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=document__slug&page=28
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=document__slug&page=29",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=document__slug&page=27",
    "results": [
        {
            "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": "wand-of-windows",
            "name": "Wand of Windows",
            "type": "Wand",
            "desc": "This clear, crystal wand has 3 charges. You can use an action to expend 1 charge and touch the wand to any nonmagical object. The wand causes a portion of the object, up to 1-foot square and 6 inches deep, to become transparent for 1 minute. The effect ends if you stop holding the wand. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand slowly becomes cloudy until it is completely opaque and becomes nonmagical.",
            "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": "ward-against-wild-appetites",
            "name": "Ward Against Wild Appetites",
            "type": "Wondrous item",
            "desc": "Seventeen animal teeth of various sizes hang together on a simple leather thong, and each tooth is dyed a different color using pigments from plants native to old-growth forests. When a beast or monstrosity with an Intelligence of 4 or lower targets you with an attack, it has disadvantage on the attack roll if the attack is a bite. You must be wearing the necklace to gain this benefit.",
            "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": "warding-icon",
            "name": "Warding Icon",
            "type": "Wondrous item",
            "desc": "This carved piece of semiprecious stone typically takes the form of an angelic figure or a shield carved with a protective rune, and it is commonly worn attached to clothing or around the neck on a chain or cord. While wearing the stone, you have brief premonitions of danger and gain a +2 bonus to initiative if you aren't incapacitated.",
            "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": "warlocks-aegis",
            "name": "Warlock's Aegis",
            "type": "Armor",
            "desc": "When you attune to this mundane-looking suit of leather armor, symbols related to your patron burn themselves into the leather, and the armor's colors change to those most closely associated with your patron. While wearing this armor, you can use an action and expend a spell slot to increase your AC by an amount equal to your Charisma modifier for the next 8 hours. The armor 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": "wave-chain-mail",
            "name": "Wave Chain Mail",
            "type": "Armor",
            "desc": "The rows of chain links of this armor seem to ebb and flow like waves while worn. Attacks against you have disadvantage while at least half of your body is submerged in water. In addition, when you are attacked, you can turn all or part of your body into water as a reaction, gaining immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons, until the end of the attacker's turn. Once used, this property of the armor can't be used again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wayfarers-candle",
            "name": "Wayfarer's Candle",
            "type": "Wondrous item",
            "desc": "This beeswax candle is stamped with a holy symbol, typically one of a deity associated with light or protection. When lit, it sheds light and heat as a normal candle for up to 1 hour, but it can't be extinguished by wind of any force. It can be blown out or extinguished only by the creature holding it.",
            "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": "web-arrows",
            "name": "Web Arrows",
            "type": "Ammunition",
            "desc": "Carvings of spiderwebs decorate the arrowhead and shaft of these arrows, which always come in pairs. When you fire the arrows from a bow, they become the two anchor points for a 20-foot cube of thick, sticky webbing. Once you fire the first arrow, you must fire the second arrow within 1 minute. The arrows must land within 20 feet of each other, or the magic fails. The webs created by the arrows are difficult terrain and lightly obscure the area. Each creature that starts its turn in the webs or enters them during its turn must make a DC 13 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature, including the restrained creature, can take its action to break the creature free from the webbing by succeeding on a DC 13 Strength check. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.",
            "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": "webbed-staff",
            "name": "Webbed Staff",
            "type": "Staff",
            "desc": "This staff is carved of ebony and wrapped in a net of silver wire. While holding it, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain. 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 1d20. On a 1, spidersilk surrounds the staff in a cocoon then quickly unravels itself and the staff, destroying the staff.",
            "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": "whip-of-fangs",
            "name": "Whip of Fangs",
            "type": "Weapon",
            "desc": "The skin of a large asp is woven into the leather of this whip. The asp's head sits nestled among the leather tassels at its tip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d4 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.",
