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=9
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=10",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=8",
    "results": [
        {
            "slug": "medal-of-valor",
            "name": "Medal of Valor",
            "type": "Wondrous item",
            "desc": "You are immune to the frightened condition while you wear this medal. If you are already frightened, the effect ends immediately when you put on the medal.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "menders-mark",
            "name": "Mender's Mark",
            "type": "Wondrous item",
            "desc": "This slender brooch is fashioned of silver and shaped in the image of an angel. You can use an action to attach this brooch to a creature, pinning it to clothing or otherwise affixing it to their person. When you cast a spell that restores hit points on the creature wearing the brooch, the spell has a range of 30 feet if its range is normally touch. Only you can transfer the brooch from one creature to another. The creature wearing the brooch can't pass it to another creature, but it can remove the brooch as an action.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "mirrored-armor",
            "name": "Mirrored Armor",
            "type": "Armor",
            "desc": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "mnemonic-fob",
            "name": "Mnemonic Fob",
            "type": "Wondrous item",
            "desc": "This small bauble consists of a flat crescent, which binds a small disc that freely spins in its housing. Each side of the disc is intricately etched with an incomplete pillar and pyre. \nPillar of Fire. While holding this bauble, you can use an action to remove the disc, place it on the ground, and speak its command word to transform it into a 5-foot-tall flaming pillar of intricately carved stone. The pillar sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It is warm to the touch, but it doesn’t burn. A second command word returns the pillar to its disc form. When the pillar has shed light for a total of 10 minutes, it returns to its disc form and can’t be transformed into a pillar again until the next dawn. \nRecall Magic. While holding this bauble, you can use an action to spin the disc and regain one expended 1st-level spell slot. Once used, this property can’t be used again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "mock-box",
            "name": "Mock Box",
            "type": "Wondrous item",
            "desc": "While you hold this small, square contraption, you can use an action to target a creature within 60 feet of you that can hear you. The target must succeed on a DC 13 Charisma saving throw or attack rolls against it have advantage until the start of its next turn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "mountaineers-crossbow",
            "name": "Mountaineer's Crossbow",
            "type": "Weapon",
            "desc": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "neutralizing-bead",
            "name": "Neutralizing Bead",
            "type": "Wondrous item",
            "desc": "This hard, gritty, flavorless bead can be dissolved in liquid or powdered between your fingers and sprinkled over food. Doing so neutralizes any poisons that may be present. If the food or liquid is poisoned, it takes on a brief reddish hue where it makes contact with the bead as the bead dissolves. Alternatively, you can chew and swallow the bead and gain the effects of an antitoxin.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "octopus-bracers",
            "name": "Octopus Bracers",
            "type": "Wondrous item",
            "desc": "These bronze bracers are etched with depictions of frolicking octopuses. While wearing these bracers, you can use an action to speak their command word and transform your arms into tentacles. You can use a bonus action to repeat the command word and return your arms to normal. The tentacles are natural melee weapons, which you can use to make unarmed strikes. Your reach extends by 5 feet while your arms are tentacles. When you hit with a tentacle, it deals bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier (your choice). If you hit a creature of your size or smaller than you, it is grappled. Each tentacle can grapple only one target. While grappling a target with a tentacle, you can't attack other creatures with that tentacle. While your arms are tentacles, you can't wield weapons that require two hands, and you can't wield shields. In addition, you can't cast a spell that has a somatic component. When the bracers' property has been used for a total of 10 minutes, the magic ceases to function until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "odorless-oil",
            "name": "Odorless Oil",
            "type": "Potion",
            "desc": "This odorless, colorless oil can cover a Medium or smaller object or creature, along with the equipment the creature is wearing or carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected target gives off no scent, can't be tracked by scent, and can't be detected with Wisdom (Perception) checks that rely on smell.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "oil-of-defoliation",
