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=slug&page=15
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=slug&page=16",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=slug&page=14",
    "results": [
        {
            "slug": "ioun-stone-a5e",
            "name": "Ioun Stone",
            "type": "Wondrous Item",
            "desc": "Some say these enchanted gems take their name from a deity of knowledge, others that they are named for the sound they make as they gently orbit their bearer’s head. Whatever the case, there are many types of _ioun stones_, each imbued with powerful beneficial magic.\n\nThe specifics of these stones vary but they all work in essentially the same way: once you have attuned to it you can use an action to set a stone in a gentle orbit around your head, 1d4 feet away from you. Another creature may use an action to try and take an orbiting stone, but must make a melee attack against AC 24 or make a DC 24 Dexterity (Acrobatics) check. An _ioun stone’s_ AC is 24, it has 10 hit points, and resistance to all damage. While orbiting your head, it is considered a worn item. You can use an action to seize and stow the stone, returning it to an inert and inactive state.\n\n__**Table: Ioun Stones**__\n| **Type**           | **Rarity** | **Cost**  | **Crafting Components**                                                               | **Property**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |\n| ------------------ | ---------- | --------- | ------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| Absorption         | Very rare  | 10,000 gp | Refined negative energy                                                               | While this white marble sphere orbits your head, when a creature you can see casts a spell of 4th-level or lower targeting only you, you can use your reaction to have the stone harmlessly absorb the spell, suffering no damage or negative effects. The stone can absorb 20 spell levels. If a spell is higher level than the available spell levels left in the stone, the spell cannot be absorbed. After absorbing 20 spell levels the stone loses its magic and turns a faded gray.                                                                                                                                                                                                                                                             |\n| Agility            | Very rare  | 15,000 gp | A cat’s dream captured in the Astral Plane                                            | While this ice-blue octahedron orbits your head your Dexterity score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |\n| Awareness          | Rare       | 600 gp    | Phase spider’s eye                                                                    | While this bright red cylinder orbits your head, it chimes to keep you from being _surprised_ .                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| Fortitude          | Very rare  | 15,000 gp | Hoof or horn of a divine ox                                                           | While this bright pink dodecahedron orbits your head your Constitution score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |\n| Greater Absorption | Legendary  | 50,000 gp | Refined negative energy, shards from a destroyed __staff of power_                    | This gold and onyx ellipsoid draws powerful magic into it. While this gem orbits your head, it functions as an _ioun stone_ of _absorption_, but can absorb spells of 8th-level or lower, up to a maximum of 50 total spell levels.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |\n| Insight            | Very rare  | 15,000 gp | Tail feathers from an awakened owl                                                    | While this clear octahedron orbits your head your Wisdom score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |\n| Intellect          | Very rare  | 15,000 gp | Canine teeth from an awakened fox                                                     | While this cobalt blue tetrahedron orbits your head your Intelligence score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                    |\n| Leadership         | Very rare  | 15,000 gp | Collar from a loyal dog that died of old age                                          | While this brilliant yellow cube orbits your head your Charisma score is increased 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| Mastery            | Legendary  | 50,000 gp | The most treasured possession of a slain adventurer that redeemed themselves in death | While this jet icosahedron orbits your head, your proficiency bonus is increased by 1.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                 |\n| Protection         | Rare       | 1,000 gp  | Bone plate from a _stegosaurus_                                                       | While this dusty blue tetrahedron orbits your head, your AC is increased by +1.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| Regeneration       | Legendary  | 25,000 gp | _Basilisk's_  gizzard                                                                 | While this green and purple spindle orbits your head, you regain 15 hit points every hour, provided you have at least 1 hit point.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                     |\n| Reserve            | Rare       | 600 gp    | __Pearl of power_                                                                     | This radiant indigo prism encases a pearl and can store spells for later use. The stone can hold up to 3 spell levels and is typically found with 1d4 – 1 levels of stored spells. To store a spell in the stone, a creature must cast a 1st-, 2nd-, or 3rd-level spell while holding it. The spell is drawn into the stone with no other effect. If there aren’t enough available levels to hold a spell, it cannot be stored. While the stone is orbiting you, you can cast any spell stored in it using the appropriate action. The spell uses the spell level, spell save DC, attack bonus, and spellcasting ability of the creature that stored the spell, but you are considered to be the caster. Once a spell is cast, it is no longer stored. |\n| Strength           | Very rare  | 15,000 gp | Canine teeth from an awakened bear                                                    | While this bright pink pentagonal trapezohedron orbits your head your Strength score is increased by 2 (to a maximum of 20).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |\n| Sustenance         | Rare       | 525 gp    | Honeycomb from a giant bee beehive                                                    | While this delicate amber spindle orbits your head, when taking a long rest you can roll a d20\\. On an 11 or higher, you do not require Supply during that _long rest_ .                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iron-bands-of-binding",
