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=4
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=5", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=3", "results": [ { "slug": "tarian-graddfeydd-ddraig", "name": "Tarian Graddfeydd Ddraig", "type": "Armor", "desc": "This metal shield has an outer coating consisting of hardened resinous insectoid secretions embedded with flakes from ground dragon scales collected from various dragon wyrmlings and one dragon that was killed by shadow magic. While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you have resistance to acid, cold, fire, lightning, necrotic, and poison damage dealt by the breath weapons of dragons. While wielding the shield in an area of dim or bright light, you can use an action to reflect the light off the shield's dragon scale flakes to cause a cone of multicolored light to flash from it (15-foot cone if in dim light; 30-foot cone if in bright light). Each creature in the area must make a DC 17 Dexterity saving throw. For each target, roll a d6 and consult the following table to determine which color is reflected at it. The shield can't be used this way again until the next dawn. | d6 | Effect |\n| --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | **Red**. The target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 2 | **White**. The target takes 4d6 cold damage and is restrained until the start of your next turn on a failed save, or half as much damage and is not restrained on a successful one. |\n| 3 | **Blue**. The target takes 4d6 lightning damage and is paralyzed until the start of your next turn on a failed save, or half as much damage and is not paralyzed on a successful one. |\n| 4 | **Black**. The target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. If the target failed the save, it also takes an extra 2d6 acid damage on the start of your next turn. |\n| 5 | **Green**. The target takes 4d6 poison damage and is poisoned until the start of your next turn on a failed save, or half as much damage and is not poisoned on a successful one. |\n| 6 | **Shadow**. The target takes 4d6 necrotic damage and its Strength score is reduced by 1d4 on a failed save, or half as much damage and does not reduce its Strength score on a successful one. The target dies if this Strength reduction reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or 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": "tincture-of-moonlit-blossom", "name": "Tincture of Moonlit Blossom", "type": "Potion", "desc": "This potion is steeped using a blossom that grows only in the moonlight. When you drink this potion, your shadow corruption (see Midgard Worldbook) is reduced by three levels. If you aren't using the Midgard setting, you gain the effect of the greater restoration spell instead.", "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": "trident-of-the-vortex", "name": "Trident of the Vortex", "type": "Weapon", "desc": "This bronze trident has a shaft of inlaid blue pearl. You gain a +2 bonus to attack and damage rolls with this magic weapon. Whirlpool. While wielding the trident underwater, you can use an action to speak its command word and cause the water around you to whip into a whirlpool for 1 minute. For the duration, each creature that enters or starts its turn in a space within 10 feet of you must succeed on a DC 15 Strength saving throw or be restrained by the whirlpool. The whirlpool moves with you, and creatures restrained by it move with it. A creature within 5 feet of the whirlpool can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlpool. 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": "trident-of-the-yearning-tide", "name": "Trident of the Yearning Tide", "type": "Weapon", "desc": "The barbs of this trident are forged from mother-of-pearl and its shaft is fashioned from driftwood. You gain a +2 bonus on attack and damage rolls made with this magic weapon. While holding the trident, you can breathe underwater. The trident has 3 charges for the following other properties. It regains 1d3 expended charges daily at dawn. Call Sealife. While holding the trident, you can use an action to expend 3 of its charges to cast the conjure animals spell from it. The creatures you summon must be beasts that can breathe water. Yearn for the Tide. When you hit a creature with a melee attack using the trident, you can use a bonus action to expend 1 charge to force the target to make a DC 17 Wisdom saving throw. On a failure, the target must spend its next turn leaping into the nearest body of water and swimming toward the bottom. A creature that can breathe underwater automatically succeeds on the saving throw. If no water is in the target’s line of sight, the target automatically succeeds on the saving throw.", "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": "trollsblood-elixir", "name": "Trollsblood Elixir", "type": "Potion", "desc": "This thick, pink liquid sloshes and moves even when the bottle is still. When you drink this potion, you regenerate lost hit points for 1 hour. At the start of your turn, you regain 5 hit points. If you take acid or fire damage, the potion doesn't function at the start of your next turn. If you lose a limb, you can reattach it by holding it in place for 1 minute. For the duration, you can die from damage only by being reduced to 0 hit points and not regenerating on your 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": "unquiet-dagger", "name": "Unquiet Dagger", "type": "Weapon", "desc": "Forged by creatures with firsthand knowledge of what lies between the stars, this dark gray blade sometimes appears to twitch or ripple like water when not directly observed. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you hit with an attack using this dagger, the target takes an extra 2d6 psychic damage. You can use an action to cause the blade to ripple for 1 minute. While the blade is rippling, each creature that takes psychic damage from the dagger must succeed on a DC 15 Charisma saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dagger 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": "void-touched-buckler", "name": "Void-Touched Buckler", "type": "Armor", "desc": "This simple wood and metal buckler belonged to an adventurer slain by a void dragon wyrmling (see Tome of Beasts). It sat for decades next to a small tear in the fabric of reality, which led to the outer planes. It has since become tainted by the Void. While wielding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Invoke the Void. While wielding this shield, you can use an action to invoke the shield’s latent Void energy for 1 minute, causing a dark, swirling aura to envelop the shield. For the duration, when a creature misses you with a weapon attack, it must succeed on a DC 17 Wisdom saving throw or be frightened of you until the end of its next turn. In addition, when a creature hits you with a weapon attack, it has advantage on weapon attack rolls against you until the end of its next turn. You can’t use this property of the shield 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": "wand-of-accompaniment", "name": "Wand of Accompaniment", "type": "Wand", "desc": "Tiny musical notes have been etched into the sides of this otherwise plain, wooden wand. It has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates with a small bang. Dance. While holding the wand, you can use an action to expend 3 charges to cast the irresistible dance spell (save DC 17) from it. If the target is in the area of the Song property of this wand, it has disadvantage on the saving throw. Song. While holding the wand, you can use an action to expend 1 charge to cause the area within a 30-foot radius of you to fill with music for 1 minute. The type of music played is up to you, but it is performed flawlessly. Each creature in the area that can hear the music has advantage on saving throws against being deafened and against spells and effects that deal thunder 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": "wand-of-drowning", "name": "Wand of Drowning", "type": "Wand", "desc": "This wand appears to be carved from the bones of a large fish, which have been cemented together. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding this wand, you can use an action to expend 1 charge to cause a thin stream of seawater to spray toward a creature you can see within 60 feet of you. If the target can breathe only air, it must succeed on a DC 15 Constitution saving throw or its lungs fill with rancid seawater and it begins drowning. A drowning creature chokes for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its turn after its choking ends, the creature drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. A successful DC 15 Wisdom (Medicine) check removes the seawater from the drowning creature's lungs, ending the effect.", "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": "white-ape-hide", "name": "White Ape Hide", "type": "Armor", "desc": "This armor was made from the remains of a White Ape (see Tome of Beasts) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear 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": "witchs-circle", "name": "Witch's Circle", "type": "Weapon", "desc": "This damask steel weapon is a simple ring with the interior edge dulled to rest comfortably in hand. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Call the Four. When you hit with a ranged attack using this weapon, the target takes an extra 1d8 damage of one of the following types (your choice): cold, fire, lightning, or thunder. Immediately after the attack, the weapon flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. Witch’s Light. While holding this weapon, you can use an action to cast the moonbeam spell from it, using your spell save DC. You cast the 6th-level version of the spell. Once used, this property can’t be used again until the next dawn. Chakram Statistics. A chakram is a martial melee weapon with the thrown property (range 20/60 feet). It weighs 1 pound and costs 15 gp, and it deals 1d6 slashing damage. The witch’s circle is a magical version of this 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": "wolf-brush", "name": "Wolf Brush", "type": "Weapon", "desc": "From a distance, this weapon bears a passing resemblance to a fallen tree branch. This unique polearm was first crafted by a famed martial educator and military general from the collected weapons of his fallen compatriots. Each point on this branching spear has a history of its own and is infused with the pain of loss and the glory of military service. When wielded in battle, each of the small, branching spear points attached to the polearm's shaft pulses with a warm glow and burns with the desire to protect the righteous. When not using it, you can fold the branches inward and sheathe the polearm in a leather wrap. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you hold this weapon, it sheds dim light in a 5-foot radius. You can fold and wrap the weapon as an action, extinguishing the light. While holding or carrying the weapon, you have resistance to piercing damage. The weapon has 10 charges for the following other properties. The weapon regains 1d8 + 2 charges daily at dawn. In addition, it regains 1 charge when exposed to powerful magical sunlight, such as the light created by the sunbeam and sunburst spells, and it regains 1 charge each round it remains exposed to such sunlight. Spike Barrage. While wielding this weapon, you can use an action to expend 1 or more of its charges and sweep the weapon in a small arc to release a barrage of spikes in a 15-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 1d10 piercing damage for each charge you expend on a failed save, or half as much damage on a successful one. Spiked Wall. While wielding this weapon, you can use an action to expend 6 charges to cast the wall of thorns spell (save DC 17) from it.", "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": "zephyr-shield", "name": "Zephyr Shield", "type": "Armor", "desc": "This round metal shield is painted bright blue with swirling white lines across it. You gain a +2 bonus to AC while you wield this shield. This is an addition to the shield's normal AC bonus. Air Bubble. Whenever you are immersed in a body of water while holding this shield, you can use a reaction to envelop yourself in a 10-foot radius bubble of fresh air. This bubble floats in place, but you can move it up to 30 feet during your turn. You are moved with the bubble when it moves. The air within the bubble magically replenishes itself every round and prevents foreign particles, such as poison gases and water-borne parasites, from entering the area. Other creatures can leave or enter the bubble freely, but it collapses as soon as you exit it. The exterior of the bubble is immune to damage and creatures making ranged attacks against anyone inside the bubble have disadvantage on their attack rolls. The bubble lasts for 1 minute or until you exit it. Once used, this property can’t be used again until the next dawn. Sanctuary. You can use a bonus action to cast the sanctuary spell (save DC 13) from the shield. This spell protects you from only water elementals and other creatures composed of water. Once used, this property 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": "deepstone-cestus", "name": "Deepstone Cestus", "type": "Wondrous item", "desc": "These leather hand wraps are fitted with round, flat stones engraved with runes. While wearing these wraps, your ki save DC increases by 2.", "rarity": "very rare", "requires_attunement": "requires attunement by a monk", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "giantstrike-cestus", "name": "Giantstrike Cestus", "type": "Wondrous item", "desc": "These leather hand wraps are fitted with iron plates engraved with runes. When you make unarmed strikes while wearing these wraps, your Martial Arts die is one die higher.", "rarity": "very rare", "requires_attunement": "requires attunement by a monk", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "potion-of-infinite-possibilities", "name": "Potion of Infinite Possibilities", "type": "Potion", "desc": "This deep purple potion swirls with glittering flashes of red, green, and blue and smells faintly of ozone. For 1 hour after drinking this potion, you gain the following benefits:\n* You have blindsight out to a range of 60 feet.\n* When you roll a 1 on an ability check, saving throw, or attack roll, you can reroll the die and must use the new roll.\n *You can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.\nWhen the duration ends, you are stunned until the end of your next turn as your mind reels from the loss of the mind-altering effects.", "rarity": "very rare", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "stasis-stone", "name": "Stasis Stone", "type": "Wondrous item", "desc": "This small, crystalline, purple stone measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 2 *stasis stones* can be found together.\n You can use an action to throw the stone up to 30 feet. The stone explodes on impact and is destroyed. Each creature within a 10-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be petrified until the end of its next turn as the stone releases temporal magic and freezes it in time.