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=requires_attunement&page=9
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=requires_attunement&page=10", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=requires_attunement&page=8", "results": [ { "slug": "riverine-blade", "name": "Riverine Blade", "type": "Weapon", "desc": "The crossguard of this distinctive sword depicts a stylized Garroter Crab (see Tome of Beasts) with claws extended, and the pommel is set with a smooth, spherical, blue-black river rock. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While on a boat or while standing in any depth of water, you have advantage on Dexterity checks and saving throws.", "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": "rod-of-bubbles", "name": "Rod of Bubbles", "type": "Rod", "desc": "This rod appears to be made of foamy bubbles, but it is completely solid to the touch. This rod has 3 charges. While holding it, you can use an action to expend 1 of its charges to conjure a bubble around a creature or object within 30 feet. If the target is a creature, it must make a DC 15 Strength saving throw. On a failed save, the target becomes trapped in a 10-foot sphere of water. A Huge or larger creature automatically succeeds on this saving throw. A creature trapped within the bubble is restrained unless it has a swimming speed and can't breathe unless it can breathe water. If the target is an object, it becomes soaked in water, any fire effects are extinguished, and any acid effects are negated. The bubble floats in the exact spot where it was conjured for up to 1 minute, unless blown by a strong wind or moved by water. The bubble has 50 hit points, AC 8, immunity to acid damage and vulnerability to piercing damage. The inside of the bubble also has resistance to all damage except piercing damage. The bubble disappears after 1 minute or when it is reduced to 0 hit points. When not in use, this rod can be commanded to take liquid form and be stored in a small vial. The rod regains 1d3 expended charges daily at 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": "rod-of-conveyance", "name": "Rod of Conveyance", "type": "Rod", "desc": "The top of this rod is capped with a bronze horse head, and its foot is decorated with a horsehair plume. By placing the rod between your legs, you can use an action to temporarily transform the rod into a horse-like construct. This works like the phantom steed spell, except you can use a bonus action to end the effect early to use the rod again at a later time. Deduct the time the horse was active in increments of 1 minute from the spell's 1-hour duration. When the rod has been a horse for a total of 1 hour, the magic ceases to function 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": "rod-of-deflection", "name": "Rod of Deflection", "type": "Rod", "desc": "This thin, flexible rod is made of braided silver and brass wire and topped with a spoon-like cup. While holding the rod, you can use a reaction to deflect a ranged weapon attack against you. You can simply cause the attack to miss, or you can attempt to redirect the attack against another target, even your attacker. The attack must have enough remaining range to reach the new target. If the additional distance between yourself and the new target is within the attack's long range, it is made at disadvantage as normal, using the original attack roll as the first roll. The rod has 3 charges. You can expend a charge as a reaction to redirect a ranged spell attack as if it were a ranged weapon attack, up to the spell's maximum range. The rod regains 1d3 expended charges daily at 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": "rod-of-repossession", "name": "Rod of Repossession", "type": "Rod", "desc": "This short, metal rod is engraved with arcane runes and images of open hands. The rod has 3 charges and regains all expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges and target an object within 30 feet of you that isn't being worn or carried. If the object weighs no more than 25 pounds, it floats to your open hand. If you have no hands free, the object sticks to the tip of the rod until the end of your next turn or until you remove it as a bonus action.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rod-of-underworld-navigation", "name": "Rod of Underworld Navigation", "type": "Rod", "desc": "This finely carved rod is decorated with gold and small dragon scales. While underground and holding this rod, you know how deep below the surface you are. You also know the direction to the nearest exit leading upward. As an action while underground and holding this rod, you can use the find the path spell to find the shortest, most direct physical route to a location you are familiar with on the surface. Once used, the find the path property can't be used again until 3 days have passed.", "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": "rod-of-vapor", "name": "Rod of Vapor", "type": "Rod", "desc": "This wooden rod is topped with a dragon's head, carved with its mouth yawning wide. While holding the rod, you can use an action to cause a thick mist to issue from the dragon's mouth, filling your space. As long as you maintain concentration, you leave a trail of mist behind you when you move. The mist forms a line that is 5 feet wide and as long as the distance you travel. This mist you leave behind you lasts for 2 rounds; its area is heavily obscured on the first round and lightly obscured on the second, then it dissipates. When the rod has produced enough mist to fill ten 5-foot-square areas, its magic ceases to function until the next dawn.