            "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": "whip-of-the-blue-wyrm",
            "name": "Whip of the Blue Wyrm",
            "type": "Weapon",
            "desc": "Used by the half-dragon taskmasters of a long-forgotten empire, these whips drew fear and hopelessness from those who felt their terrible stings. This dark blue dragonscale leather whip is forged from the supple scales of a blue dragon's tail and enchanted by archmage forgemasters. Its handle of glyphed darkwood holds a single dragon claw on its base. You gain a bonus to attack and damage rolls made with this magic weapon, determined by the weapon's rarity. You can use a bonus action to speak this whip's command word, which sends arcing bolts of lightning down the length of the whip. While lightning arcs down the whip, it deals an extra 1d6 lightning damage to any target it hits. The lightning lasts until you use a bonus action to speak the command word again or until you drop or stow the whip.",
            "rarity": "uncommon, rare, 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": "whirlwind-bolas",
            "name": "Whirlwind Bolas",
            "type": "Weapon",
            "desc": "The metal weights of this magic weapon are inscribed with spiraling sigils of the wind. When you throw this bolas at a creature, the DC for the weapon's Strength saving throw is 15 instead of 10. If a creature deals slashing damage to the bolas to free itself, the bolas can't be used to reduce a creature's speed again until the next dawn, when it knits itself back together.",
            "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": "whispering-cloak",
            "name": "Whispering Cloak",
            "type": "Wondrous item",
            "desc": "This cloak is made of black, brown, and white bat pelts sewn together. While wearing it, you have blindsight out to a range of 60 feet. While wearing this cloak with its hood up, you transform into a creature of pure shadow. While in shadow form, your Armor Class increases by 2, you have advantage on Dexterity (Stealth) checks, and you can move through a space as narrow as 1 inch wide without squeezing. You can cast spells normally while in shadow form, but you can't make ranged or melee attacks with nonmagical weapons. In addition, you can't pick up objects, and you can't give objects you are wearing or carrying to others. This effect lasts up to 1 hour. Deduct time spent in shadow form in increments of 1 minute from the total time. After it has been used for 1 hour, the cloak can't be used in this way again until the next dusk, when its time limit resets. Pulling the hood up or down requires an action.",
            "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": "whispering-powder",
            "name": "Whispering Powder",
            "type": "Wondrous item",
            "desc": "A paper envelope contains enough of this fine dust for one use. You can use an action to sprinkle the dust on the ground in up to four contiguous spaces. When a Small or larger creature steps into one of these spaces, it must make a DC 13 Dexterity saving throw. On a failure, loud squeals, squeaks, and pops erupt with each footfall, audible out to 150 feet. The powder's creator dictates the manner of sounds produced. The first creature to enter the affected spaces sets off the alarm, consuming the powder's magic. Otherwise, the effect lasts as long as the powder coats the area.",
            "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": "white-ape-hide",
            "name": "White Ape Hide",
            "type": "Armor",
            "desc": "This armor was made from the remains of a White Ape (see Tome of Beasts) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear it.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "white-dandelion",
            "name": "White Dandelion",
            "type": "Wondrous item",
            "desc": "When you are attacked or are the target of a spell while holding this magically enhanced flower, you can use a reaction to blow on the flower. It explodes in a flurry of seeds that distracts your attacker, and you add 1 to your AC against the attack or to your saving throw against the spell. Afterwards, the flower wilts and becomes nonmagical.",
            "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": "windwalker-boots",
            "name": "Windwalker Boots",
            "type": "Wondrous item",
            "desc": "These lightweight boots are made of soft leather. While you wear these boots, you can walk on air as if it were solid ground. Your speed is halved when ascending or descending on the air. Otherwise, you can walk on air at your walking speed. You can use the Dash action as normal to increase your movement during your turn. If you don't end your movement on solid ground, you fall at the end of your turn unless otherwise supported, such as by gripping a ledge or hanging from a rope.",
            "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": "wisp-of-the-void",
            "name": "Wisp of the Void",
            "type": "Potion",
            "desc": "The interior of this bottle is pitch black, and it feels empty. When opened, it releases a black vapor. When you inhale this vapor, your eyes go completely black. For 1 minute, you have darkvision out to a range of 60 feet, and you have resistance to necrotic damage. In addition, you gain a +1 bonus to damage rolls made with a weapon.",
