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=desc&page=14
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=desc&page=15",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=desc&page=13",
    "results": [
        {
            "slug": "staff-of-thorns",
            "name": "Staff of Thorns",
            "type": "Staff",
            "desc": "This gnarled and twisted oak staff has numerous thorns growing from its surface. Green vines tightly wind their way up along the shaft. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges 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 thorns immediately fall from the staff and it becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: barkskin (2 charges), entangle (1 charge), speak with plants (3 charges), spike growth (2 charges), or wall of thorns (6 charges). Thorned Strike. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 piercing damage.",
            "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": "mayhem-mask",
            "name": "Mayhem Mask",
            "type": "Wondrous item",
            "desc": "This goat mask with long, curving horns is carved from dark wood and framed in goat's hair. While wearing this mask, you can use its horns to make unarmed strikes. When you hit with it, your horns deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. If you moved at least 15 feet straight toward the target before you attacked with the horns, the attack deals piercing damage equal to 2d6 + your Strength modifier instead. In addition, you can gaze through the eyes of the mask at one target you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. Once used, this property of the mask can't be used again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ziphian-eye-amulet",
            "name": "Ziphian Eye Amulet",
            "type": "Wondrous item",
            "desc": "This gold amulet holds a preserved eye from a Ziphius (see Creature Codex). It has 3 charges, and it regains all expended charges daily at dawn. While wearing this amulet, you can use a bonus action to speak its command word and expend 1 of its charges to create a brief magical bond with a creature you can see within 60 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be magically bonded with you until the end of your next turn. While bonded in this way, you can choose to have advantage on attack rolls against the target or cause the target to have disadvantage on attack rolls against you.",
            "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": "eye-of-horus",
            "name": "Eye of Horus",
            "type": "Wondrous item",
            "desc": "This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened.",
            "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": "devilish-doubloon",
            "name": "Devilish Doubloon",
            "type": "Wondrous item",
            "desc": "This gold coin bears the face of a leering devil on the obverse. If it is placed among other coins, it changes its appearance to mimic its neighbors, doing so over the course of 1 hour. This is a purely cosmetic change, and it returns to its original appearance when grasped by a creature with an Intelligence of 5 or higher. You can use a bonus action to toss the coin up to 20 feet. When the coin lands, it transforms into a barbed devil. The devil vanishes after 1 hour or when it is reduced to 0 hit points. When the devil vanishes, the coin reappears in a collection of at least 20 gold coins elsewhere on the same plane where it vanished. The devil is friendly to you and your companions. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. If you are reduced to 0 hit points and the devil is still alive, it moves to your body and uses its action to grab your soul. You must succeed on a DC 15 Charisma saving throw or the devil steals your soul and you die. If the devil fails to grab your soul, it vanishes as if slain. If the devil grabs your soul, it uses its next action to transport itself back to the Hells, disappearing in a flash of brimstone. If the devil returns to the Hells with your soul, its coin doesn't reappear, and you can be restored to life only by means of a true resurrection or wish spell.",
            "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": "distracting-doubloon",
            "name": "Distracting Doubloon",
            "type": "Wondrous item",
            "desc": "This gold coin is plain and matches the dominant coin of the region. Typically, 2d6 distracting doubloons are found together. You can use an action to toss the coin up to 20 feet. The coin bursts into a flash of golden light on impact. Each creature within a 15-foot radius of where the coin landed must succeed on a DC 11 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the coin for 1 minute. If an affected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. At the end of the duration, the coin crumbles to dust and is destroyed.",
            "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": "ring-of-the-dolphin",
            "name": "Ring of the Dolphin",
            "type": "Ring",
            "desc": "This gold ring bears a jade carving in the shape of a leaping dolphin. While wearing this ring, you have a swimming speed of 40 feet. In addition, you can hold your breath for twice as long while underwater.",
            "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": "staff-of-the-armada",
            "name": "Staff of the Armada",
            "type": "Staff",
