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=-name&page=17
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=-name&page=18",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-name&page=16",
    "results": [
        {
            "slug": "memory-leaf-a5e",
            "name": "Memory Leaf",
            "type": "Wondrous Item",
            "desc": "Precious beyond reckoning, this silver leaf has fallen from a Memory Tree and contains a psychic imprint of the living creature it was once connected to. It can only be attuned when pressed against the forehead and is often set into a woven headband. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Memory Leaf_, which fell from a Memory Tree in ages past. \n\n**DC 18** Sometimes those who wear the leaf sense those who have worn it before.\n\n**DC 21** The leaf can grant knowledge about the ancient world.\n\n**Artifact Properties**\n\nThe _Memory Leaf h_as one lesser artifact benefit. There is a 50% chance when you attune to the leaf that you discover a lesser artifact detriment. \n\nIn some cases the benefit and detriment are reflections of the former personality, and you may acquire those traits while attuned to it.\n\n**Magic**\n\nWhile this leaf is pressed against your forehead, you can cast _legend lore_  to ask the psychic imprint within the leaf one question about the ancient world. Once you have used this property 3 times, it cannot be used again until next dawn. ",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "megingjord-a5e",
            "name": "Megingjörð",
            "type": "Wondrous Item",
            "desc": "Thor’s belt of power is said to double the god’s strength. While wearing this belt, your Strength score changes to 25\\. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. While wielding __Mjölnir_ , wearing this belt, and the gloves _Járngreipr_ , your Strength increases to 27.\n\nIn addition, you have _advantage_  on Strength _ability checks_  and Strength _saving throws_ , and your Carrying Capacity is determined as if your size is Gargantuan(8 times as much as normal).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "medics-sash",
            "name": "Medic's Sash",
            "type": "Wondrous item",
            "desc": "While wearing this sash, your carrying capacity doubles. In addition, your movement doesn’t provoke opportunity attacks if you are carrying a friendly creature that has 0 hit points or is dying.\n  ***First Aid.*** The sash has 3 charges. While wearing the sash, you can expend 1 charge as an action to cast the spare the dying spell, and you can expend 2 charges as an action to cast the cure wounds spell, using your Charisma modifier as your spellcasting ability modifier (minimum of +1). The sash recovers all expended charges daily at dawn.",
            "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": "medallion-of-thoughts",
            "name": "Medallion of Thoughts",
            "type": "Wondrous item",
            "desc": "The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _detect thoughts_ spell (save DC 13) from it. The medallion regains 1d3 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": "medallion-of-thoughts-a5e",
            "name": "Medallion of Thoughts",
            "type": "Wondrous Item",
            "desc": "While you are wearing this ornate medallion, you can use an action to expend one of its three charges to cast __detect thoughts_  (DC 13). The medallion regains 1d3 expended charges every dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "medal-of-valor",
            "name": "Medal of Valor",
            "type": "Wondrous item",
            "desc": "You are immune to the frightened condition while you wear this medal. If you are already frightened, the effect ends immediately when you put on the medal.",
            "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": "mayhem-mask",
            "name": "Mayhem Mask",
            "type": "Wondrous item",
            "desc": "This goat mask with long, curving horns is carved from dark wood and framed in goat's hair. While wearing this mask, you can use its horns to make unarmed strikes. When you hit with it, your horns deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. If you moved at least 15 feet straight toward the target before you attacked with the horns, the attack deals piercing damage equal to 2d6 + your Strength modifier instead. In addition, you can gaze through the eyes of the mask at one target you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. Once used, this property of the mask can't be used again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "matryoshka-dolls",
            "name": "Matryoshka Dolls",
            "type": "Wondrous item",
