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=4
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=desc&page=5", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=desc&page=3", "results": [ { "slug": "witchs-brew", "name": "Witch's Brew", "type": "Potion", "desc": "For 1 minute after drinking this potion, your spell attacks deal an extra 1d4 necrotic damage on a hit. This revolting green potion's opaque liquid bubbles and steams as if boiling.", "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": "tailored-suit-of-armor-a5e", "name": "Tailored Suit of Armor", "type": "Armor", "desc": "For the debonair gentleman or sophisticated lady who wishes to attend the ball in something respectable but still retain the safety of mind that armor provides, this set of padded leather armor is glamored with an illusion that makes it look like a finely-tailored suit or dress. This illusion does not hold up to physical scrutiny and any creature who physically interacts with the armor sees through the figment with a successful DC 10 Investigation check.", "rarity": "Common", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "unquiet-dagger", "name": "Unquiet Dagger", "type": "Weapon", "desc": "Forged by creatures with firsthand knowledge of what lies between the stars, this dark gray blade sometimes appears to twitch or ripple like water when not directly observed. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you hit with an attack using this dagger, the target takes an extra 2d6 psychic damage. You can use an action to cause the blade to ripple for 1 minute. While the blade is rippling, each creature that takes psychic damage from the dagger must succeed on a DC 15 Charisma saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dagger can't be used this way again until the next dawn.", "rarity": "very rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "mjolnir-a5e", "name": "Mjölnir", "type": "Weapon", "desc": "Forged by the dwarf brothers Brokkr and Sindri, this hammer is said to be capable of leveling mountains. You gain a +4 bonus to attack and damage rolls made with this warhammer. If you are not wearing the belt __Megingjörð_ and the iron gloves _Járngreipr_ , you have _disadvantage_ on attack rolls using Mjölnir.\n\n_Giant’s Bane._ When you roll a 20 on an attack roll made with this warhammer against a giant, the giant makes a DC 17 Constitution _saving throw_ or dies. In addition, when making a weapon attack using Mjölnir against a giant, you may treat the giant as if its type were fiend or undead.\n\n_Hurl Hammer._ The warhammer has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the warhammer, 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 warhammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it makes a DC 17 Constitution _saving throw_ or becomes _stunned_ until the end of your next turn. The warhammer regains 1d4+1 expended charges daily at dawn.\n\n_Summon the Storm._ While attuned to this warhammer, you can use an action to expend 2 charges and cast __call lightning_ , or you can spend 1 minute swinging the warhammer to expend 5 charges and cast _control weather ._\n\n_Titanic Blows._ While attuned to this warhammer, its weapon damage increases to 2d6.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "dust-of-sneezing-and-choking", "name": "Dust of Sneezing and Choking", "type": "Wondrous item", "desc": "Found in a small container, this powder resembles very fine sand. It appears to be _dust of disappearance_, and an _identify_ spell reveals it to be such. There is enough of it for one use.\n\nWhen you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The _lesser restoration_ spell can also end the effect on a creature.", "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": "ashes-of-the-fallen", "name": "Ashes of the Fallen", "type": "Wondrous item", "desc": "Found in a small packet, this coarse, foul-smelling black dust is made from the powdered remains of a celestial. Each packet of the substance contains enough ashes for one use. You can use an action to throw the dust in a 15-foot cone. Each spellcaster in the cone must succeed on a DC 15 Wisdom saving throw or become cursed for 1 hour or until the curse is ended with a remove curse spell or similar magic. Creatures that don't cast spells are unaffected. A cursed spellcaster must make a DC 15 Wisdom saving throw each time it casts a spell. On a success, the spell is cast normally. On a failure, the spellcaster casts a different, randomly chosen spell of the same level or lower from among the spellcaster's prepared or known spells. If the spellcaster has no suitable spells available, no spell is cast.", "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-disappearance", "name": "Dust of Disappearance", "type": "Wondrous item", "desc": "Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.", "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": "unliving-rune-a5e", "name": "Unliving Rune", "type": "Wondrous Item", "desc": "Found in desecrated holy texts, an unliving rune is a Tiny construct of negative energy resembling a splotch of darkly glowing ink. The rune can be applied to your skin much like a temporary tattoo, and while attached you can channel negative energy into an attack. On a successful hit with a _melee weapon attack_ you can use your reaction to activate the rune, dealing an additional 1d4 necrotic damage and preventing the target from regaining hit points until the start of your next turn. You can’t do so again until you finish a short or long rest.\n\nThe rune feeds on your vitality while attached to your skin. You gain a slightly sickly appearance, and the rune consumes one use of your Hit Dice each dawn. During a _short rest_ , you can peel the rune off your skin, taking 1d6 necrotic damage. The rune can be stored in a book instead of your skin but offers no benefit unless attached to you. When exposed to direct sunlight for a minute or more, the rune is destroyed.\n\nAs an action you can place the rune on a humanoid corpse that has died within the last 8 hours. The rune is destroyed as its magic is absorbed by the corpse, animating it as a _zombie_ . When placing the rune, you can feed it a portion of your life force by spending hit points. The zombie obeys your spoken commands and is friendly to you and your companions for 1 round per hit point you spent when placing the rune. At the end of this duration it becomes hostile to all living creatures.\n\n**_Curse._** The unliving rune is _cursed_ and while it is attached to you any senses or divinations that can detect undead incorrectly detect you as undead. If you die while the rune is attached to you, you are reanimated as a _zombie_ after 1d4 rounds.