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=3
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=4",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-slug&page=2",
    "results": [
        {
            "slug": "wand-of-binding-a5e",
            "name": "Wand of Binding",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend charges to cast one of the following spells, using your spell save DC: _hold person_ (2 charges), __hold monster_ (5 charges). Alternatively, when you attempt to escape a _grapple_  or are making a _saving throw_  to avoid being _paralyzed_  or _restrained_ , you can use your reaction to expend 1 charge and gain _advantage_ .\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand folds in on itself until it disappears.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-binding",
            "name": "Wand of Binding",
            "type": "Wand",
            "desc": "This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\n\n**_Spells_**. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): _hold monster_ (5 charges) or _hold person_ (2 charges).\n\n**_Assisted Escape_**. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.",
            "rarity": "rare",
            "requires_attunement": "requires attunement by a spellcaster",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wand-of-air-glyphs",
            "name": "Wand of Air Glyphs",
            "type": "Wand",
            "desc": "While holding this thin, metal wand, you can use action to cause the tip to glow. When you wave the glowing wand in the air, it leaves a trail of light behind it, allowing you to write or draw on the air. Whatever letters or images you make hang in the air for 1 minute before fading away.",
            "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": "wand-of-accompaniment",
            "name": "Wand of Accompaniment",
            "type": "Wand",
            "desc": "Tiny musical notes have been etched into the sides of this otherwise plain, wooden wand. It has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates with a small bang. Dance. While holding the wand, you can use an action to expend 3 charges to cast the irresistible dance spell (save DC 17) from it. If the target is in the area of the Song property of this wand, it has disadvantage on the saving throw. Song. While holding the wand, you can use an action to expend 1 charge to cause the area within a 30-foot radius of you to fill with music for 1 minute. The type of music played is up to you, but it is performed flawlessly. Each creature in the area that can hear the music has advantage on saving throws against being deafened and against spells and effects that deal thunder damage.",
            "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": "walking-chicken-hut-a5e",
            "name": "Walking Chicken Hut",
            "type": "Wondrous Item",
            "desc": "Rumored to appear in bogs and swamps where amidst the fog it is often mistaken for a gigantic predatory bird, this ramshackle hut has been known to convey many an influential spellcaster. Arcane societies tend to look down upon the people that deign to use this artifact and refuse to recognize it for what it truly is, perpetuating the belief that it is a cursed relic best left alone. Any knowledgeable scholar knows there is good reason for the practice—sometimes when left idle for too long without a master the hut walks of its own accord directly towards the nearest planar portal, and all those known to have claimed ownership have disappeared under mysterious circumstances. \n\nA simple bed and table permanently affixed to the floor in this shuttered wooden hut, and it is able to fit up to 12 Medium or smaller creatures inside. After taking a _long rest_  inside of the hut, you make a DC 21 Perception check, seeing through the veil and revealing its true nature on a success—strange markings and other signs of witchcraft cover nearly every surface of the interior and it reeks of chicken effluent. Once the veil is seen through, there are 8 glowing runes on the table, each only half-illuminated. When you pass your hand over a rune, the energies inside respond and you can fully illuminate it or remove its glow entirely. When certain runes are illuminated, enormous chicken legs beneath the hut rise it up off of the ground. The _Chicken Hut_ is a Gargantuan object with an Armor Class of 21, a total of 320 hit points, Speed 50 ft. or swim 10 ft. (0 ft. if the legs aren’t extended), and immunity to cold, poison, and psychic damage.\n\nThe hut floats on water. While the hut’s door and window shutters are closed, the interior is airtight and watertight. The interior holds enough air for 60 hours of breathing, divided by the number of breathing creatures inside.\n\nYou can use an action to control the illumination of as many as two of the hut’s runes, and a bonus action to control a third. After each use, a rune goes back to its neutral position. Each rune, from left to right, functions as shown in the Walking Chicken Hut Runes table.\n\nIf you are not attuned to any magic items and spend a week inside of the _Walking Chicken Hut_, you can attune to it. The hut uses 2 of your attunement slots. Once attuned, as long as you can see it you can use your bonus action to manipulate as many as 3 of its runes. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Walking Chicken Hut_, home to many wielders of magic throughout the ages. \n\n**DC 18** The hut is known to move and act of its own accord.\n\n**DC 21** The hut can be controlled using the runes on the table within.\n\n**Artifact Properties**\n\nThe _Walking Chicken Hut_ has one lesser artifact detriment and one greater artifact detriment.\n\n__**Table: Walking Chicken Hut Runes**__\n| **Rune** | **Lit**                                                                                                                               | **Dark**                                                                                                                                                                                                                                                                         |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1        | An enormous pair of chicken legs extend, allowing the hut to walk and swim.                                                           | The chicken legs retract, reducing the hut’s Speed to 0 feet and making it unable to benefit from bonuses to speed.                                                                                                                                                              |\n| 2        | Forward window shutter opens.                                                                                                         | Forward window shutter closes.                                                                                                                                                                                                                                                   |\n| 3        | Side window shutters open (two per side).                                                                                             | Side window shutters close (two per side).                                                                                                                                                                                                                                       |\n| 4        | Each extended chicken leg makes the following melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 9 (2d8) slashing damage. | The hut releases a disgusting and offensive miasma. All creatures in a 60-foot radius of the hut make a DC 18 Constitution _saving throw_  or are _poisoned_  until the end of the pilot’s next turn. If the interior is not sealed, this includes any creatures inside the hut. |\n| 5        | The hut walks or swims forward.                                                                                                       | The hut walks or swims backward.                                                                                                                                                                                                                                                 |\n| 6        | The hut turns up to 180 degrees left.                                                                                                 | The hut turns up to 180 degrees right.                                                                                                                                                                                                                                           |\n| 7        | Lanterns appear on the front of the hut, emitting bright light in a 30-foot radius and dim light for an additional 30 feet.           | If there are lanterns conjured on the front of the hut, they disappear.                                                                                                                                                                                                          |\n| 8        | The front door unseals and opens.                                                                                                     | The front door closes and seals.                                                                                                                                                                                                                                                 |",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "vorpal-sword-a5e",
            "name": "Vorpal Sword",
            "type": "Weapon",
            "desc": "You gain a +3 bonus to _attack and damage rolls_  made with this magic sword, and it ignores resistance to slashing damage.\n\nWhen you attack a creature with this blade and it has at least one head, rolling a natural 20 on the _attack roll_  causes the sword to make a snicker-snack sound as it efficiently chops off one of the target’s heads. If the creature can’t survive without its head removed, it dies. This effect does not apply if the target is too big for its head to be removed by the sword (determined at the discretion of the Narrator), it doesn’t need a head or have one, has immunity to slashing damage, or has legendary actions. In cases where a creature cannot lose a head, it takes an additional 6d8 slashing damage (unless it is immune to slashing damage; this extra damage does not double).",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "vorpal-sword",
            "name": "Vorpal Sword",
            "type": "Weapon (any sword that deals slashing damage)",
            "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.",
            "rarity": "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": "voidwalker",
            "name": "Voidwalker",
            "type": "Ring",
            "desc": "This band of tarnished silver bears no ornament or inscription, but it is icy cold to the touch. The patches of dark corrosion on the ring constantly, but subtly, move and change; though, this never occurs while anyone observes the ring. While wearing Voidwalker, you gain the benefits of a ring of free action and a ring of resistance (cold). It has the following additional properties. The ring is clever and knows that most mortals want nothing to do with the Void directly. It also knows that most of the creatures with strength enough to claim it will end up in dire straits sooner or later. It doesn't overplay its hand trying to push a master to take a plunge into the depths of the Void, but instead makes itself as indispensable as possible. It provides counsel and protection, all the while subtly pushing its master to take greater and greater risks. Once it's maneuvered its wearer into a position of desperation, generally on the brink of death, Voidwalker offers a way out. If the master accepts, it opens a gate into the Void, most likely sealing the creature's doom.",
            "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": "voidskin-cloak",
            "name": "Voidskin Cloak",
            "type": "Wondrous item",
