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=23
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=24",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-slug&page=22",
    "results": [
        {
            "slug": "fletchers-retort-gloves",
            "name": "Fletcher's Retort Gloves",
            "type": "Wondrous item",
            "desc": "When you use the Deflect Missiles reaction while wearing these gloves, you can spend 1 ki point to reduce the damage you take from the attack by 1d10 + your Dexterity modifier + twice your monk level instead. If you reduce the damage to 0 in this way and spend 1 ki point to throw the missile, the attack has a normal range of 30 feet and a long range of 120 feet.\n  In addition, when a friendly creature within 5 feet of you is hit with a ranged weapon attack while you are wearing these gloves, you can use Deflect Missiles to deflect or catch the missile.",
            "rarity": "rare",
            "requires_attunement": "requires attunement by a monk",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "fleshspurned-mask",
            "name": "Fleshspurned Mask",
            "type": "Wondrous item",
            "desc": "This mask features inhumanly sized teeth similar in appearance to the toothy ghost known as a Fleshspurned (see Tome of Beasts 2). It has a strap fashioned from entwined strands of sinew, and it fits easily over your face with no need to manually adjust the strap. While wearing this mask, you can use its teeth to make unarmed strikes. When you hit with it, the teeth deal necrotic damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. In addition, if the target has the Incorporeal Movement trait, you deal necrotic damage equal to 2d6 + your Strength modifier instead. Such targets don't have resistance or immunity to the necrotic damage you deal with this attack. If you kill a creature with your teeth, you gain temporary hit points equal to double the creature's challenge rating (minimum of 1).",
            "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": "flask-of-inebriation-a5e",
            "name": "Flask of Inebriation",
            "type": "Wondrous Item",
            "desc": "This plain and rough old steel flask hides one's vices most inconspicuously. Any liquid poured into the flask instantly becomes intoxicating and remains so even if poured out of the flask. The flask has no effect on any form of magical liquids poured into it.\n\n  \nThe flask has 2 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, spraying a 10-foot cone that empties the flask of its contents. Creatures within the area make a DC 10 Constitution _saving throw_  or are _poisoned_  by the potent alcohol. At the end of each of its turns, a creature poisoned by the flask can repeat the saving throw, ending the effect on itself on a success. If you expend the last charge, roll a d20\\. On a result of 5 or less, the flask loses its potency 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": "flask-of-epiphanies",
            "name": "Flask of Epiphanies",
            "type": "Wondrous item",
            "desc": "This flask is made of silver and cherry wood, and it holds finely cut garnets on its faces. This ornate flask contains 5 ounces of powerful alcoholic spirits. As an action, you can drink up to 5 ounces of the flask's contents. You can drink 1 ounce without risk of intoxication. When you drink more than 1 ounce of the spirits as part of the same action, you must make a DC 12 Constitution saving throw (this DC increases by 1 for each ounce you imbibe after the second, to a maximum of DC 15). On a failed save, you are incapacitated for 1d4 hours and gain no benefits from consuming the alcohol. On a success, your Intelligence or Wisdom (your choice) increases by 1 for each ounce you consumed. Whether you fail or succeed, your Dexterity is reduced by 1 for each ounce you consumed. The effect lasts for 1 hour. During this time, you have advantage on all Intelligence (Arcana) and Inteligence (Religion) checks. The flask replenishes 1d3 ounces of spirits daily at dawn.",
            "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": "flash-bullet",
            "name": "Flash Bullet",
            "type": "Ammunition",
            "desc": "When you hit a creature with a ranged attack using this shiny, polished stone, it releases a sudden flash of bright light. The target takes damage as normal and must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.",
            "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": "flame-tongue-a5e",
            "name": "Flame Tongue",
            "type": "Weapon",
            "desc": "While you are attuned to this magic sword, you can use a bonus action and speak its command word to make flames erupt from the blade, shedding bright light in a 40-foot radius and dim light for an additional 40 feet. While lit, attacks using the sword deal an extra 2d6 fire damage. The flames last until you use a bonus action to put them out or until you drop or sheathe the sword.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "flame-tongue",
            "name": "Flame Tongue",
            "type": "Weapon (any sword)",
            "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.",
            "rarity": "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": "flag-of-the-cursed-fleet",
            "name": "Flag of the Cursed Fleet",
            "type": "Wondrous item",
            "desc": "This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don’t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard. \nCursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn’t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain’s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain’s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life. \nCursed Captain. If the ship flying this flag doesn’t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag’s magic, if the captain was bound to it. \nUnholy Vessel. While aboard a vessel flying this flag, an undead creature has advantage on saving throws against effects that turn undead, and if it fails the saving throw, it isn’t destroyed, no matter its CR. In addition, the captain and crew can’t be frightened while aboard a vessel flying this flag. \nWhen a creature that isn’t a construct or undead and isn’t part of the crew boards the vessel, it must succeed on a DC 17 Constitution saving throw or be poisoned while it remains on board. If the creature exits the vessel and boards it again, the creature must repeat the saving throw.",
            "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": "fizzy-rocks-a5e",
            "name": "Fizzy Rocks",
            "type": "Wondrous Item",
