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=28
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-name&page=29", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-name&page=27", "results": [ { "slug": "chime-of-opening", "name": "Chime of Opening", "type": "Wondrous item", "desc": "This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.\n\nThe chime can be used ten times. After the tenth time, it cracks and becomes useless.", "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": "chime-of-opening-a5e", "name": "Chime of Opening", "type": "Wondrous Item", "desc": "You can use an action to strike this foot-long metal tube while pointing it at an object that can be opened (such as a lid, lock, or window) within 120 feet. The chime sounds and one lock or latch on the object opens as long as the sound can reach the object. If no closures remain, the object itself opens. After being struck 10 times, the chime cracks and becomes useless.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "chillblain-armor", "name": "Chillblain Armor", "type": "Armor", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", "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": "chieftains-axe", "name": "Chieftain's Axe", "type": "Weapon", "desc": "Furs conceal the worn runes lining the haft of this oversized, silver-headed battleaxe. You gain a +2 bonus to attack and damage rolls made with this silvered, magic weapon.", "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": "chessboard-of-gwenddoleu-ap-ceido-a5e", "name": "Chessboard of Gwenddoleu Ap Ceido", "type": "Wondrous Item", "desc": "You can use 1d4–1 actions (minimum 1 action) to place each silver and crystal chess piece in its correct starting square on this gold chessboard. When you do so, the pieces emit noises and move themselves about the board in a thrilling game that lasts 1d4+1 minutes. Other creatures within 60 feet make a DC 18 Wisdom _saving throw_ . On a failed save, a creature is compelled to use its action each turn watching the chess game and it has _disadvantage_ on Wisdom (Perception) checks until the match ends or something harmful is done to it.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "charm-of-restoration", "name": "Charm of Restoration", "type": "Wondrous item", "desc": "This fist-sized ball of tightly-wound green fronds contains the bark of a magical plant with curative properties. A natural loop is formed from one of the fronds, allowing the charm to be hung from a pack, belt, or weapon pommel. As long as you carry this charm, whenever you are targeted by a spell or magical effect that restores your hit points, you regain an extra 1 hit point.", "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": "charlatans-veneer", "name": "Charlatan's Veneer", "type": "Wondrous item", "desc": "This silken scarf is a more powerful version of the Commoner's Veneer (see page 128). When in an area containing 12 or more humanoids, Wisdom (Perception) checks to spot you have disadvantage. You can use a bonus action to call on the power in the scarf to invoke a sense of trust in those to whom you speak. If you do so, you have advantage on the next Charisma (Persuasion) check you make against a humanoid while you are in an area containing 12 or more humanoids. In addition, while wearing the scarf, you can use modify memory on a humanoid you have successfully persuaded in the last 24 hours. The scarf can't be used this way again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "chariot-a-la-calabaza-a5e", "name": "Chariot a la Calabaza", "type": "Wondrous Item", "desc": "The original chariot a la Calabaza was created by a powerful wizard with a penchant for transmutation and riding in style. It is pulled by two spectral stallions with flowing manes and tails, who function as per the __phantom steed_ spell. As an action, you may speak the command word to transform the chariot into a pumpkin two feet in diameter. Speaking the command word again transforms the pumpkin into a carriage and resummons the horses.\n\nWhile in pumpkin form, the chariot is, in truth, a pumpkin, except that it does not naturally decay. Attempts to carve, smash, or draw upon the pumpkin are reflected onto the chariot’s form when it reappears, although the horses seem to remain unscathed regardless of such events.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "charcoal-stick-of-aversion-a5e", "name": "Charcoal Stick of Aversion", "type": "Wondrous Item", "desc": "At every level of society—but especially when you’re on the bottom—going unnoticed can be a great benefit. Invisibility is one thing but effectively hiding your home and your possessions can be harder. As an action, you can expend 1 charge to draw a large X on one object up to the size of a normal door. This has no effect on creatures, or objects worn by creatures. Creatures other than you that see the marked object roll a DC 10 Intelligence _saving throw_ . On a failed save, they do not notice the marked object as anything out of the ordinary from its surroundings (such as a blasphemous icon in a church, a barrel of gunpowder in a kitchen, or an unsheathed weapon resting against the wall of a bedroom going unnoticed). On a success, they can interact with the object normally. A creature that remains in the area and is consciously searching for the kind of object that you have marked receives a new saving throw at the end of each minute. A creature interacting with a marked object automatically reveals it to all creatures who observe the interaction. A charcoal mark lasts for 24 hours or until it is wiped away as an action. \n\nAlternatively, you can expend 2 charges to increase the DC to notice the object to 15\\. \n\nThe charcoal has 2 charges and regains 1 charge each dusk. If you expend the last charge, the charcoal is consumed.