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=4
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=5",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-slug&page=3",
    "results": [
        {
            "slug": "trident-of-the-yearning-tide",
            "name": "Trident of the Yearning Tide",
            "type": "Weapon",
            "desc": "The barbs of this trident are forged from mother-of-pearl and its shaft is fashioned from driftwood. You gain a +2 bonus on attack and damage rolls made with this magic weapon. While holding the trident, you can breathe underwater. The trident has 3 charges for the following other properties. It regains 1d3 expended charges daily at dawn. Call Sealife. While holding the trident, you can use an action to expend 3 of its charges to cast the conjure animals spell from it. The creatures you summon must be beasts that can breathe water. Yearn for the Tide. When you hit a creature with a melee attack using the trident, you can use a bonus action to expend 1 charge to force the target to make a DC 17 Wisdom saving throw. On a failure, the target must spend its next turn leaping into the nearest body of water and swimming toward the bottom. A creature that can breathe underwater automatically succeeds on the saving throw. If no water is in the target’s line of sight, the target automatically succeeds on the saving throw.",
            "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": "trident-of-the-vortex",
            "name": "Trident of the Vortex",
            "type": "Weapon",
            "desc": "This bronze trident has a shaft of inlaid blue pearl. You gain a +2 bonus to attack and damage rolls with this magic weapon. Whirlpool. While wielding the trident underwater, you can use an action to speak its command word and cause the water around you to whip into a whirlpool for 1 minute. For the duration, each creature that enters or starts its turn in a space within 10 feet of you must succeed on a DC 15 Strength saving throw or be restrained by the whirlpool. The whirlpool moves with you, and creatures restrained by it move with it. A creature within 5 feet of the whirlpool can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlpool. Once used, this property can’t be used again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "trident-of-fish-command-a5e",
            "name": "Trident of Fish Command",
            "type": "Weapon",
            "desc": "This weapon has 3 charges. While carrying the trident, you can use an action to expend 1 charge and cast __dominate beast_ (save DC 15) on a beast with an innate swimming speed. At dawn each day the trident regains 1d3 expended charges.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "trident-of-fish-command",
            "name": "Trident of Fish Command",
            "type": "Weapon (trident)",
            "desc": "This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast _dominate beast_ (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "trick-shot-mirror",
            "name": "Trick Shot Mirror",
            "type": "Wondrous item",
            "desc": "A trick shot mirror is a round, steel-framed hand mirror with no handle, but its 5-inch diameter makes it easy to hold. A trick shot mirror comes in different styles, but each allows you to adjust the trajectory of an attack or spell. Each mirror has 3 charges, and it regains all expended charges daily at dawn. Ricocheting Trick Shot Mirror (Uncommon). While holding the mirror, you can use an action to expend 1 of the mirror’s charges and cause the mirror to fly from your hand and float in an unoccupied space within 60 feet of you for 1 minute. When you make a ranged attack, you determine your line of sight as if you were in your space or the mirror’s space. You must be able to see the mirror to do so. The mirror doesn’t extend the range of your attack, and you still have disadvantage on the attack roll if you attack a target outside of your weapon’s or spell’s normal range. You can use a bonus action to command the mirror to fly back to your open hand. Spellbending Trick Shot Mirror (Rare). While holding the mirror and casting a spell that forms a line, you can expend 1 or more of the mirror’s charges to focus part of the spell into the mirror and change the angle of the line. Choose one space along the line. The line bends at a 90-degree angle in the space in the direction of your choice. This bend doesn’t extend the length of the line, but it could redirect the line in such a way as to hit a creature previously not within the line’s area of effect. For each charge you expend, you can bend the line in an additional space.",
            "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": "treebleed-bucket",
            "name": "Treebleed Bucket",
            "type": "Wondrous item",
            "desc": "This combination sap bucket and tap is used to extract sap from certain trees. After 1 hour, the bucketful of sap magically changes into a potion. The potion remains viable for 24 hours, and its type depends on the tree as follows: oak (potion of resistance), rowan (potion of healing), willow (potion of animal friendship), and holly (potion of climbing). The treebleed bucket can magically change sap 20 times, then the bucket and tap become nonmagical.",
            "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": "transforming-wand-a5e",
            "name": "Transforming Wand",
            "type": "Wand",
            "desc": "This wand has 13 charges. While holding it, you can use an action to expend 1 of its charges to cast the __polymorph_  spell (save DC 16) from it, transforming one target humanoid into a beast. Unlike normal castings of the spell, the effect lasts for 24 hours, at which point a target can attempt a new save. After two failed saves, a polymorphed target is permanently transformed into its new form. The wand regains 2d6 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20\\. On a 1, the wand crumbles into ashes and is destroyed.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "transforming-cloak-a5e",
            "name": "Transforming Cloak",
            "type": "Wondrous Item",