            "name": "Iron Bands of Binding",
            "type": "Wondrous item",
            "desc": "This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.\n\nMake a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.\n\nA creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.\n\nOnce the bands are used, they can't be used again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "iron-bands-of-binding-a5e",
            "name": "Iron Bands of Binding",
            "type": "Wondrous Item",
            "desc": "This smooth iron sphere conceals a formidable set of restraints that unfolds into metal bands when thrown. Once between long rests you can use an action to throw it at a creature within 60 feet, treating it as if it were a ranged weapon attack with which you are proficient. On a hit, if the creature is Huge-sized or smaller it becomes _restrained_  until you use a bonus action to speak a different command word and release it.\n\nA creature can try to break the bands by using an action to make a DC 20 Strength Check. On a success, the bands are broken and the _restrained_  creature is freed. On a failure, the creature cannot try again until 24 hours have passed.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iron-flask",
            "name": "Iron Flask",
            "type": "Wondrous item",
            "desc": "This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.\n\nYou can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.\n\nAn _identify_ spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.\n\n| d100  | Contents          |\n|-------|-------------------|\n| 1-50  | Empty             |\n| 51-54 | Demon (type 1)    |\n| 55-58 | Demon (type 2)    |\n| 59-62 | Demon (type 3)    |\n| 63-64 | Demon (type 4)    |\n| 65    | Demon (type 5)    |\n| 66    | Demon (type 6)    |\n| 67    | Deva              |\n| 68-69 | Devil (greater)   |\n| 70-73 | Devil (lesser)    |\n| 74-75 | Djinni            |\n| 76-77 | Efreeti           |\n| 78-83 | Elemental (any)   |\n| 84-86 | Invisible stalker |\n| 87-90 | Night hag         |\n| 91    | Planetar          |\n| 92-95 | Salamander        |\n| 96    | Solar             |\n| 97-99 | Succubus/incubus  |\n| 100   | Xorn              |",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "iron-flask-a5e",
            "name": "Iron Flask",
            "type": "Wondrous Item",
            "desc": "This dark iron bottle feels heavy in your hand. Engraved with powerful runes of binding, it is capable of trapping otherworldly creatures. You can use an action to speak the command word and remove the silver stopper from the flask, targeting a creature within 60 feet that is not native to the plane of existence the flask is currently on.\n\n* If the _iron flask_ is empty and you can see the creature, it makes a DC 17 Wisdom _saving throw_  or becomes trapped in the flask. A creature that has previously been trapped in this flask has _advantage_  on this save. The trapped creature is held in stasis—it doesn’t breathe, eat, drink, or age.\n* As an action, you can release the creature trapped within. A released creature remains friendly to you and your allies for 1 hour, during which it obeys your verbal commands, and afterward it acts normally. Without any commands or when given a command likely to result in its death, the creature defends itself but otherwise takes no actions.\n* Casting _identify_ on this flask also reveals if a creature is trapped within, but will not reveal the type. The only way to determine an _iron flask’s_ contents is to open the flask and release its inhabitant.\n* Newly acquired _iron flasks_ may already have a trapped creature, either chosen by the Narrator or determined randomly.\n\n__**Table: Iron Flask**__\n| **d100** | **Contents**             |\n| -------- | ------------------------ |\n| 0-50     | Empty                    |\n| 51–55    | _Djinni_                 |\n| 56–60    | _Efreeti_                |\n| 61–65    | _Marid_                  |\n| 66–70    | _Divi_                   |\n| 71–80    | Angel (any)              |\n| 81–90    | _Elemental_  (any)       |\n| 91       | Lich from another plane  |\n| 92       | Chromatic dragon (any)   |\n| 93       | Metallic dragon (any)    |\n| 94       | Gem dragon (any)         |\n| 95       | Spirit dragon (any)      |\n| 96       | _Couatl_                 |\n| 97       | Succubus/Incubus         |\n| 98       | Ghost from another plane |\n| 99       | _Dragon turtle_          |\n| 100      | _Xorn_                   |",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "iron-foe-mace-a5e",
            "name": "Iron Foe Mace",
            "type": "Weapon",
