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=-name&page=20
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-name&page=21", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-name&page=19", "results": [ { "slug": "hopeful-slippers-a5e", "name": "Hopeful Slippers", "type": "Wondrous Item", "desc": "A wish made from the innocent heart of a scullery maid created these magical shoes, upon which she danced her way into a better life. You can only attune to these shoes if you are the first creature to do so. When you attune to the shoes, they resize to perfectly fit your feet and your feet alone. During the day they take the form of simple wooden clogs, and by night the shoes transform into beautiful glass slippers that somehow hold your weight without breaking. \n\nWhile wearing these shoes as clogs, your Wisdom score increases by 2 and you gain an expertise die on Animal Handling checks. While wearing these shoes as glass slippers, your Charisma score increases by 2 and you gain an expertise die on Performance checks. \n\nAlternatively, you can use a bonus action to shatter the glass slipper against the floor, sending shards exploding outward in a 10-foot radius. Creatures and objects in the area make a DC 15 Dexterity _saving throw_ , taking 8d6 magical piercing damage on a failed save or half as much on a success. Afterwards the area becomes _difficult terrain_ , and the remaining shoe becomes a mundane item.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hopes-final-light-a5e", "name": "Hope's Final Light", "type": "Wondrous Item", "desc": "This fine silver _hooded lantern_ is lit with an everburning light that emanates no heat and burns a pale blue. With its filigreed hood down in the dark, it projects strange shadows on nearby walls which dance like those of a zoetrope, depicting stories of heroic triumph against all odds. Holding it lifts your spirits.\n\nWhen you find this lantern, roll 2d6 – 2\\. The result is its current charges. While carrying it, \nyou can increase its current charges by sacrificing some of your own vitality. For each charge you add, your maximum hit dice are reduced by 1 and your current hit dice are reduced by the same amount (to a minimum of 0). The lantern can only hold a maximum of 10 charges at one time. If an effect would cause the lantern to expend more charges than it currently has, you immediately provide charges to meet the need. If you do not have enough hit dice to meet the cost, the effect fails.\n\nIf the lantern has 6 or more charges, the radius of its _bright light_ is doubled. If the lantern has 0 charges, it sheds no light. Charges can be expended in the following ways using your reaction (unless otherwise noted):\n\n* Allies in the lantern’s bright light can use their reaction to spend 1 charge to add 1d12 to an _attack roll_ , _ability check_ , or _saving throw_ after it’s rolled. You can use your own reaction to disallow this use.\n* When a creature in the lantern’s bright light is reduced to 0 hit points, you can expend 1 or more charges to roll 1d12 per charge expended. The creature is conscious with hit points equal to the result.\n* When a creature in the lantern’s bright light takes damage, you can project a shield over them. The damage is negated, and the lantern loses 1 charge per 10 damage negated (minimum 1).\n* When a creature in the lantern’s bright light is targeted by a spell or would be caught in the area of a spell, you can negate the spell’s effect on that creature. The lantern loses charges equal to the spell’s level.\n\nIf _hope’s final light_ is missing any charges at dawn, roll 1d8\\. On a 1, nothing happens. Otherwise, it regains all lost charges.\n\n_**Curse.**_ Hope’s final light is a dangerous burden. If you have 0 hit dice remaining after providing charges to it, you are pulled into the lantern and are impossible to resurrect except by the direct intervention of a deity. The stories of creatures who vanish in this way are depicted in the shadows it casts.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "honeypot-of-awakening", "name": "Honeypot of Awakening", "type": "Wondrous item", "desc": "If you place 1 pound of honey inside this pot, the honey transforms into an ochre jelly after 24 hours. The jelly remains in a dormant state within the pot until you dump it out. You can use an action to dump the jelly from the pot in an unoccupied space within 5 feet of you. Once dumped, the ochre jelly is hostile to all creatures, including you. Only one ochre jelly can occupy the pot at a time.", "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": "honey-of-the-warped-wildflowers", "name": "Honey of the Warped Wildflowers", "type": "Potion", "desc": "This spirit honey is made from wildflowers growing in an area warped by magic, such as the flowers growing at the base of a wizard's tower or growing in a magical wasteland. When you consume this honey, you have resistance to psychic damage, and you have advantage on Intelligence saving throws. In addition, you can use an action to warp reality around one creature you can see within 60 feet of you. The target must succeed on a DC 15 Intelligence saving