            "desc": "While you are attuned to and wearing a _transforming cloak_, you gain _resistance_  to a type of damage and you can use an action to activate an elemental form that lasts for 1 hour, until you fall _unconscious_ , or you use a bonus action to end it. Once you have used the cloak to take on an elemental form, you cannot use that property again until you have finished a long rest. The resistance you gain and the type of your elemental form is listed on Table: Transforming Cloaks.\n\n_**Gnome Cloak.**_ This cloak appears to be made of vibrant earthy soil, yet it leaves no dirt where it touches. You have _advantage_  on _saving throws_  to resist being pushed, pulled, knocked prone, or otherwise involuntarily moved. While your earth form is active you gain _resistance_  to damage from nonmagical weapons, tremorsense to a range of 30 feet, and a burrow speed equal to half your Speed (leaving no tunnel behind). \n\n_**Salamander Cloak.**_ This cloak appears to be made of living flames, though it does not burn. While your fire form is active you gain _immunity to fire_  damage, your weapon attacks deal fire damage, when a creature hits you with a melee weapon attack it takes 1d6 fire damage, you can fit through spaces at least an inch wide without squeezing, and you gain a climb speed equal to your Speed.\n\n_**Sylph Cloak.**_ This cloak looks like iridescent dragonfly wings that appear to flutter when seen out of the corner of the eye. While your air form is active you gain a fly speed of 30 feet (hover), you do not need to breathe, you do not provoke _opportunity attacks_ , and you can pass through spaces at least half an inch wide without squeezing.\n\n**_Undine Cloak._** This fine blue and green cloak always appears to be wet, yet it never drips. While your water form is active you gain _resistance_  to fire damage, a swim speed of 60 feet, the ability to breathe water, and you can pass through space at least half an inch wide without squeezing.\n\n__**Table: Transforming Cloaks**__\n| **Cloak**        | **Elemental Component** | **Resistance** | **Elemental Form** |\n| ---------------- | ----------------------- | -------------- | ------------------ |\n| Gnome cloak      | _Giant earth elemental_ | Acid           | Earth form         |\n| Salamander cloak | _Giant fire elemental_  | Fire           | Fire form          |\n| Sylph cloak      | _Giant air elemental_   | Lightning      | Air form           |\n| Undine cloak     | _Giant water elemental_ | Cold           | Water form         |",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tracking-dart",
            "name": "Tracking Dart",
            "type": "Weapon",
            "desc": "When you hit a Large or smaller creature with an attack using this colorful magic dart, the target is splattered with magical paint, which outlines the target in a dim glow (your choice of color) for 1 minute. Any attack roll against a creature outlined in the glow has advantage if the attacker can see the creature, and the creature can't benefit from being invisible. The creature outlined in the glow can end the effect early by using an action to wipe off the splatter of paint.",
            "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": "torc-of-the-comet",
            "name": "Torc of the Comet",
            "type": "Wondrous item",
            "desc": "This silver torc is set with a large opal on one end, and it thins to a point on the other. While wearing the torc, you have resistance to cold damage, and you can use an action to speak the command word, causing the torc to shed bluish-white bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to speak the command word again. The torc has 4 charges. You can use an action to expend 1 charge and fire a tiny comet from the torc at a target you can see within 120 feet of you. The torc makes a ranged attack roll with a +7 bonus ( 1d20+7). On a hit, the target takes 2d6 bludgeoning damage and 2d6 cold damage. At night, the cold damage dealt by the comets increases to 6d6. The torc regain 1d4 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": "toothsome-purse",
            "name": "Toothsome Purse",
            "type": "Wondrous item",
            "desc": "This common-looking leather pouch holds a nasty surprise for pickpockets. If a creature other than you reaches into the purse, small, sharp teeth emerge from the mouth of the bag. The bag makes a melee attack roll against that creature with a +3 bonus ( 1d20+3). On a hit, the target takes 2d4 piercing damage. If the bag rolls a 20 on the attack roll, the would-be pickpocket has disadvantage on any Dexterity checks made with that hand until the damage is healed. If the purse is lifted entirely from you, the purse continues to bite at the thief each round until it is dropped or until it is placed where it can't reach its target. It bites at any creature, other than you, who attempts to pick it up, unless that creature genuinely desires to return the purse and its contents to you. The purse attacks only if it is attuned to a creature. A purse that isn't attuned to a creature lies dormant and doesn't attack.",
            "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": "tools-of-the-hidden-hand-a5e",
            "name": "Tools of the Hidden Hand",
            "type": "Wondrous Item",
            "desc": "Carrying thieves’ tools is frequently illegal without a license or certification for locksmithing and even then can be an unfortunate piece of circumstantial evidence in the courts. As an action, you can alter the shape of these thieves’ tools to resemble any one set of artisan’s tools. If used for any task related to their new appearance, the illusion fades. The illusion can also be detected by a creature that spends an action inspecting them and succeeds on a DC 13 Investigation check.\n\nAlternatively, while you are touching these thieves’ tools you can command them to truly become whatever type of artisan’s tools they are disguised as. You add your proficiency bonus to the first ability check you make with that set of artisan’s tools. Afterward the artisan’s tools remain in their new form as all magic fades from them and they become a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tonic-of-blandness",