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "chamrosh-salve", "name": "Chamrosh Salve", "type": "Wondrous item", "desc": "This 3-inch-diameter ceramic jar contains 1d4 + 1 doses of a syrupy mixture that smells faintly of freshly washed dog fur. The jar is a glorious gold-white, resembling the shimmering fur of a Chamrosh (see Tome of Beasts 2), the holy hound from which this salve gets its name. As an action, one dose of the ointment can be applied to the skin. The creature that receives it regains 2d8 + 1 hit points and is cured of the charmed, frightened, and poisoned conditions.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "chalk-of-exodus", "name": "Chalk of Exodus", "type": "Wondrous item", "desc": "This piece of chalk glitters in the light, as if infused with particles of mica or gypsum. The chalk has 10 charges. You can use an action and expend 1 charge to draw a door on any solid surface upon which the chalk can leave a mark. You can then push open the door while picturing a real door within 10 miles of your current location. The door you picture must be one that you have passed through, in the normal fashion, once before. The chalk opens a magical portal to that other door, and you can step through the portal to appear at that other location as if you had stepped through that other door. At the destination, the target door opens, revealing a glowing portal from which you emerge. Once through, you can shut the door, dispelling the portal, or you can leave it open for up to 1 minute. While the door is open, any creature that can fit through the chalk door can traverse the portal in either direction. Each time you use the chalk, roll a 1d20. On a roll of 1, the magic malfunctions and connects you to a random door similar to the one you pictured within the same range, though it might be a door you have never seen before. The chalk becomes nonmagical when you use the last charge.", "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": "chalice-of-forbidden-ecstasies", "name": "Chalice of Forbidden Ecstasies", "type": "Wondrous item", "desc": "The cup of this garnet chalice is carved in the likeness of a human skull. When the chalice is filled with blood, the dark red gemstone pulses with a scintillating crimson light that sheds dim light in a 5-foot radius. Each creature that drinks blood from this chalice has disadvantage on enchantment spells you cast for the next 24 hours. In addition, you can use an action to cast the suggestion spell, using your spell save DC, on a creature that has drunk blood from the chalice within the past 24 hours. You need to concentrate on this suggestion to maintain it during its duration. Once used, the suggestion power of the chalice 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": "chainbreaker-blade", "name": "Chainbreaker Blade", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "chain-cilice", "name": "Chain Cilice", "type": "Wondrous item", "desc": "This bracelet made of spiked chain is designed to fit around the ankle, wrist, or thigh. While wearing the cilice, you can use an action to speak its command word, causing it to tighten on your skin and dealing 1d6 piercing damage to you at the start of each of your turns until you use a bonus action to end it. If you have the Ki class feature or ki points from another source, such as the Inner Resilience feat (see the Backgrounds and Feats chapter), you regain 1 ki point for every 5 damage caused by the cilice. If the cilice would reduce you to 0 hit points, it reduces you to 1 hit point instead and the effect ends.\n If the cilice's effect was ended in this way, it can't be used again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "cestus", "name": "Cestus", "type": "Wondrous item", "desc": "These leather hand wraps are padded across the knuckles. You have a bonus to attack and damage rolls made with unarmed strikes while wearing these hand wraps. The bonus is determined by the item's rarity.", "rarity": "uncommon (+1), rare (+2), or very rare (+3)", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "cephalopod-breastplate", "name": "Cephalopod Breastplate", "type": "Armor", "desc": "This bronze breastplate depicts two krakens fighting. While wearing this armor, you gain a +1 bonus to AC. You can use an action to speak the armor's command word to release a cloud of black mist (if above water) or black ink (if underwater). It billows out from you in a 20-foot-radius cloud of mist or ink. The area is heavily obscured for 1 minute, although a wind of moderate or greater speed (at least 10 miles per hour) or a significant current disperses it. The armor can't be used this way again until the next dawn.