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=26
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=27",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-slug&page=25",
    "results": [
        {
            "slug": "dancing-sword-a5e",
            "name": "Dancing Sword",
            "type": "Weapon",
            "desc": "While you are attuned to this magic sword, you can use a bonus action to speak the command word and throw it into the air. The sword hovers, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it (using your _attack roll_  and ability score modifier to damage rolls). On each of your turns you can use a bonus action to make the sword fly up to 30 feet to attack another creature within 5 feet of it. \n\nAfter the sword attacks for the fourth time, it tries to return to your hand. It flies 30 feet towards you, moving as close as it can before either being caught in your free hand or falling to the ground.\n\nThe sword ceases to hover if you move more than 30 feet away from it or grasp it.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dancing-sword",
            "name": "Dancing Sword",
            "type": "Weapon (any sword)",
            "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "dancing-shoes-a5e",
            "name": "Dancing Shoes",
            "type": "Wondrous Item",
            "desc": "These shoes feature a low heel, but otherwise shape to the wearer’s foot. While wearing these shoes, you gain an _expertise die_  on checks that relate to dancing.\n\nIf the shoes are separated, you may attune to one. When attuned to in this way, you know the direction of its location and if another creature has attuned to it. Once the shoes are reunited again, the effect ends.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dancing-ink",
            "name": "Dancing Ink",
            "type": "Wondrous item",
            "desc": "This ink is favored by merchants for eye-catching banners and by toy makers for scrolls and books for children. Typically found in 1d4 pots, this ink allows you to draw an illustration that moves about the page where it was drawn, whether that is an illustration of waves crashing against a shore along the bottom of the page or a rabbit leaping over the page's text. The ink wears away over time due to the movement and fades from the page after 2d4 weeks. The ink moves only when exposed to light, and some long-forgotten tomes have been opened to reveal small, moving illustrations drawn by ancient scholars. One pot can be used to fill 25 pages of a book or a similar total area for larger banners.",
            "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": "dancing-floret",
            "name": "Dancing Floret",
            "type": "Wondrous item",
            "desc": "This 2-inch-long plant has a humanoid shape, and a large purple flower sits at the top of the plant on a short, neck-like stalk. Small, serrated thorns on its arms and legs allow it to cling to your clothing, and it most often dances along your arm or across your shoulders. While attuned to the floret, you have proficiency in the Performance skill, and you double your proficiency bonus on Charisma (Performance) checks made while dancing. The floret has 3 charges for the following other properties. The floret regains 1d3 expended charges daily at dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "dancing-caltrops",
            "name": "Dancing Caltrops",
            "type": "Wondrous item",
            "desc": "After you pour these magic caltrops out of the bag into an area, you can use a bonus action to animate them and command them to move up to 10 feet to occupy a different square area that is 5 feet on a side.",
            "rarity": "common",
            "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": "dagger-of-venom-a5e",
            "name": "Dagger of Venom",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic blade. In addition, once each dawn you can use an action to poison the dagger’s blade for 1 minute or until it is used to damage a creature. When a creature is damaged by the blade’s poison, it makes a DC 15 Constitution _saving throw_  or takes 2d10 poison damage and becomes _poisoned_  for 1 minute.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dagger-of-venom",
            "name": "Dagger of Venom",
            "type": "Weapon (dagger)",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nYou can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "dagger-of-the-barbed-devil",
            "name": "Dagger of the Barbed Devil",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause sharp, pointed barbs to sprout from this blade. The barbs remain for 1 minute. When you hit a creature while the barbs are active, the creature must succeed on a DC 15 Dexterity saving throw or a barb breaks off into its flesh and the dagger loses its barbs. At the start of each of its turns, a creature with a barb in its flesh must make a DC 15 Constitution saving throw. On a failure, it has disadvantage on attack rolls and ability checks until the start of its next turn as it is wracked with pain. The barb remains until a creature uses its action to remove the barb, dealing 1d4 piercing damage to the barbed creature. Once you cause barbs to sprout from the dagger, you can't do so again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "cunning-tools-a5e",
            "name": "Cunning Tools",
            "type": "Wondrous Item",