            "desc": "This antique set of four nesting dolls is colorfully painted though a bit worn from the years. When attuning to this item, you must give each doll a name, which acts as a command word to activate its properties. You must be within 30 feet of a doll to activate it. The dolls have a combined total of 5 charges, and the dolls regain all expended charges daily at dawn. The largest doll is lined with a thin sheet of lead. A spell or other effect that can sense the presence of magic, such as detect magic, reveals only the transmutation magic of the largest doll, and not any of the dolls or other small items that may be contained within it.",
            "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": "maternal-cameo-a5e",
            "name": "Maternal Cameo",
            "type": "Wondrous Item",
            "desc": "This small stone is rumored to once have been an heirloom of a prominent family of seers from a mountainous region. The cameo is made of stone that features a light gray and cream-colored swirling pattern attached to a slender beige lace ribbon to hang about the neck. When you are wearing this cameo, you gain an expertise die on _saving throws_  against _fear_ .\n\nOnce you have worn the jewelry for 24 hours, the face carved in relief on the cameo resembles your biological mother. When the cameo is destroyed, the spirit of the image carved in the cameo is summoned so long as the person featured on the cameo is dead (if the person is alive, destroying the cameo has no effect.) The spirit remains for up to 10 minutes and is able to communicate with speech but otherwise unable to affect the Material Plane.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "master-anglers-tackle",
            "name": "Master Angler's Tackle",
            "type": "Wondrous item",
            "desc": "This is a set of well-worn but finely crafted fishing gear. You have advantage on any Wisdom (Survival) checks made to catch fish or other seafood when using it. If you ever roll a 1 on your check while using the tackle, roll again. If the second roll is a 20, you still fail to catch anything edible, but you pull up something interesting or valuable—a bottle with a note in it, a fragment of an ancient tablet carved in ancient script, a mermaid in need of help, or similar. The GM decides what you pull up and its value, if it has one.",
            "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": "mask-of-the-white-stag-a5e",
            "name": "Mask of the White Stag",
            "type": "Wondrous Item",
            "desc": "This white leather mask is shaped into the visage of a stag with golden horns. While wearing the mask, you gain darkvision to a range of 90 feet. If you already have darkvision, the range of your darkvision increases by 60 feet. \n\nThe mask grants you additional powers while you are on the hunt. You gain an expertise die on Animal Handling, Nature, and Survival checks made while you are actively tracking or hunting.",
            "rarity": "Rare",
            "requires_attunement": "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": "mask-of-the-leaping-gazelle",
            "name": "Mask of the Leaping Gazelle",
            "type": "Wondrous item",
            "desc": "This painted wooden animal mask is adorned with a pair of gazelle horns. While wearing this mask, your walking speed increases by 10 feet, and your long jump is up to 25 feet with a 10-foot running start.",
            "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": "mask-of-relentless-fury-a5e",
            "name": "Mask of Relentless Fury",
            "type": "Wondrous Item",
            "desc": "This cracked marble mask bears a toothy, unsettling grin. It perfectly fits over its wearer’s face, and though it lacks eyeholes an attuned wearer can see through it without issue.\n\nWhile wearing this mask, you can’t be _blinded_ , _charmed_ , or _frightened_ , and you are immune to any effect that could be avoided by averting your eyes, such as a _medusa’s_ _Petrifying Gaze_. Insight checks against you are made with _disadvantage_ .\n\nUsing a bonus action, you can enter a fury that makes you far more dangerous. While in a fury, you gain the following benefits for the next minute, until you go _unconscious_ , or until you end your fury willingly (see below):\n\n* You may take an additional action on each of your turns. This action can be used to make a single weapon attack, or to take the Dash or Use an Object action.\n* You gain a fury score, which starts at 0 and increases by 1 at the start of each turn. Whenever you take damage, you reduce the damage by your fury score after applying any _resistances_ .\n* You ignore the effects of _fatigue_ .\n\nAt the start of any future turn, after increasing your fury score, you can choose to end this fury. When your fury ends, you are _stunned_  until the end of your turn. Roll 1d8\\. If the result is equal to or lower than your fury score, gain _fatigue_  equal to the result. Your fury score then resets to 0.