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=-rarity&page=2
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=3", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-rarity", "results": [ { "slug": "wand-of-polymorph", "name": "Wand of Polymorph", "type": "Wand", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _polymorph_ spell (save DC 15) from it.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "rarity": "very rare", "requires_attunement": "requires attunement by a spellcaster", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "alembic-of-unmaking", "name": "Alembic of Unmaking", "type": "Wondrous item", "desc": "This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks. If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won't physically fit into the alembic (anything larger than a shortsword or a cloak) can't be dissolved in this way. Full dissolution and distillation of an item's magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical. If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling gray-purple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm. An alembic of unmaking can distill or disenchant one item per 24 hours.", "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": "arrow-of-grabbing", "name": "Arrow of Grabbing", "type": "Ammunition", "desc": "This arrow has a barbed head and is wound with a fine but strong thread that unravels as the arrow soars. If a creature takes damage from the arrow, the creature must succeed on a DC 17 Constitution saving throw or take 4d6 damage and have the arrowhead lodged in its flesh. A creature grabbed by this arrow can't move farther away from you. At the end of its turn, the creature can attempt a DC 17 Constitution saving throw, taking 4d6 piercing damage and dislodging the arrow on a success. As an action, you can attempt to pull the grabbed creature up to 10 feet in a straight line toward you, forcing the creature to repeat the saving throw. If the creature fails, it moves up to 10 feet closer to you. If it succeeds, it takes 4d6 piercing damage and the arrow is dislodged.", "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": "binding-oath", "name": "Binding Oath", "type": "Scroll", "desc": "This lengthy scroll is the testimony of a pious individual's adherence to their faith. The author has emphatically rewritten these claims many times, and its two slim, metal rollers are wrapped in yards of parchment. When you attune to the item, you rewrite certain passages to align with your own religious views. You can use an action to throw the scroll at a Huge or smaller creature you can see within 30 feet of you. Make a ranged attack roll. On a hit, the scroll unfurls and wraps around the creature. The target is restrained until you take a bonus action to command the scroll to release the creature. If you command it to release the creature or if you miss with the attack, the scroll curls back into a rolled-up scroll. If the restrained target's alignment is the opposite of yours along the law/chaos or good/evil axis, you can use a bonus action to cause the writing to blaze with light, dealing 2d6 radiant damage to the target. A creature, including the restrained target, can use an action to make a DC 17 Strength check to tear apart the scroll. On a success, the scroll is destroyed. Such an attempt causes the writing to blaze with light, dealing 2d6 radiant damage to both the creature making the attempt and the restrained target, whether or not the attempt is successful. Alternatively, the restrained creature can use an action to make a DC 17 Dexterity check to slip free of the scroll. This action also triggers the damage effect, but it doesn't destroy the scroll. Once used, the scroll can't be used again until the next dawn.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "bituminous-orb", "name": "Bituminous Orb", "type": "Wondrous item", "desc": "A tarlike substance leaks continually from this orb, which radiates a cloying darkness and emanates an unnatural chill. While attuned to the orb, you have darkvision out to a range of 60 feet. In addition, you have immunity to necrotic damage, and you have advantage on saving throws against spells and effects that deal radiant damage. This orb has 6 charges and regains 1d6 daily at dawn. You can expend 1 charge as an action to lob some of the orb's viscous darkness at a creature you can see within 60 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until this grapple ends, the creature is blinded and takes 2d8 necrotic damage at the start of each of its turns, and you can use a bonus action to move the grappled creature up to 20 feet in any direction. You can't move the creature more than 60 feet away from the orb. Alternatively, you can use an action to expend 2 charges and crush the grappled creature. The creature must make a DC 15 Constitution saving throw, taking 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You can end the grapple at any time (no action required). The orb's power can grapple only one creature at a time.", "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": "blood-soaked-hide", "name": "Blood-Soaked Hide", "type": "Armor", "desc": "A creature that starts its