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=8
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-slug&page=9", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=-slug&page=7", "results": [ { "slug": "skysail", "name": "Skysail", "type": "Wondrous item", "desc": "These bat-like wings affixed to a pole are constructed out of either bone and leather or wood and cloth. While these wings are opened and the rung of the pole stepped into, you can use an action to cast _levitate_ on yourself at will.\nAdditionally, you can use an action to cast _fly_ on yourself for up to 1 minute (no concentration required). The _fly_ spell ends if you lose physical contact with the skysail. You cannot use this ability again until you complete a long rest, or you (and the Skysail) are immersed in extremely powerful air elemental magic, such as within the Elemental Plane of Air. When not in use, these wings can be easily folded together and worn beneath a cloak, and the pole used as a quarterstaff.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "taldorei", "document__title": "Critical Role: Tal’Dorei Campaign Setting", "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/" }, { "slug": "skullcap-of-deep-wisdom", "name": "Skullcap of Deep Wisdom", "type": "Wondrous item", "desc": "TThis scholar’s cap is covered in bright stitched runes, and the interior is rough, like bark or sharkskin. This cap has 9 charges. It regains 1d8 + 1 expended charges daily at midnight. While wearing it, you can use an action and expend 1 or more of its charges to cast one of the following spells, using your spell save DC or save DC 15, whichever is higher: destructive resonance (2 charges), nether weapon (4 charges), protection from the void (1 charge), or void strike (3 charges). These spells are Void magic spells, which can be found in Deep Magic for 5th Edition. At the GM’s discretion, these spells can be replaced with other spells of similar levels and similarly related to darkness, destruction, or the Void. Dangers of the Void. The first time you cast a spell from the cap each day, your eyes shine with a sickly green light until you finish a long rest. If you spend at least 3 charges from the cap, a trickle of blood also seeps from beneath the cap until you finish a long rest. In addition, each time you cast a spell from the cap, you must succeed on a DC 12 Intelligence saving throw or your Intelligence is reduced by 2 until you finish a long rest. This DC increases by 1 for each charge you spent to cast the spell. Void Calls to Void. When you cast a spell from the cap while within 1 mile of a creature that understands Void Speech, the creature immediately knows your name, location, and general appearance.", "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": "skull-liqueur-a5e", "name": "Skull Liqueur", "type": "Potion", "desc": "This crystal phial appears empty unless it is agitated, which reveals that it is filled to the brim with a clear liqueur. Close examination reveals bubbles within the liquid that seem to be shaped like tiny skulls. Pouring the phial’s contents into the mouth of a dead creature animates it as if it were the target of a __speak with dead_ spell.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "skrivena-moc-whispering-blade-a5e", "name": "Skrivena Moc, Whispering Blade ", "type": "Weapon", "desc": "A huge red ruby is set into the pommel of this intricately filigreed golden longsword. The jewel shimmers and shines as the blade speaks in a voice that resonates with a deep and distant baritone. Without this illusion, a twisted demonic form is revealed: the blade is composed of a single sharpened tooth, what appears to be the hilt is instead a grotesque sucker-like mouth, and the ruby pommel is a figment covering a single great crimson eye that stares with fiendish intelligence.\n\nYou have a +3 bonus to attack and damage rolls made with this magic longsword. An intense burning heat radiates from the blade and it deals an extra 3d6 fire damage on a successful hit. \n\n_**Attached Properties.**_ While attached to _Skrivena Moc,_ you gain resistance to fire, proficiency with longswords, and after taking the Attack action on your turn you can use your reaction to make a melee weapon attack using it. However, the weapon forms a permanent bond with its wielder and cannot be put down or removed once wielded.\n\n_**Corruption.**_ At the end of each week that _Skrivena Moc_ is attached to you, your Charisma score is decreased by 1d4\\. When you have lost 6 or more Charisma in this way, raised black veins radiate out from the point of _Skrivena Moc’s_ attachment. This Charisma loss cannot be healed until _Skrivena Moc_ is no longer attached to you, at which point you recover 1 Charisma at the end of each long rest.\n\n_**Fiend Transformed.**_ This elegantly crafted longsword of filigreed gold whispers promises of greater treasures to come—yet those who wield it are doomed. In truth it is an imprisoned _balor_ reduced in power by potent enchantments, the elegant blade only an illusion. Any that dare grasp the infernal hilt know not their peril, unaware they are actually plunging their hand into a fiendish maw.\n\n_**Sentience.** Skrivena Moc_ is a sentient construct with Intelligence 20, Wisdom 16, and Charisma 22\\. It has hearing and truesight to a range of 120 feet. The longsword communicates with you telepathically and can speak and understand Abyssal, Common, and up to 3 other languages of the Narrator’s choice.\n\n_**Personality.**_ _Skrivena Moc_ needs a wielder to accomplish much of anything and it is a peerless manipulator. Wrathful and vindictive, the fiend blade sees those who carry it as insignificant and a means to an end. However it has been stuck in this form for centuries and has learned to maintain a helpful and subservient façade to better facilitate the careful orchestration of events whenever possible, only revealing its true intentions as a last resort. Once wielded, the fiend blade grabs hold and cannot be dropped. The demon makes hasty apologies for its “curse”, manipulating its wielder into serving its will—it acts as a powerful weapon but slowly drains away their vital essences until they die, all the while using them to track down potential cures for its transformation.\n\n**Forgotten Fiend**\n\nLong ago Skrivena Moc was defeated by the great elven wizard Stariji. Rather than banish the demon and allow it to reform in the Abyss, the mage transformed the evil monster into something more useful: a sword to bestow upon her champions. It suffered for centuries as a tool of justice, made to forcefully cut down hundreds of fiends in the name of its most hated enemy. After nearly a millennium of belligerent service however, Stariji finally succumbed to her age and died peacefully in her bed. With the elven wizard and all her champions gone Skrivena Moc was left to molder deep within its cursed enemy’s home amongst other treasures—but as centuries passed it eventually was discovered and has escaped to wreak havoc on the world once more.