Magic Item List
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=7
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-slug&page=8", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-slug&page=6", "results": [ { "slug": "staff-of-camazotz", "name": "Staff of Camazotz", "type": "Staff", "desc": "This staff of petrified wood is topped with a stylized carving of a bat with spread wings, a mouth baring great fangs, and a pair of ruby eyes. It has 10 charges and regains 1d6 + 4 charges daily at dawn. As long as the staff holds at least 1 charge, you can communicate with bats as if you shared a language. Bat and bat-like beasts and monstrosities never attack you unless magically forced to do so or unless you attack them first. 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: darkness (2 charges), dominate monster (8 charges), or flame strike (5 charges).", "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": "staff-of-binding", "name": "Staff of Binding", "type": "Staff", "desc": "Made from stout oak with steel bands and bits of chain running its entire length, the staff feels oddly heavy. This 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 constricts in upon itself and is destroyed. 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: arcane lock (2 charges), hold monster (5 charges), hold person (2 charges), lock armor* (2 charges), or planar binding (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Unbound. While holding the staff, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained.", "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": "spyglass-of-summoning", "name": "Spyglass of Summoning", "type": "Wondrous item", "desc": "Arcane runes encircle this polished brass spyglass. You can view creatures and objects as far as 600 feet away through the spyglass, and they are magnified to twice their size. You can magnify your view of a creature or object to up to four times its size by twisting the end of the spyglass.", "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": "splinter-staff", "name": "Splinter Staff", "type": "Staff", "desc": "This roughly made staff has cracked and splintered ends and can be wielded as a magic quarterstaff. When you roll a 20 on an attack roll made with this weapon, you embed a splinter in the target's body, and the pain and discomfort of the splinter is distracting. While the splinter remains embedded, the target has disadvantage on Dexterity, Intelligence, and Wisdom checks, and, if it is concentrating on a spell, it must succeed on a DC 10 Constitution saving throw at the start of each of its turns to maintain concentration on the spell. A creature, including the target, can take its action to remove the splinter by succeeding on a DC 13 Wisdom (Medicine) check.", "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": "spirit-trapping-camera-a5e", "name": "Spirit-Trapping Camera", "type": "Wondrous Item", "desc": "Not to be mistaken for a simple spectral camera, this plain-looking but obviously finely-made piece gives off a subtle but reassuring feeling of peace. As an action, you can use one charge to focus the camera’s lens on a single creature within 30 feet and take its picture. If the targeted creature is an undead or a fiend, it must make a DC 17 Charisma _saving throw_ or be instantly captured in a glass photographic plate. If the target is not an undead or fiendish creature the charge is wasted. Any other creatures shown in the photograph are unaffected, even if they are undead or fiends. The spirit-trapping camera can produce as many plates as it has charges, though each must be removed as a bonus action before you can use another charge.\n\nA trapped creature can be released by breaking the plate or it can be sent to its final judgment (in the case of an undead creature) or back to its native plane (in the case of a fiend) by immersing the plate in holy water for 1 hour, at which point it disappears. Creatures banished in this way cannot return to the plane they were sent away from for a year and a day by any means short of divine intervention. If neither of these actions are performed within 24 hours of the photograph being taken, the creature is banished as above, though it has no limitations on returning.\n\nThe spirit-trapping camera has 3 charges and regains 1 each dawn. When the last charge is expended, roll a d20\\. On a 1, it becomes a mundane photochemical camera.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spirit-lantern-a5e", "name": "Spirit Lantern", "type": "Wondrous Item", "desc": "When you use a bonus action to speak its command word, this lantern creates a magical bluish flame that emits _bright light_ in a 20-foot radius and dim light for an additional 20 feet. This light outlines any ethereal creatures within 40 feet and any _invisible_ creatures within 10 feet. ", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spindle-of-spinning-a5e", "name": "Spindle of Spinning", "type": "Wondrous Item", "desc": "You can use an action to stab with this spindle, treating it as an improvised weapon and making a melee weapon attack roll against a creature within reach. On a hit, you deal 1 magical piercing damage and the creature makes a DC 15 Strength _saving throw_ or it falls into a magical slumber (as the __sleep_ spell) for 2d4 hours. A sleeping creature awakens when it takes damage or a loud noise occurs within 50 feet of it.