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=desc&page=2
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=desc&page=3", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=desc", "results": [ { "slug": "potion-of-animal-friendship-a5e", "name": "Potion of Animal Friendship", "type": "Potion", "desc": "After drinking this potion, for the next hour you can cast _animal friendship_ (save DC 13) at will.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-climbing-a5e", "name": "Potion of Climbing", "type": "Potion", "desc": "After drinking this potion, for the next hour you gain a climbing speed equal to your Speed. While the effect lasts, you have _advantage_ on checks made to climb.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-freezing-fog", "name": "Potion of Freezing Fog", "type": "Potion", "desc": "After drinking this potion, you can use an action to exhale a cloud of icy fog in a 20-foot cube originating from you. The cloud spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a DC 13 Constitution saving throw or take 2d4 cold damage. The effects of this potion end after you have exhaled one fog cloud or 1 hour has passed. This potion has a gray, cloudy appearance and swirls vigorously when shaken.", "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": "vial-of-beauty-a5e", "name": "Vial of Beauty", "type": "Potion", "desc": "After spending 1 minute applying this pale lavender lotion to your skin, you can change one small detail of your appearance for the next 24 hours (like the color of your eyes or skin, the length or color of your hair, or an added cosmetic detail such as pointed ears or small horns).", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "oil-of-cosmetic-enhancement-a5e", "name": "Oil of Cosmetic Enhancement", "type": "Potion", "desc": "After spending 10 minutes massaging this oil into an item smaller than a 5-foot cube, it permanently changes the item’s cosmetic appearance. This might change the item’s colors, add intricate designs, or make it blend into its environment. The oil causes no damage and leaves no residue, and it only works on nonmagical items made out of natural materials (such as cotton, parchment, stone, or wood).", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "book-of-storing-a5e", "name": "Book of Storing", "type": "Wondrous Item", "desc": "After you attune to this 1-foot square 6-inch thick book it hides its true nature to anybody else, appearing to be a mundane diary. When you open it however, the book reveals a Tiny storage compartment.\n\nThe storage space is the same size as the book, and because this item doesn’t function as a pocket dimension it can be safely used to store such items (such as a __portable hole_ ).", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-resistance-a5e", "name": "Potion of Resistance", "type": "Potion", "desc": "After you drink this potion, for the next hour you gain resistance to a single type of damage (chosen by the Narrator or determined randomly).\n\n__**Table: Potion of Resistance**__\n| **d10** | **Damage Type** |\n| ------- | --------------- |\n| 1 | Thunder |\n| 2 | Lightning |\n| 3 | Cold |\n| 4 | Poison |\n| 5 | Fire |\n| 6 | Psychic |\n| 7 | Acid |\n| 8 | Necrotic |\n| 9 | Radiant |\n| 10 | Force |", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-giant-strength-a5e", "name": "Potion of Giant Strength", "type": "Potion", "desc": "After you drink this potion, for the next hour your Strength score increases to match the giant whose parts were used to create it (see Table: Potion of Giant Strength). The potion has no effect if your Strength is equal to or greater than the giant’s Strength score.\n\n__**Table: Potion of Giant Strength**__\n| **Giant** | **Strength Score** | **Rarity** | **Cost** | **Appearance** |\n| ------------- | ------------------ | ---------- | --------- | -------------------- |\n| _Hill giant_ | 20 | Uncommon | 300 gp | Muddy, gray |\n| _Frost giant_ | 22 | Rare | 800 gp | Transparent, viscous |\n| _Stone giant_ | 23 | Rare | 800 gp | Silver, shimmering |\n| _Fire giant_ | 25 | Rare | 2,000 gp | Orange, volatile |\n| _Cloud giant_ | 27 | Very rare | 5,000 gp | Opaque white |\n| _Storm giant_ | 29 | Legendary | 52,500 gp | Swirling black |", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dancing-caltrops", "name": "Dancing Caltrops", "type": "Wondrous item", "desc": "After you pour these magic caltrops out of the bag into an area, you can use a bonus action to animate them and command them to move up to 10 feet to occupy a different square area that is 5 feet on a side.", "rarity": "common", "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": "orb-of-dragonkind", "name": "Orb of Dragonkind", "type": "Wondrous item", "desc": "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five _Orbs of Dragonkind_ (or _Dragon Orbs_) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\n\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\n\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\n\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\n\nWhile attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.