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=-slug&page=16
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=-slug&page=17",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-slug&page=15",
    "results": [
        {
            "slug": "ninefold-swarmdagger",
            "name": "Ninefold Swarmdagger",
            "type": "Weapon (dagger)",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n  When you hit a creature with this weapon, you can use a bonus action to launch ghostly duplicates of the dagger at nearby creatures. Ghostly duplicates of the dagger fly at up to three creatures you can see within 30 feet of the creature you hit. Make a ranged attack with this dagger at each target. On a hit, a target takes 1d4 force damage. Once you hit six creatures with these ghostly daggers, you can’t launch ghostly daggers from this weapon again until the next dawn.",
            "rarity": "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": "nine-lives-stealer-a5e",
            "name": "Nine Lives Stealer",
            "type": "Weapon",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this magic sword.\n\nThe sword has 1d8+1 charges. When you use the sword to score a critical hit against a creature that is not a construct or undead, if it has less than 100 hit points it makes a DC 15 Constitution _saving throw_  or it instantly dies as the sword rips the life force out of it. Each time a creature is killed in this manner the sword expends a charge. When all its charges are gone, the sword loses this property. ",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "nine-lives-stealer",
            "name": "Nine Lives Stealer",
            "type": "Weapon (any sword)",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "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": "necromantic-ink",
            "name": "Necromantic Ink",
            "type": "Wondrous item",
            "desc": "The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink's magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "necklace-of-prayer-beads-a5e",
            "name": "Necklace of Prayer Beads",
            "type": "Wondrous Item",
            "desc": "This many-beaded necklace helps mark prayers. Of the many types of gemstone beads, 1d4+2 are magical and can be removed from the necklace as a bonus action to cast a spell (described on Table: Necklace of Prayer Beads). There are 6 types of magic beads, and which are on the necklace are randomly determined or chosen by the Narrator.\n\nA necklace can have multiple beads of the same type. To use a bead, you must be wearing the necklace, and if it requires a spell save you use your spell save DC. Once a bead has been used, it loses its magic until the next dawn\n\n__**Table: Necklace of Prayer Beads**__\n| **d20** | **Bead of**  | **Spell**                                         |\n| ------- | ------------ | ------------------------------------------------- |\n| 1-6     | Blessing     | __bless_                                          |\n| 7-12    | Curing       | __cure wounds  (2nd-level) or lesser restoration_ |\n| 13-16   | Favor        | __greater restoration_                            |\n| 17-18   | Invigorating | __invigorated strikes_                            |\n| 19      | Summons      | __planar ally_                                    |\n| 20      | Wind         | __wind walk_                                      |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-prayer-beads",
            "name": "Necklace of Prayer Beads",
            "type": "Wondrous item",
            "desc": "This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.\n\nSix types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.\n\n| d20   | Bead of...   | Spell                                         |\n|-------|--------------|-----------------------------------------------|\n| 1-6   | Blessing     | Bless                                         |\n| 7-12  | Curing       | Cure wounds (2nd level) or lesser restoration |\n| 13-16 | Favor        | Greater restoration                           |\n| 17-18 | Smiting      | Branding smite                                |\n| 19    | Summons      | Planar ally                                   |\n| 20    | Wind walking | Wind walk                                     |",
            "rarity": "rare",
            "requires_attunement": "requires attunement by a cleric, druid, or paladin",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "necklace-of-hunger-a5e",
            "name": "Necklace of Hunger",
            "type": "Wondrous Item",
            "desc": "While you are attuned to and wearing this necklace of serrated teeth, you gain a bite natural weapon attack that deals 1d6 magical piercing damage, and you cannot become _diseased_  or _poisoned_  from anything you eat or drink.\n\nIn addition, you may eat anything organic that can reasonably fit in your mouth without difficulty (or regard for taste) and gain sustenance from doing so as if you have consumed a normal meal. \n\n**Curse.** Your appearance and aura carries a hint of malice and despair. You have _disadvantage_  on Charisma checks and beasts are hostile towards you.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-fireballs-a5e",
            "name": "Necklace of Fireballs",
            "type": "Wondrous Item",
