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=name&page=21
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=name&page=22", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=name&page=20", "results": [ { "slug": "potion-of-transparency", "name": "Potion of Transparency", "type": "Potion", "desc": "The liquid in this vial is clear like water, and it gives off a slight iridescent sheen when shaken or swirled. When you drink this potion, you and everything you are wearing and carrying turn transparent, but not completely invisible, for 10 minutes. During this time, you have advantage on Dexterity (Stealth) checks, and ranged attacks against you have disadvantage.", "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": "potion-of-water-breathing", "name": "Potion of Water Breathing", "type": "Potion", "desc": "You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.", "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": "potion-of-water-breathing-a5e", "name": "Potion of Water Breathing", "type": "Potion", "desc": "After drinking this murky blue potion, you are able to _breathe underwater_ for 1 hour.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "potion-of-worg-form", "name": "Potion of Worg Form", "type": "Potion", "desc": "Small flecks of brown hair are suspended in this clear, syrupy liquid. When you drink this potion, you transform into a worg for 1 hour. This works like the polymorph spell, but you retain your Intelligence, Wisdom, and Charisma scores. While in worg form, you can speak normally, and you can cast spells that have only verbal components. This transformation doesn't give you knowledge of the Goblin or Worg languages, and you are able to speak and understand those languages only if you knew them before the transformation.", "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": "pouch-of-emergency-healing-a5e", "name": "Pouch of Emergency Healing", "type": "Wondrous Item", "desc": "Twice per day, you can use an action to open this blue silk pouch and receive or bestow the benefits of one of the following spells: _cure wounds , greater restoration , healing word , lesser restoration ._", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "pouch-of-runestones", "name": "Pouch of Runestones", "type": "Wondrous item", "desc": "This ordinary bag, made from cured animal hide, appears empty. Reaching inside the bag, however, reveals the presence of a number of flat, bone tiles. The bag weighs 1/2 pound.\n You can use an action to pull one of the tiles from the bag and throw it into the air in front of you. The tile floats 5 feet off the ground and displays a runic symbol. Make a DC 12 Wisdom check. The symbol on the tile is upright on a successful save, and it is reversed on a failed save. Roll a d12 and consult the appropriate table to determine the rune’s effect. If a result requires a saving throw, the DC is 15. The tile vanishes after it displays a rune, but the bag never runs out of tiles.\n Once used, the bag shouldn’t be used again until the next dawn. Each time it is used again before then, the DC of the Wisdom check increases by 5 for each tile drawn after the first. You can be affected by more than one rune’s effect at a time.\n Unless otherwise noted, each rune’s effect lasts until you finish a long rest.\n\n ***Upright Runestone*** \n\n| d12 | Rune | Meaning | Effect |\n|------|----------|---------------|--------|\n| 1 | Ansuz | Truth | When this rune appears, a zone of truth spell is triggered, centered on you, and it moves with you for 1 hour. |\n| 2 | Naudiz | Necessity | You have advantage on the next saving throw you make before this effect ends. |\n| 3 | Hagalaz | Winter | You can cast the ice storm spell once before this effect ends. |\n| 4 | Laukaz | Sea | You can breathe air and water for 5 hours. |\n| 5 | Algiz | Protection | You gain a +2 bonus to AC. |\n| 6 | Mannaz | Teamwork | You and up to five creatures of your choice that you can see gain 10 temporary hit points. |\n| 7 | Isaz | Ice | When you hit with an attack, the attack deals an extra 1d6 cold damage. |\n| 8 | Berkanan | Bear Maiden | You can use an action to cast polymorph on yourself, transforming into a brown bear. While you are in the form of the brown bear, you retain your Intelligence, Wisdom, and Charisma scores. You can end this effect early as a bonus action. |\n| 9 | Perto | Mystery | You can cast disguise self at will. |\n| 10 | Ehwaz | Freedom | Until this effect ends, you can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. |\n| 11 | Raido | Easy Travel | Your walking speed increases by 10 feet. |\n| 12 | Kaunen | Enlightenment | You can cast the lesser restoration spell as a bonus action once before this effect ends. |\n\n ***Reversed Runestone*** \n\n| d12 | Rune | Meaning | Effect |\n|------|----------|---------------------|--------|\n| 1 | Ansuz | Falsehood | You believe everything you hear to be a lie. |\n| 2 | Naudiz | Consequence | You have disadvantage on the next saving throw you make before this effect ends. |\n| 3 | Hagalaz | Blizzard | When this rune appears, a freezing sphere spell is triggered, centered on you. |\n| 4 | Laukaz | Sky | When this rune appears, a reverse gravity spell is triggered, centered on you. The effect ends at the start of your next turn. |\n| 5 | Algiz | Vulnerability | Your Armor Class is reduced by 2. |\n| 6 | Mannaz | Dissension | You and friendly creatures within 30 feet of you have disadvantage on attack rolls while within 10 feet of each other. |\n| 7 | Isaz | Ice | You have vulnerability to cold damage. |\n| 8 | Berkanan | Bear Matron | When this rune appears, a brown bear also appears an unoccupied space nearest to you, and it attacks you. |\n| 9 | Perto | Unwanted Revelation | You have disadvantage on Charisma checks. |\n| 10 | Ehwaz | Shackles | When this rune appears, a maze spell is triggered, targeting you. The effect lasts for 10 minutes or until you escape the maze. |\n| 11 | Raido | Hard Travel | Your walking speed is reduced by 10 feet. |\n| 12 | Kaunen | Insanity | You suffer a long-term madness. |\n\n", "rarity": "rare", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "prayer-mat", "name": "Prayer Mat", "type": "Wondrous item", "desc": "This small rug is woven with intricate patterns that depict religious iconography. When you attune to it, the iconography and the mat's colors change to the iconography and colors most appropriate for your deity. If you spend 10 minutes praying to your deity while kneeling on this mat, you regain one expended use of Channel Divinity. The mat can't be used this way again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "preserved-imps-head-a5e", "name": "Preserved Imp’s Head", "type": "Wondrous Item", "desc": "This dessicated head of a fiend mumbles occasionally as if trying to speak but cannot, its eyes and mouth sewn shut with a rough black cord. The head longs to escape this prison and return to Hell, shaking violently and cursing whenever it is within 60 feet of an active portal. \n\nAlternatively, as an action you can direct the head at a visible creature within 60 feet and cut the cord tying the imp’s lips, causing it to burst into flames and making the spirit inside lash out. The target must make a DC 13 Dexterity _saving throw_ , taking 2d10 fire damage on a failed save, or half as much damage on a successful one.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "primal-doom", "name": "Primal Doom", "type": "Wondrous item", "desc": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.", "rarity": "varies", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "primordial-scale", "name": "Primordial Scale", "type": "Armor", "desc": "This armor is fashioned from the scales of a great, subterranean beast shunned by the gods. While wearing it, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the armor increases its range by 60 feet, but you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you are in sunlight. In addition, while wearing this armor, you have advantage on saving throws against spells cast by agents of the gods, such as celestials, fiends, clerics, and cultists.", "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": "prismatic-gown-a5e", "name": "Prismatic Gown", "type": "Wondrous Item", "desc": "While it always remains perfectly fitted to the wearer, this ballroom gown constantly shifts between thousands of colors, styles, cuts and patterns. While wearing the _prismatic gown_, you gain _advantage_ on _saving throws_ made for the effects of spells from the prismatic school due to the odd magic woven into it.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "prospecting-compass", "name": "Prospecting Compass", "type": "Wondrous item", "desc": "This battered, old compass has engravings of lumps of ore and natural crystalline minerals. While holding this compass, you can use an action to name a type of metal or stone. The compass points to the nearest naturally occurring source of that metal or stone for 1 hour or until you name a different type of metal or stone. The compass can point to cut gemstones, but it can't point to processed metals, such as iron swords or gold coins. The compass can't be used this way 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": "prospectors-pick-a5e", "name": "Prospector's Pick", "type": "Weapon", "desc": "You gain a +1 bonus to _attack and damage rolls_ made with this magic war pick. Attacks with this weapon deal an extra 3d6 piercing damage to objects and creatures made of earth or stone.\n\nThe pick has 8 charges. As an action, you can expend 1 charge to magically disintegrate a 5-foot cube of nonmagical earth or unworked stone within 5 feet of you. Precious gems, metal ores, and objects not made of earth or stone are left behind. The pick regains 1d8 charges at dawn.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "protean-needlepoint-a5e", "name": "Protean Needlepoint", "type": "Wondrous Item", "desc": "Always pristine, easy to thread—and most importantly—able to change its size to suit any purpose, this miraculous sewing needle promises to always be the right tool for the job. The needle’s exact size randomly changes every hour, but you can also choose the form it takes by spending 1 minute threading it with the proper filament.\n\n**Cotton (Sharp Needle)**. Perfect for delicate stitching, beading, and general use.\n\n**Silk (Embroidery Needle)**. Ideal for more decorative needlework.\n\n**Wool (Canvas Needle)**. Large and blunt, for bulkier, loosely woven material.\n\n**Leather (Glover Needle)**. Big, sharp, made for punching through thick hide.\n\nThe _protean needlepoint_ can be used as an improvised weapon when it is sized as a canvas needle for wool (1 magical piercing damage) or a glover needle for leather (1d4 magical piercing damage). When you score a critical hit with it, the tip of the needle snaps off and it 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": "pumpkin-bomb-a5e", "name": "Pumpkin Bomb", "type": "Wondrous Item", "desc": "This pale white pumpkin is small enough to fit in the palm of a human hand. A macabre, grinning face is carved into one side, and a candle within burns an eerie purple flame. While its candle is lit, this pumpkin lantern shines _dim light_ in a 10-foot radius. The lantern’s candle burns for 1 minute, after which the pumpkin instantly rots and loses its magic.\n\nUndead must make a DC 12 Wisdom _saving throw_ when entering the radius or when beginning their turn within the pumpkin’s light, taking 3d6 radiant damage on a failed save or half as much on a success. Incorporeal undead have _disadvantage_ on this saving throw.\n\nThe pumpkin has AC 8 and 2 hit points. If the pumpkin is destroyed, all undead within 10 feet of it must make a DC 12 Wisdom _saving throw_ , taking 6d6 radiant damage on a failed save or half as much on a success.