            "name": "Tonic of Blandness",
            "type": "Potion",
            "desc": "This deeply bitter, black, oily liquid deadens your sense of taste. When you drink this tonic, you can eat all manner of food without reaction, even if the food isn't to your liking, for 1 hour. During this time, you automatically fail Wisdom (Perception) checks that rely on taste. This tonic doesn't protect you from the effects of consuming poisoned or spoiled food, but it can prevent you from detecting such impurities when you taste the food.",
            "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": "tonic-for-the-troubled-mind",
            "name": "Tonic for the Troubled Mind",
            "type": "Potion",
            "desc": "This potion smells and tastes of lavender and chamomile. When you drink it, it removes any short-term madness afflicting you, and it suppresses any long-term madness afflicting you for 8 hours.",
            "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": "tome-of-understanding-a5e",
            "name": "Tome of Understanding",
            "type": "Wondrous Item",
            "desc": "This magical book contains lessons and practices for enhancing intuition, empathy, and awareness. Spending 48 hours over 6 days (or fewer) reading and memorizing the book’s lessons increases your Wisdom score and your maximum Wisdom score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tome-of-understanding",
            "name": "Tome of Understanding",
            "type": "Wondrous item",
            "desc": "This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "tome-of-triumphant-tavern-keeping-a5e",
            "name": "Tome of Triumphant Tavern Keeping",
            "type": "Wondrous Item",
            "desc": "This collection of journals from tavern keepers the world over contains numerous stories about revelry written by the people that enabled them. After you spend 12 hours reading through the book’s tales, whenever you are in a pub, inn, or tavern you gain _advantage_  on Wisdom and Charisma checks made against the workers there. The tome then becomes a mundane item for 28 days before it regains its magic.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tome-of-the-spellblade-a5e",
            "name": "Tome of the Spellblade",
            "type": "Wondrous Item",
            "desc": "This soft-covered leather bound treatise contains writings describing, in the most basic terms possible, methods of magical fighting. Even so, the material is fairly dense and requires definition and reiteration of various terms and ideas. Fortunately, it also contains many detailed diagrams.\n\nSpending at least 24 hours over the course of 7 days reading and practicing the forms and phrases within the tome allows you to learn the  \n_Arcane Knight_ combat tradition at the end of the week, as long as you already have access to combat maneuvers. This combat tradition does not count against your limit of known combat traditions. At the time of reading, you can also choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from this tradition.\n\nOnce this tome has been read, it becomes a mundane item for a year and a day before it regains its magic.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tome-of-the-endless-tale-a5e",
            "name": "Tome of the Endless Tale",
            "type": "Wondrous Item",
            "desc": "The stresses of a wizard’s education can overwhelm even the most stalwart apprentices without some sort of diversion. Typically resembling a small, worn book with fanciful creatures or locales on battered leather covers, the tome’s pages fill with serialized stories that engage and distract the reader. Each tome focuses on a given genre (often romance or adventure) but the stories crafted within the pages are unique to each reader, tailored by the magic from their own imagination and so vibrant that the book’s tales seem to come to life in the mind’s eye.\n\nEach tome has 3 charges. When you speak the command word and use an action to expend 1 charge, its pages fill with a serial story tailored to the next reader that touches the tome. This story typically takes 1 hour to read, continuing from where the last tale completed. \n\nWhen you speak another command word and use an action to expend all 3 charges, the story created when the book is opened is particularly engrossing and the reader must succeed on a DC 10 Wisdom _saving throw_  or be enthralled, failing to notice anything that is not directly harmful. \n\nThe tome has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the tome loses its magic and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tome-of-leadership-and-influence-a5e",
            "name": "Tome of Leadership and Influence",
            "type": "Wondrous Item",
            "desc": "This magical book details techniques for how to best influence others. Spending 48 hours over 6 days (or fewer) reading and practicing the book’s techniques increases your Charisma score and your maximum Charisma score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tome-of-leadership-and-influence",
            "name": "Tome of Leadership and Influence",
            "type": "Wondrous item",
            "desc": "This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "tome-of-knowledge",
            "name": "Tome of Knowledge",
            "type": "Wondrous item",
            "desc": "This book contains mnemonics and other tips to better perform a specific mental task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Intelligence, Wisdom, or Charisma-based skill (such as History, Insight, or Intimidation) associated with the book. The tome then loses its magic, but regains it in ten years.",
            "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": "tome-of-clear-thought-a5e",
            "name": "Tome of Clear Thought",
            "type": "Wondrous Item",