\n\nSkrivena Moc constructs a web of lies, propping itself up as Stariji’s most trusted warrior who chose to serve the elven mage against evil even after death. It promises everything an adventurer could want and more if only they’ll wield it—and the demon keeps its promises, in a way. The fiend blade is powerful even in untrained hands, though it is also full of deception. Whatever lies and half-truths the sword produces, it has only one goal in mind: Skrivena Moc wishes to return to its true demonic form. Stariji’s old enchantment has weakened over the centuries and allowed for some of its fiendish essence to leach out, but it still cannot escape the mage’s trap. As it seems the old wizard never shared her techniques, Skrivena Moc must find her spellbook, the only known source that contains the techniques to restore its form. Even death cannot save it, as the mage ensured that it cannot be destroyed only to reform in the Abyss while in this cursed shape.\n\n**Skrivena Moc, Whispering Blade Challenge 4+**\n\n_Small fiend_ 1,100 XP+\n\n**Armor Class** 19 (natural armor)\n\n**Hit Points** 180 (19d6+114)\n\n**Speed** 0 ft.\n\n**STR DEX CON INT WIS CHA**\n\n26 (+8)15 (+2)22 (+6)20 (+5)16 (+3)22 (+6)\n\n**Proficiency** +3; **Maneuver DC** 19\n\n**Saving Throws** Con +8, Wis +5, Cha +8\n\n**Skills** Arcana +9, Deception +10, History +9, Insight +7, Intimidation +10, Investigation +9, Perception +7, Persuasion +10\n\n**Damage Resistances** cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons\n\n**Damage Immunities** fire, poison\n\n**Condition Immunities** _poisoned_ \n\n**Senses** truesight 120 ft., passive Perception 17\n\n**Languages** Abyssal, Common, telepathy 120 ft.\n\n_**Death Throes.**_ When Skrivena Moc dies it explodes and each creature within 30 feet of it must make a DC 21 Dexterity _saving throw_ , taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites unattended flammable objects in the area. Any creature currently attached to Skrivena Moc has _disadvantage_ on this save.\n\n_**Demonic Blade.**_ While Skrivena Moc is attached to a creature, the creature gains the attached template.\n\n_**Immobile.**_ Skrivena Moc has been magically forced into the form of a blade and is unable to move on its own. It is considered _restrained_ and automatically fails Strength and Dexterity checks and _saving throws_ .\n\n_**Magic Resistance**_. Skrivena Moc has _advantage_ on _saving throws_ against spells and other magical effects.\n\n**_Prized Glamer._** Skrivena Moc has an illusion around it that makes it look and feel like a golden longsword. Creatures who physically interact with the figment can determine that the sword is glamored with a DC 22 Arcana or Investigation check. Skrivena Moc can use a bonus action to activate or dismiss this illusion.\n\n_**Variable Challenge Rating.**_ Skrivena Moc’s CR is equal to its wielder’s level or CR (minimum CR 4).\n\nACTIONS\n\n**_Corrupting Siphon (Recharge 5–6)_**. The creature attached to Skrivena Moc makes a DC 19 Constitution _saving throw_ or reduces its Charisma by 2 (1d4). Skrivena Moc regains 1d8 hit points for each point of Charisma lost in this way. This Charisma loss cannot be healed until Skrivena Moc is no longer attached to the creature, at which point it recovers 1 Charisma at the end of each _long rest_ .\n\n_**Demonic Leeching (3/Day)**_. Skrivena Moc uses its natural resistances to filter out its wielder’s ailments, ending either the _poisoned_ condition or one nonmagical _disease_ afflicting the attached creature.\n\n_**Grip of Control.**_ The creature attached to Skrivena Moc makes a DC 19 Wisdom _saving throw_ or temporarily loses control to the fiend blade until the end of Skrivena Moc’s next turn (as __dominate person_ ).\n\n_**Trusty Blade**_. The creature attached to Skrivena Moc makes a DC 19 Charisma _saving throw_ or it is _charmed_ for the next hour. If the attached creature’s saving throw is successful, the creature is immune to this effect for the next 24 hours. \n\nREACTIONS\n\n_**Fiendish Attachment.**_ When a creature grasps Skrivena Moc’s hilt, it can use reaction to attach to the creature. Once attached, the creature cannot let go and is forced to wield Skrivena Moc with whatever limb it used to grab the hilt. Skrivena Moc can use an action to detach from a creature and otherwise detaches when it dies, the attached limb is severed, or if it is dealt 35 or more radiant damage in a single round.\n\n_**Justified Paranoia**_. Whenever Skrivena Moc hears its name mentioned or is otherwise suspicious of a creature, it can use its reaction to telepathically delve into the creature’s mind (as _detect thoughts_ ; save DC 19).", "rarity": "Legendary", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "skofnung-a5e", "name": "Skofnung", "type": "Weapon", "desc": "This greatsword is etched with scenes of heroic battle. While you are attuned to it, you gain the following benefits:\n\n* You gain a +3 bonus to _attack and damage rolls_ made with this magic sword.\n* Objects hit with this sword take the maximum damage the weapon’s damage dice can deal.\n* When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. The 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 Narrator. If the creature has no limb to sever, you lop off a portion of its body instead.\n* After a long rest, you gain temporary hit points equal to your Hit Dice\n\nSkofnung has 12 charges and regains 2d6 charges per week. As an action, you may expend 1 charge to summon a warrior spirit within 30 feet of you. It uses the statistics of a _champion warrior_ except they do not wear armor and possess the following additional abilities:\n\n_**Unarmored Defense.**_ The warrior’s AC equals 10 + their Dexterity modifier + their Constitution modifier (total of 18).\n\n_**Bloodied Frenzy.**_ While the warrior is _bloodied_ , they make all attacks with _advantage_ and all attacks against them are made with advantage.\n\nYou may also _concentrate_ for 1d4+1 rounds and expend 5 charges to summon a _berserker horde_ within 30 feet of you. Any creatures summoned by the sword obey your commands and remain for 1 hour or until they drop to 0 hit points.\n\n### Lore\n\nSkofnung was the blade of the legendary king Hrolf Kraki. It was renowned for its supernatural sharpness, the hardness of its steel, and for the fact it was imbued with the spirits of his 12 most faithful berserkers. It later showed up in multiple different sagas, usually as a result of some new hero plundering it from Hrolf’s tomb for one purpose or another.