            "name": "Oil of Defoliation",
            "type": "Potion",
            "desc": "Sometimes known as weedkiller oil, this greasy amber fluid contains the crushed husks of dozens of locusts. One vial of the oily substance can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item deals an extra 1d6 necrotic damage to plants or plant creatures on a successful hit. The oil can also be applied directly to a willing, restrained, or immobile plant or plant creature. In this case, the substance deals 4d6 necrotic damage, which is enough to kill most ordinary plant life smaller than a large tree.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "orb-of-enthralling-patterns",
            "name": "Orb of Enthralling Patterns",
            "type": "Wondrous item",
            "desc": "This plain, glass orb shimmers with iridescence. While holding this orb, you can use an action to speak its command word, which causes it to levitate and emit multicolored light. Each creature other than you within 10 feet of the orb must succeed on a DC 13 Wisdom saving throw or look at only the orb for 1 minute. For the duration, a creature looking at the orb has disadvantage on Wisdom (Perception) checks to perceive anything that is not the orb. Creatures that failed the saving throw have no memory of what happened while they were looking at the orb. Once used, the orb can't be used again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ouroboros-amulet",
            "name": "Ouroboros Amulet",
            "type": "Wondrous item",
            "desc": "Carved in the likeness of a serpent swallowing its own tail, this circular jade amulet is frequently worn by serpentfolk mystics and the worshippers of dark and forgotten gods. While wearing this amulet, you have advantage on saving throws against being charmed. In addition, you can use an action to cast the suggestion spell (save DC 13). The amulet can't be used this way again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "parasol-of-temperate-weather",
            "name": "Parasol of Temperate Weather",
            "type": "Wondrous item",
            "desc": "This fine, cloth-wrapped 2-foot-long pole unfolds into a parasol with a diameter of 3 feet, which is large enough to cover one Medium or smaller creature. While traveling under the parasol, you ignore the drawbacks of traveling in hot weather or a hot environment. Though it protects you from the sun's heat in the desert or geothermal heat in deep caverns, the parasol doesn't protect you from damage caused by super-heated environments or creatures, such as lava or an azer's Heated Body trait, or magic that deals fire damage, such as the fire bolt spell.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "periapt-of-eldritch-knowledge",
            "name": "Periapt of Eldritch Knowledge",
            "type": "Wondrous item",
            "desc": "This pendant consists of a hollow metal cylinder on a fine, silver chain and is capable of holding one scroll. When you put a spell scroll in the pendant, it is added to your list of known or prepared spells, but you must still expend a spell slot to cast it. If the spell has more powerful effects when cast at a higher level, you can expend a spell slot of a higher level to cast it. If you have metamagic options, you can apply any metamagic option you know to the spell, expending sorcery points as normal. When you cast the spell, the spell scroll isn't consumed. If the spell on the spell scroll isn't on your class's spell list, you can't cast it unless it is half the level of the highest spell level you can cast (minimum level 1). The pendant can hold only one scroll at a time, and you can remove or replace the spell scroll in the pendant as an action. When you remove or replace the spell scroll, you don't immediately regain spell slots expended on the scroll's spell. You regain expended spell slots as normal for your class.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "pestilent-spear",
            "name": "Pestilent Spear",
            "type": "Weapon",
            "desc": "The head of this spear is deadly sharp, despite the rust and slimy residue on it that always accumulate no matter how well it is cleaned. When you hit a creature with this magic weapon, it must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "phidjetz-spinner",
            "name": "Phidjetz Spinner",
            "type": "Weapon",