            "desc": "Crafted with the ichor of a rust monster, this pale white mace looks and feels like bone, but has the heft of stone and consumes metal on impact. You gain +2 bonus to _attack and damage rolls_  made with this magical mace. However, if your Strength score is less than 16 you suffer _disadvantage_  on attack rolls made with the mace.\n\nOn a successful attack, you can use your reaction to expend a charge and attempt to consume non-magical metal armor or a shield worn by your target, in addition to your normal damage. Alternately, when an attack misses you, you can use your reaction to spend a charge to deflect the weapon and attempt to consume it. Finally, you can use your action to spend a charge and touch the mace to any unattended non-magical metal object of Medium size or smaller and consume it.\n\nThe wielder of an item you are trying to consume must succeed on a DC 14 Constitution _saving throw_ , otherwise the item is destroyed. Unattended objects are automatically destroyed. The mace has 4 charges and regains 1d4 charges each dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ironskin-oil",
            "name": "Ironskin Oil",
            "type": "Potion",
            "desc": "This grayish fluid is cool to the touch and slightly gritty. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature has resistance to piercing and slashing damage 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": "ironweed-rope-a5e",
            "name": "Ironweed Rope",
            "type": "Wondrous Item",
            "desc": "When this tough, fibrous plant is carefully woven into rope it has AC 17, 10 hit points, and resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ivory-knights-a5e",
            "name": "Ivory Knights",
            "type": "Wondrous Item",
            "desc": "These two ivory figurines look as though they belong with a chess set. If you and one other person hold one of the knights, you can use an action to whisper in the ear of the game piece to communicate with the creature holding the other (as the _message_ cantrip).\n\nIf you and the person carrying the other figurine hold your game pieces to your hearts while within 120 feet of each other, you share a remembrance of two outmatched knights rushing into battle. Within the next minute, each of you can use an action once to teleport to any point between your current positions. You each can teleport once, after which the figurines lose their power.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ivy-crown-of-prophecy",
            "name": "Ivy Crown of Prophecy",
            "type": "Wondrous item",
            "desc": "While wearing this ivy, filigreed crown, you can use an action to cast the divination spell from it. The crown 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": "jade-tiger-a5e",
            "name": "Jade Tiger",
            "type": "Wondrous Item",
            "desc": "This jade figurine carries the memories of a _weretiger_  that spent years tracking and hunting its prey under the light of the jungle moon. When you attune to the item and keep it on your person, you gain an expertise die on Survival checks made to find and follow tracks for up to 1 hour per day.\n\nWhen you speak the _jade tiger's_ command word, you vividly recall one of the _weretiger’s_  most challenging hunts. For the next minute, you can use a bonus action to make a Stealth check to hide immediately before or after you take the Attack action. The _jade tiger's_ magic forever fades away after being used in this way.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "jarngreipr-a5e",
            "name": "Járngreipr",
            "type": "Wondrous Item",
            "desc": "These iron gauntlets are required in order to handle the mighty _Mjölnir_ . Your Strength score is 19 while you wear these gauntlets. This benefit has no effect on you if your Strength is 19 or higher without them. The gloves have 5 charges. You can use your reaction to expend a charge to gain _advantage_  on a Strength check or Strength _saving throw_ . The gloves regain 1d4+1 expended charges daily at dawn.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "jarred-brain-a5e",
            "name": "Jarred Brain",
            "type": "Wondrous Item",
            "desc": "A humanoid brain floats in formaldehyde within this glass and iron jar, the electrodes protruding from its lid sparking on occasion as the mass of tissue within twitches. You can use an action to gain a flash of insight by shocking your own mind with the jar’s electrodes, taking 1d6 lightning damage. You gain 5 expertise dice to use on Intelligence checks made in the next minute, either individually or up to as many as 3 at a time. Once the jar is used in this way the sparks recede and it cannot be used in this way again for the next 24 hours. \n\nAlternatively, the brain can be wired up directly to the mind of another creature. This process takes 1 minute and allows a creature to consult the jarred brain about a specific course of action (as the spell __augury_ ), after which it malfunctions and shatters.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "javelin-of-lightning",
            "name": "Javelin of Lightning",
            "type": "Weapon (javelin)",
            "desc": "This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.\n\nThe javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "javelin-of-lightning-a5e",
            "name": "Javelin of Lightning",
            "type": "Weapon",
            "desc": "Once per dawn, when you throw this magic weapon and speak its command word it transforms into a 5-foot wide line of electricity that is 120 feet long. Each creature in the area (excluding you) makes a DC 13 Dexterity _saving throw_ , taking 4d6 lightning damage on a failed save, or half damage on a success. The target of your attack takes the javelin’s normal damage plus 4d6 lightning damage.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "javelin-of-teleportation",
            "name": "Javelin of Teleportation",
            "type": "Weapon (javelin)",
            "desc": "This short-hafted javelin bears a long, metal head. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, you can speak its command word and force the target to make a DC 13 Wisdom saving throw. On a failed save, the target is teleported to an unoccupied space you can see within 60 feet of you. That space must be on the ground or on a floor.\n  The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "jewelers-anvil",
            "name": "Jeweler's Anvil",
            "type": "Wondrous item",