\n\nThis enchanted slumber is infectious through touch. When a creature uses an action to try and shake or slap a sleeper awake, it makes a DC 15 Strength _saving throw_ or it falls asleep for 1d4 hours.\n\nThe needle breaks when you roll a 1 on a weapon attack roll using it, dispersing its sleep magic in a 30-foot radius. Each creature in the area makes a DC 15 Strength _saving throw_ or it falls asleep.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spinal-whip-a5e", "name": "Spinal Whip", "type": "Weapon", "desc": "This magic whip deals 1d6 bludgeoning damage, and when you hit a living creature with an attack using it, the target takes an extra 1d8 necrotic damage.\n\nWhen you attack a living creature with this weapon and roll a 20 on the attack roll, it rattles with the death throes of the damned. Each creature of your choice in a 50-foot radius extending from you must succeed on a DC 18 Wisdom _saving throw_ or become _frightened_ of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 50 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spider-staff", "name": "Spider Staff", "type": "Staff", "desc": "Delicate web-like designs are carved into the wood of this twisted staff, which is often topped with the carved likeness of a spider. 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, a swarm of spiders appears and consumes the staff then vanishes. 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: giant insect (4 charges), spider climb (2 charges), or web (2 charges). Spider Swarm. While holding the staff, you can use an action and expend 1 charge to cause a swarm of spiders to appear in a space that you can see within 60 feet of you. The swarm is friendly to you and your companions but otherwise acts on its own. The swarm of spiders remains for 1 minute, until you dismiss it as an action, or until you move more than 100 feet away from it.", "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": "spider-grenade", "name": "Spider Grenade", "type": "Wondrous item", "desc": "Silver runes decorate the hairy legs and plump abdomen of this fist-sized preserved spider. You can use an action to throw the spider up to 30 feet. It explodes on impact and is destroyed. Each creature within a 20-foot radius of where the spider landed must succeed on a DC 13 Dexterity saving throw or be restrained by sticky webbing. A creature restrained by the webs can use its action to make a DC 13 Strength check. If it succeeds, it is no longer restrained. In addition, the webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. The webs also naturally unravel after 1 hour.", "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": "spice-box-spoon", "name": "Spice Box Spoon", "type": "Wondrous item", "desc": "This lacquered wooden spoon carries an entire cupboard within its smooth contours. When you swirl this spoon in any edible mixture, such as a drink, stew, porridge, or other dish, it exudes a flavorful aroma and infuses the mixture. This culinary wonder mimics any imagined variation of simple seasonings, from salt and pepper to aromatic herbs and spice blends. These flavors persist for 1 hour.", "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": "spice-box-of-zest", "name": "Spice Box of Zest", "type": "Wondrous item", "desc": "This small, square wooden box is carved with scenes of life in a busy city. Inside, the box is divided into six compartments, each holding a different magical spice. A small wooden spoon is also stored inside the box for measuring. A spice box of zest contains six spoonfuls of each spice when full. You can add one spoonful of a single spice per person to a meal that you or someone else is cooking. The magic of the spices is nullified if you add two or more spices together. If a creature consumes a meal cooked with a spice, it gains a benefit based on the spice used in the meal. The effects last for 1 hour unless otherwise noted.", "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": "sphere-of-annihilation-a5e", "name": "Sphere of Annihilation", "type": "Wondrous Item", "desc": "This floating sphere of darkness is a 2-foot-diameter hole in reality that eliminates all matter that it comes into contact with. Only artifacts can survive contact with the sphere, though some artifacts have a specific weakness to its properties.\n\nAnything that the sphere touches or that touches it that is not instantly obliterated takes 4d10 force damage. The default state of the sphere is stationary, but should a creature be in the way of a moving sphere it makes a DC 13 Dexterity _saving throw_ or takes 4d10 force damage.