            "desc": "This pitch-black cloak absorbs light and whispers as it moves. It feels like thin leather with a knobby, scaly texture, though none of that detail is visible to the eye. While you wear this cloak, you have resistance to necrotic damage. While the hood is up, your face is pooled in shadow, and you can use a bonus action to fix your dark gaze upon a creature you can see within 60 feet. If the creature can see you, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds on its saving throw, it can't be affected by the cloak again for 24 hours. Pulling the hood up or down requires an action.",
            "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": "void-touched-buckler",
            "name": "Void-Touched Buckler",
            "type": "Armor",
            "desc": "This simple wood and metal buckler belonged to an adventurer slain by a void dragon wyrmling (see Tome of Beasts). It sat for decades next to a small tear in the fabric of reality, which led to the outer planes. It has since become tainted by the Void. While wielding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Invoke the Void. While wielding this shield, you can use an action to invoke the shield’s latent Void energy for 1 minute, causing a dark, swirling aura to envelop the shield. For the duration, when a creature misses you with a weapon attack, it must succeed on a DC 17 Wisdom saving throw or be frightened of you until the end of its next turn. In addition, when a creature hits you with a weapon attack, it has advantage on weapon attack rolls against you until the end of its next turn. You can’t use this property of the shield 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": "vile-razor",
            "name": "Vile Razor",
            "type": "Weapon",
            "desc": "This perpetually blood-stained straight razor deals slashing damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Inhuman Alacrity. While holding the dagger, you can take two bonus actions on your turn, instead of one. Each bonus action must be different; you can’t use the same bonus action twice in a single turn. Once used, this property can’t be used again until the next dusk. Unclean Cut. When you hit a creature with a melee attack using the dagger, you can use a bonus action to deal an extra 2d4 necrotic damage. If you do so, the target and each of its allies that can see this attack must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Once used, this property can’t be used again until the next dusk. ",
            "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": "vigilant-mug",
            "name": "Vigilant Mug",
            "type": "Wondrous item",
            "desc": "An impish face sits carved into the side of this bronze mug, its eyes a pair of clear, blue crystals. The imp's eyes turn red when poison or poisonous material is placed or poured inside the mug.",
            "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": "vielle-of-weirding-and-warding",
            "name": "Vielle of Weirding and Warding",
            "type": "Wondrous item",
            "desc": "The strings of this bowed instrument never break. You must be proficient in stringed instruments to use this vielle. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage. If you play the vielle as the somatic component for a spell that causes a target to become charmed on a failed saving throw, the target has disadvantage on the saving throw.",
            "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": "victory-banner",
            "name": "Victory Banner",
            "type": "Wondrous item",
            "desc": "This small banner is mounted on a short haft and can be attached to a backpack, saddle, or similar equipment. The banner has 3 charges. It regains all expended charges daily at dawn. You can expend 1 of its charges to give yourself advantage on weapon attacks for 1 minute. When you roll a 20 on an attack roll made with a weapon, you can expend 1 charge to move up to your speed without provoking opportunity attacks.\n  You must be within 5 feet of the banner to expend any of its charges.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "vicious-weapon-a5e",
            "name": "Vicious Weapon",
            "type": "Weapon",
            "desc": "When you roll a natural 20 on an _attack roll_  using this weapon it deals an extra 2d6 damage of the weapon’s type (this extra damage does not double).",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "vicious-weapon",
            "name": "Vicious Weapon",
            "type": "Weapon (any)",
            "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.",
            "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": "vial-of-sunlight",
            "name": "Vial of Sunlight",
            "type": "Wondrous item",
            "desc": "This crystal vial is filled with water from a spring high in the mountains and has been blessed by priests of a deity of healing and light. You can use an action to cause the vial to emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light is pure sunlight, causing harm or discomfort to vampires and other undead creatures that are sensitive to it. The vial 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": "vial-of-beauty-a5e",
            "name": "Vial of Beauty",
            "type": "Potion",
            "desc": "After spending 1 minute applying this pale lavender lotion to your skin, you can change one small detail of your appearance for the next 24 hours (like the color of your eyes or skin, the length or color of your hair, or an added cosmetic detail such as pointed ears or small horns).",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "vestments-of-the-bleak-shinobi",
            "name": "Vestments of the Bleak Shinobi",
            "type": "Armor",
            "desc": "This padded black armor is fashioned in the furtive style of shinobi shōzoku garb. You have advantage on Dexterity (Stealth) checks while you wear this armor. Darkness. While wearing this armor, you can use an action to cast the darkness spell from it with a range of 30 feet. Once used, this property can’t be used again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "vessel-of-deadly-venoms",
            "name": "Vessel of Deadly Venoms",
            "type": "Wondrous item",