            "desc": "This gold-shod staff is constructed out of a piece of masting from a galleon. The staff can be wielded as a magic quarterstaff that grants you a +1 bonus to attack and damage rolls made with it. While you are on board a ship, this bonus increases to +2. The staff has 10 charges and regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: control water (4 charges), fog cloud (1 charge), gust of wind (2 charges), or water walk (3 charges). You can also use an action to cast the ray of frost cantrip from the staff without using any charges.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ankh-of-aten",
            "name": "Ankh of Aten",
            "type": "Wondrous item",
            "desc": "This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes a5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn't blinded. Undead have disadvantage on this saving throw. The ankh regains 1d4 + 1 expended charges daily at 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": "countermelody-crystals",
            "name": "Countermelody Crystals",
            "type": "Wondrous item",
            "desc": "This golden bracelet is set with ten glistening crystal bangles that tinkle when they strike one another. When you must make a saving throw against being charmed or frightened, the crystals vibrate, creating an eerie melody, and you have advantage on the saving throw. If you fail the saving throw, you can choose to succeed instead by forcing one of the crystals to shatter. Once all ten crystals have shattered, the bracelet loses its magic and crumbles to powder.",
            "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": "candle-of-invocation-a5e",
            "name": "Candle of Invocation",
            "type": "Wondrous Item",
            "desc": "This golden candle is infused with raw divine magic. When attuned to by a cleric or druid, it takes on a color appropriate to the cleric’s deity. \n\nYou can use an action to light the candle and activate its magic. The candle can burn for a total of 4 hours in 1 minute increments before being used up. \n\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within the area who worships the same deity as the attuned creature (or at the Narrator’s discretion, an allied deity) has _advantage_  on _attack rolls_ , _saving throws_ , and ability checks. If one of the creatures gaining the prior benefit is also a cleric, druid, or herald, they can cast 1st-level spells from one of those classes at that spell level without expending spell slots.\n\nAlternatively, one of these candles that has not yet been lit can be used to cast the __gate_ spell. Doing so consumes the candle.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "fellow-candlestick-a5e",
            "name": "Fellow Candlestick",
            "type": "Wondrous Item",
            "desc": "This golden candlestick is sentient but will only light when held by someone it is friendly with—perhaps that someone is you. Whether or not the candlestick will accept you as an ally is at the Narrator’s discretion, though it is highly recommended to keep it well-polished and speak to it once per day to encourage a long-lasting friendship. Once you have befriended the candlestick you are able to attune to it. \n\nWhile you are attuned to the candlestick, you can use a bonus action to politely ask it to light itself or extinguish its flame. If another force extinguishes its flame, the candlestick relights itself at the start of your next turn unless told otherwise. \n\n_**Hydrophobic.**_ The candlestick does not like exposure to water or having its candle replaced, and when either occurs it stops functioning for you until you make a DC 14 Persuasion check to earn its forgiveness.\n\n_**Sentience.**_ The candlestick is a sentient construct with Intelligence 14, Wisdom 10, and Charisma 18\\. It has hearing and darkvision to a range of 120 feet. The candlestick communicates with you telepathically and can speak and understand Common, Dwarvish, Elvish, and Halfling. It cannot read (or perhaps it is simply disinterested in doing so).\n\n_**Personality.**_ The candlestick’s purpose is to provide ample lighting for its wielder and snuff itself out should the cover of darkness be required. It is sympathetic to those in need of assistance but demands to be treated with a certain amount of respect and appreciation for its service.\n\n_**Destroying the Candlestick.**_ When reduced to 0 hit points, the candlestick pours its remaining heart and soul into creating one last burst of flames before becoming a mundane item. Each creature in a 10-foot-radius sphere centered on the candlestick must make a DC 14 Dexterity _saving throw_ . A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one.\n\n**Fellow Candlestick Challenge 3**\n\n_Tiny construct_  700 XP\n\n**Armor Class** 16 (natural armor)\n\n**Hit Points** 90 (12d4+60)\n\n**Speed** 10 ft.\n\n**STR DEX CON INT WIS CHA**\n\n13 (+1) 15 (+2) 20 (+5) 14 (+2) 10 (+0) 18 (+4)\n\n**Proficiency** +2; **Maneuver DC** 12\n\n**Damage Resistances** cold, lightning; bludgeoning, piercing, slashing from nonmagical weapons\n\n**Damage Immunities** fire, poison\n\n**Condition Immunities** _fatigue_ , _poisoned_ \n\n**Senses** darkvision 120 ft., passive Perception 10\n\n**Languages** Common, Dwarvish, Elvish, Halfling\n\n**_Immutable Form._** The candlestick is immune to any spell or effect that would alter its form.\n\nACTION\n\n_**Swiping Flame.**_ _Melee Weapon Attack_: +3 to hit, reach 5 ft., one target. _Hit:_ 1 bludgeoning damage plus 2 (1d4) fire damage and the target makes a DC 10 Dexterity _saving throw_  or catches fire, taking 2 (1d4) ongoing fire damage. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "commanders-visage",
            "name": "Commander's Visage",
            "type": "Wondrous item",
            "desc": "This golden mask resembles a stern face, glowering at the world. While wearing this mask, you have advantage on saving throws against being frightened. The mask has 7 charges for the following properties, and it regains 1d6 + 1 expended charges daily at midnight.",