\n\n**_Curse._** If you gain seven levels of fatigue while wearing this mask, you don’t die. Instead, the mask takes control of your body. You clear all _exhaustion_ , then use your turn to move toward the nearest creature and attack. You continue in this rampage, seeking more foes until killed, at which point your attunement ends.\n\n**_Escalation._** Each time you achieve a fury score of 7 or higher and survive, you gain a new property from the following list. For each of these properties you gain, your starting fury score increases by 1.\n\n_Marble Flesh._ Each time you increase your fury score, your skin hardens, allowing you to ignore the first source of damage you take before the start of your next turn.\n\n_Unstoppable._ When you increase your fury score you can end one effect on yourself that causes you to become _incapacitated_ .\n\n_Witchbane._ Choose a classical school of magic. You have _advantage_  on _saving throws_  against spells of that school and related magical effects.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mask-of-anonymity-a5e",
            "name": "Mask of Anonymity",
            "type": "Wondrous Item",
            "desc": "This masquerade mask covers the top half of your face in an elegant fan of papier-mache and paint, rendering you anonymous. A creature may make an Insight check opposed by your Deception to determine your identity, but does so at _disadvantage_ , even through a magical_/_ sensor.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "masher-basher",
            "name": "Masher Basher",
            "type": "Weapon",
            "desc": "A favored weapon of hill giants, this greatclub appears to be little more than a thick tree branch. When you hit a giant with this magic weapon, the giant takes an extra 1d8 bludgeoning damage. When you roll a 20 on an attack roll made with this weapon, the target is stunned 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": "marvelous-pigments",
            "name": "Marvelous Pigments",
            "type": "Wondrous item",
            "desc": "Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.\n\nEach pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.\n\nWhen you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.\n\nNothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.\n\nIf you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.",
            "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": "marvelous-pigments-a5e",
            "name": "Marvelous Pigments",
            "type": "Wondrous Item",
            "desc": "This boxed set of iridescent paints can be used to create inanimate objects, terrain features, doors, and even rooms with nothing but the stroke of a brush. When you touch the brush to a surface and concentrate on the image of the item you want to create, the paint flows from the brush, creating a painting. When complete, the object depicted becomes a real, three-dimensional object. \n\n* Small, simple objects take a single round. Larger objects, like doors or rooms, take more time. It takes 1 minute of concentration to cover 10 square feet of a surface, and 10 minutes to cover 100 square feet of a surface.\n* Objects created by the pigment are real and nonmagical—a door painted on a wall can be opened into whatever lies beyond. A pit becomes a real pit (be sure and note the depth for your total area). A tree will bloom and grow.\n* Objects created by the pigments are worth a maximum of 25 gold. Gemstones or fine clothing created by these pigments might look authentic, but close inspection reveals they are facsimiles made from cheaper materials.\n* When found the box contains 1d4 pots of pigment.\n* A pot of pigment can cover 1,000 square feet of a surface, creating a total area of 10,000 cubic feet of objects.\n* Energy created by the paints, such as a burst of radiant light or a wildfire, dissipates harmlessly and does not deal any damage.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "marvelous-clockwork-mallard",
            "name": "Marvelous Clockwork Mallard",
            "type": "Wondrous item",
            "desc": "This intricate clockwork recreation of a Tiny duck is fashioned of brass and tin. Its head is painted with green lacquer, the bill is plated in gold, and its eyes are small chips of black onyx. You can use an action to wind the mallard's key, and it springs to life, ready to follow your commands. While active, it has AC 13, 18 hit points, speed 25 ft., fly 40 ft., and swim 30 ft. If reduced to 0 hit points, it becomes nonfunctional and can't be activated again until 24 hours have passed, during which time it magically repairs itself. If damaged but not disabled, it regains any lost hit points at the next dawn. It has the following additional properties, and you choose which property to activate when you wind the mallard's key.",