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "quick-canoe-paddle-a5e", "name": "Quick Canoe Paddle", "type": "Wondrous Item", "desc": "This cocowood paddle has a long handle with a short but wide blade designed for long ocean voyages by canoe. Coats of lacquer on the paddle cause it to reflect light causing it to have an almost mirrored finish in the glare of the sun, and from a glance it’s hard to believe that it has ever spent a minute in the water. \n\nThis paddle has 2 charges and regains 1 charge each dawn. You can speak its command word as an action while using a water vehicle, doubling the vehicle’s speed until the start of your next turn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the paddle loses its magical properties and becomes a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "quick-change-mirror", "name": "Quick-Change Mirror", "type": "Wondrous item", "desc": "This utilitarian, rectangular standing mirror measures 4 feet tall and 2 feet wide. Despite its plain appearance, the mirror allows creatures to quickly change outfits. While in front of the mirror, you can use an action to speak the mirror's command word to be clothed in an outfit stored in the mirror. The outfit you are currently wearing is stored in the mirror or falls to the floor at your feet (your choice). The mirror can hold up to 12 outfits. An outfit must be a set of clothing or armor. An outfit can include other wearable items, such as a belt with pouches, a backpack, headwear, or footwear, but it can't include weapons or other carried items unless the weapon or carried item is sheathed, stored in a backpack, pocket, or pouch, or similarly attached to the outfit. The extent of how many attachments an outfit can have before it is considered more than one outfit or it is no longer considered an outfit is at the GM's discretion. To store an outfit you are wearing in the mirror, you must spend at least 1 minute rotating slowly in front of the mirror and speak the mirror's second command word. You can use a bonus action to speak a third command word to cause the mirror to display the outfits it contains. When found, the mirror contains 1d10 + 2 outfits. If the mirror is destroyed, all outfits it contains fall in a heap at its base.", "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": "quill-of-scribing", "name": "Quill of Scribing", "type": "Wondrous item", "desc": "This quill is fashioned from the feather of some exotic beast, often a giant eagle, griffon, or hippogriff. When you take an action to speak the command word, the quill animates, transcribing each word spoken by you, and up to three other creatures you designate, onto whatever material is placed before it until the command word is spoken again, or it has scribed 250 words. Once used, the quill can't be used again for 8 hours.", "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": "quilted-bridge", "name": "Quilted Bridge", "type": "Wondrous item", "desc": "A practiced hand sewed together a collection of cloth remnants from magical garb to make this colorful and warm blanket. You can use an action to unfold it and pour out three drops of wine in tribute to its maker. If you do so, the blanket becomes a 5-foot wide, 10-foot-long bridge as sturdy as steel. You can fold the bridge back up as an action.", "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": "quiver-of-the-hunt-a5e", "name": "Quiver of the Hunt", "type": "Wondrous Item", "desc": "While attuned to and wearing this ornate quiver, you can draw arrows, bolts, or sling stones as part of taking the Attack action with a bow, crossbow, or sling, producing an endless supply of missiles. The ammunition disappears upon impact, hit or miss, and disappears if passed to another creature to fire.\n\nWhile attuned to and wearing the rare version of the _quiver of the hunt,_ you can also use a bonus action to declare a target to be your quarry. You gain _advantage_ on Perception checks made to detect and Survival checks made to track the target, as well as Intelligence checks to determine its weaknesses. In addition, you deal an extra 1d6 damage on weapon attacks made against the target. The target remains your quarry for 8 hours, or until you cease _concentration_ (as if concentrating on a spell).", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "radiance-bomb", "name": "Radiance Bomb", "type": "Wondrous item", "desc": "This small apple-sized globule is made from a highly reflective silver material and has a single, golden rune etched on it. Typically, 1d4 + 4 radiance bombs are found together. You can use an action to throw the globule up to 60 feet. The globule explodes on impact and is destroyed. Each creature within a 10-foot radius of where the globule landed must make a DC 13 Dexterity saving throw. On a failure, a creature takes 3d6 radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "radiant-bracers", "name": "Radiant Bracers", "type": "Wondrous item", "desc": "These bronze bracers are engraved with the image of an ankh with outstretched wings. While wearing these bracers, you have resistance to necrotic damage, and you can use an action to speak the command word while crossing the bracers over your chest. If you do so, each undead that can see you within 30 feet of you must make a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, an undead creature is turned for 1 minute or until it takes any damage. This feature works like the cleric's Turn Undead class feature, except it can't be used to destroy undead. The bracers can't be used to turn undead again until the next dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "radiant-libram", "name": "Radiant Libram", "type": "Wondrous item", "desc": "The gilded pages of this holy tome are bound between thin plates of moonstone crystal that emit a gentle incandescence. Aureate celestial runes adorn nearly every inch of its blessed surface. In addition, while you are attuned to the book, the spells written in it count as prepared spells and don't count against the number of spells you can prepare each day. You don't gain additional spell slots from this feature. The following spells are written in the book: beacon of hope, bless, calm emotions, commune, cure wounds, daylight, detect evil and good, divine favor, flame strike, gentle repose, guidance, guiding bolt, heroism, lesser restoration, light, produce flame, protection from evil and good, sacred flame, sanctuary, and spare the dying. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Once used, this property of the book can't be used again until the next dawn.", "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": "raiment-of-the-devouring-king-a5e", "name": "Raiment of the Devouring King", "type": "Wondrous Item", "desc": "Ancient beyond meaning, the Devouring King known as Nyth’Zerogg spreads across the multiverse, infecting a plane with a portion of himself before consuming it. Whether summoned or drawn by hunger, the mind-bending entity crosses black seas of infinity to gorge upon mortal civilizations and gods alike.\n\nRarely in the uncounted eons of his existence, the spore of the Devouring King is denied. In this reality primordial powers drove him back before he took root, destroying him almost completely. Of his titanic form only a piece of skull, a fragment of wing membrane, and a piece of its strange heart survived. Nyth'zerogg's might was such that even these pieces contain terrible power, housing a fragment of his essence and a shard of his alien psyche.\n\nSince Nyth’Zerogg’s destruction pieces of the raiment have shown up throughout history, ultimately destroying their bearers and causing untold devastation. The destruction that they have wrought is insignificant compared to the danger that they pose however, as these artifacts hold the key to restoring the spore of Nyth’Zerogg so that he may consume all reality. The _Raiment of the Devouring King_ consists of three pieces: a cloak, a crown, and an orb. To attune to a piece, you must awaken it by pouring the blood of a recently sacrificed sapient creature onto it, allowing you to graft it to your body in a process that takes a minute, during which you are _incapacitated_ by agony. Once attuned, pieces can only be removed if you are killed.\n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is part of the _Raiment of the Devouring King,_ the remains of an ancient being who consumed worlds. \n\n**DC 18** There are three surviving pieces of the raiment: a cloak, a crown, and an orb.\n\n**DC 21** The cloak grants flight and teleportation, the crown transforms the wearer’s body, and the orb enhances their mind.\n\n**Artifact Properties**\n\nWhile you are attuned to any piece of the _Raiment of the Devouring King,_ you are subject to Malignant Influence (see below) and gain the following benefits:\n\n* You cease aging and become immune to poison and disease.\n* You gain a pool of 8 charges that can be spent to fuel the _Raiment of the Devouring King’s_ magical properties (save DC 19, +11 to hit with spell attacks). You regain 1d4+1 charges each dusk.\n\n**A Complete Set**\n\nBecause of their powerful desire to be together, no matter how many pieces of the Raiment of the Devouring King you wear they count as a single magic item for the purposes of attunement. For each additional piece of the Raiment of the Devouring King that you acquire, you gain the following benefits:\n\n**_Two Pieces._** Your pool of charges increases to 12\\. You can use an action to regain 1 expended charge by messily devouring an _incapacitated_ or _unconscious_ creature within your reach, killing it in the process. Creatures slain in this manner can only be returned to life by means of a _wish_ or __true resurrection ._\n\n_**Three Pieces.**_ Your pool of charges increases to 16\\. When you take a _short rest_ , you can extend tendrils into the ground and regain 1d4+1 charges by consuming natural energy within a 1-mile radius. All plant life in the area dies and beasts become _poisoned_ while in the area. This property can only be used in an area once per decade, after which it cannot support life for the next 10 years.\n\nYou cannot be permanently killed unless each piece of the raiment is cut from your body in conjunction with a carefully worded __wish_ spell. Instead, you return to life 1d3 days later.\n\n**Cloak of the Devouring King**\n\nThis deep jade cloak resembles a large piece of torn wing membrane. When attuned, it grafts to your back, reweaving muscle and bone and turning into a single leathery wing that grants a portion of Nyth’zerogg’s vitality.\n\n While attuned to the _Cloak of the Devouring King_, you gain the following benefits:\n\n* Your Constitution score is increased to 20\\. This property has no effect if your Constitution is equal to or greater than 20.\n* You gain a fly speed equal to your Speed.\n* You regain 1d8 hit points at the beginning of each of your turns if you have at least 1 hit point. If you lose a body part, you regrow the missing part within 1d6 days.\n* You may expend one or more charges to cast the following spells: _longstrider_ (1 charge), __misty step_ (2 charges), __blink_ (3 charges), _dimension door_ (4 charges), __plane shift_ (5 charges), or _teleport_ (5 charges)\n\n**Crown of the Devouring King**\n\nThe alabaster crown resembles a jagged piece of flat bone affixed to a crude iron band. When worn, it settles so that a single spoke of bone extends above the wearer's eye. When you attune to the skull, it grafts with your bone and grants a portion of Nyth’zerogg’s strength.\n\nWhile attuned to the _Crown of the Devouring King_, you gain the following benefits:\n\n* Your Strength score is increased to 20\\. This property has no effect if your Strength is equal to or greater than 20.\n* Your body transforms, turning a rubbery gray green as chitinous bone plates emerge from your skin. This counts as a suit of _1 leather_ if you are proficient with light armor, a suit of _1 breastplate_ if you are proficient with medium armor, or a suit of _1 full plate_ if you are proficient with heavy armor. This armor does not impose _disadvantage_ on Dexterity (Stealth) checks.