            "desc": "This exquisitely designed set of thieves’ tools are enchanted to guide even the clumsiest felons to success. While using these thieves’ tools you are proficient with them, and you gain an expertise die on checks made to pick locks or disable devices such as traps. \n\nIn addition, these thieves’ tools fold down into a single smooth rosewood handle that appears to be a finely polished piece of wood, and you gain an expertise die on checks made to conceal them.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "culdarath-the-ninth-rings-true-name-a5e",
            "name": "Culdarath the Ninth Ring’s True Name",
            "type": "Wondrous Item",
            "desc": "This slip of parchment contains the magically bound name “Ozzacath’ta Culd” and is burned black at the edges. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful efreet beside you for 1 minute. Ozzacath is haughty and impatient when conjured but seems to relish the chance to burn anything. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Light a bonfire, candle, or similar flammable object within 15 feet.\n* Burn brightly (or cease burning brightly) for the next minute providing bright light in a 30-foot radius and dim light for a further 15 feet.\n* Translate up to 25 words of spoken or written Ignan into Common.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Culdarath in exchange for his direct assistance. When you do so the parchment burns to cinders and for the next minute the vision roars into a ball of fire within 5 feet of you (as __flaming sphere_ , save DC 13). On each of your turns, you can use a bonus action to verbally indicate where the ball of fire moves. Once you have revoked your claim in this way, you can never invoke Culdarath’s true name again.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cubic-gate-a5e",
            "name": "Cubic Gate",
            "type": "Wondrous Item",
            "desc": "This 3-inch cube has 3 charges and regains 1d3 charges each dawn. Each side of the cube is keyed to a different plane, one of which is the Material Plane. The other five sides are determined by the Narrator.\n\nAs an action, you may press one side of the cube and spend a charge to cast the _gate  s_pell, expending a charge and opening a portal to the associated plane. You may instead press a side twice, expending 2 charges and casting _plane shift_ (save DC 17) which sends the targets to the associated plane.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cubic-gate",
            "name": "Cubic Gate",
            "type": "Wondrous item",
            "desc": "This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.\n\nYou can use an action to press one side of the cube to cast the _gate_ spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the _plane shift_ spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.\n\nThe cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "cube-of-force-a5e",
            "name": "Cube of Force",
            "type": "Wondrous Item",
            "desc": "This inch-long cube has a recessed button with a distinct marking on each face. It starts with 36 charges and regains 1d20 of them at dawn. \n\nYou can use an action to press one of the buttons, expending charges as shown on the Cube of Force table. If the cube has insufficient charges, nothing happens.\n\nOtherwise, the cube creates a 15-foot cube of force that is centered on you and moves with you. It lasts for 1 minute, until you use an action to press another button, or the cube’s charges are depleted. \n\nYou can change the cube’s effect by pressing a different button. Doing so expends the requisite number of charges and resets the duration.\n\nIf moving causes the cube to come into contact with a solid object that can't pass through the cube, you cannot move any closer to that object while the cube is active.\n\nThe cube loses charges when targeted by effects from the following spells or magic items: _disintegrate_ (1d12 charges), __horn of blasting_ (1d10 charges), __passwall_  (1d6 charges), __prismatic spray_  (1d20 charges), __wall of fire_  (1d4 charges).\n\n__**Table: Cube of Force**__\n| **Face** | **Charges** | **Effect**                                                                                              |\n| -------- | ----------- | ------------------------------------------------------------------------------------------------------- |\n| 1        | 1           | Gasses, wind, and fog can’t penetrate the cube.                                                         |\n| 2        | 2           | Nonliving matter can’t penetrate the cube, except for walls, floors, and ceilings (at your discretion). |\n| 3        | 3           | Living matter can’t penetrate the cube.                                                                 |\n| 4        | 4           | Spell effects can’t penetrate the cube.                                                                 |\n| 5        | 5           | Nothing penetrates the cube (exception for walls, floors, and ceilings at your discretion).             |\n| 6        | 0           | Deactivate the cube.                                                                                    |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cube-of-force",
            "name": "Cube of Force",
            "type": "Wondrous item",
