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=19
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=20",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=slug&page=18",
    "results": [
        {
            "slug": "orb-of-obfuscation",
            "name": "Orb of Obfuscation",
            "type": "Potion",
            "desc": "Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb's effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can’t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation. In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check.",
            "rarity": "varies",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "orb-of-the-dragon-breaker-a5e",
            "name": "Orb of the Dragon Breaker",
            "type": "Wondrous Item",
            "desc": "This iridescent glass sphere resembles a soap bubble tinted the color of the dragon scale used to create it. When used as an improvised weapon the orb breaks on impact. If the orb shatters against a creature, the creature’s immunity or resistance to a damage type associated with the dragon scale used in the orb’s creation (fire for a red dragon scale, acid for a green dragon scale, and so on) is either reduced from immunity to a damage type to resistance to the same damage type, or it loses its resistance. The orb’s effects last for 1d6+1 rounds, after which the creature’s defenses return to normal.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "organizer-gremlin-a5e",
            "name": "Organizer Gremlin",
            "type": "Wondrous Item",
            "desc": "This small black pocketbook comes with a tiny ethereal gold goblinoid who holds a cheap pen and eagerly awaits your instructions. Roughly half of this 120 page book is blank scratch paper, and the other half is a calendar of the current year. The gremlin writes down anything you ask it to and even takes down dictation if requested. It will also mark reminders in the calendar and circle dates. Despite its love for writing however, its penmanship is quite poor, it doesn’t actually understand what anything it’s writing actually means, and any word with 3 or more syllables is always misspelled. Accurately understanding anything the gremlin has written requires a DC 10 Intelligence check. ",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "osseous-plate-a5e",
            "name": "Osseous Plate",
            "type": "Armor",
            "desc": "This medium armor is made from the bones of several humanoids—ribs, shoulder, femurs and many others have been bound in leather and fused with necromantic magic—and while donned it imparts a touch of undeath to the wearer. While wearing this armor, you gain resistance to poison and necrotic damage, but also vulnerability to bludgeoning damage. As a bonus action, you can make the bones rattle to gain _advantage_  on the next Intimidation check you make this turn against a humanoid. It is in all other ways similar to chain mail, except that you don’t have _disadvantage_  on Stealth checks while wearing it.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "osseous-warhammer-a5e",
            "name": "Osseous Warhammer",
            "type": "Weapon",
            "desc": "Attacks made using this grim-looking weapon do both physical and supernatural harm. You can use a bonus action to let the weapon feed off your life force. While activated, whenever you successfully hit with the warhammer you deal an additional 1d6 necrotic damage, but also take 1d4 cold damage. This effect lasts until deactivated by using another bonus action or letting go of the weapon. ",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ouroboros-amulet",
            "name": "Ouroboros Amulet",
            "type": "Wondrous item",
            "desc": "Carved in the likeness of a serpent swallowing its own tail, this circular jade amulet is frequently worn by serpentfolk mystics and the worshippers of dark and forgotten gods. While wearing this amulet, you have advantage on saving throws against being charmed. In addition, you can use an action to cast the suggestion spell (save DC 13). The amulet can't be used this way again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "pact-paper",
            "name": "Pact Paper",
            "type": "Scroll",
            "desc": "This smooth paper is like vellum but is prepared from dozens of scales cast off by a Pact Drake (see Creature Codex). A contract can be inked on this paper, and the paper limns all falsehoods on it with a fiery glow. A command word clears the paper, allowing for several drafts. Another command word locks the contract in place and leaves space for signatures. Creatures signing the contract are afterward bound by the contract with all other signatories alerted when one of the signatories breaks the contract. The creature breaking the contract must succeed on a DC 15 Charisma saving throw or become blinded, deafened, and stunned for 1d6 minutes. A creature can repeat the saving throw at the end of each of minute, ending the conditions on itself on a success. After the conditions end, the creature has disadvantage on saving throws until it finishes a long rest. Once a contract has been locked in place and signed, the paper can't be cleared. If the contract has a duration or stipulation for its end, the pact paper is destroyed when the contract ends, releasing all signatories from any further obligations and immediately ending any effects on them.",