            "desc": "This paper packet bearing a winking wizard’s face contains a dozen brightly colored sugary pebbles that fizz when eaten. When you consume a piece of this candy, you can use a bonus action to throw your voice to any point you can see within 60 feet, and your voice emanates directly from that point until the start of your next turn. This effect lasts for 1 hour.\n\nAlternatively, you can consume all 12 _fizzy rocks_ to cast __thunderwave_ as a 2nd-level spell (dealing 2d8 thunder damage; save DC 14). You are made an additional target of the spell when casting it in this way.\n\n__Fizzy Lifter_ and __Fizzy Rocks_ \n\nIdeally the combination of these two confections should be left ambiguous but indescribably bad. It should be a _“relative of a friend of a friend died from it”_ sort of legend and the Narrator should create any mad reactions that they feel are interesting. However, if an adventurer ignores the warning and consumes both items at once this optional effect may be used:\n\nWhen a creature consumes both _fizzy lifter_ and _fizzy rocks_ within a minute of each other, the arcane chemical reaction causes the effects of both items to end and a torrent of harmless foam to rocket out of the creature’s mouth, propelling it in the opposite direction. Determine a direction randomly by rolling a d8\\. The creature is pushed 100 feet in that direction. This movement does not provoke _opportunity attacks_ . If it impacts a creature or object along this path it stops, is knocked _prone_ , and takes 23 (5d8) bludgeoning damage, dealing the same amount of damage to whatever it impacts. ",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "fizzy-lifter-a5e",
            "name": "Fizzy Lifter",
            "type": "Potion",
            "desc": "This glass bottle contains a brown bubbly liquid and bears a winking wizard on the label. When you are _unconscious_  and have at least 1 hit point, if another creature forces you to sniff this powerful concoction you immediately wake up. \n\nAlternatively, when you consume this potion you are targeted by the __levitate_  spell (save DC 14) but are also comically bloated with bubbles, taking a −2 penalty to Constitution _saving throws_  for the duration.\n\n__Fizzy Lifter_ and __Fizzy Rocks_ \n\nIdeally the combination of these two confections should be left ambiguous but indescribably bad. It should be a “relative of a friend of a friend died from it” sort of legend and the Narrator should create any mad reactions that they feel are interesting. However, if an adventurer ignores the warning and consumes both items at once this optional effect may be used:\n\nWhen a creature consumes both _fizzy lifter_ and _fizzy rocks_ within a minute of each other, the arcane chemical reaction causes the effects of both items to end and a torrent of harmless foam to rocket out of the creature’s mouth, propelling it in the opposite direction. Determine a direction randomly by rolling a d8\\. The creature is pushed 100 feet in that direction. This movement does not provoke _opportunity attacks_ . If it impacts a creature or object along this path it stops, is knocked _prone_ , and takes 23 (5d8) bludgeoning damage, dealing the same amount of damage to whatever it impacts. ",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "firebird-feather",
            "name": "Firebird Feather",
            "type": "Wondrous item",
            "desc": "This feather sheds bright light in a 20-foot radius and dim light for an additional 20 feet, but it creates no heat and doesn't use oxygen. While holding the feather, you can tolerate temperatures as low as –50 degrees Fahrenheit. Druids and clerics and paladins who worship nature deities can use the feather as a spellcasting focus. If you use the feather in place of a holy symbol when using your Turn Undead feature, undead in the area have a –1 penalty on the saving throw.",
            "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": "fire-charm-a5e",
            "name": "Fire Charm",
            "type": "Wondrous Item",
            "desc": "While wearing this charm you can use an action to light or extinguish a candle-sized flame within 5 feet, or you can break the charm to release its power, destroying it to activate one of the following effects.\n\n* **Cleanse:** Cast _lesser restoration ._\n* **Resist:** Cast __protection from energy_ (fire only).\n* **Scorch:** Cast __scorching ray_ at 3rd-level (+7 spell attack bonus).\n\n_**Curse.**_ Releasing the charm's power attracts the attention of an _efreeti_  who seeks you out to demand a gift.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "finder-gremlin-a5e",
            "name": "Finder Gremlin",
            "type": "Wondrous Item",
            "desc": "This tiny ethereal silver goblinoid sits in a clamshell container along with a miniature cup of water and a single thin needle. When prompted with a bonus action, the gremlin uses the old cup and needle trick to try and find magnetic north, although it is not particularly good at this. Whenever the gremlin tries to find true north, roll a d10, and on a result of a 1 it gets confused, pointing in the exact opposite direction instead.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "figurine-of-wondrous-power-a5e",
            "name": "Figurine of Wondrous Power",
            "type": "Wondrous Item",
            "desc": "These small, palm-sized figurines of various animals run the entire gamut of artistic skill—some sculpted down to the last hair of detail and some looking more like the product of carvings by a drunkard.\n\nThe specifics of these figurines vary but they all work in essentially the same way: if you use an action to speak the appropriate command word and throw the figurine at a point within 60 feet, it transforms into a living creature the color of its original material. If the chosen space is occupied (either by creatures or non-living obstacles) the figurine does not transform.\n\nThe resulting creature is friendly to you and your companions, with a notable exception listed below. It understands any language you can speak and follows your verbal commands. When not carrying out a task, the creature defends itself but does not otherwise act.\n\nEach creature stays transformed for a specific duration, detailed in its individual entry. At the end of this duration, the creature turns back to its inanimate form. It also reverts early if it drops to 0 hit points or if you use an action to speak the command word while touching it. Once it has reverted to its figurine form, it cannot transform again for a duration specific to each creature, as detailed in its entry.\n\n---\n\n__**Table: Figurine of Wondrous Power**__\n| **Figurine**           | **Rarity** | **Cost**  | **Crafting Components**                   | **Property**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |\n| ---------------------- | ---------- | --------- | ----------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| **Bronze Griffin**     | Rare       | 5,000 gp  | Griffon feather                           | This bronze figurine is of a griffon in an aggressive posture. It can become a _griffon_  for 6 hours, after which it cannot be used again for 5 days.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |\n| **Ebony Fly**          | Rare       | 5,000 gp  | Vial filled with mundane flies            | This ebony has been carved to look like a horsefly in flight. It can turn into a giant fly and be used as a mount for up to 6 hours, after which it cannot be used for 2 days.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |\n| **Golden Lions**       | Rare       | 5,000 gp  | Braid of lion’s mane                      | These gold lion figurines are always created in pairs, but can be used both together or separately. Each can become a _lion_  for up to 1 hour, after which it can’t be used for 7 days.