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "skipstone", "name": "Skipstone", "type": "Wondrous item", "desc": "This small bark-colored stone measures 3/4 of an inch in diameter and weighs 1 ounce. Typically, 1d4 + 1 skipstones are found together. You can use an action to throw the stone up to 60 feet. The stone crumbles to dust on impact and is destroyed. Each creature within a 5-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be thrown forward in time until the start of your next turn. Each creature disappears, during which time it can't act and is protected from all effects. At the start of your next turn, each creature reappears in the space it previously occupied or the nearest unoccupied space, and it is unaware that any time has passed.", "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": "skeleton-key-a5e", "name": "Skeleton Key", "type": "Wondrous Item", "desc": "This miniature skeleton holding a knife has been carved out of a human’s vertebrae. As an action, you can use the miniature knife to self-inflict 2d4 damage that ignores all resistances and immunities. When you do so, the skeleton animates and walks towards the nearest locked door or object within 10 feet, then plunges itself into the lock and makes a thieves’ tools check (it has a +10 bonus) to crack the lock. Whether successful or unsuccessful, the skeleton then walks back to you and returns to its inanimate state.\n\nAlternatively, you can use an action to cover the skeleton in blood. When you do so, the skeleton rushes to the nearest lock within 10 feet and unlocks it (as per the spell __knock_ ) before dissolving into red mist.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "skalds-harp", "name": "Skald's Harp", "type": "Wondrous item", "desc": "This ornate harp is fashioned from maple and engraved with heroic scenes of warriors battling trolls and dragons inlaid in bone. The harp is strung with fine silver wire and produces a sharp yet sweet sound. You must be proficient with stringed instruments to use this harp. When you play the harp, its music enhances some of your bard class features. Song of Rest. When you play this harp as part of your Song of Rest performance, each creature that spends one or more Hit Dice during the short rest gains 10 temporary hit points at the end of the short rest. The temporary hit points last for 1 hour. Countercharm. When you play this harp as part of your Countercharm performance, you and any friendly creatures within 30 feet of you also have resistance to thunder damage and have advantage on saving throws against being paralyzed. When this property has been used for a total of 10 minutes, this property 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": "sinners-ashes-a5e", "name": "Sinner’s Ashes", "type": "Wondrous Item", "desc": "This small stark urn contains the ashen remains of an unholy humanoid. As an action, you can throw the urn up to 30 feet away where it shatters and produces a 20-foot radius black cloud of ash. This area is _heavily obscured_ and any creature that ends its turn within the area must make a DC 13 Constitution _saving throw_ or take 2d4 necrotic damage. This ash cloud remains for 1 minute, until a moderate wind (at least 10 miles per hour) disperses the cloud in 4 rounds, or until a strong wind (20 or more miles per hour) disperses it in 1 round.\n\nAlternatively, the ashes can be used as an ingestible poison. The urn contains enough ashes for a single dose, and any celestial that consumes them must make a DC 16 Constitution _saving throw_ , taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "silvered-oar", "name": "Silvered Oar", "type": "Wondrous item", "desc": "This is a 6-foot-long birch wood oar with leaves and branches carved into its length. The grooves of the carvings are filled with silver, which glows softly when it is outdoors at night. You can activate the oar as an action to have it row a boat unassisted, obeying your mental commands. You can instruct it to row to a destination familiar to you, allowing you to rest while it performs its task. While rowing, it avoids contact with objects on the boat, but it can be grabbed and stopped by anyone at any time. The oar can move a total weight of 2,000 pounds at a speed of 3 miles per hour. It floats back to your hand if the weight of the craft, crew, and carried goods exceeds that weight.", "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": "silver-string", "name": "Silver String", "type": "Wondrous item", "desc": "These silver wires magically adjust to fit any stringed instrument, making its sound richer and more melodious. You have advantage on Charisma (Performance) checks made when playing the instrument.", "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": "signet-of-the-magister", "name": "Signet of the Magister", "type": "Ring", "desc": "This heavy, gold ring is set with a round piece of carnelian, which is engraved with the symbol of an eagle perched upon a crown. While wearing the ring, you have advantage on saving throws against enchantment spells and effects. You can use an action to touch the ring to a creature—requiring a melee attack roll unless the creature is willing or incapacitated—and magically brand it with the ring’s crest. When a branded creature harms you, it takes 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn. On a success, a creature is immune to this property of the ring for the next 24 hours, but the brand remains until removed. You can remove the brand as an action. The remove curse spell also removes the brand. Once you brand a creature, you can’t brand another creature until the next dawn. Instruments of Law. If you are also attuned to and wearing a Justicar’s mask (see page 149), you can cast the locate creature to detect a branded creature at will from the ring. If you are also attuned to and carrying a rod of the disciplinarian (see page 83), the psychic damage from the brand increases to 3d6 and the save DC increases to 16.", "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": "signaling-compass", "name": "Signaling Compass", "type": "Wondrous item", "desc": "The exterior of this clamshell metal case features a polished, mirror-like surface on one side and an ornate filigree on the other. Inside is a magnetic compass. While the case is closed, you can use an action to speak the command word and project a harmless beam of light up to 1 mile. As an action while holding the compass, you can flash a concentrated beam of light at a creature you can see within 60 feet of you. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The compass can't be used this way again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "signaling-ammunition", "name": "Signaling Ammunition", "type": "Weapon", "desc": "This magic ammunition creates a trail of light behind it as it flies through the air. If the ammunition flies through the air and doesn't hit a creature, it releases a burst of light that can be seen for up to 1 mile. If the ammunition hits a creature, the creature must succeed on a DC 13 Dexterity saving throw or be outlined in golden light until the end of its next turn. While the creature is outlined in light, it can't benefit from being invisible and any attack against it has advantage if the attacker can see the outlined creature.", "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": "signal-rings-a5e", "name": "Signal Rings", "type": "Wondrous Item", "desc": "These rings come as a set of matched golden bands with a green enamel inlay. As an action, the wearer of one can rotate the inlay a full turn, at which point it turns to red. When one ring changes color, the other one does as well, regardless of its location.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "siege-arrow", "name": "Siege Arrow", "type": "Ammunition", "desc": "This magic arrow's tip is enchanted to soften stone and warp wood. When this arrow hits an object or structure, it deals double damage then becomes a nonmagical arrow.", "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": "sickle-of-thorns", "name": "Sickle of Thorns", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can swing the sickle to cut nonmagical vegetation up to 60 feet away from you. Each cut is a separate action with one action equaling one swing of your arm. Thus, you can lead a party through a jungle or briar thicket at a normal pace, simply swinging the sickle back and forth ahead of you to clear the path. It can't be used to cut trunks of saplings larger than 1 inch in diameter. It also can't cut through unliving wood (such as a door or wall). When you hit a plant creature with a melee attack with this weapon, that target takes an extra 1d6 slashing damage. This weapon can make very precise cuts, such as to cut fruit or flowers high up in a tree without damaging the tree.", "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": "shrutinandan-sitar", "name": "Shrutinandan Sitar", "type": "Wondrous item", "desc": "An exquisite masterpiece of craftsmanship, this instrument is named for a prestigious musical academy. You must be proficient with stringed instruments to use this instrument. A creature that plays the instrument without being proficient with stringed instruments must succeed on a DC 17 Wisdom saving throw or take 2d6 psychic damage. The exquisite sounds of this sitar are known to weaken the power of demons. Each creature that can hear you playing this sitar has advantage on saving throws against the spells and special abilities of demons. Spells. You can use an action to play the sitar and cast one of the following spells from it, using your spell save DC and spellcasting ability: create food and water, fly, insect plague, invisibility, levitate, protection from evil and good, or reincarnate. Once the sitar has been used to cast a spell, you can’t use it to cast that spell again until the next dawn. Summon. If you spend 1 minute playing the sitar, you can summon animals to fight by your side. This works like the conjure animals spell, except you can summon only 1 elephant, 1d2 tigers, or 2d4 wolves.", "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": "shoulder-dragon-brooch-a5e", "name": "Shoulder Dragon Brooch", "type": "Wondrous Item", "desc": "Once attuned to this intricate golden brooch, you can imagine up to one dragon of your choice and a Tiny-sized illusion of it appears on your shoulders. The dragon looks lifelike and it occasionally flies, snaps at insects, and generally behaves in a dragon-like way. This illusion does not hold up to physical scrutiny and any creature who physically interacts with the dragon sees through the illusion with a successful DC 12 Investigation check. You can use a bonus action to dismiss the illusion.\n\nAs a bonus action, you can have your dragon illusion attack a creature within 5 feet of you. That creature must make a DC 12 Dexterity _saving throw_ , taking 1d4 damage of a type of your choice (fire, lightning, cold, or acid) on a failed save or half as much on a successful one. Once you have used this feature, it cannot be used again for 24 hours.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "shoes-of-the-shingled-canopy", "name": "Shoes of the Shingled Canopy", "type": "Wondrous item", "desc": "These well-made, black leather shoes have brass buckles shaped like chimneys. While wearing the shoes, you have proficiency in the Acrobatics skill. In addition, while falling, you can use a reaction to cast the feather fall spell by holding your nose. The shoes can't be used this way again until the next dusk.", "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": "shimmer-ring", "name": "Shimmer Ring", "type": "Ring", "desc": "This ring is crafted of silver with an inlay of mother-of-pearl. While wearing the ring, you can use an action to speak a command word and cause the ring to shed white and sparkling bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to repeat the command word. The ring has 6 charges for the following properties. It regains 1d6 charges daily at dawn. Bestow Shimmer. While wearing the ring, you can use a bonus action to expend 1 of its charges to charge a weapon you wield with silvery energy until the start of your next turn. When you hit with an attack using the charged weapon, the target takes an extra 1d6 radiant damage. Shimmering Aura. While wearing the ring, you can use an action to expend 1 of its charges to surround yourself with a silvery, shimmering aura of light for 1 minute. This bright light extends from you in a 5-foot radius and is sunlight. While you are surrounded in this light, you have resistance to radiant damage. Shimmering Bolt. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a bolt of silvery light and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 radiant damage for each charge you expend.", "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": "shifting-shirt", "name": "Shifting Shirt", "type": "Wondrous item", "desc": "This nondescript, smock-like garment changes its appearance on command. While wearing this shirt, you can use a bonus action to speak the shirt's command word and cause it to assume the appearance of a different set of clothing. You decide what it looks like, including color, style, and accessories—from filthy beggar's clothes to glittering court attire. The illusory appearance lasts until you use this property again or remove the shirt.", "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": "shield-of-the-fallen", "name": "Shield of the Fallen", "type": "Armor", "desc": "Your allies can use this shield to move you when you aren't capable of moving. If you are paralyzed, petrified, or unconscious, and a creature lays you on this shield, the shield rises up under you, bearing you and anything you currently wear or carry. The shield then follows the creature that laid you on the shield for up to 1 hour before gently lowering to the ground. This property otherwise works like the floating disk spell. Once used, the shield can't be used this way again for 1d12 hours.