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=31
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=desc&page=32", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=desc&page=30", "results": [ { "slug": "horn-of-blasting", "name": "Horn of Blasting", "type": "Wondrous item", "desc": "You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.\n\nEach use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.", "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": "horn-of-blasting-a5e", "name": "Horn of Blasting", "type": "Wondrous Item", "desc": "You can use an action to speak the horn’s command word and blow it, emitting a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the area makes a DC 15 Constitution _saving throw_ . On a failed save, a creature takes 5d6 thunder damage and is _deafened_ for 1 minute. On a successful save, a creature takes half damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take double damage.\n\nEach use of the horn’s magic has a 20% chance of making it explode, dealing 10d6 fire damage to you and destroying it.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "thunderous-kazoo", "name": "Thunderous Kazoo", "type": "Wondrous item", "desc": "You can use an action to speak the kazoo's command word and then hum into it, which emits a thunderous blast, audible out to 1 mile, at one Large or smaller creature you can see within 30 feet of you. The target must make a DC 13 Constitution saving throw. On a failure, a creature is pushed away from you and is deafened and frightened of you until the start of your next turn. A Small creature is pushed up to 30 feet, a Medium creature is pushed up to 20 feet, and a Large creature is pushed up to 10 feet. On a success, a creature is pushed half the distance and isn't deafened or frightened. The kazoo 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": "carpet-of-flying-a5e", "name": "Carpet of Flying", "type": "Wondrous Item", "desc": "You can use an action to speak this carpet’s command word, making it hover and fly. It moves according to your verbal commands as long as you are within 30 feet of it. \n\nThese carpets come in four sizes. The Narrator can choose or randomly determine which size a given carpet is.\n\nIf the carpet is carrying half its capacity or less, its Speed is doubled.\n\n__**Table: Carpet of Flying**__\n| **d20** | **Size** | **Capacity** | **Flying Speed** | **Cost** |\n| ------- | ------------- | ------------ | ---------------- | --------- |\n| 1-4 | 3 ft. x 5 ft. | 250 lb. | 30 ft. | 15,000 gp |\n| 5-11 | 4 ft. x 6 ft. | 500 lb. | 25 ft. | 20,000 gp |\n| 12-16 | 5 ft. x 7 ft. | 800 lb. | 20 ft. | 25,000 gp |\n| 17-20 | 6 ft. x 9 ft. | 1,000 lb. | 15 ft. | 30,000 gp |", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "staff-of-the-python", "name": "Staff of the Python", "type": "Staff", "desc": "You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.\n\nOn your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.\n\nIf the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.", "rarity": "very rare", "requires_attunement": "requires attunement by a cleric, druid, or warlock", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-the-python-a5e", "name": "Staff of the Python", "type": "Staff", "desc": "You can use an action to speak this staff’s command word and throw it at a point on the ground within 10 feet to transform it into a _giant constrictor snake_ **.** During your turn, while you aren’t incapacitated and remain within 60 feet of it, you can mentally command the snake. The snake acts immediately after you. You decide its moves and actions, or you can issue a general command such as to guard a location.\n\nAs a bonus action, you can transform the snake back into a staff by repeating the command word. The staff appears in the space formerly occupied by the snake. If the snake has at least 1 hit point when it becomes a staff, it regains all its hit points.\n\nIf the snake is reduced to 0 hit points, it is destroyed, reverting to staff form before shattering into pieces.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "spindle-of-spinning-a5e", "name": "Spindle of Spinning", "type": "Wondrous Item", "desc": "You can use an action to stab with this spindle, treating it as an improvised weapon and making a melee weapon attack roll against a creature within reach. On a hit, you deal 1 magical piercing damage and the creature makes a DC 15 Strength _saving throw_ or it falls into a magical slumber (as the __sleep_ spell) for 2d4 hours. A sleeping creature awakens when it takes damage or a loud noise occurs within 50 feet of it.\n\nThis enchanted slumber is infectious through touch. When a creature uses an action to try and shake or slap a sleeper awake, it makes a DC 15 Strength _saving throw_ or it falls asleep for 1d4 hours.\n\nThe needle breaks when you roll a 1 on a weapon attack roll using it, dispersing its sleep magic in a 30-foot radius. Each creature in the area makes a DC 15 Strength _saving throw_ or it falls asleep.