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=5
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=6",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-slug&page=4",
    "results": [
        {
            "slug": "talisman-of-pure-good-a5e",
            "name": "Talisman of Pure Good",
            "type": "Wondrous Item",
            "desc": "This talisman’s purity harms creatures that do not have the Good trait, dealing 6d6 radiant damage when touched (or 8d6 radiant damage to a creature with the Evil 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 Good 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 7 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 Evil 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 collapses into golden specks of light.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "talisman-of-pure-good",
            "name": "Talisman of Pure Good",
            "type": "Wondrous item",
            "desc": "This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant 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 a good 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 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil 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 disperses into motes of golden light and is destroyed.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement by a creature of good alignment",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "tailors-clasp",
            "name": "Tailor's Clasp",
            "type": "Wondrous item",
            "desc": "This ornate brooch is shaped like a jeweled weaving spider or scarab beetle. While it is attached to a piece of fabric, it can be activated as an action. When activated, it skitters across the fabric, mending any tears, adjusting frayed hems, and reinforcing seams. This item works only on nonmagical objects made out of fibrous material, such as clothing, rope, and rugs. It continues repairing the fabric for up to 10 minutes or until the repairs are complete. Once used, it can't be used again until 1 hour has passed.",
            "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": "tailored-suit-of-armor-a5e",
            "name": "Tailored Suit of Armor",
            "type": "Armor",
            "desc": "For the debonair gentleman or sophisticated lady who wishes to attend the ball in something respectable but still retain the safety of mind that armor provides, this set of padded leather armor is glamored with an illusion that makes it look like a finely-tailored suit or dress. This illusion does not hold up to physical scrutiny and any creature who physically interacts with the armor sees through the figment with a successful DC 10 Investigation check.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "tactile-unguent",
            "name": "Tactile Unguent",
            "type": "Wondrous item",
            "desc": "Cat burglars, gearworkers, locksmiths, and even street performers use this gooey substance to increase the sensitivity of their hands. When found, a container contains 1d4 + 1 doses. As an action, one dose can be applied to a creature's hands. For 1 hour, that creature has advantage on Dexterity (Sleight of Hand) checks and on tactile Wisdom (Perception) checks.",
            "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": "sword-of-wounding-a5e",
            "name": "Sword of Wounding",
            "type": "Weapon",
            "desc": "Once per turn, when you use this sword to _hit a creature_  with a melee weapon attack, in addition to dealing the attack damage you may inflict it with a wound. A wounded creature takes 1d4 necrotic damage at the start of each of its turns for each wound you have inflicted this way. Whenever the creature is damaged by its wound, it can make a DC 15 Constitution _saving throw_ , ending all wound effects it is suffering from on a success. Alternatively, the wounds can be healed if the wounded creature (or a creature within 5 feet of it) uses an action to make a DC 15 Medicine check, ending all wound effects it is suffering from on a success.\n\nDamage dealt by this sword can only be regained by taking a _short or long rest_ —no other method, magical or otherwise, will restore the hit points.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sword-of-wounding",
            "name": "Sword of Wounding",
            "type": "Weapon (any sword)",
            "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "sword-of-volsung",
            "name": "Sword of Volsung",
            "type": "Weapon",
            "desc": "Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon’s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword’s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can’t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can’t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword’s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see page 152), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung. Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket’s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket’s temporary hit points, the sword isn’t destroyed, but you can’t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, “dragon” refers to any creature with the dragon type, including drakes and wyverns.",
            "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": "sword-of-three-traditions-a5e",
            "name": "Sword of Three Traditions",
            "type": "Weapon",