            "desc": "This small jug weighs 5 pounds and has a ceramic snake coiled around it. You can use an action to speak a command word to cause the vessel to produce poison, which pours from the snake's mouth. A poison created by the vessel must be used within 1 hour or it becomes inert. The word “blade” causes the snake to produce 1 dose of serpent venom, enough to coat a single weapon. The word “consume” causes the snake to produce 1 dose of assassin's blood, an ingested poison. The word “spit” causes the snake to spray a stream of poison at a creature you can see within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. Once used, the vessel can't be used to create poison 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": "verses-of-vengeance",
            "name": "Verses of Vengeance",
            "type": "Armor",
            "desc": "This massive, holy tome is bound in brass with a handle on the back cover. A steel chain dangles from the sturdy metal cover, allowing you to hang the tome from your belt or hook it to your armor. A locked clasp holds the tome closed, securing its contents. You gain a +1 bonus to AC while you wield this tome as a shield. This bonus is in addition to the shield's normal bonus to AC. Alternatively, you can make melee weapon attacks with the tome as if it was a club. If you make an attack using use the tome as a weapon, you lose the shield's bonus to your AC until the start of your next turn.",
            "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": "verminous-snipsnaps",
            "name": "Verminous Snipsnaps",
            "type": "Wondrous item",
            "desc": "This stoppered jar holds small animated knives and scissors. The jar weighs 1 pound, and its command word is often written on the jar's label. You can use an action to remove the stopper, which releases the spinning blades into a space you can see within 30 feet of you. The knives and scissors fill a cube 10 feet on each side and whirl in place, flaying creatures and objects that enter the cube. When a creature enters the cube for the first time on a turn or starts its turn there, it takes 2d12 piercing damage. You can use a bonus action to speak the command word, returning the blades to the jar. Otherwise, the knives and scissors remain in that space indefinitely.",
            "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": "verdant-fang-a5e",
            "name": "Verdant Fang",
            "type": "Wondrous Item",
            "desc": "You can attune to this item only if you’re in the good graces of the green dragon who granted it to you. You attune to the fang by pressing it into your mouth, whereupon it replaces one of your canine teeth. While attuned to the fang, you can speak and understand Draconic, and you can use an action to breathe a 15-foot cone of poison gas. Creatures in the area must make a DC 12 Constitution _saving throw_ , taking 4d6 poison damage on a failed save or half the damage on a success. You can’t use this property again until you finish a _long rest_ .\n\nAs an action, you can bite down on the fang, destroying it. Doing so sends a mental distress signal to the dragon who granted you the fang; the dragon immediately learns where you are and will come to your aid.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "verdant-elixir",
            "name": "Verdant Elixir",
            "type": "Potion",
            "desc": "Multi-colored streaks of light occasionally flash through the clear liquid in this container, like bottled lightning. As an action, you can pour the contents of the vial onto the ground. All normal plants in a 100-foot radius centered on the point where you poured the vial become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. Alternatively, you can apply the contents of the vial to a plant creature within 5 feet of you. For 1 hour, the target gains 2d10 temporary hit points, and it gains the “enlarge” effect of the enlarge/reduce spell (no concentration required).",
            "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": "venomous-fangs",
            "name": "Venomous Fangs",
            "type": "Wondrous item",
            "desc": "These prosthetic fangs can be positioned over your existing teeth or in place of missing teeth. While wearing these fangs, 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. You gain a +1 bonus to attack and damage rolls made with this magic bite. While you wear the fangs, a successful DC 9 Dexterity (Sleight of Hand) checks conceals them from view. At the GM's discretion, you have disadvantage on Charisma (Deception) or Charisma (Persuasion) checks against creatures that notice the fangs.",
            "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": "vengeful-coat",
            "name": "Vengeful Coat",
            "type": "Wondrous item",
            "desc": "This stiff, vaguely uncomfortable coat covers your torso. It smells like ash and oozes a sap-like substance. While wearing this coat, you have resistance to slashing damage from nonmagical attacks. At the end of each long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you take damage of that type, you have advantage on attack rolls until the end of your next turn. When you take more than 10 damage of that type, you have advantage on your attack rolls for 2 rounds. When you are targeted by an effect that deals damage of the type you chose, you can use your reaction to gain resistance to that damage until the start of your next turn. You have advantage on your attack rolls, as detailed above, then the coat's magic ceases to function until you finish a long rest.",
            "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": "vekeshi-blade-a5e",
            "name": "Vekeshi Blade",
            "type": "Weapon",
            "desc": "Composed of fire that has been kindled for five centuries since the death of Srasama, this weapon is pledged to defeat the infernal tieflings. You gain a +2 magical bonus to _attack and damage rolls_  made with this longsword. While wielding this longsword, you have _resistance_  to fire. On a successful hit against a celestial, elemental, fey, or fiend, this weapon deals an extra 2d6 damage. In addition, you can use an action to reshape this weapon into any other melee weapon that does not have the heavy property.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "veil-of-fate-a5e",
