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=slug&page=16
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=slug&page=17", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=slug&page=15", "results": [ { "slug": "living-stake", "name": "Living Stake", "type": "Wondrous item", "desc": "Fashioned from mandrake root, this stake longs to taste the heart's blood of vampires. Make a melee attack against a vampire in range, treating the stake as an improvised weapon. On a hit, the stake attaches to a vampire's chest. At the end of the vampire's next turn, roots force their way into the vampire's heart, negating fast healing and preventing gaseous form. If the vampire is reduced to 0 hit points while the stake is attached to it, it is immobilized as if it had been staked. A creature can take its action to remove the stake by succeeding on a DC 17 Strength (Athletics) check. If it is removed from the vampire's chest, the stake is destroyed. The stake has no effect on targets other than vampires.", "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": "lockbreaker", "name": "Lockbreaker", "type": "Weapon", "desc": "You can use this stiletto-bladed dagger to open locks by using an action and making a Strength check. The DC is 5 less than the DC to pick the lock (minimum DC 10). On a success, the lock is broken.", "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": "locket-of-dragon-vitality", "name": "Locket of Dragon Vitality", "type": "Wondrous item", "desc": "Legends tell of a dragon whose hide was impenetrable and so tenacious that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon's name was lost, but its legacy remains. This magic amulet is one of two items that were crafted to hold its heart. An intricate engraving of a warrior's sword piercing a dragon's chest is detailed along the front of this untarnished silver locket. Within the locket is a clear crystal vial with a pulsing piece of a dragon's heart. The pulses become more frequent when you are close to death. Attuning to the locket requires you to mix your blood with the blood within the vial. The vial holds 3 charges of dragon blood that are automatically expended when you reach certain health thresholds. The locket regains 1 expended charge for each vial of dragon blood you place in the vial inside the locket up to a maximum of 3 charges. For the purpose of this locket, “dragon” refers to any creature with the dragon type, including drakes and wyverns. While wearing or carrying the locket, you gain the following effects: - When you reach 0 hit points, but do not die outright, the vial breaks and the dragon heart stops pulsing, rendering the item broken and irreparable. You immediately gain temporary hit points equal to your level + your Constitution modifier. If the locket has at least 1 charge of dragon blood, it does not break, but this effect can't be activated again until 3 days have passed. - When you are reduced to half of your maximum hit points, the locket expends 1 charge of dragon blood, and you become immune to any type of blood loss effect, such as the blood loss from a stirge's Blood Drain, for 1d4 + 1 hours. Any existing blood loss effects end immediately when this activates.", "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": "locket-of-remembrance", "name": "Locket of Remembrance", "type": "Wondrous item", "desc": "You can place a small keepsake of a creature, such as a miniature portrait, a lock of hair, or similar item, within the locket. The keepsake must be willingly given to you or must be from a creature personally connected to you, such as a relative or lover.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "lockpicks-of-memory-a5e", "name": "Lockpicks of Memory", "type": "Wondrous Item", "desc": "It’s good to learn from your experiences but even better to learn from someone else’s. For a guild of thieves with a legacy of control and access within a city, these enchanted tools are a truly valuable asset. The lockpicks twitch in your hands when they come within 5 feet of a lock they have been used to open within the last year. You can use these lockpicks and an action to unlock any lock that the lockpicks have previously opened.\n\nAlternatively, you can exhaust the lockpicks’ magic completely to borrow a skill or memory from a previous user. You can choose to either watch 10 minutes of a previous user’s memory (taken from the span of time they had the lockpicks in their possession) or for 10 minutes you can gain one skill, tool, or language proficiency of the previous user. At the end of the duration, the lockpicks rust away to nothing.\n\n**Note**. The cost listed above is for a relatively recent set of lockpicks of memory and at the Narrator’s discretion an older version may cost much more.