            "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": "paired-gauntlets-of-striking",
            "name": "Paired Gauntlets of Striking",
            "type": "Wondrous item",
            "desc": "These leather gloves are reinforced with steel plates and decorated with images of two humanoids fighting side-by-side. While you and another creature are each wearing one of the gauntlets and are each within 5 feet of the same creature, you both have advantage on the first attack roll you make against that creature on each of your turns.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "paramours-daisy-a5e",
            "name": "Paramour’s Daisy",
            "type": "Wondrous Item",
            "desc": "This bright yellow daisy never wilts or fades. The daisy has exactly 20 petals when you first receive it. \n\nWhile the daisy has an even number of petals, both your personality and physical appearance become vibrant. You gain an expertise die on Persuasion checks, but you have _disadvantage_  on Stealth checks. \n\nWhile the daisy has an odd number of petals, your presence fades into the background. You gain an expertise die on Stealth checks, but you have _disadvantage_  on Persuasion checks.\n\nYou can use an action to pluck one petal from the daisy. The daisy loses its magic once you remove its final petal.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "parasol-of-temperate-weather",
            "name": "Parasol of Temperate Weather",
            "type": "Wondrous item",
            "desc": "This fine, cloth-wrapped 2-foot-long pole unfolds into a parasol with a diameter of 3 feet, which is large enough to cover one Medium or smaller creature. While traveling under the parasol, you ignore the drawbacks of traveling in hot weather or a hot environment. Though it protects you from the sun's heat in the desert or geothermal heat in deep caverns, the parasol doesn't protect you from damage caused by super-heated environments or creatures, such as lava or an azer's Heated Body trait, or magic that deals fire damage, such as the fire bolt spell.",
            "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": "parasol-of-the-blade-a5e",
            "name": "Parasol of the Blade",
            "type": "Weapon",
            "desc": "This appears to be a mundane parasol, with a bird-shaped handle and a delicate lace canopy. As a bonus action, you can say the command word and pull the handle free to draw a blade of light from the shaft of the parasol, with the handle as its hilt. You gain a +1 _bonus to attack and damage rolls_  made with this weapon, which functions as a rapier that deals radiant damage instead of piercing and has the parrying immunity property. You are considered proficient with it as long as you are attuned to the parasol of the blade.\n\nReturning the handle to the parasol requires an action, and if the blade is more than 120 feet from the rest of the parasol, it flickers out and cannot be used until the parasol is whole again.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "pavilion-of-dreams",
            "name": "Pavilion of Dreams",
            "type": "Wondrous item",
            "desc": "This foot-long box is 6 inches wide and 6 inches deep. With 1 minute of work, the box's poles and multicolored silks can be unfolded into a pavilion expansive enough to sleep eight Medium or smaller creatures comfortably. The pavilion can stand in winds of up to 60 miles per hour without suffering damage or collapsing, and its interior remains comfortable and dry no matter the weather conditions or temperature outside. Creatures who sleep within the pavilion are immune to spells and other magical effects that would disrupt their sleep or negatively affect their dreams, such as the monstrous messenger version of the dream spell or a night hag's Nightmare Haunting. Creatures who take a long rest in the pavilion, and who sleep for at least half that time, have shared dreams of future events. Though unclear upon waking, these premonitions sit in the backs of the creatures' minds for the next 24 hours. Before the duration ends, a creature can call on the premonitions, expending them and immediately gaining one of the following benefits.\n- If you are surprised during combat, you can choose instead to not be surprised.\n- If you are not surprised at the beginning of combat, you have advantage on the initiative roll.\n- You have advantage on a single attack roll, ability check, or saving throw.\n- If you are adjacent to a creature that is attacked, you can use a reaction to interpose yourself between the creature and the attack. You become the new target of the attack.\n- When in combat, you can use a reaction to distract an enemy within 30 feet of you that attacks an ally you can see. If you do so, the enemy has disadvantage on the attack roll.\n- When an enemy uses the Disengage action, you can use a reaction to move up to your speed toward that enemy. Once used, the pavilion can't be used again until the next dusk.",
