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=20
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=desc&page=21", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=desc&page=19", "results": [ { "slug": "wand-of-resistance", "name": "Wand of Resistance", "type": "Wand", "desc": "This slim, wooden wand is topped with a small, spherical cage, which holds a pyramid-shaped piece of hematite. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the resistance spell. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Guidance .", "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": "fog-stone", "name": "Fog Stone", "type": "Ammunition", "desc": "This sling stone is carved to look like a fluffy cloud. Typically, 1d4 + 1 fog stones are found together. When you fire the stone from a sling, it transforms into a miniature cloud as it flies through the air, and it creates a 20-foot-radius sphere of fog centered on the target or point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "sling-stone-of-screeching", "name": "Sling Stone of Screeching", "type": "Ammunition", "desc": "This sling stone is carved with an open mouth that screams in hellish torment when hurled with a sling. Typically, 1d4 + 1 sling stones of screeching are found together. When you fire the stone from a sling, it changes into a screaming bolt, forming a line 5 feet wide that extends out from you to a target within 30 feet. Each creature in the line excluding you and the target must make a DC 13 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Make a ranged weapon attack against the target. On a hit, the target takes damage from the sling stone plus 3d8 thunder damage and is knocked prone. Once a sling stone of screeching has dealt its damage to a creature, it becomes a nonmagical sling stone.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "perdita-ravenwings-true-name-a5e", "name": "Perdita Ravenwing’s True Name", "type": "Wondrous Item", "desc": "This slip of parchment contains the magically bound name “Agnes Nittworthy” surrounded by occult symbols and raven feathers. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful and ancient hag beside you for 1 minute. Agnes acts aloof and mysterious but becomes oddly motherly around the young or incompetent. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Create ominous noises or effects (as _thaumaturgy_ ).\n* Magically poison up to a pound of food within 5 feet. Any creature that consumes this poisoned food must make a DC 13 Constitution _saving throw_ or become _poisoned_ for 10 minutes.\n* Mimic animal sounds or the voices of specific humanoids. A creature that hears the sounds can tell they are imitations with a successful DC 13 Insight check.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Perdita in exchange for her direct assistance. When you do so the parchment crumbles into dust and for the next minute the vision curses a creature of your choice within 30 feet (as __bestow curse_ , save DC 13) after which she disappears. Once you have revoked your claim in this way, you can never invoke Perdita’s true name again.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "aerodite-the-autumn-queens-true-name-a5e", "name": "Aerodite the Autumn Queen’s True Name", "type": "Wondrous Item", "desc": "This slip of parchment contains the magically bound name “Airy Nightengale” surrounded by shifting autumn leaves. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful _archfey_ beside you for 1 minute. Airy acts catty and dismissive but mellows with flattery. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Perform minor acts of nature magic (as _druidcraft_ ).\n* Whisper charming words to a target creature within 5 feet. Creatures whispered to in this way must make a DC 13 Charisma _saving throw_ , on a failed save targets become _charmed_ by the vision until the end of their next turn, treating the vision and you as friendly allies.\n* Bestow a magical fly speed of 10 feet on a creature within 5 feet for as long as the vision remains.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Aerodite in exchange for her direct assistance. When you do so the parchment disappears in a flurry of autumn leaves, and for the next minute the figment transforms into an alluring vision of the Dreaming at a point you choose within 60 feet (as __hypnotic pattern_ , save DC 13). Once you have revoked your claim in this way, you can never invoke Aerodite’s true name again.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "that-which-spies-from-infinitys-true-name-a5e", "name": "That Which Spies From Infinity’s True Name", "type": "Wondrous Item", "desc": "This slip of parchment contains the magically bound name “Holtrathamogg” surrounded by eldritch symbols that defy all translation. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a dark and tentacled elder evil beside you for 1 minute. Holtrathamogg is utterly alien and is disquietingly silent unless spoken to. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Instantly snuff out a bonfire, candle, or similar light source within 15 feet.\n* Translate up to 25 words of spoken or written Deep Speech into Common.\n* Whisper madness into the ears of a target creature within 5 feet. A creature whispered to in this way makes a DC 13 Wisdom _saving throw_ or becomes _frightened_ until the end of its next turn.