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "cloak-of-wicked-wings", "name": "Cloak of Wicked Wings", "type": "Wondrous item", "desc": "From a distance, this long, black cloak appears to be in tatters, but a closer inspection reveals that it is sewn from numerous scraps of cloth and shaped like bat wings. While wearing this cloak, you can use your action to cast polymorph on yourself, transforming into a swarm of bats. While in the form of a swarm of bats, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. If you are a druid with the Wild Shape feature, this transformation instead lasts as long as your Wild Shape lasts. The cloak 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": "wolf-brush", "name": "Wolf Brush", "type": "Weapon", "desc": "From a distance, this weapon bears a passing resemblance to a fallen tree branch. This unique polearm was first crafted by a famed martial educator and military general from the collected weapons of his fallen compatriots. Each point on this branching spear has a history of its own and is infused with the pain of loss and the glory of military service. When wielded in battle, each of the small, branching spear points attached to the polearm's shaft pulses with a warm glow and burns with the desire to protect the righteous. When not using it, you can fold the branches inward and sheathe the polearm in a leather wrap. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you hold this weapon, it sheds dim light in a 5-foot radius. You can fold and wrap the weapon as an action, extinguishing the light. While holding or carrying the weapon, you have resistance to piercing damage. The weapon has 10 charges for the following other properties. The weapon regains 1d8 + 2 charges daily at dawn. In addition, it regains 1 charge when exposed to powerful magical sunlight, such as the light created by the sunbeam and sunburst spells, and it regains 1 charge each round it remains exposed to such sunlight. Spike Barrage. While wielding this weapon, you can use an action to expend 1 or more of its charges and sweep the weapon in a small arc to release a barrage of spikes in a 15-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 1d10 piercing damage for each charge you expend on a failed save, or half as much damage on a successful one. Spiked Wall. While wielding this weapon, you can use an action to expend 6 charges to cast the wall of thorns spell (save DC 17) from it.", "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": "chieftains-axe", "name": "Chieftain's Axe", "type": "Weapon", "desc": "Furs conceal the worn runes lining the haft of this oversized, silver-headed battleaxe. You gain a +2 bonus to attack and damage rolls made with this silvered, magic weapon.", "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": "clockwork-hare", "name": "Clockwork Hare", "type": "Wondrous item", "desc": "Gifted by a deity of time and clockwork, these simple-seeming trinkets portend some momentous event. The figurine resembles a hare with a clock in its belly. You can use an action to press the ears down and activate the clock, which spins chaotically. The hare emits a field of magic in a 30- foot radius from it for 1 hour. The field moves with the hare, remaining centered on it. While within the field, you and up to 5 willing creatures of your choice exist outside the normal flow of time, and all other creatures and objects are frozen in time. If an affected creature moves outside the field, the creature immediately becomes frozen in time until it is in the field again. The field ends early if an affected creature attacks, touches, alters, or has any other physical or magical impact on a creature, or an object being worn or carried by a creature, that is frozen in time. When the field ends, the figurine turns into a nonmagical, living white hare that goes bounding off into the distance, never to be seen again.", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "badge-of-seasons-a5e", "name": "Badge of Seasons", "type": "Wondrous Item", "desc": "Glowing, magical symbols of spring, summer, autumn, and winter decorate this wooden badge. So long as at least one of the symbols remains on the badge, fey creatures regard you as a figure of authority. You gain an expertise die on Intimidation and Persuasion checks made to influence fey.\n\nWhenever you create your pact weapon, you can choose to imbue it with the magic of one of the badge’s four symbols. For the next minute or until your pact weapon disappears, you gain a benefit related to the chosen symbol:\n\n**Spring:** Whenever you use your pact weapon to damage a creature, you regain 1d4 hit points.\n\n**Summer:** Attacks made with your pact weapon deal an additional 1d6 fire damage.\n\n**Autumn:** Whenever you use your pact weapon to damage a creature, the target makes a Charisma _saving throw_ against your spell save DC or it deals half damage with weapon attacks until the end of your next turn.\n\n**Winter:** You can use a bonus action to teleport up to 15 feet to an unoccupied space that you can see. Creatures within 5 feet of the space you left each take 1d4 cold damage.\n\nThe symbol disappears after its effect ends. Once you’ve used all four symbols, the badge becomes a mundane item.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "wand-of-vapors", "name": "Wand of Vapors", "type": "Wand", "desc": "Green gas swirls inside this slender, glass wand. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand shatters into hundreds of crystalline fragments, and the gas within it dissipates. Fog Cloud. While holding the wand, you can use an action to expend 1 or more of its charges to cast the fog cloud spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Gaseous Escape. When you are attacked while holding this wand, you can use your reaction to expend 3 of its charges to transform yourself and everything you are wearing and carrying into a cloud of green mist until the start of your next turn. While you are a cloud of green mist, you have resistance to nonmagical damage, and you can’t be grappled or restrained. While in this form, you also can’t talk or manipulate objects, any objects you were wearing or holding can’t be dropped, used, or otherwise interacted with, and you can’t attack or cast spells.", "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": "sword-of-wounding", "name": "Sword of Wounding", "type": "Weapon (any sword)", "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", "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": "honey-lamp", "name": "Honey Lamp", "type": "Wondrous item", "desc": "Honey lamps, made from glowing honey encased in beeswax, shed light as a lamp. Though the lamps are often found in the shape of a globe, the honey can also be sealed inside stone or wood recesses. If the wax that shields the honey is broken or smashed, the honey crystallizes in 7 days and ceases to glow. Eating the honey while it is still glowing grants darkvision out