            "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": "witch-hunters-armor",
            "name": "Witch Hunter's Armor",
            "type": "Armor",
            "desc": "A suit of this armor is typically etched or embroidered with protective glyphs and runes. While wearing this armor, you gain a +1 bonus to AC, and you have advantage on saving throws against spells. If you fail a saving throw against a spell while wearing this armor, you can choose to succeed instead. If you do, the armor's magic ceases to function 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": "witch-ward-bottle",
            "name": "Witch Ward Bottle",
            "type": "Wondrous item",
            "desc": "This small pottery jug contains an odd assortment of pins, needles, and rosemary, all sitting in a small amount of wine. A bloody fingerprint marks the top of the cork that seals the jug. When placed within a building (as small as a shack or as large as a castle) or buried in the earth on a section of land occupied by humanoids (as small as a campsite or as large as an estate), the bottle's magic protects those within the building or on the land against the magic of fey and fiends. The humanoid that owns the building or land and any ally or invited guests within the building or on the land has advantage on saving throws against the spells and special abilities of fey and fiends. If a protected creature fails its saving throw against a spell with a duration other than instantaneous, that creature can choose to succeed instead. Doing so immediately drains the jug's magic, and it shatters.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "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": "witchs-circle",
            "name": "Witch's Circle",
            "type": "Weapon",
            "desc": "This damask steel weapon is a simple ring with the interior edge dulled to rest comfortably in hand. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Call the Four. When you hit with a ranged attack using this weapon, the target takes an extra 1d8 damage of one of the following types (your choice): cold, fire, lightning, or thunder. Immediately after the attack, the weapon flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. Witch’s Light. While holding this weapon, you can use an action to cast the moonbeam spell from it, using your spell save DC. You cast the 6th-level version of the spell. Once used, this property can’t be used again until the next dawn. Chakram Statistics. A chakram is a martial melee weapon with the thrown property (range 20/60 feet). It weighs 1 pound and costs 15 gp, and it deals 1d6 slashing damage. The witch’s circle is a magical version of this 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": "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": "wolfbite-ring",
            "name": "Wolfbite Ring",
            "type": "Ring",
            "desc": "This heavy iron ring is adorned with the stylized head of a snarling wolf. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you make a melee weapon attack while wearing this ring, you can use a bonus action to expend 1 of the ring's charges to deal an extra 2d6 piercing damage to the target. Then, the target must succeed on a DC 15 Strength saving throw or be knocked prone.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "worg-salve",
            "name": "Worg Salve",
            "type": "Wondrous item",
            "desc": "Brewed by hags and lycanthropes, this oil grants you lupine features. Each pot contains enough for three applications. One application grants one of the following benefits (your choice): darkvision out to a range of 60 feet, advantage on Wisdom (Perception) checks that rely on smell, a walking speed of 50 feet, or a new attack option (use the statistics of a wolf 's bite attack) for 5 minutes. If you use all three applications at one time, you can cast polymorph on yourself, transforming into a wolf. While you are in the form of a wolf, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "worry-stone",
            "name": "Worry Stone",
            "type": "Wondrous item",
            "desc": "This smooth, rounded piece of semiprecious crystal has a thumb-sized groove worn into one side. Physical contact with the stone helps clear the mind and calm the nerves, promoting success. If you spend 1 minute rubbing the stone, you have advantage on the next ability check you make within 1 hour of rubbing the stone. Once used, the stone can't be used again until the next dawn.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "wraithstone",
            "name": "Wraithstone",
            "type": "Wondrous item",