\n\nWhile you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts _suggestion_ on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\n\n**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:\n\n* 2 minor beneficial properties\n* 1 minor detrimental property\n* 1 major detrimental property\n\n**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).\n\nYou can also use an action to cast the _detect magic_ spell from the orb without using any charges.\n\n**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\n\n**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.", "rarity": "artifact", "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": "anointing-mace", "name": "Anointing Mace", "type": "Weapon", "desc": "Also called an anointing gada, you gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the ornately decorated head of the mace holds a reservoir perforated with small holes. As an action, you can fill the reservoir with a single potion or vial of liquid, such as holy water or alchemist's fire. You can press a button on the haft of the weapon as a bonus action, which opens the holes. If you hit a target with the weapon while the holes are open, the weapon deals damage as normal and the target suffers the effects of the liquid. For example,\nan anointing mace filled with holy water deals an extra 2d6 radiant damage if it hits a fiend or undead. After you press the button and make an attack roll, the liquid is expended, regardless if your attack hits.", "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": "protean-needlepoint-a5e", "name": "Protean Needlepoint", "type": "Wondrous Item", "desc": "Always pristine, easy to thread—and most importantly—able to change its size to suit any purpose, this miraculous sewing needle promises to always be the right tool for the job. The needle’s exact size randomly changes every hour, but you can also choose the form it takes by spending 1 minute threading it with the proper filament.\n\n**Cotton (Sharp Needle)**. Perfect for delicate stitching, beading, and general use.\n\n**Silk (Embroidery Needle)**. Ideal for more decorative needlework.\n\n**Wool (Canvas Needle)**. Large and blunt, for bulkier, loosely woven material.\n\n**Leather (Glover Needle)**. Big, sharp, made for punching through thick hide.\n\nThe _protean needlepoint_ can be used as an improvised weapon when it is sized as a canvas needle for wool (1 magical piercing damage) or a glover needle for leather (1d4 magical piercing damage). When you score a critical hit with it, the tip of the needle snaps off and it becomes a mundane item.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ioun-stone", "name": "Ioun Stone", "type": "Wondrous item", "desc": "An _Ioun stone_ is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of _Ioun stone_ exist, each type a distinct combination of shape and color.\n\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\n\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\n\n**_Absorption (Very Rare)_**. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.\n\nOnce the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.\n\n**_Agility (Very Rare)_**. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.\n\n**_Awareness (Rare)_**. You can't be surprised while this dark blue rhomboid orbits your head.\n\n**_Fortitude (Very Rare)_**. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.\n\n**_Greater Absorption (Legendary)_**. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.\n\nOnce the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.\n\n**_Insight (Very Rare)_**. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.\n\n**_Intellect (Very Rare)_**. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.\n\n**_Leadership (Very Rare)_**. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.\n\n**_Mastery (Legendary)_**. Your proficiency bonus increases by 1 while this pale green prism orbits your head.\n\n**_Protection (Rare)_**. You gain a +1 bonus to AC while this dusty rose prism orbits your head.\n\n**_Regeneration (Legendary)_**. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.\n\n**_Reserve (Rare)_**. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.\n\nAny creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.\n\n**_Strength (Very Rare)_**. Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.\n\n**_Sustenance (Rare)_**. You don't need to eat or drink while this clear spindle orbits your head.", "rarity": "varies", "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": "arrow-of-slaying", "name": "Arrow of Slaying", "type": "Weapon (arrow)", "desc": "An _arrow of slaying_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _arrows of dragon slaying_ and _arrows of blue dragon slaying_. If a creature belonging to the type, race, or group associated with an _arrow of slaying_ takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\n\nOnce an _arrow of slaying_ deals its extra damage to a creature, it becomes a nonmagical arrow.