            "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": "marble-of-direction-a5e",
            "name": "Marble of Direction",
            "type": "Wondrous Item",
            "desc": "This seemingly ordinary marble is very susceptible to air currents as though it were only a fraction of its true weight. When placed on a flat horizontal surface, such as the floor of a room or chamber, the marble rolls in the direction of the current path of air currents around it.\n\nThe marble has 1 charge. You can use an action to speak its command word while placing the marble on a flat horizontal surface, expending 1 charge. The marble rolls towards the direction of the nearest exit of the chamber it is placed in, ultimately coming to rest against the nearest exit (regardless of air currents). The delicate calibration of the marble is destroyed and it becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mapping-ink",
            "name": "Mapping Ink",
            "type": "Wondrous item",
            "desc": "This viscous ink is typically found in 1d4 pots, and each pot contains 3 doses. You can use an action to pour one dose of the ink onto parchment, vellum, or cloth then fold the material. As long as the ink-stained material is folded and on your person, the ink captures your footsteps and surroundings on the material, mapping out your travels with great precision. You can unfold the material to pause the mapping and refold it to begin mapping again. Deduct the time the ink maps your travels in increments of 1 hour from the total mapping time. Each dose of ink can map your travels for 8 hours.",
            "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": "manual-of-the-lesser-golem",
            "name": "Manual of the Lesser Golem",
            "type": "Wondrous item",
            "desc": "A manual of the lesser golem can be found in a book, on a scroll, etched into a piece of stone or metal, or scribed on any other medium that holds words, runes, and arcane inscriptions. Each manual of the lesser golem describes the materials needed and the process to be followed to create one type of lesser golem. The GM chooses the type of lesser golem detailed in the manual or determines the golem type randomly. To decipher and use the manual, you must be a spellcaster with at least one 2nd-level spell slot. You must also succeed on a DC 10 Intelligence (Arcana) check at the start of the first day of golem creation. If you fail the check, you must wait at least 24 hours to restart the creation process, and you take 3d6 psychic damage that can be regained only after a long rest. A lesser golem created via a manual of the lesser golem is not immortal. The magic that keeps the lesser golem intact gradually weakens until the golem finally falls apart. A lesser golem lasts exactly twice the number of days it takes to create it (see below) before losing its power. Once the golem is created, the manual is expended, the writing worthless and incapable of creating another. The statistics for each lesser golem can be found in the Creature Codex. | dice: 1d20 | Golem | Time | Cost |\n| ---------- | ---------------------- | ------- | --------- |\n| 1-7 | Lesser Hair Golem | 2 days | 100 gp |\n| 8-13 | Lesser Mud Golem | 5 days | 500 gp |\n| 14-17 | Lesser Glass Golem | 10 days | 2,000 gp |\n| 18-20 | Lesser Wood Golem | 15 days | 20,000 gp |",
            "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": "manual-of-vine-golem",
            "name": "Manual of Vine Golem",
            "type": "Wondrous item",
            "desc": "This tome contains information and incantations necessary to make a Vine Golem (see Tome of Beasts 2). To decipher and use the manual, you must be a druid with at least two 3rd-level spell slots. A creature that can't use a manual of vine golems and attempts to read it takes 4d6 psychic damage. To create a vine golem, you must spend 20 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also use powders made from rare plants and crushed gems worth 30,000 gp to create the vine golem, all of which are consumed in the process. Once you finish creating the vine golem, the book decays into ash. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "manual-of-quickness-of-action",
            "name": "Manual of Quickness of Action",
            "type": "Wondrous item",
            "desc": "This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "manual-of-quickness-of-action-a5e",
            "name": "Manual of Quickness of Action",
            "type": "Wondrous Item",
            "desc": "This magical book details workout routines for building coordination and speed. Spending 48 hours over 6 days (or fewer) reading and following the book’s regimen increases your Dexterity score and your maximum Dexterity score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "manual-of-guardians-a5e",