            "desc": "This small, foot-long anvil is engraved with images of jewelry in various stages of the crafting process. It weighs 10 pounds and can be mounted on a table or desk. You can use a bonus action to speak its command word and activate it, causing it to warm any nonferrous metals (including their alloys, such as brass or bronze). While you remain within 5 feet of the anvil, you can verbally command it to increase or decrease the temperature, allowing you to soften or melt any kind of nonferrous metal. While activated, the anvil remains warm to the touch, but its heat affects only nonferrous metal. You can use a bonus action to repeat the command word to deactivate the anvil. If you use the anvil while making any check with jeweler's tools or tinker's tools, you can double your proficiency bonus. If your proficiency bonus is already doubled, you have advantage on the check instead.",
            "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": "jungle-mess-kit",
            "name": "Jungle Mess Kit",
            "type": "Wondrous item",
            "desc": "This crucial piece of survival gear guarantees safe use of the most basic of consumables. The hinged metal container acts as a cook pot and opens to reveal a cup, plate, and eating utensils. This kit renders any spoiled, rotten, or even naturally poisonous food or drink safe to consume. It can purify only mundane, natural effects. It has no effect on food that is magically spoiled, rotted, or poisoned, and it can't neutralize brewed poisons, venoms, or similarly manufactured toxins. Once it has purified 3 cubic feet of food and drink, it can't be used to do so 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": "justicars-mask",
            "name": "Justicar's Mask",
            "type": "Wondrous item",
            "desc": "This stern-faced mask is crafted of silver. While wearing the mask, your gaze can root enemies to the spot. When a creature that can see the mask starts its turn within 30 feet of you, you can use a reaction to force it to make a DC 15 Wisdom saving throw, if you can see the creature and aren't incapacitated. On a failure, the creature is restrained. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the condition lasts until removed with the dispel magic spell or until you end it (no action required). Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "keffiyeh-of-serendipitous-escape",
            "name": "Keffiyeh of Serendipitous Escape",
            "type": "Wondrous item",
            "desc": "This checkered cotton headdress is indistinguishable from the mundane scarves worn by the desert nomads. As an action, you can remove the headdress, spread it open on the ground, and speak the command word. The keffiyeh transforms into a 3-foot by 5-foot carpet of flying which moves according to your spoken directions provided that you are within 30 feet of it. Speaking the command word a second time transforms the carpet back into a headdress again.",
            "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": "knight-sergeants-surcoat",
            "name": "Knight-Sergeant's Surcoat",
            "type": "Wondrous item",
            "desc": "Fashioned from durable canvas and fine silk, this long, padded knight’s tabard bears the colors and heraldry of a long-forgotten order of knights. While wearing this surcoat, you have advantage on Wisdom (Animal Handling) checks when interacting with horses, and you have advantage on Charisma (Persuasion) checks made to interact with humanoids of a higher social rank than you, such as an army’s general or a region’s monarch.\n  ***Knight’s Livery.*** While attuned to and wearing both the *knightsergeant’s surcoat* and the *argent mantle*, your Charisma score is 20. This has no effect on you if your Charisma is already 20 or higher.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "knockabout-billet",
            "name": "Knockabout Billet",
            "type": "Weapon",
            "desc": "This stout, oaken cudgel helps you knock your opponents to the ground or away from you. When you hit a creature with this magic weapon, you can shove the target as part of the same attack, using your attack roll in place of a Strength (Athletics) check. The weapon deals damage as normal, regardless of the result of the shove. This property of the club can be used no more than once per hour.",
            "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": "kobold-firework",
            "name": "Kobold Firework",
            "type": "Wondrous item",
            "desc": "These small pouches and cylinders are filled with magical powders and reagents, and they each have a small fuse protruding from their closures. You can use an action to light a firework then throw it up to 30 feet. The firework activates immediately or on initiative count 20 of the following round, as detailed below. Once a firework’s effects end, it is destroyed. A firework can’t be lit underwater, and submersion in water destroys a firework. A lit firework can be destroyed early by dousing it with at least 1 gallon of water.\n Blinding Goblin-Cracker (Uncommon). This bright yellow firework releases a blinding flash of light on impact. Each creature within 15 feet of where the firework landed and that can see it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Deafening Kobold-Barker (Uncommon). This firework consists of several tiny green cylinders strung together and bursts with a loud sound on impact. Each creature within 15 feet of where the firework landed and that can hear it must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Enchanting Elf-Fountain (Uncommon). This purple pyramidal firework produces a fascinating and colorful shower of sparks for 1 minute. The shower of sparks starts on the round after you throw it. While the firework showers sparks, each creature that enters or starts its turn within 30 feet of the firework must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the firework until the start of its next turn.