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "shield-of-missile-reversal", "name": "Shield of Missile Reversal", "type": "Armor", "desc": "While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you would be struck by a ranged attack, you can use a reaction to cause the outer surface of the shield to emit a flash of magical energy, sending the missile hurtling back at your attacker. Make a ranged weapon attack roll against your attacker using the attacker's bonuses on the roll. If the attack hits, roll damage as normal, using the attacker's bonuses.", "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": "shield-of-missile-attraction-a5e", "name": "Shield of Missile Attraction", "type": "Armor", "desc": "While wearing this shield you have resistance to damage from ranged weapon attacks.\n\n**Curse.** Whenever a ranged weapon attack is made against a target within 10 feet of you, you become the target instead. Removing the shield does not stop the curse.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "shield-of-missile-attraction", "name": "Shield of Missile Attraction", "type": "Armor (shield)", "desc": "While holding this shield, you have resistance to damage from ranged weapon attacks.\n\n**_Curse_**. This shield is cursed. Attuning to it curses you until you are targeted by the _remove curse_ spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.", "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": "shield-of-gnawing", "name": "Shield of Gnawing", "type": "Armor", "desc": "The wooden rim of this battered oak shield is covered in bite marks. While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you can use the Shove action as a bonus action while raging.", "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": "shield-3-a5e", "name": "Shield +3", "type": "Armor", "desc": "This shield’s bonus to your Armor Class increases by +3.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "shield-2-a5e", "name": "Shield +2", "type": "Armor", "desc": "This shield’s bonus to your Armor Class increases by +2", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "shield-1-a5e", "name": "Shield +1", "type": "Armor", "desc": "This shield’s bonus to your Armor Class increases by +1 ", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "shepherds-flail", "name": "Shepherd's Flail", "type": "Weapon", "desc": "The handle of this simple flail is made of smooth lotus wood. The three threshers are made of carved and painted wooden beads. You gain a + 1 bonus to attack and damage rolls made with this magic weapon. True Authority (Requires Attunement). You must be attuned to a crook of the flock (see page 72) to attune to this weapon. The attunement ends if you are no longer attuned to the crook. While you are attuned to this weapon and holding it, your Charisma score increases by 4 and can exceed 20, but not 30. When you hit a beast with this weapon, the beast takes an extra 3d6 bludgeoning damage. For the purpose of this weapon, “beast” refers to any creature with the beast type. The flail also has 5 charges. When you reduce a humanoid to 0 hit points with an attack from this weapon, you can expend 1 charge. If you do so, the humanoid stabilizes, regains 1 hit point, and is charmed by you for 24 hours. While charmed in this way, the humanoid regards you as its trusted leader, but it otherwise retains its statistics and regains hit points as normal. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. The flail regains 1d4 + 1 expended charges daily at 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": "sheeshah-of-revelations", "name": "Sheeshah of Revelations", "type": "Wondrous item", "desc": "This finely crafted water pipe is made from silver and glass. Its vase is etched with arcane symbols. When you spend 1 minute using the sheeshah to smoke normal or flavored tobacco, you enter a dreamlike state and are granted a cryptic or surreal vision giving you insight into your current quest or a significant event in your near future. This effect works like the divination spell. Once used, you can't use the sheeshah in this way again until 7 days have passed or until the events hinted at in your vision have come to pass, whichever happens first.", "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": "shattershot-arrow", "name": "Shattershot Arrow", "type": "Weapon (arrow)", "desc": "When you hit a creature with this weapon, the target takes an extra 3d6 thunder damage as the arrow releases a sudden, loud ringing. Each creature made of inorganic material such as stone, crystal, or metal that is within 10 feet of the target must make a DC 13 Constitution saving throw, taking 3d6 thunder damage on a failed save, or half as much damage on a successful one. A nonmagical object that isn’t being worn or carried also takes the damage if it’s within 10 feet of the target.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "sharkskin-vest", "name": "Sharkskin Vest", "type": "Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC, and you have advantage on Strength (Athletics) checks made to swim. While wearing this armor underwater, you can use an action to cast polymorph on yourself, transforming into a reef shark. While you are in the form of the reef shark, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can't be used this way again until the next dawn.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "shark-tooth-crown", "name": "Shark Tooth Crown", "type": "Wondrous item", "desc": "Shark's teeth of varying sizes adorn this simple leather headband. The teeth pile one atop the other in a jumble of sharp points and flat sides. Three particularly large teeth are stained with crimson dye. The teeth move slightly of their own accord when you are within 1 mile of a large body of saltwater. The effect is one of snapping and clacking, producing a sound not unlike a crab's claw. While wearing this headband, you have advantage on Wisdom (Survival) checks to find your way when in a large body of saltwater or pilot a vessel on a large body of saltwater. In addition, you can use a bonus action to cast the command spell (save DC 15) from the crown. If the target is a beast with an Intelligence of 3 or lower that can breathe water, it automatically fails the saving throw. The headband 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": "shadowhounds-muzzle", "name": "Shadowhound's Muzzle", "type": "Wondrous item", "desc": "This black leather muzzle seems to absorb light. As an action, you can place this muzzle around the snout of a grappled, unconscious, or willing canine with an Intelligence of 3 or lower, such as a mastiff or wolf. The canine transforms into a shadowy version of itself for 