throw or be bewildered for 1 minute. At the start of a bewildered creature's turn, it must roll a die. On an even result, the creature can act normally. On an odd result, the creature is incapacitated until the start of its next turn as it becomes disoriented by its surroundings and unable to fully determine what is real and what isn't. You can't warp the reality around another creature in this way again until you finish a long rest.", "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": "honey-trap", "name": "Honey Trap", "type": "Wondrous item", "desc": "This jar is made of beaten metal and engraved with honeybees. It has 7 charges, and it regains 1d6 + 1 expended charges daily at dawn. If you expend the jar's last charge, roll a d20. On a 1, the jar shatters and loses all its magical properties. While holding the jar, you can use an action to expend 1 charge to hurl a glob of honey at a target within 30 feet of you. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the glob expands, and the creature is restrained. A creature restrained by the honey can use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the creature is no longer restrained by the honey.", "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": "honey-lamp", "name": "Honey Lamp", "type": "Wondrous item", "desc": "Honey lamps, made from glowing honey encased in beeswax, shed light as a lamp. Though the lamps are often found in the shape of a globe, the honey can also be sealed inside stone or wood recesses. If the wax that shields the honey is broken or smashed, the honey crystallizes in 7 days and ceases to glow. Eating the honey while it is still glowing grants darkvision out to a range of 30 feet for 1 week and 1 day.", "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": "honey-buckle", "name": "Honey Buckle", "type": "Wondrous item", "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", "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": "holy-verdant-bat-droppings", "name": "Holy Verdant Bat Droppings", "type": "Wondrous item", "desc": "This ceramic jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture with a pungent, muddy reek. The jar and its contents weigh 1/2 pound. Derro matriarchs and children gather a particular green bat guano to cure various afflictions, and the resulting glowing green paste can be spread on the skin to heal various conditions. As an action, one dose of the droppings can be swallowed or applied to the skin. The creature that receives it gains one of the following benefits: - Cured of paralysis or petrification\n- Reduces exhaustion level by one\n- Regains 50 hit points", "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": "holy-avenger", "name": "Holy Avenger", "type": "Weapon (any sword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", "rarity": "legendary", "requires_attunement": "requires attunement by a paladin", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "holy-avenger-a5e", "name": "Holy Avenger", "type": "Weapon", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic sword. While you are attuned to the sword and use it to attack a fiend or undead, on a hit it deals an extra 2d10 radiant damage. In addition, while drawn the sword creates an aura in a 10-foot radius around you. You and friendly creatures in the aura gain _advantage_ on _saving throws_ against spells and other magical effects. If you have 17 or more levels in the herald class, the aura increases to a 30-foot radius.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hidden-armament", "name": "Hidden Armament", "type": "Weapon", "desc": "While holding this magic weapon, you can use an action to transform it into a tattoo on the palm of your hand. You can use a bonus action to transform the tattoo back into a weapon.", "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": "hexen-blade", "name": "Hexen Blade", "type": "Weapon", "desc": "The colorful surface of this sleek adamantine shortsword exhibits a perpetually shifting, iridescent sheen. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: disguise self (1 charge), hypnotic pattern (3 charges), or mirror image (2 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": "hewers-draught", "name": "Hewer's Draught", "type": "Potion", "desc": "When you drink this potion, you have advantage on attack rolls made with weapons that deal piercing or slashing damage for 1 minute. This potion's translucent amber liquid glimmers when agitated.", "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": "helm-of-the-slashing-fin", "name": "Helm of the Slashing Fin", "type": "Wondrous item", "desc": "While wearing this helm, you can use an action to speak its command word to gain the ability to breathe underwater, but you lose the ability to breathe air. You can speak its command word again or remove the helm as an action to end this effect.", "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": "helm-of-teleportation", "name": "Helm of Teleportation", "type": "Wondrous item", "desc": "This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _teleport_ spell from it. The helm regains 1d3\n\nexpended 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": "helm-of-teleportation-a5e", "name": "Helm of Teleportation", "type": "Wondrous Item", "desc": "While wearing this helm you can use an action to cast _teleport_ . The helm has 3 charges and regains 1d3 charges each dawn.