            "desc": "This stone is carved from petrified roots to reflect the shape and visage of a beast. The stone holds the spirit of a sacrificed beast of the type the stone depicts. A wraithstone is often created to grant immortal life to a beloved animal companion or to banish a troublesome predator. The creature's essence stays within until the stone is broken, upon which point the soul is released and the creature can't be resurrected or reincarnated by any means short of a wish spell. While attuned to and carrying this item, a spectral representation of the beast walks beside you, resembling the sacrificed creature's likeness in its prime. The specter follows you at all times and can be seen by all. You can use a bonus action to dismiss or summon the specter. So long as you carry this stone, you can interact with the creature as if it were still alive, even speaking to it if it is able to speak, though it can't physically interact with the material world. It can gesture to indicate directions and communicate very basic single-word ideas to you telepathically. The stone has a number of charges, depending on the size of the creature stored within it. The stone has 6 charges if the creature is Large or smaller, 10 charges if the creature is Huge, and 12 charges if the creature is Gargantuan. After all of the stone's charges have been used, the beast's spirit is completely drained, and the stone becomes a nonmagical bauble. As a bonus action, you can expend 1 charge to cause one of the following effects:",
            "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": "wrathful-vapors",
            "name": "Wrathful Vapors",
            "type": "Potion",
            "desc": "Roiling vapors of red, orange, and black swirl in a frenzy of color inside a sealed glass bottle. As an action, you can open the bottle and empty its contents within 5 feet of you or throw the bottle up to 20 feet, shattering it on impact. If you throw it, make a ranged attack against a creature or object, treating the bottle as an improvised weapon. When you open or break the bottle, the smoke releases in a 20-foot-radius sphere that dissipates at the end of your next turn. A creature that isn't an undead or a construct that enters or starts its turn in the area must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. On its turn, a creature overcome with rage must attack the creature nearest to it with whatever melee weapon it has on hand, moving up to its speed toward the target, if necessary. The raging creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "zephyr-shield",
            "name": "Zephyr Shield",
            "type": "Armor",
            "desc": "This round metal shield is painted bright blue with swirling white lines across it. You gain a +2 bonus to AC while you wield this shield. This is an addition to the shield's normal AC bonus. Air Bubble. Whenever you are immersed in a body of water while holding this shield, you can use a reaction to envelop yourself in a 10-foot radius bubble of fresh air. This bubble floats in place, but you can move it up to 30 feet during your turn. You are moved with the bubble when it moves. The air within the bubble magically replenishes itself every round and prevents foreign particles, such as poison gases and water-borne parasites, from entering the area. Other creatures can leave or enter the bubble freely, but it collapses as soon as you exit it. The exterior of the bubble is immune to damage and creatures making ranged attacks against anyone inside the bubble have disadvantage on their attack rolls. The bubble lasts for 1 minute or until you exit it. Once used, this property can’t be used again until the next dawn. Sanctuary. You can use a bonus action to cast the sanctuary spell (save DC 13) from the shield. This spell protects you from only water elementals and other creatures composed of water. Once used, this property can’t be used again until the next dawn.",
            "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": "ziphian-eye-amulet",
            "name": "Ziphian Eye Amulet",
            "type": "Wondrous item",
            "desc": "This gold amulet holds a preserved eye from a Ziphius (see Creature Codex). It has 3 charges, and it regains all expended charges daily at dawn. While wearing this amulet, you can use a bonus action to speak its command word and expend 1 of its charges to create a brief magical bond with a creature you can see within 60 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be magically bonded with you until the end of your next turn. While bonded in this way, you can choose to have advantage on attack rolls against the target or cause the target to have disadvantage on attack rolls against you.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "zipline-ring",
            "name": "Zipline Ring",
            "type": "Ring",
            "desc": "This plain gold ring features a magnificent ruby. While wearing the ring, you can use an action to cause a crimson zipline of magical force to extend from the gem in the ring and attach to up to two solid surfaces you can see. Each surface must be within 150 feet of you. Once the zipline is connected, you can use a bonus action to magically travel up to 50 feet along the line between the two surfaces. You can bring along objects as long as their weight doesn't exceed what you can carry. While the zipline is active, you remain suspended within 5 feet of the line, floating off the ground at least 3 inches, and you can't move more than 5 feet away from the zipline. When you magically travel along the line, you don't provoke opportunity attacks. The hand wearing the ring must be pointed at the line when you magically travel along it, but you otherwise can act normally while the zipline is active. You can use a bonus action to end the zipline. When the zipline has been active for a total of 1 minute, the ring's magic ceases to function 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": "adamantine-armor",
            "name": "Adamantine Armor",
            "type": "Armor (medium or heavy)",
            "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.",