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |\n| **Ivory Goats**        | Rare       | 5,000 gp  | Instrument made of goat horn              | These statuettes are always created in threes, but are with different colors, poses, and abilities—most commonly a white goat running, a red goat standing, and a black goat rampant.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| _**Goat of Travel.**_  |            |           |                                           | _The goat of travel_ has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. When the charges run out it can’t be used again until 7 days have passed, at which point it regains all charges. This goat takes the form of a large _goat_ , but uses the statistics of a _riding horse_ .                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |\n| _**Goat of Travail.**_ |            |           |                                           | _The goat of travail_ becomes a Large _goat_  for up to 3 hours, after which it can’t be used again for 30 days.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| _**Goat of Terror.**_  |            |           |                                           | _The goat of terror_ becomes a Large goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a   _1 lance_ , and the other becomes a   _2 longsword_ . Removing a horn requires an action and the weapons disappear when the goat reverts to figurine form. In addition, the goat radiates terror in a 30-foot radius while you are riding it. Any creature hostile to you that starts its turn in the area makes a DC 15 Wisdom _saving throw_  or becomes _frightened_  of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s terror for the next 24 hours. After this figurine has been used, it can’t be used again until 15 days have passed. |\n| **Marble Elephant**    | Rare       | 5,000 gp  | Vial of elephant hairs                    | This hefty figurine is carved into the form of an elephant with a raised trunk. It can become an _elephant_  for up to 24 hours, after which it cannot be used for 7 days.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| **Obsidian Steed**     | Very rare  | 10,000 gp | Lock of hair from a nightmare’s mane      | This rearing horse statuette can become a _nightmare_  for up to 24 hours. It can be utilized as a mount, but fights only to defend itself. There is always a 5% chance per use that the steed ignores your orders, including commands that it return to figurine form. If you mount the steed during this time, it instantly teleports the two of you to a random location in Hell, whereupon it immediately reverts to figurine form. After this figurine has been used, it can’t be used again until 5 days have passed.                                                                                                                                                                                                                                                                                                                                                                                                                       |\n| **Onyx Dog**           | Rare       | 5,000 gp  | Collar worn by a dog for a year and a day | This onyx carving of a sitting dog can become a Medium-sized version of the dog depicted (usually a _mastiff_ ) for up to 6 hours. It has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see _invisible_  creatures and objects within that range. After this figurine has been used, it can’t be used again until 7 days have passed.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |\n| **Serpentine Owl**     | Rare       | 5,000 gp  | Gilded owl’s feather                      | This serpentine statuette of an owl with spread wings can become a _giant owl_  for up to 8 hours, after which it can’t be used again for 2 days. The owl can communicate with you via telepathy at any range as long as both of you are on the same plane                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| **Silver Raven**       | Uncommon   | 500 gp    | Gilded raven’s feather                    | This silver raven statuette can become a mundane _raven_  for up to 12 hours. After this figurine has been used, it can’t be used again until 2 days have passed. While it is in raven form, you can cast _animal messenger_ on it at will.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |\n\n---\n\n**Giant Fly Challenge 0**\n\n_Large beast_ 0 XP\n\n**Armor Class** 11\n\n**Hit Points** 19 (3d10+3; bloodied 10)\n\n**Speed** 30 ft., fly 40 ft.\n\n**STR DEX CON INT WIS CHA**\n\n14 (+2) 13 (+1) 13 (+1) 2 (–4) 10 (+0) 3 (–4)\n\n**Proficiency** +2; **Maneuver** DC 12\n\n**Senses** darkvision 60 ft., passive Perception 10\n\n**Languages** —",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "figurine-of-wondrous-power",
            "name": "Figurine of Wondrous Power",
            "type": "Wondrous item",
            "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Bronze Griffon (Rare)_**. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.\n\n**_Ebony Fly (Rare)_**. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.\n\n> ##### Giant Fly\n> **Armor Class** 11  \n> **Hit Points** 19 (3d10 + 3)  \n> **Speed** 30 ft., fly 60 ft.\n>\n> | STR     | DEX     | CON     | INT    | WIS     | CHA    |\n> |---------|---------|---------|--------|---------|--------|\n> | 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) |\n>\n> **Senses** darkvision 60 ft., passive Perception 10  \n> **Languages** -\n\n**_Golden Lions (Rare)_**. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.\n\n**_Ivory Goats (Rare)_**. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:\n\n* The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.\n* The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.\n* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.\n\n**_Marble Elephant (Rare)_**. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.\n\n**_Obsidian Steed (Very Rare)_**. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\n\nIf you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.\n\n**_Onyx Dog (Rare)_**. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.\n\n**_Serpentine Owl (Rare)_**. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.\n\n**_Silver Raven (Uncommon)_**. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the _animal messenger_ spell on it at will.",
            "rarity": "rarity by figurine",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "figurine-of-shared-affliction-a5e",
            "name": "Figurine of Shared Affliction",
            "type": "Wondrous Item",
