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=18
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=19",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=slug&page=17",
    "results": [
        {
            "slug": "mug-of-merry-drinking",
            "name": "Mug of Merry Drinking",
            "type": "Wondrous item",
            "desc": "While you hold this broad, tall mug, any liquid placed inside it warms or cools to exactly the temperature you want it, though the mug can't freeze or boil the liquid. If you drop the mug or it is knocked from your hand, it always lands upright without spilling its contents.",
            "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": "mug-of-warming-a5e",
            "name": "Mug of Warming",
            "type": "Wondrous Item",
            "desc": "This quilted-patterned mug is perfect for cold winter nights or when caffeinated beverages are a morning necessity. Any liquid poured into the mug is instantly warmed to a piping hot temperature, remaining hot even when poured out. The mug has no effect on any form of magical liquids poured into it.\n\nThe mug has 3 charges and regains 1 charge each dawn. You can use an action to expend 1 charge, splashing the contents of the mug into a 5-foot square in a conflagration of flame. Creatures and objects in the area make a DC 10 Dexterity _saving throw_ , taking 1d4 fire damage on a failure. If you expend the last charge, roll a d20\\. On a result of 5 or less, the mug loses its warming properties 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": "murderous-straight-razor-a5e",
            "name": "Murderous Straight Razor",
            "type": "Weapon",
            "desc": "This otherwise gleaming implement has dark stains that cannot be polished or scrubbed off. You gain a +2 bonus to _attack and damage rolls_  made with this razor. A number of times per day equal to half your proficiency bonus, when you hit with a melee attack you can use a bonus action to channel the inherent hatred of the razor, dealing 2d6 necrotic damage.\n\n_**Curse.**_ Once attuned to this weapon, you are _cursed_  until you are targeted by _remove curse_ or similar magic. Your appearance and manner have a hint of murderous rage at all times, giving you _disadvantage_  on Charisma checks and making beasts hostile towards you. Additionally, you have disadvantage on attack rolls with any other weapon and must make a DC 14 Wisdom _saving throw_  to willingly part with the razor, even temporarily.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "mutineers-blade",
            "name": "Mutineer's Blade",
            "type": "Weapon",
            "desc": "This finely balanced scimitar has an elaborate brass hilt. You gain a +2 bonus on attack and damage rolls made with this magic weapon. You can use a bonus action to speak the scimitar's command word, causing the blade to shed bright green light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you drop or sheathe the scimitar. When you roll a 20 on an attack roll made with this weapon, the target is overcome with the desire for mutiny. On the target's next turn, it must make one attack against its nearest ally, then the effect ends, whether or not the attack was successful.",
            "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": "nameless-cults",
            "name": "Nameless Cults",
            "type": "Wondrous item",
            "desc": "This dubious old book, bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the monologue of a maniac, illustrated with unsettling glyphs and filled with fluctuating moments of vagueness and clarity. The tome is a spellbook that contains the following spells, all of which can be found in the Mythos Magic Chapter of Deep Magic for 5th Edition: black goat's blessing, curse of Yig, ectoplasm, eldritch communion, emanation of Yoth, green decay, hunger of Leng, mind exchange, seed of destruction, semblance of dread, sign of Koth, sleep of the deep, summon eldritch servitor, summon avatar, unseen strangler, voorish sign, warp mind and matter, and yellow sign. At the GM's discretion, the tome can contain other spells similarly related to the Great Old Ones. While attuned to the book, you can reference it whenever you make an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When doing so, your proficiency bonus for that check is doubled.",
            "rarity": "legendary",
            "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": "nautilus-a5e",
            "name": "Nautilus",
            "type": "Wondrous Item",