            "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": "pearl-of-diving",
            "name": "Pearl of Diving",
            "type": "Wondrous item",
            "desc": "This white pearl shines iridescently in almost any light. While underwater and grasping the pearl, you have resistance to cold damage and to bludgeoning damage from nonmagical attacks.",
            "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": "pearl-of-power",
            "name": "Pearl of Power",
            "type": "Wondrous item",
            "desc": "While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement by a spellcaster",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "pearl-of-power-a5e",
            "name": "Pearl of Power",
            "type": "Wondrous Item",
            "desc": "While holding this lustrous pearl, you can use an action to speak its command word and regain one expended spell slot of up to 3rd-level. If restoring a higher level slot, the new slot is 3rd-level. Once used, the pearl loses its magic until the next dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "perdita-ravenwings-true-name-a5e",
            "name": "Perdita Ravenwing’s True Name",
            "type": "Wondrous Item",
            "desc": "This slip of parchment contains the magically bound name “Agnes Nittworthy” surrounded by occult symbols and raven feathers. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful and ancient hag beside you for 1 minute. Agnes acts aloof and mysterious but becomes oddly motherly around the young or incompetent. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.\n\nYou can use an action to verbally direct the vision to do any of the following: \n\n* Create ominous noises or effects (as _thaumaturgy_ ).\n* Magically poison up to a pound of food within 5 feet. Any creature that consumes this poisoned food must make a DC 13 Constitution _saving throw_  or become _poisoned_  for 10 minutes.\n* Mimic animal sounds or the voices of specific humanoids. A creature that hears the sounds can tell they are imitations with a successful DC 13 Insight check.\n\nAlternatively, as an action while the vision is summoned you can agree to revoke your claim on Perdita in exchange for her direct assistance. When you do so the parchment crumbles into dust and for the next minute the vision curses a creature of your choice within 30 feet (as __bestow curse_ , save DC 13) after which she disappears. Once you have revoked your claim in this way, you can never invoke Perdita’s true name again.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "perfect-disguise-a5e",
            "name": "Perfect Disguise",
            "type": "Wondrous Item",
            "desc": "This set of novelty glasses has a comically-oversized false nose along with a thick fake mustache and bushy eyebrows. These glasses have 3 charges and regain 1 charge each dawn. While wearing the glasses you can expend 1 charge to cast the spell __disguise self_  (save DC 14). \n\nHowever, you cannot mask the glasses themselves using __disguise self_  in this way—no matter how your disguise looks, it includes the novelty glasses.\n\nIf you expend the last charge, roll a d20\\. On a result of 5 or less, the _perfect disguise_ is glued to your face (as _sovereign glue_ ) and it becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "perfume-vile-a5e",
            "name": "Perfume Vile",
            "type": "Wondrous Item",
            "desc": "You can use a bonus action to spray perfume from this fashionable bottle, immediately dispelling any foul odors on a creature or object of Large size or smaller and leaving behind only the faint smell of peonies that lasts for 1d4 hours. The bottle has enough perfume in it for 20 sprays.\n\nAlternatively, you can use an action to throw the bottle at a point within 30 feet, creating a 20-foot radius sphere of pink gas centered where it hits. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for 1d4 rounds. A creature that enters the area or starts its turn there makes a Constitution _saving throw_  (DC equal to the number of perfume sprays remaining) or it takes 1d4 poison damage and becomes stunned for 1 round. Creatures already wearing the perfume have _advantage_  on this saving throw.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "periapt-of-eldritch-knowledge",
            "name": "Periapt of Eldritch Knowledge",
            "type": "Wondrous item",