            "desc": "This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.\n\nYou can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.\n\nIf your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.\n\n**Cube of Force Faces (table)**\n\n| Face | Charges | Effect                                                                                                            |\n|------|---------|-------------------------------------------------------------------------------------------------------------------|\n| 1    | 1       | Gases, wind, and fog can't pass through the barrier.                                                              |\n| 2    | 2       | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |\n| 3    | 3       | Living matter can't pass through the barrier.                                                                     |\n| 4    | 4       | Spell effects can't pass through the barrier.                                                                     |\n| 5    | 5       | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.            |\n| 6    | 0       | The barrier deactivates.                                                                                          |\n\nThe cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.\n\n| Spell or Item    | Charges Lost |\n|------------------|--------------|\n| Disintegrate     | 1d12         |\n| Horn of blasting | 1d10         |\n| Passwall         | 1d6          |\n| Prismatic spray  | 1d20         |\n| Wall of fire     | 1d4          |",
            "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": "crystal-staff",
            "name": "Crystal Staff",
            "type": "Staff",
            "desc": "Carved from a single piece of solid crystal, this staff has numerous reflective facets that produce a strangely hypnotic effect. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: color spray (1 charge), confound senses* (3 charges), confusion (4 charges), hypnotic pattern (3 charges), jeweled fissure* (3 charges), prismatic ray* (5 charges), or prismatic spray (7 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to light or confusion. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crystal shatters, destroying the staff and dealing 2d6 piercing damage to each creature within 10 feet of it.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "crystal-ball-a5e",
            "name": "Crystal Ball",
            "type": "Wondrous Item",
            "desc": "A typical enchanted _crystal ball_ can be used to cast the __scrying_ spell (save DC 17) once between _short rests_  while touching it. \n\nThree legendary variations exist. In all cases, the legendary variants have an alignment (Chaotic, Evil, Good, or Lawful). If you do not have an alignment trait that matches the _crystal ball’s_, after using it you take 6d6 psychic damage and gain a level of _strife_ .\n\n**Crystal Ball of Mind Reading**. You can use an action to cast __detect thoughts_  (save DC 17) on a creature within 30 feet of the spell’s sensor. This effect does not require concentration, but it ends when the _scrying_ does.\n\n**Crystal Ball of Telepathy**. While the __scrying_ is active, you can communicate telepathically with creatures within 30 feet of the spell’s sensor, and you can use an action to cast sugges_tion_ (save DC 17) through the sensor on one of them. This effect does not require concentration, but it ends when the _scrying_ does.\n\n**Crystal Ball of True Seeing**. In addition to the normal benefits of __scrying_ , you gain _truesight_ through the spell’s sensor out to a range of 120 feet.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crystal-ball",
            "name": "Crystal Ball",
            "type": "Wondrous item",
            "desc": "The typical _crystal ball_, a very rare item, is about 6 inches in diameter. While touching it, you can cast the _scrying_ spell (save DC 17) with it.\n\nThe following _crystal ball_ variants are legendary items and have additional properties.\n\n**_Crystal Ball of Mind Reading_**. You can use an action to cast the _detect thoughts_ spell (save DC 17) while you are scrying with the _crystal ball_, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this _detect thoughts_ to maintain it during its duration, but it ends if _scrying_ ends.\n\n**_Crystal Ball of Telepathy_**. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the _suggestion_ spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this _suggestion_ to maintain it during its duration, but it ends if _scrying_ ends. Once used, the _suggestion_ power of the _crystal ball_ can't be used again until the next dawn.\n\n**_Crystal Ball of True Seeing_**. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.",
            "rarity": "very rare or legendary",
            "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": "crusaders-shield",
            "name": "Crusader's Shield",
            "type": "Armor",
            "desc": "A bronze boss is set in the center of this round shield. When you attune to the shield, the boss changes shape, becoming a symbol of your divine connection: a holy symbol for a cleric or paladin or an engraving of mistletoe or other sacred plant for a druid. You can use the shield as a spellcasting focus for your spells.",
            "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": "crown-of-the-pharaoh",
            "name": "Crown of the Pharaoh",
            "type": "Wondrous item",
            "desc": "The swirling gold bands of this crown recall the shape of desert dunes, and dozens of tiny emeralds, rubies, and sapphires nest among the skillfully forged curlicues. While wearing the crown, you gain the following benefits: Your Intelligence score is 25. This crown has no effect on you if your Intelligence is already 25 or higher. You have a flying speed equal to your walking speed. While you are wearing no armor and not wielding a shield, your Armor Class equals 16 + your Dexterity modifier.",
            "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": "crown-of-the-crystal-sovereign-a5e",