            "name": "Veil of Fate",
            "type": "Wondrous Item",
            "desc": "Few powers are more coveted than the ability to examine and manipulate the threads of fate, and yet destiny is a mystery that most have yet to fully comprehend. As enigmatic as the forces it commands, the origins of the Veil of Fate are unknown. It was brought to historical attention when it was revealed as the source of a renowned seer’s remarkable abilities, her foretellings reached the ears of queens and generals, shaping a continent and undoubtedly the whole of history. Fearful of her influence and envious of the veil’s power, those outside of her circle of influence conspired to behead her and take the relic. The subsequent fighting and intrigue saw the Veil of Fate become lost for centuries, occasionally appearing in tales as fantastic as they were inscrutable. While this tale is the best known, records of the Veil of Fate’s existence can be traced to the beginnings of written history, its bearers painted as either titans of achievement or dire warnings to be heeded by the wise.\n\nThe Veil of Fate is a diaphanous silver and gray cloth attached to a thin silvery band which is worn on the bearer’s head. When worn correctly, it falls to the floor around its bearer, covering them entirely in a faint silver shimmer. It is unknown whether or not this appearance is due purely to the physical nature of the veil or its powers taking the bearer slightly beyond the bounds of reality.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Veil of Fate_, which allows the wearer to see the very strands of destiny. \n\n**DC 18** The veil grants glimpses into the future.\n\n**DC 21** Many who have donned the veil are immediately struck by disturbingly accurate premonitions of the future.\n\n**Artifact Properties**\n\nThe _Veil of Fate_ has one lesser artifact benefit, one greater artifact benefit, and one greater artifact detriment. \n\nWhen you are wearing and attuned to the veil, creatures have _disadvantage_  on _opportunity attacks_  against you as the combination of your enhanced foresight and diaphanous appearance bamboozles your foes.\n\nThe glimpses of the future granted by the _Veil of Fate_ are not always advantageous. You are always last in the initiative order as you are overwhelmed with insights into the events that are about to unfold, though you may choose to use your foretelling roll (see Control Fate below) for all of your initiative checks for the day.\n\nIn addition, you can impart some of the veil’s power by falling into a deep meditation for 8 hours. When your meditation is concluded, your touch bestows one of the benefits of the _Veil of Fate_ onto an allied creature, and you suffer a level of _fatigue_  from the effort.\n\n**Foretelling**\n\nAt the Narrator’s discretion, when you first attune to the Veil of Fate you are granted a detailed premonition of future events, presenting the opportunity to intertwine those threads of fate with your own. You can perfectly recall the premonition for a number of days equal to your Intelligence modifier (minimum 1 day), after which the memory is gone as if you never experienced it. Anything you write down or otherwise record about the premonition during this time is all that remains. Another creature may be given a different premonition or no premonition upon attuning to the veil. You can occasionally recall key details of the premonition at important crossroads in the future before the depicted events occur, and otherwise receive guidance from the premonition long after you’ve forgotten it.\n\n**Choose Your Destiny**\n\nWhile attuned to the Veil of Fate you are keenly aware of your own destiny. \n\nWhen you spend 8 hours meditating on your destiny and life’s purpose, you can see some of the steps you must take to change it. This meditation brings on a profound change, and when it is concluded you may choose a new _Destiny_ .\n\n**Control Fate**\n\nWhen you finish a long rest, you are bolstered by a strange sense of how to get the most out of your interactions and endeavours, gaining inspiration.\n\nIn addition, after completing a long rest you roll a d20\\. This is your foretelling roll. When you or a creature you can see within 30 feet makes an ability check, _attack roll_ , or _saving throw_ , you may choose to replace the d20 roll with your foretelling roll. You may choose to use this property after seeing the initial roll, but before any of the roll’s effects occur. Once you have used this property, you cannot do so again until finishing a long rest.\n\n**Magic**\n\nYou may cast _augury_  at will while attuned to and wearing the _Veil of Fate_.\n\nTwice per _long rest_  you can cast one of the following spells without consuming material components or expending a spell slot: _arcane eye , clairvoyance , commune , divination_ .\n\nRoll a d20 after each _long rest_ . On an 18 or above, you gain the benefits of the __foresight_ spell.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "valkyries-bite",
            "name": "Valkyrie's Bite",
            "type": "Weapon",
            "desc": "This black-bladed scimitar has a guard that resembles outstretched raven wings, and a polished amethyst sits in its pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the scimitar, you have advantage on initiative rolls. While you hold the scimitar, it sheds dim purple light in a 10-foot radius.",
            "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": "useful-top-hat-a5e",
            "name": "Useful Top Hat",
            "type": "Wondrous Item",