to a range of 30 feet for 1 week and 1 day.", "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": "stone-of-controlling-earth-elementals", "name": "Stone of Controlling Earth Elementals", "type": "Wondrous item", "desc": "If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _conjure elemental_ spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.", "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": "bountiful-cauldron", "name": "Bountiful Cauldron", "type": "Wondrous item", "desc": "If this small, copper cauldron is filled with water and a half pound of meat, vegetables, or other foodstuffs then placed over a fire, it produces a simple, but hearty stew that provides one creature with enough nourishment to sustain it for one day. As long as the food is kept within the cauldron with the lid on, the food remains fresh and edible for up to 24 hours, though it grows cold unless reheated.", "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": "scarab-of-protection", "name": "Scarab of Protection", "type": "Wondrous item", "desc": "If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:\n\n* You have advantage on saving throws against spells.\n* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.", "rarity": "legendary", "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": "ring-of-featherweight-weapons", "name": "Ring of Featherweight Weapons", "type": "Ring", "desc": "If you normally have disadvantage on attack rolls made with weapons with the Heavy property due to your size, you don't have disadvantage on those attack rolls while you wear this ring. This ring has no effect on you if you are Medium or larger or if you don't normally have disadvantage on attack rolls with heavy weapons.", "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": "honeypot-of-awakening", "name": "Honeypot of Awakening", "type": "Wondrous item", "desc": "If you place 1 pound of honey inside this pot, the honey transforms into an ochre jelly after 24 hours. The jelly remains in a dormant state within the pot until you dump it out. You can use an action to dump the jelly from the pot in an unoccupied space within 5 feet of you. Once dumped, the ochre jelly is hostile to all creatures, including you. Only one ochre jelly can occupy the pot at a time.", "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": "rope-seed", "name": "Rope Seed", "type": "Wondrous item", "desc": "If you soak this 5-foot piece of twine in at least one pint of water, it grows into a 50-foot length of hemp rope after 1 minute.", "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": "animated-abacus", "name": "Animated Abacus", "type": "Wondrous item", "desc": "If you speak a mathematical equation within 5 feet of this abacus, it calculates the equation and displays the solution. If you are touching the abacus, it calculates only the equations you speak, ignoring all other spoken equations.", "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": "loom-of-fate", "name": "Loom of Fate", "type": "Wondrous item", "desc": "If you spend 1 hour weaving on this portable loom, roll a 1d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. The loom can't be used this way again until the next dawn. Once you have used the loom 3 times, the fabric is complete, and the loom is no longer magical. The fabric becomes a shifting tapestry that represents the events where you used the loom's power to alter fate.", "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": "soul-jug", "name": "Soul Jug", "type": "Wondrous item", "desc": "If you unstopper the jug, your soul enters it. This works like the magic jar spell, except it has a duration of 9 hours and the jug acts as the gem. The jug must remain unstoppered for you to move your soul to a nearby body, back to the jug, or back to your own body. Possessing a target is an action, and your target can foil the attempt by succeeding on a DC 17 Charisma saving throw. Only one soul can be in the jug at a time. If a soul is in the jug when the duration ends, the jug shatters.", "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": "fly-whisk-of-authority", "name": "Fly Whisk of Authority", "type": "Wondrous item", "desc": "If you use an action to flick this fly whisk, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks for 10 minutes. You can't use the fly whisk 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": "serveros-war-engine-a5e", "name": "Serveros War Engine", "type": "Wondrous Item", "desc": "In size and shape this massive construct is not unlike a squat _hill giant_ —if hill giants were made of metal, leather, wood, and glass. With all manner of wheels, gears, cables, and hinges, when worn its movements are surprisingly fluid, if somewhat loud and heavy.\n\nThe last of its kind, the _Serveros War Engine_ was used by a forgotten empire's soldiers in wars that spread far beyond their kingdom. It’s hard to imagine there may once have been entire armies outfitted with these magical constructs and engaged in battle against one another, and impossible to conceive of the untold destruction they wrought.\n\nMounting the war engine is a fairly straightforward matter. As you enter the construct, you can don a helm and belt, both connected to the war engine, which allow you to attune to and control the construct. The construct is not sentient and moves only when controlled in this way.\n\nWhen controlling the construct, you form a psychic bond with it, seeing through its eyes, moving with its limbs, and experiencing pain through its body.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is the _Serveros War Engine_, the last war machine of a forgotten empire. \n\n**DC 18** The engine is piloted from inside, and only those with mental and physical fortitude can endure it. In addition to offering great might, it can manifest arcane blades, cannons, and other effects.\n\n**DC 21** Destroying the engine requires destroying the helm, which is heavily enchanted with fortifications against harm.\n\n**Artifact Properties**\n\nThe _Serveros War Engine_ has one lesser artifact benefit. Piloting the war engine can be quite taxing, both mentally and physically. You gain no benefits from a _long or short rest_ while mounted in the war engine, and when you expend its last available charge you suffer both a level of _fatigue_ and _strife_ .\n\nWhile you are attuned to, mounted inside, and controlling the _Serveros War Engine_, you gain the following benefits:\n\n* Your AC becomes 18.\n* Your Strength score becomes 21.\n* You are Huge-sized.\n* Your Speed becomes 40 feet.\n* You have _advantage_ on _saving throws_ made to avoid being _grappled_ or knocked _prone_ .\n* You sustain only 1 hit point of damage for every 5 hit points of nonmagical bludgeoning, piercing, and slashing damage dealt to you.\n* Your unarmed strikes deal 4d8 bludgeoning damage.