            "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": "chronomancers-pocket-clock",
            "name": "Chronomancer's Pocket Clock",
            "type": "Wondrous item",
            "desc": "This golden pocketwatch has 3 charges and regains 1d3 expended charges daily at midnight. While holding it, you can use an action to wind it and expend 1 charge to cast the haste spell from it. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, the creature that broke it gains the effects of the time stop spell.",
            "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": "the-song-of-creation-a5e",
            "name": "The Song of Creation",
            "type": "Wondrous Item",
            "desc": "This golden tome is a written record of the divine dance which brought the world into being. _The Song of Creation i_s eternal, meaning that it has always existed even before the words were wrought onto the page. One wonders—is the _Song of Creation_ the written word, the book, or the melody the gods sang? Somehow the _Song of Creation_ is more than this and yet they all are one. That means that in a way the _Song of Creation’s_ wielder holds the multiverse itself in their hands.\n\n**Legends and Lore Success** on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Song of Creation_, a prayer book filled with the eternal melody which brought the world into being. \n\n**DC 18** The tome can break the minds of those who read it, but it can also grant access to powerful miracles.\n\n**DC 21** The tome is completely indestructible.\n\n**Artifact Properties**\n\nThe _Song of Creation_ has two lesser artifact benefits, one lesser artifact detriment, and one greater artifact detriment.\n\n**Mystical Tome**\n\nThis tome is written in a script that even the angels cannot decipher. While attuned to it, you can read it as though you are reading your first language. Reading the _Song of Creation_ reveals beautiful poetry about nature, light, and life, but structurally they do not make sense when read start-to-end. The poems cannot be perfectly translated, as each individual interprets the same poem differently. The pages cannot be counted, and various purported complete counts invariably disagree.  \nWhen you first attune to this tome and when you read it, you must make a DC 18 Wisdom _saving throw_  or else become _stunned_  for 1 hour. If you succeed on this saving throw, you are not subject to it again for 1 week. If you consult this tome during a Wisdom or Intelligence check to recall lore, you gain a +5 bonus to the roll, and any natural d20 results of 2 through 9 count as a 10.\n\n**Magic**\n\nWhile you use this prayer book as a spell focus, you gain a +3 bonus to spell attack rolls and your spell save DC, and you cast the spell without the need for any other material components that cost 1,000 gold or less. In addition, you know the following spells: __astral projection , demiplane , gate , maze , true resurrection ._\n\n**Destroying the Song**\n\nThe _Song of Creation_ is made from a material that defies categorization, and it may well be indestructible. The best hope at banishing its power from the world is to return the tome directly into the hands of a god.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "atlas-to-libation-a5e",
            "name": "Atlas to Libation",
            "type": "Wondrous Item",
            "desc": "This golden-brown parchment has an odd handle-like wooden stave and a seal marked with an ale tankard. As a bonus action, you can break the seal and unfurl the map. When you do so, the map fills in with accurate topography in a 1-mile radius around you. A miniature image of you appears at the map’s center along with a dotted line leading to an X that marks the nearest potable alcohol. The map immediately rolls back up if brought within 50 feet of alcohol or if no alcohol is within 1 mile when the seal is opened. \n\nOnce used in this way, the seal reforms and is usable again after 24 hours.\n\nAlternatively, you can form a cylinder with the map and grasp it by the handle as an action. If you do so, the map hardens into a tall wooden tankard and magically fills with high quality ale, then loses all magical properties and becomes a mundane object.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-fireballs-a5e",
            "name": "Necklace of Fireballs",
            "type": "Wondrous Item",
            "desc": "This gorgeous necklace is affixed with 1d6+3 beads that radiate power. You can use an action to hurl a bead up to 60 feet. When the bead lands it detonates as a 3rd-level __fireball_ (save DC 15). \n\nYou can hurl multiple beads with the same action, increasing the spell level of the __fireball_  by 1 for each bead beyond the first.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "clock-of-opening-a5e",
            "name": "Clock of Opening",
            "type": "Wondrous Item",
            "desc": "This grandfather clock weighs 250 pounds and tolls loudly every hour. Among its internal mechanisms are 12 keyholes of various sizes. Any key can be inserted into a keyhole.\n\nIf you are trained in the Arcana or Engineering skill, you can use an action to cause a lock within 500 miles to magically lock or unlock by inserting the lock’s key into the clock and adjusting the clock’s mechanisms. Additionally, so long as the key remains in the clock, you can schedule the lock to lock or unlock at certain hours of the day.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hardening-polish",
            "name": "Hardening Polish",
            "type": "Potion",
            "desc": "This gray polish is viscous and difficult to spread. The polish can coat one metal weapon or up to 10 pieces of ammunition. Applying the polish takes 1 minute. For 1 hour, the coated item hardens and becomes stronger, and it counts as an adamantine weapon for the purpose of overcoming resistance and immunity to attacks and damage not made with adamantine weapons.",
