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=rarity&page=24
{ "count": 1618, "next": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=rarity&page=25", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=rarity&page=23", "results": [ { "slug": "chalice-of-forbidden-ecstasies", "name": "Chalice of Forbidden Ecstasies", "type": "Wondrous item", "desc": "The cup of this garnet chalice is carved in the likeness of a human skull. When the chalice is filled with blood, the dark red gemstone pulses with a scintillating crimson light that sheds dim light in a 5-foot radius. Each creature that drinks blood from this chalice has disadvantage on enchantment spells you cast for the next 24 hours. In addition, you can use an action to cast the suggestion spell, using your spell save DC, on a creature that has drunk blood from the chalice within the past 24 hours. You need to concentrate on this suggestion to maintain it during its duration. Once used, the suggestion power of the chalice can't be used again until the next dusk.", "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": "chalk-of-exodus", "name": "Chalk of Exodus", "type": "Wondrous item", "desc": "This piece of chalk glitters in the light, as if infused with particles of mica or gypsum. The chalk has 10 charges. You can use an action and expend 1 charge to draw a door on any solid surface upon which the chalk can leave a mark. You can then push open the door while picturing a real door within 10 miles of your current location. The door you picture must be one that you have passed through, in the normal fashion, once before. The chalk opens a magical portal to that other door, and you can step through the portal to appear at that other location as if you had stepped through that other door. At the destination, the target door opens, revealing a glowing portal from which you emerge. Once through, you can shut the door, dispelling the portal, or you can leave it open for up to 1 minute. While the door is open, any creature that can fit through the chalk door can traverse the portal in either direction. Each time you use the chalk, roll a 1d20. On a roll of 1, the magic malfunctions and connects you to a random door similar to the one you pictured within the same range, though it might be a door you have never seen before. The chalk becomes nonmagical when you use the last charge.", "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": "charlatans-veneer", "name": "Charlatan's Veneer", "type": "Wondrous item", "desc": "This silken scarf is a more powerful version of the Commoner's Veneer (see page 128). When in an area containing 12 or more humanoids, Wisdom (Perception) checks to spot you have disadvantage. You can use a bonus action to call on the power in the scarf to invoke a sense of trust in those to whom you speak. If you do so, you have advantage on the next Charisma (Persuasion) check you make against a humanoid while you are in an area containing 12 or more humanoids. In addition, while wearing the scarf, you can use modify memory on a humanoid you have successfully persuaded in the last 24 hours. The scarf 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": "cinch-of-the-wolfmother", "name": "Cinch of the Wolfmother", "type": "Wondrous item", "desc": "This belt is made of the treated and tanned intestines of a dire wolf, enchanted to imbue those who wear it with the ferocity and determination of the wolf. While wearing this belt, you can use an action to cast the druidcraft or speak with animals spell from it at will. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell. If you are reduced to 0 hit points while attuned to the belt and fail two death saving throws, you die immediately as your body violently erupts in a shower of blood, and a dire wolf emerges from your entrails. You assume control of the dire wolf, and it gains additional hit points equal to half of your maximum hit points prior to death. The belt then crumbles and is destroyed. If the wolf is targeted by a remove curse spell, then you are reborn when the wolf dies, just as the wolf was born when you died. However, if the curse remains after the wolf dies, you remain dead.", "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": "circlet-of-holly", "name": "Circlet of Holly", "type": "Wondrous item", "desc": "While wearing this circlet, you gain the following benefits: - **Language of the Fey**. You can speak and understand Sylvan. - **Friend of the Fey.** You have advantage on ability checks to interact socially with fey creatures.\n- **Poison Sense.** You know if any food or drink you are holding contains poison.", "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": "circlet-of-persuasion", "name": "Circlet of Persuasion", "type": "Wondrous item", "desc": "While wearing this circlet, you have advantage on Charisma (Persuasion) checks.", "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": "clarifying-goggles", "name": "Clarifying Goggles", "type": "Wondrous item", "desc": "These goggles contain a lens of slightly rippled blue glass that turns clear underwater. While wearing these goggles underwater, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when peering through silt, murk, or other natural underwater phenomena that would ordinarily lightly obscure your vision. While wearing these goggles above water, your vision is lightly obscured.", "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": "cloak-of-coagulation", "name": "Cloak of Coagulation", "type": "Wondrous item", "desc": "While wearing this rust red cloak, your blood quickly clots. When you are subjected to an effect that causes additional