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "centaur-wrist-wraps", "name": "Centaur Wrist-Wraps", "type": "Wondrous item", "desc": "These leather and fur wraps are imbued with centaur shamanic magic. The wraps are stained a deep amber color, and intricate motifs painted in blue seem to float above the surface of the leather. While wearing these wraps, you can call on their magic to reroll an attack made with a shortbow or longbow. You must use the new roll. Once used, the wraps must be held in wood smoke for 15 minutes before they can be used in this way again.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "censer-of-dark-shadows", "name": "Censer of Dark Shadows", "type": "Wondrous item", "desc": "This enchanted censer paints the air with magical, smoky shadow. While holding the censer, you can use an action to speak its command word, causing the censer to emit shadow in a 30-foot radius for 1 hour. Bright light and sunlight within this area is reduced to dim light, and dim light within this area is reduced to magical darkness. The shadow spreads around corners, and nonmagical light can't illuminate this shadow. The shadow emanates from the censer and moves with it. Completely enveloping the censer within another sealed object, such as a lidded pot or a leather bag, blocks the shadow. If any of this effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Once the censer is used to emit shadow, it can't do so again until the next dusk.", "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": "censer-of-controlling-air-elementals", "name": "Censer of Controlling Air Elementals", "type": "Wondrous item", "desc": "While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the _conjure elemental_ spell. The censer can't be used this way again until the next dawn.\n\nThis 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.", "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": "censer-of-controlling-air-elementals-a5e", "name": "Censer of Controlling Air Elementals", "type": "Wondrous Item", "desc": "While incense burns in this 1 pound censer, you can use an action to summon an _air elemental_ as if you had cast the __conjure elemental_ spell. Once used, you must wait until the next dawn to use it again.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "celestial-sextant", "name": "Celestial Sextant", "type": "Wondrous item", "desc": "The ancient elves constructed these sextants to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the sextant, you can spend 1 minute using the sextant to determine your latitude and longitude, provided you can see the sun or stars. You can use an action steer up to four vessels that are within 1 mile of the sextant, provided their crews are willing. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.", "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": "celestial-charter", "name": "Celestial Charter", "type": "Scroll", "desc": "Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the celestial, negotiating a service from it in exchange for a reward. The celestial is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the celestial, the truce is broken, and the creature can act normally. If the celestial refuses the offer, it is free to take any actions it wishes. Should you and the celestial reach an agreement that is satisfactory to both parties, you must sign the charter and have the celestial do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the celestial to the agreement until its service is rendered and the reward paid, at which point the scroll vanishes in a bright flash of light. A celestial typically attempts to fulfill its end of the bargain as best it can, and it is angry if you exploit any loopholes or literal interpretations to your advantage. If either party breaks the bargain, that creature immediately takes 10d6 radiant damage, and the charter is destroyed, ending the contract.", "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": "celestial-aegis-a5e", "name": "Celestial Aegis", "type": "Armor", "desc": "This suit of imposing _2 full plate_ is engraved with holy runes of a forgotten divinity. You cannot attune to this armor if you have either the Evil alignment trait. While attuned to and wearing this armor, you gain the following benefits:\n\n* Your AC increases by 2.\n* You count as one size category larger when determining your carrying capacity.\n* Your Strength score increases to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* You have _advantage_ on Strength checks and _saving throws_ .\n* You gain an expertise die on Intimidation checks.\n* You can use a bonus action to regain 2d6 hit points. Once you have used this property a number of times equal to your proficiency bonus, you cannot do so again until you finish a _long rest_ .\n* Your unarmed strikes and weapon attacks deal an extra 1d6 radiant damage.\n* Aberrations, fiends, undead, and creatures with the Evil alignment trait have _disadvantage_ on attack rolls made against you.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cauldron-of-dymwch-a5e", "name": "Cauldron of Dymwch", "type": "Wondrous Item", "desc": "When you speak the command word this Medium-sized 50 pound cauldron glows red-hot. Any creature in physical contact with the object takes 2d8 fire damage. You can use a bonus action on each of your subsequent turns to cause this damage again. Liquid inside of the cauldron immediately comes to a roiling boil. If a creature is in the liquid, it must succeed on a DC 18 Constitution _saving throw_ or gain one level of _fatigue_ in addition to taking damage.