\n\nWhile within 60 feet of an uncontrolled _sphere of annihilation_, you can use an action to make a DC 25 Intelligence (Arcana) check and take control of it. On a success, the sphere moves in the direction of your choice a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you instead. \n\nIf a sphere is controlled by another creature, you may wrest away control by using an action and making an Intelligence (Arcana) check opposed by the controlling creature. On a success, you take control of the sphere and can utilize it as normal. \n\nA unique effect happens when a sphere comes into contact with a planar portal or extradimensional space (such as a _portable hole_ ). In the case of such an event, the Narrator rolls d100 to determine what happens next: on 1–50 the sphere is destroyed, on 51–85 the sphere simply moves through the portal or into the space, and on 86–100 a rift forms that pulls in all creatures and objects within 180 feet. Each object and creature, including the sphere, reappears in a random plane of existence. ", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sphere-of-annihilation", "name": "Sphere of Annihilation", "type": "Wondrous item", "desc": "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\n\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.\n\nThe sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.\n\nIf you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.\n\nIf the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.\n\n| d100 | Result |\n|--------|------------------------------------------------------------------------------------------------------------------------------------|\n| 01-50 | The sphere is destroyed. |\n| 51-85 | The sphere moves through the portal or into the extradimensional space. |\n| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |", "rarity": "legendary", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "spellguard-shield-a5e", "name": "Spellguard Shield", "type": "Armor", "desc": "While this heavy metal shield is equipped you have _advantage_ on _saving throws_ made against spells and magical effects, and spell attacks against you have _disadvantage_ .", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spellguard-shield", "name": "Spellguard Shield", "type": "Armor (shield)", "desc": "While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.", "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": "spellcasting-symphony-a5e", "name": "Spellcasting Symphony", "type": "Wondrous Item", "desc": "A noted bard created these flawless instruments to be exemplary examples of their kind. In addition to creating music of rare quality, they are able to cast spells as they are played as well as offering additional unique benefits.\n\nWhile attuned to one of these instruments, you gain an additional benefit and can use an action to cast one of the spells an instrument knows by playing it. Once you have done so, the instrument can not be used to cast that spell again until the next dawn.\n\nIf you are not a bard, when attempting to play one of these instruments you make a DC 14 Charisma _saving throw_ or take 3d6 psychic damage.\n\nWhen using one of these instruments to make a Performance check you gain an expertise die (1d8).\n\n__**Table: Spellcasting Symphony**__\n| **Instrument** | **Cost** | **Rarity** | **Spells** | **Other Benefits** |\n| -------------------- | --------- | ---------- | ------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------- |\n| _Harp of Harmony_ | 500 gp | Uncommon | __calm emotions , charm person , charm monster_ | Bonus action to gain _advantage_ on a Persuasion check once each dawn. |\n| _Defending Drum_ | 1,500 gp | Rare | __alter self , feather fall , misty step_ | +2 to AC. |\n| _Triangle of Terror_ | 4,500 gp | Rare | __fear , phantasmal killer_ | _Advantage_ on Intimidation checks. |\n| _Flute of the Wind_ | 10,000 gp | Very Rare | __fly , sleet storm , stone shape , wind wall_ | Bonus action to gain _advantage_ on a Survival check once each dawn. |\n| _Lute of Legends_ | 95,000 gp | Legendary | __conjure celestial , contact other plane , delayed blast fireball , greater invisibility_ | Single casting of __wish ._ |", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spell-scroll-a5e", "name": "Spell Scroll", "type": "Scroll", "desc": "A spell scroll bears a sealed spell within. If the spell is on your class’ spell list, you can use the scroll to cast the spell (taking the spell’s normal casting time) without the need for material components. Otherwise the _spell scroll_ is unreadable to you. If you are interrupted while using the scroll, you may attempt to use it again. Once the spell within a scroll has been cast, the scroll crumbles away. \n\nTo use a _spell scroll_ of a higher spell level than you are able to cast, you must succeed on _spellcasting_ ability check (DC 10 + the spell’s level). On a failure, the magical energy within is expended with no effect, leaving behind a blank piece of parchment. \n\nA wizard may use a _spell scroll_ to copy the spell stored within to their spellbook by making an Intelligence (Arcana) check (DC 10 + the spell’s level). Whether the check succeeds or not, the attempt destroys the _spell scroll_. \n\nThe level of the spell stored within a scroll determines the _saving throw_ DC, _attack bonus_ , crafting components, cost, and rarity as per Table: Spell Scrolls. The costs of a _spell scroll_ are in addition to any material components, which are required (and if necessary also consumed) when it is made.