            "name": "Crown of the Crystal Sovereign",
            "type": "Wondrous Item",
            "desc": "This crown looks like a braid of pure crystal and its front is a set of three pointed, curling spires that give its wearer an imposing, regal silhouette. Once worn by the monarch of an ancient crystal palace deep underground, the crown was lost after its wearer’s grasping schemes brought calamity on their people. The power, ambition, and ruthless might of the Crystal Sovereign of Coranaal still lingers, granting the wearer the following properties:\n\n_**Crystal Skin.**_ Your skin takes on a jagged, shimmering appearance and feels firm and cold to the touch. You gain +2 to your Armor Class. Additionally, when you’re hit by a ranged spell attack, roll 1d4\\. On a 3, you are unaffected and the spell is reflected back at its caster, rolling again to see if it hits.\n\n**_All-Seeing._** You gain truesight out to 30 feet. Additionally, you can use this trait to cast __clairvoyance_  at will, using the crown as your material component.\n\n**_Lord Under The Mountain._** Your Prestige Rating is increased by 2, or 4 if you’re underground.\n\n**_Regal Bearing._** A number of times per day equal to your Charisma modifier you can, as an action, target one creature that can see you within 60 feet. It must succeed on a Wisdom _saving throw_  (DC = 8 + your proficiency modifier + your Charisma modifier) or use its next turn to fall _prone_  in supplication, taking no other actions. Additionally, when you’re targeted with any attack by a creature within 10 feet of you, you can force it to make this saving throw as a reaction. On a failure it has _disadvantage_  on the attack and then falls prone as above.\n\n**_Greed of Coronaal._** It’s said that, even as their palace crumbled, the Crystal Sovereign still coveted and guarded their treasures. You can use an action to summon an item from the hoard of Coronaal, an endlessly enormous extra dimensional space that you can access remotely. You instinctively know what’s inside, and when you first access the hoard, roll on _Treasure_  for Challenge Ratings 23-30 to determine what’s already there. This doesn’t mean that you have any desire to share, however, and must make a DC 14 Wisdom _saving throw_  to willingly part, even temporarily, with any item that has been in the hoard.\n\nYou can also use an action to touch an item of up to Large size and send it to the hoard. However, the crown shuns items it deems unworthy, casting them into the Astral Plane if you attempt to store them. This includes magic items of common or uncommon rarity and any mundane items worth less than 500 gp. Additionally, as a security feature, creatures cannot enter this space; even the wearer can only access it remotely. Otherwise, the hoard has the limitations of any other interdimensional space in regards to Supply and dead creatures. Placing another interdimensional item, such as a _portable hole_ , in the hoard destroys the lesser item, scattering its contents across the Astral Plane. Additionally, 4 (2d4) random valuables from the horde are also lost in this way, though the crown of the crystal sovereign is otherwise unaffected.\n\n_**Curse.**_ When you attune to this crown, your _Destiny_  immediately changes to _Dominion_  if it’s not already, and you can only fulfill it by reclaiming the Crystal Palace of Coronaal, which is lost to time and overtaken by creatures from the depths. You lose any existing Destiny features. In addition, if you have a chance to advance this Destiny (as determined by the Narrator) and do not take it, you lose all benefits from the crown and suffer a level of _strife_  each week until you pursue the opportunity, at which point you lose all strife gained this way and regain the benefits of the crown. These levels of strife cannot otherwise be removed.\n\nThe crown remains firmly affixed to your head and cannot be removed in any way, nor can your attunement be broken, unless you are beheaded, at which point you can never attune to the item again, even if you are brought back to life. The only other exception is if you reclaim the Crystal Palace and then choose to, in the presence of 4 sentient creatures, formally renounce your title while sitting on the throne of Coronaal, at which point the palace and crown begin to crumble, ending your attunement and destroying the item.\n\n**_Escalation._** When you fulfill this destiny, the save DC of Regal Bearing and the Armor Class bonus of Crystal Skin increase by 2, while the range of your truesight increases by 60 ft, your Prestige bonus is increased by 2, and you can cast __scrying_  at will using the crown as a focus.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crook-of-the-flock",
            "name": "Crook of the Flock",
            "type": "Rod",
            "desc": "This plain crook is made of smooth, worn lotus wood and is warm to the touch.",
            "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": "crocodile-armor",
            "name": "Crocodile Armor",
            "type": "Armor",
            "desc": "While wearing this armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed.",
            "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": "crock-and-dish-of-rhygenydd-ysgolhaig-a5e",
            "name": "Crock and Dish of Rhygenydd Ysgolhaig",
            "type": "Wondrous Item",
            "desc": "You can use an action to cast __create food and water_ from this cookware.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crimson-starfall-arrow",
            "name": "Crimson Starfall Arrow",