            "desc": "This magical book dictates methodologies for more rational and logical thinking. Spending 48 hours over 6 days (or fewer) reading and following the book’s methodologies increases your Intelligence score and your maximum Intelligence score by 2\\. The tome then becomes a mundane item for a century before it regains its magic.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tome-of-clear-thought",
            "name": "Tome of Clear Thought",
            "type": "Wondrous item",
            "desc": "This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "tipstaff",
            "name": "Tipstaff",
            "type": "Weapon",
            "desc": "To the uninitiated, this short ebony baton resembles a heavy-duty truncheon with a cord-wrapped handle and silver-capped tip. The weapon has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. When you hit a creature with a melee attack with this magic weapon, you can expend 1 charge to force the target to make a DC 15 Constitution saving throw. If the creature took 20 damage or more from this attack, it has disadvantage on the saving throw. On a failure, the target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
            "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": "tincture-of-moonlit-blossom",
            "name": "Tincture of Moonlit Blossom",
            "type": "Potion",
            "desc": "This potion is steeped using a blossom that grows only in the moonlight. When you drink this potion, your shadow corruption (see Midgard Worldbook) is reduced by three levels. If you aren't using the Midgard setting, you gain the effect of the greater restoration spell instead.",
            "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": "timeworn-timepiece",
            "name": "Timeworn Timepiece",
            "type": "Wondrous item",
            "desc": "This tarnished silver pocket watch seems to be temporally displaced and allows for limited manipulation of time. The timepiece has 3 charges, and it regains 1d3 expended charges daily at midnight. While holding the timepiece, you can use your reaction to expend 1 charge after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw to force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Alternatively, you can expend 2 charges as a reaction at the start of another creature's turn to swap places in the Initiative order with that creature. An unwilling creature that succeeds on a DC 15 Charisma saving throw is unaffected.",
            "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": "timekeeper-gremlin-a5e",
            "name": "Timekeeper Gremlin",
            "type": "Wondrous Item",
            "desc": "Inside of this iron locket waits a Tiny ethereal green goblinoid endlessly counting to itself. The magical creature obeys very limited instructions but only when they relate to timekeeping. It counts the seconds, minutes, and hours accurately out loud as they pass, immediately losing count when interrupted. ",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tick-stop-watch",
            "name": "Tick Stop Watch",
            "type": "Wondrous item",
            "desc": "While holding this silver pocketwatch, you can use an action to magically stop a single clockwork device or construct within 10 feet of you. If the target is an object, it freezes in place, even mid-air, for up to 1 minute or until moved. If the target is a construct, it must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn. The pocketwatch can't be used this way again until the next dawn. The pocketwatch must be wound at least once every 24 hours, just like a normal pocketwatch, or its magic ceases to function. If left unwound for 24 hours, the watch loses its magic, but the power returns 24 hours after the next time it is wound.",
            "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": "thunderous-kazoo",
            "name": "Thunderous Kazoo",
            "type": "Wondrous item",
            "desc": "You can use an action to speak the kazoo's command word and then hum into it, which emits a thunderous blast, audible out to 1 mile, at one Large or smaller creature you can see within 30 feet of you. The target must make a DC 13 Constitution saving throw. On a failure, a creature is pushed away from you and is deafened and frightened of you until the start of your next turn. A Small creature is pushed up to 30 feet, a Medium creature is pushed up to 20 feet, and a Large creature is pushed up to 10 feet. On a success, a creature is pushed half the distance and isn't deafened or frightened. The kazoo can't be used this way 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": "throttlers-gauntlets",
            "name": "Throttler's Gauntlets",
            "type": "Wondrous item",
            "desc": "These durable leather gloves allow you to choke a creature you are grappling, preventing them from speaking. While you are grappling a creature, you can use a bonus action to throttle it. The creature takes damage equal to your proficiency bonus and can't speak coherently or cast spells with verbal components until the end of its next turn. You can choose to not damage the creature when you throttle it. A creature can still breathe, albeit uncomfortably, while throttled.",
            "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": "three-section-boots",
            "name": "Three-Section Boots",
            "type": "Wondrous item",
            "desc": "These boots are often decorated with eyes, flames, or other bold patterns such as lightning bolts or wheels. When you step onto water, air, or stone, you can use a reaction to speak the boots' command word. For 1 hour, you gain the effects of the meld into stone, water walk, or wind walk spell, depending on the type of surface where you stepped. The boots can't be used this way again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "thornish-nocturnal",
            "name": "Thornish Nocturnal",
            "type": "Wondrous item",
            "desc": "The ancient elves constructed these nautical instruments to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the nocturnal, you can spend 1 minute using the nocturnal to determine the precise local time, provided you can see the sun or stars. You can use an action to protect up to four vessels that are within 1 mile of the nocturnal from unwanted effects of the local weather for 1 hour. For example, vessels protected by the nocturnal can't be damaged by storms or blown onto jagged rocks by adverse wind. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.",