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "victory-banner", "name": "Victory Banner", "type": "Wondrous item", "desc": "This small banner is mounted on a short haft and can be attached to a backpack, saddle, or similar equipment. The banner has 3 charges. It regains all expended charges daily at dawn. You can expend 1 of its charges to give yourself advantage on weapon attacks for 1 minute. When you roll a 20 on an attack roll made with a weapon, you can expend 1 charge to move up to your speed without provoking opportunity attacks.\n You must be within 5 feet of the banner to expend any of its charges.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "belt-of-giant-strength", "name": "Belt of Giant Strength", "type": "Wondrous item", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\n\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\n\n| Type | Strength | Rarity |\n|-------------------|----------|-----------|\n| Hill giant | 21 | Rare |\n| Stone/frost giant | 23 | Very rare |\n| Fire giant | 25 | Very rare |\n| Cloud giant | 27 | Legendary |\n| Storm giant | 29 | Legendary |", "rarity": "varies", "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": "ioun-stone", "name": "Ioun Stone", "type": "Wondrous item", "desc": "An _Ioun stone_ is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of _Ioun stone_ exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Absorption (Very Rare)_**. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.\n\nOnce the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.\n\n**_Agility (Very Rare)_**. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.\n\n**_Awareness (Rare)_**. You can't be surprised while this dark blue rhomboid orbits your head.\n\n**_Fortitude (Very Rare)_**. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.\n\n**_Greater Absorption (Legendary)_**. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.\n\nOnce the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.\n\n**_Insight (Very Rare)_**. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.\n\n**_Intellect (Very Rare)_**. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.\n\n**_Leadership (Very Rare)_**. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.\n\n**_Mastery (Legendary)_**. Your proficiency bonus increases by 1 while this pale green prism orbits your head.\n\n**_Protection (Rare)_**. You gain a +1 bonus to AC while this dusty rose prism orbits your head.\n\n**_Regeneration (Legendary)_**. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.\n\n**_Reserve (Rare)_**. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.\n\nAny creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.\n\n**_Strength (Very Rare)_**. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.\n\n**_Sustenance (Rare)_**. You don't need to eat or drink while this clear spindle orbits your head.", "rarity": "varies", "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": "potion-of-giant-strength", "name": "Potion of Giant Strength", "type": "Potion", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\n\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\n\n| Type of Giant | Strength | Rarity |\n|-------------------|----------|-----------|\n| Hill giant | 21 | Uncommon |\n| Frost/stone giant | 23 | Rare |\n| Fire giant | 25 | Rare |\n| Cloud giant | 27 | Very rare |\n| Storm giant | 29 | Legendary |", "rarity": "varies", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "potion-of-healing", "name": "Potion of Healing", "type": "Potion", "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\n\n**Potions of Healing (table)**\n\n| Potion of ... | Rarity | HP Regained |\n|------------------|-----------|-------------|\n| Healing | Common | 2d4 + 2 |\n| Greater healing | Uncommon | 4d4 + 4 |\n| Superior healing | Rare | 8d4 + 8 |\n| Supreme healing | Very rare | 10d4 + 20 |", "rarity": "varies", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "spell-scroll", "name": "Spell Scroll", "type": "Scroll", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "rarity": "varies", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "berserkers-kilt", "name": "Berserker's Kilt", "type": "Wondrous item", "desc": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.", "rarity": "varies", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "crawling-cloak", "name": "Crawling Cloak", "type": "Wondrous item", "desc": "This unusual cloak is made of many overlapping, broad strips of thick cloth.\nCrawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can’t stand up from prone unless you still have at least half your movement remaining after moving.