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "chime-of-opening-a5e", "name": "Chime of Opening", "type": "Wondrous Item", "desc": "You can use an action to strike this foot-long metal tube while pointing it at an object that can be opened (such as a lid, lock, or window) within 120 feet. The chime sounds and one lock or latch on the object opens as long as the sound can reach the object. If no closures remain, the object itself opens. After being struck 10 times, the chime cracks and becomes useless.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "poison-breath-bottle-a5e", "name": "Poison Breath Bottle", "type": "Wondrous Item", "desc": "You can use an action to throw this green vial at a point within 20 feet. The vial shatters on impact and creates a 5-foot-radius cloud of poison gas. A creature that starts its turn in the cloud must succeed on a DC 12 Constitution _saving throw_ or take 2d6 poison damage and become _poisoned_ until the end of its next turn. The area inside the cloud is _lightly obscured_ . The cloud remains for 1 minute or until a strong wind disperses it.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "stone-of-controlling-earth-elementals-a5e", "name": "Stone of Controlling Earth Elementals", "type": "Wondrous Item", "desc": "You can use an action to touch this 5 pound stone to the ground and speak a command word, summoning an _earth elemental_ (as the _conjure elemental_ spell). Once used, the stone cannot be used again until the next dawn.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "efreeti-bottle-a5e", "name": "Efreeti Bottle", "type": "Wondrous Item", "desc": "You can use an action to unstopper this intricately carved brass bottle, causing an _efreeti_ to appear in a cloud of acrid smoke in an unoccupied space within 30 feet. When you open the bottle, roll to d100 to determine the effect.\n\n__**Table: Efreeti Bottle**__\n| **d100** | **Effect** |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 01–10 | The efreeti attacks you. The Efreeti departs after 5 rounds pass or losing half its hit points, whichever happens first, and the bottle becomes a mundane item. |\n| 11–90 | The efreeti serves you for up to 1 hour before being drawn back into the bottle. The bottle cannot be opened again for 24 hours. This effect occurs automatically the second and third time the bottle is opened. The fourth time the bottle is opened, the efreeti vanishes and the bottle loses its enchantment. |\n| 91–100 | The efreeti grants you 3 wishes (as the _wish_ spell) then vanishes after an hour or after granting the final wish, and the bottle becomes a mundane item. |", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wind-fan-a5e", "name": "Wind Fan", "type": "Wondrous Item", "desc": "You can use an action to wave this fan and cast _gust of wind_ (save DC 13). Each time the fan is used before the next dawn there is a cumulative 20% chance that it breaks, causing the spell to fail and for it to shred into nonmagical pieces.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "lockbreaker", "name": "Lockbreaker", "type": "Weapon", "desc": "You can use this stiletto-bladed dagger to open locks by using an action and making a Strength check. The DC is 5 less than the DC to pick the lock (minimum DC 10). On a success, the lock is broken.", "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": "oakwood-wand", "name": "Oakwood Wand", "type": "Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend 1 charge as an action to cast the detect poison and disease spell from it. When you cast a spell that deals cold damage while using this wand as your spellcasting focus, the spell deals 1 extra cold damage.", "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": "ashwood-wand", "name": "Ashwood Wand", "type": "Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast a spell that deals fire damage while using this wand as your spellcasting focus, the spell deals 1 extra fire damage. If you expend 1 of the wand's charges during the casting, the spell deals 1d4 + 1 extra fire damage instead.", "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": "hazelwood-wand", "name": "Hazelwood Wand", "type": "Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast the goodberry spell while using this wand as your spellcasting focus, you can expend 1 of the wand's charges to transform the berries into hazelnuts, which restore 2 hit points instead of 1. The spell is otherwise unchanged. In addition, when you cast a spell that deals lightning damage while using this wand as your spellcasting focus, the spell deals 1 extra lightning damage.", "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": "berserker-axe-a5e", "name": "Berserker Axe", "type": "Weapon", "desc": "You gain +1 bonus to attack and damage rolls made with this magic axe, and while you are attuned to it your hit point maximum is increased by 1 for each level you have attained. \n\n**Curse.** After you attune to this axe you are unwilling to part with it, keeping it within reach at all times. In addition, you have _disadvantage_ on attack rolls with weapons other than this one unless the nearest foe you are aware of is 60 feet or more away from you.