            "desc": "  \nThis vessel at first appears to be a Gargantuan sea monster 230 feet long by 30 feet in height and width, its body covered in hard reflective scales. Along the top there is a hidden catch, which can be found with a successful DC 23 Intelligence (Investigation) check. Releasing the catch unlocks a hatch revealing a cylinder wide enough for a Medium creature to crawl inside. The _Nautilus_ is a Gargantuan object with the following statistics:\n\n**Armor Class:** 25  \n**Hit Points:** 400 (damage threshold 20)  \n**Speed** swim 200 ft. (can turn a maximum of 15 degrees in a round)  \n**Damage Immunities** poison, psychic  \n**Crew Capacity** 25; **Passenger Capacity** 600  \n**Travel Pace** 58 miles per hour (460 miles per day)\n\nTo be used as a vehicle, the _Nautilus_ requires one pilot at the helm. While the hatch is closed, the compartment is airtight and watertight.\n\nThe steel submarine holds enough air for 15,000 hours of breathing, divided by the number of breathing creatures inside (at most 625 for 24 hours). There are 2 decks of interior compartments, most of which are 6 feet high. Interior doors are airtight, have AC 20 and 50 hit points, and can be bypassed with DC 18 Dexterity (thieves’ tools) checks or DC 25 Strength checks.\n\nThe _Nautilus_ floats on water. It can also go underwater to a depth of 9,000 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.\n\nA creature at the helm can use an action to pilot the _Nautilus_ by making a DC 18 Intelligence (vehicle \\[water\\]) check, with disadvantage if there are no other creatures controlling the ballasts, hydraulics, and sensors (each an action), or with _advantage_  if each position has a creature helping. On a success, the pilot can double the effects of any acceleration, deceleration, or turning they make with the _Nautilus_ on their turn. In addition, the pilot can send the submarine careening into a creature or object, making an attack roll as usual.\n\n_**Prow.** Melee Weapon Attack:_ +12 to hit, reach 20 ft., one target. _Hit:_ 34 (8d6+6) piercing damage. On a natural 1, the Nautilus takes 34 (8d6+6) bludgeoning damage.\n\nAny creature in the command room can pull a lever to activate its function, but the _Nautilus_ only responds to the first 8 levers pulled in a round, and a lever only performs a function once per round. While traveling forward the lever to travel backwards does not function, and while traveling backward the level to travel forwards does not function. After each use, a lever goes back to its neutral position.\n\n__Nautilus Controls__\n| Lever | Up                                                                                                                                                              | Down                                                                        |\n| ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------- |\n| 1     | Forward window shutter opens.                                                                                                                                   | Forward window shutter closes.                                              |\n| 2     | Side window shutters open (20 per side).                                                                                                                        | Side window shutters close (20 per side).                                   |\n| 3     | Two manipulator arms extend from the front of the Nautilus.                                                                                                     | The manipulator arms retract.                                               |\n| 4     | Each extended manipulator arm makes the following _melee weapon attack_: +12 to hit, reach 15 ft., one target. _Hit_: The target is _grappled_  (escape DC 20). | One or both extended manipulator arms release what they are holding.        |\n| 5     | The _Nautilus_ accelerates forward, increasing its speed by 20 feet (to a maximum of 200 feet).                                                                 | The _Nautilus_ decelerates, reducing its speed by 50 feet (minimum 0 feet). |\n| 6     | The _Nautilus_ accelerates backward, increasing its speed by 20 feet (to a maximum of 200 feet).                                                                | The _Nautilus_ decelerates, reducing its speed by 50 feet (minimum 0 feet). |\n| 7     | The _Nautilus_ turns 15 degrees left.                                                                                                                           | The _Nautilus_ turns 15 degrees right.                                      |\n| 8     | Eyelike fixtures emit bright light in a 300-foot radius and dim light for an additional 150 feet.                                                               | The light turns off.                                                        |\n| 9     | The _Nautilus_ sinks as much as 50 feet in liquid.                                                                                                              | The _Nautilus_ rises up to 50 feet in liquid.                               |\n| 10    | The top hatch unseals and opens.                                                                                                                                | The top hatch closes and seals.                                             |",
            "rarity": "Artifact",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-adaptation",
            "name": "Necklace of Adaptation",
            "type": "Wondrous item",
            "desc": "While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as _cloudkill_ and _stinking cloud_ effects, inhaled poisons, and the breath weapons of some dragons).",
            "rarity": "uncommon",
            "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": "necklace-of-adaptation-a5e",
            "name": "Necklace of Adaptation",
            "type": "Wondrous Item",