            "desc": "This small wooden figurine was crafted as a special totem used by a healer whose magic allowed him to absorb other people's afflictions into his own body. The item changes shape, taking on your rough appearance when you attune to it. While carrying the figurine on your person, you have _advantage_  on the first Medicine check you make to treat a disease or poison. Only one creature per day can use the figurine in this manner. When you successfully treat an affliction, the figurine takes on a sickly visage as it absorbs the disease or poison. The _figurine of shared affliction_ grants no benefits until it returns to its normal appearance at the end of your next _long rest_ .\n\nWhen you would be reduced to 0 hit points, you can use your reaction to relive the last memory of the healer who created the totem, in which they gave their life to absorb a deadly illness that infected their kin. When this happens, for the next minute you have _advantage_  on death saves. The figurine shows the effects of the attacks you’ve suffered in gruesome detail before reverting to a featureless wooden carving and forever losing its magic.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "figurehead-of-prowess",
            "name": "Figurehead of Prowess",
            "type": "Wondrous item",
            "desc": "A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. \nAlbatross (Uncommon). While this figurehead is mounted on a ship, the ship’s pilot can double its proficiency bonus with navigator’s tools when navigating the ship. In addition, the ship’s pilot doesn’t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through fog, rain, dust storms, or other natural phenomena that would ordinarily lightly obscure the pilot’s vision. \nBasilisk (Uncommon). While this figurehead is mounted on a ship, the ship’s AC increases by 2. \nDragon Turtle (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to fire damage, and the ship’s damage threshold increases by 5. If the ship doesn’t normally have a damage threshold, it gains a damage threshold of 5. \nKraken (Rare). While this figurehead is mounted on a ship, the pilot can animate all of the ship’s ropes. If a creature on the ship uses an animated rope while taking the grapple action, the creature has advantage on the check. Alternatively, the pilot can command the ropes to move as if being moved by a crew, allowing a ship to dock or a sailing ship to sail without a crew. The pilot can end this effect as a bonus action. When the ship’s ropes have been animated for a total of 10 minutes, the figurehead’s magic ceases to function until the next dawn. \nManta Ray (Rare). While this figurehead is mounted on a ship, the ship’s speed increases by half. For example, a ship with a speed of 4 miles per hour would have a speed of 6 miles per hour while this figurehead was mounted on it. \nNarwhal (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to cold damage, and the ship can break through ice sheets without taking damage or needing to make a check. \nOctopus (Rare). This figurehead can be mounted only on ships designed for water travel. While this figurehead is mounted on a ship, the pilot can force the ship to dive beneath the water. The ship moves at its normal speed while underwater, regardless of its normal method of locomotion. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour underwater, the figurehead’s magic ceases to function until the next dawn. \nSphinx (Legendary). This figurehead can be mounted only on a ship that isn’t designed for air travel. While this figurehead is mounted on a ship, the pilot can command the ship to rise into the air. The ship moves at its normal speed while in the air, regardless of its normal method of locomotion. Each creature on the ship remains on the ship as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to descend at a rate of 60 feet per round until it reaches land or water. When the ship has spent a total of 8 hours in the sky, the figurehead’s magic ceases to function until the next dawn. \nXorn (Very Rare). This figurehead can be mounted only on a ship designed for land travel. While this figurehead is mounted on a ship, the pilot can force the ship to burrow into the earth. The ship moves at its normal speed while burrowing, regardless of its normal method of locomotion. The ship can burrow through nonmagical, unworked sand, mud, earth, and stone, and it doesn’t disturb the material it moves through. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour burrowing, the figurehead’s magic ceases to function until the next dawn.",
            "rarity": "varies",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "fiendish-charter",
            "name": "Fiendish Charter",
            "type": "Scroll",
            "desc": "This long scroll bears the mark of a powerful creature of the Lower Planes, whether an archduke of Hell, a demon lord of the Abyss, or some other powerful fiend or evil deity. When you use an action to present this scroll to a fiend whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fiend, negotiating a service from it in exchange for a reward. The fiend is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fiend, the truce is broken, and the creature can act normally. If the fiend refuses the offer, it is free to take any actions it wishes. Should you and the fiend reach an agreement that is satisfactory to both parties, you must sign the charter in blood and have the fiend do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fiend to the agreement until its service is rendered and the reward paid, at which point the scroll ignites and burns into ash. The contract's wording should be carefully considered, as fiends are notorious for finding loopholes or adhering to the letter of the agreement to their advantage. If either party breaks the bargain, that creature immediately takes 10d6 necrotic damage, and the charter is destroyed, ending the contract.",
            "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": "feysworn-contract",
            "name": "Feysworn Contract",
            "type": "Scroll",
            "desc": "This long scroll is written in flowing Elvish, the words flickering with a pale witchlight, and marked with the seal of a powerful fey or a fey lord or lady. When you use an action to present this scroll to a fey whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fey, negotiating a service from it in exchange for a reward. The fey is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fey, the truce is broken, and the creature can act normally. If the fey refuses the offer, it is free to take any actions it wishes. Should you and the fey reach an agreement that is satisfactory to both parties, you must sign the agreement and have the fey do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fey to the agreement until its service is rendered and the reward paid, at which point the scroll fades into nothingness. Fey are notoriously clever folk, and while they must adhere to the letter of any bargains they make, they always look for any advantage in their favor. If either party breaks the bargain, that creature immediately takes 10d6 poison damage, and the charter is destroyed, ending the contract.",
            "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": "ferrymans-coins",
            "name": "Ferryman's Coins",
            "type": "Wondrous item",
            "desc": "It is customary in many faiths to weight a corpse's eyes with pennies so they have a fee to pay the ferryman when he comes to row them across death's river to the afterlife. Ferryman's coins, though, ensure the body stays in the ground regardless of the spirit's destination. These coins, which feature a death's head on one side and a lock and chain on the other, prevent a corpse from being raised as any kind of undead. When you place two coins on a corpse's closed lids and activate them with a simple prayer, they can't be removed unless the person is resurrected (in which case they simply fall away), or someone makes a DC 15 Strength check to remove them. Yanking the coins away does no damage to the corpse.",