            "desc": "The _Sword of Three Traditions_ is a jewel-pommeled blade with the power to transform into other weapons—each specially suited for one of the eleven martial traditions. Originally called the _Sword of All Traditions,_ over time the gems in the pommel were lost and now only three remain. Should its lost gemstones be returned, the blade might be restored to its full spectrum of glory and power.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Sword of Three Traditions,_ which grants mastery of the techniques of combat. Each of the three gemstones in its hilt represents a tradition of combat.\n\n**DC 18** The sword can transform into other weapons based on the gemstones in its hilt.\n\n**DC 21** Only a dragon of the same color can destroy the sword’s gemstones.\n\n**Artifact Properties**\n\nThe _Sword of Three Traditions_ has two lesser artifact benefits, one greater artifact benefit, and one greater artifact detriment. For each of the first five magical gemstones restored to the sword, it gains 1 lesser artifact benefit. For each of the last three magical gemstones restored to it, the sword gains 1 greater artifact detriment and 1 greater artifact benefit.\n\nThe _Sword of Three Traditions_ is a   _1 longsword_ . Once you are attuned, you can use an action to turn the sword into a different _1 weapon ._ In addition, when you use a combat maneuver, the sword automatically changes into the weapon associated with that tradition. To change into a given weapon, the gem associated with that tradition must be attached. \n\nWhile holding the sword, when you use a combat maneuver of a tradition associated with an attached gem, its exertion cost is reduced by 1 (minimum 1 exertion).\n\n**Magical Gemstones**\n\nEach of the lost magical gemstones of the _Sword of Three Traditions_ is a wondrous item and artifact that requires attunement. Once attuned to a magical gemstone, it bestows a minor artifact benefit. You can only attune to the magical gemstone if you know a combat maneuver from the tradition associated with it. \n\nYou can use an action to attach a magical gemstone to the sword. No matter how many magical gemstones are attached to the sword, it counts as a single magic item for the purposes of attunement.\n\nThe sword normally comes affixed with its diamond, peridot, and sapphire (for the Adamant Mountain, Rapid Current, and Razor’s Edge traditions), but the Narrator may choose to have different magical gemstones attached to it or determine them randomly. \n\nWhen the sword turns into more than one item, the +1 bonus to _attack and damage rolls_  only apply to any weapons created (there are no bonuses bestowed to the ammunition or shield). The additional objects materialize either in the attuned creature’s off-hand or strapped to their back. Any such item created by the sword disappears after 1 minute if it is no longer on your person, or when the sword changes shape again.\n\n The sword’s power increases when 7 gems are in its pommel (turning it into a _2 weapon_  that reduces exertion costs by 2) or when fully restored with all 11 magical gemstones (turning it into a   _3 weapon_ that reduces exertion costs by 3). \n\n__**Table: Sword of Three Traditions**__\n| **1d12** | **Tradition**       | **Weapon**                        | **Gem**    |\n| -------- | ------------------- | --------------------------------- | ---------- |\n| 1        | Razor’s Edge        | Longsword                         | Diamond    |\n| 2        | Adamant Mountain    | Greatsword                        | Peridot    |\n| 3        | Rapid Current       | Two shortswords                   | Sapphire   |\n| 4        | Biting Zephyr       | Longbow and quiver with 10 arrows | Pearl      |\n| 5        | Mirror’s Glint      | Saber and light shield            | Opal       |\n| 6        | Mist and Shade      | Dagger                            | Aquamarine |\n| 7        | Sanguine Knot       | Bastard sword                     | Garnet     |\n| 8        | Spirited Steed      | Lance                             | Topaz      |\n| 9        | Tempered Iron       | Morningstar                       | Amethyst   |\n| 10       | Tooth and Claw      | Battleaxe                         | Ruby       |\n| 11       | Unending Wheel      | Rapier                            | Emerald    |\n| 12       | Adventurer’s choice | \\-                                | \\-         |\n\n### **Seekers of the Sword**\n\nThe _Sword of Three Traditions_ is sought after by power hungry and righteous warriors alike, and any search for the fabled blade is certain to cause conflict with some of the following foes.\n\n__**Table: Seekers of the Sword**__\n| **1d6** | **Adversary**                              |\n| ------- | ------------------------------------------ |\n| 1       | _Warrior_  on training pilgrimage          |\n| 2       | Despot with a band of raiders              |\n| 3       | Master martial artist who tests the worthy |\n| 4       | Spellsword in search of secrets            |\n| 5       | Greedy _assassin_  or _thief_              |\n| 6       | Greedy _assassin_  or _thief_              |\n\n### **Destroying the Sword**\n\nThe power which binds the _Sword of Three Traditions_ is located in its magical gemstones. Each gemstone can be destroyed forever if it is removed from the pommel and fed to an adult or older true dragon of similar hue. Once each magical gemstone is destroyed, the blade crumbles into dust.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sword-of-the-serpent-a5e",
            "name": "Sword of the Serpent",
            "type": "Weapon",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  made with this magic sword. When you hit with this weapon, you deal an extra 1d6 poison damage. The sword has 3 charges and regains all expended charges at dawn.\n\nWhile wielding the sword, you can use an action to expend 1 charge and cast __polymorph_ on yourself, transforming into a _giant poisonous snake_ . While in this form, you retain your Intelligence, Wisdom, and Charisma scores.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sword-of-sharpness-a5e",