            "desc": "While wearing this finely-woven necklace, you can breathe normally in any environment and you have _advantage_  on _saving throws_  made against harmful gases, vapors, and other inhaled effects.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-fireballs",
            "name": "Necklace of Fireballs",
            "type": "Wondrous item",
            "desc": "This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level _fireball_ spell (save DC 15).\n\nYou can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the _fireball_ by 1 for each bead beyond the first.",
            "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": "necklace-of-fireballs-a5e",
            "name": "Necklace of Fireballs",
            "type": "Wondrous Item",
            "desc": "This gorgeous necklace is affixed with 1d6+3 beads that radiate power. You can use an action to hurl a bead up to 60 feet. When the bead lands it detonates as a 3rd-level __fireball_ (save DC 15). \n\nYou can hurl multiple beads with the same action, increasing the spell level of the __fireball_  by 1 for each bead beyond the first.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-hunger-a5e",
            "name": "Necklace of Hunger",
            "type": "Wondrous Item",
            "desc": "While you are attuned to and wearing this necklace of serrated teeth, you gain a bite natural weapon attack that deals 1d6 magical piercing damage, and you cannot become _diseased_  or _poisoned_  from anything you eat or drink.\n\nIn addition, you may eat anything organic that can reasonably fit in your mouth without difficulty (or regard for taste) and gain sustenance from doing so as if you have consumed a normal meal. \n\n**Curse.** Your appearance and aura carries a hint of malice and despair. You have _disadvantage_  on Charisma checks and beasts are hostile towards you.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necklace-of-prayer-beads",
            "name": "Necklace of Prayer Beads",
            "type": "Wondrous item",
            "desc": "This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.\n\nSix types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.\n\n| d20   | Bead of...   | Spell                                         |\n|-------|--------------|-----------------------------------------------|\n| 1-6   | Blessing     | Bless                                         |\n| 7-12  | Curing       | Cure wounds (2nd level) or lesser restoration |\n| 13-16 | Favor        | Greater restoration                           |\n| 17-18 | Smiting      | Branding smite                                |\n| 19    | Summons      | Planar ally                                   |\n| 20    | Wind walking | Wind walk                                     |",
            "rarity": "rare",
            "requires_attunement": "requires attunement by a cleric, druid, or paladin",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "necklace-of-prayer-beads-a5e",
            "name": "Necklace of Prayer Beads",
            "type": "Wondrous Item",
            "desc": "This many-beaded necklace helps mark prayers. Of the many types of gemstone beads, 1d4+2 are magical and can be removed from the necklace as a bonus action to cast a spell (described on Table: Necklace of Prayer Beads). There are 6 types of magic beads, and which are on the necklace are randomly determined or chosen by the Narrator.\n\nA necklace can have multiple beads of the same type. To use a bead, you must be wearing the necklace, and if it requires a spell save you use your spell save DC. Once a bead has been used, it loses its magic until the next dawn\n\n__**Table: Necklace of Prayer Beads**__\n| **d20** | **Bead of**  | **Spell**                                         |\n| ------- | ------------ | ------------------------------------------------- |\n| 1-6     | Blessing     | __bless_                                          |\n| 7-12    | Curing       | __cure wounds  (2nd-level) or lesser restoration_ |\n| 13-16   | Favor        | __greater restoration_                            |\n| 17-18   | Invigorating | __invigorated strikes_                            |\n| 19      | Summons      | __planar ally_                                    |\n| 20      | Wind         | __wind walk_                                      |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "necromantic-ink",
            "name": "Necromantic Ink",
            "type": "Wondrous item",
            "desc": "The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink's magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.",
            "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": "neutralizing-bead",
            "name": "Neutralizing Bead",
            "type": "Wondrous item",
            "desc": "This hard, gritty, flavorless bead can be dissolved in liquid or powdered between your fingers and sprinkled over food. Doing so neutralizes any poisons that may be present. If the food or liquid is poisoned, it takes on a brief reddish hue where it makes contact with the bead as the bead dissolves. Alternatively, you can chew and swallow the bead and gain the effects of an antitoxin.",
            "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": "nine-lives-stealer",
            "name": "Nine Lives Stealer",
            "type": "Weapon (any sword)",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.",