\n* Your weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.\n* You have _disadvantage_ on Dexterity (Stealth) checks.\n* You are vulnerable to psychic damage.\n\n**Charged Properties**\n\nThe war engine also has several built-in features, some of which are powered by stored electrical charges or drain energy from your life force.\n\n* A massive sword hilt is secured to the construct’s hip by an incredible magnetic force. You can use a bonus action to either expend 1 charge or take 5 (2d4) force damage to draw the hilt and engage its plasma blade.\n\n_**Plasma Blade**_. _Melee Weapon Attack_: reach 10 ft., one target. Hit: 18 (3d8+5) radiant damage, or 21 (3d10+5) radiant damage if wielded in two hands.\n\n* An arcane cannon is housed in the construct’s left forearm. You can use an action or bonus action to either expend 1 charge or take 5 (2d4) force damage to fire the arcane cannon.\n\n_**Arcane Cannon**_. _Ranged Weapon Attack_: range 120/300 ft., one target. _Hit:_ 7 (2d6) radiant damage.\n\n* The construct’s right hand is detachable. You can use an action and either expend 1 charge or take 5 (2d4) force damage to fire the gauntlet as a projectile.\n\n_**Gauntlet Grapple.**_ _Ranged Weapon Attack_: range 60/120 ft., one target. _Hit:_ 23 (4d8+5) bludgeoning damage, or 8 (1d6+5) bludgeoning damage and if the target is a Large or smaller creature it is _grappled_ . You can use a bonus action to retract the hand up to 120 feet and reconnect it to the construct. A grappled target moves with the hand.\n\n The _Serveros War Engine_ begins with 1d20 charges. By making a DC 18 Intelligence (Engineering) check, 2d10 charges can be restored during a _long rest_ .\n\n**Warframe Variations**\n\nThe Narrator may apply one or more of the following variant options if desired.\n\n_**Airborne.**_ You can expend 1 charge or take 5 (2d4) force damage to unfold magical wings and gain a flying speed of 15 feet for 1 minute.\n\n_**Disrepair.**_ When first discovered, the _Serveros War Engine_ may be completely depleted of stored charges and heavily damaged, or perhaps almost completely dismantled. With maintenance, care, and careful reconstruction using Engineering (or a wish spell), it can be restored to its full, terrible power.\n\n_**Glass Jaw.**_ When the _Serveros War Engine_ takes a critical hit from an attack that deals bludgeoning damage, roll a d20\\. On a 1, the war engine’s head is knocked off, disabling the artifact until it is repaired with a DC 23 Intelligence (Engineering) check and 8 hours of work.\n\n_**Mortal Echoes.**_ The _Serveros War Engine’s_ last pilot died while mounted within the war engine, and echoes of their psyche still linger within the construct. When first attempting to attune to the artifact, you relive the final moments of the dead pilot and make a DC 18 Charisma _saving throw_ . On a failure, you take 5 (1d10) psychic damage and gain a short-term _mental stress effect_ .\n\n**_Nautical._** You gain a swim speed of 40 feet. In addition, you can use an action to either expend 1 charge or take 5 (2d4) force damage to seal the cockpit and fill it with breathable air which lasts for 1 hour.\n\n_**Recon.**_ You gain darkvision to a range of 60 feet and can either expend 1 charge or take 5 (2d4) force damage to activate magical floating discs on the soles of the construct’s feet. The discs last for 1 hour during which time the construct does not cause you to have _disadvantage_ on Dexterity (Stealth) checks and you leave no tracks on the ground.\n\n_**Serveros Slayer.**_ In lieu of the arcane cannon and detachable fist, the construct is equipped with a psyblade in each hand. You can use a bonus action and either expend 1 charge or take 5 (2d4) force damage to deploy one or both psyblades. \n\n_**Psyblade.** Melee Weapon Attack_: reach 10 ft., one target. Hit: 15 (3d6+5) psychic damage.\n\n_**Specialized Weaponry**_. Instead of a giant plasma sword, the _Serveros War Engine_ has one of the following weapons. You can use a bonus action and either expend 1 charge or take 5 (2d4) force damage to equip and activate the weapon.\n\n_**Discus Throwing Shield**. Melee_ or _Ranged Weapon Attack:_ reach 5 ft. or range 40/80 ft., one target, or if thrown two targets within 10 feet of each other. Hit: 15 (3d6+5) bludgeoning damage. In addition, while the shield is donned your AC increases by 2.\n\n_**Extendable Metal Staff**_. _Melee Weapon Attack_: reach 15 ft., one target. _Hit:_ 15 (3d6+5) bludgeoning, or 18 (3d8+5) bludgeoning damage when wielded with two hands, and a Large or smaller target makes a DC 18 Strength _saving throw_ or is knocked _prone_ .\n\n_**Shocking Net.**_ _Ranged Weapon Attack_: range 30/60 ft., all targets in a 15-foot square area. _Hit:_ 9 (2d8) lightning damage and the target is _grappled_ . At the start of your turn, conscious creatures grappled by the net take 9 (2d8) lightning damage. This weapon cannot damage a creature with 0 hit points.\n\n_**Sonic War Hammer.**_ _Melee Weapon Attack_: reach 10 ft., one target. _Hit:_ 18 (3d8+5) thunder damage, or 21 (3d10+5) thunder damage when wielded with two hands.\n\n**Destroying the War Engine**\n\nOf all its various parts and components the key to disabling and ultimately destroying the war engine is the helm. The rest of the massive construct might feasibly be replaced or reengineered by an ingenious mind. However with its complex structure, both magical and mechanical, replicating the controller headpiece requires arcane knowledge and technical documentation that disappeared with the war engine’s creators long ago. \n\nThe helm is heavily enchanted with fortifications against harm. Bypassing its magical protections requires two steps: first, a __dispel magic_ cast at 5th-level or higher is needed to make the invisible barrier around the war engine’s helm vulnerable for 6 seconds, followed by a __disintegrate_ spell cast at 7th-level or higher to completely dissolve the barrier. Once the barrier is dissolved, for the next 24 hours the helm can be destroyed like any other item (AC 22, 100 hit points) before its magical protections regenerate and fully repair it.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "seeds-of-necessity-a5e", "name": "Seeds of Necessity", "type": "Wondrous Item", "desc": "In the groves of particularly friendly and sociable druids the plants themselves become helpful and eager to please, their valuable seeds able to grow into whatever shape is required. A pouch of _seeds of necessity_ contains 1d10 coin-sized seeds. When you plant one of these seeds in soil and water it while you picture in your mind an object which you desire, over the course of one minute the seed grows into a simple wooden object no larger than a 10-foot-cube that closely matches the picture in your mind (common uses include a ladder, a sturdy table, a throne, a barrel, a cart wheel, or a rowboat). The seed is consumed as it grows into the object.