            "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": "thirsting-thorn",
            "name": "Thirsting Thorn",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while carrying the sword, you have resistance to necrotic damage. Each time you reduce a creature to 0 hit points with this weapon, you can regain 2d8+2 hit points. Each time you regain hit points this way, you must succeed a DC 12 Wisdom saving throw or be incapacitated by terrible visions until the end of your next turn. If you reach your maximum hit points using this effect, you automatically fail the saving throw. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. If you have not damaged a creature with this sword within the past 24 hours, you have disadvantage on attack rolls with weapons other than this one as its hunger for blood drives you to slake its thirst.",
            "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": "thirsting-scalpel",
            "name": "Thirsting Scalpel",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon, which deals slashing damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 2d6 slashing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 13 Constitution saving throw or lose 2d6 hit points at the start of each of its turns from a bleeding wound. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. In addition, once every 7 days while the scalpel is on your person, you must succeed on a DC 15 Charisma saving throw or become driven to feed blood to the scalpel. You have advantage on attack rolls with the scalpel until it is sated. The dagger is sated when you roll a 20 on an attack roll with it, after you deal 14 slashing damage with it, or after 1 hour elapses. If the hour elapses and you haven't sated its thirst for blood, the dagger deals 14 slashing damage to you. If the dagger deals damage to you as a result of the curse, you can't heal the damage for 24 hours. The remove curse spell removes your attunement to the item and frees you from the curse. Alternatively, casting the banishment spell on the dagger forces the bearded devil's essence to leave it. The scalpel then becomes a +1 dagger with no other properties.",
            "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": "the-traveling-chest-a5e",
            "name": "The Traveling Chest",
            "type": "Wondrous Item",
            "desc": "This large chest has an interior space 5 feet wide, 3 feet deep, and 3 feet tall, and appears mundane save that the wood used in its construction is normally reserved for making magic wands. It’s magical properties become apparent however when it moves, as it stands on hundreds of tiny humanoid legs and opens to reveal a long red tongue and a rim dotted with sharp teeth. It functions like a typical chest with the following additional properties.\n\n**_Mimic-Like._** _The Traveling Chest_ can use an action to appear to be a mundane chest, and you can verbally command it to do so. While mimicking a normal chest in this way it is indistinguishable from its mundane counterpart.\n\n_**Multiple Interiors.** The Traveling Chest_ has 1,000 different interior spaces, each 5 feet wide, 3 feet deep, and 3 feet tall. You can verbally request any particular space (such as the last one, or the one with my laundry in it) and when opened the chest reveals that interior. Otherwise the chest opens to reveal a random interior space. While the chest is closed, all of its interior spaces are located within separate pocket dimensions. These pocket dimensions have no air, and any Supply stored within them instantly deteriorates and rots as if decades have passed as soon as the chest is closed. Only you can summon up the other interiors in this way, and any other creature that opens the chest only finds the “first interior”.\n\n_**Relentless.**_ Once you attune to _The Traveling Chest_, it relentlessly follows you until it sits no more than 15 feet away from you. The chest is magically aware of your location at all times, even if you are on a separate plane. If separated from you the chest travels towards you as fast as it can to the best of its ability and it attacks any creature that attempts to hinder its progress. If you are functionally unreachable, such as being on a different plane or across an ocean, the chest still progresses using even esoteric or hidden methods of reaching you such as magic portals or stowing away on ships headed in your direction.\n\n_**Imprinted.**_ _The Traveling Chest_ does not relinquish attunement once attuned, and you cannot voluntarily remove this attunement. If you attune to additional magic items beyond your limit, _The Traveling Chest_ always remains as one of your attuned items. \n\n_**Pack Lightly.** The Traveling Chest_ does not like being weighed down too much, and can carry a maximum of 10 bulky items. Any additional bulky items you attempt to store within it are spit out. \n\n_**Sentience.** The Traveling Chest_ is a sentient construct with Intelligence 3, Wisdom 14, and Charisma 12\\. It has blindsight to a range of 60 feet. _The Traveling Chest_ cannot speak or read, but it understands Common and Elvish. _The Traveling Ches_t lacks proper communication, but can animalistically communicate simple emotions (most often boredom or rage).\n\n_**Personality.**_ _The Traveling Chest_ has the intellect and temperament of a poorly trained dog. Loyalty has been branded magically into its psyche but its actual obedience is looser. The chest is playful and quick to anger, yet is utterly committed to following whomever is attuned to it. It also isn’t a fighter and ignores outright commands to attack, though it defends itself in combat when it is attacked. It likes to be used for its intended purpose, happiest when numerous items are stored within it and regularly retrieved. If left idle or unused for more than a day it will come into conflict. While in conflict the chest intentionally opens to the wrong interior spaces, or remains indignantly locked, and it generally acts snippy and uncooperative. An apology and DC 14 Animal Handling or Persuasion check calms the chest down and ends the conflict, or if it feels genuinely mistreated, it can be offered a full wardrobe’s worth of new clothing to store as a peace offering.