\n Fairy Sparkler (Common). This narrow firework is decorated with stars and emits a bright, sparkling light for 1 minute. It starts emitting light on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the firework’s bright light.\n Priest Light (Rare). This silver cylinder firework produces a tall, argent flame and numerous golden sparks for 10 minutes. The flame appears on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An undead creature can’t willingly enter the firework’s bright light by nonmagical means. If the undead creature tries to use teleportation or similar interplanar travel to do so, it must first succeed on a DC 15 Charisma saving throw. If an undead creature is in the bright light when it appears, the creature must succeed on a DC 15 Wisdom saving throw or be compelled to leave the bright light. It won’t move into any obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move out of the bright light. In addition, each non-undead creature in the bright light can’t be charmed, frightened, or possessed by an undead creature.\n Red Dragon’s Breath (Very Rare). This firework is wrapped in gold leaf and inscribed with scarlet runes, and it erupts into a vertical column of fire on impact. Each creature in a 10-foot-radius, 60-foot-high cylinder centered on the point of impact must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one.\n Snake Fountain (Rare). This short, wide cylinder is red, yellow, and black with a scale motif, and it produces snakes made of ash for 1 minute. It starts producing snakes on the round after you throw it. The firework creates 1 poisonous snake each round. The snakes are friendly to you and your companions. Roll initiative for the snakes as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The snakes remain for 10 minutes, until you dismiss them as a bonus action, or until they are doused with at least 1 gallon of water.",
            "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": "kraken-clutch-ring",
            "name": "Kraken Clutch Ring",
            "type": "Ring",
            "desc": "This green copper ring is etched with the image of a kraken with splayed tentacles. The ring has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn, as long as it was immersed in water for at least 1 hour since the previous dawn. If the ring has at least 1 charge, you have advantage on grapple checks. While wearing this ring, you can expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: black tentacles (2 charges), call lightning (1 charge), or control weather (4 charges).",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "kraken-scale-a5e",
            "name": "Kraken Scale",
            "type": "Wondrous Item",
            "desc": "This plump, palm-sized scale is pliant, and its mustard-green surface is tattooed with figures of sea monsters. It is also always slightly damp to the touch and gives off the faintest smell of brine.\n\nWhen you are hit with an attack that would deal lightning damage, you can, as a reaction before damage is dealt, press the scale to give yourself Lightning _resistance_  until the start of your next turn. Each time you do, roll 1d20 and subtract the amount of damage prevented. If the total is less than 1, the scale pops with a burst of seawater and a splash of seawater bursts from it as it loses its magical properties.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "kyshaarths-fang",
            "name": "Kyshaarth's Fang",
            "type": "Weapon",
            "desc": "This dagger's blade is composed of black, bone-like material. Tales suggest the weapon is fashioned from a Voidling's (see Tome of Beasts) tendril barb. When you hit with an attack using this magic weapon, the target takes an extra 2d6 necrotic damage. If you are in dim light or darkness, you regain a number of hit points equal to half the necrotic damage dealt.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "labyrs-of-the-raging-bull",
            "name": "Labyrs of the Raging Bull",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you.",
            "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": "laevateinn-a5e",
            "name": "Lævateinn",
            "type": "Staff",
            "desc": "Lævateinn was forged in the underworld by Loki (who of the Æsir is the one most associated with dwarves) near the doors of death itself, spoken of in the very late Eddic poem Fjölvinsmál. Some historians believe its translation ends with ‘wounding wand’ while others claim it is ‘wounding twig’, similar to the word for magic staff (gambantein). Either way it is this weapon and this weapon only that can kill the golden rooster Víðópnir (which sits in the branches of Yggdrasil and may be tied to Ragnarök, or possibly be another name for Gullinkambi) so that its wing joints (the only things that will suffice) can be used to distract the dogs guarding the flame-encircled castle holding Menglöð, a maiden fated to be married to the hero Svipdagr. The runed weapon awaits within however, protected by the jötunn Sinmara (a _storm giant_ ) who will only exchange it for a tail feather from the golden rooster—that can only be harmed by the very same sword, creating a paradoxical task. Its forger and the owner of the chest that contains it can reveal the secrets to bypassing the 9 locks holding its prison closed, although Loki would only ever do so if a cunning price is attached...\n\nLÆVATEINN\n\nUntil you are attuned to this staff, it appears to be a rotting quarterstaff or battered longsword. After you have attuned to it however, runes glow along the length of the wood or the blade.\n\nThis staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While wielding it, you can use a bonus action to transform it into a magic longsword or back.\n\nThe staff has 10 charges for the following properties. It regains 1d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20\\. On a 1, the staff loses its properties and becomes a nonmagical weapon (whichever form it is in when the last charge is expended).\n\nWhile it is in staff form, the runes grant access to magic.