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=rarity&page=22
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=rarity&page=23",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=rarity&page=21",
    "results": [
        {
            "slug": "tenebrous-flail-of-screams",
            "name": "Tenebrous Flail of Screams",
            "type": "Weapon",
            "desc": "The handle of this flail is made of mammoth bone wrapped in black leather made from bat wings. Its pommel is adorned with raven's claws, and the head of the flail dangles from a flexible, preserved braid of entrails. The head is made of petrified wood inlaid with owlbear and raven beaks. When swung, the flail lets out an otherworldly screech. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this flail, the target takes an extra 1d6 psychic damage. When you roll a 20 on an attack roll made with this weapon, the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.",
            "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": "thirsting-thorn",
            "name": "Thirsting Thorn",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while carrying the sword, you have resistance to necrotic damage. Each time you reduce a creature to 0 hit points with this weapon, you can regain 2d8+2 hit points. Each time you regain hit points this way, you must succeed a DC 12 Wisdom saving throw or be incapacitated by terrible visions until the end of your next turn. If you reach your maximum hit points using this effect, you automatically fail the saving throw. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. If you have not damaged a creature with this sword within the past 24 hours, you have disadvantage on attack rolls with weapons other than this one as its hunger for blood drives you to slake its thirst.",
            "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": "thornish-nocturnal",
            "name": "Thornish Nocturnal",
            "type": "Wondrous item",
            "desc": "The ancient elves constructed these nautical instruments to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the nocturnal, you can spend 1 minute using the nocturnal to determine the precise local time, provided you can see the sun or stars. You can use an action to protect up to four vessels that are within 1 mile of the nocturnal from unwanted effects of the local weather for 1 hour. For example, vessels protected by the nocturnal can't be damaged by storms or blown onto jagged rocks by adverse wind. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.",
            "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": "tick-stop-watch",
            "name": "Tick Stop Watch",
            "type": "Wondrous item",
            "desc": "While holding this silver pocketwatch, you can use an action to magically stop a single clockwork device or construct within 10 feet of you. If the target is an object, it freezes in place, even mid-air, for up to 1 minute or until moved. If the target is a construct, it must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn. The pocketwatch can't be used this way again until the next dawn. The pocketwatch must be wound at least once every 24 hours, just like a normal pocketwatch, or its magic ceases to function. If left unwound for 24 hours, the watch loses its magic, but the power returns 24 hours after the next time it is wound.",
            "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": "timeworn-timepiece",
            "name": "Timeworn Timepiece",
            "type": "Wondrous item",
            "desc": "This tarnished silver pocket watch seems to be temporally displaced and allows for limited manipulation of time. The timepiece has 3 charges, and it regains 1d3 expended charges daily at midnight. While holding the timepiece, you can use your reaction to expend 1 charge after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw to force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Alternatively, you can expend 2 charges as a reaction at the start of another creature's turn to swap places in the Initiative order with that creature. An unwilling creature that succeeds on a DC 15 Charisma saving throw is unaffected.",
            "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": "tipstaff",
            "name": "Tipstaff",
            "type": "Weapon",
            "desc": "To the uninitiated, this short ebony baton resembles a heavy-duty truncheon with a cord-wrapped handle and silver-capped tip. The weapon has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. When you hit a creature with a melee attack with this magic weapon, you can expend 1 charge to force the target to make a DC 15 Constitution saving throw. If the creature took 20 damage or more from this attack, it has disadvantage on the saving throw. On a failure, the target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
            "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": "tome-of-knowledge",
            "name": "Tome of Knowledge",
            "type": "Wondrous item",
            "desc": "This book contains mnemonics and other tips to better perform a specific mental task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Intelligence, Wisdom, or Charisma-based skill (such as History, Insight, or Intimidation) associated with the book. The tome then loses its magic, but regains it in ten years.",
            "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": "torc-of-the-comet",
            "name": "Torc of the Comet",
            "type": "Wondrous item",