\n\nSturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing.", "rarity": "varies", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "figurehead-of-prowess", "name": "Figurehead of Prowess", "type": "Wondrous item", "desc": "A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. \nAlbatross (Uncommon). While this figurehead is mounted on a ship, the ship’s pilot can double its proficiency bonus with navigator’s tools when navigating the ship. In addition, the ship’s pilot doesn’t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through fog, rain, dust storms, or other natural phenomena that would ordinarily lightly obscure the pilot’s vision. \nBasilisk (Uncommon). While this figurehead is mounted on a ship, the ship’s AC increases by 2. \nDragon Turtle (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to fire damage, and the ship’s damage threshold increases by 5. If the ship doesn’t normally have a damage threshold, it gains a damage threshold of 5. \nKraken (Rare). While this figurehead is mounted on a ship, the pilot can animate all of the ship’s ropes. If a creature on the ship uses an animated rope while taking the grapple action, the creature has advantage on the check. Alternatively, the pilot can command the ropes to move as if being moved by a crew, allowing a ship to dock or a sailing ship to sail without a crew. The pilot can end this effect as a bonus action. When the ship’s ropes have been animated for a total of 10 minutes, the figurehead’s magic ceases to function until the next dawn. \nManta Ray (Rare). While this figurehead is mounted on a ship, the ship’s speed increases by half. For example, a ship with a speed of 4 miles per hour would have a speed of 6 miles per hour while this figurehead was mounted on it. \nNarwhal (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to cold damage, and the ship can break through ice sheets without taking damage or needing to make a check. \nOctopus (Rare). This figurehead can be mounted only on ships designed for water travel. While this figurehead is mounted on a ship, the pilot can force the ship to dive beneath the water. The ship moves at its normal speed while underwater, regardless of its normal method of locomotion. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour underwater, the figurehead’s magic ceases to function until the next dawn. \nSphinx (Legendary). This figurehead can be mounted only on a ship that isn’t designed for air travel. While this figurehead is mounted on a ship, the pilot can command the ship to rise into the air. The ship moves at its normal speed while in the air, regardless of its normal method of locomotion. Each creature on the ship remains on the ship as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to descend at a rate of 60 feet per round until it reaches land or water. When the ship has spent a total of 8 hours in the sky, the figurehead’s magic ceases to function until the next dawn. \nXorn (Very Rare). This figurehead can be mounted only on a ship designed for land travel. While this figurehead is mounted on a ship, the pilot can force the ship to burrow into the earth. The ship moves at its normal speed while burrowing, regardless of its normal method of locomotion. The ship can burrow through nonmagical, unworked sand, mud, earth, and stone, and it doesn’t disturb the material it moves through. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour burrowing, the figurehead’s magic ceases to function until the next dawn.", "rarity": "varies", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "honey-buckle", "name": "Honey Buckle", "type": "Wondrous item", "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", "rarity": "varies", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "kobold-firework", "name": "Kobold Firework", "type": "Wondrous item", "desc": "These small pouches and cylinders are filled with magical powders and reagents, and they each have a small fuse protruding from their closures. You can use an action to light a firework then throw it up to 30 feet. The firework activates immediately or on initiative count 20 of the following round, as detailed below. Once a firework’s effects end, it is destroyed. A firework can’t be lit underwater, and submersion in water destroys a firework. A lit firework can be destroyed early by dousing it with at least 1 gallon of water.\n Blinding Goblin-Cracker (Uncommon). This bright yellow firework releases a blinding flash of light on impact. Each creature within 15 feet of where the firework landed and that can see it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Deafening Kobold-Barker (Uncommon). This firework consists of several tiny green cylinders strung together and bursts with a loud sound on impact. Each creature within 15 feet of where the firework landed and that can hear it must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Enchanting Elf-Fountain (Uncommon). This purple pyramidal firework produces a fascinating and colorful shower of sparks for 1 minute. The shower of sparks starts on the round after you throw it. While the firework showers sparks, each creature that enters or starts its turn within 30 feet of the firework must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the firework until the start of its next turn.\n Fairy Sparkler (Common). This narrow firework is decorated with stars and emits a bright, sparkling light for 1 minute. It starts emitting light on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the firework’s bright light.