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "helm-of-telepathy", "name": "Helm of Telepathy", "type": "Wondrous item", "desc": "While wearing this helm, you can use an action to cast the _detect thoughts_ spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues.\n\nWhile focusing on a creature with _detect thoughts_, you can use an action to cast the _suggestion_ spell (save DC 13) from the helm on that creature. Once used, the _suggestion_ property can't be used again until the next 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": "helm-of-telepathy-a5e", "name": "Helm of Telepathy", "type": "Wondrous Item", "desc": "While wearing this helm, you gain the following benefits:\n\n* You can use an action to cast _detect thoughts_ (save DC 13) at will. While maintaining _concentration_ , you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply with a bonus action while you are focused on it. If a creature successfully saves against this property, it becomes immune to it for 24 hours.\n\nOnce between _long rests_ , while focusing on a creature with _detect thoughts_ you can use an action to cast __suggestion_ (save DC 13) on that creature.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "helm-of-comprehending-languages", "name": "Helm of Comprehending Languages", "type": "Wondrous item", "desc": "While wearing this helm, you can use an action to cast the _comprehend languages_ spell from it at will.", "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": "helm-of-comprehending-languages-a5e", "name": "Helm of Comprehending Languages", "type": "Wondrous Item", "desc": "While wearing this helm, you can use an action to cast __comprehend languages_ at will.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "helm-of-brilliance", "name": "Helm of Brilliance", "type": "Wondrous item", "desc": "This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.\n\nYou gain the following benefits while wearing it:\n\n* You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: _daylight_ (opal), _fireball_ (fire opal), _prismatic spray_ (diamond), or _wall of fire_ (ruby). The gem is destroyed when the spell is cast and disappears from the helm.\n* As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.\n* As long as the helm has at least one ruby, you have resistance to fire damage.\n* As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.\n\nRoll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "helm-of-brilliance-a5e", "name": "Helm of Brilliance", "type": "Wondrous Item", "desc": "This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Gems removed from the helm crumble to dust. The helm loses its magic when all the gems are removed.\n\nWhile wearing this helm, you gain the following benefits:\n\n* You can use an action to cast one of the following spells (save DC 18) with the listed gem as its component: _daylight_ (opal), __fireball_ (fire opal), _prismatic spray_ (diamond), or _wall of fire_ (ruby). The gem is then destroyed.\n* If at least one diamond remains, the helm casts dim light in a 30-foot radius if at least one undead is within 30 feet. Any undead that starts its turn in the light takes 1d6 radiant damage.\n* If at least one ruby remains, you have resistance to fire damage.\n* If at least one fire opal remains, you can use an action to speak a command word and cause a weapon you are holding to erupt in flames, causing it to deal an extra 1d6 fire damage on a hit. The flames cast bright light in a 10-foot radius and dim light for an additional 10 feet. The flames last until you use a bonus action to speak the command word or you release the weapon.\n* Whenever you fail a _saving throw_ against a spell and take fire damage as a result, roll a d20\\. On a 1, light blazes from the remaining gems. Each creature within 60 feet other than you must succeed on a DC 17 Dexterity saving throw or take radiant damage equal to the number of gems in the helm. The helm and the remaining gems are then destroyed.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hellfire-armor", "name": "Hellfire Armor", "type": "Armor", "desc": "This spiked armor is a dark, almost black crimson when inactive. While wearing this armor, you can use an action to cause it to glow and appear red-hot, giving you a hellish appearance. The armor sheds light as a candle, but it doesn’t emit heat. The effect lasts until you use a bonus action to end it.", "rarity": "Common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "heliotrope-heart", "name": "Heliotrope Heart", "type": "Wondrous item", "desc": "This polished orb of dark-green stone is latticed with pulsing crimson inclusions that resemble slowly dilating spatters of blood. While attuned to this orb, your hit point maximum can't be reduced by the bite of a vampire, vampire spawn, or other vampiric creature. In addition, while holding this orb, you can use an action to speak its command word and cast the 2nd-level version of the false life spell. Once used, this property can't be used again until the next dusk.