damage on subsequent rounds due to bleeding, blood loss, or continual necrotic damage, such as a horned devil's tail attack or a sword of wounding, the effect ceases after a single round of damage. For example, if a stirge hits you with its proboscis, you take the initial damage, plus the damage from blood loss on the following round, after which the wound clots, the stirge detaches, and you take no further damage. The cloak doesn't prevent a creature from using such an attack or effect again; a horned devil or a stirge can attack you again, though the cloak will continue to stop any recurring effects after a single round.", "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": "cloak-of-petals", "name": "Cloak of Petals", "type": "Wondrous item", "desc": "This delicate cloak is covered in an array of pink, purple, and yellow flowers. While wearing this cloak, you have advantage on Dexterity (Stealth) checks made to hide in areas containing flowering plants. The cloak has 3 charges. When a creature you can see targets you with an attack, you can use your reaction to expend 1 of its charges to release a shower of petals from the cloak. If you do so, the attacker has disadvantage on the attack roll. The cloak regains 1d3 expended charges daily at 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": "cloak-of-sails", "name": "Cloak of Sails", "type": "Wondrous item", "desc": "The interior of this simple, black cloak looks like white sailcloth. While wearing this cloak, you gain a +1 bonus to AC and saving throws. You lose this bonus while using the cloak's Sailcloth property.", "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": "cloak-of-the-bearfolk", "name": "Cloak of the Bearfolk", "type": "Wondrous item", "desc": "While wearing this cloak, your Constitution score is 15, and you have proficiency in the Athletics skill. The cloak has no effect if you already have proficiency in this skill or if your Constitution score is already 15 or higher.", "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": "cloak-of-the-eel", "name": "Cloak of the Eel", "type": "Wondrous item", "desc": "While wearing this rough, blue-gray leather cloak, you have a swimming speed of 40 feet. When you are hit with a melee weapon attack while wearing this cloak, you can use your reaction to generate a powerful electric charge. The attacker must succeed on a DC 13 Dexterity saving throw or take 2d6 lightning damage. The attacker has disadvantage on the saving throw if it hits you with a metal weapon. The cloak can't be used this way again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "cloak-of-the-empire", "name": "Cloak of the Empire", "type": "Wondrous item", "desc": "This voluminous grey cloak has bright red trim and the sigil from an unknown empire on its back. The cloak is stiff and doesn't fold as easily as normal cloth. Whenever you are struck by a ranged weapon attack, you can use a reaction to reduce the damage from that attack by your Charisma modifier (minimum of 1).", "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": "cloak-of-the-inconspicuous-rake", "name": "Cloak of the Inconspicuous Rake", "type": "Wondrous item", "desc": "This cloak is spun from simple gray wool and closed with a plain, triangular copper clasp. While wearing this cloak, you can use a bonus action to make yourself forgettable for 5 minutes. A creature that sees you must make a DC 15 Intelligence saving throw as soon as you leave its sight. On a failure, the witness remembers seeing a person doing whatever you did, but it doesn't remember details about your appearance or mannerisms and can't accurately describe you to another. Creatures with truesight aren't affected by this cloak. The cloak can't be used this way again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "cloak-of-the-ram", "name": "Cloak of the Ram", "type": "Wondrous item", "desc": "While wearing this cloak, you can use an action to transform into a mountain ram (use the statistics of a giant goat). This effect works like the polymorph spell, except you retain your Intelligence, Wisdom, and Charisma scores. You can use an action to transform back into your original form. Each time you transform into a ram in a single day, you retain the hit points you had the last time you transformed. If you were reduced to 0 hit points the last time you were a ram, you can't become a ram 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": "cloak-of-wicked-wings", "name": "Cloak of Wicked Wings", "type": "Wondrous item", "desc": "From a distance, this long, black cloak appears to be in tatters, but a closer inspection reveals that it is sewn from numerous scraps of cloth and shaped like bat wings. While wearing this cloak, you can use your action to cast polymorph on yourself, transforming into a swarm of bats. While in the form of a swarm of bats, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. If you are a druid with the Wild Shape feature, this transformation instead lasts as long as your Wild Shape lasts. The cloak can't be used this way again until the next dawn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "clockwork-gauntlet", "name": "Clockwork Gauntlet", "type": "Wondrous item", "desc": "This metal gauntlet has a steam-powered ram built into the greaves. It has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the gauntlet, you can expend 1 charge as a bonus action to force the ram in the gauntlets to slam a creature within 5 feet of you. The ram thrusts out from the gauntlet and makes its attack with a +5 bonus. On a hit, the target takes 2d8 bludgeoning damage, and it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "clockwork-hand", "name": "Clockwork Hand", "type": "Wondrous item", "desc": "A beautiful work of articulate brass, this prosthetic clockwork hand (or hands) can't be worn if you have both of your hands. While wearing this hand, you gain a +2 bonus to damage with melee weapon attacks made with this hand or weapons wielded in this hand.