\n Priest Light (Rare). This silver cylinder firework produces a tall, argent flame and numerous golden sparks for 10 minutes. The flame appears on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An undead creature can’t willingly enter the firework’s bright light by nonmagical means. If the undead creature tries to use teleportation or similar interplanar travel to do so, it must first succeed on a DC 15 Charisma saving throw. If an undead creature is in the bright light when it appears, the creature must succeed on a DC 15 Wisdom saving throw or be compelled to leave the bright light. It won’t move into any obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move out of the bright light. In addition, each non-undead creature in the bright light can’t be charmed, frightened, or possessed by an undead creature.\n Red Dragon’s Breath (Very Rare). This firework is wrapped in gold leaf and inscribed with scarlet runes, and it erupts into a vertical column of fire on impact. Each creature in a 10-foot-radius, 60-foot-high cylinder centered on the point of impact must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one.\n Snake Fountain (Rare). This short, wide cylinder is red, yellow, and black with a scale motif, and it produces snakes made of ash for 1 minute. It starts producing snakes on the round after you throw it. The firework creates 1 poisonous snake each round. The snakes are friendly to you and your companions. Roll initiative for the snakes as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The snakes remain for 10 minutes, until you dismiss them as a bonus action, or until they are doused with at least 1 gallon of water.", "rarity": "varies", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "mask-of-the-war-chief", "name": "Mask of the War Chief", "type": "Wondrous item", "desc": "These fierce yet regal war masks are made by shamans in the cold northern mountains for their chieftains. Carved from the wood of alpine trees, each mask bears the image of a different creature native to those regions. Cave Bear (Uncommon). This mask is carved in the likeness of a roaring cave bear. While wearing it, you have advantage on Charisma (Intimidation) checks. In addition, you can use an action to summon a cave bear (use the statistics of a brown bear) to serve you in battle. The bear is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as attack your enemies. In the absence of such orders, the bear acts in a fashion appropriate to its nature. It vanishes at the next dawn or when it is reduced to 0 hit points. The mask can’t be used this way again until the next dawn. Behir (Very Rare). Carvings of stylized lightning decorate the closed, pointed snout of this blue, crocodilian mask. While wearing it, you have resistance to lightning damage. In addition, you can use an action to exhale lightning in a 30-foot line that is 5 feet wide Each creature in the line must make a DC 17 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn. Mammoth (Uncommon). This mask is carved in the likeness of a mammoth’s head with a short trunk curling up between the eyes. While wearing it, you count as one size larger when determining your carrying capacity and the weight you can lift, drag, or push. In addition, you can use an action to trumpet like a mammoth. Choose up to six creatures within 30 feet of you and that can hear the trumpet. For 1 minute, each target is under the effect of the bane (if a hostile creature; save DC 13) or bless (if a friendly creature) spell (no concentration required). This mask can’t be used this way again until the next dawn. Winter Wolf (Rare). Carved in the likeness of a winter wolf, this white mask is cool to the touch. While wearing it, you have resistance to cold damage. In addition, you can use an action to exhale freezing air in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn.", "rarity": "varies", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "orb-of-obfuscation", "name": "Orb of Obfuscation", "type": "Potion", "desc": "Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb's effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can’t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation. In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check.", "rarity": "varies", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "phase-mirror", "name": "Phase Mirror", "type": "Wondrous item", "desc": "Unlike other magic items, multiple creatures can attune to the phase mirror by touching it as part of the same short rest. A creature remains attuned to the mirror as long as it is on the same plane of existence as the mirror or until it chooses to end its attunement to the mirror during a short rest. Phase mirrors look almost identical to standard mirrors, but their surfaces are slightly clouded. These mirrors are found in a variety of sizes, from handheld to massive disks. The larger the mirror, the more power it can take in, and consequently, the more creatures it