            "name": "Sword of Sharpness",
            "type": "Weapon",
            "desc": "Objects hit with this sword take the maximum damage the weapon’s damage dice can deal.\n\nWhen you use this sword to _make an attack_  against a creature and roll a natural 20, the target takes an extra 4d6 slashing damage. Then roll an additional d20, and on a natural 20 you chop off one of the target’s limbs (or a portion of its body if it has no limbs). The Narrator determines what effect (if any) the result of this severing off is.\n\nYou may also speak this sword’s command word to make the blade emit bright light in a 10-foot radius and dim light an additional 10 feet. Repeating the command word or sheathing the sword extinguishes the blade’s light.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sword-of-sharpness",
            "name": "Sword of Sharpness",
            "type": "Weapon (any sword that deals slashing damage)",
            "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "sword-of-life-stealing-a5e",
            "name": "Sword of Life Stealing",
            "type": "Weapon",
            "desc": "When you use this weapon to make an attack against a creature that is not a construct or undead and roll a natural 20, the creature takes an extra 3d6 necrotic damage and you gain an amount of temporary hit points equal to the necrotic damage dealt.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sword-of-life-stealing",
            "name": "Sword of Life Stealing",
            "type": "Weapon (any sword)",
            "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "sword-of-fallen-saints",
            "name": "Sword of Fallen Saints",
            "type": "Weapon",
            "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.",
            "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": "swolbold-wraps",
            "name": "Swolbold Wraps",
            "type": "Wondrous item",
            "desc": "When wearing these cloth wraps, your forearms and hands swell to half again their normal size without negatively impacting your fine motor skills. You gain a +1 bonus to attack and damage rolls made with unarmed strikes while wearing these wraps. In addition, your unarmed strike uses a d4 for damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you hit a target with an unarmed strike and the target is no more than one size larger than you, you can use a bonus action to automatically grapple the target. Once this special bonus action has been used three times, it can't be used 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": "sweet-nature",
            "name": "Sweet Nature",
            "type": "Weapon",
            "desc": "You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a humanoid with this weapon, the humanoid takes an extra 1d6 slashing damage. If you use the axe to damage a plant creature or an object made of wood, the axe's blade liquifies into harmless honey, and it can't be used again until 24 hours have passed.",
            "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": "swashing-plumage",
            "name": "Swashing Plumage",
            "type": "Wondrous item",
            "desc": "This plumage, a colorful bouquet of tropical hat feathers, has a small pin at its base and can be affixed to any hat or headband. Due to its distracting, ostentatious appearance, creatures hostile to you have disadvantage on opportunity attacks against you.",
            "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": "swarmfoe-suit",
            "name": "Swarmfoe Suit",
            "type": "Armor",
            "desc": "While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don't have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action.",
            "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": "survivors-cloak-a5e",
            "name": "Survivor’s Cloak",
            "type": "Wondrous Item",
            "desc": "This cloak is an unassuming neutral grayish-brown color that seems to slowly fade into the background whenever you are standing still. You cannot attune to this cloak if you are not proficient with Survival. \n\nWhile attuned to and wearing the cloak, you may treat a _long rest_  as if you were in a _haven_ . Once you use this property, you cannot do so again for 1 week. \n\nIn addition, the cloak allows you to travel at a fast pace while remaining stealthy.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "survival-knife",
            "name": "Survival Knife",
            "type": "Weapon",
            "desc": "When holding this sturdy knife, you can use an action to transform it into a crowbar, a fishing rod, a hunting trap, or a hatchet (mainly a chopping tool; if wielded as a weapon, it uses the same statistics as this dagger, except it deals slashing damage). While holding or touching the transformed knife, you can use an action to transform it into another form or back into its original shape.",
            "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": "supreme-potion-of-troll-blood",
            "name": "Supreme Potion of Troll Blood",
            "type": "Potion",
            "desc": "When you drink this potion, you regain 8 hit points at the start of each of your turns. After it has restored 80 hit points, the potion's effects end.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "superior-potion-of-troll-blood",
            "name": "Superior Potion of Troll Blood",
            "type": "Potion",
            "desc": "When you drink this potion, you regain 5 hit points at the start of each of your turns. After it has restored 50 hit points, the potion's effects end.",
            "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": "sun-blade-a5e",