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "catalyst-oil", "name": "Catalyst Oil", "type": "Potion", "desc": "This special elemental compound draws on nearby energy sources. Catalyst oils are tailored to one specific damage type (not including bludgeoning, piercing, or slashing damage) and have one dose. Whenever a spell or effect of this type goes off within 60 feet of a dose of catalyst oil, the oil catalyzes and becomes the spell's new point of origin. If the spell affects a single target, its original point of origin becomes the new target. If the spell's area is directional (such as a cone or a cube) you determine the spell's new direction. This redirected spell is easier to evade. Targets have advantage on saving throws against the spell, and the caster has disadvantage on the spell attack roll.", "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": "cataloguing-book", "name": "Cataloguing Book", "type": "Wondrous item", "desc": "This nondescript book contains statistics and details on various objects. Libraries often use these tomes to assist visitors in finding the knowledge contained within their stacks. You can use an action to touch the book to an object you wish to catalogue. The book inscribes the object's name, provided by you, on one of its pages and sketches a rough illustration to accompany the object's name. If the object is a magic item or otherwise magic-imbued, the book also inscribes the object's properties. The book becomes magically connected to the object, and its pages denote the object's current location, provided the object is not protected by nondetection or other magic that thwarts divination magic. When you attune to this book, its previously catalogued contents disappear.", "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": "case-of-preservation", "name": "Case of Preservation", "type": "Wondrous item", "desc": "This item appears to be a standard map or scroll case fashioned of well-oiled leather. You can store up to ten rolled-up sheets of paper or five rolled-up sheets of parchment in this container. While ensconced in the case, the contents are protected from damage caused by fire, exposure to water, age, or vermin.", "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": "carpet-of-flying", "name": "Carpet of Flying", "type": "Wondrous item", "desc": "You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.\n\nFour sizes of _carpet of flying_ exist. The GM chooses the size of a given carpet or determines it randomly.\n\n| d100 | Size | Capacity | Flying Speed |\n|--------|---------------|----------|--------------|\n| 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet |\n| 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet |\n| 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet |\n| 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet |\n\nA carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.", "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": "carpet-of-flying-a5e", "name": "Carpet of Flying", "type": "Wondrous Item", "desc": "You can use an action to speak this carpet’s command word, making it hover and fly. It moves according to your verbal commands as long as you are within 30 feet of it. \n\nThese carpets come in four sizes. The Narrator can choose or randomly determine which size a given carpet is.\n\nIf the carpet is carrying half its capacity or less, its Speed is doubled.\n\n__**Table: Carpet of Flying**__\n| **d20** | **Size** | **Capacity** | **Flying Speed** | **Cost** |\n| ------- | ------------- | ------------ | ---------------- | --------- |\n| 1-4 | 3 ft. x 5 ft. | 250 lb. | 30 ft. | 15,000 gp |\n| 5-11 | 4 ft. x 6 ft. | 500 lb. | 25 ft. | 20,000 gp |\n| 12-16 | 5 ft. x 7 ft. | 800 lb. | 20 ft. | 25,000 gp |\n| 17-20 | 6 ft. x 9 ft. | 1,000 lb. | 15 ft. | 30,000 gp |", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "captains-goggles", "name": "Captain's Goggles", "type": "Wondrous item", "desc": "These copper and glass goggles are prized by air and sea captains across the world. The goggles are designed to repel water and never fog. After attuning to the goggles, your name (or preferred moniker) appears on the side of the goggles. While wearing the goggles, you can't suffer from exhaustion.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "captains-flag", "name": "Captain's Flag", "type": "Wondrous item", "desc": "This red and white flag adorned with a white anchor is made of velvet that never seems to fray in strong wings. When mounted and flown on a ship, the flag changes to the colors and symbol of the ship's captain and crew. While this flag is mounted on a ship, the captain and its allies have advantage on saving throws against being charmed or frightened. In addition, when the captain is reduced to 0 hit points while on the ship where this flag flies, each ally of the captain has advantage on its attack rolls until the end of its next turn.", "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": "cape-of-the-mountebank", "name": "Cape of the Mountebank", "type": "Wondrous item", "desc": "This cape smells faintly of brimstone. While wearing it, you can use it to cast the _dimension door_ spell as an action. This property of the cape can't be used again until the next dawn.