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rod-of-verbatim", "name": "Rod of Verbatim", "type": "Rod", "desc": "Tiny runic script covers much of this thin brass rod. While holding the rod, you can use a bonus action to activate it. For 10 minutes, it translates any language spoken within 30 feet of it into Common. The translation can be auditory, or it can appear as glowing, golden script, a choice you make when you activate it. If the translation appears on a surface, the surface must be within 30 feet of the rod and each word remains for 1 round after it was spoken. The rod's translation is literal, and it doesn't replicate or translate emotion or other nuances in speech, body language, or culture. Once used, the rod can't be used again until 1 hour has passed.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rod-of-warning", "name": "Rod of Warning", "type": "Rod", "desc": "This plain, wooden rod is topped with an orb of clear, polished crystal. You can use an action activate it with a command word while designating a particular kind of creature (orcs, wolves, etc.). When such a creature comes within 120 feet of the rod, the crystal glows, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to deactivate the rod's light or change the kind of creature it detects. The rod doesn't need to be in your possession to function, but you must have it in hand to activate it, deactivate it, or change the kind of creature it detects.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rogues-aces", "name": "Rogue's Aces", "type": "Wondrous item", "desc": "These four, colorful parchment cards have long bailed the daring out of hazardous situations. You can use an action to flip a card face-up, activating it. A card is destroyed after it activates. Ace of Pentacles. The pentacles suit represents wealth and treasure. When you activate this card, you cast the knock spell from it on an object you can see within 60 feet of you. In addition, you have advantage on Dexterity checks to pick locks using thieves’ tools for the next 24 hours. Ace of Cups. The cups suit represents water and its calming, soothing, and cleansing properties. When you activate this card, you cast the calm emotions spell (save DC 15) from it. In addition, you have advantage on Charisma (Deception) checks for the next 24 hours.", "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": "root-of-the-world-tree", "name": "Root of the World Tree", "type": "Rod", "desc": "Crafted from the root burl of a sacred tree, this rod is 2 feet long with a spiked, knobby end. Runes inlaid with gold decorate the full length of the rod. This rod functions as a magic mace. Blood Anointment. You can perform a 1-minute ritual to anoint the rod in your blood. If you do, your hit point maximum is reduced by 2d4 until you finish a long rest. While your hit point maximum is reduced in this way, you gain a +1 bonus to attack and damage rolls made with this magic weapon, and, when you hit a fey or giant with this weapon, that creature takes an extra 2d6 necrotic damage. Holy Anointment. If you spend 1 minute anointing the rod with a flask of holy water, you can cast the augury spell from it. The runes carved into the rod glow and move, forming an answer to your query.", "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": "rope-seed", "name": "Rope Seed", "type": "Wondrous item", "desc": "If you soak this 5-foot piece of twine in at least one pint of water, it grows into a 50-foot length of hemp rope after 1 minute.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "rowdys-club", "name": "Rowdy's Club", "type": "Weapon", "desc": "This knobbed stick is marked with nicks, scratches, and notches. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding the club, you can use an action to tap it against your open palm, the side of your leg, a surface within reach, or similar. If you do, you have advantage on your next Charisma (Intimidation) check. If you are also wearing a rowdy's ring (see page 87), you can use an action to frighten a creature you can see within 30 feet of you instead. The target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Once this special action has been used three times, it can't be used 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": "rowdys-ring", "name": "Rowdy's Ring", "type": "Ring", "desc": "The face of this massive ring is a thick slab of gold-plated lead, which is attached to twin rings that are worn over the middle and ring fingers. The slab covers your fingers from the first and second knuckles, and it often has a threatening word or image engraved on it. While wearing the ring, your unarmed strike uses a d4 for damage and attacks made with the ring hand count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and 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": "royal-jelly", "name": "Royal Jelly", "type": "Potion", "desc": "This oil is distilled from the pheromones of queen bees and smells faintly of bananas. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying. For larger creatures, one additional vial is required for each size category above Medium. Applying the oil takes 10 minutes. The affected creature then has advantage on Charisma (Persuasion) checks 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": "rug-of-safe-haven", "name": "Rug of Safe Haven", "type": "Wondrous item", "desc": "This small, 3-foot-by-5-foot rug is woven with a tree motif and a tasseled fringe. While the rug is laid out on the ground, you can speak its command word as an action to create an extradimensional space beneath the rug for 1 hour. The extradimensional space can be reached by lifting a corner of the rug and stepping down as if through a trap door in a floor. The space can hold as many as eight Medium or smaller creatures. The entrance can be hidden by pulling the rug flat. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window in the shape and style of the rug. Anything inside the extradimensional space is gently pushed out to the nearest unoccupied space when the duration ends. The rug can't be used 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": "rust-monster-shell", "name": "Rust Monster Shell", "type": "Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, you can use an action to magically coat the armor in rusty flakes for 1 minute. While the armor is coated in rusty flakes, any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage. 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": "saddle-of-the-cavalry-casters", "name": "Saddle of the Cavalry Casters", "type": "Wondrous item", "desc": "This magic saddle adjusts its size and shape to fit the animal to which it is strapped. While a mount wears this saddle, creatures have disadvantage on opportunity attacks against the mount or its rider. While you sit astride this saddle, you have advantage on any checks to remain mounted and on Constitution saving throws to maintain concentration on a spell when you take 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": "sanctuary-shell", "name": "Sanctuary Shell", "type": "Wondrous item", "desc": "This seashell is intricately carved with protective runes. If you are carrying the shell and are reduced to 0 hit points or incapacitated, the shell activates, creating a bubble of force that expands to surround you and forces any other creatures out of your space. This sphere works like the wall of force spell, except that any creature intent on aiding you can pass through it. The protective sphere lasts for 10 minutes, or until you regain at least 1 hit point or are no longer incapacitated. When the protective sphere ends, the shell crumbles to dust.", "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": "sand-arrow", "name": "Sand Arrow", "type": "Weapon", "desc": "The shaft of this arrow is made of tightly packed white sand that discorporates into a blast of grit when it strikes a target. On a hit, the sand catches in the fittings and joints of metal armor, and the target's speed is reduced by 10 feet until it cleans or removes the armor. In addition, the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn.", "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": "sand-suit", "name": "Sand Suit", "type": "Armor", "desc": "Created from the treated body of a destroyed Apaxrusl (see Tome of Beasts 2), this leather armor constantly sheds fine sand. The faint echoes of damned souls also emanate from the armor. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, you can move through nonmagical, unworked earth and stone at your speed. While doing so, you don't disturb the material you move through. Because the souls that once infused the apaxrusl remain within the armor, you are susceptible to effects that sense, target, or harm fiends, such as a paladin's Divine Smite or a ranger's Primeval Awareness. This armor has 3 charges, and it regains 1d3 expended charges daily at dawn. As a reaction, when you are hit by an attack, you can expend 1 charge and make the armor flow like sand. Roll a 1d12 and reduce the damage you take by the number rolled.", "rarity": "very rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "satchel-of-seawalking", "name": "Satchel of Seawalking", "type": "Wondrous item", "desc": "This eel-hide leather pouch is always filled with an unspeakably foul-tasting, coarse salt. You can use an action to toss a handful of the salt onto the surface of an unoccupied space of water. The water in a 5-foot cube becomes solid for 1 minute, resembling greenish-blue glass. This cube is buoyant and can support up to 750 pounds. When the duration expires, the hardened water cracks ominously and returns to a liquid state. If you toss the salt into an occupied space, the water congeals briefly then disperses harmlessly. If the satchel is opened underwater, the pouch is destroyed as its contents permanently harden. Once five handfuls of the salt have been pulled from the satchel, the satchel can't be used 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": "scalehide-cream", "name": "Scalehide Cream", "type": "Wondrous item", "desc": "As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive-green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn't combine with any worn armor or with a Dexterity bonus to AC. A jar of scalehide cream contains 1d6 + 1 doses.", "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": "scarf-of-deception", "name": "Scarf of Deception", "type": "Wondrous item", "desc": "While wearing this scarf, you appear different to everyone who looks upon you for less than 1 minute. In addition, you smell, sound, feel, and taste different to every creature that perceives you. Creatures with truesight or blindsight can see your true form, but their other senses are still confounded. If a creature studies you for 1 minute, it can make a DC 15 Wisdom (Perception) check. On a success, it perceives your real form.", "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": "scent-sponge", "name": "Scent Sponge", "type": "Wondrous item", "desc": "This sea sponge collects the scents of creatures and objects. You can use an action to touch the sponge to a creature or object, and the scent of the target is absorbed into the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been absorbed, the target gives off no smell and can't be detected or tracked by creatures, spells, or other effects that rely on smell to detect or track the target. You can use an action to wipe the sponge on a creature or object, masking its natural scent with the scent stored in the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been masked, the target gives off the smell of the creature or object that was stored in the sponge. The effect ends early if the target's scent is replaced by another scent from the sponge or if the scent is cleaned away, which requires vigorous washing for 10 minutes with soap and water or similar materials. The sponge can hold a scent indefinitely, but it can hold only one scent at a time.