            "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": "eye-of-elsewhere-a5e",
            "name": "Eye of Elsewhere",
            "type": "Wondrous Item",
            "desc": "This gray stone orb is carved into the likeness and size of a disquietingly realistic human eye with a ruby iris. Once you have attuned to it you can use an action to set the eye in a gentle orbit around your head, 1d4 feet away from you. Another creature may use an action to try and take an orbiting eye, but must make a melee attack against AC 24 or make a DC 24 Dexterity (Acrobatics) check. The eye’s AC is 24, it has 30 hit points, and resistance to all damage. While orbiting your head, it is considered a worn item. You can use an action to seize and stow the eye, returning it to an inert and inactive state. \n\nWhile the eye is actively orbiting your head, your Intelligence score increases by 2 (to a maximum of 22), you gain an expertise die on Intelligence checks and Perception checks, and you cannot be _surprised_  or _blinded_ . \n\n_**Innate Arcane Eye.**_ While the eye orbits your head, you know and can innately cast _arcane eye_ without expending a spell slot or the need for material components.\n\n_**Shared Paranoia.**_ After you have attuned to the eye and it has been and active for 24 hours, you develop a paranoia that persists as long as it remains active. While paranoid you have _disadvantage_  on Insight checks and you are considered roughing it if you sleep in the same room or tent as another humanoid creature. \n\n_**Sentience.**_ The eye is a sentient construct with Intelligence 20, Wisdom 15, and Charisma 8\\. It cannot hear, but has blindsight and darkvision to a range of 60 feet. The eye communicates with you and other creatures within 60 feet telepathically and can read, speak, and understand Abyssal, Common, Deep Speech, and Undercommon.\n\n_**Personality.**_ The eye of elsewhere contains the soul of something utterly alien to humanoid perceptions, betrayed and plunged into a constrained form. It is constantly paranoid and convinced that some worse fate could befall it at any moment. Once attuned it will try to learn everything and anything you know, especially secrets. If you are forthcoming with information the eye grows to trust you, but can be brought into conflict if you withhold any information. When in conflict the eye shuts and you no longer gain any of the eye’s benefits or properties except for Shared Paranoia. The eye only opens again if you divulge an important secret or the information initially withheld. \n\n_**Destroying the Eye.**_ The eye is unbreakable but it has the power to implode and disintegrate itself. Success on a DC 28 Deception check convinces the eye that some horrifying and frightening threat is inevitably soon to befall it. Rather than accept its fate, the eye destroys itself and blinks out of existence. On a failed check, the creature permanently loses the eye’s trust and the eye will never attune to it or be convinced by its Deception checks.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ironskin-oil",
            "name": "Ironskin Oil",
            "type": "Potion",
            "desc": "This grayish fluid is cool to the touch and slightly gritty. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature has resistance to piercing and slashing damage for 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": "ruby-crusher",
            "name": "Ruby Crusher",
            "type": "Weapon",
            "desc": "This greatclub is made entirely of fused rubies with a grip wrapped in manticore hide A roaring fire burns behind its smooth facets. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can use a bonus action to speak this magic weapon's command word, causing it to be engulfed in flame. These flames shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the greatclub is aflame, it deals fire damage instead of bludgeoning damage. The flames last until you use a bonus action to speak the command word again or until you drop the weapon. When you hit a Large or larger creature with this greatclub, the creature must succeed on a DC 17 Constitution saving throw or be pushed up to 30 feet away from you. If the creature strikes a solid object, such as a door or wall, during this movement, it and the object take 1d6 bludgeoning damage for each 10 feet the creature traveled before hitting the object.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "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": "kraken-clutch-ring",
            "name": "Kraken Clutch Ring",
            "type": "Ring",
            "desc": "This green copper ring is etched with the image of a kraken with splayed tentacles. The ring has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn, as long as it was immersed in water for at least 1 hour since the previous dawn. If the ring has at least 1 charge, you have advantage on grapple checks. While wearing this ring, you can expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: black tentacles (2 charges), call lightning (1 charge), or control weather (4 charges).",
            "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": "restorative-ointment-a5e",
            "name": "Restorative Ointment",
            "type": "Wondrous Item",
            "desc": "This green glass jar holds 1d4+1 doses of a fresh-smelling mixture. You can use an action to swallow or apply one dose, restoring 2d8+2 hit points and curing both _poison_  and _disease_ .",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "lupine-crown",
            "name": "Lupine Crown",
            "type": "Wondrous item",