\n\nWhen you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.", "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": "cape-of-the-mountebank-a5e", "name": "Cape of the Mountebank", "type": "Wondrous Item", "desc": "While wearing this cape, you can use an action to cast _dimension door_ once between _long rests_ . You disappear and reappear in a cloud of smoke which dissipates at the end of your next turn, or sooner if conditions are windy.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cape-of-targeting", "name": "Cape of Targeting", "type": "Wondrous item", "desc": "You gain a +1 bonus to AC while wearing this long, flowing cloak. Whenever you are within 10 feet of more than two creatures, it subtly and slowly shifts its color to whatever the creatures nearest you find the most irritating. While within 5 feet of a hostile creature, you can use a bonus action to speak the cloak's command word to activate it, allowing your allies' ranged attacks to pass right through you. For 1 minute, each friendly creature that makes a ranged attack against a hostile creature within 5 feet of you has advantage on the attack roll. Each round the cloak is active, it enthusiastically and telepathically says “shoot me!” in different tones and cadences into the minds of each friendly creature that can see you and the cloak. 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": "cap-of-thorns", "name": "Cap of Thorns", "type": "Wondrous item", "desc": "Donning this thorny wooden circlet causes it to meld with your scalp. It can be removed only upon your death or by a remove curse spell. The cap ingests some of your blood, dealing 2d4 piercing damage. After this first feeding, the thorns feed once per day for 1d4 piercing damage. Once per day, you can sacrifice 1 hit point per level you possess to cast a special entangle spell made of thorny vines. Charisma is your spellcasting ability for this effect. Restrained creatures must make a successful Charisma saving throw or be affected by a charm person spell as thorns pierce their body. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails three consecutive saves, the thorns become deeply rooted and the charmed effect is permanent until remove curse or similar magic is cast on the target.", "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": "cantrip-wand-a5e", "name": "Cantrip Wand", "type": "Wand", "desc": "This wand can be used as a spellcasting focus and allows you to cast one additional cantrip as if you knew it, as long as it is on your spell list. Each cantrip wand has a cantrip imbued within it upon creation, and will be known by its name (such as a _fire bolt_ wand or __light wand_). \n\nOther implements exist for the storing of cantrips from other classes (like _cantrip holy symbols_ or _cantrip instruments_), and though these are wondrous items they function like wands.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cane-of-chaos-a5e", "name": "Cane of Chaos", "type": "Staff", "desc": "The _Cane of Chaos_ (known by some by its fairytale name, the Little Silver Stick) is a gorgeous silver scepter etched with fractals, adorned with an eight-pointed star, and imbued with the power of chaos. A cunning historian may be able to track the cane’s origins to a certain mage under a certain authoritarian regime centuries ago, who supplied it to a figure widely known for their role in the regime’s downfall. Similarly, the cane seems to be drawn to those who march to their own drumbeat, directing them on behalf of its creator to sow disruption and turmoil.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Cane of Chaos_, used by a despot in times long past. It is also known as the Little Silver Stick.\n\n**DC 18** The cane stores and is able to cast spells linked to chaos, but randomly unleashes chaotic magical effects when used.\n\n**DC 21** The cane can only be destroyed by a sovereign on the day of their coronation.\n\n**Artifact Properties**\n\nThe _Cane of Chaos_ has 1d4 lesser artifact benefits, 1d4 lesser artifact detriments, 1d4–1 greater artifact benefits, and 1d4+1 greater artifact detriments. \n\nIn addition, the cane has the finesse property and can be used as a double weapon which you become proficient with when you attune to it. You gain a +2 bonus to weapon attack rolls and damage rolls made using the _Cane of Chaos_.\n\n## **Magic**\n\nWhile you use this quarterstaff as a spell focus, you gain a +2 bonus to spell attack rolls and your spell save DC. You know and have prepared all spells of the chaos school of magic (but not their rare versions). \n\nThe _Cane of Chaos_ begins with a number of charges equal to your proficiency bonus and regains 1d6 charges each dawn (to a maximum number of charges equal to your level + 1, or your CR + 1). You can expend any number of charges from the cane to cast a chaos spell, which costs a number of charges equal to the spell’s level. Your spellcasting ability for these spells is your highest mental ability score (Intelligence, Wisdom, or Charisma).\n\nWhen you expend charges from the _Cane of Chaos_, it unleashes another chaotic magical effect, either chosen by the Narrator or randomly determined.