            "desc": "This gorgeous necklace is affixed with 1d6+3 beads that radiate power. You can use an action to hurl a bead up to 60 feet. When the bead lands it detonates as a 3rd-level __fireball_ (save DC 15). \n\nYou can hurl multiple beads with the same action, increasing the spell level of the __fireball_  by 1 for each bead beyond the first.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-fireballs",
            "name": "Necklace of Fireballs",
            "type": "Wondrous item",
            "desc": "This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level _fireball_ spell (save DC 15).\n\nYou can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the _fireball_ by 1 for each bead beyond the first.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "necklace-of-adaptation-a5e",
            "name": "Necklace of Adaptation",
            "type": "Wondrous Item",
            "desc": "While wearing this finely-woven necklace, you can breathe normally in any environment and you have _advantage_  on _saving throws_  made against harmful gases, vapors, and other inhaled effects.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-adaptation",
            "name": "Necklace of Adaptation",
            "type": "Wondrous item",
            "desc": "While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as _cloudkill_ and _stinking cloud_ effects, inhaled poisons, and the breath weapons of some dragons).",
            "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": "nautilus-a5e",
            "name": "Nautilus",
            "type": "Wondrous Item",
            "desc": "  \nThis vessel at first appears to be a Gargantuan sea monster 230 feet long by 30 feet in height and width, its body covered in hard reflective scales. Along the top there is a hidden catch, which can be found with a successful DC 23 Intelligence (Investigation) check. Releasing the catch unlocks a hatch revealing a cylinder wide enough for a Medium creature to crawl inside. The _Nautilus_ is a Gargantuan object with the following statistics:\n\n**Armor Class:** 25  \n**Hit Points:** 400 (damage threshold 20)  \n**Speed** swim 200 ft. (can turn a maximum of 15 degrees in a round)  \n**Damage Immunities** poison, psychic  \n**Crew Capacity** 25; **Passenger Capacity** 600  \n**Travel Pace** 58 miles per hour (460 miles per day)\n\nTo be used as a vehicle, the _Nautilus_ requires one pilot at the helm. While the hatch is closed, the compartment is airtight and watertight.\n\nThe steel submarine holds enough air for 15,000 hours of breathing, divided by the number of breathing creatures inside (at most 625 for 24 hours). There are 2 decks of interior compartments, most of which are 6 feet high. Interior doors are airtight, have AC 20 and 50 hit points, and can be bypassed with DC 18 Dexterity (thieves’ tools) checks or DC 25 Strength checks.\n\nThe _Nautilus_ floats on water. It can also go underwater to a depth of 9,000 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.\n\nA creature at the helm can use an action to pilot the _Nautilus_ by making a DC 18 Intelligence (vehicle \\[water\\]) check, with disadvantage if there are no other creatures controlling the ballasts, hydraulics, and sensors (each an action), or with _advantage_  if each position has a creature helping. On a success, the pilot can double the effects of any acceleration, deceleration, or turning they make with the _Nautilus_ on their turn. In addition, the pilot can send the submarine careening into a creature or object, making an attack roll as usual.\n\n_**Prow.** Melee Weapon Attack:_ +12 to hit, reach 20 ft., one target. _Hit:_ 34 (8d6+6) piercing damage. On a natural 1, the Nautilus takes 34 (8d6+6) bludgeoning damage.\n\nAny creature in the command room can pull a lever to activate its function, but the _Nautilus_ only responds to the first 8 levers pulled in a round, and a lever only performs a function once per round. While traveling forward the lever to travel backwards does not function, and while traveling backward the level to travel forwards does not function. After each use, a lever goes back to its neutral position.\n\n__Nautilus Controls__\n| Lever | Up                                                                                                                                                              | Down                                                                        |\n| ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------- |\n| 1     | Forward window shutter opens.                                                                                                                                   | Forward window shutter closes.                                              |\n| 2     | Side window shutters open (20 per side).                                                                                                                        | Side window shutters close (20 per side).                                   |\n| 3     | Two manipulator arms extend from the front of the Nautilus.                                                                                                     | The manipulator arms retract.                                               |\n| 4     | Each extended manipulator arm makes the following _melee weapon attack_: +12 to hit, reach 15 ft., one target. _Hit_: The target is _grappled_  (escape DC 20). | One or both extended manipulator arms release what they are holding.        |\n| 5     | The _Nautilus_ accelerates forward, increasing its speed by 20 feet (to a maximum of 200 feet).                                                                 | The _Nautilus_ decelerates, reducing its speed by 50 feet (minimum 0 feet). |\n| 6     | The _Nautilus_ accelerates backward, increasing its speed by 20 feet (to a maximum of 200 feet).                                                                | The _Nautilus_ decelerates, reducing its speed by 50 feet (minimum 0 feet). |\n| 7     | The _Nautilus_ turns 15 degrees left.                                                                                                                           | The _Nautilus_ turns 15 degrees right.                                      |\n| 8     | Eyelike fixtures emit bright light in a 300-foot radius and dim light for an additional 150 feet.                                                               | The light turns off.                                                        |\n| 9     | The _Nautilus_ sinks as much as 50 feet in liquid.                                                                                                              | The _Nautilus_ rises up to 50 feet in liquid.                               |\n| 10    | The top hatch unseals and opens.                                                                                                                                | The top hatch closes and seals.                                             |",
            "rarity": "Artifact",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "nameless-cults",
            "name": "Nameless Cults",
            "type": "Wondrous item",
            "desc": "This dubious old book, bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the monologue of a maniac, illustrated with unsettling glyphs and filled with fluctuating moments of vagueness and clarity. The tome is a spellbook that contains the following spells, all of which can be found in the Mythos Magic Chapter of Deep Magic for 5th Edition: black goat's blessing, curse of Yig, ectoplasm, eldritch communion, emanation of Yoth, green decay, hunger of Leng, mind exchange, seed of destruction, semblance of dread, sign of Koth, sleep of the deep, summon eldritch servitor, summon avatar, unseen strangler, voorish sign, warp mind and matter, and yellow sign. At the GM's discretion, the tome can contain other spells similarly related to the Great Old Ones. While attuned to the book, you can reference it whenever you make an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When doing so, your proficiency bonus for that check is doubled.",
            "rarity": "legendary",
            "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": "mutineers-blade",
            "name": "Mutineer's Blade",
            "type": "Weapon",
            "desc": "This finely balanced scimitar has an elaborate brass hilt. You gain a +2 bonus on attack and damage rolls made with this magic weapon. You can use a bonus action to speak the scimitar's command word, causing the blade to shed bright green light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you drop or sheathe the scimitar. When you roll a 20 on an attack roll made with this weapon, the target is overcome with the desire for mutiny. On the target's next turn, it must make one attack against its nearest ally, then the effect ends, whether or not the attack was successful.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "murderous-straight-razor-a5e",
            "name": "Murderous Straight Razor",
            "type": "Weapon",
            "desc": "This otherwise gleaming implement has dark stains that cannot be polished or scrubbed off. You gain a +2 bonus to _attack and damage rolls_  made with this razor. A number of times per day equal to half your proficiency bonus, when you hit with a melee attack you can use a bonus action to channel the inherent hatred of the razor, dealing 2d6 necrotic damage.\n\n_**Curse.**_ Once attuned to this weapon, you are _cursed_  until you are targeted by _remove curse_ or similar magic. Your appearance and manner have a hint of murderous rage at all times, giving you _disadvantage_  on Charisma checks and making beasts hostile towards you. Additionally, you have disadvantage on attack rolls with any other weapon and must make a DC 14 Wisdom _saving throw_  to willingly part with the razor, even temporarily.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mug-of-warming-a5e",
            "name": "Mug of Warming",
            "type": "Wondrous Item",
            "desc": "This quilted-patterned mug is perfect for cold winter nights or when caffeinated beverages are a morning necessity. Any liquid poured into the mug is instantly warmed to a piping hot temperature, remaining hot even when poured out. The mug has no effect on any form of magical liquids poured into it.\n\nThe mug has 3 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, splashing the contents of the mug into a 5-foot square in a conflagration of flame. Creatures and objects in the area make a DC 10 Dexterity _saving throw_ , taking 1d4 fire damage on a failure. If you expend the last charge, roll a d20\\. On a result of 5 or less, the mug loses its warming properties and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mug-of-merry-drinking",
            "name": "Mug of Merry Drinking",
            "type": "Wondrous item",
            "desc": "While you hold this broad, tall mug, any liquid placed inside it warms or cools to exactly the temperature you want it, though the mug can't freeze or boil the liquid. If you drop the mug or it is knocked from your hand, it always lands upright without spilling its contents.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "muffled-armor",