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "clockwork-mace-of-divinity", "name": "Clockwork Mace of Divinity", "type": "Weapon", "desc": "This clockwork mace is composed of several different metals. While attuned to this magic weapon, you have proficiency with it. As a bonus action, you can command the mace to transform into a trident. When you hit with an attack using this weapon's trident form, the target takes an extra 1d6 radiant damage.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "clockwork-rogue-ring", "name": "Clockwork Rogue Ring", "type": "Ring", "desc": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "collar-of-beast-armor", "name": "Collar of Beast Armor", "type": "Wondrous item", "desc": "This worked leather collar has stitching in the shapes of various animals. While a beast wears this collar, its base AC becomes 13 + its Dexterity modifier. It has no effect if the beast's base AC is already 13 or higher. This collar affects only beasts, which can include a creature affected by the polymorph spell or a druid assuming a beast form using Wild Shape.", "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": "commanders-plate", "name": "Commander's Plate", "type": "Armor", "desc": "This armor is typically emblazoned or decorated with imagery of lions, bears, griffons, eagles, or other symbols of bravery and courage. While wearing this armor, your voice can be clearly heard by all friendly creatures within 300 feet of you if you so choose. Your voice doesn't carry in areas where sound is prevented, such as in the area of the silence spell. Each friendly creature that can see or hear you has advantage on saving throws against being frightened. You can use a bonus action to rally a friendly creature that can see or hear you. The target gains a +1 bonus to attack or damage rolls on its next turn. Once you have rallied a creature, you can't rally that creature again until it finishes a long rest.", "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": "countermelody-crystals", "name": "Countermelody Crystals", "type": "Wondrous item", "desc": "This golden bracelet is set with ten glistening crystal bangles that tinkle when they strike one another. When you must make a saving throw against being charmed or frightened, the crystals vibrate, creating an eerie melody, and you have advantage on the saving throw. If you fail the saving throw, you can choose to succeed instead by forcing one of the crystals to shatter. Once all ten crystals have shattered, the bracelet loses its magic and crumbles to powder.", "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": "courtesans-allure", "name": "Courtesan's Allure", "type": "Potion", "desc": "This perfume has a sweet, floral scent and captivates those with high social standing. The perfume can cover one Medium or smaller creature, and applying it takes 1 minute. For 1 hour, the affected creature gains a +5 bonus to Charisma checks made to socially interact with or influence nobles, politicians, or other individuals with high social standing.", "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": "crab-gloves", "name": "Crab Gloves", "type": "Wondrous item", "desc": "These gloves are shaped like crab claws but fit easily over your hands. While wearing these gloves, you can take the Attack action to make two melee weapon attacks with the claws. You are proficient with the claws. Each claw has a reach of 5 feet and deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you hit a creature of your size or smaller using a claw, you automatically grapple the creature with the claw. You can have no more than two creatures grappled in this way at a time. While grappling a target with a claw, you can't attack other creatures with that claw. While wearing the gloves, you have disadvantage on Charisma and Dexterity checks, but you have advantage on checks while operating an apparatus of the crab and on attack rolls with the apparatus' claws. In addition, you can't wield weapons or a shield, and you can't cast a spell that has a somatic component. A creature with an Intelligence of 8 or higher that has two claws can wear these gloves. If it does so, it has two appropriately sized humanoid hands instead of claws. The creature can wield weapons with the hands and has advantage on Dexterity checks that require fine manipulation. Pulling the gloves on or off requires an action.", "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": "cravens-heart", "name": "Craven's Heart", "type": "Wondrous item", "desc": "This leathery mass of dried meat was once a humanoid heart, taken from an individual that died while experiencing great terror. You can use an action to whisper a command word and hurl the heart to the ground, where it revitalizes and begins to beat rapidly and loudly for 1 minute. Each creature withing 30 feet of the heart has disadvantage on saving throws against being frightened. At the end of the duration, the heart bursts from the strain and is destroyed. The heart can be attacked and destroyed (AC 11; hp 3; resistance to bludgeoning damage). If the heart is destroyed before the end if its duration, each creature within 30 feet of the heart must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. This bugbear necromancer was once the