\n\n---\n\n**The Traveling Chest Challenge 7**\n\n_Medium construct_ 2,900 XP\n\n**Armor Class** 18 (natural armor)\n\n**Hit Points** 119 (14d6+70)\n\n**Speed** 50 ft.\n\nSTR DEX CON INT WIS CHA\n\n18 (+4) 14 (+2) 20 (+5) 3 (–4) 14 (+2) 12 (+1)\n\n**Proficiency** +3; **Maneuver** DC 15\n\n**Damage Resistances** cold, fire; bludgeoning, piercing, slashing from nonmagical weapons\n\n**Damage Immunities** necrotic, poison, thunder\n\n**Condition Immunities** _fatigued_ , _poisoned_ \n\n**Senses** blindsight 60 ft., passive Perception 12\n\n**Languages** understands but can not speak Common, Elvish\n\n**_False Appearance._** While _The Traveling Chest_ remains motionless, it is indistinguishable from an ordinary chest.\n\n_**Immutable Form**_. The chest is immune to any spell or effect that would alter its form.\n\nACTION\n\n**_Bite._** _Melee Weapon Attack_: +7 to hit, reach 5 ft., one target. Hit: 18 (3d8+4) piercing damage. If the target is a creature, it is _grappled_  (escape DC 15). Until this grapple ends, the target is _restrained_ , and the chest can't bite another target.\n\n_**Swallow.**_ The chest makes one bite attack against a Medium or smaller creature it is _grappling_ . If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is _blinded_  and _restrained_ , it has _total cover_  against attacks and other effects outside the chest, and it begins _suffocating_  at the start of each of the chest’s turns. If the chest takes 30 damage or more on a single turn from a creature inside it, the chest regurgitates all swallowed creatures along with up to 1d10 other random items that were stored within it, all of which falls _prone_  in a space within 10 feet of the chest. If the chest dies, all swallowed creatures are no longer restrained by it, and they and any items reappear randomly in unoccupied spaces within 10 feet of the destroyed chest. ",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "the-song-of-creation-a5e",
            "name": "The Song of Creation",
            "type": "Wondrous Item",
            "desc": "This golden tome is a written record of the divine dance which brought the world into being. _The Song of Creation i_s eternal, meaning that it has always existed even before the words were wrought onto the page. One wonders—is the _Song of Creation_ the written word, the book, or the melody the gods sang? Somehow the _Song of Creation_ is more than this and yet they all are one. That means that in a way the _Song of Creation’s_ wielder holds the multiverse itself in their hands.\n\n**Legends and Lore Success** on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Song of Creation_, a prayer book filled with the eternal melody which brought the world into being. \n\n**DC 18** The tome can break the minds of those who read it, but it can also grant access to powerful miracles.\n\n**DC 21** The tome is completely indestructible.\n\n**Artifact Properties**\n\nThe _Song of Creation_ has two lesser artifact benefits, one lesser artifact detriment, and one greater artifact detriment.\n\n**Mystical Tome**\n\nThis tome is written in a script that even the angels cannot decipher. While attuned to it, you can read it as though you are reading your first language. Reading the _Song of Creation_ reveals beautiful poetry about nature, light, and life, but structurally they do not make sense when read start-to-end. The poems cannot be perfectly translated, as each individual interprets the same poem differently. The pages cannot be counted, and various purported complete counts invariably disagree.  \nWhen you first attune to this tome and when you read it, you must make a DC 18 Wisdom _saving throw_  or else become _stunned_  for 1 hour. If you succeed on this saving throw, you are not subject to it again for 1 week. If you consult this tome during a Wisdom or Intelligence check to recall lore, you gain a +5 bonus to the roll, and any natural d20 results of 2 through 9 count as a 10.\n\n**Magic**\n\nWhile you use this prayer book as a spell focus, you gain a +3 bonus to spell attack rolls and your spell save DC, and you cast the spell without the need for any other material components that cost 1,000 gold or less. In addition, you know the following spells: __astral projection , demiplane , gate , maze , true resurrection ._\n\n**Destroying the Song**\n\nThe _Song of Creation_ is made from a material that defies categorization, and it may well be indestructible. The best hope at banishing its power from the world is to return the tome directly into the hands of a god.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "that-which-spies-from-infinitys-true-name-a5e",
            "name": "That Which Spies From Infinity’s True Name",
            "type": "Wondrous Item",
            "desc": "This slip of parchment contains the magically bound name “Holtrathamogg” surrounded by eldritch symbols that defy all translation. 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 dark and tentacled elder evil beside you for 1 minute. Holtrathamogg is utterly alien and is disquietingly silent unless spoken to. 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* Instantly snuff out a bonfire, candle, or similar light source within 15 feet.\n* Translate up to 25 words of spoken or written Deep Speech into Common.\n* Whisper madness into the ears of a target creature within 5 feet. A creature whispered to in this way makes a DC 13 Wisdom _saving throw_  or becomes _frightened_  until the end of its next turn.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on That Which Spies From Infinity in exchange for its direct assistance. When you do so the parchment melts away into nothing and for the next minute the vision transforms into an eldritch ethereal tentacle within 30 feet. On each of your turns, you can use a bonus action to verbally instruct the tentacle to make a melee spell attack (+6 bonus to hit) against a target within 10 feet of it. On a hit, the target takes 1d8 cold damage and its Speed is reduced by 10 feet until the start of your next turn. Once you have revoked your claim in this way, you can never invoke That Which Spies From Infinity’s true name again.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tenebrous-mantle",