            "desc": "This grisly helm is made from the leather-reinforced skull and antlers of a deer with a fox skull and hide stretched over it. It is secured by a strap made from a magically preserved length of deer entrails. While wearing this helm, you gain a +1 bonus to AC, and you have advantage on Dexterity (Stealth) and Wisdom (Survival) checks.",
            "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": "gallow-hand-a5e",
            "name": "Gallow Hand",
            "type": "Wondrous Item",
            "desc": "This grisly trophy is the hand of a person hung at the gallows, dipped in wax rendered from their own fat and wicked with their own hair. The fingers of this strange and complicated remnant of a malcontent can be lit just like a normal candle to shed _bright light_  in a 5-foot radius and dim light for a further 10 feet. The light shed by a _gallow hand_ is only visible to its holder and is completely _invisible_  to all other creatures.\n\nAlternatively, all five fingers of the hand can be lit as an action. If the hand is lit in this way, it sheds bright light in a 10-foot radius and dim light for a further 20 feet. This light is _invisible_  to the holder but visible to all other creatures. Any creature other than the holder that enters this area of light for the first time on its turn or starts its turn there must make a DC 13 Wisdom _saving throw_  or become _charmed_ . While charmed, a creature’s Speeds are reduced to 0 until the start of its next turn. Once lit in this way the _gallow hand_ burns for 1 minute, after which it deteriorates into a molten nub.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "brighellas-guitar-a5e",
            "name": "Brighella's Guitar",
            "type": "Wondrous Item",
            "desc": "This guitar is brilliantly painted with triangles of bright color. While attuned, you gain an _expertise die_  on Performance checks made with this guitar. Additionally, once per day, you may use an action to cast __bestow curse_  as a 5th-level spell, without spending a spell slot. However, the curse is always _disadvantage_  on Dexterity _ability checks_  and _saving throws_  and each failure is followed by a slapstick sound effect.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "hair-pick-of-protection",
            "name": "Hair Pick of Protection",
            "type": "Wondrous item",
            "desc": "This hair pick has glittering teeth that slide easily into your hair, making your hair look perfectly coiffed and battle-ready. Though typically worn in hair, you can also wear the pick as a brooch or cloak clasp. While wearing this pick, you gain a +2 bonus to AC, and you have advantage on saving throws against spells. In addition, the pick magically boosts your self-esteem and your confidence in your ability to overcome any challenge, making you immune to the frightened condition.",
            "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": "asps-kiss",
            "name": "Asp's Kiss",
            "type": "Weapon",
            "desc": "This haladie features two short, slightly curved blades attached to a single hilt with a short, blue-sheened spike on the hand guard. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this sword, you have immunity to poison damage, and, when you take the Dash action, the extra movement you gain is double your speed instead of equal to your speed. When you use the Attack action with this sword, you can make one attack with its hand guard spike (treat as a dagger) as a bonus action. You can use an action to cause indigo poison to coat the blades of this sword. The poison remains for 1 minute or until two attacks using the blade of this weapon hit one or more creatures. The target must succeed on a DC 17 Constitution saving throw or take 2d10 poison damage and its hit point maximum is reduced by an amount equal to the poison damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The sword can't be used this way again until the next dawn. When you kill a creature with this weapon, it sheds a single, blue tear as it takes its last breath.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "pistol-of-the-umbral-court",
            "name": "Pistol of the Umbral Court",
            "type": "Weapon",
            "desc": "This hand crossbow is made from coal-colored wood. Its limb is made from cold steel and boasts engravings of sharp teeth. The barrel is magically oiled and smells faintly of ash. The grip is made from rough leather. You gain a +2 bonus on attack and damage rolls made with this magic weapon. When you hit with an attack with this weapon, you can force the target of your attack to succeed on a DC 15 Strength saving throw or be pushed 5 feet away from you. The target takes damage, as normal, whether it was pushed away or not. As a bonus action, you can increase the distance creatures are pushed to 20 feet for 1 minute. If the creature strikes a solid object before the movement is complete, it takes 1d6 bludgeoning damage for every 10 feet traveled. Once used, this property of the crossbow can't be used again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "neutralizing-bead",
            "name": "Neutralizing Bead",
            "type": "Wondrous item",
            "desc": "This hard, gritty, flavorless bead can be dissolved in liquid or powdered between your fingers and sprinkled over food. Doing so neutralizes any poisons that may be present. If the food or liquid is poisoned, it takes on a brief reddish hue where it makes contact with the bead as the bead dissolves. Alternatively, you can chew and swallow the bead and gain the effects of an antitoxin.",
            "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": "gauntlet-of-the-iron-sphere",