can affect. When it is created, a mirror is connected to a specific plane. The mirror draws in starlight and uses that energy to move between its current plane and its connected plane. While holding or touching a fully charged mirror, an attuned creature can use an action to speak the command word and activate the mirror. When activated, the mirror transports all creatures attuned to it to the mirror's connected plane or back to the Material Plane at a destination of the activating creature's choice. This effect works like the plane shift spell, except it transports only attuned creatures, regardless of their distance from each other, and the destination must be on the Material Plane or the mirror's connected plane. If the mirror is broken, its magic ends, and each attuned creature is trapped in whatever plane it occupies when the mirror breaks. Once activated, the mirror stays active for 24 hours and any attuned creature can use an action to transport all attuned creatures back and forth between the two planes. After these 24 hours have passed, the power drains from the mirror, and it can't be activated again until it is recharged. Each phase mirror has a different recharge time and limit to the number of creatures that can be attuned to it, depending on the mirror's size.", "rarity": "varies", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "primal-doom", "name": "Primal Doom", "type": "Wondrous item", "desc": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.", "rarity": "varies", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "ring-of-spell-negation", "name": "Ring of Spell Negation", "type": "Ring", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use your reaction to expend 1 of its charges to cast counterspell, and you lose hit points related to the spell's level. You can't use this feature of the ring if you don't have blood. The types of spells you can counter and the amount of hit points you lose depend on the type of ring you are wearing. | d8 | School |\n| --- | ------------- |\n| 1 | Abjuration |\n| 2 | Conjuration |\n| 3 | Divination |\n| 4 | Enchantment |\n| 5 | Evocation |\n| 6 | Illusion |\n| 7 | Necromancy |\n| 8 | Transmutation |", "rarity": "varies", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "sacrificial-knife", "name": "Sacrificial Knife", "type": "Weapon", "desc": "Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot.", "rarity": "varies", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "servile-shabti", "name": "Servile Shabti", "type": "Wondrous item", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", "rarity": "varies", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "spearbiter", "name": "Spearbiter", "type": "Armor", "desc": "The front of this shield is fashioned in the shape of a snarling wolf ’s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker’s weapon, the wolf ’s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker’s attack roll against you, the attacker’s attack misses you. You can’t use this property of the shield again until the next dawn. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf ’s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf ’s head to snap at the attacker’s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield.", "rarity": "varies", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "trick-shot-mirror", "name": "Trick Shot Mirror", "type": "Wondrous item", "desc": "A trick shot mirror is a round, steel-framed hand mirror with no handle, but its 5-inch diameter makes it easy to hold. A trick shot mirror comes in different styles, but each allows you to adjust the trajectory of an attack or spell. Each mirror has 3 charges, and it regains all expended charges daily at dawn. Ricocheting Trick Shot Mirror (Uncommon). While holding the mirror, you can use an action to expend 1 of the mirror’s charges and cause the mirror to fly from your hand and float in an unoccupied space within 60 feet of you for 1 minute. When you make a ranged attack, you determine your line of sight as if you were in your space or the mirror’s space. You must be able to see the mirror to do so. The mirror doesn’t extend the range of your attack, and you still have disadvantage on the attack roll if you attack a target outside of your weapon’s or spell’s normal range. You can use a bonus action to command the mirror to fly back to your open hand. Spellbending Trick Shot Mirror (Rare). While holding the mirror and casting a spell that forms a line, you can expend 1 or more of the mirror’s charges to focus part of the spell into the mirror and change the angle of the line. Choose one space along the line. The line bends at a 90-degree angle in the space in the direction of your choice. This bend doesn’t extend the length of the line, but it could redirect the line in such a way as to hit a creature previously not within the line’s area of effect. For each charge you expend, you can bend the line in an additional space.", "rarity": "varies", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "unstable-bombard", "name": "Unstable