\n\n__**Table: Cane of Chaos**__\n| **d8** | **Wild Magic Effect** |\n| ------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | One random creature you see is subject to a _polymorph_ spell cast by the cane (using your spell save DC), turning it into a random CR 1/8 beast. |\n| 2 | The 1d6 doors nearest to you come under an _arcane lock_ effect as though cast by the creature nearest to you that can speak, write, or sign at least one language. |\n| 3 | The cane creates a __control weather_ effect, driving the weather towards unseasonable extreme temperatures and conditions. |\n| 4 | Each creature within 60 feet rolls 1d6, increasing a random ability score to 18 for the next 10 minutes (1: Strength, 2: Dexterity, 3: Constitution, 4: Intelligence, 5: Wisdom, 6: Charisma). |\n| 5 | Each creature within 60 feet is subject to a __levitation_ effect created by the cane (using your spell save DC). Each creature has _disadvantage_ on _saving throws_ against the effect and on a failure immediately rises 60 feet. For the duration, each creature can control its own movement as though it had cast _levitate_ on itself. |\n| 6 | You grow 1d6 inches taller (this effect cannot increase your size category). |\n| 7 | If you are a humanoid you are permanently transformed into a different humanoid heritage (as per Table: Reincarnation for the _reincarnate_ spell). |\n| 8 | Duplicates of yourself appear within 60 feet! Roll 1d6 to determine their nature (1–2: 1d6 _animated armors_ , 3–4: a _mirror image_ effect, 5–6: a __simulacrum_ effect). |\n\n## Destroying the Cane\n\nThe _Cane of Chaos_ is born from the very essence of rebellion. To destroy it, you must offer the artifact as a gift to a sovereign on the day of their coronation or to a magical being with the Lawful alignment trait on the anniversary of their advent. If accepted as such a gift, the _Cane of Chaos_ melts into a puddle of ordinary molten silver.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "candle-of-the-surreptitious-scholar-a5e", "name": "Candle of the Surreptitious Scholar", "type": "Wondrous Item", "desc": "Initially crafted by wizard apprentices trying not to irritate their roommates, these candles became extremely popular with the thieves and other ne'er do wells that can afford them (helping some less scrupulous novice mages to afford tuition). The candle has 3 charges and regains 1d3 charges each dawn. \n\nWhen you speak the command word and use an action to expend 1 charge, the candle’s flame to spring to life. Its bluish flame provides clear illumination within 5 feet and _dim light_ for another 5 feet. The enchantment of the candle is such that the light that it sheds is visible only to you, allowing you to read, write, or engage in other tasks with no penalties from darkness. Each charge is good for 1 hour of illumination, after which the candle winks out. \n\nBy expending all 3 charges at once, you can create an effect identical to _light_ except that only you are able to see the light it sheds.\n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the candle loses its magic and becomes a mundane item.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "candle-of-visions", "name": "Candle of Visions", "type": "Wondrous item", "desc": "This black candle burns with an eerie, blue flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on divination spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the augury spell with it, which reveals its otherworldly omen in the candle's smoke. Doing so destroys the candle.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "candle-of-summoning", "name": "Candle of Summoning", "type": "Wondrous item", "desc": "This black candle burns with an eerie, green flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on conjuration spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the spirit guardians spell (save DC 15) with it. Doing so destroys the candle.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "candle-of-invocation", "name": "Candle of Invocation", "type": "Wondrous item", "desc": "This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the _detect evil and good_ spell. The GM chooses the god and associated alignment or determines the alignment randomly.\n\n| d20 | Alignment |\n|-------|-----------------|\n| 1-2 | Chaotic evil |\n| 3-4 | Chaotic neutral |\n| 5-7 | Chaotic good |\n| 8-9 | Neutral evil |\n| 10-11 | Neutral |\n| 12-13 | Neutral good |\n| 14-15 | Lawful evil |\n| 16-17 | Lawful neutral |\n| 18-20 | Lawful good |\n\nThe candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.\n\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st* level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.\n\nAlternatively, when you light the candle for the first time, you can cast the _gate_ spell with it. Doing so destroys the candle.", "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": "candle-of-invocation-a5e", "name": "Candle of Invocation", "type": "Wondrous Item", "desc": "This golden candle is infused with raw divine magic. When attuned to by a cleric or druid, it takes on a color appropriate to the cleric’s deity. \n\nYou can use an action to light the candle and activate its magic. The candle can burn for a total of 4 hours in 1 minute increments before being used up. \n\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within the area who worships the same deity as the attuned creature (or at the Narrator’s discretion, an allied deity) has _advantage_ on _attack rolls_ , _saving throws_ , and ability checks. If one of the creatures gaining the prior benefit is also a cleric, druid, or herald, they can cast 1st-level spells from one of those classes at that spell level without expending spell slots.