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on That Which Spies From Infinity in exchange for its direct assistance. When you do so the parchment melts away into nothing and for the next minute the vision transforms into an eldritch ethereal tentacle within 30 feet. On each of your turns, you can use a bonus action to verbally instruct the tentacle to make a melee spell attack (+6 bonus to hit) against a target within 10 feet of it. On a hit, the target takes 1d8 cold damage and its Speed is reduced by 10 feet until the start of your next turn. Once you have revoked your claim in this way, you can never invoke That Which Spies From Infinity’s true name again.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "culdarath-the-ninth-rings-true-name-a5e", "name": "Culdarath the Ninth Ring’s True Name", "type": "Wondrous Item", "desc": "This slip of parchment contains the magically bound name “Ozzacath’ta Culd” and is burned black at the edges. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful efreet beside you for 1 minute. Ozzacath is haughty and impatient when conjured but seems to relish the chance to burn anything. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Light a bonfire, candle, or similar flammable object within 15 feet.\n* Burn brightly (or cease burning brightly) for the next minute providing bright light in a 30-foot radius and dim light for a further 15 feet.\n* Translate up to 25 words of spoken or written Ignan into Common.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Culdarath in exchange for his direct assistance. When you do so the parchment burns to cinders and for the next minute the vision roars into a ball of fire within 5 feet of you (as __flaming sphere_ , save DC 13). On each of your turns, you can use a bonus action to verbally indicate where the ball of fire moves. Once you have revoked your claim in this way, you can never invoke Culdarath’s true name again.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "radiance-bomb", "name": "Radiance Bomb", "type": "Wondrous item", "desc": "This small apple-sized globule is made from a highly reflective silver material and has a single, golden rune etched on it. Typically, 1d4 + 4 radiance bombs are found together. You can use an action to throw the globule up to 60 feet. The globule explodes on impact and is destroyed. Each creature within a 10-foot radius of where the globule landed must make a DC 13 Dexterity saving throw. On a failure, a creature takes 3d6 radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", "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": "victory-banner", "name": "Victory Banner", "type": "Wondrous item", "desc": "This small banner is mounted on a short haft and can be attached to a backpack, saddle, or similar equipment. The banner has 3 charges. It regains all expended charges daily at dawn. You can expend 1 of its charges to give yourself advantage on weapon attacks for 1 minute. When you roll a 20 on an attack roll made with a weapon, you can expend 1 charge to move up to your speed without provoking opportunity attacks.\n You must be within 5 feet of the banner to expend any of its charges.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "skipstone", "name": "Skipstone", "type": "Wondrous item", "desc": "This small bark-colored stone measures 3/4 of an inch in diameter and weighs 1 ounce. Typically, 1d4 + 1 skipstones are found together. You can use an action to throw the stone up to 60 feet. The stone crumbles to dust on impact and is destroyed. Each creature within a 5-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be thrown forward in time until the start of your next turn. Each creature disappears, during which time it can't act and is protected from all effects. At the start of your next turn, each creature reappears in the space it previously occupied or the nearest unoccupied space, and it is unaware that any time has passed.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "mnemonic-fob", "name": "Mnemonic Fob", "type": "Wondrous item", "desc": "This small bauble consists of a flat crescent, which binds a small disc that freely spins in its housing. Each side of the disc is intricately etched with an incomplete pillar and pyre. \nPillar of Fire. While holding this bauble, you can use an action to remove the disc, place it on the ground, and speak its command word to transform it into a 5-foot-tall flaming pillar of intricately carved stone. The pillar sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It is warm to the touch, but it doesn’t burn. A second command word returns the pillar to its disc form. When the pillar has shed light for a total of 10 minutes, it returns to its disc form and can’t be transformed into a pillar again until the next dawn. \nRecall Magic. While holding this bauble, you can use an action to spin the disc and regain one expended 1st-level spell slot. Once used, this property can’t be used again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "deaths-essence-pendant-a5e", "name": "Death’s Essence Pendant", "type": "Wondrous Item", "desc": "This small black pendant has 5 charges and regains 1d4 charges each day at dawn.\n\nYou can use an action and expend a charge to make undead of CR 1 or lower indifferent to you and creatures you choose within 30 feet of you. Undead remain indifferent until you for up to 1 hour, or until you threaten or harm them.\n\nThree times each day you can use a bonus action and expend a charge to summon a skeleton (page 334 or zombie (page 335). Your summoned creature follows you and is hostile to creatures that are hostile to you. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete. Undead created by the pendant turn into dust at dawn.