            "name": "Sun Blade",
            "type": "Weapon",
            "desc": "This weapon first appears to be nothing more than a sword hilt. While holding the hilt, you can use a bonus action to make a blade of sunlight appear or disappear. Being proficient in shortswords or longswords grants proficiency with this magic sword, which also has the finesse property as long as the blade is in existence.\n\nWhile the blade is ignited, you gain +2 bonus to _attack and damage rolls_  made with it, dealing 1d8 radiant damage on a hit (instead of slashing damage), or 2d8 radiant damage if your target is undead.\n\nThe blade shines with _bright sunlight_  in a 15-foot radius and dim sunlight for an additional 15 feet. You can use an action to increase or decrease the bright sunlight and dim sunlight radiuses by 5 feet, up to a maximum of 30 feet each or down to a minimum of 10 feet each.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sun-blade",
            "name": "Sun Blade",
            "type": "Weapon (longsword)",
            "desc": "This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the _sun blade_.\n\nYou gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.\n\nThe sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "subtle-mage-gloves-a5e",
            "name": "Subtle Mage Gloves",
            "type": "Wondrous Item",
            "desc": "While wearing these gloves, you gain a +1 bonus to AC. In addition, when you cast a spell you can use your reaction to expend a number of charges equal to the spell’s level, casting it without any seen or vocalized components. The gloves have 4 charges and regain 1d3 charges each dawn.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stygian-crook",
            "name": "Stygian Crook",
            "type": "Staff",
            "desc": "This staff of gnarled, rotted wood ends in a hooked curvature like a twisted shepherd's crook. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: bestow curse (3 charges), blight (4 charges), contagion (5 charges), false life (1 charge), or hallow (5 charges). The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff turns to live maggots and is destroyed.",
            "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": "sturdy-scroll-tube",
            "name": "Sturdy Scroll Tube",
            "type": "Wondrous item",
            "desc": "This ornate scroll case is etched with arcane symbology. Scrolls inside this case are immune to damage and are protected from the elements, as long as the scroll case remains closed and intact. The scroll case itself has immunity to all forms of damage, except force damage and thunder damage.",
            "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": "storytellers-pipe",
            "name": "Storyteller's Pipe",
            "type": "Wondrous item",
            "desc": "This long-shanked wooden smoking pipe is etched with leaves along the bowl. Although it is serviceable as a typical pipe, you can use an action to blow out smoke and shape the smoke into wispy images for 10 minutes. This effect works like the silent image spell, except its range is limited to a 10-foot cone in front of you, and the images can be no larger than a 5-foot cube. The smoky images last for 3 rounds before fading, but you can continue blowing smoke to create more images for the duration or until the pipe burns through the smoking material in it, whichever happens first.",
            "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": "stormheart-bow",
            "name": "Stormheart Bow",
            "type": "Weapon (shortbow or longbow)",
            "desc": "This bow is made from dragon bone and fey heartstring. When you hit with an attack using this magic bow, the target takes an extra 1d6 lightning damage. The bow has 5 charges for the following other properties. It regains 1d4 + 1 expended charges daily at dawn.\n  ***Iceshard Arrow.*** You can expend 3 charges when you hit with an attack using this magic bow to cause the arrow to turn to ice and shatter in mid-air. Choose up to three targets within 30 feet of your original target. Your original target takes damage as normal, and each chosen target takes 1d6 cold damage.\n  ***Thunder Arrow.*** You can expend 2 charges when you hit with an attack using this magic bow to cause the attack to release a peal of thunder. The target takes damage as normal, and each creature within 15 feet of the target must make a DC 15 Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much damage on a successful one.",
            "rarity": "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": "stonedrift-staff",
            "name": "Stonedrift Staff",
            "type": "Staff",
            "desc": "This staff is fashioned from petrified wood and crowned with a raw chunk of lapis lazuli veined with gold. The staff can be wielded as a magic quarterstaff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Spells. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: animate objects (only stone objects, 5 charges), earthquake (8 charges), passwall (only stone surfaces, 5 charges), or stone shape (4 charges). Elemental Speech. You can speak and understand Primordial while holding this staff. Favor of the Earthborn. While holding the staff, you have advantage on Charisma checks made to influence earth elementals or other denizens of the Plane of Earth. Stone Glide. If the staff has at least 1 charge, you have a burrowing speed equal to your walking speed, and you can burrow through earth and stone while holding this staff. While doing so, you don’t disturb the material you move through.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "stonechewer-gauntlets",
            "name": "Stonechewer Gauntlets",
            "type": "Wondrous item",