henchman of an accomplished practitioner of the dark arts named Varrus. She started as a bodyguard and tough, but her keen intellect caught her master's attention. He eventually took her on as an apprentice. Moxug is fascinated with fear, and some say she doesn't eat but instead sustains herself on the terror of her victims. She eventually betrayed Varrus, sabotaging his attempt to become a lich, and luxuriated in his fear as he realized he would die rather than achieve immortality. According to rumor, the first craven's heart she crafted came from the body of her former master.", "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": "crimson-carpet", "name": "Crimson Carpet", "type": "Wondrous item", "desc": "This rolled bundle of red felt is 3-feet long and 1-foot wide, and it weighs 10 pounds. You can use an action to speak the carpet's command word to cause it to unroll, creating a horizontal walking surface or bridge up to 10 feet wide, up to 60 feet long, and 1/4 inch thick. The carpet doesn't need to be anchored and can hover. The carpet has immunity to all damage and isn't affected by the dispel magic spell. The disintegrate spell destroys the carpet. The carpet remains unrolled until you use an action to repeat the command word, causing it to roll up again. When you do so, the carpet can't be unrolled again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "crimson-starfall-arrow", "name": "Crimson Starfall Arrow", "type": "Ammunition", "desc": "This arrow is a magic weapon powered by the sacrifice of your own life energy and explodes upon impact. If you hit a creature with this arrow, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and each creature within 10 feet of the target, including the target, must make a DC 15 Dexterity saving throw, taking necrotic damage equal to the hit points you lost on a failed save, or half as much damage on a successful one. You can't use this feature of the arrow if you don't have blood. Hit Dice spent on this arrow's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "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": "dawn-shard", "name": "Dawn Shard", "type": "Weapon", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", "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": "deaths-mirror", "name": "Death's Mirror", "type": "Ring", "desc": "Made from woven lead and silver, this ring fits only on the hand's smallest finger. As the moon is a dull reflection of the sun's glory, so too is the power within this ring merely an imitation of the healing energies that can bestow true life. The ring has 3 charges and regains all expended charges daily at dawn. While wearing the ring, you can expend 1 charge as a bonus action to gain 5 temporary hit points for 1 hour.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "decoy-card", "name": "Decoy Card", "type": "Wondrous item", "desc": "This small, thick, parchment card displays an accurate portrait of the person carrying it. You can use an action to toss the card on the ground at a point within 10 feet of you. An illusion of you forms over the card and remains until dispelled. The illusion appears real, but it can do no harm. While you are within 120 feet of the illusion and can see it, you can use an action to make it move and behave as you wish, as long as it moves no further than 10 feet from the card. Any physical interaction with your illusory double reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect your illusory double identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until the card is moved or the illusion is dispelled. When the illusion ends, the card's face becomes blank, and the card becomes nonmagical.", "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": "dirk-of-daring", "name": "Dirk of Daring", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the dagger, you have advantage on saving throws against being frightened.", "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": "dust-of-the-dead", "name": "Dust of the Dead", "type": "Wondrous item", "desc": "This stoppered vial is filled with dust and ash. There is enough of it for one use. When you use an action to sprinkle the dust on a willing humanoid, the target falls into a death-like slumber for 8 hours. While asleep, the target appears dead to all mundane and magical means, but spells that target the dead, such as the speak with dead spell, fail when used on the target. The cause of death is not evident, though any wounds the target has taken remain visible. If the target takes damage while asleep, it has resistance to the damage. If the target is reduced to below half its hit points while asleep, it must succeed on a DC 15 Constitution saving throw to wake up. If the target is reduced to 5 hit points or fewer while asleep, it wakes up. If the target is unwilling, it must succeed on a DC 11 Constitution saving throw to avoid the effect of the dust. A sleeping creature is considered an unwilling target.", "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": "earrings-of-the-eclipse", "name": "Earrings of the Eclipse", "type": "Wondrous item", "desc": "These two cubes of smoked quartz are mounted on simple, silver posts. While you are wearing these earrings, you can take the Hide action while you are motionless in an area of dim light or darkness even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. If you are in darkness when you use the Hide action, you have advantage on the Dexterity (Stealth) check. If you move, attack, cast a spell, or do anything other than remain motionless, you are no longer hidden and can be detected