            "rarity": "very 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": "nine-lives-stealer-a5e",
            "name": "Nine Lives Stealer",
            "type": "Weapon",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this magic sword.\n\nThe sword has 1d8+1 charges. When you use the sword to score a critical hit against a creature that is not a construct or undead, if it has less than 100 hit points it makes a DC 15 Constitution _saving throw_  or it instantly dies as the sword rips the life force out of it. Each time a creature is killed in this manner the sword expends a charge. When all its charges are gone, the sword loses this property. ",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ninefold-swarmdagger",
            "name": "Ninefold Swarmdagger",
            "type": "Weapon (dagger)",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n  When you hit a creature with this weapon, you can use a bonus action to launch ghostly duplicates of the dagger at nearby creatures. Ghostly duplicates of the dagger fly at up to three creatures you can see within 30 feet of the creature you hit. Make a ranged attack with this dagger at each target. On a hit, a target takes 1d4 force damage. Once you hit six creatures with these ghostly daggers, you can’t launch ghostly daggers from this weapon again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "nithing-pole",
            "name": "Nithing Pole",
            "type": "Wondrous item",
            "desc": "This pole is crafted to exact retribution for an act of cowardice or dishonor. It's a sturdy wooden stave, 6 to 10 feet long, carved with runes that name the dishonored target of the pole's curse. The carved shaft is draped in horsehide, topped with a horse's skull, and placed where its target is expected to pass by. Typically, the pole is driven into the ground or wedged into a rocky cleft in a remote spot where the intended victim won't see it until it's too late. The pole is created to punish a specific person for a specific crime. The exact target must be named on the pole; a generic identity such as “the person who blinded Lars Gustafson” isn't precise enough. The moment the named target approaches within 333 feet, the pole casts bestow curse (with a range of 333 feet instead of touch) on the target. The DC for the target's Wisdom saving throw is 15. If the saving throw is successful, the pole recasts the spell at the end of each round until the saving throw fails, the target retreats out of range, or the pole is destroyed. Anyone other than the pole's creator who tries to destroy or knock down the pole is also targeted by a bestow curse spell, but only once. The effect of the curse is set when the pole is created, and the curse lasts 8 hours without requiring concentration. The pole becomes nonmagical once it has laid its curse on its intended target. An untriggered and forgotten nithing pole remains dangerous for centuries.",
            "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": "nullifiers-lexicon",
            "name": "Nullifier's Lexicon",
            "type": "Wondrous item",
            "desc": "This book has a black leather cover with silver bindings and a silver front plate. Void Speech glyphs adorn the front plate, which is pitted and tarnished. The pages are thin sheets of corrupted brass and are inscribed with more blasphemous glyphs. While you are attuned to the lexicon, you can speak, read, and write Void Speech, and you know the crushing curse* cantrip. At the GM's discretion, you know the chill touch cantrip instead.",
            "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": "oakwood-wand",
            "name": "Oakwood Wand",
            "type": "Wand",
            "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend 1 charge as an action to cast the detect poison and disease spell from it. When you cast a spell that deals cold damage while using this wand as your spellcasting focus, the spell deals 1 extra cold damage.",
            "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": "oathbow",
            "name": "Oathbow",
            "type": "Weapon (longbow)",
            "desc": "When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.\n\nWhen you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.\n\nWhile your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.",
            "rarity": "very 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": "oathbow-a5e",
            "name": "Oathbow",
            "type": "Weapon",
            "desc": "This bow whispers its urgent desire for the quick defeat of your enemies in Elvish when you nock an arrow. When you use this bow to make a _ranged weapon attack_  against a creature, you can swear an oath against the target of your attack and make it your sworn enemy until its death or dawn seven days later. You may choose a new sworn enemy following the next dawn after your current sworn enemy dies. \n\nYour ranged weapon attacks using this bow have advantage against your sworn enemy, and your sworn enemy cannot gain benefit from cover other than _total cover_ . You do not have _disadvantage_  on ranged weapon attacks with the bow that are at long range as long as your sworn enemy is your target, and on a hit your sworn enemy takes an extra 3d6 piercing damage.\n\nYou have _disadvantage_  on attacks made with weapons other than this bow while your sworn enemy lives.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "obsidian-butterfly-knife-a5e",