            "name": "Manual of Guardians",
            "type": "Wondrous Item",
            "desc": "This thick, rune-bedecked tome is packed with arcane schematics and mystic instructions for creating a specific kind of guardian either chosen by the Narrator or randomly determined. \n\nUsing the manual is difficult, and any creature that does not have at least two 5th-level spell slots takes 6d6 psychic damage when attempting to read it.\n\nTo create a guardian you must spend the requisite number of days working on the guardian (as seen on the Manual of Guardians table) without interruption with the manual at hand and _resting_  no more than 8 hours per day. In addition, you must pay the requisite cost in materials.\n\nWhen the guardian has been created, the book is consumed in eldritch flames. After sprinkling the book’s ashes on it, the guardian animates under your control and obeys your verbal commands.\n\n__**Table: Manual of Guardians**__\n| **d20** | **Guardian** | **Time** | **Cost**   |\n| ------- | ------------ | -------- | ---------- |\n| 1–5     | _Clay_       | 30 days  | 65,000 gp  |\n| 6–17    | _Flesh_      | 60 days  | 50,000 gp  |\n| 18      | _Iron_       | 120 days | 100,000 gp |\n| 19–20   | _Stone_      | 90 days  | 80,000 gp  |",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "manual-of-golems",
            "name": "Manual of Golems",
            "type": "Wondrous item",
            "desc": "This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a _manual of golems_ and attempts to read it takes 6d6 psychic damage.\n\n| d20   | Golem | Time     | Cost       |\n|-------|-------|----------|------------|\n| 1-5   | Clay  | 30 days  | 65,000 gp  |\n| 6-17  | Flesh | 60 days  | 50,000 gp  |\n| 18    | Iron  | 120 days | 100,000 gp |\n| 19-20 | Stone | 90 days  | 80,000 gp  |\n\nTo create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.\n\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "manual-of-gainful-exercise",
            "name": "Manual of Gainful Exercise",
            "type": "Wondrous item",
            "desc": "This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "manual-of-gainful-exercise-a5e",
            "name": "Manual of Gainful Exercise",
            "type": "Wondrous Item",
            "desc": "This magical book outlines a vigorous exercise regimen. Spending 48 hours over 6 days (or fewer) reading and following the book’s regimen increases your Strength score and your maximum Strength score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "manual-of-exercise",
            "name": "Manual of Exercise",
            "type": "Wondrous item",
            "desc": "This book contains exercises and techniques to better perform a specific physical task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Strength or Dexterity-based skill (such as Athletics or Stealth) associated with the book. The manual then loses its magic, but regains it in ten years.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "manual-of-bodily-health",
            "name": "Manual of Bodily Health",
            "type": "Wondrous item",
            "desc": "This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "manual-of-bodily-health-a5e",
            "name": "Manual of Bodily Health",
            "type": "Wondrous Item",
            "desc": "This magical book contains surprisingly accurate advice on building endurance. Spending 48 hours over 6 days (or fewer) reading and following the book’s advice increases your Constitution score and your maximum Constitution score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mantle-of-the-void",
            "name": "Mantle of the Void",
            "type": "Wondrous item",
            "desc": "While wearing this midnight-blue mantle covered in writhing runes, you gain a +1 bonus to saving throws, and if you succeed on a saving throw against a spell that allows you to make a saving throw to take only half the damage or suffer partial effects, you instead take no damage and suffer none of the spell's effects.",
            "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": "mantle-of-the-lion",
            "name": "Mantle of the Lion",
            "type": "Wondrous item",
            "desc": "This splendid lion pelt is designed to be worn across the shoulders with the paws clasped at the base of the neck. While wearing this mantle, your speed increases by 10 feet, and the mantle's lion jaws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, the mantle's bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that creature must succeed on a DC 15 Strength saving throw or be knocked prone. If a creature is knocked prone in this way, you can make an attack with the mantle's bite against the prone creature 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": "mantle-of-the-forest-lord",
            "name": "Mantle of the Forest Lord",