\n* You can use an action to spend 1 charge to shape chitin and bone from your body into a +1 weapon. You may only have two such weapons in existence at a time. Any ammunition needed is created as the weapon is fired. You may spend 1 charge as part of an action to deliver touch spells through a weapon created in this manner by making a single weapon attack as a part of that action. A weapon created in this manner crumbles to dust a round after it leaves your person.\n* You may expend one or more charges to cast the following spells: __shield_ (1 charge), __enlarge/reduce_ (2 charges), __protection from energy_ (self only; 2 charges), _stoneskin_ (self only; 3 charges).\n\n**Orb of the Devouring King**\n\nThis crimson orb resembles a massive, calcified heart suspended on a crude chain. When the orb returns to life, hooked tendrils extend and burrow into your chest, lodging it there where it grants a portion of the god’s mind and knowledge.\n\n While attuned to the _Orb of the Devouring King_, you gain the following benefits:\n\n* Choose Intelligence or Charisma. The chosen ability score is increased to 20\\. This property has no effect if the chosen ability score is equal to or greater than 20.\n* You gain a 1d10 expertise die on Intelligence checks.\n* When you take a short rest, you can recover an expended spell slot of 6th-level or higher by spending a number of charges equal to the level of the spell slot recovered.\n* You may expend one or more charges to cast the following spells: __detect thoughts_ (1 charge)_, suggestion_ (2 charges), __black tentacles_ (3 charges), _telekinesis_ (4 charges), _dominate monster_ (5 charges).\n\n**Malignant Influence**\n\nEach piece of the _Raiment of the Devouring King_ longs to be united with the others so that Nyth’Zerogg may live again. While attuned to a piece of the artifact, you must succeed on a DC 18 Wisdom _saving throw_ once per month or gain a level of Malignant Influence, which cannot be removed while you are attuned to the _Raiment of the Devouring King._ With two pieces of the artifact attuned, you repeat the saving throw once per week, and when all three pieces of the artifact are attuned, you repeat the saving throw once per day.\n\n_**Level 1**._ You become obsessed with acquiring the other pieces of the _Raiment of the Devouring King_ and devote all of the time and resources at your disposal to the task.\n\n_**Level 2.**_ You become ravenous and must consume one living sapient being each day or gain a level of _fatigue_ that persists until you consume such a creature.\n\n_**Level 3.**_ You fall entirely under the sway of the Raiment of the Devouring King. You gain the Chaotic and Evil alignment traits, and you will stop at nothing to see Nyth’Zerogg reborn. You immediately become an NPC under the Narrator’s control.\n\n**Awakening Nyth’Zerogg**\n\nIf all three pieces of the _Raiment of the Devouring King_ graft to a single host and they acquire three levels of Malignant Influence, the host’s mind and soul are devoured as fuel for Nyth’zerogg’s reawakening. The exact consequences of such a reawakening are left to the Narrator but likely pose an extinction level threat to mortals and gods alike.\n\n**Destruction**\n\nMany attempts have been made to destroy pieces of the _Raiment of the Devouring King,_ yet they always reform. Some believe that they can only be destroyed by plunging a creature with all three pieces of the artifact grafted to its body into the heart of a star or a true flame in the center of the Elemental Plane of Fire—though even this is just a theory.", "rarity": "Artifact", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rain-of-chaos", "name": "Rain of Chaos", "type": "Weapon", "desc": "This magic weapon imbues arrows fired from it with random energies. When you hit with an attack using this magic bow, the target takes an extra 1d6 damage. Roll a 1d8. The number rolled determines the damage type of the extra damage. | d8 | Damage Type |\n| --- | ----------- |\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Lightning |\n| 5 | Necrotic |\n| 6 | Poison |\n| 7 | Radiant |\n| 8 | Thunder |", "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": "rainbow-extract", "name": "Rainbow Extract", "type": "Potion", "desc": "This thin, oily liquid shimmers with the colors of the spectrum. For 1 hour after drinking this potion, you can use an action to change the color of your hair, skin, eyes, or all three to any color or mixture of colors in any hue, pattern, or saturation you choose. You can change the colors as often as you want for the duration, but the color changes disappear at the end of the duration.", "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": "ravagers-axe", "name": "Ravager's Axe", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Any attack with this axe that hits a structure or an object that isn't being worn or carried is a critical hit. When you roll a 20 on an attack roll made with this axe, the target takes an extra 1d10 cold damage and 1d10 necrotic damage as the axe briefly becomes a rift to the Void.", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "recondite-shield", "name": "Recondite Shield", "type": "Ring", "desc": "While wearing this ring, you can use a bonus action to create a weightless, magic shield that shimmers with arcane energy. You must be proficient with shields to wield this semitranslucent shield, and you wield it in the same hand that wears the ring. The shield lasts for 1 hour or until you dismiss it (no action required). Once used, you can't use the ring 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": "recording-book", "name": "Recording Book", "type": "Wondrous item", "desc": "This book, which hosts a dormant Bookkeeper (see Creature Codex), appears