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "locksmiths-oil", "name": "Locksmith's Oil", "type": "Potion", "desc": "This shimmering oil can be applied to a lock. Applying the oil takes 1 minute. For 1 hour, any creature that makes a Dexterity check to pick the lock using thieves' tools rolls a d4 ( 1d4) and adds the number rolled to the check.", "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": "lodestone-caltrops", "name": "Lodestone Caltrops", "type": "Wondrous item", "desc": "This small gray pouch appears empty, though it weighs 3 pounds. Reaching inside the bag reveals dozens of small, metal balls. As an action, you can upend the bag and spread the metal balls to cover a square area that is 5 feet on a side. Any creature that enters the area while wearing metal armor or carrying at least one metal item must succeed on a DC 13 Strength saving throw or stop moving this turn. A creature that starts its turn in the area must succeed on a DC 13 Strength saving throw to leave the area. Alternatively, a creature in the area can drop or remove whatever metal items are on it and leave the area without needing to make a saving throw. The metal balls remain for 1 minute. Once the bag's contents have been emptied three times, the bag 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": "long-fang-of-the-moon-a5e", "name": "Long Fang of the Moon", "type": "Weapon", "desc": "You gain a +3 bonus to attack and damage rolls made with this silvered longsword. \n\nWeapon attacks using _long fang of the moon_ deal an extra 2d6 radiant damage against creatures. When you hit a shapeshifter with this weapon, it makes a DC 30 Constitution _saving throw_ or reverts to its original form. If it fails this saving throw, you may choose to prevent the shapeshifter from transforming for up to 10 minutes.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "loom-of-fate", "name": "Loom of Fate", "type": "Wondrous item", "desc": "If you spend 1 hour weaving on this portable loom, roll a 1d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. The loom can't be used this way again until the next dawn. Once you have used the loom 3 times, the fabric is complete, and the loom is no longer magical. The fabric becomes a shifting tapestry that represents the events where you used the loom's power to alter fate.", "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": "luck-blade", "name": "Luck Blade", "type": "Weapon (any sword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "luck-blade-a5e", "name": "Luck Blade", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic sword. While you are attuned to the sword and holding it, you gain a +1 bonus to _saving throws_ . In addition, it has the following properties:\n\n**Luck.** Once per dawn, while the sword is on your person you may reroll one ability check, attack roll, or _saving throw_ . You must use the new roll.\n\n**Wish.** Once per dawn, while holding the weapon you can use an action to expend 1 charge and cast _wish_ . The weapon has 1d4 – 1 charges and loses this property when there are no charges left.", "rarity": "Legendary", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "lucky-charm-of-the-monkey-king", "name": "Lucky Charm of the Monkey King", "type": "Wondrous item", "desc": "This tiny stone statue of a grinning monkey holds a leather loop in its paws, allowing the charm to hang from a belt or pouch. While attuned to this charm, you can use a bonus action to gain a +1 bonus on your next ability check, attack roll, or saving throw. Once used, the charm can't be used again until the next dawn. You can be attuned to only one lucky charm at a time.", "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": "lucky-coin", "name": "Lucky Coin", "type": "Wondrous item", "desc": "This worn, clipped copper piece has 6 charges. You can use a reaction to expend 1 charge and gain a +1 bonus on your next ability check. The coin regains 1d6 charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the coin runs out of luck and 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": "lucky-eyepatch", "name": "Lucky Eyepatch", "type": "Wondrous item", "desc": "You gain a +1 bonus to saving throws while you wear this simple, black eyepatch. In addition, if you are missing the eye that the eyepatch covers and you roll a 1 on the d20 for a saving throw, you can reroll the die and must use the new roll. The eyepatch can't be used this way again until the next dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "lucky-halfling-foot-a5e", "name": "Lucky Halfling Foot", "type": "Wondrous Item", "desc": "This small hairy humanoid foot has been chemically preserved and attached to a simple chain necklace as a pendant. Whenever you roll a natural 1 for an ability check, _attack roll_ , or _saving throw_ while wearing this necklace, you may choose to reroll and must use the new result. Once you make a reroll in this way, you cannot do so again for the next 24 hours. In addition, halflings get an unnerving sense of this macabre trophy even when it is hidden, and while wearing this necklace you have _disadvantage_ on all Charisma (Persuasion) checks to influence halflings.\n\nAlternatively, these mortal remains can be buried or burned properly through halfling funerary rites taking 1 hour. If these rites are completed, any creatures in attendance (a maximum of 8) gain a point of inspiration.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "luminescent-gum-a5e", "name": "Luminescent Gum", "type": "Wondrous Item", "desc": "This salty chewing gum is made from the sap of a deep sea plant and is normally stored inside of a clamshell. In order to activate it, you must chew the gum as an action, during which its properties are released into your bloodstream. The center of your forehead forms a slight bump and begins to glow. Any _darkness_ within a range of 120 feet becomes dim light, and any dim light within the same range becomes bright light. The gum has no effect on bright light.