\n\n__Table: Spell Scrolls__\n| **Spell Level** | **Rarity** | **Save DC** | **Attack Bonus** | **Cost** | **Crafting Components** |\n| --------------- | ---------- | ----------- | ---------------- | --------- | -------------------------------------- |\n| Cantrip | Common | 13 | 5 | 10 gp | Magical inks |\n| 1st | Common | 13 | 5 | 25gp | Magical inks |\n| 2nd | Common | 13 | 5 | 75gp | Magical inks |\n| 3rd | Uncommon | 15 | 7 | 175gp | Dire wolf hide |\n| 4th | Uncommon | 15 | 7 | 500gp | Dire wolf hide |\n| 5th | Rare | 17 | 9 | 1,250 gp | Parchment infused with planar energy |\n| 6th | Rare | 17 | 9 | 3,000 gp | Parchment infused with planar energy |\n| 7th | Very Rare | 18 | 10 | 8,000 gp | Blank pages from a _lich’s_ spellbook |\n| 8th | Very Rare | 18 | 10 | 20,000 gp | Blank pages from a _lich’s_ spellbook |\n| 9th | Legendary | 19 | 11 | 55,000 gp | Parchment made from a dragon’s hide |", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spell-scroll", "name": "Spell Scroll", "type": "Scroll", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip | Common | 13 | +5 |\n| 1st | Common | 13 | +5 |\n| 2nd | Uncommon | 13 | +5 |\n| 3rd | Uncommon | 15 | +7 |\n| 4th | Rare | 15 | +7 |\n| 5th | Rare | 17 | +9 |\n| 6th | Very rare | 17 | +9 |\n| 7th | Very rare | 18 | +10 |\n| 8th | Very rare | 18 | +10 |\n| 9th | Legendary | 19 | +11 |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "rarity": "varies", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "spell-disruptor-horn", "name": "Spell Disruptor Horn", "type": "Wondrous item", "desc": "This horn is carved with images of a Spellhound (see Tome of Beasts 2) and invokes the antimagic properties of the hound's howl. You use an action to blow this horn, which emits a high-pitched, multiphonic sound that disrupts all magical effects within 30 feet of you. Any spell of 3rd level or lower in the area ends. For each spell of 4th-level or higher in the area, the horn makes a check with a +3 bonus. The DC equals 10 + the spell's level. On a success, the spell ends. In addition, each spellcaster within 30 feet of you and that can hear the horn must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. Once used, the horn 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": "spectral-camera-a5e", "name": "Spectral Camera", "type": "Wondrous Item", "desc": "Favored by those who deal with hauntings, a spectral camera can capture the image of spirits on film. Any creature with incorporeal movement or on the Ethereal Plane (visible or not) that passes in front of the camera’s open aperture (up to 30 feet away) will trigger the camera to immediately take a monochrome picture. This has no effect on creatures affected by an _invisibility_ spell. You can also take a picture manually as a reaction. Once a picture is taken, you must spend an action to prepare the camera for another.\n\nUnlike physical objects, incorporeal beings do not need to stay still to appear on the resulting photo, though the entire process takes 1 minute to complete. Such photos do not need to be developed and show ghostly subjects in crisp detail, while all mundane aspects (chairs, corporeal creatures, etc.) are at best mildly blurry.\n\nEach picture taken with a spectral camera costs 2 gp in materials, which are significantly rarer than those for a mundane photograph. (300 gp, 15 lbs.)", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spectral-blade", "name": "Spectral Blade", "type": "Weapon", "desc": "This blade seems to flicker in and out of existence but always strikes true. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can choose for its attacks to deal force damage instead of piercing damage. As an action while holding this sword or as a reaction when you deal damage to a creature with it, you can turn incorporeal until the start of your next turn. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.", "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": "spearbiter", "name": "Spearbiter", "type": "Armor", "desc": "The front of this shield is fashioned in the shape of a snarling wolf ’s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker’s weapon, the wolf ’s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker’s attack roll against you, the attacker’s attack misses you. You can’t use this property of the shield again until the next dawn. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf ’s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf ’s head to snap at the attacker’s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield.", "rarity": "varies", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "spear-of-the-western-whale", "name": "Spear of the Western Whale", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Fashioned in the style of a whaling spear, this long, barbed weapon is made from bone and heavy, yet pliant, ash wood. Its point is lined with decorative engravings of fish, clam shells, and waves. While you carry this spear, you have advantage on any Wisdom (Survival) checks to acquire food via fishing, and you have advantage on all Strength (Athletics) checks to swim. When set on the ground, the spear always spins to point west. When thrown in a westerly direction, the spear deals an extra 2d6 cold damage to the target.", "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": "spear-of-the-stilled-heart", "name": "Spear of the Stilled Heart", "type": "Weapon", "desc": "This rowan wood spear has a thick knot in the center of the haft that uncannily resembles a petrified human heart. When you hit with an attack using this magic spear, the target takes an extra 1d6 necrotic damage. The spear has 3 charges, and it regains all expended charges daily at dusk. When you hit a creature with an attack using it, you can expend 1 charge to deal an extra 3d6 necrotic damage to the target. You regain hit points equal to the necrotic damage dealt.", "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": "spear-of-the-north", "name": "Spear of the North", "type": "Weapon", "desc": "This spear has an ivory haft, and tiny snowflakes occasionally fall from its tip. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic spear, the target takes an extra 1d6 cold damage. You can use an action to transform the spear into a pair of snow skis. While wearing the snow skis, you have a walking speed of 40 feet when you walk across snow or ice, and you can walk across icy surfaces without needing to make an ability check. You can use a bonus action to transform the skis back into the spear. While the spear is transformed into a pair of skis, you can't make attacks with it.", "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": "sovereign-glue-a5e", "name": "Sovereign Glue", "type": "Wondrous Item", "desc": "This alabaster liquid adhesive permanently joins together any two objects. When found the bottle has 1d6 + 1 ounces of adhesive inside. \n\nYou may use one ounce to cover a 1-foot square surface which. After 1 minute passes the _sovereign glue_ sets and the bond cannot be broken without using _universal solvent , oil of etherealness_ , or a __wish_ spell.", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sovereign-glue", "name": "Sovereign Glue", "type": "Wondrous item", "desc": "This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _oil of slipperiness._ When found, a container contains 1d6 + 1 ounces.\n\nOne ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of _universal solvent_ or _oil of etherealness_, or with a _wish_ spell.", "rarity": "legendary", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "soulbound-wraps", "name": "Soulbound Wraps", "type": "Wondrous item", "desc": "These cloth hand wraps are embroidered with symbols of balance and meditation. When you hit a creature with an unarmed strike while wearing these wraps, you can choose to reduce the damage you deal by up to 10, pulling some of the energy of the hit back into you through the wraps. You regain 1 ki point for every 10 damage you choose not to deal to a creature you hit. Once you regain a number of ki points equal to half your proficiency bonus, the wraps unravel and can’t be worn again until the next dawn.", "rarity": "rare", "requires_attunement": "requires attunement by a monk", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "soul-jug", "name": "Soul Jug", "type": "Wondrous item", "desc": "If you unstopper the jug, your soul enters it. This works like the magic jar spell, except it has a duration of 9 hours and the jug acts as the gem. The jug must remain unstoppered for you to move your soul to a nearby body, back to the jug, or back to your own body. Possessing a target is an action, and your target can foil the attempt by succeeding on a DC 17 Charisma saving throw. Only one soul can be in the jug at a time. If a soul is in the jug when the duration ends, the jug shatters.", "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": "soul-bond-chalice", "name": "Soul Bond Chalice", "type": "Wondrous item", "desc": "The broad, shallow bowl of this silver chalice rests in the outstretched wings of the raven figure that serves as the chalice's stem. The raven's talons, perched on a branch, serve as the chalice's base. A pair of interlocking gold rings adorn the sides of the bowl. As a 1-minute ritual, you and another creature that isn't a construct or undead and that has an Intelligence of 6 or higher can fill the chalice with wine and mix in three drops of blood from each of you. You and the other participant can then drink from the chalice, mingling your spirits and creating a magical connection between you. This connection is unaffected by distance, though it ceases to function if you aren't on the same plane of existence. The bond lasts until one or both of you end it of your own free will (no action required), one or both of you use the chalice to bond with another creature, or one of you dies. You and your bonded partner each gain the following benefits: - You are proficient in each saving throw that your bonded partner is proficient in.