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "heavens-roof-ring-a5e", "name": "Heaven's Roof Ring", "type": "Wondrous Item", "desc": "Awarded to those who have performed some great service to the cloud elves, this silver band of this ring is set with a flat gray stone etched with a wing. Once a day, you can spend an action to gain fly speed of 50 feet for 10 minutes, and once per day, as a reaction, you can cast _feather fall_ on yourself. While attuned, you are also fully acclimated to great heights and automatically succeed on checks against the effects of the _Elsenian Span_.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "heat-stone", "name": "Heat Stone", "type": "Wondrous item", "desc": "Prized by reptilian humanoids, this magic stone is warm to the touch. While carrying this stone, you are comfortable in and can tolerate temperatures as low as –20 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as –50 degrees Fahrenheit.", "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": "heartglow-lantern", "name": "Heartglow Lantern", "type": "Wondrous item", "desc": "Fashioned from a single piece of specially grown, hexagonal crystal fitted within a metal frame, a heartglow lantern doesn1t use burning fuel or ignited material to generate light, making it ideal in caverns where air supplies can be precious. You can use an action while holding one of these lanterns to cause it to shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to repeat the command word or until the lantern is no longer being held or carried by a living creature.\n Each lantern can create an additional effect when it is infused with vitality. Any creature touching a lantern can use an action to infuse it with some of the creature1s vitality. The creature1s hit-point maximum is reduced by an amount equal to the creature1s proficiency bonus, and the lantern gains charges equal to that amount. This reduction lasts until the creature finishes a long rest. Each lantern can hold any number of charges from any number of creatures, but each creature can infuse a lantern with vitality only once between long rests.\n ***Deadbane (Uncommon).*** While holding this lantern, you can use an action and expend 1 or more of its charges to cause the lantern to detect undead for 1 hour. When an undead is within 20 feet of the lantern, the light it sheds changes to blue, growing brighter the closer the undead is to the lantern. For each charge you spend beyond the first, the duration increases by 30 minutes, and the distance the lantern can detect undead increases by 5 feet. Increasing this distance doesn't increase the radius of the light shed by the lantern.\n ***Floodmote (Very Rare).*** If you are submerged while holding or carrying this lantern, you can use a reaction and expend 1 or more of its charges to create a small bubble of air for yourself for 1 hour. For each charge you spend beyond the first, the duration increases by 1 hour, and you can choose one additional creature within 30 feet of you to also be protected with a bubble of air. The bubble of air surrounds only a creature's head or other airbreathing organ and provides breathable air to the creature for the duration.\n ***Tumblesafe (Rare).*** If you or a friendly creature you can see within 40 feet of you falls while you are holding or carrying this lantern, you can use a reaction and expend 1 or more of its charges to slow the fall. For each charge you spend beyond the first, you can extend the light shed by the lantern by 5 feet. Each falling creature and object in the lantern's light descends at a rate of 60 feet per round and takes no damage from falling. It continues to descend at this rate until it lands, even if it exits the lantern's light before it lands.", "rarity": "rarity varies", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "heartbreaks-dagger-a5e", "name": "Heartbreak's Dagger", "type": "Weapon", "desc": "This delicate dagger, not much larger than a hatpin, features a curling silver cross-piece and a hilt wrapped in soft red leather. You gain a +1 to _attack and damage rolls_ with this weapon. On a critical hit, the target must make a Constitution _saving throw_ versus your maneuver DC. On a failure, it begins to bleed heavily, taking an additional 2d4 damage at the start of each of its turns. It can make another Constitution saving throw at the end of each of its turns, ending the effect on a success. This effect does not stack.