\n\nOther types of magic ammunition of this kind exist, such as _bolts of slaying_ meant for a crossbow, though arrows are most common.", "rarity": "very rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "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": "vigilant-mug", "name": "Vigilant Mug", "type": "Wondrous item", "desc": "An impish face sits carved into the side of this bronze mug, its eyes a pair of clear, blue crystals. The imp's eyes turn red when poison or poisonous material is placed or poured inside the mug.", "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": "oculi-of-the-ancestor", "name": "Oculi of the Ancestor", "type": "Wondrous item", "desc": "An intricately depicted replica of an eyeball, right down to the blood vessels and other fine details, this item is carved from sacred hardwoods by soothsayers using a specialized ceremonial blade handcrafted specifically for this purpose. When you use an action to place the orb within the eye socket of a skull, it telepathically shows you the last thing that was experienced by the creature before it died. This lasts for up to 1 minute and is limited to only what the creature saw or heard in the final moments of its life. The orb can't show you what the creature might have detected using another sense, such as tremorsense.", "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": "staff-of-the-lantern-bearer", "name": "Staff of the Lantern Bearer", "type": "Staff", "desc": "An iron hook is affixed to the top of this plain, wooden staff. While holding this staff, you can use an action to cast the light spell from it at will, but the light can emanate only from the staff 's hook. If a lantern hangs from the staff 's hook, you gain the following benefits while holding the staff: - You can control the light of the lantern, lighting or extinguishing it as a bonus action. The lantern must still have oil, if it requires oil to produce a flame.\n- The lantern's flame can't be extinguished by wind or water.\n- If you are a spellcaster, you can use the staff as a spellcasting focus. When you cast a spell that deals fire or radiant damage while using this staff as your spellcasting focus, you gain a +1 bonus to the spell's attack roll, or the spell's save DC increases by 1 (your choice).", "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": "potion-of-speed-a5e", "name": "Potion of Speed", "type": "Potion", "desc": "An opaque gray liquid that occasionally flashes with sparks of electricity. After drinking this potion, for the next minute you gain the benefits of a _haste_ spell (without the need for _concentration_ ).", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rod-of-swarming-skulls", "name": "Rod of Swarming Skulls", "type": "Rod", "desc": "An open-mouthed skull caps this thick, onyx rod. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While holding the rod, you can use an action and expend 1 of the rod's charges to unleash a swarm of miniature spectral blue skulls at a target within 30 feet. The target must make a DC 15 Wisdom saving throw. On a failure, it takes 3d6 psychic damage and becomes paralyzed with fear until the end of its next turn. On a success, it takes half the damage and isn't paralyzed. Creatures that can't be frightened are immune to this effect.", "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": "raiment-of-the-devouring-king-a5e", "name": "Raiment of the Devouring King", "type": "Wondrous Item", "desc": "Ancient beyond meaning, the Devouring King known as Nyth’Zerogg spreads across the multiverse, infecting a plane with a portion of himself before consuming it. Whether summoned or drawn by hunger, the mind-bending entity crosses black seas of infinity to gorge upon mortal civilizations and gods alike.\n\nRarely in the uncounted eons of his existence, the spore of the Devouring King is denied. In this reality primordial powers drove him back before he took root, destroying him almost completely. Of his titanic form only a piece of skull, a fragment of wing membrane, and a piece of its strange heart survived. Nyth'zerogg's might was such that even these pieces contain terrible power, housing a fragment of his essence and a shard of his alien psyche.\n\nSince Nyth’Zerogg’s destruction pieces of the raiment have shown up throughout history, ultimately destroying their bearers and causing untold devastation. The destruction that they have wrought is insignificant compared to the danger that they pose however, as these artifacts hold the key to restoring the spore of Nyth’Zerogg so that he may consume all reality. The _Raiment of the Devouring King_ consists of three pieces: a cloak, a crown, and an orb. To attune to a piece, you must awaken it by pouring the blood of a recently sacrificed sapient creature onto it, allowing you to graft it to your body in a process that takes a minute, during which you are _incapacitated_ by agony. Once attuned, pieces can only be removed if you are killed.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is part of the _Raiment of the Devouring King,_ the remains of an ancient being who consumed worlds. \n\n**DC 18** There are three surviving pieces of the raiment: a cloak, a crown, and an orb.\n\n**DC 21** The cloak grants flight and teleportation, the crown transforms the wearer’s body, and the orb enhances their mind.\n\n**Artifact Properties**\n\nWhile you are attuned to any piece of the _Raiment of the Devouring King,_ you are subject to Malignant Influence (see below) and gain the following benefits:\n\n* You cease aging and become immune to poison and disease.