            "name": "Obsidian Butterfly Knife",
            "type": "Weapon",
            "desc": "Made of razor-sharp obsidian, this finely-balanced blade glows faintly with deep purple light. \n\nYou gain a +1 bonus to attack and damage rolls made with this dagger. \n\nYou can use an action to cause the dagger’s inner light to brighten, glowing like the corona of an eclipsed sun. This glow lasts for 1 minute or until you use it to deal damage to a creature. That creature makes a DC 12 Constitution _saving throw_  or it takes 3d6 necrotic damage and is unable to regain hit points for 1 minute. If this damage reduces the target to 0 hit points, the target immediately dies and 1d4 rounds later its body explodes into a swarm of obsidian butterflies that completely eviscerate the corpse, leaving only the heart behind. The dagger can’t be used this way again until it is exposed to a new sunrise.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "octopus-bracers",
            "name": "Octopus Bracers",
            "type": "Wondrous item",
            "desc": "These bronze bracers are etched with depictions of frolicking octopuses. While wearing these bracers, you can use an action to speak their command word and transform your arms into tentacles. You can use a bonus action to repeat the command word and return your arms to normal. The tentacles are natural melee weapons, which you can use to make unarmed strikes. Your reach extends by 5 feet while your arms are tentacles. When you hit with a tentacle, it deals bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier (your choice). If you hit a creature of your size or smaller than you, it is grappled. Each tentacle can grapple only one target. While grappling a target with a tentacle, you can't attack other creatures with that tentacle. While your arms are tentacles, you can't wield weapons that require two hands, and you can't wield shields. In addition, you can't cast a spell that has a somatic component. When the bracers' property has been used for a total of 10 minutes, the magic ceases to function until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "oculi-of-the-ancestor",
            "name": "Oculi of the Ancestor",
            "type": "Wondrous item",
            "desc": "An intricately depicted replica of an eyeball, right down to the blood vessels and other fine details, this item is carved from sacred hardwoods by soothsayers using a specialized ceremonial blade handcrafted specifically for this purpose. When you use an action to place the orb within the eye socket of a skull, it telepathically shows you the last thing that was experienced by the creature before it died. This lasts for up to 1 minute and is limited to only what the creature saw or heard in the final moments of its life. The orb can't show you what the creature might have detected using another sense, such as tremorsense.",
            "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": "odd-bodkin",
            "name": "Odd Bodkin",
            "type": "Dagger",
            "desc": "This dagger has a twisted, jagged blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature other than a construct or an undead with this weapon, it loses 1d4 hit points at the start of each of its turns from a jagged wound. Each time you successfully hit the wounded target with this dagger, the damage dealt by the wound increases by 1d4. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the wounded creature receives magical healing.",
            "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": "odorless-oil",
            "name": "Odorless Oil",
            "type": "Potion",
            "desc": "This odorless, colorless oil can cover a Medium or smaller object or creature, along with the equipment the creature is wearing or carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected target gives off no scent, can't be tracked by scent, and can't be detected with Wisdom (Perception) checks that rely on smell.",
            "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": "ogres-pot",
            "name": "Ogre's Pot",
            "type": "Wondrous item",
            "desc": "This cauldron boils anything placed inside it, whether venison or timber, to a vaguely edible paste. A spoonful of the paste provides enough nourishment to sustain a creature for one day. As a bonus action, you can speak the pot's command word and force it to roll directly to you at a speed of 40 feet per round as long as you and the pot are on the same plane of existence. It follows the shortest possible path, stopping when it moves to within 5 feet of you, and it bowls over or knocks down any objects or creatures in its path. A creature in its path must succeed on a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. When this magic pot comes into contact with an object or structure, it deals 4d6 bludgeoning damage. If the damage doesn't destroy or create a path through the object or structure, the pot continues to deal damage at the end of each round, carving a path through the obstacle.",
            "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": "oil-of-concussion",
            "name": "Oil of Concussion",