            "desc": "This silver torc is set with a large opal on one end, and it thins to a point on the other. While wearing the torc, you have resistance to cold damage, and you can use an action to speak the command word, causing the torc to shed bluish-white bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to speak the command word again. The torc has 4 charges. You can use an action to expend 1 charge and fire a tiny comet from the torc at a target you can see within 120 feet of you. The torc makes a ranged attack roll with a +7 bonus ( 1d20+7). On a hit, the target takes 2d6 bludgeoning damage and 2d6 cold damage. At night, the cold damage dealt by the comets increases to 6d6. The torc regain 1d4 expended charges daily at 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": "troll-skin-armor",
            "name": "Troll Skin Armor",
            "type": "Armor",
            "desc": "While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. 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": "umbral-chopper",
            "name": "Umbral Chopper",
            "type": "Weapon",
            "desc": "This simple axe looks no different from a standard forester's tool. A single-edged head is set into a slot in the haft and bound with strong cord. The axe was found by a timber-hauling crew who disappeared into the shadows of a cave deep in an old forest. Retrieved in the dark of the cave, the axe was found to possess disturbing magical properties. You gain a +1 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. When you hit a plant creature with an attack using this weapon, the target must make a DC 15 Constitution saving throw. On a failure, the creature takes 4d6 necrotic damage and its speed is halved until the end of its next turn. On a success, the creature takes half the damage and its speed isn't reduced.",
            "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": "umbral-lantern",
            "name": "Umbral Lantern",
            "type": "Wondrous item",
            "desc": "This item looks like a typical hooded brass lantern, but shadowy forms crawl across its surface and it radiates darkness instead of light. The lantern can burn for up to 3 hours each day. While the lantern burns, it emits darkness as if the darkness spell were cast on it but with a 30-foot radius.",
            "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": "undine-plate",
            "name": "Undine Plate",
            "type": "Armor",
            "desc": "This bright green plate armor is embossed with images of various marine creatures, such as octopuses and rays. While wearing this armor, you have a swimming speed of 40 feet, and you don't have disadvantage on Dexterity (Stealth) checks while underwater.",
            "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": "unerring-dowsing-rod",
            "name": "Unerring Dowsing Rod",
            "type": "Wondrous item",
            "desc": "This dark, gnarled willow root is worn and smooth. When you hold this rod in both hands by its short, forked branches, you feel it gently tugging you toward the closest source of fresh water. If the closest source of fresh water is located underground, the dowsing rod directs you to a spot above the source then dips its tip down toward the ground. When you use this dowsing rod on the Material Plane, it directs you to bodies of water, such as creeks and ponds. When you use it in areas where fresh water is much more difficult to find, such as a desert or the Plane of Fire, it directs you to bodies of water, but it might also direct you toward homes with fresh water barrels or to creatures with containers of fresh water on them.",
            "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": "unseelie-staff",
            "name": "Unseelie Staff",
            "type": "Staff",
            "desc": "This ebony staff is decorated in silver and topped with a jagged piece of obsidian. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of powdery snow, which blows away in a sudden, chill wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 necrotic damage to the target. If the fey has a good alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), confusion (4 charges), invisibility (2 charges), or teleport (7 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.",
            "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": "valkyries-bite",
            "name": "Valkyrie's Bite",
            "type": "Weapon",
            "desc": "This black-bladed scimitar has a guard that resembles outstretched raven wings, and a polished amethyst sits in its pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the scimitar, you have advantage on initiative rolls. While you hold the scimitar, it sheds dim purple light in a 10-foot radius.",
            "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": "vengeful-coat",
            "name": "Vengeful Coat",
            "type": "Wondrous item",
            "desc": "This stiff, vaguely uncomfortable coat covers your torso. It smells like ash and oozes a sap-like substance. While wearing this coat, you have resistance to slashing damage from nonmagical attacks. At the end of each long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you take damage of that type, you have advantage on attack rolls until the end of your next turn. When you take more than 10 damage of that type, you have advantage on your attack rolls for 2 rounds. When you are targeted by an effect that deals damage of the type you chose, you can use your reaction to gain resistance to that damage until the start of your next turn. You have advantage on your attack rolls, as detailed above, then the coat's magic ceases to function until you finish a long rest.",
            "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": "verses-of-vengeance",
            "name": "Verses of Vengeance",
            "type": "Armor",
            "desc": "This massive, holy tome is bound in brass with a handle on the back cover. A steel chain dangles from the sturdy metal cover, allowing you to hang the tome from your belt or hook it to your armor. A locked clasp holds the tome closed, securing its contents. You gain a +1 bonus to AC while you wield this tome as a shield. This bonus is in addition to the shield's normal bonus to AC. Alternatively, you can make melee weapon attacks with the tome as if it was a club. If you make an attack using use the tome as a weapon, you lose the shield's bonus to your AC until the start of your next turn.",