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "scoundrels-gambit", "name": "Scoundrel's Gambit", "type": "Wondrous item", "desc": "This fluted silver tube, barely two inches long, bears tiny runes etched between the grooves. While holding this tube, you can use an action to cast the magic missile spell from it. Once used, the tube can't be used to cast magic missile again until 12 hours have passed.", "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": "scouts-coat", "name": "Scout's Coat", "type": "Wondrous item", "desc": "This lightweight, woolen coat is typically left naturally colored or dyed in earth tones or darker shades of green. While wearing the coat, you can tolerate temperatures as low as –100 degrees Fahrenheit.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "screaming-skull", "name": "Screaming Skull", "type": "Wondrous item", "desc": "This skull looks like a normal animal or humanoid skull. You can use an action to place the skull on the ground, a table, or other surface and activate it with a command word. The skull's magic triggers when a creature comes within 5 feet of it without speaking that command word. The skull emits a green glow from its eye sockets, shedding dim light in a 15-foot radius, levitates up to 3 feet in the air, and emits a piercing scream for 1 minute that is audible up to 600 feet away. The skull can't be used this way again until the next dawn. The skull has AC 13 and 5 hit points. If destroyed while active, it releases a burst of necromantic energy. Each creature within 5 feet of the skull must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its next turn.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "scrimshaw-parrot", "name": "Scrimshaw Parrot", "type": "Wondrous item", "desc": "This parrot is carved from bits of whalebone and decorated with bright feathers and tiny jewels. You can use an action to affix the parrot to your shoulder or arm. While the parrot is affixed, you gain the following benefits: - You have advantage on Wisdom (Perception) checks that rely on sight.\n- You can use an action to cast the comprehend languages spell from it at will.\n- You can use an action to speak the command word and activate the parrot. It records up to 2 minutes of sounds within 30 feet of it. You can touch the parrot at any time (no action required), stopping the recording. Commanding the parrot to record new sounds overwrites the previous recording. You can use a bonus action to speak a different command word, and the parrot repeats the sounds it heard. Effects that limit or block sound, such as a closed door or the silence spell, similarly limit or block the sounds the parrot records.", "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": "scroll-of-conjuring", "name": "Scroll of Conjuring", "type": "Scroll", "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", "rarity": "uncommon (least), rare (lesser), very rare (greater)", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "scroll-of-fabrication", "name": "Scroll of Fabrication", "type": "Scroll", "desc": "You can draw a picture of any object that is Large or smaller on the face of this blank scroll. When the drawing is complete, it becomes a real, nonmagical, three-dimensional object. Thus, a drawing of a backpack becomes an actual backpack you can use to store and carry items. Any object created by the scroll can be destroyed by the dispel magic spell, by taking it into the area of an antimagic field, or by similar circumstances. Nothing created by the scroll can have a value greater than 25 gp. If you draw an object of greater value, such as a diamond, the object appears authentic, but close inspection reveals it to be made from glass, paste, bone or some other common or worthless material. The object remains for 24 hours or until you dismiss it as a bonus action. The scroll can't be used 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": "scroll-of-treasure-finding", "name": "Scroll of Treasure Finding", "type": "Scroll", "desc": "Each scroll of treasure finding works for a specific type of treasure. You can use an action to read the scroll and sense whether that type of treasure is present within 1 mile of you for 1 hour. This scroll reveals the treasure's general direction, but not its specific location or amount. The GM chooses the type of treasure or determines it by rolling a d100 and consulting the following table. | dice: 1d% | Treasure Type |\n| ----------- | ------------- |\n| 01-10 | Copper |\n| 11-20 | Silver |\n| 21-30 | Electrum |\n| 31-40 | Gold |\n| 41-50 | Platinum |\n| 51-75 | Gemstone |\n| 76-80 | Art objects |\n| 81-00 | Magic items |", "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": "scrolls-of-correspondence", "name": "Scrolls of Correspondence", "type": "Scroll", "desc": "These vellum scrolls always come in pairs. Anything written on one scroll also appears on the matching scroll, as long as they are both on the same plane of existence. Each scroll can hold up to 75 words at a time. While writing on one scroll, you are aware that the words are appearing on a paired scroll, and you know if no creature bears the paired scroll. The scrolls don't translate words written on them, and the reader and writer must be able to read and write the same language to understanding the writing on the scrolls. While holding one of the scrolls, you can use an action to tap it three times with a quill and speak a command word, causing both scrolls to go blank. If one of the scrolls in the pair is destroyed, the other scroll becomes nonmagical.