            "desc": "This stylish and sturdy top hat conceals a useful feature: a small pocket dimension. You may store up to 50 pounds worth of items in the extradimensional space. Retrieving an item stowed this way requires a bonus action (to remove the hat) and an action (to retrieve the item). If you have never interacted with a specific useful top hat before, the first time you use it, it requires 1d4 rounds to take stock of its contents before anything can be retrieved from the bag.\n\nAs with all extra-dimensional storage, food or drink placed inside immediately and permanently loses its nourishing qualities, and a body placed in it cannot be restored to life by __resurrection , revivify ,_ or similar magic. Living creatures cannot be placed in the space and are merely stowed as though in a mundane top hat if it is attempted. The pocket dimension cannot be accessed until the creature is removed. The hat cannot hold any item that would not fit in a normal hat of its apparent size or any item with the Bulky quality. If the hat is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a useful top hat inside another extradimensional storage device such as a bag of holding results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "unstable-bombard",
            "name": "Unstable Bombard",
            "type": "Potion",
            "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
            "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": "unseelie-staff",
            "name": "Unseelie Staff",
            "type": "Staff",
            "desc": "This ebony staff is decorated in silver and topped with a jagged piece of obsidian. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of powdery snow, which blows away in a sudden, chill wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 necrotic damage to the target. If the fey has a good alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, 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: charm person (1 charge), conjure woodland beings (4 charges), confusion (4 charges), invisibility (2 charges), or teleport (7 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.",
            "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": "unquiet-dagger",
            "name": "Unquiet Dagger",
            "type": "Weapon",
            "desc": "Forged by creatures with firsthand knowledge of what lies between the stars, this dark gray blade sometimes appears to twitch or ripple like water when not directly observed. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you hit with an attack using this dagger, the target takes an extra 2d6 psychic damage. You can use an action to cause the blade to ripple for 1 minute. While the blade is rippling, each creature that takes psychic damage from the dagger must succeed on a DC 15 Charisma saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dagger can't be used this way 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": "unparalleled-pianoforte-a5e",
            "name": "Unparalleled Pianoforte",
            "type": "Wondrous Item",
            "desc": "This elegant pianoforte has been painted white, with gold filigree adorning its lid and the tops of its keys. Originally commissioned by a noble with particularly musically incompetent children, those instrument. It allows you to add an _expertise die_  to your attempt to play it; this die increases by one step if you have proficiency with Performance.\n\nIf you succeed at a DC 17 Performance check, you may choose up to six creatures within 30 feet that can hear the pianoforte. For the next hour, these creatures have a d8 Inspiration die which can be spent on any one _attack roll_ , _ability check_ , or _saving throw_ .",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "unliving-rune-a5e",
            "name": "Unliving Rune",
            "type": "Wondrous Item",
            "desc": "Found in desecrated holy texts, an unliving rune is a Tiny construct of negative energy resembling a splotch of darkly glowing ink. The rune can be applied to your skin much like a temporary tattoo, and while attached you can channel negative energy into an attack. On a successful hit with a _melee weapon attack_  you can use your reaction to activate the rune, dealing an additional 1d4 necrotic damage and preventing the target from regaining hit points until the start of your next turn. You can’t do so again until you finish a short or long rest.\n\nThe rune feeds on your vitality while attached to your skin. You gain a slightly sickly appearance, and the rune consumes one use of your Hit Dice each dawn. During a _short rest_ , you can peel the rune off your skin, taking 1d6 necrotic damage. The rune can be stored in a book instead of your skin but offers no benefit unless attached to you. When exposed to direct sunlight for a minute or more, the rune is destroyed.\n\nAs an action you can place the rune on a humanoid corpse that has died within the last 8 hours. The rune is destroyed as its magic is absorbed by the corpse, animating it as a _zombie_ . When placing the rune, you can feed it a portion of your life force by spending hit points. The zombie obeys your spoken commands and is friendly to you and your companions for 1 round per hit point you spent when placing the rune. At the end of this duration it becomes hostile to all living creatures.\n\n**_Curse._** The unliving rune is _cursed_  and while it is attached to you any senses or divinations that can detect undead incorrectly detect you as undead. If you die while the rune is attached to you, you are reanimated as a _zombie_  after 1d4 rounds.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "universal-solvent-a5e",
            "name": "Universal Solvent",
            "type": "Wondrous Item",
            "desc": "The scent of alcohol wafts out of this bottle of white liquid. You can use an action to pour the liquid in the bottle onto a surface within your reach and dissolve up to 1 square foot of adhesive (including __sovereign glue )_.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "universal-solvent",
            "name": "Universal Solvent",
            "type": "Wondrous item",
            "desc": "This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including _sovereign glue._",
            "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": "unerring-dowsing-rod",
            "name": "Unerring Dowsing Rod",
            "type": "Wondrous item",
            "desc": "This dark, gnarled willow root is worn and smooth. When you hold this rod in both hands by its short, forked branches, you feel it gently tugging you toward the closest source of fresh water. If the closest source of fresh water is located underground, the dowsing rod directs you to a spot above the source then dips its tip down toward the ground. When you use this dowsing rod on the Material Plane, it directs you to bodies of water, such as creeks and ponds. When you use it in areas where fresh water is much more difficult to find, such as a desert or the Plane of Fire, it directs you to bodies of water, but it might also direct you toward homes with fresh water barrels or to creatures with containers of fresh water on them.",