1 hour. It uses the statistics of a shadow, except it retains its size. It has its own turns and acts on its own initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If the shadow canine is reduced to 0 hit points, the canine reverts to its original form, and the muzzle is destroyed. At the end of the duration or if you remove the muzzle (by stroking the canine's snout), the canine reverts to its original form, and the muzzle remains intact. If you become unattuned to this item while the muzzle is on a canine, its transformation becomes permanent, and the creature becomes independent with a will of its own. Once used, the muzzle can't be used to transform a canine again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "shadow-tome", "name": "Shadow Tome", "type": "Wondrous item", "desc": "This unassuming book possesses powerful illusory magics. When you write on its pages while attuned to it, you can choose for the contents to appear to be something else entirely. A shadow tome used as a spellbook could be made to look like a cookbook, for example. To read the true text, you must speak a command word. A second speaking of the word hides the true text once more. A true seeing spell can see past the shadow tome’s magic and reveals the true text to the reader. Most shadow tomes already contain text, and it is rare to find one filled with blank pages. When you first attune to the book, you can choose to keep or remove the book’s previous contents.", "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": "shackle-of-the-ghostheart-covenant-a5e", "name": "Shackle of the Ghostheart Covenant", "type": "Wondrous Item", "desc": "This shackle has an etched knot pattern running around it, which is flecked with white ashes. It’s finely-polished, weightless, and slightly translucent. While a _shackle of the ghostheart covenant_ can be purposefully made, these objects often appear through the sheer force of will of a given ghost.\n\nWhile attuned to this shackle, you can see and physically interact with incorporeal undead within 30 feet, and your weapon attacks and unarmed strikes bypass their _damage resistance_ to nonmagical weapons. Additionally, you can’t be possessed and gain _expertise_ on _saving throws_ caused by undead.\n\n_**Curse.**_ The spirit bound to this shackle still lingers within it. They don’t speak directly, but may communicate through cryptic visions and dreams or even exhibit poltergeist-like activity at inopportune times if you ignore their wishes. The only way to end your attunement to this item is to cut off the limb it’s attached to, which the spirit takes it as tribute. The limb can never be regrown, even through magic.\n\n**_Escalation._** The spirit bound to this shackle has motives and desires left unfulfilled from its death. Each time you meaningfully advance these motives, choose one of the following benefits.\n\n_Echo Strike._ When you make a weapon attack against a creature or cast a cantrip with a creature as the target, you can use your bonus action to cause a translucent echo of your form to repeat the attack or cantrip against the same creature. Once you have used this property, you can’t use it again until the next dawn.\n\n_Foot in the Grave._ While _bloodied_ , you gain _resistance_ to necrotic damage and non-magical bludgeoning, piercing, and slashing damage.\n\n_Ghostwalk._ At the start of your turn, you can activate the shackle as a bonus action to become incorporeal until the end of your turn. While incorporeal, you can only take the Dash action, but you gain _immunity_ to all damage, and can move through solid objects and creatures. If you end your turn inside a solid object or another creature, you’re shunted into the nearest free space and take 1d6 force damage for every 5 feet you were moved in the process. Once you have used this property, you can’t use it again until the next dawn.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "seven-sided-coin-a5e", "name": "Seven-Sided Coin", "type": "Wondrous Item", "desc": "The origins of this dull gray coin are impossible to identify. Though when observed the coin has only two sides, flipping it yields one of 7 different results. You can flip the coin as an action. The effects of the flip last for 10 minutes or until you flip the coin again. Roll a d8 to determine the result: \n\n| **d8** | **Effect** |\n| ------ | ---------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | _Black Sun:_ Choose one warlock cantrip you don’t already know. You know that cantrip for the duration. |\n| 2 | _Broken Temple:_ You gain an expertise die on Wisdom _saving throws_ . |\n| _3_ | _Guiding Star:_ When you make an Arcana, History, Nature, or Religion check, you can treat a d20 roll of 9 or lower as a 10. |\n| 4 | _Lidless Eye:_ You see _invisible_ creatures and objects as if they were visible, and you can see into the Ethereal Plane. |\n| 5 | _New Moon:_ You have an expertise die on Stealth checks. |\n| 6 | _Pact Blade:_ You gain a +2 bonus to melee attack rolls. |\n| 7 | _Twisted Rod:_ When you cast a spell that deals damage, you can choose to reroll one of the damage dice. You must use the second result. |\n| 8 | The coin folds in on itself and disappears forever. |", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "servile-shabti", "name": "Servile Shabti", "type": "Wondrous item", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", "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": "serveros-war-engine-a5e", "name": "Serveros War Engine", "type": "Wondrous Item", "desc": "In size and shape this massive construct is not unlike a squat _hill giant_ —if hill giants were made of metal, leather, wood, and glass. With all manner of wheels, gears, cables, and hinges, when worn its movements are surprisingly fluid, if somewhat loud and heavy.\n\nThe last of its kind, the _Serveros War Engine_ was used by a forgotten empire's soldiers in wars that spread far beyond their kingdom. It’s hard to imagine there may once have been entire armies outfitted with these magical constructs and engaged in battle against one another, and impossible to conceive of the untold destruction they wrought.\n\nMounting the war engine is a fairly straightforward matter. As you enter the construct, you can don a helm and belt, both connected to the war engine, which allow you to attune to and control the construct. The construct is not sentient and moves only when controlled in this way.\n\nWhen controlling the construct, you form a psychic bond with it, seeing through its eyes, moving with its limbs, and experiencing pain through its body.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Serveros War Engine_, the last war machine of a forgotten empire. \n\n**DC 18** The engine is piloted from inside, and only those with mental and physical fortitude can endure it. In addition to offering great might, it can manifest arcane blades, cannons, and other effects.