            "desc": "This dart was crafted by the monk Phidjetz, a martial recluse obsessed with dragons. The spinner consists of a golden central disk with four metal dragon heads protruding symmetrically from its center point: one red, one white, one blue and one black. As an action, you can spin the disk using the pinch grip in its center. You choose a single target within 30 feet and make a ranged attack roll. The spinner then flies at the chosen target. Once airborne, each dragon head emits a blast of elemental energy appropriate to its type. When you hit a creature, determine which dragon head affects it by rolling a d4 on the following chart. | d4 | Effect |\n| --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | Red. The target takes 1d6 fire damage and combustible materials on the target ignite, doing 1d4 fire damage each turn until it is put out. |\n| 2 | White. The target takes 1d6 cold damage and is restrained until the start of your next turn. |\n| 3 | Blue. The target takes 1d6 lightning damage and is paralyzed until the start of your next turn. |\n| 4 | Black. The target takes 1d6 acid damage and is poisoned until the start of your next turn. | After the attack, the spinner 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.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "philter-of-luck",
            "name": "Philter of Luck",
            "type": "Potion",
            "desc": "When you drink this vibrant green, effervescent potion, you gain a finite amount of good fortune. Roll a d3 to determine where your fortune falls: ability checks (1), saving throws (2), or attack rolls (3). When you make a roll associated with your fortune, you can choose to tap into your good fortune and reroll the d20. This effect ends after you tap into your good fortune or when 1 hour has passed. | d3 | Use fortune for |\n| --- | --------------- |\n| 1 | ability checks |\n| 2 | saving throws |\n| 3 | attack rolls |",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "pick-of-ice-breaking",
            "name": "Pick of Ice Breaking",
            "type": "Weapon",
            "desc": "The metal head of this war pick is covered in tiny arcane runes. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the war pick to attack a construct, elemental, fey, or other creature made almost entirely of ice or snow. When you roll a 20 on an attack roll made with this weapon against such a creature, the target takes an extra 2d8 piercing damage. When you hit an object made of ice or snow with this weapon, the object doesn't have a damage threshold when determining the damage you deal to it with this weapon.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "potion-of-air-breathing",
            "name": "Potion of Air Breathing",
            "type": "Potion",
            "desc": "This potion's pale blue fluid smells like salty air, and a seagull's feather floats in it. You can breathe air for 1 hour after drinking this potion. If you could already breathe air, this potion has no effect.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "potion-of-bouncing",
            "name": "Potion of Bouncing",
            "type": "Potion",
            "desc": "A small, red sphere bobs up and down in the clear, effervescent liquid inside this bottle but disappears when the bottle is opened. When you drink this potion, your body becomes rubbery, and you are immune to falling damage for 1 hour. If you fall at least 10 feet, your body bounces back the same distance. As a reaction while falling, you can angle your fall and position your legs to redirect this distance. For example, if you fall 60 feet, you can redirect your bounce to propel you 30 feet up and 30 feet forward from the position where you landed.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "potion-of-dire-cleansing",
            "name": "Potion of Dire Cleansing",
            "type": "Potion",
            "desc": "For 1 hour after drinking this potion, you have resistance to poison damage, and you have advantage on saving throws against being blinded, deafened, paralyzed, and poisoned. In addition, if you are poisoned, this potion neutralizes the poison. Known for its powerful, somewhat burning smell, this potion is difficult to drink, requiring a successful DC 13 Constitution saving throw to drink it. On a failure, you are poisoned for 10 minutes and don't gain the benefits of the potion.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "potion-of-ebbing-strength",
            "name": "Potion of Ebbing Strength",
            "type": "Potion",
            "desc": "When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. The recipe for this potion is flawed and infused with dangerous Void energies. When you drink this potion, you are also poisoned. While poisoned, you take 2d4 poison damage at the end of each minute. If you are reduced to 0 hit points while poisoned, you have disadvantage on death saving throws. This bubbling, pale blue potion is commonly used by the derro and is almost always paired with a Potion of Dire Cleansing or Holy Verdant Bat Droppings (see page 147). Warriors who use this potion without a method of removing the poison don't intend to return home from battle.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "potion-of-freezing-fog",
            "name": "Potion of Freezing Fog",
            "type": "Potion",
            "desc": "After drinking this potion, you can use an action to exhale a cloud of icy fog in a 20-foot cube originating from you. The cloud spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a DC 13 Constitution saving throw or take 2d4 cold damage. The effects of this potion end after you have exhaled one fog cloud or 1 hour has passed. This potion has a gray, cloudy appearance and swirls vigorously when shaken.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "potion-of-malleability",