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "organizer-gremlin-a5e", "name": "Organizer Gremlin", "type": "Wondrous Item", "desc": "This small black pocketbook comes with a tiny ethereal gold goblinoid who holds a cheap pen and eagerly awaits your instructions. Roughly half of this 120 page book is blank scratch paper, and the other half is a calendar of the current year. The gremlin writes down anything you ask it to and even takes down dictation if requested. It will also mark reminders in the calendar and circle dates. Despite its love for writing however, its penmanship is quite poor, it doesn’t actually understand what anything it’s writing actually means, and any word with 3 or more syllables is always misspelled. Accurately understanding anything the gremlin has written requires a DC 10 Intelligence check. ", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "bead-of-force", "name": "Bead of Force", "type": "Wondrous item", "desc": "This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 _beads of force_ are found together.\n\nYou can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.\n\nAn enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.", "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": "sleep-pellet", "name": "Sleep Pellet", "type": "Wondrous item", "desc": "This small brass pellet measures 1/2 of an inch in diameter. Typically, 1d6 + 4 sleep pellets are found together. You can use the pellet as a sling bullet and shoot it at a creature using a sling. On a hit, the pellet is destroyed, and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. Alternatively, you can use an action to swallow the pellet harmlessly. Once before 1 minute has passed, you can use an action to exhale a cloud of sleeping gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. An unconscious creature awakens if it takes damage or if another creature uses an action to wake it.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "oracle-charm", "name": "Oracle Charm", "type": "Wondrous item", "desc": "This small charm resembles a human finger bone engraved with runes and complicated knotwork patterns. As you contemplate a specific course of action that you plan to take within the next 30 minutes, you can use an action to snap the charm in half to gain the benefit of an augury spell. Once used, the charm 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": "hunters-charm", "name": "Hunter's Charm", "type": "Wondrous item", "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.", "rarity": "common (+1), uncommon (+2), rare (+3)", "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": "coffer-of-memory", "name": "Coffer of Memory", "type": "Wondrous item", "desc": "This small golden box resembles a jewelry box and is easily mistaken for a common trinket. When attuned to the box, its owner can fill the box with mental images of important events lasting no more than 1 minute each. Any number of memories can be stored this way. These images are similar to a slide show from the bearer's point of view. On a command from its owner, the box projects a mental image of a requested memory so that whoever is holding the box at that moment can see it. If a coffer of memory is found with memories already stored inside it, a newly-attuned owner can view a randomly-selected stored memory with a successful DC 15 Charisma check.", "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": "lodestone-caltrops", "name": "Lodestone Caltrops", "type": "Wondrous item", "desc": "This small gray pouch appears empty, though it weighs 3 pounds. Reaching inside the bag reveals dozens of small, metal balls. As an action, you can upend the bag and spread the metal balls to cover a square area that is 5 feet on a side. Any creature that enters the area while wearing metal armor or carrying at least one metal item must succeed on a DC 13 Strength saving throw or stop moving this turn. A creature that starts its turn in the area must succeed on a DC 13 Strength saving throw to leave the area. Alternatively, a creature in the area can drop or remove whatever metal items are on it and leave the area without needing to make a saving throw. The metal balls remain for 1 minute. Once the bag's contents have been emptied three times, the bag can't be used again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "lucky-halfling-foot-a5e", "name": "Lucky Halfling Foot", "type": "Wondrous Item", "desc": "This small hairy humanoid foot has been chemically preserved and attached to a simple chain necklace as a pendant. Whenever you roll a natural 1 for an ability check, _attack roll_ , or _saving throw_ while wearing this necklace, you may choose to reroll and must use the new result. Once you make a reroll in this way, you cannot do so again for the next 24 hours. In addition, halflings get an unnerving sense of this macabre trophy even when it is hidden, and while wearing this necklace you have _disadvantage_ on all Charisma (Persuasion) checks to influence halflings.\n\nAlternatively, these mortal remains can be buried or burned properly through halfling funerary rites taking 1 hour. If these rites are completed, any creatures in attendance (a maximum of 8) gain a point of inspiration.