to be a journal filled with empty pages. You can use an action to place the open book on a surface and speak its command word to activate it. It remains active until you use an action to speak the command word again. The book records all things said within 60 feet of it. It can distinguish voices and notes those as it records. The book can hold up to 12 hours' worth of conversation. You can use an action to speak a second command word to remove up to 1 hour of recordings in the book, while a third command word removes all the book's recordings. Any creature, other than you or targets you designate, that peruses the book finds the pages blank.", "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": "red-cloak-of-riding-a5e", "name": "Red Cloak of Riding", "type": "Wondrous Item", "desc": "While wearing this scarlet cloak, you gain a +2 bonus to AC but have _disadvantage_ on Insight and Perception checks. In addition, when you are reduced to 0 hit points and wearing this cloak, you drop to 1 hit point instead. You can’t use this feature again until you finish a _long rest_ .", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "reef-splitter", "name": "Reef Splitter", "type": "Weapon", "desc": "The head of this warhammer is constructed of undersea volcanic rock and etched with images of roaring flames and boiling water. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the hammer erupts with magma, and the target takes an extra 4d6 fire damage. In addition, if the target is underwater, the water around it begins to boil with the heat of your blow, and each creature other than you within 5 feet of the target takes 2d6 fire damage.", "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": "reloader-gremlin-a5e", "name": "Reloader Gremlin", "type": "Wondrous Item", "desc": "A tiny, ethereal gremlin squats motionless in this silver picture frame, which from a distance appears to contain a painting of the gremlin. The gremlin watches a particular device or mechanism. One minute after the device is triggered, the gremlin emerges from its frame, performs whatever actions are necessary to reset the device, and returns to its frame.\n\nThe gremlin is ethereal and unable to interact with objects and creatures on the Material Plane other than its frame and the device it watches.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "relocation-cable", "name": "Relocation Cable", "type": "Wondrous item", "desc": "This 60-foot length of fine wire cable weighs 2 pounds. If you hold one end of the cable and use an action to speak its command word, the other end plunges into the ground, burrowing through dirt, sand, snow, mud, ice, and similar material to emerge from the ground at a destination you can see up to its maximum length away. The cable can't burrow through solid rock. On the turn it is activated, you can use a bonus action to magically travel from one end of the cable to the other, appearing in an unoccupied space within 5 feet of the other end. On subsequent turns, any creature in contact with one end of the cable can use an action to appear in an unoccupied space within 5 feet of the other end of it. A creature magically traveling from one end of the cable to the other doesn't provoke opportunity attacks. You can retract the cable by using a bonus action to speak the command word a second 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": "resolute-bracer", "name": "Resolute Bracer", "type": "Wondrous item", "desc": "This ornamental bracer features a reservoir sewn into its lining. As an action, you can fill the reservoir with a single potion or vial of liquid, such as a potion of healing or antitoxin. While attuned to this bracer, you can use a bonus action to speak the command word and absorb the liquid as if you had consumed it. Liquid stored in the bracer for longer than 8 hours evaporates.", "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": "restorative-ointment", "name": "Restorative Ointment", "type": "Wondrous item", "desc": "This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.\n\nAs an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.", "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": "restorative-ointment-a5e", "name": "Restorative Ointment", "type": "Wondrous Item", "desc": "This green glass jar holds 1d4+1 doses of a fresh-smelling mixture. You can use an action to swallow or apply one dose, restoring 2d8+2 hit points and curing both _poison_ and _disease_ .", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "retribution-armor", "name": "Retribution Armor", "type": "Armor", "desc": "Etchings of flames adorn this breastplate, which is wrapped in chains of red gold, silver, and black iron. While wearing this armor, you gain a +1 bonus to AC. In addition, if a creature scores a critical hit against you, you have advantage on any attacks against that creature until the end of your next turn or until you score a critical hit against that creature. - You have resistance to necrotic damage, and you are immune to poison damage. - You can't be charmed or poisoned, and you don't suffer from exhaustion.\n- You have darkvision out to a range of 60 feet.\n- You have advantage on saving throws against effects that turn undead.