turn in your space must succeed on a DC 15 Constitution saving throw or lose 3d6 hit points due to blood loss, and you regain a number of hit points equal to half the number of hit points the creature lost. Constructs and undead who aren't vampires are immune to this effect. Once used, you can't use this property of the armor again 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": "bloodwhisper-cauldron", "name": "Bloodwhisper Cauldron", "type": "Wondrous item", "desc": "This ancient, oxidized cauldron sits on three stubby legs and has images of sacrifice and ritual cast into its iron sides. When filled with concoctions that contain blood, the bubbling cauldron seems to whisper secrets of ancient power to those bold enough to listen. While filled with blood, the cauldron has the following properties. Once filled, the cauldron can't be refilled again until the next dawn.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "bone-whip", "name": "Bone Whip", "type": "Weapon", "desc": "This whip is constructed of humanoid vertebrae with their edges magically sharpened and pointed. The bones are joined together into a coiled line by strands of steel wire. The handle is half a femur wrapped in soft leather of tanned humanoid skin. You gain a +1 bonus to attack and damage rolls with this weapon. You can use an action to cause fiendish energy to coat the whip. For 1 minute, you gain 5 temporary hit points the first time you hit a creature on each turn. In addition, when you deal damage to a creature with this weapon, the creature must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the creature finishes a long rest. Once used, this property of the whip can't be used again until the next dawn.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "book-of-ebon-tides", "name": "Book of Ebon Tides", "type": "Wondrous item", "desc": "This strange, twilight-hued tome was written on pages of pure shadow weave, bound in traditional birch board covers wrapped with shadow goblin hide, and imbued with the memories of forests on the Plane of Shadow. Its covers often reflect light as if it were resting in a forest grove, and some owners swear that a goblin face appears on them now and again. The sturdy lock on one side opens only for wizards, elves, and Shadow Fey (see Tome of Beasts). The book has 15 charges, and it regains 2d6 + 3 expended charges daily in the twilight before dawn. If you expend the last charge, roll a 1d20. On a 1, the book retains its Ebon Tides and Shadow Lore properties but loses its Spells property. When the magic ritual completes, make an Intelligence (Arcana) check and consult the Terrain Changes table for the appropriate DCs. You can change the terrain in any one way listed at your result or lower. For example, if your result was 17, you could turn a small forest up to 30 feet across into a grassland, create a grove of trees up to 240 feet across, create a 6-foot-wide flowing stream, overgrow 1,500 feet of an existing road, or other similar option. Only natural terrain you can see can be affected; built structures, such as homes or castles, remain untouched, though roads and trails can be overgrown or hidden. On a failure, the terrain is unchanged. On a 1, an Overshadow (see Tome of Beasts 2) also appears and attacks you. On a 20, you can choose two options. Deities, Fey Lords and Ladies (see Tome of Beasts), archdevils, demon lords, and other powerful rulers in the Plane of Shadow can prevent these terrain modifications from happening in their presence or anywhere within their respective domains. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, illusion, or shadows, such as invisibility or major image. | DC | Effect |\n| --- | --------------------------------------------------------------------------------------------------- |\n| 8 | Obscuring a path and removing all signs of passage (30 feet per point over 7) |\n| 10 | Creating a grove of trees (30 feet across per point over 9) |\n| 11 | Creating or drying up a lake or pond (up to 10 feet across per point over 10) |\n| 12 | Creating a flowing stream (1 foot wide per point over 11) |\n| 13 | Overgrowing an existing road with brush or trees (300 feet per point over 12) |\n| 14 | Shifting a river to a new course (300 feet per point over 13) |\n| 15 | Moving a forest (300 feet per point over 14) |\n| 16 | Creating a small hill, riverbank, or cliff (10 feet tall per point over 15) |\n| 17 | Turning a small forest into grassland or clearing, or vice versa (30 feet across per point over 16) |\n| 18 | Creating a new river (10 feet wide per point over 17) |\n| 19 | Turning a large forest into grassland, or vice versa (300 feet across per point over 19) |\n| 20 | Creating a new mountain (1,000 feet high per point over 19) |\n| 21 | Drying up an existing river (reducing width by 10 feet per point over 20) |\n| 22 | Shrinking an existing hill or mountain (reducing 1,000 feet per point over 21) | Written by an elvish princess at the Court of Silver Words, this volume encodes her understanding and mastery of shadow. Whimsical illusions suffuse every page, animating its illuminated capital letters and ornamental figures. The book is a famous work among the sable elves of that