            "desc": "This pendant consists of a hollow metal cylinder on a fine, silver chain and is capable of holding one scroll. When you put a spell scroll in the pendant, it is added to your list of known or prepared spells, but you must still expend a spell slot to cast it. If the spell has more powerful effects when cast at a higher level, you can expend a spell slot of a higher level to cast it. If you have metamagic options, you can apply any metamagic option you know to the spell, expending sorcery points as normal. When you cast the spell, the spell scroll isn't consumed. If the spell on the spell scroll isn't on your class's spell list, you can't cast it unless it is half the level of the highest spell level you can cast (minimum level 1). The pendant can hold only one scroll at a time, and you can remove or replace the spell scroll in the pendant as an action. When you remove or replace the spell scroll, you don't immediately regain spell slots expended on the scroll's spell. You regain expended spell slots as normal for your class.",
            "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": "periapt-of-health",
            "name": "Periapt of Health",
            "type": "Wondrous item",
            "desc": "You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.",
            "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": "periapt-of-health-a5e",
            "name": "Periapt of Health",
            "type": "Wondrous Item",
            "desc": "While wearing this pendant, you are immune to _diseases_  (you cannot contract any disease, and the effects if any ongoing diseases are suppressed).",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "periapt-of-proof-against-lies",
            "name": "Periapt of Proof Against Lies",
            "type": "Wondrous item",
            "desc": "A pendant fashioned from the claw or horn of a Pact Drake (see Creature Codex) is affixed to a thin gold chain. While you wear it, you know if you hear a lie, but this doesn't apply to evasive statements that remain within the boundaries of the truth. If you lie while wearing this pendant, you become poisoned for 10 minutes.",
            "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": "periapt-of-proof-against-poison",
            "name": "Periapt of Proof against Poison",
            "type": "Wondrous item",
            "desc": "This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.",
            "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": "periapt-of-proof-against-poison-a5e",
            "name": "Periapt of Proof Against Poison",
            "type": "Wondrous Item",
            "desc": "A slick film surrounds this delicate pendant and makes it shimmer. While wearing this pendant, you are immune to poison damage and the _poisoned_  condition.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "periapt-of-wound-closure",
            "name": "Periapt of Wound Closure",
            "type": "Wondrous item",
            "desc": "While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.",
            "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": "periapt-of-wound-closure-a5e",
            "name": "Periapt of Wound Closure",
            "type": "Wondrous Item",
            "desc": "Engraved with symbols of healing, this warm silver pendant prevents you from dying.\n\n* While wearing this pendant, you automatically stabilize when dying. You may still roll your Death _saving throw_  to try and roll a 20, but may only roll once on each of your turns and no more than three times.\n* Whenever you roll a Hit Die to regain hit points, you regain twice as many as normal.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "pestilent-spear",
            "name": "Pestilent Spear",
            "type": "Weapon",
            "desc": "The head of this spear is deadly sharp, despite the rust and slimy residue on it that always accumulate no matter how well it is cleaned. When you hit a creature with this magic weapon, it must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease.",
            "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": "phase-arrow",
            "name": "Phase Arrow",
            "type": "Weapon (arrow)",
            "desc": "When you make a ranged attack with this arrow, the attack ignores half and three-quarters cover as the arrow dips briefly into the Plane of Shadow on its way to the target. If the target has full cover and you are aware the target is in a particular space, you can fire this arrow at the target with disadvantage on the attack roll.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "phase-mirror",
            "name": "Phase Mirror",
            "type": "Wondrous item",