            "type": "Ammunition",
            "desc": "This arrow is a magic weapon powered by the sacrifice of your own life energy and explodes upon impact. If you hit a creature with this arrow, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and each creature within 10 feet of the target, including the target, must make a DC 15 Dexterity saving throw, taking necrotic damage equal to the hit points you lost on a failed save, or half as much damage on a successful one. You can't use this feature of the arrow if you don't have blood. Hit Dice spent on this arrow's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.",
            "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": "crimson-carpet",
            "name": "Crimson Carpet",
            "type": "Wondrous item",
            "desc": "This rolled bundle of red felt is 3-feet long and 1-foot wide, and it weighs 10 pounds. You can use an action to speak the carpet's command word to cause it to unroll, creating a horizontal walking surface or bridge up to 10 feet wide, up to 60 feet long, and 1/4 inch thick. The carpet doesn't need to be anchored and can hover. The carpet has immunity to all damage and isn't affected by the dispel magic spell. The disintegrate spell destroys the carpet. The carpet remains unrolled until you use an action to repeat the command word, causing it to roll up again. When you do so, the carpet can't be unrolled again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "crest-of-putrid-endurance-a5e",
            "name": "Crest of Putrid Endurance",
            "type": "Wondrous Item",
            "desc": "Though it resembles an __amulet of health_ , closer inspection reveals that the crimson gem is set in a frame made of grave wax rather than filigreed metal. While you wear it, you regain hit points equal to your level at the start of each of your turns so long as you have at least 1 hit point. As a bonus action, you can draw greater power from the crest. For the next minute, its healing factor is doubled and you read as an undead for the purposes of any effect that would identify your creature type. You can’t use this effect again until the next dawn.\n\n_**Curse.**_ You cannot benefit from magical healing.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crawling-cloak",
            "name": "Crawling Cloak",
            "type": "Wondrous item",
            "desc": "This unusual cloak is made of many overlapping, broad strips of thick cloth.\nCrawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can’t stand up from prone unless you still have at least half your movement remaining after moving.\n\nSturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing.",
            "rarity": "varies",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "cravens-heart",
            "name": "Craven's Heart",
            "type": "Wondrous item",
            "desc": "This leathery mass of dried meat was once a humanoid heart, taken from an individual that died while experiencing great terror. You can use an action to whisper a command word and hurl the heart to the ground, where it revitalizes and begins to beat rapidly and loudly for 1 minute. Each creature withing 30 feet of the heart has disadvantage on saving throws against being frightened. At the end of the duration, the heart bursts from the strain and is destroyed. The heart can be attacked and destroyed (AC 11; hp 3; resistance to bludgeoning damage). If the heart is destroyed before the end if its duration, each creature within 30 feet of the heart must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. This bugbear necromancer was once the henchman of an accomplished practitioner of the dark arts named Varrus. She started as a bodyguard and tough, but her keen intellect caught her master's attention. He eventually took her on as an apprentice. Moxug is fascinated with fear, and some say she doesn't eat but instead sustains herself on the terror of her victims. She eventually betrayed Varrus, sabotaging his attempt to become a lich, and luxuriated in his fear as he realized he would die rather than achieve immortality. According to rumor, the first craven's heart she crafted came from the body of her former master.",
            "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": "cravat-of-strangling-a5e",
            "name": "Cravat of Strangling",
            "type": "Wondrous Item",
            "desc": "This red silk cravat appears to be—and, technically, is—extremely luxurious. While holding it, you can change its color or pattern as a bonus action. Unfortunately, it is also cursed. When you put it on, it immediately tightens. You must make a DC 14 Constitution _saving throw_  each round or begin to suffocate. On subsequent turns, you or an ally may make a DC 15 Strength (Athletics) check to attempt to remove it. Doing so has a 50 percent chance of destroying the cravat. Attempts to cut, burn, or magically rip it off deal half damage to wearer and half to the cravat (10 hp), which only releases its hold once destroyed.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crafters-codex-a5e",
            "name": "Crafter’s Codex",
            "type": "Wondrous Item",