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "second-wind", "name": "Second Wind", "type": "Ring", "desc": "This plain, copper band holds a clear, spherical crystal. When you run out of breath or are choking, you can use a reaction to activate the ring. The crystal shatters and air fills your lungs, allowing you to continue to hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum 30 seconds). A shattered crystal magically reforms at the next dawn.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "seelie-staff", "name": "Seelie Staff", "type": "Staff", "desc": "This white ash staff is decorated with gold and tipped with an uncut crystal of blue quartz. 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 fragrant flower petals, which blow away in a sudden 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 radiant damage to the target. If the fey has an evil 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), disguise self (1 charge), pass without trace (2 charges), or tree stride (5 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": "sentinel-portrait", "name": "Sentinel Portrait", "type": "Wondrous item", "desc": "This painting appears to be a well-rendered piece of scenery, devoid of subjects. You can spend 5 feet of movement to step into the painting. The painting then appears to be a portrait of you, against whatever background was already present. While in the painting, you are immobile unless you use a bonus action to exit the painting. Your senses still function, and you can use them as if you were in the portrait's space. You remain unharmed if the painting is damaged, but if it is destroyed, you are immediately shunted into the nearest unoccupied space.", "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": "serpent-staff", "name": "Serpent Staff", "type": "Staff", "desc": "Fashioned from twisted ash wood, this staff 's head is carved in the likeness of a serpent preparing to strike. You have resistance to poison damage while you hold this staff. The 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 d20. On a 1, the carved snake head twists and magically consumes the rest of the staff, destroying it. Spells. While holding the 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: cloudkill (5 charges), detect poison and disease (1 charge), poisoned volley* (2 charges), or protection from poison (2 charges). You can also use an action to cast the poison spray spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Serpent Form. While holding the staff, you can use an action cast polymorph on yourself, transforming into a serpent or snake that has a challenge rating of 2 or lower. While you are in the form of a serpent, you retain your Intelligence, Wisdom, and Charisma scores. You can remain in serpent form for up to 1 minute, and you can revert to your normal form as an action. Once used, this property 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": "serpents-scales", "name": "Serpent's Scales", "type": "Armor", "desc": "While wearing this armor made from the skin of a giant snake, you gain a +1 bonus to AC, and you have resistance to poison damage. While wearing the armor, you can use an action to cast polymorph on yourself, transforming into a giant poisonous snake. While you are in the form of a snake, 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. 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": "servile-shabti", "name": "Servile Shabti", "type": "Wondrous item", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette 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 shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", "rarity": "varies", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "sharkskin-vest", "name": "Sharkskin Vest", "type": "Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC, and you have advantage on Strength (Athletics) checks made to swim. While wearing this armor underwater, you can use an action to cast polymorph on yourself, transforming into a reef shark. While you are in the form of the reef shark, 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. 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": "sheeshah-of-revelations", "name": "Sheeshah of Revelations", "type": "Wondrous item", "desc": "This finely crafted water pipe is made from silver and glass. Its vase is etched with arcane symbols. When you spend 1 minute using the sheeshah to smoke normal or flavored tobacco, you enter a dreamlike state and are granted a cryptic or surreal vision giving you insight into your current quest or a significant event in your near future. This effect works like the divination spell. Once used, you can't use the sheeshah in this way again until 7 days have passed or until the events hinted at in your vision have come to pass, whichever happens first.", "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": "shepherds-flail", "name": "Shepherd's Flail", "type": "Weapon", "desc": "The handle of this simple flail is made of smooth lotus wood. The three threshers are made of carved and painted