            "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": "fellow-candlestick-a5e",
            "name": "Fellow Candlestick",
            "type": "Wondrous Item",
            "desc": "This golden candlestick is sentient but will only light when held by someone it is friendly with—perhaps that someone is you. Whether or not the candlestick will accept you as an ally is at the Narrator’s discretion, though it is highly recommended to keep it well-polished and speak to it once per day to encourage a long-lasting friendship. Once you have befriended the candlestick you are able to attune to it. \n\nWhile you are attuned to the candlestick, you can use a bonus action to politely ask it to light itself or extinguish its flame. If another force extinguishes its flame, the candlestick relights itself at the start of your next turn unless told otherwise. \n\n_**Hydrophobic.**_ The candlestick does not like exposure to water or having its candle replaced, and when either occurs it stops functioning for you until you make a DC 14 Persuasion check to earn its forgiveness.\n\n_**Sentience.**_ The candlestick is a sentient construct with Intelligence 14, Wisdom 10, and Charisma 18\\. It has hearing and darkvision to a range of 120 feet. The candlestick communicates with you telepathically and can speak and understand Common, Dwarvish, Elvish, and Halfling. It cannot read (or perhaps it is simply disinterested in doing so).\n\n_**Personality.**_ The candlestick’s purpose is to provide ample lighting for its wielder and snuff itself out should the cover of darkness be required. It is sympathetic to those in need of assistance but demands to be treated with a certain amount of respect and appreciation for its service.\n\n_**Destroying the Candlestick.**_ When reduced to 0 hit points, the candlestick pours its remaining heart and soul into creating one last burst of flames before becoming a mundane item. Each creature in a 10-foot-radius sphere centered on the candlestick must make a DC 14 Dexterity _saving throw_ . A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one.\n\n**Fellow Candlestick Challenge 3**\n\n_Tiny construct_  700 XP\n\n**Armor Class** 16 (natural armor)\n\n**Hit Points** 90 (12d4+60)\n\n**Speed** 10 ft.\n\n**STR DEX CON INT WIS CHA**\n\n13 (+1) 15 (+2) 20 (+5) 14 (+2) 10 (+0) 18 (+4)\n\n**Proficiency** +2; **Maneuver DC** 12\n\n**Damage Resistances** cold, lightning; bludgeoning, piercing, slashing from nonmagical weapons\n\n**Damage Immunities** fire, poison\n\n**Condition Immunities** _fatigue_ , _poisoned_ \n\n**Senses** darkvision 120 ft., passive Perception 10\n\n**Languages** Common, Dwarvish, Elvish, Halfling\n\n**_Immutable Form._** The candlestick is immune to any spell or effect that would alter its form.\n\nACTION\n\n_**Swiping Flame.**_ _Melee Weapon Attack_: +3 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage plus 2 (1d4) fire damage and the target makes a DC 10 Dexterity _saving throw_  or catches fire, taking 2 (1d4) ongoing fire damage. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "fellforged-armor",
            "name": "Fellforged Armor",
            "type": "Armor",
            "desc": "While wearing this steam-powered magic armor, you gain a +1 bonus to AC, your Strength score increases by 2, and you gain the ability to cast speak with dead as an action. As long as you remain cursed, you exude an unnatural aura, causing beasts with Intelligence 3 or less within 30 feet of you to be frightened. Once you have used the armor to cast speak with dead, you can't cast it again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "feather-token-a5e",
            "name": "Feather Token",
            "type": "Wondrous Item",
            "desc": "This small silver charm resembles a feather. Many types of feather tokens exist with different effects. The Narrator chooses or randomly determines the type of feather token found by rolling d100\\. \n\n__**Table: Feather Token**__\n| **d100** | **Cost**   | **Token**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |\n| -------- | ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1–20     | 550 gold   | **Anchor.** You can use an action to touch the token to a boat, ship, or other water vehicle. The vessel cannot be moved by any means for the next 24 hours. You can repeat the action to end the effect. When the effect ends, the token becomes a mundane item.                                                                                                                                                                                                                                                                                                                                                 |\n| 21–35    | 850 gold   | **Boat.** You can use an action to toss the token onto a body of water at least 60 feet in diameter. The token transforms into a 50-foot long, 20-foot wide boat. The boat needs no propulsion and moves at a speed of 6 miles per hour, requiring no skill to operate. You can use an action to direct the boat to turn up to 90 degrees. Up to 32 medium creatures and their equipment can travel comfortably on the boat (Large creatures count as 4 creatures and Huge creatures count as 8 creatures). The boat remains for up to 24 hours before disappearing. You may spend an action to dismiss the boat. |\n| 36–50    | 1,000 gold | **Bird.** You can use an action to toss the token nearby where it transforms into a _roc_ . The bird obeys simple commands, though it will not attack, and can fly 16 miles an hour for up to 6 hours while carrying up to 500 pounds, or at half that speed while carrying up to 1,000 pounds. The roc disappears after flying its maximum distance or when reduced to 0 hit points. You may spend an action to dismiss the roc.                                                                                                                                                                                 |\n| 51–65    | 550 gold   | **Fan.** While on a wind-powered vessel, you can use an action to toss the token into the air where it transforms into a massive flapping fan or palm frond, creating enough wind to power the vessel or increase its speed by 5 miles per hour for up to 8 hours. When the effect ends, the token disappears. You may spend an action to dismiss the fan.                                                                                                                                                                                                                                                        |\n| 66–90    | 550 gold   | **Tree.** While outside, you can use an action to toss the token onto an unoccupied patch of ground where it erupts into a nonmagical living oak tree. The tree is 80 feet tall and has a 5-foot diameter trunk with a branch spread of up to 20 feet.                                                                                                                                                                                                                                                                                                                                                            |\n| 91–100   | 700 gold   | **Whip.** You can use an action to toss the token to a point that you can see within 10 feet. The token transforms into a floating whip that you can command by using a bonus action, making it move up to 20 feet and attack a creature up to 10 feet away from it. The whip has an attack bonus of +10 and deals 1d6+6 force damage. The whip vanishes after 1 hour, when you die, or when you use an action to dismiss it.                                                                                                                                                                                     |",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "feather-token",