\n\n**DC 21** Destroying the engine requires destroying the helm, which is heavily enchanted with fortifications against harm.\n\n**Artifact Properties**\n\nThe _Serveros War Engine_ has one lesser artifact benefit. Piloting the war engine can be quite taxing, both mentally and physically. You gain no benefits from a _long or short rest_ while mounted in the war engine, and when you expend its last available charge you suffer both a level of _fatigue_ and _strife_ .\n\nWhile you are attuned to, mounted inside, and controlling the _Serveros War Engine_, you gain the following benefits:\n\n* Your AC becomes 18.\n* Your Strength score becomes 21.\n* You are Huge-sized.\n* Your Speed becomes 40 feet.\n* You have _advantage_ on _saving throws_ made to avoid being _grappled_ or knocked _prone_ .\n* You sustain only 1 hit point of damage for every 5 hit points of nonmagical bludgeoning, piercing, and slashing damage dealt to you.\n* Your unarmed strikes deal 4d8 bludgeoning damage.\n* Your weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.\n* You have _disadvantage_ on Dexterity (Stealth) checks.\n* You are vulnerable to psychic damage.\n\n**Charged Properties**\n\nThe war engine also has several built-in features, some of which are powered by stored electrical charges or drain energy from your life force.\n\n* A massive sword hilt is secured to the construct’s hip by an incredible magnetic force. You can use a bonus action to either expend 1 charge or take 5 (2d4) force damage to draw the hilt and engage its plasma blade.\n\n_**Plasma Blade**_. _Melee Weapon Attack_: reach 10 ft., one target. Hit: 18 (3d8+5) radiant damage, or 21 (3d10+5) radiant damage if wielded in two hands.\n\n* An arcane cannon is housed in the construct’s left forearm. You can use an action or bonus action to either expend 1 charge or take 5 (2d4) force damage to fire the arcane cannon.\n\n_**Arcane Cannon**_. _Ranged Weapon Attack_: range 120/300 ft., one target. _Hit:_ 7 (2d6) radiant damage.\n\n* The construct’s right hand is detachable. You can use an action and either expend 1 charge or take 5 (2d4) force damage to fire the gauntlet as a projectile.\n\n_**Gauntlet Grapple.**_ _Ranged Weapon Attack_: range 60/120 ft., one target. _Hit:_ 23 (4d8+5) bludgeoning damage, or 8 (1d6+5) bludgeoning damage and if the target is a Large or smaller creature it is _grappled_ . You can use a bonus action to retract the hand up to 120 feet and reconnect it to the construct. A grappled target moves with the hand.\n\n The _Serveros War Engine_ begins with 1d20 charges. By making a DC 18 Intelligence (Engineering) check, 2d10 charges can be restored during a _long rest_ .\n\n**Warframe Variations**\n\nThe Narrator may apply one or more of the following variant options if desired.\n\n_**Airborne.**_ You can expend 1 charge or take 5 (2d4) force damage to unfold magical wings and gain a flying speed of 15 feet for 1 minute.\n\n_**Disrepair.**_ When first discovered, the _Serveros War Engine_ may be completely depleted of stored charges and heavily damaged, or perhaps almost completely dismantled. With maintenance, care, and careful reconstruction using Engineering (or a wish spell), it can be restored to its full, terrible power.\n\n_**Glass Jaw.**_ When the _Serveros War Engine_ takes a critical hit from an attack that deals bludgeoning damage, roll a d20\\. On a 1, the war engine’s head is knocked off, disabling the artifact until it is repaired with a DC 23 Intelligence (Engineering) check and 8 hours of work.\n\n_**Mortal Echoes.**_ The _Serveros War Engine’s_ last pilot died while mounted within the war engine, and echoes of their psyche still linger within the construct. When first attempting to attune to the artifact, you relive the final moments of the dead pilot and make a DC 18 Charisma _saving throw_ . On a failure, you take 5 (1d10) psychic damage and gain a short-term _mental stress effect_ .\n\n**_Nautical._** You gain a swim speed of 40 feet. In addition, you can use an action to either expend 1 charge or take 5 (2d4) force damage to seal the cockpit and fill it with breathable air which lasts for 1 hour.\n\n_**Recon.**_ You gain darkvision to a range of 60 feet and can either expend 1 charge or take 5 (2d4) force damage to activate magical floating discs on the soles of the construct’s feet. The discs last for 1 hour during which time the construct does not cause you to have _disadvantage_ on Dexterity (Stealth) checks and you leave no tracks on the ground.\n\n_**Serveros Slayer.**_ In lieu of the arcane cannon and detachable fist, the construct is equipped with a psyblade in each hand. You can use a bonus action and either expend 1 charge or take 5 (2d4) force damage to deploy one or both psyblades. \n\n_**Psyblade.** Melee Weapon Attack_: reach 10 ft., one target. Hit: 15 (3d6+5) psychic damage.\n\n_**Specialized Weaponry**_. Instead of a giant plasma sword, the _Serveros War Engine_ has one of the following weapons. You can use a bonus action and either expend 1 charge or take 5 (2d4) force damage to equip and activate the weapon.\n\n_**Discus Throwing Shield**. Melee_ or _Ranged Weapon Attack:_ reach 5 ft. or range 40/80 ft., one target, or if thrown two targets within 10 feet of each other. Hit: 15 (3d6+5) bludgeoning damage. In addition, while the shield is donned your AC increases by 2.\n\n_**Extendable Metal Staff**_. _Melee Weapon Attack_: reach 15 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning, or 18 (3d8+5) bludgeoning damage when wielded with two hands, and a Large or smaller target makes a DC 18 Strength _saving throw_ or is knocked _prone_ .\n\n_**Shocking Net.**_ _Ranged Weapon Attack_: range 30/60 ft., all targets in a 15-foot square area. _Hit:_ 9 (2d8) lightning damage and the target is _grappled_ . At the start of your turn, conscious creatures grappled by the net take 9 (2d8) lightning damage. This weapon cannot damage a creature with 0 hit points.\n\n_**Sonic War Hammer.**_ _Melee Weapon Attack_: reach 10 ft., one target. _Hit:_ 18 (3d8+5) thunder damage, or 21 (3d10+5) thunder damage when wielded with two hands.\n\n**Destroying the War Engine**\n\nOf all its various parts and components the key to disabling and ultimately destroying the war engine is the helm. The rest of the massive construct might feasibly be replaced or reengineered by an ingenious mind. However with its complex structure, both magical and mechanical, replicating the controller headpiece requires arcane knowledge and technical documentation that disappeared with the war engine’s creators long ago. \n\nThe helm is heavily enchanted with fortifications against harm. Bypassing its magical protections requires two steps: first, a __dispel magic_ cast at 5th-level or higher is needed to make the invisible barrier around the war engine’s helm vulnerable for 6 seconds, followed by a __disintegrate_ spell cast at 7th-level or higher to completely dissolve the barrier. Once the barrier is dissolved, for the next 24 hours the helm can be destroyed like any other item (AC 22, 100 hit points) before its magical protections regenerate and fully repair it.