            "name": "Potion of Malleability",
            "type": "Potion",
            "desc": "The glass bottle holding this thick, red liquid is strangely pliable, and compresses in your hand under the slightest pressure while it still holds the magical liquid. When you drink this potion, your body becomes extremely flexible and adaptable to pressure. For 1 hour, you have resistance to bludgeoning damage, can squeeze through a space large enough for a creature two sizes smaller than you, and have advantage on Dexterity (Acrobatics) checks made to escape a grapple.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "prayer-mat",
            "name": "Prayer Mat",
            "type": "Wondrous item",
            "desc": "This small rug is woven with intricate patterns that depict religious iconography. When you attune to it, the iconography and the mat's colors change to the iconography and colors most appropriate for your deity. If you spend 10 minutes praying to your deity while kneeling on this mat, you regain one expended use of Channel Divinity. The mat can't be used this way again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "primordial-scale",
            "name": "Primordial Scale",
            "type": "Armor",
            "desc": "This armor is fashioned from the scales of a great, subterranean beast shunned by the gods. While wearing it, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the armor increases its range by 60 feet, but you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you are in sunlight. In addition, while wearing this armor, you have advantage on saving throws against spells cast by agents of the gods, such as celestials, fiends, clerics, and cultists.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "quick-change-mirror",
            "name": "Quick-Change Mirror",
            "type": "Wondrous item",
            "desc": "This utilitarian, rectangular standing mirror measures 4 feet tall and 2 feet wide. Despite its plain appearance, the mirror allows creatures to quickly change outfits. While in front of the mirror, you can use an action to speak the mirror's command word to be clothed in an outfit stored in the mirror. The outfit you are currently wearing is stored in the mirror or falls to the floor at your feet (your choice). The mirror can hold up to 12 outfits. An outfit must be a set of clothing or armor. An outfit can include other wearable items, such as a belt with pouches, a backpack, headwear, or footwear, but it can't include weapons or other carried items unless the weapon or carried item is sheathed, stored in a backpack, pocket, or pouch, or similarly attached to the outfit. The extent of how many attachments an outfit can have before it is considered more than one outfit or it is no longer considered an outfit is at the GM's discretion. To store an outfit you are wearing in the mirror, you must spend at least 1 minute rotating slowly in front of the mirror and speak the mirror's second command word. You can use a bonus action to speak a third command word to cause the mirror to display the outfits it contains. When found, the mirror contains 1d10 + 2 outfits. If the mirror is destroyed, all outfits it contains fall in a heap at its base.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "radiance-bomb",
            "name": "Radiance Bomb",
            "type": "Wondrous item",
            "desc": "This small apple-sized globule is made from a highly reflective silver material and has a single, golden rune etched on it. Typically, 1d4 + 4 radiance bombs are found together. You can use an action to throw the globule up to 60 feet. The globule explodes on impact and is destroyed. Each creature within a 10-foot radius of where the globule landed must make a DC 13 Dexterity saving throw. On a failure, a creature takes 3d6 radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "rain-of-chaos",
            "name": "Rain of Chaos",
            "type": "Weapon",
            "desc": "This magic weapon imbues arrows fired from it with random energies. When you hit with an attack using this magic bow, the target takes an extra 1d6 damage. Roll a 1d8. The number rolled determines the damage type of the extra damage. | d8 | Damage Type |\n| --- | ----------- |\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Lightning |\n| 5 | Necrotic |\n| 6 | Poison |\n| 7 | Radiant |\n| 8 | Thunder |",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "recondite-shield",
            "name": "Recondite Shield",
            "type": "Ring",
            "desc": "While wearing this ring, you can use a bonus action to create a weightless, magic shield that shimmers with arcane energy. You must be proficient with shields to wield this semitranslucent shield, and you wield it in the same hand that wears the ring. The shield lasts for 1 hour or until you dismiss it (no action required). Once used, you can't use the ring in this way again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "recording-book",