\n- You can use an action to sense the direction of your killer. This works like the locate creature spell, except you can sense only the creature that killed you. You rise as an undead only if your death was caused with intent; accidental deaths or deaths from unintended consequences (such as dying from a disease unintentionally passed to you) don't activate this property of the armor. You exist in this deathly state for up to 1 week per Hit Die or until you exact revenge on your killer, at which time your body crumbles to ash and you finally die. You can be restored to life only by means of a true resurrection or wish spell.", "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": "revenants-shawl", "name": "Revenant's Shawl", "type": "Wondrous item", "desc": "This shawl is made of old raven feathers woven together with elk sinew and small bones. When you are reduced to 0 hit points while wearing the shawl, it explodes in a burst of freezing wind. Each creature within 10 feet of you must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. You then regain 4d6 hit points, and the shawl disintegrates into fine black powder.", "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": "rhinam-life-gem-a5e", "name": "Rhinam Life Gem", "type": "Wondrous Item", "desc": "Able to swallow the life energies of an enemy in their final moments, these gems can then be used to extend the life of its owner and restore their health. Some believe the gods destroyed the Rhinam empire for the creation of these and most people treat them—and beings using them—as anathema.\n\nThe emerald green stones are all alike in appearance and instantly recognisable. Shaped into a palm-sized disc, they are the thickness of a finger and have rounded edges that are smooth to the touch. Etched in gold on both sides is the symbol of the Rhinam royal household: a rampant eagle clutching four spears.\n\nOnce per day you can, as an action, place the gem over the heart of a humanoid that died in the last minute. The gem then consumes the creature’s soul and gains 1 charge. Nothing less than a __wish_ spell or divine intervention can restore the creature’s spirit. Gems can hold a maximum of 10 charges.\n\nAfter spending a minute meditating on the gem, you can spend a charge to regain 4d12 hit points. Alternately, once a week you can spend a minute meditating to keep yourself from aging for the next week. When a charge is spent, roll 1d10\\. If the result is higher than the number of charges remaining, the gem can no longer be recharged and will shatter when its final charge is spent. Life gems are typically discovered with 1d4 charges.\n\n**_Curse._** Destroying a soul is a dark act that comes with many consequences. After using the Rhinam life gem, you may find yourself accosted by celestials and fiends alike, seeking either to destroy the object or obtain it for their own reasons. In addition, the Narrator may rule that using the life gem too many times means you gain the Evil alignment and emit a strong evil aura for the purposes of any feature, spell, or trait that detects or affects Evil creatures.", "rarity": "Very Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "rift-orb", "name": "Rift Orb", "type": "Wondrous item", "desc": "This orb is a sphere of obsidian 3 inches in diameter. When you speak the command word in Void Speech, you can throw the sphere as an action to a point within 60 feet. When the sphere reaches the point you choose or if it strikes a solid object on the way, it immediately stops and generates a tiny rift into the Void. The area within 20 feet of the rift orb becomes difficult terrain, and gravity begins drawing everything in the affected area toward the rift. Each creature in the area at the start of its turn, or when it enters the area for the first time on a turn, must succeed on a DC 15 Strength saving throw or be pulled 10 feet toward the rift. A creature that touches the rift takes 4d10 necrotic damage. Unattended objects in the area are pulled 10 feet toward the rift at the start of your turn. Nonmagical objects pulled into the rift are destroyed. The rift orb functions for 1 minute, after which time it becomes inert. It can't be used again until the following midnight.", "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": "ring-of-animal-influence", "name": "Ring of Animal Influence", "type": "Ring", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:\n\n* _Animal friendship_ (save DC 13)\n* _Fear_ (save DC 13), targeting only beasts that have an Intelligence of 3 or lower\n* _Speak with animals_", "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": "ring-of-animal-influence-a5e", "name": "Ring of Animal Influence", "type": "Ring", "desc": "While wearing this ring, you can expend 1 of its 3 charges to cast one of the following spells (save DC 13): _animal friendship , fear_ targeting only beasts that have an Intelligence of 3 or less, or _speak with animals_ . The ring regains 1d3 expended charges at dawn.", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-arcane-adjustment", "name": "Ring of Arcane Adjustment", "type": "Ring", "desc": "This stylized silver ring is favored by spellcasters accustomed to fighting creatures capable of shrugging off most spells. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you cast a spell of 5th level or lower that has only one target and the target succeeds on the saving throw, you can use a reaction and expend 1 charge from the ring to change the spell's target to a new target within the spell's range. The new target is then affected by the spell, but the new target has advantage on the saving throw. You can't move the spell more than once this way, even if the new target succeeds on the saving throw. You can't move a spell that affects an area, that has multiple targets, that requires an attack roll, or that allows the target to make a saving throw to reduce, but not prevent, the effects of the spell, such as blight or feeblemind.", "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": "ring-of-battered-courage-a5e", "name": "Ring of Battered Courage", "type": "Ring", "desc": "This jagged black ring made of volcanic rock is streaked with orange veins and uncomfortable to wear. While wearing this ring, you are immune to the _frightened_ condition. Additionally, while you are _bloodied_ , it grows hotter and grants the following benefits:\n\n* Your AC increases by 1 for each hostile creature (squads and swarms count as single creatures for this purpose) within 5 feet of you, to a maximum of +5.\n* When you hit a creature with a melee weapon attack, roll 1d8\\. Add the result to the attack’s damage and gain the same amount of temporary hit points.