            "name": "Tenebrous Mantle",
            "type": "Wondrous item",
            "desc": "This black cloak appears to be made of pure shadow and shrouds you in darkness. While wearing it, you gain the following benefits: - You have advantage on Dexterity (Stealth) checks.\n- You have resistance to necrotic damage.\n- You can cast the darkness and misty step spells from it at will. Casting either spell from the cloak requires an action. Instead of a silvery mist when you cast misty step, you are engulfed in the darkness of the cloak and emerge from the cloak's darkness at your destination.\n- You can use an action to cast the black tentacles or living shadows (see Deep Magic for 5th Edition) spell from it. The cloak can't be used this way again until the following dusk.",
            "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": "tenebrous-flail-of-screams",
            "name": "Tenebrous Flail of Screams",
            "type": "Weapon",
            "desc": "The handle of this flail is made of mammoth bone wrapped in black leather made from bat wings. Its pommel is adorned with raven's claws, and the head of the flail dangles from a flexible, preserved braid of entrails. The head is made of petrified wood inlaid with owlbear and raven beaks. When swung, the flail lets out an otherworldly screech. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this flail, the target takes an extra 1d6 psychic damage. When you roll a 20 on an attack roll made with this weapon, the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.",
            "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": "teapot-of-soothing",
            "name": "Teapot of Soothing",
            "type": "Wondrous item",
            "desc": "This cast iron teapot is adorned with the simple image of fluffy clouds that seem to slowly shift and move across the pot as if on a gentle breeze. Any water placed inside the teapot immediately becomes hot tea at the perfect temperature, and when poured, it becomes the exact flavor the person pouring it prefers. The teapot can serve up to 6 creatures, and any creature that spends 10 minutes drinking a cup of the tea gains 2d6 temporary hit points for 24 hours. The creature pouring the tea has advantage on Charisma (Persuasion) checks for 10 minutes after pouring the first cup. Once used, the teapot can't be used 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": "tarian-graddfeydd-ddraig",
            "name": "Tarian Graddfeydd Ddraig",
            "type": "Armor",
            "desc": "This metal shield has an outer coating consisting of hardened resinous insectoid secretions embedded with flakes from ground dragon scales collected from various dragon wyrmlings and one dragon that was killed by shadow magic. While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you have resistance to acid, cold, fire, lightning, necrotic, and poison damage dealt by the breath weapons of dragons. While wielding the shield in an area of dim or bright light, you can use an action to reflect the light off the shield's dragon scale flakes to cause a cone of multicolored light to flash from it (15-foot cone if in dim light; 30-foot cone if in bright light). Each creature in the area must make a DC 17 Dexterity saving throw. For each target, roll a d6 and consult the following table to determine which color is reflected at it. The shield can't be used this way again until the next dawn. | d6 | Effect |\n| --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | **Red**. The target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 2 | **White**. The target takes 4d6 cold damage and is restrained until the start of your next turn on a failed save, or half as much damage and is not restrained on a successful one. |\n| 3 | **Blue**. The target takes 4d6 lightning damage and is paralyzed until the start of your next turn on a failed save, or half as much damage and is not paralyzed on a successful one. |\n| 4 | **Black**. The target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. If the target failed the save, it also takes an extra 2d6 acid damage on the start of your next turn. |\n| 5 | **Green**. The target takes 4d6 poison damage and is poisoned until the start of your next turn on a failed save, or half as much damage and is not poisoned on a successful one. |\n| 6 | **Shadow**. The target takes 4d6 necrotic damage and its Strength score is reduced by 1d4 on a failed save, or half as much damage and does not reduce its Strength score on a successful one. The target dies if this Strength reduction reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. |",
            "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": "tamers-whip",
            "name": "Tamer's Whip",
            "type": "Weapon",
            "desc": "This whip is braided from leather tanned from the hides of a dozen different, dangerous beasts. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a beast using this weapon, you have advantage on the attack roll.\nWhen you roll a 20 on the attack roll made with this weapon and the target is a beast, the beast must succeed on a DC 15 Wisdom saving throw or become charmed or frightened (your choice) for 1 minute.\nIf the creature is charmed, it understands and obeys one-word commands, such as “attack,” “approach,” “stay,” or similar. If it is charmed and understands a language, it obeys any command you give it in that language. The charmed or frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
            "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": "talking-torches",
            "name": "Talking Torches",
            "type": "Wondrous item",