\n\nIn addition, when you are damaged by a hostile creature you make a DC 15 Wisdom _saving throw_ or go berserk. While berserk, on your turn each round you move to the nearest creature and take the Attack action against it, moving to attack the next nearest creature after you _incapacitate_ your current target. When there is more than one possible target, you randomly determine which to attack. You continue to be berserk until there are no creatures you can see or hear within 60 feet of you at the start of your turn. ", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "defender-a5e", "name": "Defender", "type": "Weapon", "desc": "You gain +3 bonus to attack and damage rolls made with this magic sword. In addition, while you are attuned to the sword, on each of your turns before you make your first attack with it you can transfer some or all of the +3 bonus to your Armor Class (instead of using it for attacks) until the start of your next turn or until you drop the sword (whichever comes first).", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dwarven-thrower-a5e", "name": "Dwarven Thrower", "type": "Weapon", "desc": "You gain +3 bonus to attack and damage rolls made with this magic warhammer. In addition, while you are attuned to the hammer, you may throw it with a normal range of 20 feet and a maximum range of 60 feet. On a hit with a ranged attack using this hammer it deals an extra 1d8 damage (2d8 damage if the target is a giant). When thrown the warhammer immediately flies back to your hand after it hits or misses its target.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "bonebreaker-mace", "name": "Bonebreaker Mace", "type": "Weapon", "desc": "You gain a +1 bonus on attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use it to attack an undead creature. Often given to the grim enforcers of great necropolises, these weapons can reduce the walking dead to splinters with a single strike. When you hit an undead creature with this magic weapon, treat that creature as if it is vulnerable to bludgeoning damage. If it is already vulnerable to bludgeoning damage, your attack deals an additional 1d6 radiant damage.", "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": "ring-of-protection", "name": "Ring of Protection", "type": "Ring", "desc": "You gain a +1 bonus to AC and saving throws while wearing this ring.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "cloak-of-protection", "name": "Cloak of Protection", "type": "Wondrous item", "desc": "You gain a +1 bonus to AC and saving throws while you wear this cloak.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "cape-of-targeting", "name": "Cape of Targeting", "type": "Wondrous item", "desc": "You gain a +1 bonus to AC while wearing this long, flowing cloak. Whenever you are within 10 feet of more than two creatures, it subtly and slowly shifts its color to whatever the creatures nearest you find the most irritating. While within 5 feet of a hostile creature, you can use a bonus action to speak the cloak's command word to activate it, allowing your allies' ranged attacks to pass right through you. For 1 minute, each friendly creature that makes a ranged attack against a hostile creature within 5 feet of you has advantage on the attack roll. Each round the cloak is active, it enthusiastically and telepathically says “shoot me!” in different tones and cadences into the minds of each friendly creature that can see you and the cloak. The cloak can't be used this way again until the next dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "elven-chain", "name": "Elven Chain", "type": "Armor (chain shirt)", "desc": "You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.", "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": "prospectors-pick-a5e", "name": "Prospector's Pick", "type": "Weapon", "desc": "You gain a +1 bonus to _attack and damage rolls_ made with this magic war pick. Attacks with this weapon deal an extra 3d6 piercing damage to objects and creatures made of earth or stone.\n\nThe pick has 8 charges. As an action, you can expend 1 charge to magically disintegrate a 5-foot cube of nonmagical earth or unworked stone within 5 feet of you. Precious gems, metal ores, and objects not made of earth or stone are left behind. The pick regains 1d8 charges at dawn.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "stone-of-good-luck-luckstone-a5e", "name": "Stone of Good Luck (Luckstone)", "type": "Wondrous Item", "desc": "You gain a +1 bonus to ability checks and _savings throws_ as long as this lustrous gemstone is on your person.