            "desc": "Centuries ago, a famed artificer published her masterwork treatise on crafting magic items—humbly titled _Wands, Rings, and Wondrous Things_—and the work was so revolutionary that every serious library simply had to have a copy. The work still influences the art of crafting magic items to this day. \n\n A regular copy of _Wands, Rings, and Wondrous Things_ is a masterwork book about crafting magic items. Yet a fabled version of this tome is said to meander through literary circles—a copy annotated by a mad genius. Known as the _Crafter’s Codex_, this copy of the book is dog-eared throughout and stuffed to the brim with exceedingly peculiar, illegible marginalia. To the person approaching the book through the right means (such as refracting the text through a beer glass, reading at strange angles, or using one’s own personal genius) these notes reveal step-by-step instructions which streamline and improve the enchantments described within. Alas, no owner seems to hold on to the _Crafter’s Codex_ for long. The book itself appears to hyperfixate on a given reader and then simply disappear, presumably in search of someone more suited to its talents and disposition.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Crafter’s Codex_, a legendary book containing secrets of crafting magical items that can unsettle even the strongest minds.\n\n**DC 18** This book is a unique annotated version of the more common _Wands, Rings, and Wondrous Things_.\n\n**DC 21** The Crafter’s Codex can only be destroyed by destroying every copy of _Wands, Rings, and Wondrous Things_ that exists in the multiverse.\n\n**Artifact Properties**\n\nThe _Crafter’s Codex_ has one lesser artifact benefit, one greater artifact benefit, and one greater artifact detriment. While attuned to this book, you gain an expertise die on any checks related to crafting a magic item, and you do not need to meet any of the usual requirements related to crafting a magic item aside from its cost.\n\nIn addition, you gain one random long-term mental stress effect oriented around inventing, the _Crafter’s Codex_, or keeping the book safely in your possession.\n\nOnce between _long rests_ , while crafting a magic item or performing an attendant activity towards crafting a magic item, you can consult the _Crafter’s Codex_ and make a DC 20 Intelligence check. On a success, choose one of the following:\n\n* Reduce research time by 75%.\n* Reduce component cost by 75%.\n* Reduce crafting time by 75%.\n* Reduce a harvesting DC by 6.\n* Reduce a crafting DC by 6.\n\nAfter three failures on the Intelligence check, th_e Crafter’s Codex_ moves on. You retain a copy of _Wands, Rings, and Wondrous Things_ but the magic and marginalia of the _Crafter’s Codex_ magically transmits to a different copy somewhere else in the world, and you lose your attunement to it. Any bonuses accrued remain for the duration of the current crafting project or after a year and one day (whichever comes first). \n\n**Seekers of the Codex**\n\nThe _Crafter’s Codex_ is coveted by collectors and ambitious artificers alike, and any search for the Crafter’s Codex surely means encountering some of the following foes.\n\n__**Table: Seekers of the Codex**__\n| **1d6** | **Adversary**                                                         |\n| ------- | --------------------------------------------------------------------- |\n| 1       | Noble with entourage of bodyguards—previous owner or antimagic zealot |\n| 2       | _Assassin_ , stealthy _mage_ , or _thief_                             |\n| 3       | Rival artificer (friendly or hostile)                                 |\n| 4       | Mischievous book-obsessed fey                                         |\n| 5       | Celestial or fiendish curator of an interplanar library               |\n| 6       | Rival artificer from an entirely different Material Plane             |\n\n**Destruction**\n\nThe secret knowledge that permeates the Crafter’s Codex cannot simply be stricken from the world with ink, blade, or fire. When the artifact faces a serious physical threat it simply moves on. The only way to rid the world of the _Crafter’s Codex_ is to eliminate every last copy of _Wands, Rings, and Wondrous Things_ that exists in the multiverse—if even one copy remains, even on another plane of existence, the _Crafter’s Codex_ persists.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "crab-gloves",
            "name": "Crab Gloves",
            "type": "Wondrous item",
            "desc": "These gloves are shaped like crab claws but fit easily over your hands. While wearing these gloves, you can take the Attack action to make two melee weapon attacks with the claws. You are proficient with the claws. Each claw has a reach of 5 feet and deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you hit a creature of your size or smaller using a claw, you automatically grapple the creature with the claw. You can have no more than two creatures grappled in this way at a time. While grappling a target with a claw, you can't attack other creatures with that claw. While wearing the gloves, you have disadvantage on Charisma and Dexterity checks, but you have advantage on checks while operating an apparatus of the crab and on attack rolls with the apparatus' claws. In addition, you can't wield weapons or a shield, and you can't cast a spell that has a somatic component. A creature with an Intelligence of 8 or higher that has two claws can wear these gloves. If it does so, it has two appropriately sized humanoid hands instead of claws. The creature can wield weapons with the hands and has advantage on Dexterity checks that require fine manipulation. Pulling the gloves on or off requires an action.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "courtesans-allure",
            "name": "Courtesan's Allure",
            "type": "Potion",
            "desc": "This perfume has a sweet, floral scent and captivates those with high social standing. The perfume can cover one Medium or smaller creature, and applying it takes 1 minute. For 1 hour, the affected creature gains a +5 bonus to Charisma checks made to socially interact with or influence nobles, politicians, or other individuals with high social standing.",