\n* You gain a pool of 8 charges that can be spent to fuel the _Raiment of the Devouring King’s_ magical properties (save DC 19, +11 to hit with spell attacks). You regain 1d4+1 charges each dusk.\n\n**A Complete Set**\n\nBecause of their powerful desire to be together, no matter how many pieces of the Raiment of the Devouring King you wear they count as a single magic item for the purposes of attunement. For each additional piece of the Raiment of the Devouring King that you acquire, you gain the following benefits:\n\n**_Two Pieces._** Your pool of charges increases to 12\\. You can use an action to regain 1 expended charge by messily devouring an _incapacitated_ or _unconscious_ creature within your reach, killing it in the process. Creatures slain in this manner can only be returned to life by means of a _wish_ or __true resurrection ._\n\n_**Three Pieces.**_ Your pool of charges increases to 16\\. When you take a _short rest_ , you can extend tendrils into the ground and regain 1d4+1 charges by consuming natural energy within a 1-mile radius. All plant life in the area dies and beasts become _poisoned_ while in the area. This property can only be used in an area once per decade, after which it cannot support life for the next 10 years.\n\nYou cannot be permanently killed unless each piece of the raiment is cut from your body in conjunction with a carefully worded __wish_ spell. Instead, you return to life 1d3 days later.\n\n**Cloak of the Devouring King**\n\nThis deep jade cloak resembles a large piece of torn wing membrane. When attuned, it grafts to your back, reweaving muscle and bone and turning into a single leathery wing that grants a portion of Nyth’zerogg’s vitality.\n\n While attuned to the _Cloak of the Devouring King_, you gain the following benefits:\n\n* Your Constitution score is increased to 20\\. This property has no effect if your Constitution is equal to or greater than 20.\n* You gain a fly speed equal to your Speed.\n* You regain 1d8 hit points at the beginning of each of your turns if you have at least 1 hit point. If you lose a body part, you regrow the missing part within 1d6 days.\n* You may expend one or more charges to cast the following spells: _longstrider_ (1 charge), __misty step_ (2 charges), __blink_ (3 charges), _dimension door_ (4 charges), __plane shift_ (5 charges), or _teleport_ (5 charges)\n\n**Crown of the Devouring King**\n\nThe alabaster crown resembles a jagged piece of flat bone affixed to a crude iron band. When worn, it settles so that a single spoke of bone extends above the wearer's eye. When you attune to the skull, it grafts with your bone and grants a portion of Nyth’zerogg’s strength.\n\nWhile attuned to the _Crown of the Devouring King_, you gain the following benefits:\n\n* Your Strength score is increased to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* Your body transforms, turning a rubbery gray green as chitinous bone plates emerge from your skin. This counts as a suit of _1 leather_ if you are proficient with light armor, a suit of _1 breastplate_ if you are proficient with medium armor, or a suit of _1 full plate_ if you are proficient with heavy armor. This armor does not impose _disadvantage_ on Dexterity (Stealth) checks.\n* You can use an action to spend 1 charge to shape chitin and bone from your body into a +1 weapon. You may only have two such weapons in existence at a time. Any ammunition needed is created as the weapon is fired. You may spend 1 charge as part of an action to deliver touch spells through a weapon created in this manner by making a single weapon attack as a part of that action. A weapon created in this manner crumbles to dust a round after it leaves your person.\n* You may expend one or more charges to cast the following spells: __shield_ (1 charge), __enlarge/reduce_ (2 charges), __protection from energy_ (self only; 2 charges), _stoneskin_ (self only; 3 charges).\n\n**Orb of the Devouring King**\n\nThis crimson orb resembles a massive, calcified heart suspended on a crude chain. When the orb returns to life, hooked tendrils extend and burrow into your chest, lodging it there where it grants a portion of the god’s mind and knowledge.\n\n While attuned to the _Orb of the Devouring King_, you gain the following benefits:\n\n* Choose Intelligence or Charisma. The chosen ability score is increased to 20\\. This property has no effect if the chosen ability score is equal to or greater than 20.\n* You gain a 1d10 expertise die on Intelligence checks.\n* When you take a short rest, you can recover an expended spell slot of 6th-level or higher by spending a number of charges equal to the level of the spell slot recovered.\n* You may expend one or more charges to cast the following spells: __detect thoughts_ (1 charge)_, suggestion_ (2 charges), __black tentacles_ (3 charges), _telekinesis_ (4 charges), _dominate monster_ (5 charges).\n\n**Malignant Influence**\n\nEach piece of the _Raiment of the Devouring King_ longs to be united with the others so that Nyth’Zerogg may live again. While attuned to a piece of the artifact, you must succeed on a DC 18 Wisdom _saving throw_ once per month or gain a level of Malignant Influence, which cannot be removed while you are attuned to the _Raiment of the Devouring King._ With two pieces of the artifact attuned, you repeat the saving throw once per week, and when all three pieces of the artifact are attuned, you repeat the saving throw once per day.