            "type": "Potion",
            "desc": "You can apply this thick, gray oil to one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.",
            "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": "oil-of-cosmetic-enhancement-a5e",
            "name": "Oil of Cosmetic Enhancement",
            "type": "Potion",
            "desc": "After spending 10 minutes massaging this oil into an item smaller than a 5-foot cube, it permanently changes the item’s cosmetic appearance. This might change the item’s colors, add intricate designs, or make it blend into its environment. The oil causes no damage and leaves no residue, and it only works on nonmagical items made out of natural materials (such as cotton, parchment, stone, or wood).",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "oil-of-defoliation",
            "name": "Oil of Defoliation",
            "type": "Potion",
            "desc": "Sometimes known as weedkiller oil, this greasy amber fluid contains the crushed husks of dozens of locusts. One vial of the oily substance can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item deals an extra 1d6 necrotic damage to plants or plant creatures on a successful hit. The oil can also be applied directly to a willing, restrained, or immobile plant or plant creature. In this case, the substance deals 4d6 necrotic damage, which is enough to kill most ordinary plant life smaller than a large tree.",
            "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": "oil-of-etherealness",
            "name": "Oil of Etherealness",
            "type": "Potion",
            "desc": "Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. 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 then gains the effect of the _etherealness_ spell for 1 hour.",
            "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": "oil-of-etherealness-a5e",
            "name": "Oil of Etherealness",
            "type": "Potion",
            "desc": "This misty white solution has turned to vapor in its vial, becoming liquid again when shaken. You can spend 10 minutes applying the ephemeral substance to a Medium or smaller creature, as well as its gear. One additional vial is required for each size category above Medium. A creature covered in the oil becomes ethereal (as the __etherealness_  spell) for 1 hour.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "oil-of-extreme-bludgeoning",
            "name": "Oil of Extreme Bludgeoning",
            "type": "Potion",
            "desc": "This viscous indigo-hued oil smells of iron. The oil can coat one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical, has a +1 bonus to attack and damage rolls, and deals an extra 1d4 force damage on a hit.",
            "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": "oil-of-numbing",
            "name": "Oil of Numbing",
            "type": "Potion",
            "desc": "This astringent-smelling oil stings slightly when applied to flesh, but the feeling quickly fades. The oil can cover a Medium or smaller creature (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected creature has advantage on Constitution saving throws to maintain its concentration on a spell when it takes damage, and it has advantage on ability checks and saving throws made to endure pain. However, the affected creature's flesh is slightly numbed and senseless, and it has disadvantage on ability checks that require fine motor skills or a sense of touch.",
            "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": "oil-of-sharpening",
            "name": "Oil of Sharpening",
            "type": "Potion",
            "desc": "You can apply this fine, silvery oil to one piercing or slashing weapon or up to 5 pieces of piercing or slashing ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.",
            "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": "oil-of-sharpness",
            "name": "Oil of Sharpness",
            "type": "Potion",
            "desc": "This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.",
            "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": "oil-of-sharpness-a5e",
            "name": "Oil of Sharpness",
            "type": "Potion",
            "desc": "It takes 1 minute to use this glittering oil to cover a weapon that deals slashing or piercing damage, or 5 pieces of ammunition that deals slashing or piercing damage. For 1 hour the weapon or ammunition is magical, and when using it you gain a +3 bonus to attack and damage rolls.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "oil-of-slipperiness",
            "name": "Oil of Slipperiness",
            "type": "Potion",
            "desc": "This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. 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 then gains the effect of a _freedom of movement_ spell for 8 hours.\n\nAlternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the _grease_ spell in that area for 8 hours.",
            "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": "oil-of-slipperiness-a5e",
            "name": "Oil of Slipperiness",
            "type": "Potion",