            "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": "countermelody-crystals",
            "name": "Countermelody Crystals",
            "type": "Wondrous item",
            "desc": "This golden bracelet is set with ten glistening crystal bangles that tinkle when they strike one another. When you must make a saving throw against being charmed or frightened, the crystals vibrate, creating an eerie melody, and you have advantage on the saving throw. If you fail the saving throw, you can choose to succeed instead by forcing one of the crystals to shatter. Once all ten crystals have shattered, the bracelet loses its magic and crumbles to powder.",
            "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": "corpsehunters-medallion",
            "name": "Corpsehunter's Medallion",
            "type": "Wondrous item",
            "desc": "This amulet is made from the skulls of grave rats or from scrimshawed bones of the ignoble dead. While wearing it, you have resistance to necrotic damage.",
            "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": "cordial-of-understanding",
            "name": "Cordial of Understanding",
            "type": "Potion",
            "desc": "When you drink this tangy, violet liquid, your mind opens to new forms of communication. For 1 hour, if you spend 1 minute listening to creatures speaking a particular language, you gain the ability to communicate in that language for the duration. This potion's magic can also apply to non-verbal languages, such as a hand signal-based or dance-based language, so long as you spend 1 minute watching it being used and have the appropriate anatomy and limbs to communicate in the language.",
            "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": "cord-of-spirit-stealing-a5e",
            "name": "Cord of Spirit Stealing",
            "type": "Wondrous Item",
            "desc": "This leather cord is the color of stained blood and feels slightly moist. When wrapped around the handle of a melee weapon, the cord captures some of the energy of any sapient creature the weapon is used to kill. When you reduce a hostile sapient creature to 0 hit points, the cord gains 1 charge (to a maximum of 5). You can use a bonus action to spend 1 charge from the cord to cast _false life_ , or expend more additional charges to increase the spell’s level to the number of charges expended. ",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "coral-of-enchanted-colors",
            "name": "Coral of Enchanted Colors",
            "type": "Wondrous item",
            "desc": "This piece of dead, white brain coral glistens with a myriad of colors when placed underwater. While holding this coral underwater, you can use an action to cause a beam of colored light to streak from the coral toward a creature you can see within 60 feet of you. The target must make a DC 17 Constitution saving throw. The beam's color determines its effects, as described below. Each color can be used only once. The coral regains the use of all of its colors at the next dawn if it is immersed in water for at least 1 hour.",
            "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": "contract-of-indentured-service-a5e",
            "name": "Contract of Indentured Service",
            "type": "Wondrous Item",
            "desc": "Necromancers occasionally act as apparent benefactors, offering loans to victims now in exchange for service after death. This contract details an account of a spirit that has become indentured to the contract’s holder. While holding the contract, you can speak the command word as an action to summon the _invisible_  undead spirit, which functions as the spell __unseen servant_ . You can’t do so again until you finish a _long rest_ .\n\nAlternatively, you can use an action to tear up the contract and release the undead spirit. The spirit appears as a friendly **_specter_**  you can telepathically command (as a bonus action) for as long as you maintain _concentration_ . The specter acts immediately after your turn. If your concentration is broken, the specter attacks you and your companions. Otherwise the specter disappears 10 minutes after it is summoned, vanishing to whichever afterlife awaits it.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "consuming-rod",
            "name": "Consuming Rod",
            "type": "Weapon",
            "desc": "This bone mace is crafted from a humanoid femur. One end is carved to resemble a ghoulish face, its mouth open wide and full of sharp fangs. The mace has 8 charges, and it recovers 1d6 + 2 charges daily at dawn. You gain a +1 bonus to attack and damage rolls made with this magic mace. When it hits a creature, the mace's mouth stretches gruesomely wide and bites the target, adding 3 (1d6) piercing damage to the attack. As a reaction, you can expend 1 charge to regain hit points equal to the piercing damage dealt. Alternatively, you can use your reaction to expend 5 charges when you hit a Medium or smaller creature and force the mace to swallow the target. The target must succeed on a DC 15 Dexterity saving throw or be swallowed into an extra-dimensional space within the mace. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the mace. The target can still breathe. As an action, you can force the mace to regurgitate the creature, which falls prone in a space within 5 feet of the mace. The mace automatically regurgitates a trapped creature at dawn when it regains charges.",