            "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": "vessel-of-deadly-venoms",
            "name": "Vessel of Deadly Venoms",
            "type": "Wondrous item",
            "desc": "This small jug weighs 5 pounds and has a ceramic snake coiled around it. You can use an action to speak a command word to cause the vessel to produce poison, which pours from the snake's mouth. A poison created by the vessel must be used within 1 hour or it becomes inert. The word “blade” causes the snake to produce 1 dose of serpent venom, enough to coat a single weapon. The word “consume” causes the snake to produce 1 dose of assassin's blood, an ingested poison. The word “spit” causes the snake to spray a stream of poison at a creature you can see within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. Once used, the vessel can't be used to create poison 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": "vial-of-sunlight",
            "name": "Vial of Sunlight",
            "type": "Wondrous item",
            "desc": "This crystal vial is filled with water from a spring high in the mountains and has been blessed by priests of a deity of healing and light. You can use an action to cause the vial to emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light is pure sunlight, causing harm or discomfort to vampires and other undead creatures that are sensitive to it. The vial can't be used this way again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "vielle-of-weirding-and-warding",
            "name": "Vielle of Weirding and Warding",
            "type": "Wondrous item",
            "desc": "The strings of this bowed instrument never break. You must be proficient in stringed instruments to use this vielle. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage. If you play the vielle as the somatic component for a spell that causes a target to become charmed on a failed saving throw, the target has disadvantage on the saving throw.",
            "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": "vile-razor",
            "name": "Vile Razor",
            "type": "Weapon",
            "desc": "This perpetually blood-stained straight razor deals slashing damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Inhuman Alacrity. While holding the dagger, you can take two bonus actions on your turn, instead of one. Each bonus action must be different; you can’t use the same bonus action twice in a single turn. Once used, this property can’t be used again until the next dusk. Unclean Cut. When you hit a creature with a melee attack using the dagger, you can use a bonus action to deal an extra 2d4 necrotic damage. If you do so, the target and each of its allies that can see this attack must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Once used, this property can’t be used again until the next dusk. ",
            "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": "voidskin-cloak",
            "name": "Voidskin Cloak",
            "type": "Wondrous item",
            "desc": "This pitch-black cloak absorbs light and whispers as it moves. It feels like thin leather with a knobby, scaly texture, though none of that detail is visible to the eye. While you wear this cloak, you have resistance to necrotic damage. While the hood is up, your face is pooled in shadow, and you can use a bonus action to fix your dark gaze upon a creature you can see within 60 feet. If the creature can see you, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds on its saving throw, it can't be affected by the cloak again for 24 hours. 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": "wand-of-bristles",
            "name": "Wand of Bristles",
            "type": "Wand",
            "desc": "This wand is made from the bristles of a giant boar bound together with magical, silver thread. It weighs 1 pound and is 8 inches long. The wand has a strong boar musk scent to it, which is difficult to mask and is noticed by any creature within 10 feet of you that possesses the Keen Smell trait. The wand is comprised of 10 individual bristles, and as long as the wand has 1 bristle, it regrows 2 bristles daily at dawn. While holding the wand, you can use your action to remove bristles to cause one of the following effects. Ghostly Charge (3 bristles). You toss the bristles toward one creature you can see. A phantom giant boar charges 30 feet toward the creature. If the phantom’s path connects with the creature, the target must succeed on a DC 15 Dexterity saving throw or take 2d8 force damage and be knocked prone. Truffle (2 bristles). You plant the bristles in the ground to conjure up a magical truffle. Consuming the mushroom restores 2d8 hit points.",
            "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-harrowing",
            "name": "Wand of Harrowing",
            "type": "Wand",
            "desc": "The tips of this twisted wooden wand are exceptionally withered. 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 disintegrates into useless white powder. Affliction. While holding the wand, you can use an action to expend 1 charge to cause a creature you can see within 60 feet of you to become afflicted with unsightly, weeping sores. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on all Dexterity and Charisma checks for 1 minute. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pain. While holding the wand, you can use an action to expend 3 charges to cause a creature you can see within 60 feet of you to become wracked with terrible pain. The target must succeed on a DC 15 Constitution saving throw or take 4d6 necrotic damage, and its movement speed is halved for 1 minute. A pained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. If the target is also suffering from the Affliction property of this wand, it has disadvantage on the saving throw.",