\n- If you are within 5 feet of your bonded partner and you fail a saving throw, your bonded partner can make the saving throw as well. If your bonded partner succeeds, you can choose to succeed on the saving throw that you failed.\n- You can use a bonus action to concentrate on the magical bond between you to determine your bonded partner's status. You become aware of the direction and distance to your bonded partner, whether they are unharmed or wounded, any conditions that may be currently affecting them, and whether or not they are afflicted with an addiction, curse, or disease. If you can see your bonded partner, you automatically know this information just by looking at them.\n- If your bonded partner is wounded, you can use a bonus action to take 4d8 slashing damage, healing your bonded partner for the same amount. If your bonded partner is reduced to 0 hit points, you can do this as a reaction.\n- If you are under the effects of a spell that has a duration but doesn't require concentration, you can use an action to touch your bonded partner to share the effects of the spell with them, splitting the remaining duration (rounded down) between you. For example, if you are affected by the mage armor spell and it has 4 hours remaining, you can use an action to touch your bonded partner to give them the benefits of the mage armor spell, reducing the duration to 2 hours on each of you.\n- If your bonded partner dies, you must make a DC 15 Constitution saving throw. On a failure, you drop to 0 hit points. On a success, you are stunned until the end of your next turn by the shock of the bond suddenly being broken. Once the chalice has been used to bond two creatures, it can't be used again until 7 days have passed.", "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": "sonic-staff-a5e", "name": "Sonic Staff", "type": "Weapon", "desc": "This metal polearm has complex flanged baffles along its haft and ends with a faintly glowing two-tined cap not unlike a tuning fork. When struck it reverberates near-deafeningly and by adjusting its components you can tune it to the destructive resonance of an object.\n\nYou have a +1 bonus to _attack and damage rolls_ made with this magic weapon. It constantly emits a high-pitched whine that is uncomfortable to animals. Animals do not willingly approach within 10 feet of the staff without a successful DC 22 Animal Handling check. \n\nAttacks with this weapon deal double damage against doors and other objects.\n\nOnce per day, you can use an action to slam it against the ground and generate a wave of thunder and force, either in a 10-foot radius or 30-foot cone. Creatures in the area take 3d6 thunder damage and are pushed 15 feet away. This effect cannot penetrate a _silence_ spell (or any similar magical silence effect).", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "song-saddle-of-the-khan", "name": "Song-Saddle of the Khan", "type": "Wondrous item", "desc": "Made from enchanted leather and decorated with songs lyrics written in calligraphy, this well-crafted saddle is enchanted with the impossible speed of a great horseman. While this saddle is attached to a horse, that horse's speed is increased by 10 feet. In addition, the horse can Disengage as a bonus action.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "somnambulatory-brew-a5e", "name": "Somnambulatory Brew", "type": "Potion", "desc": "This concoction looks, smells, and tastes like water. An _identify_ spell reveals that it is imbued with enchantment magic but nothing else.\n\nIf you drink it, 1 minute later you must succeed on a DC 16 Constitution _saving throw_ or fall _unconscious_ for 1d4 hours. You remain unconscious until you take damage, or until a creature uses an action to shake or slap you awake.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "soldras-staff", "name": "Soldra's Staff", "type": "Staff", "desc": "Crafted by a skilled wizard and meant to be a spellcaster's last defense, this staff is 5 feet long, made of yew wood that curves at its top, is iron shod at its mid-section, and capped with a silver dragon's claw that holds a lustrous, though rough and uneven, black pearl. When you make an attack with this staff, it howls and whistles hauntingly like the wind. When you cast a spell from this staff, it chirps like insects on a hot summer night. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. It has 3 charges. 