            "desc": "You can spend 10 minutes applying this thick black oil to a Medium or smaller creature, as well as its gear. One additional vial is required for each size category above Medium. A creature covered in the oil gains the effect of a __freedom of movement_ spell for 2 hours. Alternatively, you can use an action to pour the oil on the ground next to you, making a 10-foot square slippery (as the _grease_ spell) for 8 hours.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "oni-mask",
            "name": "Oni Mask",
            "type": "Wondrous item",
            "desc": "This horned mask is fashioned into the fearsome likeness of a pale oni. The mask has 6 charges for the following properties. The mask regains 1d6 expended charges daily at dawn. Spells. While wearing the mask, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): charm person (1 charge), invisibility (2 charges), or sleep (1 charge). Change Shape. You can expend 3 charges as an action to magically polymorph into a Small or Medium humanoid, into a Large giant, or back into your true form. Other than your size, your statistics are the same in each form. The only equipment that is transformed is your weapon, which enlarges or shrinks so that it can be wielded in any form. If you die, you revert to your true form, and your weapon reverts to its normal size.",
            "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": "opera-goers-guise-a5e",
            "name": "Opera-Goer’s Guise",
            "type": "Wondrous Item",
            "desc": "This dashing filigreed white mask translates a song’s meaning directly into your mind. When wearing the _opera-goer’s guise_, you can magically understand any language so long as it is sung. This item has no effect on written or spoken words.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "opus-maleficarum-a5e",
            "name": "Opus Maleficarum",
            "type": "Wondrous Item",
            "desc": "This book looks to have survived a fire. Its pages are browned upon the edges with many corners lost to char. The cover appears to be made from the skin of a reptile, but the blackened scales are cracked from the flames making identification all but impossible. Within, the pages of this book are filled with profane writings, eldritch symbols, and twisted imagery one might associate with a warlock’s book of shadows. Largely illegible, to those of a more martial bent the meanings of strange words become clear.\n\nSpending at least 24 hours over the course of 7 nights reading and practicing the forms and phrases within the _Opus_ allows a reader with access to martial maneuvers to learn a single maneuver from the Eldritch Blackguard combat tradition, as long as it is of a degree they can learn. This does not count against the character’s limit of known combat traditions or maneuvers. Any character capable of casting a cantrip or 1st level spell who reads the _Opus_ also suffers 1 level of _strife_ .\n\nOnce this tome has been read, it becomes a mundane item for one year and a day before it regains its magic",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "oracle-charm",
            "name": "Oracle Charm",
            "type": "Wondrous item",
            "desc": "This small charm resembles a human finger bone engraved with runes and complicated knotwork patterns. As you contemplate a specific course of action that you plan to take within the next 30 minutes, you can use an action to snap the charm in half to gain the benefit of an augury spell. Once used, the charm is destroyed.",
            "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": "orb-of-chaotic-assault-a5e",
            "name": "Orb of Chaotic Assault",
            "type": "Wondrous Item",
            "desc": "This iridescent glass sphere’s color is constantly shifting. When used as an improvised weapon the orb breaks on impact. If the orb shatters against a creature, one randomly determined resistance or immunity the creature has is reduced for 1d6+1 rounds, after which the creature’s defenses return to normal. A creature’s immunity to a damage type changes to resistance to that damage type, or it loses its resistance. Success on a DC 15 Intelligence (Arcana) check reveals what resistance has been affected after the orb is used.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "orb-of-dragonkind",
            "name": "Orb of Dragonkind",
            "type": "Wondrous item",
            "desc": "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five _Orbs of Dragonkind_ (or _Dragon Orbs_) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\n\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\n\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\n\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\n\nWhile attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.\n\nWhile you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts _suggestion_ on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\n\n**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:\n\n* 2 minor beneficial properties\n* 1 minor detrimental property\n* 1 major detrimental property\n\n**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).\n\nYou can also use an action to cast the _detect magic_ spell from the orb without using any charges.\n\n**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\n\n**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.",
            "rarity": "artifact",