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "deadfall-arrow", "name": "Deadfall Arrow", "type": "Ammunition", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic arrow. On a hit, the arrow transforms into a 10-foot-long wooden log centered on the target, destroying the arrow. The target and each creature in the log's area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning damage and is knocked prone and restrained under the log. On a success, a creature takes half the damage and isn't knocked prone or restrained. A restrained creature can take its action to free itself by succeeding on a DC 15 Strength check. The log lasts for 1 minute then crumbles to dust, freeing those restrained by it.", "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": "dagger-of-venom-a5e", "name": "Dagger of Venom", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic blade. In addition, once each dawn you can use an action to poison the dagger’s blade 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 2d10 poison damage and becomes _poisoned_ for 1 minute.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hammer-of-thunderbolts-a5e", "name": "Hammer of Thunderbolts", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic maul. This weapon can only be attuned to when you are wearing a __belt of giant strength_ and __gauntlets of ogre power ._ The attunement ends if you remove or change attunement away from either of those items. \n\nWhile you are attuned to this weapon and holding it:\n\n* Your Strength score increases by 4 (and can exceed 20, but not 30).\n* When you make an attack roll with this weapon against a giant and roll a natural 20, the giant makes a DC 17 Constitution _saving throw_ or dies.\n\nYou can expend 1 charge and make a ranged weapon attack with the maul with a normal range of 20 feet and a maximum range of 60 feet. On a hit, the maul unleashes a thunderclap heard from up to 300 feet away. The target and every creature within 30 feet of it make a DC 17 Constitution _saving throw_ or become _stunned_ until the end of your next turn.\n\n \nThe maul has 5 charges and regains 1d4+1 charges each dawn.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "luck-blade-a5e", "name": "Luck Blade", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic sword. While you are attuned to the sword and holding it, you gain a +1 bonus to _saving throws_ . In addition, it has the following properties:\n\n**Luck.** Once per dawn, while the sword is on your person you may reroll one ability check, attack roll, or _saving throw_ . You must use the new roll.\n\n**Wish.** Once per dawn, while holding the weapon you can use an action to expend 1 charge and cast _wish_ . The weapon has 1d4 – 1 charges and loses this property when there are no charges left.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "giant-slayer-a5e", "name": "Giant Slayer", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d6 damage against giants (including any creature with the giant type, such as _ettins_ and _trolls_ ). In addition, when the weapon deals damage to a giant, the giant makes a DC 15 Strength _saving throw_ or falls _prone_ .", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mace-of-smiting-a5e", "name": "Mace of Smiting", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon, which increases to +3 when used to attack a construct.\n\nWhen you use this weapon to make an attack and roll a natural 20, it deals an extra 2d6 bludgeoning damage, which increases to 4d6 against construct. When this weapon reduces a construct to 25 or fewer hit points, the creature is destroyed", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "hammer-of-thunderbolts", "name": "Hammer of Thunderbolts", "type": "Weapon (maul)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\n**_Giant's Bane (Requires Attunement)_**. You must be wearing a _belt of giant strength_ (any variety) and _gauntlets of ogre power_ to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.\n\nThe hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.", "rarity": "legendary", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "dragon-slayer", "name": "Dragon Slayer", "type": "Weapon (any sword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", "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": "giant-slayer", "name": "Giant Slayer", "type": "Weapon (any axe or sword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", "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": "dagger-of-venom", "name": "Dagger of Venom", "type": "Weapon (dagger)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nYou can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.", "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": "ninefold-swarmdagger", "name": "Ninefold Swarmdagger", "type": "Weapon (dagger)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n When you hit a creature with this weapon, you can use a bonus action to launch ghostly duplicates of the dagger at nearby creatures. Ghostly duplicates of the dagger fly at up to three creatures you can see within 30 feet of the creature you hit. Make a ranged attack with this dagger at each target. On a hit, a target takes 1d4 force damage. Once you hit six creatures with these ghostly daggers, you can’t launch ghostly daggers from this weapon again until the next dawn.", "rarity": "rare", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "momentblade", "name": "Momentblade", "type": "Weapon (any axe or sword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n When you roll a 20 on an attack roll made with this weapon, the target disappears and shuffles forward in time. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. When the target returns, it is unaware that any time has passed. If the target is concentrating on a spell and succeeds on the check to maintain concentration after taking damage from your attack with this weapon, the round it disappeared doesn’t count against the spell’s remaining duration.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "axe-of-many-strikes", "name": "Axe of Many Strikes", "type": "Weapon (any axe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a creature with it, you can choose to deal no damage to the target and instead store the energy of the attack within the blade for 1 minute. You can store up to three attacks in this way. When you hit a creature with this axe while you have at least one attack stored, you can release one or more stored attacks, adding the damage of those stored attacks to the damage of the current attack.\nEach time you release one or more stored attacks from the axe, you have a 10 percent chance of causing the axe to explode. The explosion deals 2d6 force damage to you for each attack you released from the axe, and it destroys the axe.", "rarity": "uncommon", "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": "ravagers-axe", "name": "Ravager's Axe", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Any attack with this axe that hits a structure or an object that isn't being worn or carried is a critical hit. When you roll a 20 on an attack roll made with this axe, the target takes an extra 1d10 cold damage and 1d10 necrotic damage as the axe briefly becomes a rift to the Void.", "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": "spear-of-the-western-whale", "name": "Spear of the Western Whale", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Fashioned in the style of a whaling spear, this long, barbed weapon is made from bone and heavy, yet pliant, ash wood. Its point is lined with decorative engravings of fish, clam shells, and waves. While you carry this spear, you have advantage on any Wisdom (Survival) checks to acquire food via fishing, and you have advantage on all Strength (Athletics) checks to swim. When set on the ground, the spear always spins to point west. When thrown in a westerly direction, the spear deals an extra 2d6 cold damage to the target.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "berserker-axe", "name": "Berserker Axe", "type": "Weapon (any axe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.\n\n**_Curse_**. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.\n\nWhenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "slimeblade", "name": "Slimeblade", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "mace-of-smiting", "name": "Mace of Smiting", "type": "Weapon (mace)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.\n\nWhen you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.", "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": "bloodfuel-weapon", "name": "Bloodfuel Weapon", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "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": "golden-bolt", "name": "Golden Bolt", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This crossbow doesn't have the loading property, and it doesn't require ammunition. Immediately after firing a bolt from this weapon, another golden bolt forms to take its place.", "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": "akaasit-blade", "name": "Akaasit Blade", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the arm blade of a defeated Akaasit (see Tome of Beasts 2). You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can't be activated 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": "axe-of-the-ancients", "name": "Axe of the Ancients", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you draw this weapon, you can use a bonus action to cast the thaumaturgy spell from it. You can have only one of the spell's effects active at a time when you cast it in this way.", "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": "stinger", "name": "Stinger", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, you can use a bonus action to inject paralyzing venom in the target. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to poison are also immune to this dagger's paralyzing venom. The dagger can't be used this way again until the next dawn.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "constant-dagger", "name": "Constant Dagger", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the target loses its resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. If it has immunity to bludgeoning, piercing, and slashing damage, its immunity instead becomes resistance to such damage until the start of your next turn. If the creature doesn't have resistance or immunity to such damage, you roll your damage dice three times, instead of twice.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" } ] }{ "count": 1618, "next": "