\n\n_**Curse**_. You fail death _saving throws_ on a roll of 12 or lower. Additionally, this ring despises what it sees as cowardice. If you don armor or use a shield defensively, you lose all benefits of this ring for 1 week.\n\n_**Escalation.**_ When you show extraordinary courage in the face of certain death and emerge victorious, this ring’s power can evolve, gaining one of the following features. For each power it gains, the threshold for successful death saving throws increases by 2.\n\n_Charge Into Danger._ As a bonus action while _bloodied_ , you can move up to your movement speed toward a hostile creature.\n\n_Coward’s Bane._ Creatures never gain _advantage_ from being unseen on attack rolls against you and you always have ` Freelinking: Node title _damage recovery_ does not exist ` to poison damage.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-bravado", "name": "Ring of Bravado", "type": "Ring", "desc": "This polished brass ring has 3 charges. While wearing the ring, you are inspired to daring acts that risk life and limb, especially if such acts would impress or intimidate others who witness them. When you choose a course of action that could result in serious harm or possible death (your GM has final say in if an action qualifies), you can expend 1 of the ring's charges to roll a d10 and add the number rolled to any d20 roll you make to achieve success or avoid damage, such as a Strength (Athletics) check to scale a sheer cliff and avoid falling or a Dexterity saving throw made to run through a hallway filled with swinging blades. The ring regains all expended charges daily at dawn. In addition, if you fail on a roll boosted by the ring, and you failed the roll by only 1, the ring regains 1 expended charge, as its magic recognizes a valiant effort.", "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": "ring-of-deceivers-warning", "name": "Ring of Deceiver's Warning", "type": "Ring", "desc": "This copper ring is set with a round stone of blue quartz. While you wear the ring, the stone's color changes to red if a shapechanger comes within 30 feet of you. For the purpose of this ring, “shapechanger” refers to any creature with the Shapechanger trait.", "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": "ring-of-djinni-summoning", "name": "Ring of Djinni Summoning", "type": "Ring", "desc": "While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.\n\nWhile summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.\n\nAfter the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.", "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-djinni-summoning-a5e", "name": "Ring of Djinni Summoning", "type": "Ring", "desc": "While you are wearing this ring, you can use an action to speak its command word and choose an unoccupied space within 120 feet. You summon a _djinni_ from the Elemental Plane of Air in that space. It is friendly to you and your companions, and obeys any command you give it, no matter what language you use. If you do not command it, the djinni takes no other actions but to defend itself.\n\nThe djinni remains for up to 1 hour as long as you _concentrate_ (as if concentrating on a spell), or until it is reduced to 0 hit points. It then returns to its home plane. After the djinni departs, it cannot be summoned again for 24 hours. The ring becomes nonmagical if the djinni dies.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "ring-of-dragons-discernment", "name": "Ring of Dragon's Discernment", "type": "Ring", "desc": "A large, orange cat's eye gem is held in the fittings of this ornate silver ring, looking as if it is grasped by scaled talons. While wearing this ring, your senses are sharpened. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks, and you can take the Search action as a bonus action. In addition, you are able to discern the value of any object made of precious metals or minerals or rare materials by handling it for 1 round.", "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": "ring-of-elemental-command", "name": "Ring of Elemental Command", "type": "Ring", "desc": "This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane.\n\nWhile wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.\n\nThe ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\n\n**_Ring of Air Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.\n\nIf you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to lightning damage.\n* You have a flying speed equal to your walking speed and can hover.\n* You can cast the following spells from the ring, expending the necessary number of charges: _chain lightning_ (3 charges), _gust of wind_ (2 charges), or _wind wall_ (1 charge).\n\n**_Ring of Earth Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.\n\nIf you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to acid damage.\n* You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.\n* You can cast the following spells from the ring, expending the necessary number of charges: _stone shape_ (2 charges), _stoneskin_ (3 charges), or _wall of stone_ (3 charges).\n\n**_Ring of Fire Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.\n\nIf you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You are immune to fire damage.\n* You can cast the following spells from the ring, expending the necessary number of charges: _burning hands_ (1 charge), _fireball_ (2 charges), and _wall of fire_ (3 charges).\n\n**_Ring of Water Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.\n\nIf you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You can breathe underwater and have a swimming speed equal to your walking speed.\n* You can cast the following spells from the ring, expending the necessary number of charges: _create or destroy water_ (1 charge), _control water_ (3 charges), _ice storm_ (2 charges), or _wall of ice_ (3 charges).", "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" } ] }{ "count": 1618, "next": "