            "name": "Muffled Armor",
            "type": "Armor",
            "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "mourning-medallion-a5e",
            "name": "Mourning Medallion",
            "type": "Wondrous Item",
            "desc": "This medallion hangs from a very old rope made from the braided hair of those long past. When you are reduced to 0 hit points while wearing it, before going _unconscious_  you can use your reaction to ask the medallion a single question which it answers with “yes,” “no,” or “unknown.” It answers truthfully, using the knowledge of all those who have died. Roll 1d20 after using this feature. On a result of 5 or less, the medallion becomes a mundane piece of mourning jewelry. Once you have used this feature, you cannot do so again until you finish a _long rest_ .\n\nAlternatively, you can instead use your reaction to rip the medallion from its braid when you are reduced to 0 hit points but not killed outright. You drop to 1 hit point instead and the medallion becomes a mundane piece of mourning jewelry.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "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": "mountain-hewer",
            "name": "Mountain Hewer",
            "type": "Weapon",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. The massive head of this axe is made from chiseled stone lashed to its haft by thick rope and leather strands. Small chips of stone fall from its edge intermittently, though it shows no sign of damage or wear. You can use your action to speak the command word to cause small stones to float and swirl around the axe, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The light remains until you use a bonus action to speak the command word again or until you drop or sheathe the axe. As a bonus action, choose a creature you can see. For 1 minute, that creature must succeed on a DC 15 Wisdom saving throw each time it is damaged by the axe or become frightened until the end of your next turn. Creatures of Large size or greater have disadvantage on this save. Once used, this property of the axe 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": "mordant-blade",
            "name": "Mordant Blade",
            "type": "Weapon",
            "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "moonsteel-weapon",
            "name": "Moonsteel Weapon",
            "type": "Weapon",
            "desc": "The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "moonfield-lens",
            "name": "Moonfield Lens",
            "type": "Wondrous item",
            "desc": "This lens is rainbow-hued and protected by a sturdy leather case. It has 4 charges, and it regains 1d3 + 1 expended charges daily at dawn. As an action, you can hold the lens to your eye, speak its command word, and expend 2 charges to cause one of the following effects: - *** Find Loved One.** You know the precise location of one creature you love (platonic, familial, or romantic). This knowledge extends into other planes. - *** True Path.** For 1 hour, you automatically succeed on all Wisdom (Survival) checks to navigate in the wild. If you are underground, you automatically know the most direct route to reach the surface.",
            "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": "moon-through-the-trees",
            "name": "Moon Through the Trees",
            "type": "Wondrous item",
            "desc": "This charm is comprised of six polished river stones bound into the shape of a star with glue made from the connective tissues of animals. The reflective surfaces of the stones shimmer with a magical iridescence. While you are within 20 feet of a living tree, you can use a bonus action to become invisible for 1 minute. While invisible, you can use a bonus action to become visible. If you do, each creature of your choice within 30 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this charm's blinding feature for the next 24 hours.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "monkeys-paw-of-fortune",
            "name": "Monkey's Paw of Fortune",
            "type": "Wondrous item",
            "desc": "This preserved monkey's paw hangs on a simple leather thong. This paw helps you alter your fate. If you are wearing this paw when you fail an attack roll, ability check, or saving throw, you can use your reaction to reroll the roll with a +10 bonus. You must take the second roll. When you use this property of the paw, one of its fingers curls tight to the palm. When all five fingers are curled tightly into a fist, the monkey's paw loses its magic.",
            "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": "mongrelmakers-handbook",
            "name": "Mongrelmaker's Handbook",
            "type": "Wondrous item",