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "vessel-of-deadly-venoms", "name": "Vessel of Deadly Venoms", "type": "Wondrous item", "desc": "This small jug weighs 5 pounds and has a ceramic snake coiled around it. You can use an action to speak a command word to cause the vessel to produce poison, which pours from the snake's mouth. A poison created by the vessel must be used within 1 hour or it becomes inert. The word “blade” causes the snake to produce 1 dose of serpent venom, enough to coat a single weapon. The word “consume” causes the snake to produce 1 dose of assassin's blood, an ingested poison. The word “spit” causes the snake to spray a stream of poison at a creature you can see within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. Once used, the vessel can't be used to create poison 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": "box-of-party-tricks-a5e", "name": "Box of Party Tricks", "type": "Wondrous Item", "desc": "This small neat box contains 1d12 glowing vials. You can use an action to remove a vial and smash it to the ground, creating a randomly determined effect from the Box of Party Tricks table.\n\n## Table: Box of Party Tricks\n\n| **d8** | **Effect** |\n| ------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | A small bonfire appears in the nearest unoccupied 5-foot cube and remains for 1 minute. All other sources of flame within 50 feet double in brightness. |\n| 2 | For the next minute you gain +1 bonus to ability checks, _attack rolls_ , damage rolls, and _saving throws_ using Strength. |\n| 3 | You summon a small, fiercely loyal armored _weasel_ into your service (with 7 hit points and Armor Class 14 thanks to its miniature mithral outfit) that obeys only your commands. |\n| 4 | A metal ball appears floating in your space and remains there until you say the command word, making it slam into the nearest hostile creature to deal 3d6 bludgeoning damage before disappearing. |\n| 5 | For the next 1d6 hours your voice becomes higher by an octave. |\n| 6 | Until the next dawn you leave a trail of wildflowers wherever you walk. |\n| 7 | A pair of __boots of elvenkind_ appear in the nearest unoccupied square. After this effect has appeared once, any further results of 7 are rerolled. |\n| 8 | All hostile creatures in a 30-foot radius are ensnared by ice. An ensnared creature is _grappled_ until it uses an action to make a DC 16 Strength check to break out. |", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dust-of-dryness", "name": "Dust of Dryness", "type": "Wondrous item", "desc": "This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.\n\nSomeone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.\n\nAn elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "hallucinatory-dust", "name": "Hallucinatory Dust", "type": "Wondrous item", "desc": "This small packet contains black pollen from a Gloomflower (see Creature Codex). Hazy images swirl around the pollen when observed outside the packet. There is enough of it for one use. When you use an action to blow the dust from your palm, each creature in a 30-foot cone must make a DC 15 Wisdom saving throw. On a failure, a creature sees terrible visions, manifesting its fears and anxieties for 1 minute. While affected, it takes 2d6 psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than you or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature becomes incapacitated until the end of its next turn as the visions fill its mind then quickly fade. A creature reduced to 0 hit points by the dust's psychic damage falls unconscious and is stable. When the creature regains consciousness, it is permanently plagued by hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.", "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": "dust-of-desiccation", "name": "Dust of Desiccation", "type": "Wondrous item", "desc": "This small packet contains soot-like dust. There is enough of it for one use. When you use an action to blow the choking dust from your palm, each creature in a 30-foot cone must make a DC 15 Dexterity saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw can't speak until the end of its next turn as it chokes on the dust. Alternatively, you can use an action to throw the dust into the air, affecting yourself and each creature within 30 feet of you with the dust.", "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": "river-token", "name": "River Token", "type": "Wondrous item", "desc": "This small pebble measures 3/4 of an inch in diameter and weighs an ounce. The pebbles are often shaped like salmon, river clams, or iridescent river rocks. Typically, 1d4 + 4 river tokens are found together. The token gives off a distinct shine in sunlight and radiates a scent of fresh, roiling water. It is sturdy but crumbles easily if crushed. As an action, you can destroy the token by crushing it and sprinkling the remains into a river, calming the waters to a gentle current and soothing nearby water-dwelling creatures for 1 hour. Water-dwelling beasts in the river with an Intelligence of 3 or lower are soothed and indifferent toward passing humanoids for the duration. The token's magic soothes but doesn't fully suppress the hostilities of all other water-dwelling creatures. For the duration, each other water-dwelling creature must succeed on a DC 15 Wisdom saving throw to attack or take hostile actions toward passing humanoids. The token's soothing magic ends on a creature if that creature is attacked.", "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": "zlicks-message-cushion-a5e", "name": "Zlick’s Message Cushion", "type": "Wondrous Item", "desc": "This small pink air bladder has a winking wizard emblazoned on the front. As a bonus action, you can whisper a phrase up to 10 words long into the cushion, which will inflate it. While inflated, any creature that accidentally sits on or applies pressure to the cushion deflates it. A creature can also use a bonus action to intentionally deflate the cushion. When the cushion deflates, it loudly repeats the phrase spoken into it along with somewhat humorous flatulence noise. This sound is clearly audible to a range of 50 feet.