            "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": "orb-of-dragonkind-a5e",
            "name": "Orb of Dragonkind",
            "type": "Wondrous Item",
            "desc": "Long ago the souls of five evil dragons were ripped from their corporeal bodies and captured with arcana by mages that sought to end the tyranny of wicked winged serpents. Each is contained within an intricately inscribed crystal globe 10 inches across—though when the magic within is called upon, an orb swells to double its size and glows with a faint light revealing the color of the scales that once belonged to what little remains of the creature that now resides in it. \n\nWhile you are attuned to and holding a_n Orb of Dragonkind,_ you can use an action and speak a command word to attempt to control the draconic soul within by making a DC 15 Charisma check. On a success, you can control the _Orb of Dragonkind,_ or on a failure you are charmed by it. Both effects last until you are no longer attuned to the orb.\n\nWhile you are charmed by the orb, you cannot choose to end your attunement to it. In addition, the orb can innately cast __suggestion_ on you at will (save DC 18) to compel you to commit evil acts that serve its purposes—exacting revenge, attaining its freedom, spread suffering and ruin, encourage the worship of foul draconic deities, collect the other _orbs of dragonkind_, or whatever else the Narrator deems fit. \n\n**Legends and Lore** Success on an Arcana or History check reveals the following:\n\n**DC 15** This is an _Orb of Dragonkind,_ an artifact with the power to control dragons. \n\n**DC 20** Five orbs were made, each containing the soul of an evil dragon.\n\n**DC 25** The orb can summon evil dragons, but does not actually control them.\n\n**Artifact Properties**\n\nAn _Orb of Dragonkind_ has two lesser artifact benefits, one lesser artifact detriment, and one greater artifact detriment.\n\n**Magic**\n\nWhile you are controlling an _Orb of Dragonkind,_ you can use an action to cast detect magic at will. You can also expend 1 or more charges to cast _detect magic_ (no charge), __daylight  (_1 charge), __death ward_  (2 charges), _cure wounds_  (5th-level version, 3 charges), or __scrying_ (save DC 18; 3 charges). \n\n**The orb has 7 charges and regains 1d4 + 3 expended charges each dawn.**\n\n**Call Dragons**\n\nWhile you are controlling an _Orb of Dragonkind_, you can use an action to send a telepathic message in a 40-mile radius. Evil dragons that are mortal and in the area are compelled to take the quickest and most direct route to the orb, though they may not be friendly or pleased with being forced to answer the call. Once this property has been used, you cannot use it again for 1 hour.\n\n**Destroying an Orb**\n\nDespite its glass appearance, an _Orb of Dragonkind_ is immune to most types of damage (including draconic breath weapons and natural attacks), but they can be destroyed by the __disintegrate_ spell or a single strike from a weapon with a +3 magical bonus to attack and damage rolls.",
            "rarity": "Artifact",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "orb-of-elsewhere-a5e",
            "name": "Orb of Elsewhere",
            "type": "Wondrous Item",
            "desc": "This crystalline orb is filled with dense smoke that constantly changes color. While holding the orb, you can use an action and speak its command word to open a portal to a random location on a plane from the Orb of Elsewhere table. The portal remains open either until the next dawn on your original Material Plane, or until you use an action to speak the command word to close it.\n\nOnce the portal is closed, the orb remains at the entry point to that plane. If at the end of the duration the orb has not been used to create a portal of return, it teleports to a random point on its plane of origin (leaving any creatures that traveled through the portal stranded).\n\nThe orb’s destination changes at dawn on your Material Plane each day, and its portal never goes to the same location twice in a row.\n\n__**Table: Orb of Elsewhere**__\n| **d12** | **Plane**      |\n| ------- | -------------- |\n| 1       | Plane of Air   |\n| 2       | Plane of Earth |\n| 3       | Plane of Water |\n| 4       | Plane of Fire  |\n| 5       | Plane of Death |\n| 6       | Plane of Life  |\n| 7       | Plane of Space |\n| 8       | Plane of Time  |\n| 9       | Ethereal Plane |\n| 10      | Astral Plane   |\n| 11      | Dreaming       |\n| 12      | Bleak Gate     |",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "orb-of-enthralling-patterns",
            "name": "Orb of Enthralling Patterns",
            "type": "Wondrous item",
            "desc": "This plain, glass orb shimmers with iridescence. While holding this orb, you can use an action to speak its command word, which causes it to levitate and emit multicolored light. Each creature other than you within 10 feet of the orb must succeed on a DC 13 Wisdom saving throw or look at only the orb for 1 minute. For the duration, a creature looking at the orb has disadvantage on Wisdom (Perception) checks to perceive anything that is not the orb. Creatures that failed the saving throw have no memory of what happened while they were looking at the orb. Once used, the orb can't be used again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        }
    ]
}