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "healthful-honeypot", "name": "Healthful Honeypot", "type": "Wondrous item", "desc": "This clay honeypot weighs 10 pounds. A sweet aroma wafts constantly from it, and it produces enough honey to feed up to 12 humanoids. Eating the honey restores 1d8 hit points, and the honey provides enough nourishment to sustain a humanoid for one day. Once 12 doses of the honey have been consumed, the honeypot can't produce more honey until the next dawn.", "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": "headscarf-of-the-oasis", "name": "Headscarf of the Oasis", "type": "Wondrous item", "desc": "This dun-colored, well-worn silk wrap is long enough to cover the face and head of a Medium or smaller humanoid, barely revealing the eyes. While wearing this headscarf over your mouth and nose, you have advantage on ability checks and saving throws against being blinded and against extended exposure to hot weather and hot environments. Pulling the headscarf on or off your mouth and nose requires an action.", "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": "headrest-of-the-cattle-queens", "name": "Headrest of the Cattle Queens", "type": "Wondrous item", "desc": "This polished and curved wooden headrest is designed to keep the user's head comfortably elevated while sleeping. If you sleep at least 6 hours as part of a long rest while using the headrest, you regain 1 additional spent Hit Die, and your exhaustion level is reduced by 2 (rather than 1) when you finish the 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": "headdress-of-majesty", "name": "Headdress of Majesty", "type": "Wondrous item", "desc": "This elaborate headpiece is adorned with small gemstones and thin strips of gold that frame your head like a radiant halo. While you wear this headdress, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks. The headdress has 5 charges for the following properties. It regains all expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the headdress becomes a nonmagical, tawdry ornament of cheap metals and paste gems.", "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": "headband-of-intellect", "name": "Headband of Intellect", "type": "Wondrous item", "desc": "Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.", "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": "headband-of-intellect-a5e", "name": "Headband of Intellect", "type": "Wondrous Item", "desc": "Wearing this headband increases your Intelligence score to 19\\. It has no effect if your Intelligence is equal to greater than 19.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hazelwood-wand", "name": "Hazelwood Wand", "type": "Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast the goodberry spell while using this wand as your spellcasting focus, you can expend 1 of the wand's charges to transform the berries into hazelnuts, which restore 2 hit points instead of 1. The spell is otherwise unchanged. In addition, when you cast a spell that deals lightning damage while using this wand as your spellcasting focus, the spell deals 1 extra lightning damage.", "rarity": "common", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "hat-of-mental-acuity", "name": "Hat of Mental Acuity", "type": "Wondrous item", "desc": "This well-crafted cap appears to be standard wear for academics. Embroidered on the edge of the inside lining in green thread are sigils. If you cast comprehend languages on them, they read, “They that are guided go not astray.” While wearing the hat, you have advantage on all Intelligence and Wisdom checks. If you are proficient in an Intelligence or Wisdom-based skill, you double your proficiency bonus for the skill.", "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": "hat-of-grand-entrances-a5e", "name": "Hat of Grand Entrances", "type": "Wondrous Item", "desc": "Step into the room and make a grand entrance! This top hat has embroidered figurines of trumpet players in full regalia. By speaking a command word, you can cause the figures to magically and loudly herald your arrival by trumpet blasts, followed by a speech announcing your name, titles, and any of your major accomplishments. You can alter this speech beforehand by giving any special instructions to the hat before speaking the command word. Once this hat has heralded an entrance it can’t be used again for 10 minutes.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hat-of-disguise", "name": "Hat of Disguise", "type": "Wondrous item", "desc": "While wearing this hat, you can use an action to cast the _disguise self_ spell from it at will. The spell ends if the hat is removed.", "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": "hat-of-disguise-a5e", "name": "Hat of Disguise", "type": "Wondrous Item", "desc": "While wearing this hat, you can use an action to cast __disguise self_ at will. The spell ends if the hat is removed.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "harvest-a5e", "name": "Harvest", "type": "Weapon", "desc": "This seems like nothing more than a simple tool at first, rough at the handle and rusted at the edges, but the sickle’s impossibly sharp and shining crescent blade reveals its true nature.\n\nYou gain a +3 bonus to attack and damage rolls made with this magic sickle. It has the following additional properties. \n\n_**Red Reaping.**_ Whenever you use _Harvest_ to reduce a living creature to 0 hit points, it absorbs that creature’s soul and stores it within. _Harvest_ cannot store more than one soul in this way and the souls of any creatures you reduce to 0 hit points while a creature’s soul is already contained within it are not affected by this property.\n\n_**Sow the Reaped.