\n\nAlternatively, you can cast a cantrip or spell of 1st-level into the _Zlick’s message cushion_ so long as the words laughter, mockery, or whisper are in the spell name. When the cushion is deflated it casts the spell, targeting the creature that deflated it, and afterward it becomes a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "witch-ward-bottle", "name": "Witch Ward Bottle", "type": "Wondrous item", "desc": "This small pottery jug contains an odd assortment of pins, needles, and rosemary, all sitting in a small amount of wine. A bloody fingerprint marks the top of the cork that seals the jug. When placed within a building (as small as a shack or as large as a castle) or buried in the earth on a section of land occupied by humanoids (as small as a campsite or as large as an estate), the bottle's magic protects those within the building or on the land against the magic of fey and fiends. The humanoid that owns the building or land and any ally or invited guests within the building or on the land has advantage on saving throws against the spells and special abilities of fey and fiends. If a protected creature fails its saving throw against a spell with a duration other than instantaneous, that creature can choose to succeed instead. Doing so immediately drains the jug's magic, and it shatters.", "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": "prayer-mat", "name": "Prayer Mat", "type": "Wondrous item", "desc": "This small rug is woven with intricate patterns that depict religious iconography. When you attune to it, the iconography and the mat's colors change to the iconography and colors most appropriate for your deity. If you spend 10 minutes praying to your deity while kneeling on this mat, you regain one expended use of Channel Divinity. The mat 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/" }, { "slug": "anchor-of-striking", "name": "Anchor of Striking", "type": "Weapon", "desc": "This small rusty iron anchor feels sturdy in spite of its appearance. You gain a +1 bonus to attack and damage rolls made with this magic war pick. When you roll a 20 on an attack roll made with this weapon, the target is wrapped in ethereal golden chains that extend from the bottom of the anchor. As an action, the chained target can make a DC 15 Strength or Dexterity check, freeing itself from the chains on a success. Alternatively, you can use a bonus action to command the chains to disappear, freeing the target. The chains are constructed of magical force and can't be damaged, though they can be destroyed with a disintegrate spell. While the target is wrapped in these chains, you and the target can't move further than 50 feet from each other.", "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": "feather-token-a5e", "name": "Feather Token", "type": "Wondrous Item", "desc": "This small silver charm resembles a feather. Many types of feather tokens exist with different effects. The Narrator chooses or randomly determines the type of feather token found by rolling d100\\. \n\n__**Table: Feather Token**__\n| **d100** | **Cost** | **Token** |\n| -------- | ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1–20 | 550 gold | **Anchor.** You can use an action to touch the token to a boat, ship, or other water vehicle. The vessel cannot be moved by any means for the next 24 hours. You can repeat the action to end the effect. When the effect ends, the token becomes a mundane item. |\n| 21–35 | 850 gold | **Boat.** You can use an action to toss the token onto a body of water at least 60 feet in diameter. The token transforms into a 50-foot long, 20-foot wide boat. The boat needs no propulsion and moves at a speed of 6 miles per hour, requiring no skill to operate. You can use an action to direct the boat to turn up to 90 degrees. Up to 32 medium creatures and their equipment can travel comfortably on the boat (Large creatures count as 4 creatures and Huge creatures count as 8 creatures). The boat remains for up to 24 hours before disappearing. You may spend an action to dismiss the boat. |\n| 36–50 | 1,000 gold | **Bird.** You can use an action to toss the token nearby where it transforms into a _roc_ . The bird obeys simple commands, though it will not attack, and can fly 16 miles an hour for up to 6 hours while carrying up to 500 pounds, or at half that speed while carrying up to 1,000 pounds. The roc disappears after flying its maximum distance or when reduced to 0 hit points. You may spend an action to dismiss the roc. |\n| 51–65 | 550 gold | **Fan.** While on a wind-powered vessel, you can use an action to toss the token into the air where it transforms into a massive flapping fan or palm frond, creating enough wind to power the vessel or increase its speed by 5 miles per hour for up to 8 hours. When the effect ends, the token disappears. You may spend an action to dismiss the fan. |\n| 66–90 | 550 gold | **Tree.** While outside, you can use an action to toss the token onto an unoccupied patch of ground where it erupts into a nonmagical living oak tree. The tree is 80 feet tall and has a 5-foot diameter trunk with a branch spread of up to 20 feet. |\n| 91–100 | 700 gold | **Whip.