            "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": "undine-plate",
            "name": "Undine Plate",
            "type": "Armor",
            "desc": "This bright green plate armor is embossed with images of various marine creatures, such as octopuses and rays. While wearing this armor, you have a swimming speed of 40 feet, and you don't have disadvantage on Dexterity (Stealth) checks while underwater.",
            "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": "umbral-staff",
            "name": "Umbral Staff",
            "type": "Staff",
            "desc": "Made of twisted darkwood and covered in complex runes and sigils, this powerful staff seems to emanate darkness. You have resistance to radiant damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff retains its ability to cast the claws of darkness*, douse light*, and shadow blindness* spells but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, 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: become nightwing* (6 charges), black hand* (4 charges), black ribbons* (1 charge), black well* (6 charges), cloak of shadow* (1 charge), darkvision (2 charges), darkness (2 charges), dark dementing* (5 charges), dark path* (2 charges), darkbolt* (2 charges), encroaching shadows* (6 charges), night terrors* (4 charges), shadow armor* (1 charge), shadow hands* (1 charge), shadow puppets* (2 charges), or slither* (2 charges). You can also use an action to cast the claws of darkness*, douse light*, or shadow blindness* spell from the staff without using any 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 darkness, shadows, or terror. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion of darkness (as the darkness spell) that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to the Plane of Shadow, avoiding the explosion. If you fail to avoid the effect, you take necrotic damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |",
            "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": "umbral-lantern",
            "name": "Umbral Lantern",
            "type": "Wondrous item",
            "desc": "This item looks like a typical hooded brass lantern, but shadowy forms crawl across its surface and it radiates darkness instead of light. The lantern can burn for up to 3 hours each day. While the lantern burns, it emits darkness as if the darkness spell were cast on it but with a 30-foot radius.",
            "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": "umbral-chopper",
            "name": "Umbral Chopper",
            "type": "Weapon",
            "desc": "This simple axe looks no different from a standard forester's tool. A single-edged head is set into a slot in the haft and bound with strong cord. The axe was found by a timber-hauling crew who disappeared into the shadows of a cave deep in an old forest. Retrieved in the dark of the cave, the axe was found to possess disturbing magical properties. You gain a +1 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. When you hit a plant creature with an attack using this weapon, the target must make a DC 15 Constitution saving throw. On a failure, the creature takes 4d6 necrotic damage and its speed is halved until the end of its next turn. On a success, the creature takes half the damage and its speed isn't reduced.",
            "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": "umbral-band",
            "name": "Umbral Band",
            "type": "Ring",
            "desc": "This blackened steel ring is cold to the touch. While wearing this ring, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Stealth) checks while in an area of dim light or darkness.",
            "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": "umber-beans",
            "name": "Umber Beans",
            "type": "Wondrous item",
            "desc": "These magical beans have a modest ochre or umber hue, and they are about the size and weight of walnuts. Typically, 1d4 + 4 umber beans are found together. You can use an action to throw one or more beans up to 10 feet. When the bean lands, it grows into a creature you determine by rolling a d10 and consulting the following table. ( Umber Beans#^creature) The creature vanishes at the next dawn or when it takes bludgeoning, piercing, or slashing damage. The bean is destroyed when the creature vanishes. The creature is illusory, and you are aware of this. You can use a bonus action to command how the illusory creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature's attacks deal psychic damage, though the target perceives the damage as the type appropriate to the illusion, such as slashing for a vrock's talons. A creature with truesight or that uses its action to examine the illusion can determine that it is an illusion with a successful DC 13 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature sees the illusion as faint and the illusion can't attack that creature. | dice: 1d10 | Creature |\n| ---------- | ---------------------------- |\n| 1 | Dretch |\n| 2-3 | 2 Shadows |\n| 4-6 | Chuul |\n| 7-8 | Vrock |\n| 9 | Hezrou or Psoglav |\n| 10 | Remorhaz or Voidling |",
            "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": "tyrfing-the-thrice-cursed-sword-of-tragedy-a5e",
            "name": "Tyrfing, the Thrice-Cursed Sword of Tragedy",
            "type": "Weapon",