**_ You can use an action to strike the ground with the sickle and produce a blood clone using a creature’s soul stored within _Harvest._ This blood clone appears in an unoccupied space adjacent to you and uses the statistics the creature had when it was alive, except it is both ooze and undead in addition to its other types. Blood clones formed in this way act immediately after you in initiative, and they obey your verbal commands to the best of their ability. Without such commands, the blood clone only defends itself. Once formed, a blood clone remains until destroyed or until 10 minutes pass, after which it dissolves into rotten offal and the trapped soul travels to whatever afterlife was intended for it.\n\n_**Only Life May Die.** Harvest_ has no effect on unliving creatures, and passes harmlessly through constructs and undead when it is used to attack them. \n\n_**Sentience.** Harvest_ is a sentient weapon with Intelligence 14, Wisdom 18, and Charisma 17\\. It sees and hears using your senses. _Harvest_ communicates with only you telepathically and can read, speak, and understand Common, Halfling, and Orc. It cannot communicate with a creature it is not attuned to.\n\n_**Personality.**_ This sickle originally had a much more benign purpose, created by a halfling archdruid to bring forth a new plant for each one harvested. When its creator was killed by an orcish warchief it became a weapon, and in her hands it grew to find a new purpose. It eventually convinced its bearer to sow what she reaped, and caused the very spirit and blood of those she had cut down to slaughter its orcish captors. _Harvest_ has come to believe that all people are inherently wicked and deserve death. It believes that real peace can only be achieved when the last mind capable of war and cruelty goes silent, leaving nothing but the plants and beasts. _Harvest_ tolerates people with a connection to nature but only if they are regularly giving it a chance to continue its “culling”. It whispers often of its great work, and begs you to enrich the earth’s soil with blood that it spills. If you go more than 3 days without using Harvest to slay a sentient creature, you’ll be in conflict with _Harvest_. When in conflict, any time you use the Sow the Reaped property the resulting blood clone ignores your verbal orders and attacks you to the best of its ability. If you are killed by the blood clone in this way, your soul is absorbed into _Harvest_. \n\n_**Destroying Harvest.**_ _Harvest_ is unbreakable but a person that has mastered nature can unmake it. With 24 hours worth of ritual work, any 20th level druid can deconstruct the weapon and return its tortured mind to the earth it was formed from, rendering _Harvest_ an inert mundane sickle made with a moonstone blade.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "harmonizing-instrument", "name": "Harmonizing Instrument", "type": "Wondrous item", "desc": "Any stringed instrument can be a harmonizing instrument, and you must be proficient with stringed instruments to use a harmonizing instrument. This instrument has 3 charges for the following properties. The instrument regains 1d3 expended charges daily at dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "harlequins-cards-a5e", "name": "Harlequin's Cards", "type": "Wondrous Item", "desc": "This deck of cards has a series of cut-outs within each card. As an action, you can make a DC 12 Performance check to send the cards flying through your hands, creating the appearance that the cut-outs are moving to tell a story of your choice. If you are standing near a light source, the story is cast on a nearby wall through shadowplay.\n\nOn a failed check, the story’s end is unsatisfying; if you fail by 5 or more, it takes a ghastly turn, ending in murder, betrayal, or gruesome death.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hardening-polish", "name": "Hardening Polish", "type": "Potion", "desc": "This gray polish is viscous and difficult to spread. The polish can coat one metal weapon or up to 10 pieces of ammunition. Applying the polish takes 1 minute. For 1 hour, the coated item hardens and becomes stronger, and it counts as an adamantine weapon for the purpose of overcoming resistance and immunity to attacks and damage not made with adamantine weapons.", "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": "hangmans-noose", "name": "Hangman's Noose", "type": "Wondrous item", "desc": "Certain hemp ropes used in the execution of final justice can affect those beyond the reach of normal magics. This noose has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the hold monster spell from it. Unlike the standard version of this spell, though, the magic of the hangman's noose affects only undead. It regains 1d3 charges daily at dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "handy-scroll-quiver", "name": "Handy Scroll Quiver", "type": "Wondrous item", "desc": "This belt quiver is wide enough to pass a rolled scroll through the opening. Containing an extra dimensional space, the quiver can hold up to 25 scrolls and weighs 1 pound, regardless of its contents. Placing a scroll in the quiver follows the normal rules for interacting with objects. Retrieving a scroll from the quiver requires you to use an action. When you reach into the quiver for a specific scroll, that scroll is always magically on top. The quiver has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the quiver ruptures and is destroyed. If the quiver is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If a breathing creature is placed within the quiver, the creature can survive for up to 5 minutes, after which time it begins to suffocate. Placing the quiver inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", "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": "handy-haversack", "name": "Handy Haversack", "type": "Wondrous item", "desc": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.