            "name": "Feather Token",
            "type": "Wondrous item",
            "desc": "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single* use effect. The GM chooses the kind of token or determines it randomly.\n\n| d100   | Feather Token |\n|--------|---------------|\n| 01-20  | Anchor        |\n| 21-35  | Bird          |\n| 36-50  | Fan           |\n| 51-65  | Swan boat     |\n| 66-90  | Tree          |\n| 91-100  | Whip          |\n\n**_Anchor_**. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.\n\n**_Bird_**. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.\n\n**_Fan_**. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.\n\n**_Swan Boat_**. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot* wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.\n\n**_Tree_**. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**_Whip_**. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.\n\nAs a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.",
            "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": "fear-eaters-mask",
            "name": "Fear-Eater's Mask",
            "type": "Wondrous item",
            "desc": "This painted, wooden mask bears the visage of a snarling, fiendish face. While wearing the mask, you can use a bonus action to feed on the fear of a frightened creature within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage. You regain hit points equal to the damage dealt. If you are not injured, you gain temporary hit points equal to the damage dealt instead. Once a creature has failed this saving throw, it is immune to the effects of this mask for 24 hours.",
            "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": "fathomers-ring-a5e",
            "name": "Fathomer’s Ring",
            "type": "Ring",
            "desc": "This ring reeks of muck dredged from the ocean floor. While you wear it, you automatically know the depth of any body of water you can see.\n\nAs an action, you can cause one submerged, unattended object up to Huge size to rise to the surface of the water at a rate of 500 feet per round. You don’t need to be able to see the object you affect, but you must be familiar with it or at least possess a general description of it. Once the object reaches the water’s surface, it floats there for 1 hour or until you use another action to return it to its resting place. Once you’ve used the ring in this way, it 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": "farhealing-bandages",
            "name": "Farhealing Bandages",
            "type": "Wondrous item",
            "desc": "This linen bandage is yellowed and worn with age. You can use an action wrap it around the appendage of a willing creature and activate its magic for 1 hour. While the target is within 60 feet of you and the bandage's magic is active, you can use an action to trigger the bandage, and the target regains 2d4 hit points. The bandage becomes inactive after it has restored 15 hit points to a creature or when 1 hour has passed. Once the bandage becomes inactive, it can't be used again until the next dawn. You can be attuned to only one farhealing bandage at a time.",
            "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": "fanged-mask",
            "name": "Fanged Mask",
            "type": "Wondrous item",
            "desc": "This tribal mask is made of wood and adorned with animal fangs. Once donned, it melds to your face and causes fangs to sprout from your mouth. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already have a bite attack when you don and attune to this mask, your bite attack's damage dice double (for example, 1d4 becomes 2d4).",
            "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": "fan-of-whispering-a5e",
            "name": "Fan of Whispering",
            "type": "Wondrous Item",
            "desc": "This fan is painted with the image of a woman’s face breathing a gust of wind across a countryside. While holding this fan in front of your lips, you can communicate at a whisper to someone within 100 feet of you that you can see, without being detected by anyone else around. The fan does not grant the ability to reply to your messages.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "family-scrapbook-a5e",
            "name": "Family Scrapbook",
            "type": "Wondrous Item",
            "desc": "This scrapbook contains the legacy of campaigns undertaken by adventurers in days past. When in need of advice, you can open the leather-bound tome and spend 1 minute looking for a similar situation. Roll a d10 and on a 7 or higher, you learn one fact relevant to the situation. On a failure, you instead learn one fact or piece of advice that is irrelevant to the situation (such as “_a group of tigers is called an ambush_,” or “_you should eat more leafy greens_”). Once you have used this feature, you cannot do so again until you finish a _long rest_ .\n\nAlternatively, you can use a bonus action to rapidly find one tale of questing relevant to your situation and rip it out of the book. Choose one 1st-level spell that has a casting time of 1 action from any class spell list. Before the end of your next turn, you can cast this spell without the need for material components. After a page is torn from the tome in this way, it becomes a mundane scrapbook.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "faerie-love-letter-a5e",
            "name": "Faerie Love Letter",
            "type": "Wondrous Item",
            "desc": "This miniature private correspondence, which smells of floral perfume, is proof of a particularly scandalous dalliance between two noble fey which you can exploit for a favor. While attuned to the letter you can whisper the command word to cast either __druidcraft_  or mending. You can’t do so again until you finish a _long rest_ .\n\nAlternatively, you can use an action to summon a Tiny faerie (AC 15, HP 1, Speed fly 30 ft., spell save DC 12). The faerie is _charmed_  by you and acts immediately, casting one of the following spells as directed: __faerie fire , healing word ,_ or __hideous laughter ,_ after which it acts to preserve its own life and will only take the Dodge or Hide actions. If the faerie dies in your service the letter loses its power, but you retain the proof of their misconduct. Otherwise the faerie disappears after 1 minute, taking its love letter with it.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eyes-of-the-portal-masters",