\n\n_**Spell Runes.**_ You can use an action to expend 1 or more of the staff’s charges to activate a rune and cast one of the following spells from it (spell save DC 18, +10 to hit with spell attacks): __hideous laughter_  (1 charge), _speak with animals_  (1 charge), _pass without trace_  (2 charges), _dispel magic_  (3 charges), _speak with plants_  (3 charges), __confusion_  (4 charges), __glibness_  (8 charges). You can also use an action to cast the __charm person , disguise self ,_ or __vicious mockery_  spells from the staff without using any charges.\n\nWhile it is in longsword form, the runes channel magic with less finesse and unleash lethal energies.\n\n_**Death Rune.**_ You can use a bonus action and 1 charge to activate this rune, causing shadows to flow out from the weapon for 1 minute. These shadows reduce _dim light_  in a 40-foot radius to _darkness_ , and bright light in a 20-foot radius to dim light. While the weapon is shadowed, it deals an extra 2d6 necrotic damage to any target it hits. The shadows last until you use a bonus action to speak the command word again, the duration expires, or until you drop the weapon.\n\n_**Flame Rune.**_ You can use a bonus action and 1 charge to activate this rune, causing flames to erupt from the weapon for 1 minute. These flames shed _bright light_  in a 40-foot radius and dim light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again, the duration expires, or until you drop the weapon.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "language-pyramid",
            "name": "Language Pyramid",
            "type": "Wondrous item",
            "desc": "Script from dozens of languages flows across this sandstone pyramid's surface. While holding or carrying the pyramid, you understand the literal meaning of any spoken language that you hear. In addition, you understand any written language that you see, but you must be touching the surface on which the words are written. It takes 1 minute to read one page of text. The pyramid has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of its charges to imbue yourself with magical speech for 1 hour. For the duration, any creature that knows at least one language and that can hear you understands any words you speak. In addition, you can use an action to expend 1 of the pyramid's charges to imbue up to six creatures within 30 feet of you with magical understanding for 1 hour. For the duration, each target can understand any spoken language that it hears.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "lantern-of-auspex",
            "name": "Lantern of Auspex",
            "type": "Wondrous item",
            "desc": "This elaborate lantern is covered in simple glyphs, and its glass panels are intricately etched. Two of the panels depict a robed woman holding out a single hand, while the other two panels depict the same woman with her face partially obscured by a hand of cards. The lantern's magic is activated when it is lit, which requires an action. Once lit, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet for 1 hour. You can use an action to open or close one of the glass panels on the lantern. If you open a panel, a vision of a random event that happened or that might happen plays out in the light's area. Closing a panel stops the vision. The visions are shown as nondescript smoky apparitions that play out silently in the lantern's light. At the GM's discretion, the vision might change to a different event each 1 minute that the panel remains open and the lantern lit. Once used, the lantern can't be used in this way again until 7 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": "lantern-of-judgment",
            "name": "Lantern of Judgment",
            "type": "Wondrous item",
            "desc": "This mithral and gold lantern is emblazoned with a sunburst symbol. While holding the lantern, you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks. As a bonus action, you can speak a command word to cause one of the following effects: - The lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. - The lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. - The lantern sheds dim light in a 5-foot radius.\n- Douse the lantern's light. When you cause the lantern to shed bright light, you can speak an additional command word to cause the light to become sunlight. The sunlight lasts for 1 minute after which the lantern goes dark and can't be used again until the next dawn. During this time, the lantern can function as a standard hooded lantern if provided with oil.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "lantern-of-revealing",
            "name": "Lantern of Revealing",
            "type": "Wondrous item",
            "desc": "While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5* foot radius.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "lantern-of-revealing-a5e",
            "name": "Lantern of Revealing",
            "type": "Wondrous Item",
            "desc": "While lit, this hooded lantern casts bright light in a 30-foot radius, revealing _invisible_  creatures and objects in the area. It sheds dim light an additional 30 feet, or if you use an action to lower the hood only in a 5-foot radius. The lantern stays lit for 6 hours on 1 pint of oil.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "lantern-of-selective-illumination",
            "name": "Lantern of Selective Illumination",
            "type": "Wondrous item",
            "desc": "This brass lantern is fitted with round panels of crown glass and burns for 6 hours on one 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. During a short rest, you can choose up to three creatures to be magically linked by the lantern. When the lantern is lit, its light can be perceived only by you and those linked creatures. To anyone else, the lantern appears dark and provides no illumination.",
            "rarity": "common",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "larkmail",
            "name": "Larkmail",
            "type": "Armor",
