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__url&page=33
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": null,
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=document__url&page=32",
    "results": [
        {
            "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/"
        }
    ]
}