            "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": "wand-of-plant-destruction",
            "name": "Wand of Plant Destruction",
            "type": "Wand",
            "desc": "This wand of petrified wood has 7 charges. While holding it, you can use an action to expend up to 3 of its charges to harm a plant or plant creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw, taking 2d8 necrotic damage for each charge you expended on a failed save, or half as much damage on a successful one. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand shatters and is destroyed.",
            "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-the-timekeeper",
            "name": "Wand of the Timekeeper",
            "type": "Wand",
            "desc": "This smoothly polished wooden wand is perfectly balanced in the hand. Its grip is wrapped with supple leather strips, and its length is decorated with intricate arcane symbols. When you use it while playing a drum, you have advantage on Charisma (Performance) checks. The wand has 5 charges for the following properties. It regains 1d4 + 1 charges daily at dawn. Erratic. While holding the wand, you can use an action to expend 2 charges to force one creature you can see to re-roll its initiative at the end of each of its turns for 1 minute. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected. Synchronize. While holding the wand, you can use an action to expend 1 charge to choose one creature you can see who has not taken its turn this round. That creature takes its next turn immediately after yours regardless of its turn in the Initiative order. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected.",
            "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-treasure-finding",
            "name": "Wand of Treasure Finding",
            "type": "Wand",
            "desc": "This wand is adorned with gold and silver inlay and topped with a faceted crystal. The wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For 1 minute, you know the direction and approximate distance of the nearest mass or collection of precious metals or minerals within 60 feet. You can concentrate on a specific metal or mineral, such as silver, gold, or diamonds. If the specific metal or mineral is within 60 feet, you are able to discern all locations in which it is found and the approximate amount in each location. The wand's magic can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand turns to lead and becomes nonmagical.",
            "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-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": "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": "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": "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": "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": "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": "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": "skysail",
            "name": "Skysail",
            "type": "Wondrous item",
            "desc": "These bat-like wings affixed to a pole are constructed out of either bone and leather or wood and cloth. While these wings are opened and the rung of the pole stepped into, you can use an action to cast _levitate_ on yourself at will.\nAdditionally, you can use an action to cast _fly_ on yourself for up to 1 minute (no concentration required). The _fly_ spell ends if you lose physical contact with the skysail. You cannot use this ability again until you complete a long rest, or you (and the Skysail) are immersed in extremely powerful air elemental magic, such as within the Elemental Plane of Air. When not in use, these wings can be easily folded together and worn beneath a cloak, and the pole used as a quarterstaff.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "taldorei",
            "document__title": "Critical Role: Tal’Dorei Campaign Setting",
            "document__url": "https://https://greenronin.com/blog/2017/09/25/ronin-round-table-integrating-wizards-5e-adventures-with-the-taldorei-campaign-setting/"
        },
        {
            "slug": "horn-of-valhalla",
            "name": "Horn of Valhalla",
            "type": "Wondrous item",
            "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\n\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\n\n| d100   | Horn Type | Berserkers Summoned | Requirement                          |\n|--------|-----------|---------------------|--------------------------------------|\n| 01-40  | Silver    | 2d4 + 2             | None                                 |\n| 41-75  | Brass     | 3d4 + 3             | Proficiency with all simple weapons  |\n| 76-90  | Bronze    | 4d4 + 4             | Proficiency with all medium armor    |\n| 91-00  | Iron      | 5d4 + 5             | Proficiency with all martial weapons |\n\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.",
            "rarity": "rare (silver or brass), very rare (bronze) or legendary (iron)",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "figurine-of-wondrous-power",
            "name": "Figurine of Wondrous Power",
            "type": "Wondrous item",