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "serpents-tooth", "name": "Serpent's Tooth", "type": "Weapon", "desc": "When you hit with an attack using this magic spear, the target takes an extra 1d6 poison damage. In addition, while you hold the spear, you have advantage on Dexterity (Acrobatics) checks.", "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": "serpents-scales", "name": "Serpent's Scales", "type": "Armor", "desc": "While wearing this armor made from the skin of a giant snake, you gain a +1 bonus to AC, and you have resistance to poison damage. While wearing the armor, you can use an action to cast polymorph on yourself, transforming into a giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can't be used this way again until the next dawn.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "serpentine-sandals", "name": "Serpentine Sandals", "type": "Wondrous item", "desc": "While wearing these glistening, snake-skin sandals, you ignore difficult terrain created by marsh, swamps, or other shallow water, such as a rain-soaked rooftop. In addition, you have advantage on ability checks and saving throws made to escape a grapple or the restrained condition while wearing these sandals.", "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": "serpentine-bracers", "name": "Serpentine Bracers", "type": "Wondrous item", "desc": "These bracers are a pair of golden snakes with ruby eyes, which coil around your wrist and forearm. While wearing both bracers, you gain a +1 bonus to AC if you are wearing no armor and using no shield. You can use an action to speak the bracers' command word and drop them on the ground in two unoccupied spaces within 10 feet of you. The bracers become two constrictor snakes under your control and act on their own initiative counts. By using a bonus action to speak the command word again, you return a bracer to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command each snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snakes take and where they move during their next turns, or you can issue them a general command, such as attack your enemies or guard a location. If a snake is reduced to 0 hit points, it dies, reverts to its bracer form, and can't be commanded to become a snake again until 2 days have passed. If a snake reverts to bracer form before losing all its hit points, it regains all of them and can't be commanded to become a snake again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "serpent-staff", "name": "Serpent Staff", "type": "Staff", "desc": "Fashioned from twisted ash wood, this staff 's head is carved in the likeness of a serpent preparing to strike. You have resistance to poison damage while you hold this staff. 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 carved snake head twists and magically consumes the rest of the staff, destroying it. 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: cloudkill (5 charges), detect poison and disease (1 charge), poisoned volley* (2 charges), or protection from poison (2 charges). You can also use an action to cast the poison spray spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Serpent Form. While holding the staff, you can use an action cast polymorph on yourself, transforming into a serpent or snake that has a challenge rating of 2 or lower. While you are in the form of a serpent, you retain your Intelligence, Wisdom, and Charisma scores. You can remain in serpent form for up to 1 minute, and you can revert to your normal form as an action. Once used, this property 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": "sentinel-portrait", "name": "Sentinel Portrait", "type": "Wondrous item", "desc": "This painting appears to be a well-rendered piece of scenery, devoid of subjects. You can spend 5 feet of movement to step into the painting. The painting then appears to be a portrait of you, against whatever background was already present. While in the painting, you are immobile unless you use a bonus action to exit the painting. Your senses still function, and you can use them as if you were in the portrait's space. You remain unharmed if the painting is damaged, but if it is destroyed, you are immediately shunted into the nearest unoccupied space.", "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": "seneschals-gloves", "name": "Seneschal's Gloves", "type": "Wondrous item", "desc": "These white gloves have elegant tailoring and size themselves perfectly to fit your hands. The gloves must be attuned to a specific, habitable place with walls, a roof, and doors before you can attune to them. To attune the gloves to a location, you must leave the gloves in the location for 24 hours. Once the gloves are attuned to a location, you can attune to them. While you wear the gloves, you can unlock any nonmagical lock within the attuned location by touching the lock, and any mundane portal you open in the location while wearing these gloves opens silently. As an action, you can snap your fingers and every nonmagical portal within 30 feet of you immediately closes and locks (if possible) as long as it is unobstructed. (Obstructed portals remain open.) Once used, this property of the gloves 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": "selkets-bracer", "name": "Selket's Bracer", "type": "Wondrous item", "desc": "This bronze bracer is crafted in the shape of a scorpion, its legs curled around your wrist, tail raised and ready to strike. While wearing this bracer, you are immune to the poisoned condition. The bracer has 4 charges and regains 1d4 charges daily at dawn. You can expend 1 charge as a bonus action to gain tremorsense out to a range of 30 feet for 1 minute. In addition, you can expend 2 charges as a bonus action to coat a weapon you touch with venom. The poison remains for 1 minute or until an attack using the weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.", "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": "seelie-staff", "name": "Seelie Staff", "type": "Staff", "desc": "This white ash staff is decorated with gold and tipped with an uncut crystal of blue quartz. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of fragrant flower petals, which blow away in a sudden wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 radiant damage to the target. If the fey has an evil alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), disguise self (1 charge), pass without trace (2 charges), or tree stride (5 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" } ] }{ "count": 1618, "next": "