            "name": "Gauntlet of the Iron Sphere",
            "type": "Wondrous item",
            "desc": "This heavy gauntlet is adorned with an onyx. While wearing this gauntlet, your unarmed strikes deal 1d8 bludgeoning damage, instead of the damage normal for an unarmed strike, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. In addition, your unarmed strikes deal double damage to objects and structures. If you hold a pound of raw iron ore in your hand while wearing the gauntlet, you can use an action to speak the gauntlet's command word and conjure an Iron Sphere (see Creature Codex). The iron sphere remains for 1 hour or until it dies. It is friendly to you and your companions. Roll initiative for the iron sphere, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the iron sphere, it defends itself from hostile creatures but otherwise takes no actions. The gauntlet can't be used this way again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "bowl-of-commanding-water-elementals-a5e",
            "name": "Bowl of Commanding Water Elementals",
            "type": "Wondrous Item",
            "desc": "This heavy glass bowl weighs 3 pounds and can hold 3 gallons of water. While it is filled, you can use an action to summon a _water elemental_  as if you had cast the _conjure elemental_  spell. Once used, you must wait until the next dawn to use it again.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "burglars-lock-and-key",
            "name": "Burglar's Lock and Key",
            "type": "Wondrous item",
            "desc": "This heavy iron lock bears a stout, pitted key permanently fixed in the keyhole. As an action, you can twist the key counterclockwise to instantly open one door, chest, bag, bottle, or container of your choice within 30 feet. Any container or portal weighing more than 30 pounds or restrained in any way (latched, bolted, tied, or the like) automatically resists this effect.",
            "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": "wolfbite-ring",
            "name": "Wolfbite Ring",
            "type": "Ring",
            "desc": "This heavy iron ring is adorned with the stylized head of a snarling wolf. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you make a melee weapon attack while wearing this ring, you can use a bonus action to expend 1 of the ring's charges to deal an extra 2d6 piercing damage to the target. Then, the target must succeed on a DC 15 Strength saving throw or be knocked prone.",
            "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": "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": "helm-of-teleportation",
            "name": "Helm of Teleportation",
            "type": "Wondrous item",
            "desc": "This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _teleport_ spell from it. The helm regains 1d3\n\nexpended charges daily at dawn.",
            "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": "helm-of-brilliance-a5e",
            "name": "Helm of Brilliance",
            "type": "Wondrous Item",
            "desc": "This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Gems removed from the helm crumble to dust. The helm loses its magic when all the gems are removed.\n\nWhile wearing this helm, you gain the following benefits:\n\n* You can use an action to cast one of the following spells (save DC 18) with the listed gem as its component: _daylight_ (opal), __fireball_  (fire opal), _prismatic spray_ (diamond), or _wall of fire_  (ruby). The gem is then destroyed.\n* If at least one diamond remains, the helm casts dim light in a 30-foot radius if at least one undead is within 30 feet. Any undead that starts its turn in the light takes 1d6 radiant damage.\n* If at least one ruby remains, you have resistance to fire damage.\n* If at least one fire opal remains, you can use an action to speak a command word and cause a weapon you are holding to erupt in flames, causing it to deal an extra 1d6 fire damage on a hit. The flames cast bright light in a 10-foot radius and dim light for an additional 10 feet. The flames last until you use a bonus action to speak the command word or you release the weapon.\n* Whenever you fail a _saving throw_  against a spell and take fire damage as a result, roll a d20\\. On a 1, light blazes from the remaining gems. Each creature within 60 feet other than you must succeed on a DC 17 Dexterity saving throw or take radiant damage equal to the number of gems in the helm. The helm and the remaining gems are then destroyed.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "commanders-helm",
            "name": "Commander's Helm",
            "type": "Wondrous item",
            "desc": "This helmet sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The type of light given off by the helm depends on the aesthetic desired by its creator. Some are surrounded in a wreath of hellish (though illusory) flames, while others give off a soft, warm halo of white or golden light. You can use an action to start or stop the light. While wearing the helm, you can use an action to make your voice loud enough to be heard clearly by anyone within 300 feet of you until the end of your next turn.",
            "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": "chime-of-opening",
            "name": "Chime of Opening",
            "type": "Wondrous item",
            "desc": "This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.\n\nThe chime can be used ten times. After the tenth time, it cracks and becomes useless.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "clockwork-spider-cloak",
            "name": "Clockwork Spider Cloak",
            "type": "Wondrous item",