Bombard", "type": "Potion", "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "rarity": "varies", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "armor-of-warding", "name": "Armor of Warding", "type": "Armor", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "rarity": "uncommon, rare, 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": "whip-of-the-blue-wyrm", "name": "Whip of the Blue Wyrm", "type": "Weapon", "desc": "Used by the half-dragon taskmasters of a long-forgotten empire, these whips drew fear and hopelessness from those who felt their terrible stings. This dark blue dragonscale leather whip is forged from the supple scales of a blue dragon's tail and enchanted by archmage forgemasters. Its handle of glyphed darkwood holds a single dragon claw on its base. You gain a bonus to attack and damage rolls made with this magic weapon, determined by the weapon's rarity. You can use a bonus action to speak this whip's command word, which sends arcing bolts of lightning down the length of the whip. While lightning arcs down the whip, it deals an extra 1d6 lightning damage to any target it hits. The lightning lasts until you use a bonus action to speak the command word again or until you drop or stow the whip.", "rarity": "uncommon, rare, 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": "bloodpearl-bracelet", "name": "Bloodpearl Bracelet", "type": "Wondrous item", "desc": "This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet's color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can't be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can't be used again until the next dawn when the pearls regrow. | d6 | Ooze | CR | Blood Price |\n| --- | --------------------------- | --- | ---------------- |\n| 1 | Dipsa | 1/4 | 5 HP |\n| 2 | Treacle | 1/4 | 5 HP |\n| 3 | Gray Ooze | 1/2 | 5 HP |\n| 4 | Alchemy Apprentice Ooze | 1 | 7 ( 2d6) |\n| 5 | Suppurating Ooze | 1 | 7 ( 2d6) |\n| 6 | Gelatinous Cube | 2 | 10 ( 3d6) | | d6 | Ooze | CR | Blood Price |\n| --- | ----------------------- | --- | ---------------- |\n| 1 | Philosopher's Ghost | 4 | 17 ( 5d6) |\n| 2 | Ink Guardian Ooze | 4 | 17 ( 5d6) |\n| 3 | Black Pudding | 4 | 17 ( 5d6) |\n| 4 | Corrupting Ooze | 5 | 21 ( 6d6) |\n| 5 | Blood Ooze | 6 | 24 ( 7d6) |\n| 6 | Ruby ooze | 6 | 24 ( 7d6) |", "rarity": "uncommon (silver), very rare (gold)", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "scroll-of-conjuring", "name": "Scroll of Conjuring", "type": "Scroll", "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", "rarity": "uncommon (least), rare (lesser), very rare (greater)", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-the-war-mage-1-2-or-3", "name": "Wand of the War Mage, +1, +2, or +3", "type": "Wand", "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", "rarity": "uncommon (+1), rare (+2), or very rare (+3)", "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": "weapon-1-2-or-3", "name": "Weapon, +1, +2, or +3", "type": "Weapon (any)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "rarity": "uncommon (+1), rare (+2), or very rare (+3)", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "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": "adamantine-armor", "name": "Adamantine Armor", "type": "Armor (medium or heavy)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "amulet-of-proof-against-detection-and-location", "name": "Amulet of Proof against Detection and Location", "type": "Wondrous item", "desc": "While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "bag-of-holding", "name": "Bag of Holding", "type": "Wondrous item", "desc": "This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.\n\nIf the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\n\nPlacing a _bag of holding_ inside an extradimensional space created by a _handy haversack_, _portable hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "bag-of-tricks", "name": "Bag of Tricks", "type": "Wondrous item", "desc": "This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.\n\nYou can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color.\n\nThe creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\n\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\n\n**Gray Bag of Tricks (table)**\n\n| d8 | Creature |\n|----|--------------|\n| 1 | Weasel |\n| 2 | Giant rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant badger |\n| 7 | Dire wolf |\n| 8 | Giant elk |\n\n**Rust Bag of Tricks (table)**\n\n| d8 | Creature |\n|----|------------|\n| 1 | Rat |\n| 2 | Owl |\n| 3 | Mastiff |\n| 4 | Goat |\n| 5 | Giant goat |\n| 6 | Giant boar |\n| 7 | Lion |\n| 8 | Brown bear |\n\n**Tan Bag of Tricks (table)**\n\n| d8 | Creature |\n|----|--------------|\n| 1 | Jackal |\n| 2 | Ape |\n| 3 | Baboon |\n| 4 | Axe beak |\n| 5 | Black bear |\n| 6 | Giant weasel |\n| 7 | Giant hyena |\n| 8 | Tiger |", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "boots-of-elvenkind", "name": "Boots of Elvenkind", "type": "Wondrous item", "desc": "While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" } ] }{ "count": 1618, "next": "