            "name": "Recording Book",
            "type": "Wondrous item",
            "desc": "This book, which hosts a dormant Bookkeeper (see Creature Codex), appears to be a journal filled with empty pages. You can use an action to place the open book on a surface and speak its command word to activate it. It remains active until you use an action to speak the command word again. The book records all things said within 60 feet of it. It can distinguish voices and notes those as it records. The book can hold up to 12 hours' worth of conversation. You can use an action to speak a second command word to remove up to 1 hour of recordings in the book, while a third command word removes all the book's recordings. Any creature, other than you or targets you designate, that peruses the book finds the pages blank.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "relocation-cable",
            "name": "Relocation Cable",
            "type": "Wondrous item",
            "desc": "This 60-foot length of fine wire cable weighs 2 pounds. If you hold one end of the cable and use an action to speak its command word, the other end plunges into the ground, burrowing through dirt, sand, snow, mud, ice, and similar material to emerge from the ground at a destination you can see up to its maximum length away. The cable can't burrow through solid rock. On the turn it is activated, you can use a bonus action to magically travel from one end of the cable to the other, appearing in an unoccupied space within 5 feet of the other end. On subsequent turns, any creature in contact with one end of the cable can use an action to appear in an unoccupied space within 5 feet of the other end of it. A creature magically traveling from one end of the cable to the other doesn't provoke opportunity attacks. You can retract the cable by using a bonus action to speak the command word a second time.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "resolute-bracer",
            "name": "Resolute Bracer",
            "type": "Wondrous item",
            "desc": "This ornamental bracer features a reservoir sewn into its lining. As an action, you can fill the reservoir with a single potion or vial of liquid, such as a potion of healing or antitoxin. While attuned to this bracer, you can use a bonus action to speak the command word and absorb the liquid as if you had consumed it. Liquid stored in the bracer for longer than 8 hours evaporates.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "revenants-shawl",
            "name": "Revenant's Shawl",
            "type": "Wondrous item",
            "desc": "This shawl is made of old raven feathers woven together with elk sinew and small bones. When you are reduced to 0 hit points while wearing the shawl, it explodes in a burst of freezing wind. Each creature within 10 feet of you must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. You then regain 4d6 hit points, and the shawl disintegrates into fine black powder.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ring-of-arcane-adjustment",
            "name": "Ring of Arcane Adjustment",
            "type": "Ring",
            "desc": "This stylized silver ring is favored by spellcasters accustomed to fighting creatures capable of shrugging off most spells. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you cast a spell of 5th level or lower that has only one target and the target succeeds on the saving throw, you can use a reaction and expend 1 charge from the ring to change the spell's target to a new target within the spell's range. The new target is then affected by the spell, but the new target has advantage on the saving throw. You can't move the spell more than once this way, even if the new target succeeds on the saving throw. You can't move a spell that affects an area, that has multiple targets, that requires an attack roll, or that allows the target to make a saving throw to reduce, but not prevent, the effects of the spell, such as blight or feeblemind.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ring-of-bravado",
            "name": "Ring of Bravado",
            "type": "Ring",
            "desc": "This polished brass ring has 3 charges. While wearing the ring, you are inspired to daring acts that risk life and limb, especially if such acts would impress or intimidate others who witness them. When you choose a course of action that could result in serious harm or possible death (your GM has final say in if an action qualifies), you can expend 1 of the ring's charges to roll a d10 and add the number rolled to any d20 roll you make to achieve success or avoid damage, such as a Strength (Athletics) check to scale a sheer cliff and avoid falling or a Dexterity saving throw made to run through a hallway filled with swinging blades. The ring regains all expended charges daily at dawn. In addition, if you fail on a roll boosted by the ring, and you failed the roll by only 1, the ring regains 1 expended charge, as its magic recognizes a valiant effort.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ring-of-dragons-discernment",