\n\nAlternatively, one of these candles that has not yet been lit can be used to cast the __gate_ spell. Doing so consumes the candle.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "candle-of-communion", "name": "Candle of Communion", "type": "Wondrous item", "desc": "This black candle burns with an eerie, violet flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on necromancy spells. After burning for 1 hour, or if the candle's flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the speak with dead spell with it. Doing so destroys the candle.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "candied-axe", "name": "Candied Axe", "type": "Weapon", "desc": "This battleaxe bears a golden head spun from crystalized honey. Its wooden handle is carved with reliefs of bees. You gain a +2 bonus to attack and damage rolls made with this magic weapon.", "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": "campaign-field-tent", "name": "Campaign Field Tent", "type": "Wondrous item", "desc": "You can use an action to place this 1-inch cloth cube on the ground and speak its command word. The cube rapidly grows into a field tent with open or closed sides (your choice) that remains until you use an action to speak the command word that dismisses it, which works only if the tent is empty.\n The field tent is a canvas tent, 15 feet on a side and 10 feet high. It remains firmly fixed to the ground, even when standing on bare stone, a ship's deck, or loose sand, and its magic prevents it from being tipped over.\n Each creature in the area where the tent appears must make a DC 15 Dexterity saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tent. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.\n The tent has 50 hit points, immunity to nonmagical attacks, excluding siege weapons, and resistance to all other damage. The tent contains a small table with a chair and five simple beds made of cloth and foldable wooden frames.\n The field tent can hold up to six Medium or smaller creatures. When a creature finishes a short rest in the tent, it regains double the hit points from any Hit Dice it spends. When a creature finishes a long rest in the tent, it reduces its exhaustion level by 2 instead of 1. In addition, a creature has advantage on saving throws it makes against disease and poison while it rests in the tent.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "cage-of-folly-a5e", "name": "Cage of Folly", "type": "Wondrous Item", "desc": "This small silver or gold birdcage traps your bad ideas and puts them on display. When you fail an Arcana, History, Nature, or Religion check, a little piece of a mechanical bird materializes inside the cage: first the feet, then legs, body, wings, and head. You can immediately reconsider and reroll the ability check. The _cage of folly_ can be used once every 24 hours, and recharges at the end of each week.\n\nOnce you have used the birdcage 5 times, the bird sings a mocking song for 1 hour when you fail an Arcana, History, Nature, or Religion check. If you open the birdcage and let the bird go free, it gives you one piece of good advice about a current problem or question that you face. At the Narrator’s discretion, the advice may give you _advantage_ on one ability check made in the next week. Afterward it flies away as the birdcage loses its magic and becomes a mundane item (though some who have released their birds claim to have encountered them again in the wilds later).", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "buzzing-blade", "name": "Buzzing Blade", "type": "Weapon", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", "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": "butterfly-clips-a5e", "name": "Butterfly Clips", "type": "Wondrous Item", "desc": "These clips look like brightly colored enamel butterflies. When affixed to hair, they animate and flit around your head. Most people who wear these clips wear multiple, giving the appearance of a swarm of butterflies surrounding their hair.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "butter-of-disbelief", "name": "Butter of Disbelief", "type": "Wondrous item", "desc": "This stick of magical butter is carved with arcane runes and never melts or spoils. It has 3 charges. While holding this butter, you can use an action to slice off a piece and expend 1 charge to cast the grease spell (save DC 13) from it. The grease that covers the ground looks like melted butter. The butter regains all expended charges daily at dawn. If you expend the last charge, the butter disappears.", "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": "burning-skull", "name": "Burning Skull", "type": "Wondrous item", "desc": "This appallingly misshapen skull—though alien and monstrous in aspect—is undeniably human, and it is large and hollow enough to be worn as a helm by any Medium humanoid. The skull helm radiates an unholy spectral aura, which sheds dim light in a 10-foot radius. According to legends, gazing upon a burning skull freezes the blood and withers the brain of one who understands not its mystery.", "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/" } ] }{ "count": 1618, "next": "