\n\nThe seed cannot grow into an object with moving parts, but several seeds can be grown into a combination of objects which could be used to construct a more complicated shape, such as a cart made from a tray with four wheels, or a row boat and two oars.\n\nWhen you plant and water a _seed of necessity_, roll a d100\\. On a result of 100, instead of the object you requested, a friendly _awakened shrub_ grows in its place. On a result of 13 or less, the seed was a bad seed and instead grows into a hostile _awakened tree_ .", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "candle-of-the-surreptitious-scholar-a5e", "name": "Candle of the Surreptitious Scholar", "type": "Wondrous Item", "desc": "Initially crafted by wizard apprentices trying not to irritate their roommates, these candles became extremely popular with the thieves and other ne'er do wells that can afford them (helping some less scrupulous novice mages to afford tuition). The candle has 3 charges and regains 1d3 charges each dawn. \n\nWhen you speak the command word and use an action to expend 1 charge, the candle’s flame to spring to life. Its bluish flame provides clear illumination within 5 feet and _dim light_ for another 5 feet. The enchantment of the candle is such that the light that it sheds is visible only to you, allowing you to read, write, or engage in other tasks with no penalties from darkness. Each charge is good for 1 hour of illumination, after which the candle winks out. \n\nBy expending all 3 charges at once, you can create an effect identical to _light_ except that only you are able to see the light it sheds.\n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the candle loses its magic and becomes a mundane item.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "timekeeper-gremlin-a5e", "name": "Timekeeper Gremlin", "type": "Wondrous Item", "desc": "Inside of this iron locket waits a Tiny ethereal green goblinoid endlessly counting to itself. The magical creature obeys very limited instructions but only when they relate to timekeeping. It counts the seconds, minutes, and hours accurately out loud as they pass, immediately losing count when interrupted. ", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sack-of-sacks-a5e", "name": "Sack of Sacks", "type": "Wondrous Item", "desc": "Inside this hand-sized sack is a Medium-sized sack. There is no room to store anything inside the original sack. When you pull a sack out, roll 1d20 and add 1 for each sack pulled out in the last 24 hours. On a result of 20 or higher the hand-sized sack is empty and it becomes a mundane item. Otherwise there is another Medium-sized sack inside.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "bag-of-beans", "name": "Bag of Beans", "type": "Wondrous item", "desc": "Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.\n\nIf you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.\n\nIf you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.\n\n| d100 | Effect |\n|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |\n| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |\n| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. |\n| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |\n| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |\n| 41-50 | 1d6 + 6 shriekers sprout |\n| 51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |\n| 61-70 | A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |\n| 81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |\n| 91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. |\n| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. |", "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": "bagpipes-of-battle", "name": "Bagpipes of Battle", "type": "Wondrous item", "desc": "Inspire friends and strike fear in the hearts of your enemies with the drone of valor and the shrill call of martial might! You must be proficient with wind instruments to use these bagpipes. You can use an action to play them and create a fearsome and inspiring tune. Each ally within 60 feet of you that can hear the tune gains a d12 Bardic Inspiration die for 10 minutes. Each creature within 60 feet of you that can hear the tune and that is hostile to you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A hostile creature has disadvantage on this saving throw if it is within 5 feet of you or your ally. A frightened creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, the bagpipes can't be used in 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": "searing-whip", "name": "Searing Whip", "type": "Weapon", "desc": "Inspired by the searing breath weapon of a light drake (see Tome of Beasts 2), this whip seems to have filaments of light interwoven within its strands. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, the creature takes an extra 1d4 radiant damage. When you roll a 20 on an attack roll made with this weapon, the target is blinded until the end of its next turn. The whip has 3 charges, and it regains 1d3 expended charges daily at dawn or when exposed to a daylight spell for 1 minute. While wielding the whip, you can use an action to expend 1 of its charges to transform the whip into a searing beam of light. Choose one creature you can see within 30 feet of you and make one attack roll with this whip against that creature. If the attack hits, that creature and each creature in a line that is 5 feet wide between you and the target takes damage as if hit by this whip. All of this damage is radiant. If the target is undead, you have advantage on the attack roll.", "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": "ferrymans-coins", "name": "Ferryman's Coins", "type": "Wondrous item", "desc": "It is customary in many faiths to weight a corpse's eyes with pennies so they have a fee to pay the ferryman when he comes to row them across death's river to the afterlife. Ferryman's coins, though, ensure the body stays in the ground regardless of the spirit's destination. These coins, which feature a death's head on one side and a lock and chain on the other, prevent a corpse from being raised as any kind of undead. When you place two coins on a corpse's closed lids and activate them with a simple prayer, they can't be removed unless the person is resurrected (in which case they simply fall away), or someone makes a DC 15 Strength check to remove them. Yanking the coins away does no damage to the corpse.", "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": "oil-of-sharpness-a5e", "name": "Oil of Sharpness", "type": "Potion", "desc": "It takes 1 minute to use this glittering oil to cover a weapon that deals slashing or piercing damage, or 5 pieces of ammunition that deals slashing or piercing damage. For 1 hour the weapon or ammunition is magical, and when using it you gain a +3 bonus to attack and damage rolls.