wooden beads. You gain a + 1 bonus to attack and damage rolls made with this magic weapon. True Authority (Requires Attunement). You must be attuned to a crook of the flock (see page 72) to attune to this weapon. The attunement ends if you are no longer attuned to the crook. While you are attuned to this weapon and holding it, your Charisma score increases by 4 and can exceed 20, but not 30. When you hit a beast with this weapon, the beast takes an extra 3d6 bludgeoning damage. For the purpose of this weapon, “beast” refers to any creature with the beast type. The flail also has 5 charges. When you reduce a humanoid to 0 hit points with an attack from this weapon, you can expend 1 charge. If you do so, the humanoid stabilizes, regains 1 hit point, and is charmed by you for 24 hours. While charmed in this way, the humanoid regards you as its trusted leader, but it otherwise retains its statistics and regains hit points as normal. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. The flail regains 1d4 + 1 expended charges daily at dawn.", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "shield-of-gnawing", "name": "Shield of Gnawing", "type": "Armor", "desc": "The wooden rim of this battered oak shield is covered in bite marks. While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you can use the Shove action as a bonus action while raging.", "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": "shield-of-missile-reversal", "name": "Shield of Missile Reversal", "type": "Armor", "desc": "While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you would be struck by a ranged attack, you can use a reaction to cause the outer surface of the shield to emit a flash of magical energy, sending the missile hurtling back at your attacker. Make a ranged weapon attack roll against your attacker using the attacker's bonuses on the roll. If the attack hits, roll damage as normal, using the attacker's bonuses.", "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": "shield-of-the-fallen", "name": "Shield of the Fallen", "type": "Armor", "desc": "Your allies can use this shield to move you when you aren't capable of moving. If you are paralyzed, petrified, or unconscious, and a creature lays you on this shield, the shield rises up under you, bearing you and anything you currently wear or carry. The shield then follows the creature that laid you on the shield for up to 1 hour before gently lowering to the ground. This property otherwise works like the floating disk spell. Once used, the shield can't be used this way again for 1d12 hours.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "shifting-shirt", "name": "Shifting Shirt", "type": "Wondrous item", "desc": "This nondescript, smock-like garment changes its appearance on command. While wearing this shirt, you can use a bonus action to speak the shirt's command word and cause it to assume the appearance of a different set of clothing. You decide what it looks like, including color, style, and accessories—from filthy beggar's clothes to glittering court attire. The illusory appearance lasts until you use this property again or remove the shirt.", "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": "siege-arrow", "name": "Siege Arrow", "type": "Ammunition", "desc": "This magic arrow's tip is enchanted to soften stone and warp wood. When this arrow hits an object or structure, it deals double damage then becomes a nonmagical arrow.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "signaling-ammunition", "name": "Signaling Ammunition", "type": "Weapon", "desc": "This magic ammunition creates a trail of light behind it as it flies through the air. If the ammunition flies through the air and doesn't hit a creature, it releases a burst of light that can be seen for up to 1 mile. If the ammunition hits a creature, the creature must succeed on a DC 13 Dexterity saving throw or be outlined in golden light until the end of its next turn. While the creature is outlined in light, it can't benefit from being invisible and any attack against it has advantage if the attacker can see the outlined creature.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "signaling-compass", "name": "Signaling Compass", "type": "Wondrous item", "desc": "The exterior of this clamshell metal case features a polished, mirror-like surface on one side and an ornate filigree on the other. Inside is a magnetic compass. While the case is closed, you can use an action to speak the command word and project a harmless beam of light up to 1 mile. As an action while holding the compass, you can flash a concentrated beam of light at a creature you can see within 60 feet of you. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The compass can't be used 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": "silvered-oar", "name": "Silvered Oar", "type": "Wondrous item", "desc": "This is a 6-foot-long birch wood oar with leaves and branches carved into its length. The grooves of the carvings are filled with silver, which glows softly when it is outdoors at night. You can activate the oar as an action to have it row a boat unassisted, obeying your mental commands. You can instruct it to row to a destination familiar to you, allowing you to rest while it performs its task. While rowing, it avoids contact with objects on the boat, but it can be grabbed and stopped by anyone at any time. The oar can move a total weight of 2,000 pounds at a speed of 3 miles per hour. It floats back to your hand if the weight of the craft, crew, and carried goods exceeds that weight.", "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/" } ] }{ "count": 1618, "next": "