            "desc": "Unlike other magic items, multiple creatures can attune to the phase mirror by touching it as part of the same short rest. A creature remains attuned to the mirror as long as it is on the same plane of existence as the mirror or until it chooses to end its attunement to the mirror during a short rest. Phase mirrors look almost identical to standard mirrors, but their surfaces are slightly clouded. These mirrors are found in a variety of sizes, from handheld to massive disks. The larger the mirror, the more power it can take in, and consequently, the more creatures it can affect. When it is created, a mirror is connected to a specific plane. The mirror draws in starlight and uses that energy to move between its current plane and its connected plane. While holding or touching a fully charged mirror, an attuned creature can use an action to speak the command word and activate the mirror. When activated, the mirror transports all creatures attuned to it to the mirror's connected plane or back to the Material Plane at a destination of the activating creature's choice. This effect works like the plane shift spell, except it transports only attuned creatures, regardless of their distance from each other, and the destination must be on the Material Plane or the mirror's connected plane. If the mirror is broken, its magic ends, and each attuned creature is trapped in whatever plane it occupies when the mirror breaks. Once activated, the mirror stays active for 24 hours and any attuned creature can use an action to transport all attuned creatures back and forth between the two planes. After these 24 hours have passed, the power drains from the mirror, and it can't be activated again until it is recharged. Each phase mirror has a different recharge time and limit to the number of creatures that can be attuned to it, depending on the mirror's size.",
            "rarity": "varies",
            "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": "phidjetz-spinner",
            "name": "Phidjetz Spinner",
            "type": "Weapon",
            "desc": "This dart was crafted by the monk Phidjetz, a martial recluse obsessed with dragons. The spinner consists of a golden central disk with four metal dragon heads protruding symmetrically from its center point: one red, one white, one blue and one black. As an action, you can spin the disk using the pinch grip in its center. You choose a single target within 30 feet and make a ranged attack roll. The spinner then flies at the chosen target. Once airborne, each dragon head emits a blast of elemental energy appropriate to its type. When you hit a creature, determine which dragon head affects it by rolling a d4 on the following chart. | d4 | Effect |\n| --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | Red. The target takes 1d6 fire damage and combustible materials on the target ignite, doing 1d4 fire damage each turn until it is put out. |\n| 2 | White. The target takes 1d6 cold damage and is restrained until the start of your next turn. |\n| 3 | Blue. The target takes 1d6 lightning damage and is paralyzed until the start of your next turn. |\n| 4 | Black. The target takes 1d6 acid damage and is poisoned until the start of your next turn. | After the attack, the spinner flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet.",
            "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": "philter-of-love",
            "name": "Philter of Love",
            "type": "Potion",
            "desc": "The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.",
            "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": "philter-of-love-a5e",
            "name": "Philter of Love",
            "type": "Potion",
            "desc": "After drinking this philter, the next time you see a creature in the next 10 minutes, you become _charmed_  by that creature for 1 hour. If you would normally be attracted to the creature, while charmed you believe it to be your true love.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "philter-of-luck",
            "name": "Philter of Luck",
            "type": "Potion",
            "desc": "When you drink this vibrant green, effervescent potion, you gain a finite amount of good fortune. Roll a d3 to determine where your fortune falls: ability checks (1), saving throws (2), or attack rolls (3). When you make a roll associated with your fortune, you can choose to tap into your good fortune and reroll the d20. This effect ends after you tap into your good fortune or when 1 hour has passed. | d3 | Use fortune for |\n| --- | --------------- |\n| 1 | ability checks |\n| 2 | saving throws |\n| 3 | attack rolls |",
            "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": "phoenix-ember",
            "name": "Phoenix Ember",
            "type": "Wondrous item",
            "desc": "This egg-shaped red and black stone is hot to the touch. An ancient, fossilized phoenix egg, the stone holds the burning essence of life and rebirth. While you are carrying the stone, you have resistance to fire damage. Fiery Rebirth. If you drop to 0 hit points while carrying the stone, you can drop to 1 hit point instead. If you do, a wave of flame bursts out from you, filling the area within 20 feet of you. Each of your enemies in the area must make a DC 17 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until the next dawn, and a small, burning crack appears in the egg’s surface. Spells. The stone has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: revivify (1 charge), raise dead (2 charges), or resurrection (3 charges, the spell functions as long as some bit of the target’s body remains, even just ashes or dust). If you expend the last charge, roll a d20. On a 1, the stone shatters into searing fragments, and a firebird (see Tome of Beasts) arises from the ashes. On any other roll, the stone regains 1d3 charges.",