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "lockpicks-of-memory-a5e", "name": "Lockpicks of Memory", "type": "Wondrous Item", "desc": "It’s good to learn from your experiences but even better to learn from someone else’s. For a guild of thieves with a legacy of control and access within a city, these enchanted tools are a truly valuable asset. The lockpicks twitch in your hands when they come within 5 feet of a lock they have been used to open within the last year. You can use these lockpicks and an action to unlock any lock that the lockpicks have previously opened.\n\nAlternatively, you can exhaust the lockpicks’ magic completely to borrow a skill or memory from a previous user. You can choose to either watch 10 minutes of a previous user’s memory (taken from the span of time they had the lockpicks in their possession) or for 10 minutes you can gain one skill, tool, or language proficiency of the previous user. At the end of the duration, the lockpicks rust away to nothing.\n\n**Note**. The cost listed above is for a relatively recent set of lockpicks of memory and at the Narrator’s discretion an older version may cost much more.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "whispering-stones-a5e", "name": "Whispering Stones", "type": "Wondrous Item", "desc": "Just as a fortune teller’s scrying ball is crystal clear, _Whispering Stones_ are orbs of inky blackness. Similar to less powerful message stones, they allow communication across long distances. However, these potent artifacts are imbued with material from the netherworld and only five are known to have been created.\n\nConnected via the realm of the dead, with proper use a person can communicate simultaneously with any number of other _Whispering Stones_ and _message stones_ , or even stream thoughts from places and beings beyond death.\n\nInteracting with the dead is a matter for necromancers and priests for a reason: the dead rarely speak plainly to the ears of the living, for their reality is a place of warped distortions. These powerful relics can grant their users great insight, but who else might be listening in? What arcane secrets—past, present, or future—might be revealed through them? Demons and angels may send secrets and prayers, adding to the cacophony of voices. _Whispering Stones_ have forged nations and shaped destinies, and though they have practical magic applications they hold deeper, dangerous secrets within.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is a _Whispering Stone_, which allows communication across long distances. Only five of these stones were ever created.\n\n**DC 18** The stones can speak to each other.\n\n**DC 21** The stones can also speak to the dead, or ask questions of powerful extraplanar beings.\n\n**Artifact Properties**\n\nEach time you use a _Whispering Stone_ to cast a spell, roll a d20\\. On a 1, the casting connects your mind with that of an extradimensional entity chosen by the Narrator. You begin to hear this entity’s thoughts in your head (and vice versa), and if you were not already attuned to the _Whispering Stone_, you immediately attune to it. In addition, you gain one short-term mental stress effect that lasts for 1d6 days. The voice in your head remains for as long as the mental stress effect.\n\nIf you simultaneously connect to two or more extradimensional entities, you make a DC 15 Wisdom saving throw or gain a long-term mental stress effect.\n\n**Magic**\n\nWhile touching a _Whispering Stone_ you can use an action to cast _sending ._ The target is a creature that carries a message stone or _Whispering Stone_ you have seen before. If no creature currently bears that stone, or if you have never seen a __message stone_ or _Whispering Stone_ before, your message is conveyed to another recipient. The Narrator may select a specific creature to receive the message or consult the Whispering Stones Listener table. This recipient of your message learns your name, current location, and that you bear a Whispering Stone.\n\nA _Whispering Stone_ begins with 6 charges and regains 1d4+1 charges each dusk. While attuned to the stone, you can use an action to cast speak with dead (1 charge) and spirit guardians (1 charge). If also connected to an extra dimensional entity, you can cast divination (once between long rests) to ask the entity a question.\n\nA _Whispering Stone_ begins with 6 charges and regains 1d4+1 charges each dusk. While attuned to the stone, you can use an action to cast _speak with dead_ (1 charge) and __spirit guardians_ (1 charge). If also connected to an extra dimensional entity, you can cast __divination_ (once between long rests) to ask the entity a question.\n\n__**Table: Whispering Stones Recipients**__\n| **d100** | **Recipient** |\n| -------- | ------------------------------------------- |\n| 1 | _Balor_ |\n| 02-26 | Bearer of the nearest _message stone_ |\n| 27-36 | Bearer of the nearest _Whispering Stone_ |\n| 37–46 | Spirit from the nearest graveyard |\n| 47–51 | Deceased ancestor |\n| 52–56 | _Djinni_ from the Elemental Plane of Air |\n| 57–61 | _Efreeti_ from the Elemental Plane of Fire |\n| 62–66 | Fortune teller with a _crystal ball_ |\n| 67–71 | _Night hag_ with a _magic mirror_ |\n| 72–76 | _Imp_ |\n| 77–81 | _Deva_ |\n| 82–86 | _Dryad_ or _sprite_ |\n| 87–91 | _Vampire_ |\n| 92–96 | _Lich_ |\n| 97 | _Archfey_ |\n| 98 | Sleeping dragon |\n| 99 | _Forgotten god_ |\n| 100 | Legendary queen of an ancient civilization |", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "robe-of-useful-items-a5e", "name": "Robe of Useful Items", "type": "Wondrous Item", "desc": "Leather patches of various shapes and colors are sewn into this robe. While attuned to and wearing the robe, you can use an action to detach one of the patches, causing it to become the object it represents. Once the last patch is removed, the robe loses its magical properties.\n\nThe robe has two of each of the following patches: \n\n* _Dagger_\n* _Bullseye lantern_ (filled and lit)\n* _Steel mirror_\n* 10-foot _pole_\n* _Hempen rope_ (50 feet, coiled)\n* _Sack_\n\nIn addition, the robe has 4d4 other patches (either chosen by the Narrator or randomly determined).