plane, and it opens to the touch of any elfmarked or sable elf character.", "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": "boots-of-quaking", "name": "Boots of Quaking", "type": "Wondrous item", "desc": "While wearing these steel-toed boots, the earth itself shakes when you walk, causing harmless, but unsettling, tremors. If you move at least 15 feet in a single turn, all creatures within 10 feet of you at any point during your movement must make a DC 16 Strength saving throw or take 1d6 force damage and fall prone. In addition, while wearing these boots, you can cast earthquake, requiring no concentration, by speaking a command word and jumping on a point on the ground. The spell is centered on that point. Once you cast earthquake in this way, you can't do so again 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": "brain-juice", "name": "Brain Juice", "type": "Potion", "desc": "This foul-smelling, murky, purple-gray liquid is created from the liquefied brains of spellcasting creatures, such as aboleths. Anyone consuming this repulsive mixture must make a DC 15 Intelligence saving throw. On a successful save, the drinker is infused with magical power and regains 1d6 + 4 expended spell slots. On a failed save, the drinker is afflicted with short-term madness for 1 day. If a creature consumes multiple doses of brain juice and fails three consecutive Intelligence saving throws, it is afflicted with long-term madness permanently and automatically fails all further saving throws brought about by drinking brain juice.", "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": "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/" }, { "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": "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": "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": "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": "chronomancers-pocket-clock", "name": "Chronomancer's Pocket Clock", "type": "Wondrous item", "desc": "This golden pocketwatch has 3 charges and regains 1d3 expended charges daily at midnight. While holding it, you can use an action to wind it and expend 1 charge to cast the haste spell from it. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, the creature that broke it gains the effects of the time stop spell.", "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": "commanders-visage", "name": "Commander's Visage", "type": "Wondrous item", "desc": "This golden mask resembles a stern face, glowering at the world. While wearing this mask, you have advantage on saving throws against being frightened. The mask has 7 charges for the following properties, and it regains 1d6 + 1 expended charges daily at midnight.", "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": "consuming-rod", "name": "Consuming Rod", "type": "Weapon", "desc": "This bone mace is crafted from a humanoid femur. One end is carved to resemble a ghoulish face, its mouth open wide and full of sharp fangs. The mace has 8 charges, and it recovers 1d6 + 2 charges daily at dawn. You gain a +1 bonus to attack and damage rolls made with this magic mace. When it hits a creature, the mace's mouth stretches gruesomely wide and bites the target, adding 3 (1d6) piercing damage to the attack. As a reaction, you can expend 1 charge to regain hit points equal to the piercing damage dealt. Alternatively, you can use your reaction to expend 5 charges when you hit a Medium or smaller creature and force the mace to swallow the target. The target must succeed on a DC 15 Dexterity saving throw or be swallowed into an extra-dimensional space within the mace. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the mace. The target can still breathe. As an action, you can force the mace to regurgitate the creature, which falls prone in a space within 5 feet of the mace. The mace automatically regurgitates a trapped creature at dawn when it regains charges.", "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": "crook-of-the-flock", "name": "Crook of the Flock", "type": "Rod", "desc": "This plain crook is made of smooth, worn lotus wood and is warm to the touch.", "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": "crystal-staff", "name": "Crystal Staff", "type": "Staff", "desc": "Carved from a single piece of solid crystal, this staff has numerous reflective facets that produce a strangely hypnotic effect. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: color spray (1 charge), confound senses* (3 charges), confusion (4 charges), hypnotic pattern (3 charges), jeweled fissure* (3 charges), prismatic ray* (5 charges), or prismatic spray (7 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to light or confusion. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crystal shatters, destroying the staff and dealing 2d6 piercing damage to each creature within 10 feet of it.", "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": "devilish-doubloon", "name": "Devilish Doubloon", "type": "Wondrous item", "desc": "This gold coin bears the face of a leering devil on the obverse. If it is placed among other coins, it changes its appearance to mimic its neighbors, doing so over the course of 1 hour. This is a purely cosmetic change, and it returns to its original appearance when grasped by a creature with an Intelligence of 5 or higher. You can use a bonus action to toss the coin up to 20 feet. When the coin lands, it transforms into a barbed devil. The devil vanishes after 1 hour or when it is reduced to 0 hit points. When the devil vanishes, the coin reappears in a collection of at least 20 gold coins elsewhere on the same plane where it vanished. The devil is friendly to you and your companions. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. If you are reduced to 0 hit points and the devil is still alive, it moves to your body and uses its action to grab your soul. You must succeed on a DC 15 Charisma saving throw or the devil steals your soul and you die. If the devil fails to grab your soul, it vanishes as if slain. If the devil grabs your soul, it uses its next action to transport itself back to the Hells, disappearing in a flash of brimstone. If the devil returns to the Hells with your soul, its coin doesn't reappear, and you can be restored to life only by means of a true resurrection or wish spell.", "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": "dragonstooth-blade", "name": "Dragonstooth Blade", "type": "Weapon", "desc": "This razor-sharp blade, little more than leather straps around the base of a large tooth, still carries the power of a dragon. This weapon's properties are determined by the type of dragon that once owned this tooth. The GM chooses the dragon type or determines it randomly from the options below. When you hit with an attack using this magic sword, the target takes an extra 1d6 damage of a type determined by the kind of dragon that once owned the tooth. In addition, you have resistance to the type of damage associated with that dragon. | d6 | Damage Type | Dragon Type |\n| --- | ----------- | ------------------- |\n| 1 | Acid | Black or Copper |\n| 2 | Fire | Brass, Gold, or Red |\n| 3 | Poison | Green |\n| 4 | Lightning | Blue or Bronze |\n| 5 | Cold | Silver or White |\n| 6 | Necrotic | Undead |", "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": "dread-scarab", "name": "Dread Scarab", "type": "Wondrous item", "desc": "The abdomen of this beetleshaped brooch is decorated with the grim semblance of a human skull. If you hold it in your hand for 1 round, an Abyssal inscription appears on its surface, revealing its magical nature. While wearing this brooch, you gain the following benefits:\n- You have advantage on saving throws against spells.\n- The scarab has 9 charges. If you fail a saving throw against a conjuration spell or a harmful effect originating from a celestial creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into dust and is destroyed when its last charge is expended.", "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": "eagle-cape", "name": "Eagle Cape", "type": "Wondrous item", "desc": "The exterior of this silk cape is lined with giant eagle feathers. When you fall while wearing this cape, you descend 60 feet per round, take no damage from falling, and always land on your feet. In addition, you can use an action to speak the cloak's command word. This turns the cape into a pair of eagle wings which give you a flying speed of 60 feet for 1 hour or until you repeat the command word as an action. When the wings revert back to a cape, you can't use the cape in this way again until the next dawn.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "earrings-of-the-storm-oyster", "name": "Earrings of the Storm Oyster", "type": "Wondrous item", "desc": "The deep blue pearls forming the core of these earrings come from oysters that survive being struck by lightning. While wearing these earrings, you gain the following benefits:\n- You have resistance to lightning and thunder damage.\n- You can understand Primordial. When it is spoken, the pearls echo the words in a language you can understand, at a whisper only you can hear.\n- You can't be deafened.\n- You can breathe air and water. - As an action, you can cast the sleet storm spell (save DC 15) from the earrings. The earrings can't be used this way again until the next dawn.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "ebon-shards", "name": "Ebon Shards", "type": "Wondrous item", "desc": "These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete. The shards have 10 charges and give you access to a powerful array of Void magic spells. While holding the shards, you use an action to expend 1 or more of its charges to cast one of the following spells from them, using your spell save DC and spellcasting ability: living shadows* (5 charges), maddening whispers* (2 charges), or void strike* (3 charges). You can also use an action to cast the crushing curse* spell from the shards without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness or madness. The shards regain 1d6 + 4 expended charges daily at dusk. Each time you use the ebon shards to cast a spell, you must succeed on a DC 12 Charisma saving throw or take 2d6 psychic damage.