            "desc": "While wearing this armor, you gain a +1 bonus to AC. The links of this mail have been stained to create the optical illusion that you are wearing a brown-and-russet feathered tunic. While you wear this armor, you have advantage on Charisma (Performance) checks made with an instrument. In addition, while playing an instrument, you can use a bonus action and choose any number of creatures within 30 feet of you that can hear your song. Each target must succeed on a DC 15 Charisma saving throw or be charmed by you for 1 minute. 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": "last-chance-quiver",
            "name": "Last Chance Quiver",
            "type": "Wondrous item",
            "desc": "This quiver holds 20 arrows. However, when you draw and fire the last arrow from the quiver, it magically produces a 21st arrow. Once this arrow has been drawn and fired, the quiver doesn't produce another arrow until the quiver has been refilled and another 20 arrows have been drawn and fired.",
            "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": "leaf-bladed-sword",
            "name": "Leaf-Bladed Sword",
            "type": "Weapon",
            "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "legerdemain-gloves-a5e",
            "name": "Legerdemain Gloves",
            "type": "Wondrous Item",
            "desc": "Stage magic may not be as impressive as true wizardry but it can still delight an audience and that’s where these supple gray leather gloves got their start, but con artists and thieves find uses for them as well. While wearing both of these gloves, once per minute you can teleport an item, up to the size of a dagger, from one hand to the other.\n\nThe gloves can teleport an item a longer distance, but their magic is forever exhausted in the process. When you wear one glove and another creature within 120 feet wears the other, you can teleport an item up to the size of a dagger into the hand of the creature wearing the other glove. If you do, the gloves dry and crack, losing their magic and becoming mundane items.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "leonino-wings",
            "name": "Leonino Wings",
            "type": "Wondrous item",
            "desc": "This cloak is decorated with the spotted white and brown pattern of a barn owl's wing feathers. While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of a Leoninos (see Creature Codex) owl-like feathered wings until you repeat the command word as an action. The wings give you a flying speed equal to your walking speed, and you have advantage on Dexterity (Stealth) checks made while flying in forests and urban settings. In addition, when you fly out of an enemy's reach, you don't provoke opportunity attacks. You can use the cloak to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The cloak regains 2 hours of flying capability for every 12 hours it isn't in use.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "letter-lift-paper-a5e",
            "name": "Letter-Lift Paper",
            "type": "Wondrous Item",
            "desc": "This pad of light tissue paper contains 4d6 sheets and is enchanted with a subtle magic. When a sheet of paper is pressed to a written page, such as a book or letter, and left there for six seconds, it transfers a perfect copy of the text onto the thin paper. The copy would never pass for the original, but preserves details such as handwriting.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "library-scarf-a5e",
            "name": "Library Scarf",
            "type": "Wondrous Item",
            "desc": "Wizard schools are rarely built for comfort and more than one would-be scholar has caught a chill while pouring over inscrutable tomes or stuffy old biographies in drafty libraries in the wee hours of the morning. Given that bonfires are generally frowned upon when surrounded by books, creative apprentices were forced to investigate other means to get them through long nights of studying, resulting in the creation of these enchanted trinkets. Each appears as a simple woolen scarf of whatever color or pattern its creator chooses. When you use a bonus action to speak its command word and expend 1 charge, the scarf magically warms you for 2 hours, providing comfort and protection from cold temperatures down to freezing (under more frigid conditions, each charge insulates you for 1 hour).\n\nIn dire circumstances, the scarf can offer more significant protection. When you take cold damage, you can use your reaction and expend 3 charges to gain cold resistance until the end of the round. \n\nThe scarf has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\\. On a result of 5 or less, the scarf loses its magic and becomes a mundane item.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "life-catching-portrait-a5e",
            "name": "Life-Catching Portrait",
            "type": "Wondrous Item",
            "desc": "This canvas, whether black or painted, radiates necromantic energies. Once you have attuned to it, you or another creature can make a DC 20 Dexterity (painter’s tools) check to capture your likeness in a portrait on the canvas (AC 14, 20 hit points). On a success, the painting captures your soul.\n\nWhile the _life-catching portrait_ remains intact, the Narrator begins tracking how much damage you take and how much time has passed since the painting. Your image on the portrait shows what you would look like from all the injuries you’ve suffered and the passage of time. With a Dexterity (painter’s tools) check (DC 20 + 3 per previous check) some of the damage can be mitigated by touching up the painting, reducing the aging and damage your likeness has suffered by half.\n\nShould the portrait ever be destroyed, you immediately suffer from all of the damage dealt to your likeness, and you age all at once. If this kills you, your soul is permanently destroyed.\n\nYou gain the following traits while your portrait is intact:\n\n_**Regeneration.**_ You regain hit points equal to half your level at the start of your turn. You die only if you start your turn with 0 hit points.\n\n**_Rejuvenation._** When you die, 1d4 hours later you regain all of your hit points and become active again.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "lifeblood-gear",