\n\n_**Level 1**._ You become obsessed with acquiring the other pieces of the _Raiment of the Devouring King_ and devote all of the time and resources at your disposal to the task.\n\n_**Level 2.**_ You become ravenous and must consume one living sapient being each day or gain a level of _fatigue_ that persists until you consume such a creature.\n\n_**Level 3.**_ You fall entirely under the sway of the Raiment of the Devouring King. You gain the Chaotic and Evil alignment traits, and you will stop at nothing to see Nyth’Zerogg reborn. You immediately become an NPC under the Narrator’s control.\n\n**Awakening Nyth’Zerogg**\n\nIf all three pieces of the _Raiment of the Devouring King_ graft to a single host and they acquire three levels of Malignant Influence, the host’s mind and soul are devoured as fuel for Nyth’zerogg’s reawakening. The exact consequences of such a reawakening are left to the Narrator but likely pose an extinction level threat to mortals and gods alike.\n\n**Destruction**\n\nMany attempts have been made to destroy pieces of the _Raiment of the Devouring King,_ yet they always reform. Some believe that they can only be destroyed by plunging a creature with all three pieces of the artifact grafted to its body into the heart of a star or a true flame in the center of the Elemental Plane of Fire—though even this is just a theory.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "harmonizing-instrument", "name": "Harmonizing Instrument", "type": "Wondrous item", "desc": "Any stringed instrument can be a harmonizing instrument, and you must be proficient with stringed instruments to use a harmonizing instrument. This instrument has 3 charges for the following properties. The instrument regains 1d3 expended charges daily at dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "bag-of-traps", "name": "Bag of Traps", "type": "Wondrous item", "desc": "Anyone reaching into this apparently empty bag feels a small coin, which resembles no known currency. Removing the coin and placing or tossing it up to 20 feet creates a random mechanical trap that remains for 10 minutes or until discharged or disarmed, whereupon it disappears. The coin returns to the bag only after the trap disappears. You may draw up to 10 traps from the bag each week. The GM has the statistics for mechanical traps.", "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": "ghoulbane-rod", "name": "Ghoulbane Rod", "type": "Rod", "desc": "Arcane glyphs decorate the spherical head of this tarnished rod, while engravings of cracked and broken skulls and bones circle its haft. When an undead creature is within 120 feet of the rod, the rod's arcane glyphs emit a soft glow. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's glyphs flare to life and the rod's magic activates. When an undead creature enters or starts its turn within 30 feet of the planted rod, it must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls against creatures that aren't undead until the start of its next turn. If a ghoul fails this saving throw, it also takes a –2 penalty to AC and Dexterity saving throws, its speed is halved, and it can't use reactions. The rod's magic remains active while planted in the ground, and after it has been active for a total of 10 minutes, its magic ceases to function until the next dawn. A creature can use an action to pull the rod from the ground, ending the effect early for use at a later time. Deduct the time it was active in increments of 1 minute from the rod's total active time.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "spyglass-of-summoning", "name": "Spyglass of Summoning", "type": "Wondrous item", "desc": "Arcane runes encircle this polished brass spyglass. You can view creatures and objects as far as 600 feet away through the spyglass, and they are magnified to twice their size. You can magnify your view of a creature or object to up to four times its size by twisting the end of the spyglass.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "animated-shield-a5e", "name": "Animated Shield", "type": "Armor", "desc": "As a bonus action, you can verbally command the shield to animate and float in your space, or for it to stop doing so. The shield continues to act as if you were wielding it, but with your hands free. The shield remains animated for 1 minute, or until you are _incapacitated_ or die. It then returns to your free hand, if you have one, or else it falls to the ground. You can benefit from only one shield at a time.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "lifeblood-gear", "name": "Lifeblood Gear", "type": "Wondrous item", "desc": "As an action, you can attach this tiny bronze gear to a pile of junk or other small collection of mundane objects and create a Tiny or Small mechanical servant. This servant uses the statistics of a beast with a challenge rating of 1/4 or lower, except it has immunity to poison damage and the poisoned condition, and it can't be charmed or become exhausted. If it participates in combat, the servant lasts for up to 5 rounds or until destroyed. If commanded to perform mundane tasks, such as fetching items, cleaning, or other similar task, it lasts for up to 5 hours or until destroyed. Once affixed to the servant, the gear pulsates like a beating heart. If the gear is removed, you lose control of the servant, which then attacks indiscriminately for up to 5 rounds or until destroyed. Once the duration expires or the servant is destroyed, the gear becomes a nonmagical gear.