\n\nPlacing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.\n\nThe haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.\n\nPlacing the haversack inside an extradimensional space created by a _bag of holding_, _portable hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", "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": "handy-haversack-a5e", "name": "Handy Haversack", "type": "Wondrous Item", "desc": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds regardless of its contents.\n\nPlacing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again.\n\nFood or water placed in the bag immediately and permanently lose all nourishing qualities—after being in the bag, water no longer slakes thirst and food does not sate hunger or nourish. In a similar fashion, the body of a dead creature placed in the bag cannot be restored to life by __revivify , raise dead ,_ or other similar magic. Breathing creatures inside the bag can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to _suffocate_ .\n\nThe bag cannot hold any item that would not fit in a normal bag of its apparent size or any item with the Bulky quality. \n\nIf the bag is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a _handy haversack_ inside another extradimensional storage device such as a _bag of holding_ or __portable hole_ results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "handy-halter-a5e", "name": "Handy Halter", "type": "Wondrous Item", "desc": "This noosed strap (also known as the Halter of Clydno Eiddyn as it was long stapled to the foot of his bed) has 3 charges. While holding it, you can use an action and expend 1 charge to cast the __find steed_ spell from it. The rope regains 1d3 expended charges daily at dawn.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hand-of-the-night-a5e", "name": "Hand of the Night", "type": "Wondrous Item", "desc": "Thin ridges of ivory trace the fingers of this supple leather glove, yet they never restrict the movement or flexibility of the hand. While wearing this glove, you can cause an object held in your hand to turn _invisible_ , provided it weighs 5 pounds or less. The object remains invisible until you let go of it or end the effect as a free action. If you make an attack with an invisible weapon that has the finesse property, the attack doesn’t trigger any reactions unless the creature making the reaction can perceive invisible objects.\n\nAdditionally, if you are in _dim light or darkness_ , you can turn invisible as an action. You remain invisible for 10 minutes or until you use movement or take any actions or reactions.\n\n_**Curse.**_ While in sunlight, your skin appears gray and veiny, your face is gaunt, and your eyes turn hollow, pale, and milky, giving you an unsettling demeanor. The exact effects of this appearance can vary broadly depending on who’s around to see it, often imposing disadvantage on Charisma checks or even outright hostility. Additionally, while in sunlight you make any _saving throws_ with a –2 penalty.\n\n_**Escalation.**_ This glove’s true powers open up when, through subtlety and subterfuge, you steal something greater than just objects. This could mean stealing a soul away from death, stealing victory from the jaws of defeat, or something even more unusual. The first time you perform such a feat, the glove gains 3 charges that replenish each dawn. Additionally, each time you trigger the escalation you can choose from one of the following benefits, each of which cost 1 charge to use.\n\n• You can cast disguise self without expending a spell slot, and Charisma is your spellcasting ability for this effect. You can’t do so again until the next dawn. \n• For 1 minute you can use movement while benefiting from this glove’s invisibility. \n• If you take an action or reaction while benefiting from this glove’s invisibility, you can instead become visible at the start of your next turn.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hamper-of-gwyddno-garanhir-and-knife-of-llawfrodedd-the-horseman-a5e", "name": "Hamper of Gwyddno Garanhir & Knife of Llawfrodedd the Horseman", "type": "Wondrous Item", "desc": "You can use an action to cast _create food and water_ by putting 1d4 _Supply_ into this large wooden basket or using this cutting knife to prepare a 1d4 Supply. You cannot use food created in this way to activate either of these magic items.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "