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=19
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=20",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-slug&page=18",
    "results": [
        {
            "slug": "jungle-mess-kit",
            "name": "Jungle Mess Kit",
            "type": "Wondrous item",
            "desc": "This crucial piece of survival gear guarantees safe use of the most basic of consumables. The hinged metal container acts as a cook pot and opens to reveal a cup, plate, and eating utensils. This kit renders any spoiled, rotten, or even naturally poisonous food or drink safe to consume. It can purify only mundane, natural effects. It has no effect on food that is magically spoiled, rotted, or poisoned, and it can't neutralize brewed poisons, venoms, or similarly manufactured toxins. Once it has purified 3 cubic feet of food and drink, it can't be used to do so 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": "jewelers-anvil",
            "name": "Jeweler's Anvil",
            "type": "Wondrous item",
            "desc": "This small, foot-long anvil is engraved with images of jewelry in various stages of the crafting process. It weighs 10 pounds and can be mounted on a table or desk. You can use a bonus action to speak its command word and activate it, causing it to warm any nonferrous metals (including their alloys, such as brass or bronze). While you remain within 5 feet of the anvil, you can verbally command it to increase or decrease the temperature, allowing you to soften or melt any kind of nonferrous metal. While activated, the anvil remains warm to the touch, but its heat affects only nonferrous metal. You can use a bonus action to repeat the command word to deactivate the anvil. If you use the anvil while making any check with jeweler's tools or tinker's tools, you can double your proficiency bonus. If your proficiency bonus is already doubled, you have advantage on the check instead.",
            "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": "javelin-of-teleportation",
            "name": "Javelin of Teleportation",
            "type": "Weapon (javelin)",
            "desc": "This short-hafted javelin bears a long, metal head. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, you can speak its command word and force the target to make a DC 13 Wisdom saving throw. On a failed save, the target is teleported to an unoccupied space you can see within 60 feet of you. That space must be on the ground or on a floor.\n  The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "javelin-of-lightning-a5e",
            "name": "Javelin of Lightning",
            "type": "Weapon",
            "desc": "Once per dawn, when you throw this magic weapon and speak its command word it transforms into a 5-foot wide line of electricity that is 120 feet long. Each creature in the area (excluding you) makes a DC 13 Dexterity _saving throw_ , taking 4d6 lightning damage on a failed save, or half damage on a success. The target of your attack takes the javelin’s normal damage plus 4d6 lightning damage.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "javelin-of-lightning",
            "name": "Javelin of Lightning",
            "type": "Weapon (javelin)",
            "desc": "This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.\n\nThe javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.",
            "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": "jarred-brain-a5e",
            "name": "Jarred Brain",
            "type": "Wondrous Item",
            "desc": "A humanoid brain floats in formaldehyde within this glass and iron jar, the electrodes protruding from its lid sparking on occasion as the mass of tissue within twitches. You can use an action to gain a flash of insight by shocking your own mind with the jar’s electrodes, taking 1d6 lightning damage. You gain 5 expertise dice to use on Intelligence checks made in the next minute, either individually or up to as many as 3 at a time. Once the jar is used in this way the sparks recede and it cannot be used in this way again for the next 24 hours. \n\nAlternatively, the brain can be wired up directly to the mind of another creature. This process takes 1 minute and allows a creature to consult the jarred brain about a specific course of action (as the spell __augury_ ), after which it malfunctions and shatters.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "jarngreipr-a5e",
            "name": "Járngreipr",
            "type": "Wondrous Item",
            "desc": "These iron gauntlets are required in order to handle the mighty _Mjölnir_ . Your Strength score is 19 while you wear these gauntlets. This benefit has no effect on you if your Strength is 19 or higher without them. The gloves have 5 charges. You can use your reaction to expend a charge to gain _advantage_  on a Strength check or Strength _saving throw_ . The gloves regain 1d4+1 expended charges daily at dawn.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "jade-tiger-a5e",
            "name": "Jade Tiger",
            "type": "Wondrous Item",
            "desc": "This jade figurine carries the memories of a _weretiger_  that spent years tracking and hunting its prey under the light of the jungle moon. When you attune to the item and keep it on your person, you gain an expertise die on Survival checks made to find and follow tracks for up to 1 hour per day.\n\nWhen you speak the _jade tiger's_ command word, you vividly recall one of the _weretiger’s_  most challenging hunts. For the next minute, you can use a bonus action to make a Stealth check to hide immediately before or after you take the Attack action. The _jade tiger's_ magic forever fades away after being used in this way.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ivy-crown-of-prophecy",
            "name": "Ivy Crown of Prophecy",
            "type": "Wondrous item",
            "desc": "While wearing this ivy, filigreed crown, you can use an action to cast the divination spell from it. The crown can't be used this way again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ivory-knights-a5e",
            "name": "Ivory Knights",
            "type": "Wondrous Item",
            "desc": "These two ivory figurines look as though they belong with a chess set. If you and one other person hold one of the knights, you can use an action to whisper in the ear of the game piece to communicate with the creature holding the other (as the _message_ cantrip).\n\nIf you and the person carrying the other figurine hold your game pieces to your hearts while within 120 feet of each other, you share a remembrance of two outmatched knights rushing into battle. Within the next minute, each of you can use an action once to teleport to any point between your current positions. You each can teleport once, after which the figurines lose their power.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ironweed-rope-a5e",
            "name": "Ironweed Rope",
            "type": "Wondrous Item",
            "desc": "When this tough, fibrous plant is carefully woven into rope it has AC 17, 10 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ironskin-oil",
            "name": "Ironskin Oil",
            "type": "Potion",
            "desc": "This grayish fluid is cool to the touch and slightly gritty. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature has resistance to piercing and slashing damage 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/"
        },
        {
            "slug": "iron-foe-mace-a5e",
            "name": "Iron Foe Mace",
            "type": "Weapon",
            "desc": "Crafted with the ichor of a rust monster, this pale white mace looks and feels like bone, but has the heft of stone and consumes metal on impact. You gain +2 bonus to _attack and damage rolls_  made with this magical mace. However, if your Strength score is less than 16 you suffer _disadvantage_  on attack rolls made with the mace.\n\nOn a successful attack, you can use your reaction to expend a charge and attempt to consume non-magical metal armor or a shield worn by your target, in addition to your normal damage. Alternately, when an attack misses you, you can use your reaction to spend a charge to deflect the weapon and attempt to consume it. Finally, you can use your action to spend a charge and touch the mace to any unattended non-magical metal object of Medium size or smaller and consume it.\n\nThe wielder of an item you are trying to consume must succeed on a DC 14 Constitution _saving throw_ , otherwise the item is destroyed. Unattended objects are automatically destroyed. The mace has 4 charges and regains 1d4 charges each dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iron-flask-a5e",
            "name": "Iron Flask",
            "type": "Wondrous Item",
            "desc": "This dark iron bottle feels heavy in your hand. Engraved with powerful runes of binding, it is capable of trapping otherworldly creatures. You can use an action to speak the command word and remove the silver stopper from the flask, targeting a creature within 60 feet that is not native to the plane of existence the flask is currently on.\n\n* If the _iron flask_ is empty and you can see the creature, it makes a DC 17 Wisdom _saving throw_  or becomes trapped in the flask. A creature that has previously been trapped in this flask has _advantage_  on this save. The trapped creature is held in stasis—it doesn’t breathe, eat, drink, or age.\n* As an action, you can release the creature trapped within. A released creature remains friendly to you and your allies for 1 hour, during which it obeys your verbal commands, and afterward it acts normally. Without any commands or when given a command likely to result in its death, the creature defends itself but otherwise takes no actions.\n* Casting _identify_ on this flask also reveals if a creature is trapped within, but will not reveal the type. The only way to determine an _iron flask’s_ contents is to open the flask and release its inhabitant.\n* Newly acquired _iron flasks_ may already have a trapped creature, either chosen by the Narrator or determined randomly.\n\n__**Table: Iron Flask**__\n| **d100** | **Contents**             |\n| -------- | ------------------------ |\n| 0-50     | Empty                    |\n| 51–55    | _Djinni_                 |\n| 56–60    | _Efreeti_                |\n| 61–65    | _Marid_                  |\n| 66–70    | _Divi_                   |\n| 71–80    | Angel (any)              |\n| 81–90    | _Elemental_  (any)       |\n| 91       | Lich from another plane  |\n| 92       | Chromatic dragon (any)   |\n| 93       | Metallic dragon (any)    |\n| 94       | Gem dragon (any)         |\n| 95       | Spirit dragon (any)      |\n| 96       | _Couatl_                 |\n| 97       | Succubus/Incubus         |\n| 98       | Ghost from another plane |\n| 99       | _Dragon turtle_          |\n| 100      | _Xorn_                   |",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iron-flask",
            "name": "Iron Flask",
            "type": "Wondrous item",
            "desc": "This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.\n\nYou can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.\n\nAn _identify_ spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.\n\n| d100  | Contents          |\n|-------|-------------------|\n| 1-50  | Empty             |\n| 51-54 | Demon (type 1)    |\n| 55-58 | Demon (type 2)    |\n| 59-62 | Demon (type 3)    |\n| 63-64 | Demon (type 4)    |\n| 65    | Demon (type 5)    |\n| 66    | Demon (type 6)    |\n| 67    | Deva              |\n| 68-69 | Devil (greater)   |\n| 70-73 | Devil (lesser)    |\n| 74-75 | Djinni            |\n| 76-77 | Efreeti           |\n| 78-83 | Elemental (any)   |\n| 84-86 | Invisible stalker |\n| 87-90 | Night hag         |\n| 91    | Planetar          |\n| 92-95 | Salamander        |\n| 96    | Solar             |\n| 97-99 | Succubus/incubus  |\n| 100   | Xorn              |",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "iron-bands-of-binding-a5e",
            "name": "Iron Bands of Binding",
            "type": "Wondrous Item",
            "desc": "This smooth iron sphere conceals a formidable set of restraints that unfolds into metal bands when thrown. Once between long rests you can use an action to throw it at a creature within 60 feet, treating it as if it were a ranged weapon attack with which you are proficient. On a hit, if the creature is Huge-sized or smaller it becomes _restrained_  until you use a bonus action to speak a different command word and release it.\n\nA creature can try to break the bands by using an action to make a DC 20 Strength Check. On a success, the bands are broken and the _restrained_  creature is freed. On a failure, the creature cannot try again until 24 hours have passed.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iron-bands-of-binding",
            "name": "Iron Bands of Binding",
            "type": "Wondrous item",
            "desc": "This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.\n\nMake a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.\n\nA creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.\n\nOnce the bands are used, they can't be used again until the next dawn.",
            "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": "ioun-stone-a5e",
            "name": "Ioun Stone",
            "type": "Wondrous Item",
            "desc": "Some say these enchanted gems take their name from a deity of knowledge, others that they are named for the sound they make as they gently orbit their bearer’s head. Whatever the case, there are many types of _ioun stones_, each imbued with powerful beneficial magic.\n\nThe specifics of these stones vary but they all work in essentially the same way: once you have attuned to it you can use an action to set a stone in a gentle orbit around your head, 1d4 feet away from you. Another creature may use an action to try and take an orbiting stone, but must make a melee attack against AC 24 or make a DC 24 Dexterity (Acrobatics) check. An _ioun stone’s_ AC is 24, it has 10 hit points, and resistance to all damage. While orbiting your head, it is considered a worn item. You can use an action to seize and stow the stone, returning it to an inert and inactive state.\n\n__**Table: Ioun Stones**__\n| **Type**           | **Rarity** | **Cost**  | **Crafting Components**                                                               | **Property**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |\n| ------------------ | ---------- | --------- | ------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| Absorption         | Very rare  | 10,000 gp | Refined negative energy                                                               | While this white marble sphere orbits your head, when a creature you can see casts a spell of 4th-level or lower targeting only you, you can use your reaction to have the stone harmlessly absorb the spell, suffering no damage or negative effects. The stone can absorb 20 spell levels. If a spell is higher level than the available spell levels left in the stone, the spell cannot be absorbed. After absorbing 20 spell levels the stone loses its magic and turns a faded gray.                                                                                                                                                                                                                                                             |\n| Agility            | Very rare  | 15,000 gp | A cat’s dream captured in the Astral Plane                                            | While this ice-blue octahedron orbits your head your Dexterity score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |\n| Awareness          | Rare       | 600 gp    | Phase spider’s eye                                                                    | While this bright red cylinder orbits your head, it chimes to keep you from being _surprised_ .                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| Fortitude          | Very rare  | 15,000 gp | Hoof or horn of a divine ox                                                           | While this bright pink dodecahedron orbits your head your Constitution score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |\n| Greater Absorption | Legendary  | 50,000 gp | Refined negative energy, shards from a destroyed __staff of power_                    | This gold and onyx ellipsoid draws powerful magic into it. While this gem orbits your head, it functions as an _ioun stone_ of _absorption_, but can absorb spells of 8th-level or lower, up to a maximum of 50 total spell levels.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |\n| Insight            | Very rare  | 15,000 gp | Tail feathers from an awakened owl                                                    | While this clear octahedron orbits your head your Wisdom score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |\n| Intellect          | Very rare  | 15,000 gp | Canine teeth from an awakened fox                                                     | While this cobalt blue tetrahedron orbits your head your Intelligence score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |\n| Leadership         | Very rare  | 15,000 gp | Collar from a loyal dog that died of old age                                          | While this brilliant yellow cube orbits your head your Charisma score is increased 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| Mastery            | Legendary  | 50,000 gp | The most treasured possession of a slain adventurer that redeemed themselves in death | While this jet icosahedron orbits your head, your proficiency bonus is increased by 1.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |\n| Protection         | Rare       | 1,000 gp  | Bone plate from a _stegosaurus_                                                       | While this dusty blue tetrahedron orbits your head, your AC is increased by +1.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| Regeneration       | Legendary  | 25,000 gp | _Basilisk's_  gizzard                                                                 | While this green and purple spindle orbits your head, you regain 15 hit points every hour, provided you have at least 1 hit point.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |\n| Reserve            | Rare       | 600 gp    | __Pearl of power_                                                                     | This radiant indigo prism encases a pearl and can store spells for later use. The stone can hold up to 3 spell levels and is typically found with 1d4 – 1 levels of stored spells. To store a spell in the stone, a creature must cast a 1st-, 2nd-, or 3rd-level spell while holding it. The spell is drawn into the stone with no other effect. If there aren’t enough available levels to hold a spell, it cannot be stored. While the stone is orbiting you, you can cast any spell stored in it using the appropriate action. The spell uses the spell level, spell save DC, attack bonus, and spellcasting ability of the creature that stored the spell, but you are considered to be the caster. Once a spell is cast, it is no longer stored. |\n| Strength           | Very rare  | 15,000 gp | Canine teeth from an awakened bear                                                    | While this bright pink pentagonal trapezohedron orbits your head your Strength score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |\n| Sustenance         | Rare       | 525 gp    | Honeycomb from a giant bee beehive                                                    | While this delicate amber spindle orbits your head, when taking a long rest you can roll a d20\\. On an 11 or higher, you do not require Supply during that _long rest_ .                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ioun-stone",
            "name": "Ioun Stone",
            "type": "Wondrous item",
            "desc": "An _Ioun stone_ is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of _Ioun stone_ exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Absorption (Very Rare)_**. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.\n\nOnce the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.\n\n**_Agility (Very Rare)_**. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.\n\n**_Awareness (Rare)_**. You can't be surprised while this dark blue rhomboid orbits your head.\n\n**_Fortitude (Very Rare)_**. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.\n\n**_Greater Absorption (Legendary)_**. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.\n\nOnce the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.\n\n**_Insight (Very Rare)_**. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.\n\n**_Intellect (Very Rare)_**. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.\n\n**_Leadership (Very Rare)_**. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.\n\n**_Mastery (Legendary)_**. Your proficiency bonus increases by 1 while this pale green prism orbits your head.\n\n**_Protection (Rare)_**. You gain a +1 bonus to AC while this dusty rose prism orbits your head.\n\n**_Regeneration (Legendary)_**. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.\n\n**_Reserve (Rare)_**. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.\n\nAny creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.\n\n**_Strength (Very Rare)_**. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.\n\n**_Sustenance (Rare)_**. You don't need to eat or drink while this clear spindle orbits your head.",
            "rarity": "varies",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "interplanar-paint",
            "name": "Interplanar Paint",
            "type": "Potion",
            "desc": "This black, tarry substance can be used to paint a single black doorway on a flat surface. A pot contains enough paint to create one doorway. While painting, you must concentrate on a plane of existence other than the one you currently occupy. If you are not interrupted, the doorway can be painted in 5 minutes. Once completed, the painting opens a two-way portal to the plane you imagined. The doorway is mirrored on the other plane, often appearing on a rocky face or the wall of a building. The doorway lasts for 1 week or until 5 gallons of water with flecks of silver worth at least 2,000 gp is applied to one side of the door.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "instrument-of-irresistible-symphonies-a5e",
            "name": "Instrument of Irresistible Symphonies",
            "type": "Wondrous Item",
            "desc": "Once per week, you can use an action to speak a command word that causes this instrument to play its own beautiful music for 1 minute. Choose a creature you can see within 30 feet of the instrument that is able to hear the music. The creature makes a DC 13 Charisma _saving throw_  at the start of each of its turns or it is forced to dance in place for as long as the music plays. While the creature dances, it is considered _grappled_ .",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "instant-fortress-a5e",
            "name": "Instant Fortress",
            "type": "Wondrous Item",
            "desc": "You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use another action to speak the command word that dismisses it. The fortress can only be dismissed when it is empty. \n\nWhen activated, the cube transforms into a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it, with a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action (it is immune to spells like _knock_  and related magic, such as a __chime of opening_ .) The tower’s interior has two floors, with a ladder connecting them and continuing on to a trapdoor to the roof. \n\nEach creature in the area where the fortress appears makes a DC 15 Dexterity _saving throw_ , taking 10d10 bludgeoning damage on a failure, or half damage on a success. In either case, the creature is pushed to an unoccupied space next to the fortress. Objects in the area that aren’t being worn or carried take full damage and are pushed automatically.\n\nThe tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have AC 20, 100 hit points, immunity to damage from nonmagical weapons (excluding siege weapons), and resistance to all other damage. Only a _wish_  spell can repair the fortress (this use of the spell counts as replicating a spell of 8th-level or lower). Each casting causes the roof, the door, or one wall to regain 50 hit points.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "instant-fortress",
            "name": "Instant Fortress",
            "type": "Wondrous item",
            "desc": "You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.\n\nThe fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the _knock_ spell and similar magic, such as that of a _chime of opening_.\n\nEach creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.\n\nThe tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points,\n\nimmunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a _wish_ spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of _wish_ causes the roof, the door, or one wall to regain 50 hit points.",
            "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": "inspiring-pahu-a5e",
            "name": "Inspiring Pahu",
            "type": "Wondrous Item",
            "desc": "This large bass drum is made from hearty kamani (a wood light in color and native to far away islands) covered in cured sharkskin. Carvings all around the instrument depict warriors engaged in song and dance around a giant funeral pyre, and a leather strap hangs from its side to secure the drum at the waist. When struck the drum creates a deep resonant sound that sets the tempo for a song, an excellent tool for motivating warriors before battle.\n\nThis drum has 2 charges and regains 1 charge each dawn. You can use a bonus action to play it and expend 1 charge, focusing its energies on a living creature that has 0 hit points and that you can see within 20 feet. Until the start of your next turn, the creature has _advantage_  on death _saving throws_ .\n\nAlternatively, you can use an action to play it and expend 2 charges. Each creature within 30 feet of you that hears you play makes a DC 20 Constitution _saving throw_ . On a success, a creature gains inspiration. \n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the sharkskin membrane covering the drum breaks and it becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "inkpot-of-the-thrifty-apprentice-a5e",
            "name": "Inkpot of the Thrifty Apprentice",
            "type": "Wondrous Item",
            "desc": "This appears to be nothing more than a mundane pot of ink. When you speak the command word and use a bonus action to expend 1 charge, it fills with enough high quality and particularly durable ink of the color of your choice to fill 50 pages of parchment. This ink is extremely hard to remove from any surface, including cloth or flesh, and often takes many days and washings to clean away. The ink cannot be used to inscribe spells, and when removed from the pot with anything but a quill the ink instantly dries. \n\nWhen you speak another command word and expend all 3 charges as an action, a 15-foot cone of ink erupts from the inkpot, coating anything and everything that it hits. Creatures in the area make a DC 10 Dexterity _saving throw_ . On a failure, a creature is _blinded_  until it spends an action cleaning the ink away from its eyes. \n\nThe inkpot has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a 5 or less, the inkpot loses its magic 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": "infernal-carapace-a5e",
            "name": "Infernal Carapace",
            "type": "Armor",
            "desc": "This suit of terrifying   _2 full plate_ is engraved with Infernal runes that blaze with unholy power. You cannot attune to this armor if you have the Good alignment trait. While attuned to and wearing this armor, you gain the following benefits:\n\n* Your AC increases by 2.\n* You count as one size category larger when determining your carrying capacity.\n* Your Strength score increases to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* You have _advantage_  on Strength checks and _saving throws_ .\n* You can use a bonus action and choose a creature that can see you, forcing it to make a Wisdom _saving throw_  (DC 8 + your proficiency bonus + your Charisma modifier) or become _frightened_  for 1 minute. Once you have used this property a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.\n* Your unarmed strikes and weapon attacks deal an extra 1d6 necrotic damage.\n* Celestials, elementals, fey, and creatures with the Good alignment trait have _disadvantage_  on _attack rolls_  made against you.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "incense-of-recovery",
            "name": "Incense of Recovery",
            "type": "Wondrous item",
            "desc": "This block of perfumed incense appears to be normal, nonmagical incense until lit. The incense burns for 1 hour and gives off a lavender scent, accompanied by pale mauve smoke that lightly obscures the area within 30 feet of it. Each spellcaster that takes a short rest in the smoke regains one expended spell slot at the end of the short rest.",
            "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": "impossible-cube-a5e",
            "name": "Impossible Cube",
            "type": "Wondrous Item",
            "desc": "At a glance this hand-sized item appears to be a metal framework in the simple shape of a cube, but when looked at more closely it becomes clear that the geometry of the framework is impossible with absurd angles, preposterous twists, and endpoints. Any attempt to follow the various lines and compositions to their conclusion is frustrating at best and truly maddening at worst. \n\nWhen a creature with an Intelligence score of 6 or higher sees the cube for the first time it makes a DC 10 Wisdom _saving throw_  or becomes compelled to study the cube further. When a creature first studies the cube, it makes a DC 15 Wisdom saving throw or suffers from the Terrorized short-term _mental stress effect_  and a compulsion to study the cube even further. A creature that fails this saving throw by 5 or more instead suffers from the Distorted Perceptions long-term mental stress effect. Any further inspection of the cube has no additional effect.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "impaling-weapon",
            "name": "Impaling Weapon",
            "type": "Weapon",
            "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.",
            "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": "impact-club",
            "name": "Impact Club",
            "type": "Weapon",
            "desc": "This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a target on your turn, you can take a bonus action to spend 1 charge and attempt to shove the target. The club grants you a +1 bonus on your Strength (Athletics) check to shove the target. If you roll a 20 on your attack roll with the club, you have advantage on your Strength (Athletics) check to shove the target, and you can push the target up to 10 feet away.",
            "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": "immovable-rod-a5e",
            "name": "Immovable Rod",
            "type": "Rod",
            "desc": "You can use an action to press this metal rod’s single button, magically fixing it in place where it defies gravity. To move the rod, you or another creature must use an action to press the button again.\n\nThe rod can support up to 8,000 pounds of weight (if this is exceeded, the rod deactivates and falls). A creature that attempts to move the rod needs to make a DC 30 Strength check, moving the rod up to 10 feet on a success.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "immovable-rod",
            "name": "Immovable Rod",
            "type": "Rod",
            "desc": "This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.",
            "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": "idol-of-light-a5e",
            "name": "Idol of Light",
            "type": "Wondrous Item",
            "desc": "This glass idol resembles a humanoid woman with a set of iridescent butterfly wings and a crystalline crown. The idol sheds bright light in a 10-foot radius and dim light for an additional 10 feet at all times. It has 10 charges and regains 1d6 + 4 charges each day if exposed to the light of dawn. You can expend the idol’s charges to produce the following effects:\n\n* When you take radiant or necrotic damage, you can use your reaction to expend 1 charge and gain _resistance_  to that damage type for the next minute or until you use this property again.\n* As an action, you can expend 2 charges to make the idol shed light, as if by the __daylight_ spell, for 10 minutes.\n* As an action, you can expend 3 charges to cast __dispel magic_ , targeting an illusion or necromancy spell. You can increase the spell slot level by one for each additional charge you expend.\n* As a bonus action, you can expend 4 charges to cause the idol to flare with blinding light. Creatures you choose within 30 feet must succeed on a DC 13 Constitution _saving throw_  or be _blinded_  until the end of your next turn. Undead make the save with _disadvantage_ .",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iceblink",
            "name": "Iceblink",
            "type": "Weapon",
            "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.",