\n\nThe effect lasts for 1 hour, after which the gum loses its magical properties. The gum itself is a bit of an acquired taste and when you chew it for the first time you must make a DC 10 Constitution check or gain the _stunned_ condition for a round as you vomit. Vomited gum can be retrieved and used again, but its remaining duration is halved every time it is reused.\n\nLuminescent gum is generally found in bunches of 6 or 12 clamshells.", "rarity": "Uncommon", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "lupine-crown", "name": "Lupine Crown", "type": "Wondrous item", "desc": "This grisly helm is made from the leather-reinforced skull and antlers of a deer with a fox skull and hide stretched over it. It is secured by a strap made from a magically preserved length of deer entrails. While wearing this helm, you gain a +1 bonus to AC, and you have advantage on Dexterity (Stealth) and Wisdom (Survival) checks.", "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": "luring-perfume", "name": "Luring Perfume", "type": "Potion", "desc": "This pungent perfume has a woodsy and slightly musky scent. As an action, you can splash or spray the contents of this vial on yourself or another creature within 5 feet of you. For 1 minute, the perfumed creature attracts nearby humanoids and beasts. Each humanoid and beast within 60 feet of the perfumed creature and that can smell the perfume must succeed on a DC 15 Wisdom saving throw or be charmed by the perfumed creature until the perfume fades or is washed off with at least 1 gallon of water. While charmed, a creature is incapacitated, and, if the creature is more than 5 feet away from the perfumed creature, it must move on its turn toward the perfumed creature by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.", "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": "mace-of-disruption", "name": "Mace of Disruption", "type": "Weapon (mace)", "desc": "When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.\n\nWhile you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "mace-of-disruption-a5e", "name": "Mace of Disruption", "type": "Weapon", "desc": "Fiends and undead take an extra 2d6 radiant damage when hit with this weapon. When this weapon reduces a fiend or undead to 25 or fewer hit points, the creature makes a DC 15 Wisdom _saving throw_ or it is destroyed. On a successful save the creature becomes _frightened_ of you until the end of your next turn. \n\nWhile it is held, this weapon shines bright light in a 20-foot radius and dim light an additional 20 feet. ", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mace-of-smiting", "name": "Mace of Smiting", "type": "Weapon (mace)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.\n\nWhen you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.", "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": "mace-of-smiting-a5e", "name": "Mace of Smiting", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon, which increases to +3 when used to attack a construct.\n\nWhen you use this weapon to make an attack and roll a natural 20, it deals an extra 2d6 bludgeoning damage, which increases to 4d6 against construct. When this weapon reduces a construct to 25 or fewer hit points, the creature is destroyed", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mace-of-terror", "name": "Mace of Terror", "type": "Weapon (mace)", "desc": "This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.\n\nThe mace regains 1d3 expended charges daily at dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "mace-of-terror-a5e", "name": "Mace of Terror", "type": "Weapon", "desc": "This weapon has 3 charges and regains 1d3 charges each dawn. While you hold it, you can use an action to expend 1 charge and emanate terror in a 30-foot radius. Each creature you choose within the area makes a DC 15 Wisdom _saving throw_ or it becomes _frightened_ of you for 1 minute, moving away from you as fast as possible on its turns (it can only use the Dash action, try to escape anything preventing it from moving, or use the Dodge action if it cannot move or attempt escape) and remaining at least 30 feet from you. The creature cannot take reactions. At the end of each of its turns, a frightened creature can repeat the saving throw, ending the effect on a success.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "madam-yolandas-prison-a5e", "name": "Madam Yolanda’s Prison", "type": "Wondrous Item", "desc": "This large, gleaming red ruby book contains the spirit of an elven archmage named Madam Yolanda. She lived a life of adventure and riches before eventually retiring in a vast mansion with a much younger elf. Identifying the ruby causes Madam Yolanda to appear—she uses the statistics of an _archmage_ fluent in Common and Elvish, and is vain, flirtatious, and mistrustful of almost everyone’s motives. The Narrator randomly determines her attitude towards her finders using the Madam Yolanda’s Prison table.