            "name": "Eyes of the Portal Masters",
            "type": "Wondrous item",
            "desc": "While you wear these crystal lenses over your eyes, you can sense the presence of any dimensional portal within 60 feet of you and whether the portal is one-way or two-way. Once you have worn the eyes for 10 minutes, their magic ceases to function until the next dawn. Putting the lenses on or off requires an action.",
            "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": "eyes-of-the-outer-dark",
            "name": "Eyes of the Outer Dark",
            "type": "Wondrous item",
            "desc": "These lenses are crafted of polished, opaque black stone. When placed over the eyes, however, they allow the wearer not only improved vision but glimpses into the vast emptiness between the stars. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 60 feet. As an action, you can use the lenses to pierce the veils of time and space and see into the outer darkness. You gain the benefits of the foresight and true seeing spells for 10 minutes. If you activate this property and you aren't suffering from a madness, you take 3d8 psychic damage. Once used, this property of the lenses can't be used again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "eyes-of-the-eagle-a5e",
            "name": "Eyes of the Eagle",
            "type": "Wondrous Item",
            "desc": "These wire-framed lenses fit over the eyes and grant you _advantage_  on sight-based Perception checks. When visibility is clear you can make out fine details at extreme ranges, easily discerning creatures and objects as small as 2 feet across.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eyes-of-the-eagle",
            "name": "Eyes of the Eagle",
            "type": "Wondrous item",
            "desc": "These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.",
            "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": "eyes-of-minute-seeing-a5e",
            "name": "Eyes of Minute Seeing",
            "type": "Wondrous Item",
            "desc": "These wire-framed lenses are worn over the eyes and enhance your vision within 1 foot. You gain _advantage_  on any sight-based Investigation checks made to study an object or area within that range",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eyes-of-minute-seeing",
            "name": "Eyes of Minute Seeing",
            "type": "Wondrous item",
            "desc": "These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.",
            "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": "eyes-of-charming-a5e",
            "name": "Eyes of Charming",
            "type": "Wondrous Item",
            "desc": "These framed lenses are worn over the eyes and contain 3 charges. You can use an action to expend 1 charge and cast the __charm person_ spell (save DC 13). Both you and the target must be able to see each other. The lenses regain all expended charges at dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eyes-of-charming",
            "name": "Eyes of Charming",
            "type": "Wondrous item",
            "desc": "These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the _charm person_ spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.",
            "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": "eye-of-the-golden-god",
            "name": "Eye of the Golden God",
            "type": "Wondrous item",
            "desc": "A shining multifaceted violet gem sits at the center of this fist-sized amulet. A beautifully forged band of platinum encircles the gem and affixes it to a well-made series of interlocking platinum chain links. The violet gem is warm to the touch. While wearing this amulet, you can't be frightened and you don't suffer from exhaustion. In addition, you always know which item within 20 feet of you is the most valuable, though you don't know its actual value or if it is magical. Each time you finish a long rest while attuned to this amulet, roll a 1d10. On a 1-3, you awaken from your rest with that many valuable objects in your hand. The objects are minor, such as copper coins, at first and progressively get more valuable, such as gold coins, ivory statuettes, or gemstones, each time they appear. Each object is always small enough to fit in a single hand and is never worth more than 1,000 gp. The GM determines the type and value of each object. Once the left eye of an ornate and magical statue of a pit fiend revered by a small cult of Mammon, this exquisite purple gem was pried from the idol by an adventurer named Slick Finnigan. Slick and his companions had taken it upon themselves to eradicate the cult, eager for the accolades they would receive for defeating an evil in the community. The loot they stood to gain didn't hurt either. After the assault, while his companions were busy chasing the fleeing members of the cult, Slick pocketed the gem, disfiguring the statue and weakening its power in the process. He was then attacked by a cultist who had managed to evade notice by the adventurers. Slick escaped with his life, and the gem, but was unable to acquire the second eye. Within days, the thief was finding himself assaulted by devils and cultists. He quickly offloaded his loot with a collection of merchants in town, including a jeweler who was looking for an exquisite stone to use in a piece commissioned by a local noble. Slick then set off with his pockets full of coin, happily leaving the devilish drama behind. This magical amulet attracts the attention of worshippers of Mammon, who can almost sense its presence and are eager to claim its power for themselves, though a few extremely devout members of the weakened cult wish to return the gem to its original place in the idol. Due to this, and a bit of bad luck, this amulet has changed hands many times over the decades.",
            "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": "eye-of-horus",
            "name": "Eye of Horus",
            "type": "Wondrous item",
            "desc": "This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened.",
            "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": "eye-of-elsewhere-a5e",
            "name": "Eye of Elsewhere",
            "type": "Wondrous Item",