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "elemental-wraps", "name": "Elemental Wraps", "type": "Wondrous item", "desc": "These cloth arm wraps are decorated with elemental symbols depicting flames, lightning bolts, snowflakes, and similar. You have resistance to acid, cold, fire, lightning, or thunder damage while you wear these arm wraps. You choose the type of damage when you first attune to the wraps, and you can choose a different type of damage at the end of a short or long rest. The wraps have 10 charges. When you hit with an unarmed strike while wearing these wraps, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 damage of the type to which you have resistance. The wraps regain 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the wraps unravel and fall to the ground, becoming nonmagical.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "encouraging-armor", "name": "Encouraging Armor", "type": "Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "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": "eyes-of-the-outer-dark", "name": "Eyes of the Outer Dark", "type": "Wondrous item", "desc": "These lenses are crafted of polished, opaque black stone. When placed over the eyes, however, they allow the wearer not only improved vision but glimpses into the vast emptiness between the stars. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 60 feet. As an action, you can use the lenses to pierce the veils of time and space and see into the outer darkness. You gain the benefits of the foresight and true seeing spells for 10 minutes. If you activate this property and you aren't suffering from a madness, you take 3d8 psychic damage. Once used, this property of the lenses can't be used again until the next dawn.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "fellforged-armor", "name": "Fellforged Armor", "type": "Armor", "desc": "While wearing this steam-powered magic armor, you gain a +1 bonus to AC, your Strength score increases by 2, and you gain the ability to cast speak with dead as an action. As long as you remain cursed, you exude an unnatural aura, causing beasts with Intelligence 3 or less within 30 feet of you to be frightened. Once you have used the armor to cast speak with dead, you can't cast it again 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": "freerunner-rod", "name": "Freerunner Rod", "type": "Rod", "desc": "Tightly intertwined lengths of grass, bound by additional stiff, knotted blades of grass, form this rod, which is favored by plains-dwelling druids and rangers. While holding it and in grasslands, you leave behind no tracks or other traces of your passing, and you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, beasts with an Intelligence of 3 or lower that are native to grasslands must succeed on a DC 15 Charisma saving throw to attack you. The rod has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod collapses into a pile of grass seeds and is destroyed. Among the grass seeds are 1d10 berries, consumable as if created by the goodberry spell.", "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": "frostfire-lantern", "name": "Frostfire Lantern", "type": "Wondrous item", "desc": "While lit, the flame in this ornate mithril lantern turns blue and sheds a cold, blue dim light in a 30-foot radius. After the lantern's flame has burned for 1 hour, it can't be lit again until the next dawn. You can extinguish the lantern's flame early for use at a later time. Deduct the time it burned in increments of 1 minute from the lantern's total burn time. When a creature enters the lantern's light for the first time on a turn or starts its turn there, the creature must succeed on a DC 17 Constitution saving throw or be vulnerable to cold damage until the start of its next turn. When you light the lantern, choose up to four creatures you can see within 30 feet of you, which can include yourself. The chosen creatures are immune to this effect of the lantern's light.", "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": "fulminar-bracers", "name": "Fulminar Bracers", "type": "Wondrous item", "desc": "Stylized etchings of cat-like lightning elementals known as Fulminars (see Creature Codex) cover the outer surfaces of these solid silver bracers. While wearing these bracers, lightning crackles harmless down your hands, and you have resistance to lightning damage and thunder damage. The bracers have 3 charges. You can use an action to expend 1 charge to create lightning shackles that bind up to two creatures you can see within 60 feet of you. Each target must make a DC 15 Dexterity saving throw. On a failure, a target takes 4d6 lightning damage and is restrained for 1 minute. On a success, the target takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The bracers regain all expended charges daily at dawn. The bracers also regain 1 charge each time you take 10 lightning damage while wearing them.", "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": "gauntlet-of-the-iron-sphere", "name": "Gauntlet of the Iron Sphere", "type": "Wondrous item", "desc": "This heavy gauntlet is adorned with an onyx. While wearing this gauntlet, your unarmed strikes deal 1d8 bludgeoning damage, instead of the damage normal for an unarmed strike, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. In addition, your unarmed strikes deal double damage to objects and structures. If you hold a pound of raw iron ore in your hand while wearing the gauntlet, you can use an action to speak the gauntlet's command word and conjure an Iron Sphere (see Creature Codex). The iron sphere remains for 1 hour or until it dies. It is friendly to you and your companions. Roll initiative for the iron sphere, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the iron sphere, it defends itself from hostile creatures but otherwise takes no actions. The gauntlet can't be used this way again until the next dawn.