\n\n__**Table: Madam Yolanda’s Prison**__\n| **d100** | **Effect** |\n| -------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1–10 | Madam Yolanda is gravely offended by her discovery and attacks. The ruby is inert after her defeat and can be sold for up to 1,500 gold. |\n| 11–90 | Madam Yolanda stays and assists her finders for 1 hour before returning to the gem (she only returns to assist again if a 1–5 are rolled in subsequent uses of this item). |\n| 91–100 | Madam Yolanda gifts two uncommon magic items to the creature holding her gem (rolled on Table: Uncommon Magic Items. The ruby is inert afterwards and can be sold for up to 1,500 gold. |", "rarity": "Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "magic-mirror-a5e", "name": "Magic Mirror", "type": "Wondrous Item", "desc": "When a magic mirror is viewed indirectly, its surface shows an insubstantial otherworldly face looking back at you. Magic mirrors can be found in three sizes.\n\n_**Pocket (Uncommon).**_ While attuned to the pocket mirror, you can use it as a _spellcasting_ focus, and twice per dawn cast _augury_ as you look into it. When you do so, your reflection whispers the answers to your questions.\n\n**Handheld (Rare).** While attuned to the handheld mirror, you can use it as a _spellcasting_ focus, and you can cast _augury_ and __divination_ once each per dawn as you look into it. Your reflection whispers the answers to your questions.\n\n**Wall (Very Rare).** While this bulky mirror is securely fastened to a wall, twice per dawn you can look into it and speak a command phrase to cast _commune , contact other plane ,_ or __divination_ . Your reflection answers your questions. Additionally, as an action once per dawn, the wall mirror can be linked to another _magic mirror_ by speaking the name of the other mirror’s bearer, initiating a face to face conversation that can last up to 10 minutes. Both you and the other mirror user can clearly see each other’s faces, but don’t get any sense of one another’s surroundings. Either you or the other mirror user can use a bonus action to end the conversation early.", "rarity": "Uncommon", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "magma-mantle", "name": "Magma Mantle", "type": "Wondrous item", "desc": "This cracked black leather cloak is warm to the touch and faint ruddy light glows through the cracks. While wearing this cloak, you have resistance to cold damage. As an action, you can touch the brass clasp and speak the command word, which transforms the cloak into a flowing mantle of lava for 1 minute. During this time, you are unharmed by the intense heat, but any hostile creature within 5 feet of you that touches you or hits you with a melee attack takes 3d6 fire damage. In addition, for the duration, you suffer no damage from contact with lava, and you can burrow through lava at half your walking speed. The cloak can't be used this way again until the next dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "maidens-tears", "name": "Maiden's Tears", "type": "Potion", "desc": "This fruity mead is the color of liquid gold and is rumored to be brewed with a tear from the goddess of bearfolk herself. When you drink this mead, you regenerate lost hit points for 1 minute. At the start of your turn, you regain 10 hit points if you have at least 1 hit point.", "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": "mail-of-the-sword-master", "name": "Mail of the Sword Master", "type": "Armor", "desc": "While wearing this armor, the maximum Dexterity modifier you can add to determine your Armor Class is 4, instead of 2. While wearing this armor, if you are wielding a sword and no other weapons, you gain a +2 bonus to damage rolls with that sword.", "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": "manticores-tail", "name": "Manticore's Tail", "type": "Weapon", "desc": "Ten spikes stick out of the head of this magic weapon. While holding the morningstar, you can fire one of the spikes as a ranged attack, using your Strength modifier for the attack and damage rolls. This attack has a normal range of 100 feet and a long range of 200 feet. On a hit, the spike deals 1d8 piercing damage. Once all of the weapon's spikes have been fired, the morningstar deals bludgeoning damage instead of the piercing damage normal for a morningstar until the next dawn, at which time the spikes regrow.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "mantle-of-blood-vengeance", "name": "Mantle of Blood Vengeance", "type": "Wondrous item", "desc": "This red silk cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing it, you can visit retribution on any creature that dares spill your blood. When you take piercing, slashing, or necrotic damage from a creature, you can use a reaction to expend 1 charge to turn your blood into a punishing spray. The creature that damaged you must make a DC 13 Dexterity saving throw, taking 2d10 acid damage on a failed save, or half as much damage on a successful one.", "rarity": "uncommon", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "mantle-of-spell-resistance", "name": "Mantle of Spell Resistance", "type": "Wondrous item", "desc": "You have advantage on saving throws against spells while you wear this cloak.