** You can use an action to toss the token to a point that you can see within 10 feet. The token transforms into a floating whip that you can command by using a bonus action, making it move up to 20 feet and attack a creature up to 10 feet away from it. The whip has an attack bonus of +10 and deals 1d6+6 force damage. The whip vanishes after 1 hour, when you die, or when you use an action to dismiss it. |", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cage-of-folly-a5e", "name": "Cage of Folly", "type": "Wondrous Item", "desc": "This small silver or gold birdcage traps your bad ideas and puts them on display. When you fail an Arcana, History, Nature, or Religion check, a little piece of a mechanical bird materializes inside the cage: first the feet, then legs, body, wings, and head. You can immediately reconsider and reroll the ability check. The _cage of folly_ can be used once every 24 hours, and recharges at the end of each week.\n\nOnce you have used the birdcage 5 times, the bird sings a mocking song for 1 hour when you fail an Arcana, History, Nature, or Religion check. If you open the birdcage and let the bird go free, it gives you one piece of good advice about a current problem or question that you face. At the Narrator’s discretion, the advice may give you _advantage_ on one ability check made in the next week. Afterward it flies away as the birdcage loses its magic and becomes a mundane item (though some who have released their birds claim to have encountered them again in the wilds later).", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sinners-ashes-a5e", "name": "Sinner’s Ashes", "type": "Wondrous Item", "desc": "This small stark urn contains the ashen remains of an unholy humanoid. As an action, you can throw the urn up to 30 feet away where it shatters and produces a 20-foot radius black cloud of ash. This area is _heavily obscured_ and any creature that ends its turn within the area must make a DC 13 Constitution _saving throw_ or take 2d4 necrotic damage. This ash cloud remains for 1 minute, until a moderate wind (at least 10 miles per hour) disperses the cloud in 4 rounds, or until a strong wind (20 or more miles per hour) disperses it in 1 round.\n\nAlternatively, the ashes can be used as an ingestible poison. The urn contains enough ashes for a single dose, and any celestial that consumes them must make a DC 16 Constitution _saving throw_ , taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "maternal-cameo-a5e", "name": "Maternal Cameo", "type": "Wondrous Item", "desc": "This small stone is rumored to once have been an heirloom of a prominent family of seers from a mountainous region. The cameo is made of stone that features a light gray and cream-colored swirling pattern attached to a slender beige lace ribbon to hang about the neck. When you are wearing this cameo, you gain an expertise die on _saving throws_ against _fear_ .\n\nOnce you have worn the jewelry for 24 hours, the face carved in relief on the cameo resembles your biological mother. When the cameo is destroyed, the spirit of the image carved in the cameo is summoned so long as the person featured on the cameo is dead (if the person is alive, destroying the cameo has no effect.) The spirit remains for up to 10 minutes and is able to communicate with speech but otherwise unable to affect the Material Plane.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dust-of-dryness-a5e", "name": "Dust of Dryness", "type": "Wondrous Item", "desc": "This small vial contains 1d6+4 pinches of dust. You can use an action to spread a pinch over water, transforming a 15-foot cube of water into a small pellet that weighs less than an ounce. \n\nUsing an action, you or another creature can break the pellet against any hard surface, releasing all of the water and destroying the pellet. \n\nA creature composed mostly of water that is exposed to a pinch of the dust makes a DC 13 Constitution _saving throw_ , taking 10d6 necrotic damage on a failure, or half damage on a success.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "figurine-of-shared-affliction-a5e", "name": "Figurine of Shared Affliction", "type": "Wondrous Item", "desc": "This small wooden figurine was crafted as a special totem used by a healer whose magic allowed him to absorb other people's afflictions into his own body. The item changes shape, taking on your rough appearance when you attune to it. While carrying the figurine on your person, you have _advantage_ on the first Medicine check you make to treat a disease or poison. Only one creature per day can use the figurine in this manner. When you successfully treat an affliction, the figurine takes on a sickly visage as it absorbs the disease or poison. The _figurine of shared affliction_ grants no benefits until it returns to its normal appearance at the end of your next _long rest_ .\n\nWhen you would be reduced to 0 hit points, you can use your reaction to relive the last memory of the healer who created the totem, in which they gave their life to absorb a deadly illness that infected their kin. When this happens, for the next minute you have _advantage_ on death saves. The figurine shows the effects of the attacks you’ve suffered in gruesome detail before reverting to a featureless wooden carving and forever losing its magic.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rug-of-safe-haven", "name": "Rug of Safe Haven", "type": "Wondrous item", "desc": "This small, 3-foot-by-5-foot rug is woven with a tree motif and a tasseled fringe. While the rug is laid out on the ground, you can speak its command word as an action to create an extradimensional space beneath the rug for 1 hour. The extradimensional space can be reached by lifting a corner of the rug and stepping down as if through a trap door in a floor. The space can hold as many as eight Medium or smaller creatures. The entrance can be hidden by pulling the rug flat. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window in the shape and style of the rug. Anything inside the extradimensional space is gently pushed out to the nearest unoccupied space when the duration ends. The rug can't be used this way again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "bead-of-exsanguination", "name": "Bead of Exsanguination", "type": "Wondrous item", "desc": "This small, black bead measures 3/4 of an inch in diameter and weights an ounce. Typically, 1d4 + 1 beads of exsanguination are found together. When thrown, the bead absorbs hit points from creatures near its impact site, damaging them. A bead can store up to 50 hit points at a time. When found, a bead contains 2d10 stored hit points. You can use an action to throw the bead up to 60 feet. Each creature within a 20-foot radius of where the bead landed must make a DC 15 Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The bead stores hit points equal to the necrotic damage dealt. The bead turns from black to crimson the more hit points are stored in it. If the bead absorbs 50 hit points or more, it explodes and is destroyed. Each creature within a 20-foot radius of the bead when it explodes must make a DC 15 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If you are holding the bead, you can use a bonus action to determine if the bead is below or above half its maximum stored hit points. If you hold and study the bead over the course of 1 hour, which can be done during a short rest, you know exactly how many hit points are stored in the bead.", "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": "stasis-stone", "name": "Stasis Stone", "type": "Wondrous item", "desc": "This small, crystalline, purple stone measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 2 *stasis stones* can be found together.\n You can use an action to throw the stone up to 30 feet. The stone explodes on impact and is destroyed. Each creature within a 10-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be petrified until the end of its next turn as the stone releases temporal magic and freezes it in time.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "jewelers-anvil", "name": "Jeweler's Anvil", "type": "Wondrous item", "desc": "This small, foot-long anvil is engraved with images of jewelry in various stages of the crafting process. It weighs 10 pounds and can be mounted on a table or desk. You can use a bonus action to speak its command word and activate it, causing it to warm any nonferrous metals (including their alloys, such as brass or bronze). While you remain within 5 feet of the anvil, you can verbally command it to increase or decrease the temperature, allowing you to soften or melt any kind of nonferrous metal. While activated, the anvil remains warm to the touch, but its heat affects only nonferrous metal. You can use a bonus action to repeat the command word to deactivate the anvil. If you use the anvil while making any check with jeweler's tools or tinker's tools, you can double your proficiency bonus. If your proficiency bonus is already doubled, you have advantage on the check instead.", "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": "gritless-grease", "name": "Gritless Grease", "type": "Wondrous item", "desc": "This small, metal jar, 3 inches in diameter, holds 1d4 + 1 doses of a pungent waxy oil. As an action, one dose can be applied to or swallowed by a clockwork creature or device. The clockwork creature or device ignores difficult terrain, and magical effects can't reduce its speed for 8 hours. As an action, the clockwork creature, or a creature holding a clockwork device, can gain the effect of the haste spell until the end of its next turn (no concentration required). The effects of the haste spell melt the grease, ending all its effects at the end of the spell's duration.", "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": "guide-to-respecting-social-mores-a5e", "name": "Guide to Respecting Social Mores", "type": "Wondrous Item", "desc": "This small, rather dry book contains instructions on etiquette and proper behavior. Its hidden and most useful purpose is to scream loudly to create a distraction whenever its carrier is subjected to unwanted social interactions.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spice-box-of-zest", "name": "Spice Box of Zest", "type": "Wondrous item", "desc": "This small, square wooden box is carved with scenes of life in a busy city. Inside, the box is divided into six compartments, each holding a different magical spice. A small wooden spoon is also stored inside the box for measuring. A spice box of zest contains six spoonfuls of each spice when full. You can add one spoonful of a single spice per person to a meal that you or someone else is cooking. The magic of the spices is nullified if you add two or more spices together. If a creature consumes a meal cooked with a spice, it gains a benefit based on the spice used in the meal. The effects last for 1 hour unless otherwise noted.", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "decoy-card", "name": "Decoy Card", "type": "Wondrous item", "desc": "This small, thick, parchment card displays an accurate portrait of the person carrying it. You can use an action to toss the card on the ground at a