\n\n__**Table: Robe of Useful Items**__\n| **d100** | **Patch** |\n| -------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 01–02 | Spade, _bucket_ |\n| 03–04 | Pair of empty _waterskins_ |\n| 05–06 | Luxurious _blanket_ |\n| 07–08 | _Grappling hook_ |\n| 09–10 | 10 _iron spikes_ |\n| 11–12 | _Miner’s pick_ |\n| 13–14 | 10 _pitons_ |\n| 15–18 | _Wheelchair_ |\n| 19–20 | _Flash bomb_ , _smoke bomb_ |\n| 21–22 | _Block and tackle_ , _bar of soap_ |\n| 23–25 | Chalk, _crowbar_ , hammer |\n| 26 | _Medium cage_ |\n| 27–29 | Roll 1d4 (1: _fishing snare_ , 2: _hunting snare_ , 3–4: _hunting trap_ ) |\n| 30 | _Sled_ |\n| 31–32 | _Cold weather gear_ |\n| 33–35 | Roll 1d4 (1–2: _one person tent_ , 3: _two person tent_ , 4: _communal tent_ ) |\n| 36–37 | 2 _alchemical torches_ |\n| 38 | Blank _spellbook_ |\n| 39–40 | 10-foot _chain_ |\n| 41–42 | _Tinderbox_ |\n| 43–44 | _Signal whistle_ and a _small bell_ |\n| 45–46 | _Backpack_ |\n| 47–50 | 4 bags of _caltrops_ |\n| 51 | _Mosquito netting_ |\n| 52–55 | _Prosthetic leg or foot_ |\n| 56–59 | 4 bags of _ball bearings_ |\n| 60 | _Large cage_ |\n| 61–62 | _Merchant’s scales_ , stick of _incense_ |\n| 63 | _Barrel_ |\n| 64–66 | _Prosthetic arm or hand_ |\n| 67–68 | Bottle of ink, inkpen, sealing wax, 2 sheets of paper |\n| 69–70 | Vial of perfume |\n| 71–72 | _Portable ram_ |\n| 73 | _Huge cage_ |\n| 74–75 | _Marshland gear_ |\n| 76–79 | _Antitoxin_ |\n| 80–81 | _Healer’s satchel_ (10 uses) |\n| 82–83 | 10 _bandages_ sealed in oilskin |\n| 84–86 | _Cart_ |\n| 87–89 | _12-foot long rowboat_ |\n| 90 | _Lock_ |\n| 91–92 | Pit (a cube 10 feet on a side) which you can place on the ground within 10 feet |\n| 93–94 | _Greataxe_ |\n| 95–96 | 24-foot long wooden folding ladder (each section is 6 feet) |\n| 97–98 | Fully glazed window that changes to fit a hole in a wall no larger than 10 feet in any direction |\n| 99–100 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach (the door conforms to fit the opening, attaching and hinging itself) |", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "sword-of-volsung", "name": "Sword of Volsung", "type": "Weapon", "desc": "Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon’s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword’s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can’t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can’t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword’s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see page 152), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung. Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket’s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket’s temporary hit points, the sword isn’t destroyed, but you can’t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, “dragon” refers to any creature with the dragon type, including drakes and wyverns.", "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": "locket-of-dragon-vitality", "name": "Locket of Dragon Vitality", "type": "Wondrous item", "desc": "Legends tell of a dragon whose hide was impenetrable and so tenacious that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon's name was lost, but its legacy remains. This magic amulet is one of two items that were crafted to hold its heart. An intricate engraving of a warrior's sword piercing a dragon's chest is detailed along the front of this untarnished silver locket. Within the locket is a clear crystal vial with a pulsing piece of a dragon's heart. The pulses become more frequent when you are close to death. Attuning to the locket requires you to mix your blood with the blood within the vial. The vial holds 3 charges of dragon blood that are automatically expended when you reach certain health thresholds. The locket regains 1 expended charge for each vial of dragon blood you place in the vial inside the locket up to a maximum of 3 charges. For the purpose of this locket, “dragon” refers to any creature with the dragon type, including drakes and wyverns. While wearing or carrying the locket, you gain the following effects: - When you reach 0 hit points, but do not die outright, the vial breaks and the dragon heart stops pulsing, rendering the item broken and irreparable. You immediately gain temporary hit points equal to your level + your Constitution modifier. If the locket has at least 1 charge of dragon blood, it does not break, but this effect can't be activated again until 3 days have passed. - When you are reduced to half of your maximum hit points, the locket expends 1 charge of dragon blood, and you become immune to any type of blood loss effect, such as the blood loss from a stirge's Blood Drain, for 1d4 + 1 hours. Any existing blood loss effects end immediately when this activates.", "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": "confidantes-journal-a5e", "name": "Confidante’s Journal", "type": "Wondrous Item", "desc": "Living vines hold shut this journal’s cover and part only for you. Your patron can read anything you write in the journal and can cause brief messages to appear on its pages.\n\nIf you spend a short or long rest writing your most secret thoughts in the journal, you can choose to gain Inspiration instead of regaining expended Pact Magic spell slots. The seventh time you gain Inspiration in this way, you fill the journal’s pages and can’t write in it again.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "orb-of-dragonkind-a5e", "name": "Orb of Dragonkind", "type": "Wondrous Item", "desc": "Long ago the souls of five evil dragons were ripped from their corporeal bodies and captured with arcana by mages that sought to end the tyranny of wicked winged serpents. Each is contained within an intricately inscribed crystal globe 10 inches across—though when the magic within is called upon, an orb swells to double its size and glows with a faint light revealing the color of the scales that once belonged to what little remains of the creature that now resides in it. \n\nWhile you are attuned to and holding a_n Orb of Dragonkind,_ you can use an action and speak a command word to attempt to control the draconic soul within by making a DC 15 Charisma check. On a success, you can control the _Orb of Dragonkind,_ or on a failure you are charmed by it. Both effects last until you are no longer attuned to the orb.\n\nWhile you are charmed by the orb, you cannot choose to end your attunement to it. In addition, the orb can innately cast __suggestion_ on you at will (save DC 18) to compel you to commit evil acts that serve its purposes—exacting revenge, attaining its freedom, spread suffering and ruin, encourage the worship of foul draconic deities, collect the other _orbs of dragonkind_, or whatever else the Narrator deems fit. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is an _Orb of Dragonkind,_ an artifact with the power to control dragons. \n\n**DC 20** Five orbs were made, each containing the soul of an evil dragon.\n\n**DC 25** The orb can summon evil dragons, but does not actually control them.\n\n**Artifact Properties**\n\nAn _Orb of Dragonkind_ has two lesser artifact benefits, one lesser artifact detriment, and one greater artifact detriment.\n\n**Magic**\n\nWhile you are controlling an _Orb of Dragonkind,_ you can use an action to cast detect magic at will. You can also expend 1 or more charges to cast _detect magic_ (no charge), __daylight (_1 charge), __death ward_ (2 charges), _cure wounds_ (5th-level version, 3 charges), or __scrying_ (save DC 18; 3 charges). \n\n**The orb has 7 charges and regains 1d4 + 3 expended charges each dawn.