell or similar magic ends the addiction and its effects. Consuming at least one dose of blue rose again halts the effects of the addiction for 2 days, at which point you can consume another dose of blue rose to halt it again or the effects of the addiction continue as normal.", "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": "potion-of-gaseous-form-a5e", "name": "Potion of Gaseous Form", "type": "Potion", "desc": "The pale, translucent liquid in this vial causes the flask to float slightly. After drinking this potion, for the next hour you are affected as if you had cast __gaseous form_ (but without the need for _concentration_ ). You can use a bonus action to end the effect early.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-flying-a5e", "name": "Potion of Flying", "type": "Potion", "desc": "The pale blue liquid in this vial floats leaving a gap at the bottom. After drinking this potion, for the next hour you gain a flying speed equal to your Speed and the ability to hover. If the effect ends while you are in midair you fall unless another item or effect stops you.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "seven-sided-coin-a5e", "name": "Seven-Sided Coin", "type": "Wondrous Item", "desc": "The origins of this dull gray coin are impossible to identify. Though when observed the coin has only two sides, flipping it yields one of 7 different results. You can flip the coin as an action. The effects of the flip last for 10 minutes or until you flip the coin again. Roll a d8 to determine the result: \n\n| **d8** | **Effect** |\n| ------ | ---------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | _Black Sun:_ Choose one warlock cantrip you don’t already know. You know that cantrip for the duration. |\n| 2 | _Broken Temple:_ You gain an expertise die on Wisdom _saving throws_ . |\n| _3_ | _Guiding Star:_ When you make an Arcana, History, Nature, or Religion check, you can treat a d20 roll of 9 or lower as a 10. |\n| 4 | _Lidless Eye:_ You see _invisible_ creatures and objects as if they were visible, and you can see into the Ethereal Plane. |\n| 5 | _New Moon:_ You have an expertise die on Stealth checks. |\n| 6 | _Pact Blade:_ You gain a +2 bonus to melee attack rolls. |\n| 7 | _Twisted Rod:_ When you cast a spell that deals damage, you can choose to reroll one of the damage dice. You must use the second result. |\n| 8 | The coin folds in on itself and disappears forever. |", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "chariot-a-la-calabaza-a5e", "name": "Chariot a la Calabaza", "type": "Wondrous Item", "desc": "The original chariot a la Calabaza was created by a powerful wizard with a penchant for transmutation and riding in style. It is pulled by two spectral stallions with flowing manes and tails, who function as per the __phantom steed_ spell. As an action, you may speak the command word to transform the chariot into a pumpkin two feet in diameter. Speaking the command word again transforms the pumpkin into a carriage and resummons the horses.\n\nWhile in pumpkin form, the chariot is, in truth, a pumpkin, except that it does not naturally decay. Attempts to carve, smash, or draw upon the pumpkin are reflected onto the chariot’s form when it reappears, although the horses seem to remain unscathed regardless of such events.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "bow-of-accuracy", "name": "Bow of Accuracy", "type": "Weapon", "desc": "The normal range of this bow is doubled, but its long range remains the same.", "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": "philter-of-love", "name": "Philter of Love", "type": "Potion", "desc": "The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.", "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": "elixir-of-deep-slumber", "name": "Elixir of Deep Slumber", "type": "Potion", "desc": "The milky-white liquid in this vial smells of jasmine and sandalwood. When you drink this potion, you fall into a deep sleep, from which you can't be physically awakened, for 1 hour. A successful dispel magic (DC 13) cast on you awakens you but cancels any beneficial effects of the elixir. When you awaken at the end of the hour, you benefit from the sleep as if you had finished a long rest.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "potent-cure-all", "name": "Potent Cure-All", "type": "Potion", "desc": "The milky liquid in this bottle shimmers when agitated, as small, glittering particles swirl within it. When you drink this potion, it reduces your exhaustion level by one, removes any reduction to one of your ability scores, removes the blinded, deafened, paralyzed, and poisoned conditions, and cures you of any diseases currently afflicting you.", "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/" } ] }{ "count": 1618, "next": "