            "desc": "This thin volume holds a scant few dozen vellum pages between its mottled, scaled cover. The pages are scrawled with tight, efficient text which is broken up by outlandish pencil drawings of animals and birds combined together. With the rituals contained in this book, you can combine two or more animals into an adult hybrid of all creatures used. Each ritual requires the indicated amount of time, the indicated cost in mystic reagents, a live specimen of each type of creature to be combined, and enough floor space to draw a combining rune which encircles the component creatures. Once combined, the hybrid creature is a typical example of its new kind, though some aesthetic differences may be detectable. You can't control the creatures you create with this handbook, though the magic of the combining ritual prevents your creations from attacking you for the first 24 hours of their new lives. | Creature | Time | Cost | Component Creatures |\n| ---------------- | -------- | -------- | -------------------------------------------------------- |\n| Flying Snake | 10 mins | 10 gp | A poisonous snake and a Small or smaller bird of prey |\n| Leonino | 10 mins | 15 gp | A cat and a Small or smaller bird of prey |\n| Wolpertinger | 10 mins | 20 gp | A rabbit, a Small or smaller bird of prey, and a deer |\n| Carbuncle | 1 hour | 500 gp | A cat and a bird of paradise |\n| Cockatrice | 1 hour | 150 gp | A lizard and a domestic bird such as a chicken or turkey |\n| Death Dog | 1 hour | 100 gp | A dog and a rooster |\n| Dogmole | 1 hour | 175 gp | A dog and a mole |\n| Hippogriff | 1 hour | 200 gp | A horse and a giant eagle |\n| Bearmit crab | 6 hours | 600 gp | A brown bear and a giant crab |\n| Griffon | 6 hours | 600 gp | A lion and a giant eagle |\n| Pegasus | 6 hours | 1,000 gp | A white horse and a giant owl |\n| Manticore | 24 hours | 2,000 gp | A lion, a porcupine, and a giant bat |\n| Owlbear | 24 hours | 2,000 gp | A brown bear and a giant eagle |",
            "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": "momentblade",
            "name": "Momentblade",
            "type": "Weapon (any axe or sword)",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n  When you roll a 20 on an attack roll made with this weapon, the target disappears and shuffles forward in time. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. When the target returns, it is unaware that any time has passed. If the target is concentrating on a spell and succeeds on the check to maintain concentration after taking damage from your attack with this weapon, the round it disappeared doesn’t count against the spell’s remaining duration.",
            "rarity": "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": "molten-hellfire-armor",
            "name": "Molten Hellfire Armor",
            "type": "Armor",
            "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.",
            "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": "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": "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": "mjolnir-a5e",
            "name": "Mjölnir",
            "type": "Weapon",
            "desc": "Forged by the dwarf brothers Brokkr and Sindri, this hammer is said to be capable of leveling mountains. You gain a +4 bonus to attack and damage rolls made with this warhammer. If you are not wearing the belt __Megingjörð_  and the iron gloves _Járngreipr_ , you have _disadvantage_  on attack rolls using Mjölnir.\n\n_Giant’s Bane._ When you roll a 20 on an attack roll made with this warhammer against a giant, the giant makes a DC 17 Constitution _saving throw_  or dies. In addition, when making a weapon attack using Mjölnir against a giant, you may treat the giant as if its type were fiend or undead.\n\n_Hurl Hammer._ The warhammer has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the warhammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the warhammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it makes a DC 17 Constitution _saving throw_  or becomes _stunned_  until the end of your next turn. The warhammer regains 1d4+1 expended charges daily at dawn.\n\n_Summon the Storm._ While attuned to this warhammer, you can use an action to expend 2 charges and cast __call lightning_ , or you can spend 1 minute swinging the warhammer to expend 5 charges and cast _control weather ._\n\n_Titanic Blows._ While attuned to this warhammer, its weapon damage increases to 2d6.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mithral-armor",
            "name": "Mithral Armor",
            "type": "Armor (medium or heavy)",
            "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.",
            "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": "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": "mirror-shield-a5e",
            "name": "Mirror Shield",
            "type": "Armor",
            "desc": "While you are attuned to this reflective shield and have it donned, you gain resistance to radiant damage. When you are the only target of a spell being cast by a creature you can see within 60 feet, you can use your reaction to cast __counterspell_ at a level equal to your proficiency bonus (minimum 3rd-level). On a success, instead of causing the spell to fail you can redirect it back at the caster at its original spell level, using the same spell attack bonus or spell save DC. The shield has 3 charges and regains 1d3 charges each dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mirror-of-life-trapping-a5e",
            "name": "Mirror of Life Trapping",
            "type": "Wondrous Item",