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "gong-of-alarm-a5e", "name": "Gong of Alarm", "type": "Wondrous Item", "desc": "As an action, you can cast the __alarm_ spell through this brass gong. When cast this way, the spell’s duration becomes 1 month. The gong can’t be used to cast _alarm_ again while the spell is active and for 24 hours thereafter.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "scalehide-cream", "name": "Scalehide Cream", "type": "Wondrous item", "desc": "As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive-green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn't combine with any worn armor or with a Dexterity bonus to AC. A jar of scalehide cream contains 1d6 + 1 doses.", "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": "earrings-of-the-agent", "name": "Earrings of the Agent", "type": "Wondrous item", "desc": "Aside from a minor difference in size, these simple golden hoops are identical to one another. Each hoop has 1 charge and provides a different magical effect. Each hoop regains its expended charge daily at dawn. You must be wearing both hoops to use the magic of either hoop.", "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": "scrimshaw-comb", "name": "Scrimshaw Comb", "type": "Wondrous item", "desc": "Aside from being carved from bone, this comb is a beautiful example of functional art. It has 3 charges. As an action, you can expend a charge to cast invisibility. Unlike the standard version of this spell, you are invisible only to undead creatures. However, you can attack creatures who are not undead (and thus unaffected by the spell) without ending the effect. Casting a spell breaks the effect as normal. The comb regains 1d3 expended charges daily at 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": "impossible-cube-a5e", "name": "Impossible Cube", "type": "Wondrous Item", "desc": "At a glance this hand-sized item appears to be a metal framework in the simple shape of a cube, but when looked at more closely it becomes clear that the geometry of the framework is impossible with absurd angles, preposterous twists, and endpoints. Any attempt to follow the various lines and compositions to their conclusion is frustrating at best and truly maddening at worst. \n\nWhen a creature with an Intelligence score of 6 or higher sees the cube for the first time it makes a DC 10 Wisdom _saving throw_ or becomes compelled to study the cube further. When a creature first studies the cube, it makes a DC 15 Wisdom saving throw or suffers from the Terrorized short-term _mental stress effect_ and a compulsion to study the cube even further. A creature that fails this saving throw by 5 or more instead suffers from the Distorted Perceptions long-term mental stress effect. Any further inspection of the cube has no additional effect.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "charcoal-stick-of-aversion-a5e", "name": "Charcoal Stick of Aversion", "type": "Wondrous Item", "desc": "At every level of society—but especially when you’re on the bottom—going unnoticed can be a great benefit. Invisibility is one thing but effectively hiding your home and your possessions can be harder. As an action, you can expend 1 charge to draw a large X on one object up to the size of a normal door. This has no effect on creatures, or objects worn by creatures. Creatures other than you that see the marked object roll a DC 10 Intelligence _saving throw_ . On a failed save, they do not notice the marked object as anything out of the ordinary from its surroundings (such as a blasphemous icon in a church, a barrel of gunpowder in a kitchen, or an unsheathed weapon resting against the wall of a bedroom going unnoticed). On a success, they can interact with the object normally. A creature that remains in the area and is consciously searching for the kind of object that you have marked receives a new saving throw at the end of each minute. A creature interacting with a marked object automatically reveals it to all creatures who observe the interaction. A charcoal mark lasts for 24 hours or until it is wiped away as an action. \n\nAlternatively, you can expend 2 charges to increase the DC to notice the object to 15\\. \n\nThe charcoal has 2 charges and regains 1 charge each dusk. If you expend the last charge, the charcoal is consumed.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "osseous-warhammer-a5e", "name": "Osseous Warhammer", "type": "Weapon", "desc": "Attacks made using this grim-looking weapon do both physical and supernatural harm. You can use a bonus action to let the weapon feed off your life force. While activated, whenever you successfully hit with the warhammer you deal an additional 1d6 necrotic damage, but also take 1d4 cold damage. This effect lasts until deactivated by using another bonus action or letting go of the weapon. ", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "gloam-bread-a5e", "name": "Gloam Bread", "type": "Wondrous Item", "desc": "Available from the few merchants who reside around the city’s market square, these dark, dense bread rolls are incredibly filling, but leave an unpleasant, greasy taste in your mouth\n\nEach piece of Gloam Bread is considered one Supply. When consumed, you have _advantage_ on Wisdom _saving throws_ against the Fellspire Gloaming challenge for 24 hours.