            "type": "Wondrous item",
            "desc": "Created by village elders for druidic scouts to better traverse and survey the perimeters of their lands, this cloak resembles thick oak bark but bends and flows like silk. While wearing this cloak, you can use an action to cast the tree stride spell on yourself at will, except trees need not be living in order to pass through them.",
            "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": "mantle-of-spell-resistance",
            "name": "Mantle of Spell Resistance",
            "type": "Wondrous item",
            "desc": "You have advantage on saving throws against spells while you wear this cloak.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "mantle-of-spell-resistance-a5e",
            "name": "Mantle of Spell Resistance",
            "type": "Wondrous Item",
            "desc": "While wearing this cloak, you have _advantage_  on _saving throws_  against spells.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mantle-of-blood-vengeance",
            "name": "Mantle of Blood Vengeance",
            "type": "Wondrous item",
            "desc": "This red silk cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing it, you can visit retribution on any creature that dares spill your blood. When you take piercing, slashing, or necrotic damage from a creature, you can use a reaction to expend 1 charge to turn your blood into a punishing spray. The creature that damaged you must make a DC 13 Dexterity saving throw, taking 2d10 acid damage on a failed save, or half as much damage on a successful one.",
            "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": "manticores-tail",
            "name": "Manticore's Tail",
            "type": "Weapon",
            "desc": "Ten spikes stick out of the head of this magic weapon. While holding the morningstar, you can fire one of the spikes as a ranged attack, using your Strength modifier for the attack and damage rolls. This attack has a normal range of 100 feet and a long range of 200 feet. On a hit, the spike deals 1d8 piercing damage. Once all of the weapon's spikes have been fired, the morningstar deals bludgeoning damage instead of the piercing damage normal for a morningstar until the next dawn, at which time the spikes regrow.",
            "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": "mail-of-the-sword-master",
            "name": "Mail of the Sword Master",
            "type": "Armor",
            "desc": "While wearing this armor, the maximum Dexterity modifier you can add to determine your Armor Class is 4, instead of 2. While wearing this armor, if you are wielding a sword and no other weapons, you gain a +2 bonus to damage rolls with that sword.",
            "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": "maidens-tears",
            "name": "Maiden's Tears",
            "type": "Potion",
            "desc": "This fruity mead is the color of liquid gold and is rumored to be brewed with a tear from the goddess of bearfolk herself. When you drink this mead, you regenerate lost hit points for 1 minute. At the start of your turn, you regain 10 hit points if you have at least 1 hit point.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "magma-mantle",
            "name": "Magma Mantle",
            "type": "Wondrous item",
            "desc": "This cracked black leather cloak is warm to the touch and faint ruddy light glows through the cracks. While wearing this cloak, you have resistance to cold damage. As an action, you can touch the brass clasp and speak the command word, which transforms the cloak into a flowing mantle of lava for 1 minute. During this time, you are unharmed by the intense heat, but any hostile creature within 5 feet of you that touches you or hits you with a melee attack takes 3d6 fire damage. In addition, for the duration, you suffer no damage from contact with lava, and you can burrow through lava at half your walking speed. The cloak can't be used this way again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "magic-mirror-a5e",
            "name": "Magic Mirror",
            "type": "Wondrous Item",
            "desc": "When a magic mirror is viewed indirectly, its surface shows an insubstantial otherworldly face looking back at you. Magic mirrors can be found in three sizes.\n\n_**Pocket (Uncommon).**_ While attuned to the pocket mirror, you can use it as a _spellcasting_  focus, and twice per dawn cast _augury_  as you look into it. When you do so, your reflection whispers the answers to your questions.\n\n**Handheld (Rare).** While attuned to the handheld mirror, you can use it as a _spellcasting_  focus, and you can cast _augury_ and __divination_  once each per dawn as you look into it. Your reflection whispers the answers to your questions.\n\n**Wall (Very Rare).** While this bulky mirror is securely fastened to a wall, twice per dawn you can look into it and speak a command phrase to cast _commune , contact other plane ,_ or __divination_ . Your reflection answers your questions. Additionally, as an action once per dawn, the wall mirror can be linked to another _magic mirror_ by speaking the name of the other mirror’s bearer, initiating a face to face conversation that can last up to 10 minutes. Both you and the other mirror user can clearly see each other’s faces, but don’t get any sense of one another’s surroundings. Either you or the other mirror user can use a bonus action to end the conversation early.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "madam-yolandas-prison-a5e",