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "mantle-of-spell-resistance-a5e", "name": "Mantle of Spell Resistance", "type": "Wondrous Item", "desc": "While wearing this cloak, you have _advantage_ on _saving throws_ against spells.", "rarity": "Rare", "requires_attunement": "requires attunement", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "mantle-of-the-forest-lord", "name": "Mantle of the Forest Lord", "type": "Wondrous item", "desc": "Created by village elders for druidic scouts to better traverse and survey the perimeters of their lands, this cloak resembles thick oak bark but bends and flows like silk. While wearing this cloak, you can use an action to cast the tree stride spell on yourself at will, except trees need not be living in order to pass through them.", "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": "mantle-of-the-lion", "name": "Mantle of the Lion", "type": "Wondrous item", "desc": "This splendid lion pelt is designed to be worn across the shoulders with the paws clasped at the base of the neck. While wearing this mantle, your speed increases by 10 feet, and the mantle's lion jaws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, the mantle's bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that creature must succeed on a DC 15 Strength saving throw or be knocked prone. If a creature is knocked prone in this way, you can make an attack with the mantle's bite against the prone creature as a bonus action.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "mantle-of-the-void", "name": "Mantle of the Void", "type": "Wondrous item", "desc": "While wearing this midnight-blue mantle covered in writhing runes, you gain a +1 bonus to saving throws, and if you succeed on a saving throw against a spell that allows you to make a saving throw to take only half the damage or suffer partial effects, you instead take no damage and suffer none of the spell's effects.", "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": "manual-of-bodily-health", "name": "Manual of Bodily Health", "type": "Wondrous item", "desc": "This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "rarity": "very 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": "manual-of-bodily-health-a5e", "name": "Manual of Bodily Health", "type": "Wondrous Item", "desc": "This magical book contains surprisingly accurate advice on building endurance. Spending 48 hours over 6 days (or fewer) reading and following the book’s advice increases your Constitution score and your maximum Constitution score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "manual-of-exercise", "name": "Manual of Exercise", "type": "Wondrous item", "desc": "This book contains exercises and techniques to better perform a specific physical task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Strength or Dexterity-based skill (such as Athletics or Stealth) associated with the book. The manual then loses its magic, but regains it in ten years.", "rarity": "rare", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "manual-of-gainful-exercise", "name": "Manual of Gainful Exercise", "type": "Wondrous item", "desc": "This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "rarity": "very 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": "manual-of-gainful-exercise-a5e", "name": "Manual of Gainful Exercise", "type": "Wondrous Item", "desc": "This magical book outlines a vigorous exercise regimen. Spending 48 hours over 6 days (or fewer) reading and following the book’s regimen increases your Strength score and your maximum Strength score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "manual-of-golems", "name": "Manual of Golems", "type": "Wondrous item", "desc": "This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a _manual of golems_ and attempts to read it takes 6d6 psychic damage.\n\n| d20 | Golem | Time | Cost |\n|-------|-------|----------|------------|\n| 1-5 | Clay | 30 days | 65,000 gp |\n| 6-17 | Flesh | 60 days | 50,000 gp |\n| 18 | Iron | 120 days | 100,000 gp |\n| 19-20 | Stone | 90 days | 80,000 gp |\n\nTo create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.\n\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.", "rarity": "very 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": "manual-of-guardians-a5e", "name": "Manual of Guardians", "type": "Wondrous Item", "desc": "This thick, rune-bedecked tome is packed with arcane schematics and mystic instructions for creating a specific kind of guardian either chosen by the Narrator or randomly determined. \n\nUsing the manual is difficult, and any creature that does not have at least two 5th-level spell slots takes 6d6 psychic damage when attempting to read it.\n\nTo create a guardian you must spend the requisite number of days working on the guardian (as seen on the Manual of Guardians table) without interruption with the manual at hand and _resting_ no more than 8 hours per day. In addition, you must pay the requisite cost in materials.\n\nWhen the guardian has been created, the book is consumed in eldritch flames. After sprinkling the book’s ashes on it, the guardian animates under your control and obeys your verbal commands.