            "desc": "This hooded cloak is made from black spider silk and has thin brass ribbing stitched on the inside. It has 3 charges. While wearing the cloak, you gain a +2 bonus on Dexterity (Stealth) checks. As an action, you can expend 1 charge to animate the brass ribs into articulated spider legs 1 inch thick and 6 feet long for 1 minute. You can use the charges in succession. The spider legs allow you to climb at your normal walking speed, and you double your proficiency bonus and gain advantage on any Strength (Athletics) checks made for slippery or difficult surfaces. The cloak regains 1d3 charges each day at sunset.",
            "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": "alchemical-lantern",
            "name": "Alchemical Lantern",
            "type": "Wondrous item",
            "desc": "This hooded lantern has 3 charges and regains all expended charges daily at dusk. While the lantern is lit, you can use an action to expend 1 charge to cause the lantern to spit gooey alchemical fire at a creature you can see in the lantern's bright light. The lantern makes its attack roll with a +5 bonus. On a hit, the target takes 2d6 fire damage, and it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.",
            "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": "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": "oni-mask",
            "name": "Oni Mask",
            "type": "Wondrous item",
            "desc": "This horned mask is fashioned into the fearsome likeness of a pale oni. The mask has 6 charges for the following properties. The mask regains 1d6 expended charges daily at dawn. Spells. While wearing the mask, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): charm person (1 charge), invisibility (2 charges), or sleep (1 charge). Change Shape. You can expend 3 charges as an action to magically polymorph into a Small or Medium humanoid, into a Large giant, or back into your true form. Other than your size, your statistics are the same in each form. The only equipment that is transformed is your weapon, which enlarges or shrinks so that it can be wielded in any form. If you die, you revert to your true form, and your weapon reverts to its normal size.",
            "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": "cube-of-force-a5e",
            "name": "Cube of Force",
            "type": "Wondrous Item",
            "desc": "This inch-long cube has a recessed button with a distinct marking on each face. It starts with 36 charges and regains 1d20 of them at dawn. \n\nYou can use an action to press one of the buttons, expending charges as shown on the Cube of Force table. If the cube has insufficient charges, nothing happens.\n\nOtherwise, the cube creates a 15-foot cube of force that is centered on you and moves with you. It lasts for 1 minute, until you use an action to press another button, or the cube’s charges are depleted. \n\nYou can change the cube’s effect by pressing a different button. Doing so expends the requisite number of charges and resets the duration.\n\nIf moving causes the cube to come into contact with a solid object that can't pass through the cube, you cannot move any closer to that object while the cube is active.\n\nThe cube loses charges when targeted by effects from the following spells or magic items: _disintegrate_ (1d12 charges), __horn of blasting_ (1d10 charges), __passwall_  (1d6 charges), __prismatic spray_  (1d20 charges), __wall of fire_  (1d4 charges).\n\n__**Table: Cube of Force**__\n| **Face** | **Charges** | **Effect**                                                                                              |\n| -------- | ----------- | ------------------------------------------------------------------------------------------------------- |\n| 1        | 1           | Gasses, wind, and fog can’t penetrate the cube.                                                         |\n| 2        | 2           | Nonliving matter can’t penetrate the cube, except for walls, floors, and ceilings (at your discretion). |\n| 3        | 3           | Living matter can’t penetrate the cube.                                                                 |\n| 4        | 4           | Spell effects can’t penetrate the cube.                                                                 |\n| 5        | 5           | Nothing penetrates the cube (exception for walls, floors, and ceilings at your discretion).             |\n| 6        | 0           | Deactivate the cube.                                                                                    |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "apparatus-of-the-crab-a5e",
            "name": "Apparatus of the Crab",
            "type": "Wondrous Item",
            "desc": "This ingeniously crafted item (known by some as the crabaratus) is a tightly shut 500 pound iron barrel. Making a DC 20 Investigation check reveals a hidden catch which unlocks one end of the barrel—a hatch. Two Medium or smaller creatures can crawl inside where there are 10 levers in a row at the far end. Each lever is in a neutral position but can move up or down. Use of these levers makes the barrel reconfigure to resemble a giant metal crab.\n\nThis item is a Large object with the following statistics:\n\n**Armor Class:** 20\n\n**Hit Points:** 200\n\n**Speed:** 30 ft., swim 30 ft. (both are 0 ft. without legs and tail extended)\n\n**Damage Immunities:** poison, psychic\n\nThe item requires a pilot to be used as a vehicle. The hatch must be closed for it to be airtight and watertight. The apparatus holds 10 hours worth of air for breathing, dividing by the number of breathing creatures inside.\n\nThe apparatus floats on water and may dive underwater down to 900 feet, taking 2d6 bludgeoning damage at the end of each minute spent at a lower depth.