            "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Bronze Griffon (Rare)_**. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.\n\n**_Ebony Fly (Rare)_**. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.\n\n> ##### Giant Fly\n> **Armor Class** 11  \n> **Hit Points** 19 (3d10 + 3)  \n> **Speed** 30 ft., fly 60 ft.\n>\n> | STR     | DEX     | CON     | INT    | WIS     | CHA    |\n> |---------|---------|---------|--------|---------|--------|\n> | 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) |\n>\n> **Senses** darkvision 60 ft., passive Perception 10  \n> **Languages** -\n\n**_Golden Lions (Rare)_**. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.\n\n**_Ivory Goats (Rare)_**. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:\n\n* The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.\n* The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.\n* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.\n\n**_Marble Elephant (Rare)_**. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.\n\n**_Obsidian Steed (Very Rare)_**. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\n\nIf you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.\n\n**_Onyx Dog (Rare)_**. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.\n\n**_Serpentine Owl (Rare)_**. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.\n\n**_Silver Raven (Uncommon)_**. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the _animal messenger_ spell on it at will.",
            "rarity": "rarity by figurine",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "heartglow-lantern",
            "name": "Heartglow Lantern",
            "type": "Wondrous item",
            "desc": "Fashioned from a single piece of specially grown, hexagonal crystal fitted within a metal frame, a heartglow lantern doesn1t use burning fuel or ignited material to generate light, making it ideal in caverns where air supplies can be precious. You can use an action while holding one of these lanterns to cause it to shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to repeat the command word or until the lantern is no longer being held or carried by a living creature.\n  Each lantern can create an additional effect when it is infused with vitality. Any creature touching a lantern can use an action to infuse it with some of the creature1s vitality. The creature1s hit-point maximum is reduced by an amount equal to the creature1s proficiency bonus, and the lantern gains charges equal to that amount. This reduction lasts until the creature finishes a long rest. Each lantern can hold any number of charges from any number of creatures, but each creature can infuse a lantern with vitality only once between long rests.\n  ***Deadbane (Uncommon).*** While holding this lantern, you can use an action and expend 1 or more of its charges to cause the lantern to detect undead for 1 hour. When an undead is within 20 feet of the lantern, the light it sheds changes to blue, growing brighter the closer the undead is to the lantern. For each charge you spend beyond the first, the duration increases by 30 minutes, and the distance the lantern can detect undead increases by 5 feet. Increasing this distance doesn't increase the radius of the light shed by the lantern.\n  ***Floodmote (Very Rare).*** If you are submerged while holding or carrying this lantern, you can use a reaction and expend 1 or more of its charges to create a small bubble of air for yourself for 1 hour. For each charge you spend beyond the first, the duration increases by 1 hour, and you can choose one additional creature within 30 feet of you to also be protected with a bubble of air. The bubble of air surrounds only a creature's head or other airbreathing organ and provides breathable air to the creature for the duration.\n  ***Tumblesafe (Rare).*** If you or a friendly creature you can see within 40 feet of you falls while you are holding or carrying this lantern, you can use a reaction and expend 1 or more of its charges to slow the fall. For each charge you spend beyond the first, you can extend the light shed by the lantern by 5 feet. Each falling creature and object in the lantern's light descends at a rate of 60 feet per round and takes no damage from falling. It continues to descend at this rate until it lands, even if it exits the lantern's light before it lands.",
            "rarity": "rarity varies",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "potion-belt",
            "name": "Potion Belt",
            "type": "Wondrous item",
            "desc": "One or more thin bands of flexible, pale blue crystal run along this plain, brown leather belt. As an action, you can pour a potion onto a band of crystal, which absorbs the potion and turns a deep blue. Each band of crystal can store only one potion at a time.\n  ***Potion Belt (Common).*** This belt contains only one band of crystal. While wearing the belt, you can use an action to speak the belt’s command word and gain the benefits of the potion as if you drank it.\n  ***Greater Potion Belt (Rare).*** This belt contains three bands of crystal. While wearing the belt, you can use a bonus action to speak the belt’s command word and the name of one of the potions and gain the benefits of the named potion as if you drank it.",
            "rarity": "rarity varies",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "axe-of-many-strikes",
            "name": "Axe of Many Strikes",
            "type": "Weapon (any axe)",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a creature with it, you can choose to deal no damage to the target and instead store the energy of the attack within the blade for 1 minute. You can store up to three attacks in this way. When you hit a creature with this axe while you have at least one attack stored, you can release one or more stored attacks, adding the damage of those stored attacks to the damage of the current attack.\nEach time you release one or more stored attacks from the axe, you have a 10 percent chance of causing the axe to explode. The explosion deals 2d6 force damage to you for each attack you released from the axe, and it destroys the axe.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "beads-of-contemplation",
            "name": "Beads of Contemplation",
            "type": "Wondrous item",