            "desc": "These impractically spiked gauntlets are made from adamantine, are charged with raw elemental earth magic, and limit the range of motion in your fingers. While wearing these gauntlets, you can't carry a weapon or object, and you can't climb or otherwise perform precise actions requiring the use of your hands. When you hit a creature with an unarmed strike while wearing these gauntlets, the unarmed strike deals an extra 1d4 piercing damage.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "stone-staff",
            "name": "Stone Staff",
            "type": "Staff",
            "desc": "Sturdy and smooth, this impressive staff is crafted from solid stone. Most stone staves are crafted by dwarf mages and few ever find their way into non-dwarven hands. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: earthskimmer* (4 charges), entomb* (6 charges), flesh to stone (6 charges), meld into stone (3 charges), stone shape (4 charges), stoneskin (4 charges), or wall of stone (5 charges). You can also use an action to cast the pummelstone* or true strike spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, hundreds of cracks appear across the staff 's surface and it crumbles into tiny bits of stone.",
            "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": "stone-of-good-luck-luckstone-a5e",
            "name": "Stone of Good Luck (Luckstone)",
            "type": "Wondrous Item",
            "desc": "You gain a +1 bonus to ability checks and _savings throws_  as long as this lustrous gemstone is on your person.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stone-of-good-luck-luckstone",
            "name": "Stone of Good Luck (Luckstone)",
            "type": "Wondrous item",
            "desc": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.",
            "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": "stone-of-controlling-earth-elementals-a5e",
            "name": "Stone of Controlling Earth Elementals",
            "type": "Wondrous Item",
            "desc": "You can use an action to touch this 5 pound stone to the ground and speak a command word, summoning an _earth elemental_  (as the _conjure elemental_ spell). Once used, the stone cannot be used again until the next dawn.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stone-of-controlling-earth-elementals",
            "name": "Stone of Controlling Earth Elementals",
            "type": "Wondrous item",
            "desc": "If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _conjure elemental_ spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.",
            "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": "stolen-thunder",
            "name": "Stolen Thunder",
            "type": "Wondrous item",
            "desc": "This bodhrán drum is crafted of wood from an ash tree struck by lightning, and its head is made from stretched mammoth skin, painted with a stylized thunderhead. While attuned to this drum, you can use it as an arcane focus. While holding the drum, you are immune to thunder damage. While this drum is on your person but not held, you have resistance to thunder damage. The drum has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. In addition, the drum regains 1 expended charge for every 10 thunder damage you ignore due to the resistance or immunity the drum gives you. If you expend the drum's last charge, roll a 1d20. On a 1, it becomes a nonmagical drum. However, if you make a Charisma (Performance) check while playing the nonmagical drum, and you roll a 20, the passion of your performance rekindles the item's power, restoring its properties and giving it 1 charge. If you are hit by a melee attack while using the drum as a shield, you can use a reaction to expend 1 charge to cause a thunderous rebuke. The attacker must make a DC 17 Constitution saving throw. On a failure, the attacker takes 2d8 thunder damage and is pushed up to 10 feet away from you. On a success, the attacker takes half the damage and isn't pushed. The drum emits a thunderous boom audible out to 300 feet.",
            "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": "stinger",
            "name": "Stinger",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, you can use a bonus action to inject paralyzing venom in the target. The target must succeed on a DC 15 Constitution saving throw or become 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. Creatures immune to poison are also immune to this dagger's paralyzing venom. The dagger can't be used this way again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "stick-awl-a5e",
            "name": "Stick Awl",
            "type": "Wondrous Item",
            "desc": "This simple, small, pointed leatherworking tool has a sturdy maple wooden handle and a superb steel point that never dulls. Used by crafters to make the finest armor, it has been known to pierce the toughest of hides. When used as a weapon the awl is treated as a dagger that deals 1 point of magical piercing damage. When you speak the command word while making a successful melee weapon attack with it against an object, the awl is destroyed after puncturing a hole. The awl is able to puncture any substance, and the hole it leaves behind is 3-inches deep with a diameter of 1/8th-inch. Unlike other enchanted trinkets, the awl can be used as a weapon without potentially being destroyed.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "steelsilk-mantle-a5e",
            "name": "Steelsilk Mantle",
            "type": "Wondrous Item",