            "name": "Lifeblood Gear",
            "type": "Wondrous item",
            "desc": "As an action, you can attach this tiny bronze gear to a pile of junk or other small collection of mundane objects and create a Tiny or Small mechanical servant. This servant uses the statistics of a beast with a challenge rating of 1/4 or lower, except it has immunity to poison damage and the poisoned condition, and it can't be charmed or become exhausted. If it participates in combat, the servant lasts for up to 5 rounds or until destroyed. If commanded to perform mundane tasks, such as fetching items, cleaning, or other similar task, it lasts for up to 5 hours or until destroyed. Once affixed to the servant, the gear pulsates like a beating heart. If the gear is removed, you lose control of the servant, which then attacks indiscriminately for up to 5 rounds or until destroyed. Once the duration expires or the servant is destroyed, the gear becomes a nonmagical gear.",
            "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": "lightning-rod",
            "name": "Lightning Rod",
            "type": "Rod",
            "desc": "This rod is made from the blackened wood of a lightning-struck tree and topped with a spike of twisted iron. It functions as a magic javelin that grants a +1 bonus to attack and damage rolls made with it. While holding it, you are immune to lightning damage, and each creature within 5 feet of you has resistance to lightning damage. The rod can hold up to 6 charges, but it has 0 charges when you first attune to it. Whenever you are subjected to lightning damage, the rod gains 1 charge. While the rod has 6 charges, you have resistance to lightning damage instead of immunity. The rod loses 1d6 charges daily at dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "linguists-cap",
            "name": "Linguist's Cap",
            "type": "Wondrous item",
            "desc": "While wearing this simple hat, you have the ability to speak and read a single language. Each cap has a specific language associated with it, and the caps often come in styles or boast features unique to the cultures where their associated languages are most prominent. The GM chooses the language or determines it randomly from the lists of standard and exotic languages.",
            "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": "liquid-courage",
            "name": "Liquid Courage",
            "type": "Potion",
            "desc": "This magical cordial is deep red and smells strongly of fennel. You have advantage on the next saving throw against being frightened. The effect ends after you make such a saving throw or when 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": "liquid-luck-a5e",
            "name": "Liquid Luck",
            "type": "Potion",
            "desc": "This ornate vial contains a liquid that shimmers with opalescent hues. After drinking this potion, for the next 24 hours you have _advantage_  whenever you roll a d20.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "liquid-shadow",
            "name": "Liquid Shadow",
            "type": "Potion",
            "desc": "The contents of this bottle are inky black and seem to absorb the light. The dark liquid can cover a single Small or Medium creature. Applying the liquid takes 1 minute. For 1 hour, the coated creature has advantage on Dexterity (Stealth) checks. Alternately, you can use an action to hurl the bottle up to 20 feet, shattering it on impact. Magical darkness spreads from the point of impact to fill a 15-foot-radius sphere for 1 minute. This darkness works like the darkness 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": "listening-quills-a5e",
            "name": "Listening Quills",
            "type": "Wondrous Item",
            "desc": "Many fledgling wizards find themselves overwhelmed with the workload that’s thrust upon them and struggle to find the time for all of their duties—between studying, projects, and the many chores often required of them it can be difficult to attend lectures. These enchanted trinkets were one of the many tools created to alleviate the problem and are now sold to more than novice mages. Each resembles a perfectly ordinary writing quill. When you spend a bonus action to speak the command word and expend 1 charge, the quill leaps to life and copies everything said by a target that you can hear within 60 feet. The quill ceases to copy after 1 hour, when the target moves more than 60 feet away from it, stops speaking for more than 10 minutes, or when it runs out of writing surface (usually a long scroll of parchment).\n\nThe magic that animates the quill can also be put to slightly more dangerous purposes. When you speak another command word and expend all 3 charges, as an action you hurl it at a target you can see within 10 feet. The quill leaps to life and jabs, stabs, pokes, gouges, and otherwise injures the target for up to 1 minute. The quill attacks once per round at the end of your turn. It has a +2 bonus to attack and deals 1d4 piercing damage on a successful hit. When you roll a natural 1 to attack with the quill, it loses its magic and becomes a mundane item. Otherwise, it falls to the ground when its target has moved more than 15 feet away or become _incapacitated_ .\n\nThe quill has 3 charges and regains 1d3 charges each dawn. ",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "living-juggernaut",
            "name": "Living Juggernaut",
            "type": "Armor",
            "desc": "This broad, bulky suit of plate is adorned with large, blunt spikes and has curving bull horns affixed to its helm. While wearing this armor, you gain a +1 bonus to AC, and difficult terrain doesn't cost you extra movement.",
            "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/"
        }
    ]
}