\n\nIn addition, you can make a DC 16 Wisdom _saving throw_ , reducing your _strife_ by one level on a success. Once a creature reduces its strife in this way it cannot do so again until it has had a _long rest_ .", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "heavens-roof-ring-a5e", "name": "Heaven's Roof Ring", "type": "Wondrous Item", "desc": "Awarded to those who have performed some great service to the cloud elves, this silver band of this ring is set with a flat gray stone etched with a wing. Once a day, you can spend an action to gain fly speed of 50 feet for 10 minutes, and once per day, as a reaction, you can cast _feather fall_ on yourself. While attuned, you are also fully acclimated to great heights and automatically succeed on checks against the effects of the _Elsenian Span_.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "barrow-bread-a5e", "name": "Barrow Bread", "type": "Wondrous Item", "desc": "Barrow bread is made from mashing together plantains and starches that are grown in the tropical barrows. While this viscous, starchy paste is not actually a bread, it perfectly preserves and maintains the temperature of any food tucked inside it for up to a week, protecting and preserving 1 Supply. The magic is contained in the plantain leaves that are wrapped around the barrow bread. Once unwrapped, the barrow bread itself can be consumed (as 1 Supply) within 15 minutes before the outside elements spoil it. ", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "oil-of-etherealness", "name": "Oil of Etherealness", "type": "Potion", "desc": "Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. 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 then gains the effect of the _etherealness_ spell for 1 hour.", "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": "bow-of-the-viper-a5e", "name": "Bow of the Viper", "type": "Weapon", "desc": "Both limbs of this bow are scaled and end in a snake’s open mouth.\n\nYou gain a +1 to attack and damage rolls while wielding this weapon. As a bonus action, you can expend 1 charge to poison one arrow suitable for the bow for 1 minute or until it is used to damage a creature When a creature is damaged by the blade’s poison, it makes a DC 15 Constitution _saving throw_ or takes 1d10 poison damage and becomes _poisoned_ for 1 minute.\n\nAlternatively, you can use an action to expend 2 charges to cast the following: _protection from poison , shillelagh_ (transforming the bow into a snake-headed _1 quarterstaff_ ), _thorn whip_ (causing one of the bow’s snake heads to lash out).\n\nThe bow of the viper has 4 charges and regains 1d4 expended charges each dawn. If you expend the last charge, roll a d20\\. On a or 5 or less, it can no longer regain charges and becomes a _1 longbow_ .", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "angel-eyes-a5e", "name": "Angel Eyes", "type": "Wondrous Item", "desc": "Both the frame and lenses of these magnificent spectacles are made of the finest crystal. While you are wearing and attuned to the spectacles, you are immune to _mental stress effects_ that would result from a visual encounter, you have _advantage_ on _saving throws_ against sight-based fear effects, and you are immune to gaze attacks.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "belt-of-giant-strength-a5e", "name": "Belt of Giant Strength", "type": "Wondrous Item", "desc": "Braided rope made of hair from the same kind of giant as the belt to be made\n\nWearing this belt increases your Strength score to the score granted by the belt. It has no effect if your Strength is equal to or greater than the belt’s score.\n\nEach variety of belt corresponds with a different kind of giant.\n\n__**Table: Belts of Giant Strength**__\n| **Type** | **Strength** | **Rarity** | **Cost** |\n| ------------------------- | ------------ | ---------- | ---------- |\n| _Hill giant_ | 20 | Rare | 4,000 gp |\n| _Frost_ or _stone giant_ | 23 | Very rare | 9,000 gp |\n| _Fire giant_ | 25 | Very rare | 20,000 gp |\n| _Cloud giant_ | 27 | Legendary | 55,000 gp |\n| _Storm giant_ | 29 | Legendary | 150,000 gp |", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "worg-salve", "name": "Worg Salve", "type": "Wondrous item", "desc": "Brewed by hags and lycanthropes, this oil grants you lupine features. Each pot contains enough for three applications. One application grants one of the following benefits (your choice): darkvision out to a range of 60 feet, advantage on Wisdom (Perception) checks that rely on smell, a walking speed of 50 feet, or a new attack option (use the statistics of a wolf 's bite attack) for 5 minutes. If you use all three applications at one time, you can cast polymorph on yourself, transforming into a wolf. While you are in the form of a wolf, 