            "desc": "The blade of this weapon shines brilliantly, but there is a strange chill about it. You gain a +3 bonus to _attack and damage rolls_  made with this magic sword. Additionally, you can speak the blade’s command word as a bonus action to cause it to shed _bright light_  in a 20-foot radius and _dim light_  for an additional 20 feet. Repeating the command word or sheathing the blade extinguishes the light. Objects hit with this sword take the maximum damage the weapon’s damage dice can deal.\n\nTyrfing has 9 charges, which it does not regain while attuned to a creature. These charges are fully restored if a new creature attunes to it, but a previous bearer who attunes to the sword again only ever has the same pool of charges. When you use the sword to deal a critical hit against a creature that is not a construct or undead and has 100 or fewer hit points, it must make a DC 16 Constitution _saving throw_ . Each time a creature is killed in this manner the sword expends a charge.\n\n**_Curse._** Prior to 3 charges being expended from the blade, it will cause some tragedy or misfortune to befall you and will not expend its third charge until it has. The exact details and timing of this evil are up to the Narrator, but good examples include: causing you to automatically fail a crucial ability check (particularly one that would lead to further disaster, such as failing to identify an ally in the dark and accidentally attacking them); causing an ally who is reduced to 0 hit points to be incapable of rolling successes on death saving throws, leading to their death unless they are healed or stabilized by another creature; or causing all your next critical hits during a given combat to miss instead.\n\nMisfortune occurs again before 6 charges have been expended, and it will not expend the sixth until it has done so. Likewise, it must do so a third time before expending the final charge. If you break your attunement with Tyrfing with a pending misfortune, you remain _cursed_  until either the misfortune occurs or until you are targeted by a _remove curse_  spell cast using a 9th-level spell slot.\n\nOn expending the final charge, you must make a DC 16 constitution save. On a failure, you are slain by the sword just as surely as your opponent. On a success, you instead gain the _doomed_  condition, dying soon thereafter in a tragic manner unless powerful magic intervenes. Regardless of the result, Tyrfing then disappears. 1 week later it appears somewhere on your plane, searching for a new wielder to afflict.\n\n_Note:_ The exact mechanics of the following curse are for the Narrator and should be kept vague for players, even if they discover it is cursed. It is enough in that case for them to know Tyrfing will bring about three great evils and eventually the death of its wielder. The sword is nothing if not persistent, and attempts to leave it behind without breaking attunement merely mean that Tyrfing appears near its bearer 24 hours later.\n\n### Lore\n\nTyrfing was a sword forged under duress by the dwarves Svalinn and Durinn for Svafrlami, a king and grandson of Odin. Per his instructions, it shown with bright light, could cut through stone and steel as easily as flesh, and would never dull or rust. However, because their services were obtained under duress by threat of force, they also cursed the blade so that whenever drawn it would take a life, that it would bring about three great evils, and that it would eventually take Svafrlami’s life. This all came to pass, and the sword continued to bring disaster and ruin to each new wielder, its cursed hunger for tragedy never sated.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tyrants-whip",
            "name": "Tyrant's Whip",
            "type": "Weapon",
            "desc": "This wicked whip has 3 charges and regains all expended charges daily at dawn. When you hit with an attack using this magic whip, you can use a bonus action to expend 1 of its charges to cast the command spell (save DC 13) from it on the creature you hit. If the attack is a critical hit, the target has disadvantage 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": "tyrants-teeth-a5e",
            "name": "Tyrant’s Teeth",
            "type": "Wondrous Item",
            "desc": "Dagger-sharp fangs ripped from the skull of a tyrant lizard clatter around this necklace’s cord. When you attack while wearing it, a ghostly reptilian head appears and snaps down on your target. You can only attune to this item if you have survived being bitten by a Huge or larger reptile or dragon.\n\nWhile wearing this item your footsteps make the ground tremble slightly and you have _disadvantage_  on Stealth checks.\n\nWhen you take energy damage, your attacks deal an extra 1d6 damage of the same type until the end of your next turn. If you are damaged by multiple energy types, you only deal bonus damage of the most recent type.\n\nOnce per day, when you hit with a melee attack you can use a bonus action to create a spectral tyrannosaur that bites the target, dealing 4d6 force damage.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "true-weight-gloves-a5e",
            "name": "True Weight Gloves",
            "type": "Wondrous Item",
            "desc": "This set of emerald green gloves are made from velvet with very fine silk stitching and function as a small scale. While wearing them, you can hold two objects in your hands and know the exact weight of the objects. The objects must be of a size and weight that allow you to hold your arms straight out with one in each open palm. While using the gloves to weigh objects, you can speak a command word that makes them disappear in a puff of green smoke if either object is counterfeit.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "trollsblood-elixir",
            "name": "Trollsblood Elixir",
            "type": "Potion",
            "desc": "This thick, pink liquid sloshes and moves even when the bottle is still. When you drink this potion, you regenerate lost hit points for 1 hour. At the start of your turn, you regain 5 hit points. If you take acid or fire damage, the potion doesn't function at the start of your next turn. If you lose a limb, you can reattach it by holding it in place for 1 minute. For the duration, you can die from damage only by being reduced to 0 hit points and not regenerating on your turn.",
            "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": "troll-skin-armor",
            "name": "Troll Skin Armor",
            "type": "Armor",
            "desc": "While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. The armor can't be used this way again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        }
    ]
}