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "ghost-dragon-horn", "name": "Ghost Dragon Horn", "type": "Wondrous item", "desc": "Scales from dead dragons cover this wooden, curved horn. You can use an action to speak the horn's command word and then blow the horn, which emits a blast in a 30-foot cone, containing shrieking spectral dragon heads. Each creature in the cone must make a DC 17 Wisdom saving throw. On a failure, a creature tales 5d10 psychic damage and is frightened of you for 1 minute. On a success, a creature takes half the damage and isn't frightened. Dragons have disadvantage on the saving throw and take 10d10 psychic damage instead of 5d10. A frightened target can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If a dragon takes damage from the horn's shriek, the horn has a 20 percent chance of exploding. The explosion deals 10d10 psychic damage to the blower and destroys the horn. Once you use the horn, it can't be used again until the next dawn. If you kill a dragon while holding or carrying the horn, you regain use of the horn.", "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": "ghoul-light", "name": "Ghoul Light", "type": "Wondrous item", "desc": "This bullseye lantern sheds light as normal when a lit candle is placed inside of it. If the light shines on meat, no matter how toxic or rotten, for at least 10 minutes, the meat is rendered safe to eat. The lantern's magic doesn't improve the meat's flavor, but the light does restore the meat's nutritional value and purify it, rendering it free of poison and disease. In addition, when an undead creature ends its turn in the light, it takes 1 radiant damage.", "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": "ghoulbane-oil", "name": "Ghoulbane Oil", "type": "Potion", "desc": "This rusty-red gelatinous liquid glistens with tiny sparkling crystal flecks. The oil can coat one weapon or 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, if a ghoul, ghast, or Darakhul (see Tome of Beasts) takes damage from the coated item, it takes an extra 2d6 damage of the weapon's type.", "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": "girdle-of-traveling-alchemy", "name": "Girdle of Traveling Alchemy", "type": "Wondrous item", "desc": "This wide leather girdle has many sewn-in pouches and holsters that hold an assortment of empty beakers and vials. Once you have attuned to the girdle, these containers magically fill with the following liquids:\n- 2 flasks of alchemist's fire\n- 2 flasks of alchemist's ice*\n- 2 vials of acid - 2 jars of swarm repellent* - 1 vial of assassin's blood poison - 1 potion of climbing - 1 potion of healing Each container magically replenishes each day at dawn, if you are wearing the girdle. All the potions and alchemical substances produced by the girdle lose their properties if they're transferred to another container before being used.", "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": "gloomflower-corsage", "name": "Gloomflower Corsage", "type": "Wondrous item", "desc": "This black, six-petaled flower fits neatly on a garment's lapel or peeking out of a pocket. While wearing it, you have advantage on saving throws against being blinded, deafened, or frightened. While wearing the flower, you can use an action to speak one of three command words to invoke the corsage's power and cause one of the following effects: - When you speak the first command word, you gain blindsight out to a range of 120 feet for 1 hour.\n- When you speak the second command word, choose a target within 120 feet of you and make a ranged attack with a +7 bonus. On a hit, the target takes 3d6 psychic damage.\n- When you speak the third command word, your form shifts and shimmers. For 1 minute, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. Each time you use the flower, one of its petals curls in on itself. You can't use the flower if all of its petals are curled. The flower uncurls 1d6 petals daily at dusk.", "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": "gloves-of-the-walking-shade", "name": "Gloves of the Walking Shade", "type": "Wondrous item", "desc": "Each glove is actually comprised of three, black ivory rings (typically fitting the thumb, middle finger, and pinkie) which are connected to each other. The rings are then connected to an intricately-engraved onyx wrist cuff by a web of fine platinum chains and tiny diamonds. While wearing these gloves, you gain the following benefits: - You have resistance to necrotic damage.\n- You can spend one Hit Die during a short rest to remove one level of exhaustion instead of regaining hit points.