normally.", "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": "efficacious-eyewash", "name": "Efficacious Eyewash", "type": "Potion", "desc": "This clear liquid glitters with miniscule particles of light. A bottle of this potion contains 6 doses, and its lid comes with a built-in dropper. You can use an action to apply 1 dose to the eyes of a blinded creature. The blinded condition is suppressed for 2d4 rounds. If the blinded condition has a duration, subtract those rounds from the total duration; if doing so reduces the overall duration to 0 rounds or less, then the condition is removed rather than suppressed. This eyewash doesn't work on creatures that are naturally blind, such as grimlocks, or creatures blinded by severe damage or removal of their eyes.", "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": "eldritch-rod", "name": "Eldritch Rod", "type": "Rod", "desc": "This bone rod is carved into the shape of twisting tendrils or tentacles. You can use this rod as an arcane focus. The rod has 3 charges and regains all expended charges daily at dawn. When you cast a spell that requires an attack roll and that deals damage while holding this rod, you can expend 1 of its charges as part of the casting to enhance that spell. If the attack hits, the spell also releases tendrils that bind the target, grappling it for 1 minute. At the start of each of your turns, the grappled target takes 1d6 damage of the same type dealt by the spell. At the end of each of its turns, the grappled target can make a Dexterity saving throw against your spell save DC, freeing itself from the tendrils on a success. The rod's magic can grapple only one target at a time. If you use the rod to grapple another target, the effect on the previous target ends.", "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": "elixir-of-deep-slumber", "name": "Elixir of Deep Slumber", "type": "Potion", "desc": "The milky-white liquid in this vial smells of jasmine and sandalwood. When you drink this potion, you fall into a deep sleep, from which you can't be physically awakened, for 1 hour. A successful dispel magic (DC 13) cast on you awakens you but cancels any beneficial effects of the elixir. When you awaken at the end of the hour, you benefit from the sleep as if you had finished a long rest.", "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": "elixir-of-wakefulness", "name": "Elixir of Wakefulness", "type": "Potion", "desc": "This effervescent, crimson liquid is commonly held in a thin, glass vial capped in green wax. When you drink this elixir, its effects last for 8 hours. While the elixir is in effect, you can't fall asleep by normal means. You have advantage on saving throws against effects that would put you to sleep. If you are affected by the sleep spell, your current hit points are considered 10 higher when determining the effects of the spell.", "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": "enraging-ammunition", "name": "Enraging Ammunition", "type": "Ammunition", "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target must succeed on a DC 13 Wisdom saving throw or become enraged for 1 minute. On its turn, an enraged creature moves toward you by the most direct route, trying to get within 5 feet of you. It doesn't avoid opportunity attacks, but it moves around or avoids damaging terrain, such as lava or a pit. If the enraged creature is within 5 feet of you, it attacks you. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "ensnaring-ammunition", "name": "Ensnaring Ammunition", "type": "Ammunition", "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target takes only half the damage from the attack, and the target is restrained as the ammunition bursts into entangling strands that wrap around it. As an action, the restrained target can make a DC 13 Strength check, bursting the bonds on a success. The strands can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).", "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": "everflowing-bowl", "name": "Everflowing Bowl", "type": "Wondrous item", "desc": "This smooth, stone bowl feels especially cool to the touch. It holds up to 1 pint of water. When placed on the ground, the bowl magically draws water from the nearby earth and air, filling itself after 1 hour. In arid or desert environments, the bowl fills itself after 8 hours. The bowl never overflows itself.", "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": "eye-of-horus", "name": "Eye of Horus", "type": "Wondrous item", "desc": "This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened.", "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": "fanged-mask", "name": "Fanged Mask", "type": "Wondrous item", "desc": "This tribal mask is made of wood and adorned with animal fangs. Once donned, it melds to your face and causes fangs to sprout from your mouth. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already have a bite attack when you don and attune to this mask, your bite attack's damage dice double (for example, 1d4 becomes 2d4).", "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": "farhealing-bandages", "name": "Farhealing Bandages", "type": "Wondrous item", "desc": "This linen bandage is yellowed and worn with age. You can use an action wrap it around the appendage of a willing creature and activate its magic for 1 hour. While the target is within 60 feet of you and the bandage's magic is active, you can use an action to trigger the bandage, and the target regains 2d4 hit points. The bandage becomes inactive after it has restored 15 hit points to a creature or when 1 hour has passed. Once the bandage becomes inactive, it can't be used again until the next dawn. You can be attuned to only one farhealing bandage at a time.", "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": "fear-eaters-mask", "name": "Fear-Eater's Mask", "type": "Wondrous item", "desc": "This painted, wooden mask bears the visage of a snarling, fiendish face. While wearing the mask, you can use a bonus action to feed on the fear of a frightened creature within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage. You regain hit points equal to the damage dealt. If you are not injured, you gain temporary hit points equal to the damage dealt instead. Once a creature has failed this saving throw, it is immune to the effects of this mask for 24 hours.", "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": "firebird-feather", "name": "Firebird Feather", "type": "Wondrous item", "desc": "This feather sheds bright light in a 20-foot radius and dim light for an additional 20 feet, but it creates no heat and doesn't use oxygen. While holding the feather, you can tolerate temperatures as low as –50 degrees Fahrenheit. Druids and clerics and paladins who worship nature deities can use the feather as a spellcasting focus. If you use the feather in place of a holy symbol when using your Turn Undead feature, undead in the area have a –1 penalty on the saving throw.", "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": "flute-of-saurian-summoning", "name": "Flute of Saurian Summoning", "type": "Wondrous item", "desc": "This scaly, clawed flute has a musky smell, and it releases a predatory, screeching roar with reptilian overtones when blown. You must be proficient with wind instruments to use this flute. You can use an action to play the flute and conjure dinosaurs. This works like the conjure animals spell, except the animals you conjure must be dinosaurs or Medium or larger lizards. The dinosaurs remain for 1 hour, until they die, or until you dismiss them as a bonus action. The flute can't be used to conjure dinosaurs again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "fly-whisk-of-authority", "name": "Fly Whisk of Authority", "type": "Wondrous item", "desc": "If you use an action to flick this fly whisk, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks for 10 minutes. You can't use the fly whisk this way again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "fog-stone", "name": "Fog Stone", "type": "Ammunition", "desc": "This sling stone is carved to look like a fluffy cloud. Typically, 1d4 + 1 fog stones are found together. When you fire the stone from a sling, it transforms into a miniature cloud as it flies through the air, and it creates a 20-foot-radius sphere of fog centered on the target or point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", "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": "frungilator", "name": "Frungilator", "type": "Wand", "desc": "This strangely-shaped item resembles a melted wand or a strange growth chipped from the arcane trees of elder planes. The wand has 5 charges and regains 1d4 + 1 charges daily at dusk. While holding it, you can use an action to expend 1 of its charges and point it at a target within 60 feet of you. The target must be a creature. When activated, the wand frunges creatures into a chaos matrix, which does…something. Roll a d10 and consult the following table to determine these unpredictable effects (none of them especially good). Most effects can be removed by dispel magic, greater restoration, or more powerful magic. | d10 | Frungilator Effect |\n| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 1 | Glittering sparkles fly all around. You are surrounded in sparkling light until the end of your next turn as if you were targeted by the faerie fire spell. |\n| 2 | The target is encased in void crystal and immediately begins suffocating. A creature, including the target, can take its action to shatter the void crystal by succeeding on a DC 10 Strength check. Alternatively, the void crystal can be attacked and destroyed (AC 12; hp 4; immunity to poison and psychic damage). |\n| 3 | Crimson void fire engulfs the target. It must make a DC 13 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 4 | The target's blood turns to ice. It must make a DC 13 Constitution saving throw, taking 6d6 cold damage on a failed save, or half as much damage on a successful one. |\n| 5 | The target rises vertically to a height of your choice, up to a maximum height of 60 feet. The target remains suspended there until the start of its next turn. When this effect ends, the target floats gently to the ground. |\n| 6 | The target begins speaking in backwards fey speech for 10 minutes. While speaking this way, the target can't verbally communicate with creatures that aren't fey, and the target can't cast spells with verbal components. |\n| 7 | Golden flowers bloom across the target's body. It is blinded until the end of its next turn. |\n| 8 | The target must succeed on a DC 13 Constitution saving throw or it and all its equipment assumes a gaseous form until the end of its next turn. This effect otherwise works like the gaseous form spell. |\n| 9 | The target must succeed on a DC 15 Wisdom saving throw or become enthralled with its own feet or limbs until the end of its next turn. While enthralled, the target is incapacitated. |\n| 10 | A giant ray of force springs out of the frungilator and toward the target. Each creature in a line that is 5 feet wide between you and the target must make a DC 16 Dexterity saving throw, taking 4d12 force damage on a failed save, or half as much damage on a successful one. |", "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/" } ] }