point within 10 feet of you. An illusion of you forms over the card and remains until dispelled. The illusion appears real, but it can do no harm. While you are within 120 feet of the illusion and can see it, you can use an action to make it move and behave as you wish, as long as it moves no further than 10 feet from the card. Any physical interaction with your illusory double reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect your illusory double identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until the card is moved or the illusion is dispelled. When the illusion ends, the card's face becomes blank, and the card becomes nonmagical.", "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": "iron-bands-of-binding-a5e", "name": "Iron Bands of Binding", "type": "Wondrous Item", "desc": "This smooth iron sphere conceals a formidable set of restraints that unfolds into metal bands when thrown. Once between long rests you can use an action to throw it at a creature within 60 feet, treating it as if it were a ranged weapon attack with which you are proficient. On a hit, if the creature is Huge-sized or smaller it becomes _restrained_ until you use a bonus action to speak a different command word and release it.\n\nA creature can try to break the bands by using an action to make a DC 20 Strength Check. On a success, the bands are broken and the _restrained_ creature is freed. On a failure, the creature cannot try again until 24 hours have passed.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "pact-paper", "name": "Pact Paper", "type": "Scroll", "desc": "This smooth paper is like vellum but is prepared from dozens of scales cast off by a Pact Drake (see Creature Codex). A contract can be inked on this paper, and the paper limns all falsehoods on it with a fiery glow. A command word clears the paper, allowing for several drafts. Another command word locks the contract in place and leaves space for signatures. Creatures signing the contract are afterward bound by the contract with all other signatories alerted when one of the signatories breaks the contract. The creature breaking the contract must succeed on a DC 15 Charisma saving throw or become blinded, deafened, and stunned for 1d6 minutes. A creature can repeat the saving throw at the end of each of minute, ending the conditions on itself on a success. After the conditions end, the creature has disadvantage on saving throws until it finishes a long rest. Once a contract has been locked in place and signed, the paper can't be cleared. If the contract has a duration or stipulation for its end, the pact paper is destroyed when the contract ends, releasing all signatories from any further obligations and immediately ending any effects on them.", "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": "flood-charm", "name": "Flood Charm", "type": "Wondrous item", "desc": "This smooth, blue-gray stone is carved with stylized waves or rows of wavy lines. When you are in water too deep to stand, the charm activates. You automatically become buoyant enough to float to the surface unless you are grappled or restrained. If you are unable to surface—such as if you are grappled or restrained, or if the water completely fills the area—the charm surrounds you with a bubble of breathable air that lasts for 5 minutes. At the end of the air bubble's duration, or when you leave the water, the charm's effects end and it becomes a nonmagical stone.", "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": "worry-stone", "name": "Worry Stone", "type": "Wondrous item", "desc": "This smooth, rounded piece of semiprecious crystal has a thumb-sized groove worn into one side. Physical contact with the stone helps clear the mind and calm the nerves, promoting success. If you spend 1 minute rubbing the stone, you have advantage on the next ability check you make within 1 hour of rubbing the stone. Once used, the stone can't be used again until the next dawn.", "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": "everflowing-bowl", "name": "Everflowing Bowl", "type": "Wondrous item", "desc": "This smooth, stone bowl feels especially cool to the touch. It holds up to 1 pint of water. When placed on the ground, the bowl magically draws water from the nearby earth and air, filling itself after 1 hour. In arid or desert environments, the bowl fills itself after 8 hours. The bowl never overflows itself.", "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": "wand-of-the-timekeeper", "name": "Wand of the Timekeeper", "type": "Wand", "desc": "This smoothly polished wooden wand is perfectly balanced in the hand. Its grip is wrapped with supple leather strips, and its length is decorated with intricate arcane symbols. When you use it while playing a drum, you have advantage on Charisma (Performance) checks. The wand has 5 charges for the following properties. It regains 1d4 + 1 charges daily at dawn. Erratic. While holding the wand, you can use an action to expend 2 charges to force one creature you can see to re-roll its initiative at the end of each of its turns for 1 minute. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected. Synchronize. While holding the wand, you can use an action to expend 1 charge to choose one creature you can see who has not taken its turn this round. That creature takes its next turn immediately after yours regardless of its turn in the Initiative order. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected.", "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/" } ] }{ "count": 1618, "next": "