            "desc": "This gray stone orb is carved into the likeness and size of a disquietingly realistic human eye with a ruby iris. Once you have attuned to it you can use an action to set the eye in a gentle orbit around your head, 1d4 feet away from you. Another creature may use an action to try and take an orbiting eye, but must make a melee attack against AC 24 or make a DC 24 Dexterity (Acrobatics) check. The eye’s AC is 24, it has 30 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 eye, returning it to an inert and inactive state. \n\nWhile the eye is actively orbiting your head, your Intelligence score increases by 2 (to a maximum of 22), you gain an expertise die on Intelligence checks and Perception checks, and you cannot be _surprised_  or _blinded_ . \n\n_**Innate Arcane Eye.**_ While the eye orbits your head, you know and can innately cast _arcane eye_ without expending a spell slot or the need for material components.\n\n_**Shared Paranoia.**_ After you have attuned to the eye and it has been and active for 24 hours, you develop a paranoia that persists as long as it remains active. While paranoid you have _disadvantage_  on Insight checks and you are considered roughing it if you sleep in the same room or tent as another humanoid creature. \n\n_**Sentience.**_ The eye is a sentient construct with Intelligence 20, Wisdom 15, and Charisma 8\\. It cannot hear, but has blindsight and darkvision to a range of 60 feet. The eye communicates with you and other creatures within 60 feet telepathically and can read, speak, and understand Abyssal, Common, Deep Speech, and Undercommon.\n\n_**Personality.**_ The eye of elsewhere contains the soul of something utterly alien to humanoid perceptions, betrayed and plunged into a constrained form. It is constantly paranoid and convinced that some worse fate could befall it at any moment. Once attuned it will try to learn everything and anything you know, especially secrets. If you are forthcoming with information the eye grows to trust you, but can be brought into conflict if you withhold any information. When in conflict the eye shuts and you no longer gain any of the eye’s benefits or properties except for Shared Paranoia. The eye only opens again if you divulge an important secret or the information initially withheld. \n\n_**Destroying the Eye.**_ The eye is unbreakable but it has the power to implode and disintegrate itself. Success on a DC 28 Deception check convinces the eye that some horrifying and frightening threat is inevitably soon to befall it. Rather than accept its fate, the eye destroys itself and blinks out of existence. On a failed check, the creature permanently loses the eye’s trust and the eye will never attune to it or be convinced by its Deception checks.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "extract-of-dual-mindedness",
            "name": "Extract of Dual-Mindedness",
            "type": "Potion",
            "desc": "This potion can be distilled only from a hormone found in the hypothalamus of a two-headed giant of genius intellect. For 1 minute after drinking this potion, you can concentrate on two spells at the same time, and you have advantage on Constitution saving throws made to maintain your concentration on a spell when you take damage.",
            "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": "exsanguinating-blade",
            "name": "Exsanguinating Blade",
            "type": "Weapon",
            "desc": "This double-bladed dagger has an ivory hilt, and its gold pommel is shaped into a woman's head with ruby eyes and a fanged mouth opened in a scream. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon against a creature that has blood, the dagger gains 1 charge. The dagger can hold 1 charge at a time. You can use a bonus action to expend 1 charge from the dagger to cause one of the following effects: - You or a creature you touch with the blade regains 2d8 hit points. - The next time you hit a creature that has blood with this weapon, it deals an extra 2d8 necrotic 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": "explorers-chalk-a5e",
            "name": "Explorer’s Chalk",
            "type": "Wondrous Item",
            "desc": "This unassuming piece of white chalk appears well-used but does not wear down no matter how many times it marks a surface. The _explorer’s chalk_ has 6 charges and regains 1d6 expended charges each dawn. When you touch it to a surface, you can expend 1 of its charges to create a mark that cannot be wiped away or obscured for 24 hours. While holding the chalk, you can use an action to become aware of the direction of the closest mark made with it as long as that mark is within 1 mile.\n\nIf you expend the _explorer’s chalk’s_ last charge, roll a d20\\. On a result of 5 or less, the chalk crumbles to dust. On a 20, the chalk regains its expended charges and its number of charges increases by 1.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "excaliburs-scabbard-a5e",
            "name": "Excalibur’s Scabbard",
            "type": "Wondrous Item",
            "desc": "While wearing this longsword scabbard, you have resistance to piercing and slashing damage from nonmagical weapons.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "excalibur-a5e",
            "name": "Excalibur",
            "type": "Weapon",
            "desc": "This legendary weapon is said to grant powerful magic to its wielder and that only the rightful ruler of the land is suitable to carry it into battle. While you are attuned to it, _Excalibur_ grants you the following benefits:\n\n* If you are the rightful wielder of _Excalibur_, it instantly attunes to you and does not take up an attunement slot.\n* You gain a +4 bonus to attack and damage rolls made with this weapon.\n* When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n* When you attack a creature with this weapon and roll a 20 on the _attack roll_ , that target takes an extra 4d6 slashing damage. Then roll another d20\\. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the Narrator. If the creature has no limb to sever, you lop off a portion of its body instead.\n* You can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.\n* When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this property again until you finish a long rest.\n* You have _advantage_  on Insight and Persuasion checks made against anyone but creatures you consider to be your close allies and companions.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eversmoking-bottle-a5e",
            "name": "Eversmoking Bottle",
            "type": "Wondrous Item",
            "desc": "This glass bottle is filled with whirling smoke. You can use an action to remove the stopper, causing a thick cloud to pour out and fill a 60-foot radius centered on the bottle, making the area _heavily obscured_ . The cloud grows by 10 feet for each minute that the bottle remains open, to a maximum radius of 120 feet.\n\nThe cloud remains until the bottle is closed. Closing the bottle requires the item’s command word and an action, after which the smoke disperses after 10 minutes. Moderate winds disperse the smoke after 1 minute. Strong winds disperse the smoke after 1 round.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "eversmoking-bottle",
            "name": "Eversmoking Bottle",
            "type": "Wondrous item",
            "desc": "Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.\n\nThe cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.",
            "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": "everflowing-bowl",
            "name": "Everflowing Bowl",
            "type": "Wondrous item",
            "desc": "This smooth, stone bowl feels especially cool to the touch. It holds up to 1 pint of water. When placed on the ground, the bowl magically draws water from the nearby earth and air, filling itself after 1 hour. In arid or desert environments, the bowl fills itself after 8 hours. The bowl never overflows itself.",
            "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/"
        }
    ]
}