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.", "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": "gliding-cloak", "name": "Gliding Cloak", "type": "Wondrous item", "desc": "By grasping the ends of the cloak while falling, you can glide up to 5 feet horizontally in any direction for every 1 foot you fall. You descend 60 feet per round but take no damage from falling while gliding in this way. A tailwind allows you to glide 10 feet per 1 foot descended, but a headwind forces you to only glide 5 feet per 2 feet descended.", "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": "scroll-of-conjuring", "name": "Scroll of Conjuring", "type": "Scroll", "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", "rarity": "uncommon (least), rare (lesser), very rare (greater)", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "coat-of-padarn-beisrudd-a5e", "name": "Coat of Padarn Beisrudd", "type": "Armor", "desc": "Can only be attuned to by a brave adventurer.\n\nWhile you are attuned to and wearing this fine chain shirt, your armor class equals 17 + Dexterity modifier (maximum 2).", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "tools-of-the-hidden-hand-a5e", "name": "Tools of the Hidden Hand", "type": "Wondrous Item", "desc": "Carrying thieves’ tools is frequently illegal without a license or certification for locksmithing and even then can be an unfortunate piece of circumstantial evidence in the courts. As an action, you can alter the shape of these thieves’ tools to resemble any one set of artisan’s tools. If used for any task related to their new appearance, the illusion fades. The illusion can also be detected by a creature that spends an action inspecting them and succeeds on a DC 13 Investigation check.\n\nAlternatively, while you are touching these thieves’ tools you can command them to truly become whatever type of artisan’s tools they are disguised as. You add your proficiency bonus to the first ability check you make with that set of artisan’s tools. Afterward the artisan’s tools remain in their new form as all magic fades from them and they become a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "message-whistle-a5e", "name": "Message Whistle", "type": "Wondrous Item", "desc": "Carved by _satyr_ musicians, this wooden whistle resembles a shushing finger when held to one’s mouth, and blowing through it does not produce an audible sound. Puffing on the whistle as an action allows you to cast the __message_ cantrip once without any other spell components. This ability recharges after one week.\n\nAlternatively, you can use an action to blow extremely hard through the whistle to cast the __sending_ spell without seen, vocal, or material components. Unlike the spell, your message can only contain 10 words and there is a 10% chance the message doesn’t arrive (even if you are on the same plane of existence). The whistle is destroyed in a burst of sparkles.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "accursed-idol", "name": "Accursed Idol", "type": "Wondrous item", "desc": "Carved from a curious black stone of unknown origin, this small totem is fashioned in the macabre likeness of a Great Old One. While attuned to the idol and holding it, you gain the following benefits:\n- You can speak, read, and write Deep Speech.\n- You can use an action to speak the idol's command word and send otherworldly spirits to whisper in the minds of up to three creatures you can see within 30 feet of you. Each target must make a DC 13 Charisma saving throw. On a failed save, a creature takes 2d6 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. If a target dies from this damage or while frightened, the otherworldly spirits within the idol are temporarily sated, and you don't suffer the effects of the idol's Otherworldly Whispers property at the next dusk. Once used, this property of the idol can't be used again until the next dusk.\n- You can use an action to cast the augury spell from the idol. The idol 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": "crystal-staff", "name": "Crystal Staff", "type": "Staff", "desc": "Carved from a single piece of solid crystal, this staff has numerous reflective facets that produce a strangely hypnotic effect. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: color spray (1 charge), confound senses* (3 charges), confusion (4 charges), hypnotic pattern (3 charges), jeweled fissure* (3 charges), prismatic ray* (5 charges), or prismatic spray (7 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to light or confusion. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crystal shatters, destroying the staff and dealing 2d6 piercing damage to each creature within 10 feet of it.", "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": "ouroboros-amulet", "name": "Ouroboros Amulet", "type": "Wondrous item", "desc": "Carved in the likeness of a serpent swallowing its own tail, this circular jade amulet is frequently worn by serpentfolk mystics and the worshippers of dark and forgotten gods. While wearing this amulet, you have advantage on saving throws against being charmed. In addition, you can use an action to cast the suggestion spell (save DC 13). The amulet can't be used this way again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" } ] }{ "count": 1618, "next": "