            "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": "amulet-of-health",
            "name": "Amulet of Health",
            "type": "Wondrous item",
            "desc": "Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.",
            "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": "amulet-of-proof-against-detection-and-location",
            "name": "Amulet of Proof against Detection and Location",
            "type": "Wondrous item",
            "desc": "While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.",
            "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": "amulet-of-the-planes",
            "name": "Amulet of the Planes",
            "type": "Wondrous item",
            "desc": "While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the _plane shift_ spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.",
            "rarity": "very 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": "animated-shield",
            "name": "Animated Shield",
            "type": "Armor (shield)",
            "desc": "While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.",
            "rarity": "very 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": "apparatus-of-the-crab",
            "name": "Apparatus of the Crab",
            "type": "Wondrous item",
            "desc": "This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\n\nThe apparatus of the Crab is a Large object with the following statistics:\n\n**Armor Class:** 20\n\n**Hit Points:** 200\n\n**Speed:** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)\n\n**Damage Immunities:** poison, psychic\n\nTo be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\n\nThe apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.\n\nA creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.\n\n**Apparatus of the Crab Levers (table)**\n\n| Lever | Up                                                                                                                               | Down                                                                                                                                        |\n|-------|----------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------|\n| 1     | Legs and tail extend, allowing the apparatus to walk and swim.                                                                   | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.                           |\n| 2     | Forward window shutter opens.                                                                                                    | Forward window shutter closes.                                                                                                              |\n| 3     | Side window shutters open (two per side).                                                                                        | Side window shutters close (two per side).                                                                                                  |\n| 4     | Two claws extend from the front sides of the apparatus.                                                                          | The claws retract.                                                                                                                          |\n| 5     | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). |\n| 6     | The apparatus walks or swims forward.                                                                                            | The apparatus walks or swims backward.                                                                                                      |\n| 7     | The apparatus turns 90 degrees left.                                                                                             | The apparatus turns 90 degrees right.                                                                                                       |\n| 8     | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet.                                  | The light turns off.                                                                                                                        |\n| 9     | The apparatus sinks as much as 20 feet in liquid.                                                                                | The apparatus rises up to 20 feet in liquid.                                                                                                |\n| 10    | The rear hatch unseals and opens.                                                                                                | The rear hatch closes and seals.                                                                                                            |",
            "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": "armor-of-invulnerability",
            "name": "Armor of Invulnerability",
            "type": "Armor (plate)",
            "desc": "You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.",
            "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": "armor-of-resistance",
            "name": "Armor of Resistance",
            "type": "Armor (light)",
            "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1   | Acid        |\n| 2   | Cold        |\n| 3   | Fire        |\n| 4   | Force       |\n| 5   | Lightning   |\n| 6   | Necrotic    |\n| 7   | Poison      |\n| 8   | Psychic     |\n| 9   | Radiant     |\n| 10  | Thunder     |",