            "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": "ice-riders-a5e",
            "name": "Ice Riders",
            "type": "Wondrous Item",
            "desc": "The magic focused in the soles of these boots enable you to traverse ice and snow as if it were solid, non-slippery ground. You ignore _difficult terrain_  created by cold conditions.\n\nWhen traveling over snow, you leave only 1/2-inch deep footprints, enabling you to walk over deep drifts without the dangers of falling in. Similarly, you can step onto a floating chunk of ice without fear of tipping it over, although jumping onto the ice will “push” it in the direction of the jump.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hunters-quiver-a5e",
            "name": "Hunter's Quiver",
            "type": "Wondrous Item",
            "desc": "You can pull an endless number of nonmagical arrows from this quiver. An arrow disappears when it is fired or if it leaves your possession for longer than 1 minute. While you carry the quiver, if no hostile creatures are within 30 feet of you, you can use a bonus action to aim, gaining _advantage_  on _ranged weapon attacks_  until the end of your turn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hunters-charm",
            "name": "Hunter's Charm",
            "type": "Wondrous item",
            "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.",
            "rarity": "common (+1), uncommon (+2), rare (+3)",
            "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": "hungry-quasit-a5e",
            "name": "Hungry Quasit",
            "type": "Wondrous Item",
            "desc": "This Tiny bloodstone is carved in the shape of a grinning, pot-bellied _quasit_ . Whenever you would gain temporary hit points, you can choose to store them inside the quasit instead. Unlike normal temporary hit points, the hit points you store inside the quasit stack, although the maximum number of temporary hit points the quasit can hold at one time is equal to your Charisma modifier + your warlock level (minimum 1).\n\nYou can use an action to activate the quasit and gain all the temporary hit points currently stored inside it, which last for up to 1 hour. Whenever you activate the quasit, roll a d20\\. On a result of 5 or less, you don’t gain any temporary hit points, and instead the _quasit_  animates and flies off never to be seen again.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "humour-realignment-transfiguration-a5e",
            "name": "Humour Realignment Transfiguration",
            "type": "Other",
            "desc": "People seeking a permanent change to their body tend to avoid shapechanging magic—it’s costly and scarce, and the thought of a wayward dispel reverting you to your old form and triggering a wave of dysphoria is horrifying. Instead most seek out magics that gradually encourage the systems of their body to adopt a new form. These magics take many shapes: potions from an alchemist, a blessed amulet, a pouch of ritual ingredients from a wizard. \n\nUsing the magic requires a 5 minute ritual at the end of each _long rest_ . At the end of the first month, your outward appearance begins to take on the shape and characteristics of a form more comfortable to you. By the end of six months of use, your body fully shifts to your desired comfortable form. To maintain the new form you must continue to perform the ritual—ceasing it reverts these changes at the same pace. Any new form must be of the same heritage as your previous form. \n\nMost practitioners provide 3 months’ supply at a time to encourage you to regularly seek assessment from a transmutation expert and catch dangerous changes before they cause you trouble. Unsurprisingly, many transmutation wizards, alchemists, and priests of elven deities across the land chose their career so they could pursue this path without any gatekeepers.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "humble-cudgel-of-temperance",
            "name": "Humble Cudgel of Temperance",
            "type": "Weapon",
            "desc": "This simple, polished club has a studded iron band around one end. When you attack a poisoned creature with this magic weapon, you have advantage on the attack roll. When you roll a 20 on an attack roll made with this weapon, the target becomes poisoned for 1 minute. If the target was already poisoned, it becomes incapacitated instead. The target can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned or incapacitated condition on itself on a success. Formerly a moneylender with a heart of stone and a small army of brutal thugs, Faustin the Drunkard awoke one day with a punishing hangover that seemed never-ending. He took this as a sign of punishment from the gods, not for his violence and thievery, but for his taste for the grape, in abundance. He decided all problems stemmed from the “demon” alcohol, and he became a cleric. No less brutal than before, he and his thugs targeted public houses, ale makers, and more. In his quest to rid the world of alcohol, he had the humble cudgel of temperance made and blessed with terrifying power. Now long since deceased, his simple, humble-appearing club continues to wreck havoc wherever it turns up.",
            "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": "howling-rod",
            "name": "Howling Rod",
            "type": "Rod",
            "desc": "This sturdy, iron rod is topped with the head of a howling wolf with red carnelians for eyes. The rod has 5 charges for the following properties, and it regains 1d4 + 1 expended charges daily at dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "how-to-make-fiends-and-influence-people-a5e",