            "desc": "This elaborate 50 pound mirror hides an extradimensional prison beneath its smooth, silvery surface. \n\nYou can use an action to activate or deactivate the mirror by speaking its command word while within 5 feet. While active, when a creature other than you sees its reflection in the mirror while within 30 feet, it makes a DC 15 Charisma _saving throw_ . Creatures that are aware of the mirror’s nature have _advantage_ , and constructs automatically succeed. On a failure, the creature and all its possessions are trapped inside one of the mirror’s 12 extradimensional cells.\n\n* Each extradimensional cell is an infinite plane filled with thick fog. Creatures trapped within do not need to eat, drink, or sleep, nor do they age.\n* Creatures can escape via planar travel, but are otherwise trapped until freed.\n* If a creature is trapped but the mirror’s cells are already full, a randomly determined trapped creature is freed so the new creature may be trapped.\n* While within 5 feet of the mirror, you can use an action to call forth a trapped creature. The creature appears in the surface of the mirror, allowing you and the creature to communicate normally.\n* A trapped creature can be freed by using an action to speak a different command word. The creature appears in an unoccupied space near the mirror and facing away from it.\n\nWhen the mirror (AC 11, 10 hit points, vulnerability to bludgeoning damage) is reduced to 0 hit points it shatters, freeing all trapped creatures. The creatures appear in unoccupied spaces nearby.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mirror-of-life-trapping",
            "name": "Mirror of Life Trapping",
            "type": "Wondrous item",
            "desc": "When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.\n\nIf the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.\n\nAny creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.\n\nAn extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.\n\nIf the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.\n\nWhile within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.\n\nIn a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "mirror-of-eavesdropping",
            "name": "Mirror of Eavesdropping",
            "type": "Wondrous item",
            "desc": "This 8-inch diameter mirror is set in a delicate, silver frame. While holding this mirror within 30 feet of another mirror, you can spend 10 minutes magically connecting the mirror of eavesdropping to that other mirror. The mirror of eavesdropping can be connected to only one mirror at a time. While holding the mirror of eavesdropping within 1 mile of its connected mirror, you can use an action to speak its command word and activate it. While active, the mirror of eavesdropping displays visual information from the connected mirror, which has normal vision and darkvision out to 30 feet. The connected mirror's view is limited to the direction the mirror is facing, and it can be blocked by a solid barrier, such as furniture, a heavy cloth, or similar. You can use a bonus action to deactivate the mirror early. When the mirror has been active for a total of 10 minutes, you can't activate it again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "minor-minstrel",
            "name": "Minor Minstrel",
            "type": "Wondrous item",
            "desc": "This four-inch high, painted, ceramic figurine animates and sings one song, typically about 3 minutes in length, when you set it down and speak the command word. The song is chosen by the figurine's original creator, and the figurine's form is typically reflective of the song's style. A red-nosed dwarf holding a mug sings a drinking song; a human figure in mourner's garb sings a dirge; a well-dressed elf with a harp sings an elven love song; or similar, though some creators find it amusing to create a figurine with a song counter to its form. If you pick up the figurine before the song finishes, it falls silent.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "mindrazor-a5e",
            "name": "Mindrazor",
            "type": "Weapon",
            "desc": "This dagger carves through minds as easily as flesh. You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nWeapon attacks using _mindrazor_ deal an extra 2d6 psychic damage against creatures. When you roll a natural 20 on an attack with this weapon, the target becomes _confused_  for 1 minute. At the end of each of its turns, a confused creature makes a DC 15 Intelligence _saving throw_ , ending the effect on itself on a success.\n\nYou can use an action to work _mindrazor_ upon the memories of a _restrained_  or _incapacited_  creature within 5 feet (as __modify memory_ cast at 9th-level). Once you have used this property, you cannot do so again until you have finished a _short rest_ .",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mindblade-a5e",
            "name": "Mindblade",
            "type": "Weapon",
            "desc": "This item appears to be a dagger hilt. While grasping the hilt, you can use a bonus action to cause a blade of purple flames to spring into existence, or make the blade disappear.\n\nYou gain a +2 bonus to _attack and damage rolls_  made with this weapon, which deals psychic damage instead of piercing damage. When a fey, giant, or humanoid creature is slain using this weapon, for the next 1d4+2 days the resulting corpse can be possessed (such as by __magic jar_ or a _ghost_ ) as though it were still alive.\n\nAlternatively, during that time you may expend a charge to use the dagger to animate the corpse as __animate dead_  with a casting time of 1 action. You must reassert your control over the undead creature within 24 hours using 1 charge, or it ceases obeying any commands. Casting the _animate dead_ spell on such a creature has no effect. Regardless, it reverts to a corpse when the allotted time is up and cannot be reanimated in this way again. The dagger has 4 charges and regains 1d4 expended charges each dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "midnight-pearls-a5e",