            "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": "armor-of-vulnerability",
            "name": "Armor of Vulnerability",
            "type": "Armor (plate)",
            "desc": "While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.\n\n**_Curse_**. This armor is cursed, a fact that is revealed only when an _identify_ spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the _remove curse_ spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).",
            "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": "arrow-catching-shield",
            "name": "Arrow-Catching Shield",
            "type": "Armor (shield)",
            "desc": "You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.",
            "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": "arrow-of-slaying",
            "name": "Arrow of Slaying",
            "type": "Weapon (arrow)",
            "desc": "An _arrow of slaying_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _arrows of dragon slaying_ and _arrows of blue dragon slaying_. If a creature belonging to the type, race, or group associated with an _arrow of slaying_ takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\n\nOnce an _arrow of slaying_ deals its extra damage to a creature, it becomes a nonmagical arrow.\n\nOther types of magic ammunition of this kind exist, such as _bolts of slaying_ meant for a crossbow, though arrows are most common.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "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": "bag-of-devouring",
            "name": "Bag of Devouring",
            "type": "Wondrous item",
            "desc": "This bag superficially resembles a _bag of holding_ but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.\n\nThe extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.\n\nInanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.\n\nIf the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "bag-of-holding",
            "name": "Bag of Holding",
            "type": "Wondrous item",
            "desc": "This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.\n\nIf the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\n\nPlacing a _bag of holding_ inside an extradimensional space created by a _handy haversack_, _portable hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.",
            "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": "bag-of-tricks",
            "name": "Bag of Tricks",
            "type": "Wondrous item",
            "desc": "This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.\n\nYou can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color.\n\nThe creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\n\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\n\n**Gray Bag of Tricks (table)**\n\n| d8 | Creature     |\n|----|--------------|\n| 1  | Weasel       |\n| 2  | Giant rat    |\n| 3  | Badger       |\n| 4  | Boar         |\n| 5  | Panther      |\n| 6  | Giant badger |\n| 7  | Dire wolf    |\n| 8  | Giant elk    |\n\n**Rust Bag of Tricks (table)**\n\n| d8 | Creature   |\n|----|------------|\n| 1  | Rat        |\n| 2  | Owl        |\n| 3  | Mastiff    |\n| 4  | Goat       |\n| 5  | Giant goat |\n| 6  | Giant boar |\n| 7  | Lion       |\n| 8  | Brown bear |\n\n**Tan Bag of Tricks (table)**\n\n| d8 | Creature     |\n|----|--------------|\n| 1  | Jackal       |\n| 2  | Ape          |\n| 3  | Baboon       |\n| 4  | Axe beak     |\n| 5  | Black bear   |\n| 6  | Giant weasel |\n| 7  | Giant hyena  |\n| 8  | Tiger        |",
            "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": "bead-of-force",
            "name": "Bead of Force",
            "type": "Wondrous item",
            "desc": "This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 _beads of force_ are found together.\n\nYou can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.\n\nAn enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "belt-of-dwarvenkind",
            "name": "Belt of Dwarvenkind",
            "type": "Wondrous item",
            "desc": "While wearing this belt, you gain the following benefits:\n\n* Your Constitution score increases by 2, to a maximum of 20.\n* You have advantage on Charisma (Persuasion) checks made to interact with dwarves.\n\nIn addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.\n\nIf you aren't a dwarf, you gain the following additional benefits while wearing the belt:\n\n* You have advantage on saving throws against poison, and you have resistance against poison damage.\n* You have darkvision out to a range of 60 feet.\n* You can speak, read, and write Dwarvish.",
            "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": "belt-of-giant-strength",
            "name": "Belt of Giant Strength",
            "type": "Wondrous item",
            "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\n\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\n\n| Type              | Strength | Rarity    |\n|-------------------|----------|-----------|\n| Hill giant        | 21       | Rare      |\n| Stone/frost giant | 23       | Very rare |\n| Fire giant        | 25       | Very rare |\n| Cloud giant       | 27       | Legendary |\n| Storm giant       | 29       | Legendary |",
            "rarity": "varies",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "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"
        }
    ]
}