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: faerie fire (1 charge) or gust of wind (2 charges). The staff regains 1d3 expended charges daily at dawn. Once daily, it can regain 1 expended charge by exposing the staff 's pearl to moonlight for 1 minute.", "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": "snake-eye-bones-a5e", "name": "Snake-Eye Bones", "type": "Wondrous Item", "desc": "Every trip to sea can become boring and one of the best ways to whittle away at the time—besides drinking rum—is to engage in a game of bones. Not every sailor on the high seas is honest and these dice were crafted with the devious amongst them in mind. Each four-sided die is made from bleached white whale bone and inlaid with jet-black markings. No matter how many times they are thrown or the number of ship hulls they strike, the dice never nick or scuff, and their markings do not fade. \n\nThe dice have 2 charges and regain 1 charge each dawn. When you speak the command word as a bonus action as the dice are being rolled, their results come up as double ones (or snake-eyes). If you expend the last charge, roll a d20\\. On a result of 5 or less, the dice will roll up as double ones but both dice then crack in half rendering them useless.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "snake-basket", "name": "Snake Basket", "type": "Wondrous item", "desc": "The bowl of this simple, woven basket has hig-sloped sides, making it almost spherical. A matching woven lid sits on top of it, and leather straps secure the lid through loops on the base. The basket can hold up to 10 pounds. As an action, you can speak the command word and remove the lid to summon a swarm of poisonous snakes. You can't summon the snakes if items are in the basket. The snakes return to the basket, vanishing, after 1 minute or when the swarm is reduced to 0 hit points. If the basket is unavailable or otherwise destroyed, the snakes instead dissipate into a fine sand. The swarm is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the swarm moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the swarm acts in a fashion appropriate to its nature. Once the basket has been used to summon a swarm of poisonous snakes, it can't be used in 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": "smugglers-coat", "name": "Smuggler's Coat", "type": "Wondrous item", "desc": "When you attune yourself to this coat, it conforms to you in a color and style of your choice. It has no visible pockets, but they appear if you place your hands against the side of the coat and expect pockets. Once your hand is withdrawn, the pockets vanish and take anything placed in them to an extradimensional space. The coat can hold up to 40 pounds of material in up to 10 different extradimensional pockets. Nothing can be placed inside the coat that won't fit in a pocket. Retrieving an item from a pocket requires you to use an action. When you reach into the coat for a specific item, the correct pocket always appears with the desired item magically on top. As a bonus action, you can force the pockets to become visible on the coat. While you maintain concentration, the coat displays its four outer pockets, two on each side, four inner pockets, and two pockets on each sleeve. While the pockets are visible, any creature you allow can store or retrieve an item as an action. If the coat is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. Placing the coat inside an extradimensional space, such as a bag of holding, instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", "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": "smugglers-bag", "name": "Smuggler's Bag", "type": "Wondrous item", "desc": "This leather-bottomed, draw-string canvas bag appears to be a sturdy version of a common sack. If you use an action to speak the command word while holding the bag, all the contents within shift into an extradimensional space, leaving the bag empty. The bag can then be filled with other items. If you speak the command word again, the bag's current contents transfer into the extradimensional space, and the items in the extradimensional space transfer to the bag. The extradimensional space and the bag itself can each hold up to 1 cubic foot of items or 30 pounds of gear.", "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": "smoking-plate-of-heithmir", "name": "Smoking Plate of Heithmir", "type": "Armor", "desc": "This armor is soot-colored plate with grim dwarf visages on the pauldrons. The pauldrons emit curling smoke and are warm to the touch. You gain a +3 bonus to AC and are resistant to cold damage while wearing this armor. In addition, when you are struck by an attack while wearing this armor, you can use a reaction to fill a 30-foot cone in front of you with dense smoke. The smoke spreads around corners, and its area is heavily obscured. Each creature in the smoke when it appears and each creature that ends its turn in the smoke must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. A wind of at least 20 miles per hour disperses the smoke. Otherwise, the smoke lasts for 5 minutes. Once used, this property of the armor can't be used again until the next