\n\n__**Table: Manual of Guardians**__\n| **d20** | **Guardian** | **Time** | **Cost** |\n| ------- | ------------ | -------- | ---------- |\n| 1–5 | _Clay_ | 30 days | 65,000 gp |\n| 6–17 | _Flesh_ | 60 days | 50,000 gp |\n| 18 | _Iron_ | 120 days | 100,000 gp |\n| 19–20 | _Stone_ | 90 days | 80,000 gp |", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "manual-of-quickness-of-action", "name": "Manual of Quickness of Action", "type": "Wondrous item", "desc": "This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "rarity": "very 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": "manual-of-quickness-of-action-a5e", "name": "Manual of Quickness of Action", "type": "Wondrous Item", "desc": "This magical book details workout routines for building coordination and speed. Spending 48 hours over 6 days (or fewer) reading and following the book’s regimen increases your Dexterity score and your maximum Dexterity score by 2\\. The manual then becomes a mundane item for a century before it regains its magic.", "rarity": "Very Rare", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "manual-of-the-lesser-golem", "name": "Manual of the Lesser Golem", "type": "Wondrous item", "desc": "A manual of the lesser golem can be found in a book, on a scroll, etched into a piece of stone or metal, or scribed on any other medium that holds words, runes, and arcane inscriptions. Each manual of the lesser golem describes the materials needed and the process to be followed to create one type of lesser golem. The GM chooses the type of lesser golem detailed in the manual or determines the golem type randomly. To decipher and use the manual, you must be a spellcaster with at least one 2nd-level spell slot. You must also succeed on a DC 10 Intelligence (Arcana) check at the start of the first day of golem creation. If you fail the check, you must wait at least 24 hours to restart the creation process, and you take 3d6 psychic damage that can be regained only after a long rest. A lesser golem created via a manual of the lesser golem is not immortal. The magic that keeps the lesser golem intact gradually weakens until the golem finally falls apart. A lesser golem lasts exactly twice the number of days it takes to create it (see below) before losing its power. Once the golem is created, the manual is expended, the writing worthless and incapable of creating another. The statistics for each lesser golem can be found in the Creature Codex. | dice: 1d20 | Golem | Time | Cost |\n| ---------- | ---------------------- | ------- | --------- |\n| 1-7 | Lesser Hair Golem | 2 days | 100 gp |\n| 8-13 | Lesser Mud Golem | 5 days | 500 gp |\n| 14-17 | Lesser Glass Golem | 10 days | 2,000 gp |\n| 18-20 | Lesser Wood Golem | 15 days | 20,000 gp |", "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": "manual-of-vine-golem", "name": "Manual of Vine Golem", "type": "Wondrous item", "desc": "This tome contains information and incantations necessary to make a Vine Golem (see Tome of Beasts 2). To decipher and use the manual, you must be a druid with at least two 3rd-level spell slots. A creature that can't use a manual of vine golems and attempts to read it takes 4d6 psychic damage. To create a vine golem, you must spend 20 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also use powders made from rare plants and crushed gems worth 30,000 gp to create the vine golem, all of which are consumed in the process. Once you finish creating the vine golem, the book decays into ash. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.", "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": "mapping-ink", "name": "Mapping Ink", "type": "Wondrous item", "desc": "This viscous ink is typically found in 1d4 pots, and each pot contains 3 doses. You can use an action to pour one dose of the ink onto parchment, vellum, or cloth then fold the material. As long as the ink-stained material is folded and on your person, the ink captures your footsteps and surroundings on the material, mapping out your travels with great precision. You can unfold the material to pause the mapping and refold it to begin mapping again. Deduct the time the ink maps your travels in increments of 1 hour from the total mapping time. Each dose of ink can map your travels for 8 hours.", "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": "marble-of-direction-a5e", "name": "Marble of Direction", "type": "Wondrous Item", "desc": "This seemingly ordinary marble is very susceptible to air currents as though it were only a fraction of its true weight. When placed on a flat horizontal surface, such as the floor of a room or chamber, the marble rolls in the direction of the current path of air currents around it.\n\nThe marble has 1 charge. You can use an action to speak its command word while placing the marble on a flat horizontal surface, expending 1 charge. The marble rolls towards the direction of the nearest exit of the chamber it is placed in, ultimately coming to rest against the nearest exit (regardless of air currents). The delicate calibration of the marble is destroyed and it becomes a mundane item.", "rarity": "Common", "requires_attunement": "", "document__slug": "a5e", "document__title": "Level Up Advanced 5e", "document__url": "https://a5esrd.com/a5esrd" }, { "slug": "marvelous-clockwork-mallard", "name": "Marvelous Clockwork Mallard", "type": "Wondrous item", "desc": "This intricate clockwork recreation of a Tiny duck is fashioned of brass and tin. Its head is painted with green lacquer, the bill is plated in gold, and its eyes are small chips of black onyx. You can use an action to wind the mallard's key, and it springs to life, ready to follow your commands. While active, it has AC 13, 18 hit points, speed 25 ft., fly 40 ft., and swim 30 ft. If reduced to 0 hit points, it becomes nonfunctional and can't be activated again until 24 hours have passed, during which time it magically repairs itself. If damaged but not disabled, it regains any lost hit points at the next dawn. It has the following additional properties, and you choose which property to activate when you wind the mallard's key.", "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": "