\n\nAny creature inside the apparatus can use an action to position up to two of the levers either up or down, with the lever returning to its neutral position upon use. From left to right, the Apparatus of the Crab table shows how each lever functions.\n\n  \n**Table: Apparatus of the Crab**\n\n| **Lever** | **Up**                                                                                                                            | **Down**                                                                                                                    |\n| --------- | --------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------- |\n| 1         | Extends legs and tail.                                                                                                            | Retracts legs and tail. Speed is 0 ft. and it cannot benefit from bonuses to Speed.                                         |\n| 2         | Shutter on forward window opens.                                                                                                  | Shutter on forward window closes.                                                                                           |\n| 3         | Shutters (two each side) on side windows open.                                                                                    | Shutters on side windows close.                                                                                             |\n| 4         | Two claws extend, one on each front side.                                                                                         | The claws retract.                                                                                                          |\n| 5         | Each extended claw makes a melee attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.                     | Each extended claw makes a melee attack: +8 to hit, reach 5 ft., one target. Hit: The target is _grappled_  (escape DC 15). |\n| 6         | The apparatus moves forward.                                                                                                      | The apparatus moves backward.                                                                                               |\n| 7         | The apparatus turns 90 degrees left.                                                                                              | The apparatus turns 90 degrees right.                                                                                       |\n| 8         | Bright light shines from fixtures resembling eyes, shedding bright light in a 30-foot radius and dim light an additional 30 feet. | The light extinguishes.                                                                                                     |\n| 9         | If in liquid, the apparatus sinks 20 feet.                                                                                        | If in liquid, the apparatus rises 20 feet.                                                                                  |\n| 10        | The hatch opens.                                                                                                                  | The hatch closes.                                                                                                           |",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "dancing-ink",
            "name": "Dancing Ink",
            "type": "Wondrous item",
            "desc": "This ink is favored by merchants for eye-catching banners and by toy makers for scrolls and books for children. Typically found in 1d4 pots, this ink allows you to draw an illustration that moves about the page where it was drawn, whether that is an illustration of waves crashing against a shore along the bottom of the page or a rabbit leaping over the page's text. The ink wears away over time due to the movement and fades from the page after 2d4 weeks. The ink moves only when exposed to light, and some long-forgotten tomes have been opened to reveal small, moving illustrations drawn by ancient scholars. One pot can be used to fill 25 pages of a book or a similar total area for larger banners.",
            "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": "marvelous-clockwork-mallard",
            "name": "Marvelous Clockwork Mallard",
            "type": "Wondrous item",
            "desc": "This intricate clockwork recreation of a Tiny duck is fashioned of brass and tin. Its head is painted with green lacquer, the bill is plated in gold, and its eyes are small chips of black onyx. You can use an action to wind the mallard's key, and it springs to life, ready to follow your commands. While active, it has AC 13, 18 hit points, speed 25 ft., fly 40 ft., and swim 30 ft. If reduced to 0 hit points, it becomes nonfunctional and can't be activated again until 24 hours have passed, during which time it magically repairs itself. If damaged but not disabled, it regains any lost hit points at the next dawn. It has the following additional properties, and you choose which property to activate when you wind the mallard's key.",
            "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": "braid-whip-clasp",
            "name": "Braid Whip Clasp",
            "type": "Wondrous item",
            "desc": "This intricately carved ivory clasp can be wrapped around or woven into braided hair 3 feet or longer. While the clasp is attached to your braided hair, you can speak its command word as a bonus action and transform your braid into a dangerous whip. If you speak the command word again, you end the effect. You gain a +1 bonus to attack and damage rolls made with this magic whip. When the clasp's property has been used for a total of 10 minutes, you can't use it to transform your braid into a whip 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/"
        }
    ]
}