            "name": "Midnight Pearls",
            "type": "Wondrous Item",
            "desc": "These lustrous black pearl earrings would look at home on a socialite but are rumored to have originated with a treacherous pirate captain. They always appear wet and give the air nearby the slightest taste of saltwater. You do not require pierced ears to wear the earrings and when placed against the lobe they naturally stick to your skin. In addition to being highly fashionable, they can also help escape a tough jam. \n\nYou can use an action to drop and stomp on one of these earrings, destroying it as a cloud of _darkness_  erupts in a 5-foot radius and extends 10 feet in every direction for 1d4 rounds.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "midirs-trident-a5e",
            "name": "Midir's Trident",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to _attack and damage rolls_  made with this magic trident. When you hit with this weapon, you deal an extra 1d6 lightning damage. When you make a ranged attack with this trident, it has a normal range of 40 feet and a maximum range of 120 feet, and it returns to your hand after the attack.\n\nThe trident’s size changes to match your own. If you are Large or larger, it deals an extra 2d6 lightning damage.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "meteorological-map-a5e",
            "name": "Meteorological Map",
            "type": "Wondrous Item",
            "desc": "This book has a simple, line-drawn map of the world on its cover. Writing the name of a specific place (no bigger than a small town) on one of its blank pages will cause it to magically write out a 50 word description of the current weather conditions there.\n\nThere are 25 blank pages. Pages cannot be erased or otherwise unbound from their target location once the name has been written.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "meteoric-plate",
            "name": "Meteoric Plate",
            "type": "Armor",
            "desc": "This plate armor was magically crafted from plates of interlocking stone. Tiny rubies inlaid in the chest create a glittering mosaic of flames. When you fall while wearing this armor, you can tuck your knees against your chest and curl into a ball. While falling in this way, flames form around your body. You take half the usual falling damage when you hit the ground, and fire explodes from your form in a 20-foot-radius sphere. Each creature in this area must make a DC 15 Dexterity saving throw. On a failed save, a target takes fire damage equal to the falling damage you took, or half as much on a successful saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "message-whistle-a5e",
            "name": "Message Whistle",
            "type": "Wondrous Item",
            "desc": "Carved by _satyr_  musicians, this wooden whistle resembles a shushing finger when held to one’s mouth, and blowing through it does not produce an audible sound. Puffing on the whistle as an action allows you to cast the __message_ cantrip once without any other spell components. This ability recharges after one week.\n\nAlternatively, you can use an action to blow extremely hard through the whistle to cast the __sending_ spell without seen, vocal, or material components. Unlike the spell, your message can only contain 10 words and there is a 10% chance the message doesn’t arrive (even if you are on the same plane of existence). The whistle is destroyed in a burst of sparkles.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "message-stones-a5e",
            "name": "Message Stones",
            "type": "Wondrous Item",
            "desc": "_Message stones_ are a pair of small, smooth stones, carved from two halves of a single rock. While touching one of the stones, you can use an action to cast _sending_ , targeting the creature that carries the other stone. The spell is only cast if a creature is holding the paired stone or it is otherwise touching the creature’s skin.\n\nOnce used to cast __sending_ , the stones cannot be used again until dawn of the following day. If one of the paired stones is destroyed, the other loses its magical properties.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "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": "memory-philter",
            "name": "Memory Philter",
            "type": "Wondrous item",
            "desc": "This swirling liquid is the collected memory of a mortal who willingly traded that memory away to the fey. When you touch the philter, you feel a flash of the emotion contained within. You can unstopper and pour out the philter as an action, unless otherwise specified. The philter's effects take place immediately, either on you or on a creature you can see within 30 feet (your choice). If the target is unwilling, it can make a DC 15 Wisdom saving throw to resist the effect of the philter. A creature affected by a philter experiences the memory contained in the vial. A memory philter can be used only once, but the vial can be reused to store a new memory. Storing a new memory requires a few herbs, a 10-minute ritual, and the sacrifice of a memory. The required sacrifice is detailed in each entry below.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        }
    ]
}