            "name": "Madam Yolanda’s Prison",
            "type": "Wondrous Item",
            "desc": "This large, gleaming red ruby book contains the spirit of an elven archmage named Madam Yolanda. She lived a life of adventure and riches before eventually retiring in a vast mansion with a much younger elf. Identifying the ruby causes Madam Yolanda to appear—she uses the statistics of an _archmage_  fluent in Common and Elvish, and is vain, flirtatious, and mistrustful of almost everyone’s motives. The Narrator randomly determines her attitude towards her finders using the Madam Yolanda’s Prison table.\n\n__**Table: Madam Yolanda’s Prison**__\n| **d100** | **Effect**                                                                                                                                                                              |\n| -------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1–10     | Madam Yolanda is gravely offended by her discovery and attacks. The ruby is inert after her defeat and can be sold for up to 1,500 gold.                                                |\n| 11–90    | Madam Yolanda stays and assists her finders for 1 hour before returning to the gem (she only returns to assist again if a 1–5 are rolled in subsequent uses of this item).              |\n| 91–100   | Madam Yolanda gifts two uncommon magic items to the creature holding her gem (rolled on Table: Uncommon Magic Items. The ruby is inert afterwards and can be sold for up to 1,500 gold. |",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mace-of-terror",
            "name": "Mace of Terror",
            "type": "Weapon (mace)",
            "desc": "This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.\n\nThe mace regains 1d3 expended charges daily at dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "mace-of-terror-a5e",
            "name": "Mace of Terror",
            "type": "Weapon",
            "desc": "This weapon has 3 charges and regains 1d3 charges each dawn. While you hold it, you can use an action to expend 1 charge and emanate terror in a 30-foot radius. Each creature you choose within the area makes a DC 15 Wisdom _saving throw_  or it becomes _frightened_  of you for 1 minute, moving away from you as fast as possible on its turns (it can only use the Dash action, try to escape anything preventing it from moving, or use the Dodge action if it cannot move or attempt escape) and remaining at least 30 feet from you. The creature cannot take reactions. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on a success.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mace-of-smiting",
            "name": "Mace of Smiting",
            "type": "Weapon (mace)",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.\n\nWhen you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.",
            "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": "mace-of-smiting-a5e",
            "name": "Mace of Smiting",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon, which increases to +3 when used to attack a construct.\n\nWhen you use this weapon to make an attack and roll a natural 20, it deals an extra 2d6 bludgeoning damage, which increases to 4d6 against construct. When this weapon reduces a construct to 25 or fewer hit points, the creature is destroyed",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mace-of-disruption",
            "name": "Mace of Disruption",
            "type": "Weapon (mace)",
            "desc": "When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.\n\nWhile you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "mace-of-disruption-a5e",
            "name": "Mace of Disruption",
            "type": "Weapon",
            "desc": "Fiends and undead take an extra 2d6 radiant damage when hit with this weapon. When this weapon reduces a fiend or undead to 25 or fewer hit points, the creature makes a DC 15 Wisdom _saving throw_  or it is destroyed. On a successful save the creature becomes _frightened_  of you until the end of your next turn. \n\nWhile it is held, this weapon shines bright light in a 20-foot radius and dim light an additional 20 feet. ",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}