\n- You can use an action to become a living shadow for 1 minute. For the duration, you can move through a space as narrow as 1 inch wide without squeezing, and you can take the Hide action as a bonus action while you are in dim light or darkness. Once used, this property of the gloves can't be used again until the next nightfall.", "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": "gorgon-scale", "name": "Gorgon Scale", "type": "Armor", "desc": "The iron scales of this armor have a green-tinged iridescence. While wearing this armor, you gain a +1 bonus to AC, and you have immunity to the petrified condition. If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, you can use a bonus action to imbue the hit with some of the armor's petrifying magic. The target must make a DC 15 Constitution saving throw. On a failed save, the target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. The armor can't be used this way again 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": "grasping-cloak", "name": "Grasping Cloak", "type": "Wondrous item", "desc": "Made of strips of black leather, this cloak always shines as if freshly oiled. The strips writhe and grasp at nearby creatures. While wearing this cloak, you can use a bonus action to command the strips to grapple a creature no more than one size larger than you within 5 feet of you. The strips make the grapple attack roll with a +7 bonus. On a hit, the target is grappled by the cloak, leaving your hands free to perform other tasks or actions that require both hands. However, you are still considered to be grappling a creature, limiting your movement as normal. The cloak can grapple only one creature at a time. Alternatively, you can use a bonus action to command the strips to aid you in grappling. If you do so, you have advantage on your next attack roll made to grapple a creature. While grappling a creature in this way, you have advantage on the contested check if a creature attempts to escape your grapple.", "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": "grave-ward-armor", "name": "Grave Ward Armor", "type": "Armor", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again 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": "green-mantle", "name": "Green Mantle", "type": "Wondrous item", "desc": "This garment is made of living plants—mosses, vines, and grasses—interwoven into a light, comfortable piece of clothing. When you attune to this mantle, it forms a symbiotic relationship with you, sinking roots beneath your skin. While wearing the mantle, your hit point maximum is reduced by 5, and you gain the following benefits: - If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.\n- You have resistance to radiant damage.\n- You have immunity to the poisoned condition and poison damage that originates from a plant, moss, fungus, or plant creature.\n- As an action, you cause the mantle to produce 6 berries. It can have no more than 12 berries on it at one time. The berries have the same effect as berries produced by the goodberry spell. Unlike the goodberry spell, the berries retain their potency as long as they are not picked from the mantle. Once used, this property can't be used again until the next dawn.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "hair-pick-of-protection", "name": "Hair Pick of Protection", "type": "Wondrous item", "desc": "This hair pick has glittering teeth that slide easily into your hair, making your hair look perfectly coiffed and battle-ready. Though typically worn in hair, you can also wear the pick as a brooch or cloak clasp. While wearing this pick, you gain a +2 bonus to AC, and you have advantage on saving throws against spells. In addition, the pick magically boosts your self-esteem and your confidence in your ability to overcome any challenge, making you immune to the frightened condition.", "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": "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": "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": "keffiyeh-of-serendipitous-escape", "name": "Keffiyeh of Serendipitous Escape", "type": "Wondrous item", "desc": "This checkered cotton headdress is indistinguishable from the mundane scarves worn by the desert nomads. As an action, you can remove the headdress, spread it open on the ground, and speak the command word. The keffiyeh transforms into a 3-foot by 5-foot carpet of flying which moves according to your spoken directions provided that you are within 30 feet of it. Speaking the command word a second time transforms the carpet back into a headdress again.", "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": "kraken-clutch-ring", "name": "Kraken Clutch Ring", "type": "Ring", "desc": "This green copper ring is etched with the image of a kraken with splayed tentacles. The ring has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn, as long as it was immersed in water for at least 1 hour since the previous dawn. If the ring has at least 1 charge, you have advantage on grapple checks. While wearing this ring, you can expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: black tentacles (2 charges), call lightning (1 charge), or control weather (4 charges).", "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": "