            "name": "Ring of Dragon's Discernment",
            "type": "Ring",
            "desc": "A large, orange cat's eye gem is held in the fittings of this ornate silver ring, looking as if it is grasped by scaled talons. While wearing this ring, your senses are sharpened. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks, and you can take the Search action as a bonus action. In addition, you are able to discern the value of any object made of precious metals or minerals or rare materials by handling it for 1 round.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ring-of-featherweight-weapons",
            "name": "Ring of Featherweight Weapons",
            "type": "Ring",
            "desc": "If you normally have disadvantage on attack rolls made with weapons with the Heavy property due to your size, you don't have disadvantage on those attack rolls while you wear this ring. This ring has no effect on you if you are Medium or larger or if you don't normally have disadvantage on attack rolls with heavy weapons.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ring-of-hoarded-life",
            "name": "Ring of Hoarded Life",
            "type": "Ring",
            "desc": "This ring stores hit points sacrificed to it, holding them until the attuned wearer uses them. The ring can store up to 30 hit points at a time. When found, it contains 2d10 stored hit points. While wearing this ring, you can use an action to spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the ring stores the total, up to 30 hit points. This hit point maximum reduction can't be removed with the greater restoration spell or similar magic and lasts as long as hit points remain stored in the ring. You can't store hit points in the ring if you don't have blood. When hit points are stored in the ring, you can cause one of the following effects: - You can use a bonus action to remove stored hit points from the ring and regain that number of hit points.\n- You can use an action to remove stored hit points from the ring while touching the ring to a creature. If you do so, the creature regains hit points equal to the amount of hit points you removed from the ring.\n- When you are reduced to 0 hit points and are not killed outright, you can use a reaction to empty the ring of stored hit points and regain hit points equal to that amount. Hit Dice spent on this ring's features can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ring-of-lights-comfort",
            "name": "Ring of Light's Comfort",
            "type": "Ring",
            "desc": "A disc of white chalcedony sits within an encompassing band of black onyx, set into fittings on this pewter ring. While wearing this ring in dim light or darkness, you can use a bonus action to speak the ring's command word, causing it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The ring automatically sheds this light if you start your turn within 60 feet of an undead or lycanthrope. The light lasts until you use a bonus action to repeat the command word. In addition, you can't be charmed, frightened, or possessed by undead or lycanthropes.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ring-of-nights-solace",
            "name": "Ring of Night's Solace",
            "type": "Ring",
            "desc": "A disc of black onyx sits within an encompassing band of white chalcedony, set into fittings on this pewter ring. While wearing this ring in bright light, you are draped in a comforting cloak of shadow, protecting you from the harshest glare. If you have the Sunlight Sensitivity trait or a similar trait that causes you to have disadvantage on attack rolls or Wisdom (Perception) checks while in bright light or sunlight, you don't suffer those effects while wearing this ring. In addition, you have advantage on saving throws against being blinded.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ring-of-stored-vitality",
            "name": "Ring of Stored Vitality",
            "type": "Ring",
            "desc": "While you are attuned to and wearing this ring of polished, white chalcedony, you can feed some of your vitality into the ring to charge it. You can use an action to suffer 1 level of exhaustion. For each level of exhaustion you suffer, the ring regains 1 charge. The ring can store up to 3 charges. As the ring increases in charges, its color reddens, becoming a deep red when it has 3 charges. Your level of exhaustion can be reduced by normal means. If you already suffer from 3 or more levels of exhaustion, you can't suffer another level of exhaustion to restore a charge to the ring. While wearing the ring and suffering exhaustion, you can use an action to expend 1 or more charges from the ring to reduce your exhaustion level. Your exhaustion level is reduced by 1 for each charge you expend.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ring-of-the-dolphin",
            "name": "Ring of the Dolphin",
            "type": "Ring",
            "desc": "This gold ring bears a jade carving in the shape of a leaping dolphin. While wearing this ring, you have a swimming speed of 40 feet. In addition, you can hold your breath for twice as long while underwater.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ring-of-the-frog",