            "desc": "These heavy iron and wood torches are typically found in pairs or sets of four. While holding this torch, you can use an action to speak a command word and cause it to produce a magical, heatless flame that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to repeat the command word to extinguish the light. If more than one talking torch remain lit and touching for 1 minute, they become magically bound to each other. A torch remains bound until the torch is destroyed or until it is bound to another talking torch or set of talking torches. While holding or carrying the torch, you can communicate telepathically with any creature holding or carrying one of the torches bound to your torch, as long as both torches are lit and within 5 miles of each other.",
            "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": "talking-tablets",
            "name": "Talking Tablets",
            "type": "Wondrous item",
            "desc": "These two enchanted brass tablets each have gold styli chained to them by small, silver chains. As long as both tablets are on the same plane of existence, any message written on one tablet with its gold stylus appears on the other tablet. If the writer writes words in a language the reader doesn't understand, the tablets translate the words into a language the reader can read. While holding a tablet, you know if no creature bears the paired tablet. When the tablets have transferred a total of 150 words between them, their magic ceases to function until the next dawn. If one of the tablets is destroyed, the other one becomes a nonmagical block of brass worth 25 gp.",
            "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": "talisman-of-ultimate-evil-a5e",
            "name": "Talisman of Ultimate Evil",
            "type": "Wondrous Item",
            "desc": "This talisman’s blasphemous nature harms creatures that do not have the Evil trait, dealing 6d6 necrotic damage when touched (or 8d6 necrotic damage to a creature with the Good trait). A creature carrying or holding this item takes the same damage at the end of each of its turns as long as it does so. \n\nA cleric or herald with the Evil trait can use this talisman as a holy symbol, which grants a +2 bonus to _spell attack rolls_  while held or worn.\n\nIn addition, the talisman has 6 charges. While wielded or worn, you can use an action to expend a charge and choose a target within 120 feet that is on the ground. If the creature has the Good trait, it makes a DC 20 Dexterity _saving throw_  or is destroyed by a flaming pit that appears beneath it. Once the pit closes no trace of it or the target remains. Once all charges are expended, the talisman melts into a puddle of ooze. ",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "talisman-of-ultimate-evil",
            "name": "Talisman of Ultimate Evil",
            "type": "Wondrous item",
            "desc": "This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\n\nIf you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\n\nThe talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement by a creature of evil alignment",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "talisman-of-the-sphere-a5e",
            "name": "Talisman of the Sphere",
            "type": "Wondrous Item",
            "desc": "When you hold this talisman while making an Intelligence (Arcana) check to control a __sphere of annihilation_ add your proficiency bonus twice. If you are in control of a _sphere of annihilation_ at the start of your turn, you can use an action to move the sphere 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "talisman-of-the-sphere",
            "name": "Talisman of the Sphere",
            "type": "Wondrous item",
            "desc": "When you make an Intelligence (Arcana) check to control a _sphere of annihilation_ while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a _sphere of annihilation_, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.",
            "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": "talisman-of-the-snow-queen",
            "name": "Talisman of the Snow Queen",
            "type": "Wondrous item",
            "desc": "The coldly beautiful and deadly Snow Queen (see Tome of Beasts) grants these delicate-looking snowflake-shaped mithril talismans to her most trusted spies and servants. Each talisman is imbued with a measure of her power and is magically tied to the queen. It can be affixed to any piece of clothing or worn as an amulet. While wearing the talisman, you gain the following benefits: • You have resistance to cold damage. • You have advantage on Charisma checks when interacting socially with creatures that live in cold environments, such as frost giants, winter wolves, and fraughashar (see Tome of Beasts). • You can use an action to cast the ray of frost cantrip from it at will, using your level and using Intelligence as your spellcasting ability. Blinding Snow. While wearing the talisman, you can use an action to create a swirl of snow that spreads out from you and into the eyes of nearby creatures. Each creature within 15 feet of you must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. Once used, this property can’t be used again until the next dawn. Eyes of the Queen. While you are wearing the talisman, the Snow Queen can use a bonus action to see through your eyes if both of you are on the same plane of existence. This effect lasts until she ends it as a bonus action or until you die. You can’t make a saving throw to prevent the Snow Queen from seeing through your eyes. However, being more than 5 feet away from the talisman ends the effect, and becoming blinded prevents her from seeing anything further than 10 feet away from you. When the Snow Queen is looking through your eyes, the talisman sheds an almost imperceptible pale blue glow, which you or any creature within 10 feet of you notice with a successful DC 20 Wisdom (Perception) check. An identify spell fails to reveal this property of the talisman, and this property can’t be removed from the talisman except by the Snow Queen herself.",
            "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/"
        }
    ]
}