            "desc": "This ornate purple silk cloak is interwoven with enchanted steel threads. As a bonus action, you can reshape some part of the cloak into any mundane steel object that can be held in one hand, such as a sword, a key, or a cage. This item detaches from the main cloak, but can be reattached on your turn (no action required). Only one item may be detached from the cloak at a time. Three times between _long rests_ , when you see a creature target you with an attack you can use your reaction to spin the cloak into its path. The cloak hardens like a shield, increasing your AC by +4 against that attack.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "steadfast-splint",
            "name": "Steadfast Splint",
            "type": "Armor",
            "desc": "This armor makes you difficult to manipulate both mentally and physically. While wearing this armor, you have advantage on saving throws against being charmed or frightened, and you have advantage on ability checks and saving throws against spells and effects that would move you against your will.",
            "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": "stasis-stone",
            "name": "Stasis Stone",
            "type": "Wondrous item",
            "desc": "This small, crystalline, purple stone measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 2 *stasis stones* can be found together.\n  You can use an action to throw the stone up to 30 feet. The stone explodes on impact and is destroyed. Each creature within a 10-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be petrified until the end of its next turn as the stone releases temporal magic and freezes it in time.",
            "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": "star-heart-a5e",
            "name": "Star Heart",
            "type": "Wondrous Item",
            "desc": "This item looks like a bright orange starfish. Once you are attuned to the _star heart_ it attaches to your skin over your heart, and as long as you have at least 1 hit point you regain 1d6 hit points every 10 minutes. If you lose a body part, after 1d6 + 1 days if you have at least 1 hit point the whole time the body part regrows and returns to full functionality.\n\nIn addition, any lost body part grows into an entirely new version of yourself after 1d4 + 3 days, complete with your personality, memory, and abilities. This new clone is independent and sentient, although it is incapable of further duplication. Every time a clone is created, one of the five legs of the _star heart_ withers and dies; it only regenerates when its associated clone dies. \n\nIf all five legs have grown into clones, then the _star heart_ is destroyed.\n\n_**Curse.**_ While some may say that having a clone that believes itself to be just as much “you” as yourself is enough of a curse in and of itself, the _star heart_ has other dangers. It was designed for a disposable warrior class of drones and isn’t quite compatible with other creatures. Every time the _star heart_ creates a clone, there’s a chance that something may go wrong. Roll 1d20 and consult Table: Star Heart Clone. If the result was over 11, then roll again, applying all effects.\n\n__Table: Star Heart Clone__\n| **d20** | **Effect**                                                                                                                                                                                                                                                                                                                                                                                                                                                     |\n| ------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1       | The clone is an exact copy (unless affected by previous rolls) but it is lifeless.                                                                                                                                                                                                                                                                                                                                                                             |\n| 2–11    | Nothing. The clone is an exact copy of you (if you have acquired scars or other imperfections over the years that regeneration didn’t cure then the clone will still lack them).                                                                                                                                                                                                                                                                               |\n| 12–13   | The clone is an exact copy, but its mind has been permanently warped by the regeneration process. It rolls once on Table: _Long Term Mental Stress Effects_ .                                                                                                                                                                                                                                                                                                  |\n| 14–15   | The clone is an exact copy but something has changed in its personality. The clone may choose to pursue a different class or profession than you. Whenever the clone can see you, it needs to make a DC 12 Wisdom check or it acquires a _short-term mental stress effect_ .                                                                                                                                                                                   |\n| 16–17   | Something is off. The clone may have different colored eyes or hair, new birthmarks or blemishes, or other minor differences (such as a different score in one or two abilities). Such differences are easy to hide and can be difficult to spot. These differences prey on the clone’s mind when it is near you. Whenever the clone can see you, it needs to make a DC 12 Wisdom check or it acquires a _short-term mental stress effect_ .                   |\n| 18      | The clone is obviously imperfect. At the Narrator’s discretion, the clone may be noticeably shorter, taller, heavier, or lighter than you. The clone has _disadvantage_  on any attempts to disguise itself as you. Whenever the clone can see you, it needs to make a DC 14 Wisdom check or it acquires a _long-term mental stress effect_ .                                                                                                                  |\n| 19      | The clone is effectively a reincarnation of you. Roll on Table: _Reincarnation_  to determine the clone’s heritage. Whenever the clone can see you, it needs to make a DC 14 Wisdom check or it acquires a _long-term mental stress effect_ .                                                                                                                                                                                                                  |\n| 20      | There is a darkness within the clone and it wants to replace you. No matter how perfect the copy, the clone always attacks you on sight with the intent to kill (at the Narrator’s discretion, the clone may delay such an act if it would be immediately beneficial to the clone—once the benefit is gone, the bloodlust returns). The clone also plots against you when not in its presence, hiring assassins or otherwise attempting to vex or destroy you. |\n\n**Note:** Particular _mental stress effects_  do not stack. For example, if the clone has both a personality change and develops a phobia, it only needs to make a single DC 14 Wisdom check when it sees you.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "standard-of-divinity",
            "name": "Standard of Divinity",
            "type": "Weapon",
            "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
            "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": "stalking-cat-a5e",
            "name": "Stalking Cat",
            "type": "Wondrous Item",
            "desc": "This jade pendant takes the form of a cat ready to pounce. Once per day while attuned to this pendant you may immediately reroll a failed melee weapon attack or Stealth roll. If the reroll also fails the pendant loses its magic, becoming a mundane item worth 25 gold.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-withering-a5e",
            "name": "Staff of Withering",
            "type": "Staff",
            "desc": "This magic quarterstaff has 3 charges and regains 1d3 expended charges each dawn. When you make a successful _melee attack_  with the staff, you can expend 1 charge to deal an extra 2d10 necrotic damage. The target makes a DC 15 Constitution _saving throw_  or for the next hour it has _disadvantage_  on Strength and Constitution checks and saving throws.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-withering",
            "name": "Staff of Withering",
            "type": "Staff",
            "desc": "This staff has 3 charges and regains 1d3 expended charges daily at dawn.\n\nThe staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.",
            "rarity": "rare",
            "requires_attunement": "requires attunement by a cleric, druid, or warlock",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "staff-of-winter-and-ice",
            "name": "Staff of Winter and Ice",
            "type": "Staff",
            "desc": "This pure white, pine staff is topped with an ornately faceted shard of ice. The entire staff is cold to the touch. You have resistance to cold damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its resistance to cold damage 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: Boreas’s breath* (2 charges), cone of cold (5 charges), curse of Boreas* (6 charges), ice storm (4 charges), flurry* (1 charge), freezing fog* (3 charges), freezing sphere (6 charges), frostbite* (5 charges), frozen razors* (3 charges), gliding step* (1 charge), sleet storm (3 charges), snow boulder* (4 charges), triumph of ice* (7 charges), or wall of ice (6 charges). You can also use an action to cast the chill touch or ray of frost 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 ice, snow, or wintry weather. 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 that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take cold 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 cold 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": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "staff-of-voices",
            "name": "Staff of Voices",
            "type": "Staff",
            "desc": "The length of this wooden staff is carved with images of mouths whispering, speaking, and screaming. This staff can be wielded as a magic quarterstaff. While holding this staff, you can't be deafened, and you can act normally in areas where sound is prevented, such as in the area of a silence spell. Any creature that is not deafened can hear your voice clearly from up to 1,000 feet away if you wish them to hear it. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the mouths carved into the staff give a collective sigh and close, and the staff becomes a nonmagical quarterstaff. 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: divine word (7 charges), magic mouth (2 charges), speak with animals (1 charge), speak with dead (3 charges), speak with plants (3 charges), or word of recall (6 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges. Thunderous Shout. While holding the staff, you can use an action to expend 1 charge and release a chorus of mighty shouts in a 15-foot cone from it. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and is deafened until the end of its next turn. A deafened 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": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        }
    ]
}