**\n\n**Call Dragons**\n\nWhile you are controlling an _Orb of Dragonkind_, you can use an action to send a telepathic message in a 40-mile radius. Evil dragons that are mortal and in the area are compelled to take the quickest and most direct route to the orb, though they may not be friendly or pleased with being forced to answer the call. Once this property has been used, you cannot use it again for 1 hour.\n\n**Destroying an Orb**\n\nDespite its glass appearance, an _Orb of Dragonkind_ is immune to most types of damage (including draconic breath weapons and natural attacks), but they can be destroyed by the __disintegrate_ spell or a single strike from a weapon with a +3 magical bonus to attack and damage rolls.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "laevateinn-a5e", "name": "Lævateinn", "type": "Staff", "desc": "Lævateinn was forged in the underworld by Loki (who of the Æsir is the one most associated with dwarves) near the doors of death itself, spoken of in the very late Eddic poem Fjölvinsmál. Some historians believe its translation ends with ‘wounding wand’ while others claim it is ‘wounding twig’, similar to the word for magic staff (gambantein). Either way it is this weapon and this weapon only that can kill the golden rooster Víðópnir (which sits in the branches of Yggdrasil and may be tied to Ragnarök, or possibly be another name for Gullinkambi) so that its wing joints (the only things that will suffice) can be used to distract the dogs guarding the flame-encircled castle holding Menglöð, a maiden fated to be married to the hero Svipdagr. The runed weapon awaits within however, protected by the jötunn Sinmara (a _storm giant_ ) who will only exchange it for a tail feather from the golden rooster—that can only be harmed by the very same sword, creating a paradoxical task. Its forger and the owner of the chest that contains it can reveal the secrets to bypassing the 9 locks holding its prison closed, although Loki would only ever do so if a cunning price is attached...\n\nLÆVATEINN\n\nUntil you are attuned to this staff, it appears to be a rotting quarterstaff or battered longsword. After you have attuned to it however, runes glow along the length of the wood or the blade.\n\nThis staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While wielding it, you can use a bonus action to transform it into a magic longsword or back.\n\nThe staff has 10 charges for the following properties. It regains 1d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20\\. On a 1, the staff loses its properties and becomes a nonmagical weapon (whichever form it is in when the last charge is expended).\n\nWhile it is in staff form, the runes grant access to magic.\n\n_**Spell Runes.**_ You can use an action to expend 1 or more of the staff’s charges to activate a rune and cast one of the following spells from it (spell save DC 18, +10 to hit with spell attacks): __hideous laughter_ (1 charge), _speak with animals_ (1 charge), _pass without trace_ (2 charges), _dispel magic_ (3 charges), _speak with plants_ (3 charges), __confusion_ (4 charges), __glibness_ (8 charges). You can also use an action to cast the __charm person , disguise self ,_ or __vicious mockery_ spells from the staff without using any charges.\n\nWhile it is in longsword form, the runes channel magic with less finesse and unleash lethal energies.\n\n_**Death Rune.**_ You can use a bonus action and 1 charge to activate this rune, causing shadows to flow out from the weapon for 1 minute. These shadows reduce _dim light_ in a 40-foot radius to _darkness_ , and bright light in a 20-foot radius to dim light. While the weapon is shadowed, it deals an extra 2d6 necrotic damage to any target it hits. The shadows last until you use a bonus action to speak the command word again, the duration expires, or until you drop the weapon.\n\n_**Flame Rune.**_ You can use a bonus action and 1 charge to activate this rune, causing flames to erupt from the weapon for 1 minute. These flames shed _bright light_ in a 40-foot radius and dim light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again, the duration expires, or until you drop the weapon.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "brazen-band", "name": "Brazen Band", "type": "Ring", "desc": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset.", "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": "clockwork-rogue-ring", "name": "Clockwork Rogue Ring", "type": "Ring", "desc": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset.", "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": "song-saddle-of-the-khan", "name": "Song-Saddle of the Khan", "type": "Wondrous item", "desc": "Made from enchanted leather and decorated with songs lyrics written in calligraphy, this well-crafted saddle is enchanted with the impossible speed of a great horseman. While this saddle is attached to a horse, that horse's speed is increased by 10 feet. In addition, the horse can Disengage as a bonus action.", "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": "staff-of-binding", "name": "Staff of Binding", "type": "Staff", "desc": "Made from stout oak with steel bands and bits of chain running its entire length, the staff feels oddly heavy. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff constricts in upon itself and is destroyed. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: arcane lock (2 charges), hold monster (5 charges), hold person (2 charges), lock armor* (2 charges), or planar binding (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Unbound. While holding the staff, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained.", "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": "staff-of-ice-and-fire", "name": "Staff of Ice and Fire", "type": "Staff", "desc": "Made from the branch of a white ash tree, this staff holds a sapphire at one end and a ruby at the other. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: flaming sphere (2 charges), freezing sphere (6 charges), sleet storm (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff and its gems crumble into ash and snow and are destroyed.", "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": "deaths-mirror", "name": "Death's Mirror", "type": "Ring", "desc": "Made from woven lead and silver, this ring fits only on the hand's smallest finger. As the moon is a dull reflection of the sun's glory, so too is the power within this ring merely an imitation of the healing energies that can bestow true life. The ring has 3 charges and regains all expended charges daily at dawn. While wearing the ring, you can expend 1 charge as a bonus action to gain 5 temporary hit points for 1 hour.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" } ] }{ "count": 1618, "next": "