            "desc": "This strand of eight wooden beads, each cleverly carved with geometric patterns, hangs from a stout length of cording. The beads store ki energy placed into them, holding the ki until you use it. The beads can store up to 8 ki points. At the end of a short or long rest, you can place ki energy into the beads by touching them and expending a number of ki points equal to half your proficiency bonus.\nWhile wearing or carrying the beads, you can use a bonus action to remove any number of ki points from the beads, regaining that amount of ki points and freeing up space in the beads.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement by a monk",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "campaign-field-tent",
            "name": "Campaign Field Tent",
            "type": "Wondrous item",
            "desc": "You can use an action to place this 1-inch cloth cube on the ground and speak its command word. The cube rapidly grows into a field tent with open or closed sides (your choice) that remains until you use an action to speak the command word that dismisses it, which works only if the tent is empty.\n  The field tent is a canvas tent, 15 feet on a side and 10 feet high. It remains firmly fixed to the ground, even when standing on bare stone, a ship's deck, or loose sand, and its magic prevents it from being tipped over.\n  Each creature in the area where the tent appears must make a DC 15 Dexterity saving throw, taking 5d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the tent. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.\n  The tent has 50 hit points, immunity to nonmagical attacks, excluding siege weapons, and resistance to all other damage. The tent contains a small table with a chair and five simple beds made of cloth and foldable wooden frames.\n  The field tent can hold up to six Medium or smaller creatures. When a creature finishes a short rest in the tent, it regains double the hit points from any Hit Dice it spends. When a creature finishes a long rest in the tent, it reduces its exhaustion level by 2 instead of 1. In addition, a creature has advantage on saving throws it makes against disease and poison while it rests in the tent.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "chain-cilice",
            "name": "Chain Cilice",
            "type": "Wondrous item",
            "desc": "This bracelet made of spiked chain is designed to fit around the ankle, wrist, or thigh. While wearing the cilice, you can use an action to speak its command word, causing it to tighten on your skin and dealing 1d6 piercing damage to you at the start of each of your turns until you use a bonus action to end it. If you have the Ki class feature or ki points from another source, such as the Inner Resilience feat (see the Backgrounds and Feats chapter), you regain 1 ki point for every 5 damage caused by the cilice. If the cilice would reduce you to 0 hit points, it reduces you to 1 hit point instead and the effect ends.\n  If the cilice's effect was ended in this way, it can't be used again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "javelin-of-teleportation",
            "name": "Javelin of Teleportation",
            "type": "Weapon (javelin)",
            "desc": "This short-hafted javelin bears a long, metal head. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, you can speak its command word and force the target to make a DC 13 Wisdom saving throw. On a failed save, the target is teleported to an unoccupied space you can see within 60 feet of you. That space must be on the ground or on a floor.\n  The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "knight-sergeants-surcoat",
            "name": "Knight-Sergeant's Surcoat",
            "type": "Wondrous item",
            "desc": "Fashioned from durable canvas and fine silk, this long, padded knight’s tabard bears the colors and heraldry of a long-forgotten order of knights. While wearing this surcoat, you have advantage on Wisdom (Animal Handling) checks when interacting with horses, and you have advantage on Charisma (Persuasion) checks made to interact with humanoids of a higher social rank than you, such as an army’s general or a region’s monarch.\n  ***Knight’s Livery.*** While attuned to and wearing both the *knightsergeant’s surcoat* and the *argent mantle*, your Charisma score is 20. This has no effect on you if your Charisma is already 20 or higher.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "medics-sash",
            "name": "Medic's Sash",
            "type": "Wondrous item",
            "desc": "While wearing this sash, your carrying capacity doubles. In addition, your movement doesn’t provoke opportunity attacks if you are carrying a friendly creature that has 0 hit points or is dying.\n  ***First Aid.*** The sash has 3 charges. While wearing the sash, you can expend 1 charge as an action to cast the spare the dying spell, and you can expend 2 charges as an action to cast the cure wounds spell, using your Charisma modifier as your spellcasting ability modifier (minimum of +1). The sash recovers all expended charges daily at dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "paired-gauntlets-of-striking",
            "name": "Paired Gauntlets of Striking",
            "type": "Wondrous item",
            "desc": "These leather gloves are reinforced with steel plates and decorated with images of two humanoids fighting side-by-side. While you and another creature are each wearing one of the gauntlets and are each within 5 feet of the same creature, you both have advantage on the first attack roll you make against that creature on each of your turns.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "phase-arrow",
            "name": "Phase Arrow",
            "type": "Weapon (arrow)",
            "desc": "When you make a ranged attack with this arrow, the attack ignores half and three-quarters cover as the arrow dips briefly into the Plane of Shadow on its way to the target. If the target has full cover and you are aware the target is in a particular space, you can fire this arrow at the target with disadvantage on the attack roll.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        }
    ]
}