            "name": "Ring of the Frog",
            "type": "Ring",
            "desc": "A pale chrysoprase cut into the shape of a frog is the centerpiece of this tarnished copper ring. While wearing this ring, you have a swimming speed of 20 feet, and you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "rod-of-conveyance",
            "name": "Rod of Conveyance",
            "type": "Rod",
            "desc": "The top of this rod is capped with a bronze horse head, and its foot is decorated with a horsehair plume. By placing the rod between your legs, you can use an action to temporarily transform the rod into a horse-like construct. This works like the phantom steed spell, except you can use a bonus action to end the effect early to use the rod again at a later time. Deduct the time the horse was active in increments of 1 minute from the spell's 1-hour duration. When the rod has been a horse for a total of 1 hour, the magic ceases to function until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "rod-of-the-disciplinarian",
            "name": "Rod of the Disciplinarian",
            "type": "Rod",
            "desc": "This black lacquered wooden rod is banded in steel, has a flanged head, and functions as a magic mace. As a bonus action, you can brandish the rod at a creature and demand it refrain from a particular activity— attacking, casting, moving, or similar. The activity can be as specific (don't attack the person next to you) or as open (don't cast a spell) as you want, but the activity must be a conscious act on the creature's part, must be something you can determine is upheld or broken, and can't immediately jeopardize the creature's life. For example, you can forbid a creature from lying only if you are capable of determining if the creature is lying, and you can't forbid a creature that needs to breathe from breathing. The creature can act normally, but if it performs the activity you forbid, you can use a reaction to make a melee attack against it with the rod. You can forbid only one creature at a time. If you forbid another creature from performing an activity, the previous creature is no longer forbidden from performing activities. Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "root-of-the-world-tree",
            "name": "Root of the World Tree",
            "type": "Rod",
            "desc": "Crafted from the root burl of a sacred tree, this rod is 2 feet long with a spiked, knobby end. Runes inlaid with gold decorate the full length of the rod. This rod functions as a magic mace. Blood Anointment. You can perform a 1-minute ritual to anoint the rod in your blood. If you do, your hit point maximum is reduced by 2d4 until you finish a long rest. While your hit point maximum is reduced in this way, you gain a +1 bonus to attack and damage rolls made with this magic weapon, and, when you hit a fey or giant with this weapon, that creature takes an extra 2d6 necrotic damage. Holy Anointment. If you spend 1 minute anointing the rod with a flask of holy water, you can cast the augury spell from it. The runes carved into the rod glow and move, forming an answer to your query.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "rowdys-club",
            "name": "Rowdy's Club",
            "type": "Weapon",
            "desc": "This knobbed stick is marked with nicks, scratches, and notches. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding the club, you can use an action to tap it against your open palm, the side of your leg, a surface within reach, or similar. If you do, you have advantage on your next Charisma (Intimidation) check. If you are also wearing a rowdy's ring (see page 87), you can use an action to frighten a creature you can see within 30 feet of you instead. The target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Once this special action has been used three times, it can't be used again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "rowdys-ring",
            "name": "Rowdy's Ring",
            "type": "Ring",
            "desc": "The face of this massive ring is a thick slab of gold-plated lead, which is attached to twin rings that are worn over the middle and ring fingers. The slab covers your fingers from the first and second knuckles, and it often has a threatening word or image engraved on it. While wearing the ring, your unarmed strike uses a d4 for damage and attacks made with the ring hand count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "royal-jelly",
            "name": "Royal Jelly",
            "type": "Potion",
            "desc": "This oil is distilled from the pheromones of queen bees and smells faintly of bananas. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying. For larger creatures, one additional vial is required for each size category above Medium. Applying the oil takes 10 minutes. The affected creature then has advantage on Charisma (Persuasion) checks for 1 hour.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        }
    ]
}