            "name": "How to Make Fiends and Influence People",
            "type": "Wondrous Item",
            "desc": "The cracks in the deep green leather binding of this ancient book reveal an unwavering orange glow. After studying this book for 1 hour each day over the course of a year and a day, you gain permanent influence over one randomly determined humanoid on your plane, even if it is immune to being _charmed_ . This otherwise functions as the _suggestion_ spell (no _saving throw_ ). The target uses the statistics of a _cambion_ , but maintains its prior physical appearance. A __wish_ spell, or the destruction of the book via __disintegrate_  or similar magic, frees the creature from this effect.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horseshoes-of-speed-a5e",
            "name": "Horseshoes of Speed",
            "type": "Wondrous Item",
            "desc": "These iron horseshoes come in a set of four. Once all four are affixed to the hooves of a horse or similar creature, its Speed increases by 30 feet.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horseshoes-of-speed",
            "name": "Horseshoes of Speed",
            "type": "Wondrous item",
            "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.",
            "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": "horseshoes-of-a-zephyr-a5e",
            "name": "Horseshoes of a Zephyr",
            "type": "Wondrous Item",
            "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to perform the following feats:\n\n* Move normally while floating 4 inches above the ground, allowing it to cross or stand above nonsolid or unstable surfaces (such as lava or water).\n* Leave no tracks and ignore _difficult terrain_ .\n* Move its Speed for up to 12 hours a day without suffering _fatigue_  from a forced march.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horseshoes-of-a-zephyr",
            "name": "Horseshoes of a Zephyr",
            "type": "Wondrous item",
            "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.",
            "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": "horn-of-valhalla-a5e",
            "name": "Horn of Valhalla",
            "type": "Wondrous Item",
            "desc": "You can use an action to blow this horn and summon the spirits of fallen warriors. These spirits appear within 60 feet of you and use the statistics for _berserker hordes_ . They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again for 7 days.\n\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn’s type determines how many _berserker hordes_  answer its summons, as well as the requirement for its use. The Narrator chooses the horn’s type or determines it randomly.\n\n__**Table: Horn of Valhalla**__\n| **Horn**   | **Rarity** | **Cost**  | **Crafting Components**                                | **Berserker Hordes Summoned** |\n| ---------- | ---------- | --------- | ------------------------------------------------------ | ----------------------------- |\n| **Silver** | Rare       | 1,000 gp  | Silver sword pendant that has been carried into battle | 2                             |\n| **Brass**  | Rare       | 5,000 gp  | Horn of a celestial creature                           | 3                             |\n| **Bronze** | Very rare  | 10,000 gp | Horn of a _horned devil_                               | 4                             |\n| **Iron**   | Legendary  | 75,000 gp | Horn that has been blown by a _solar_                  | 5                             |",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horn-of-valhalla",
            "name": "Horn of Valhalla",
            "type": "Wondrous item",
            "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\n\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\n\n| d100   | Horn Type | Berserkers Summoned | Requirement                          |\n|--------|-----------|---------------------|--------------------------------------|\n| 01-40  | Silver    | 2d4 + 2             | None                                 |\n| 41-75  | Brass     | 3d4 + 3             | Proficiency with all simple weapons  |\n| 76-90  | Bronze    | 4d4 + 4             | Proficiency with all medium armor    |\n| 91-00  | Iron      | 5d4 + 5             | Proficiency with all martial weapons |\n\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.",
            "rarity": "rare (silver or brass), very rare (bronze) or legendary (iron)",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "horn-of-blasting-a5e",
            "name": "Horn of Blasting",
            "type": "Wondrous Item",
            "desc": "You can use an action to speak the horn’s command word and blow it, emitting a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the area makes a DC 15 Constitution _saving throw_ . On a failed save, a creature takes 5d6 thunder damage and is _deafened_  for 1 minute. On a successful save, a creature takes half damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take double damage.\n\nEach use of the horn’s magic has a 20% chance of making it explode, dealing 10d6 fire damage to you and destroying it.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "horn-of-blasting",
            "name": "Horn of Blasting",
            "type": "Wondrous item",
            "desc": "You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.\n\nEach use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.",
            "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"
        }
    ]
}