dawn.", "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": "slipshod-hammer", "name": "Slipshod Hammer", "type": "Weapon", "desc": "This large smith's hammer appears well-used and rough in make and maintenance. If you use this hammer as part of a set of smith's tools, you can repair metal items in half the time, but the appearance of the item is always sloppy and haphazard. When you roll a 20 on an attack roll made with this magic weapon against a target wearing metal armor, the target's armor is partly damaged and takes a permanent and cumulative –2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.", "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": "slippers-of-the-cat", "name": "Slippers of the Cat", "type": "Wondrous item", "desc": "While you wear these fine, black cloth slippers, you have advantage on Dexterity (Acrobatics) checks to keep your balance. When you fall while wearing these slippers, you land on your feet, and if you succeed on a DC 13 Dexterity saving throw, you take only half the falling damage.", "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": "slippers-of-spider-climbing-a5e", "name": "Slippers of Spider Climbing", "type": "Wondrous Item", "desc": "While you are wearing these shoes, you can move on walls and upside down on ceilings without the use of your hands, gaining a climb speed equal to your Speed. The shoes cannot be used on slippery surfaces.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "slippers-of-spider-climbing", "name": "Slippers of Spider Climbing", "type": "Wondrous item", "desc": "While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.", "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": "sling-stone-of-screeching", "name": "Sling Stone of Screeching", "type": "Ammunition", "desc": "This sling stone is carved with an open mouth that screams in hellish torment when hurled with a sling. Typically, 1d4 + 1 sling stones of screeching are found together. When you fire the stone from a sling, it changes into a screaming bolt, forming a line 5 feet wide that extends out from you to a target within 30 feet. Each creature in the line excluding you and the target must make a DC 13 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Make a ranged weapon attack against the target. On a hit, the target takes damage from the sling stone plus 3d8 thunder damage and is knocked prone. Once a sling stone of screeching has dealt its damage to a creature, it becomes a nonmagical sling stone.", "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": "slimeblade", "name": "Slimeblade", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", "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": "slick-cuirass", "name": "Slick Cuirass", "type": "Armor", "desc": "This suit of leather armor has a shiny, greasy look to it. While wearing the armor, you have advantage on ability checks and saving throws made to escape a grapple. In addition, while squeezing through a smaller space, you don't have disadvantage on attack rolls and Dexterity saving throws.", "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": "sleep-pellet", "name": "Sleep Pellet", "type": "Wondrous item", "desc": "This small brass pellet measures 1/2 of an inch in diameter. Typically, 1d6 + 4 sleep pellets are found together. You can use the pellet as a sling bullet and shoot it at a creature using a sling. On a hit, the pellet is destroyed, and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. Alternatively, you can use an action to swallow the pellet harmlessly. Once before 1 minute has passed, you can use an action to exhale a cloud of sleeping gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. An unconscious creature awakens if it takes damage or if another creature uses an action to wake it.", "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": "slatelight-ring", "name": "Slatelight Ring", "type": "Ring", "desc": "This decorated thick gold band is adorned with a single polished piece of slate. While wearing this ring, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing this ring increases its range by 60 feet. In addition, you can use an action to cast the faerie fire spell (DC 15) from it. The ring can't be used this way again until the next dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "skywing-a5e", "name": "Skywing", "type": "Wondrous Item", "desc": "Folding into a specially designed backpack, a _skywing_ is part mechanical, part magical, and you can gain proficiency with it as though it were a tool. The apparatus can be deployed as a bonus action and gives you a glide speed of 20 feet, but reduces your walking speed by half. Gliding allows you to move horizontally 1 foot for every 1 foot it descends, falling if you move less than 5 feet each turn. In addition, you can spend an action to make a Dexterity check. On a success, you gain 5 feet of height. The DC of this check is set by the Narrator based on the weather conditions.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" } ] }{ "count": 1618, "next": "