            "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": "constant-dagger",
            "name": "Constant Dagger",
            "type": "Weapon",
            "desc": "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, the target loses its resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. If it has immunity to bludgeoning, piercing, and slashing damage, its immunity instead becomes resistance to such damage until the start of your next turn. If the creature doesn't have resistance or immunity to such damage, you roll your damage dice three times, instead of twice.",
            "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": "confidantes-journal-a5e",
            "name": "Confidante’s Journal",
            "type": "Wondrous Item",
            "desc": "Living vines hold shut this journal’s cover and part only for you. Your patron can read anything you write in the journal and can cause brief messages to appear on its pages.\n\nIf you spend a short or long rest writing your most secret thoughts in the journal, you can choose to gain Inspiration instead of regaining expended Pact Magic spell slots. The seventh time you gain Inspiration in this way, you fill the journal’s pages and can’t write in it again.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "compendium-of-many-colors-a5e",
            "name": "Compendium of Many Colors",
            "type": "Wondrous Item",
            "desc": "This spellbook made from high quality blank parchment is covered in tiny runes. When one of these small inscriptions is pressed the parchment changes color.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "companions-broth",
            "name": "Companion's Broth",
            "type": "Potion",
            "desc": "Developed by wizards with an interest in the culinary arts, this simple broth mends the wounds of companion animals and familiars. When a beast or familiar consumes this broth, it regains 2d4 + 2 hit points. Alternatively, you can mix a flower petal into the broth, and the beast or familiar gains 2d4 temporary hit points for 8 hours instead.",
            "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": "communal-flute",
            "name": "Communal Flute",
            "type": "Wondrous item",
            "desc": "This flute is carved with skulls and can be used as a spellcasting focus. If you spend 10 minutes playing the flute over a dead creature, you can cast the speak with dead spell from the flute. The flute can't be used this way again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "commoners-veneer",
            "name": "Commoner's Veneer",
            "type": "Wondrous item",
            "desc": "When you wear this simple, homespun scarf around your neck or head, it casts a minor glamer over you that makes you blend in with the people around you, avoiding notice. When in an area containing 25 or more humanoids, such as a city street, market place, or other public locale, Wisdom (Perception) checks to spot you amid the crowd have disadvantage. This item's power only works for creatures of the humanoid type or those using magic to take on a humanoid form.",
            "rarity": "common",
            "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": "commanders-visage",
            "name": "Commander's Visage",
            "type": "Wondrous item",
            "desc": "This golden mask resembles a stern face, glowering at the world. While wearing this mask, you have advantage on saving throws against being frightened. The mask has 7 charges for the following properties, and it regains 1d6 + 1 expended charges daily at midnight.",
            "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": "commanders-plate",
            "name": "Commander's Plate",
            "type": "Armor",
            "desc": "This armor is typically emblazoned or decorated with imagery of lions, bears, griffons, eagles, or other symbols of bravery and courage. While wearing this armor, your voice can be clearly heard by all friendly creatures within 300 feet of you if you so choose. Your voice doesn't carry in areas where sound is prevented, such as in the area of the silence spell. Each friendly creature that can see or hear you has advantage on saving throws against being frightened. You can use a bonus action to rally a friendly creature that can see or hear you. The target gains a +1 bonus to attack or damage rolls on its next turn. Once you have rallied a creature, you can't rally that creature again until it finishes a long rest.",
            "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": "commanders-helm",
            "name": "Commander's Helm",
            "type": "Wondrous item",
            "desc": "This helmet sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The type of light given off by the helm depends on the aesthetic desired by its creator. Some are surrounded in a wreath of hellish (though illusory) flames, while others give off a soft, warm halo of white or golden light. You can use an action to start or stop the light. While wearing the helm, you can use an action to make your voice loud enough to be heard clearly by anyone within 300 feet of you until the end of your next turn.",
            "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": "comfy-slippers",
            "name": "Comfy Slippers",
            "type": "Wondrous item",
            "desc": "While wearing the slippers, your feet feel warm and comfortable, no matter what the ambient temperature.",
            "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/"
        }
    ]
}