            "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": "phoenix-feather-cap-a5e",
            "name": "Phoenix-Feather Cap",
            "type": "Wondrous Item",
            "desc": "While attuned to this stylish cap, you can cast __fly_ on yourself at will without the need for components. In addition, the cap has 2 charges. You can use an action to expend a charge to use Wild Shape as if you were a _druid_  of 10th level. While using Wild Shape, you always retain one distinctive visual characteristic no matter what beast you are transformed into. The cap regains all of its expended charges whenever you finish a _short or long rest_ .",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "pick-of-ice-breaking",
            "name": "Pick of Ice Breaking",
            "type": "Weapon",
            "desc": "The metal head of this war pick is covered in tiny arcane runes. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the war pick to attack a construct, elemental, fey, or other creature made almost entirely of ice or snow. When you roll a 20 on an attack roll made with this weapon against such a creature, the target takes an extra 2d8 piercing damage. When you hit an object made of ice or snow with this weapon, the object doesn't have a damage threshold when determining the damage you deal to it with this weapon.",
            "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": "pipes-of-haunting",
            "name": "Pipes of Haunting",
            "type": "Wondrous item",
            "desc": "You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.",
            "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": "pipes-of-haunting-a5e",
            "name": "Pipes of Haunting",
            "type": "Wondrous Item",
            "desc": "Using these pipes requires proficiency with wind instruments. You can use an action and expend 1 charge to play them and create an eerie, spellbinding tune. Each creature within 30 feet that hears you play makes a DC 15 Wisdom _saving throw_  or becomes _frightened_  of you for 1 minute. You may choose for nonhostile creatures in the area to automatically succeed on the saving throw. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to these _pipes of haunting_ for 24 hours. The pipes have 3 charges and regain 1d3 charges each dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "pipes-of-madness",
            "name": "Pipes of Madness",
            "type": "Wondrous item",
            "desc": "You must be proficient with wind instruments to use these strange, pale ivory pipes. They have 5 charges. You can use an action to play them and expend 1 charge to emit a weird strain of alien music that is audible up to 600 feet away. Choose up to three creatures within 60 feet of you that can hear you play. Each target must succeed on a DC 15 Wisdom saving throw or be affected as if you had cast the confusion spell on it. The pipes regain 1d4 + 1 expended charges daily at 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": "pipes-of-the-sewers",
            "name": "Pipes of the Sewers",
            "type": "Wondrous item",
            "desc": "You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.\n\nThe pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.\n\nWhenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.",
            "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": "pipes-of-the-sewers-a5e",
            "name": "Pipes of the Sewers",
            "type": "Wondrous Item",
            "desc": "You must be proficient with wind instruments to use these pipes. The pipes have 3 charges and regain 1d3 expended charges at dawn. \n\nYou can use an action to expend 1 to 3 charges and play the pipes, summoning a _swarm of rats_  for each expended charge. Summoned swarms are not under anyone’s control and appear by the shortest available route, and if there are not enough rats within a half mile (at the Narrator’s discretion) for this to take effect the expended charges are wasted and no swarm is summoned.\n\nWhile you are using an action to play the pipes, you can make a Charisma check contested by the Wisdom check of a swarm of rats within 30 feet. On a failure, the swarm acts normally and is immune to the pipes for 24 hours. On a success, the swarm becomes friendly to you and your allies until you stop playing the pipes, following your commands. If not given any commands a friendly swarm defends itself but otherwise takes no actions. Any friendly swarm that begins its turn unable to hear music from the pipes breaks your control, behaving as normal and immune to the effects of the pipes for 24 hours.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "pistol-of-the-umbral-court",
            "name": "Pistol of the Umbral Court",
            "type": "Weapon",
            "desc": "This hand crossbow is made from coal-colored wood. Its limb is made from cold steel and boasts engravings of sharp teeth. The barrel is magically oiled and smells faintly of ash. The grip is made from rough leather. You gain a +2 bonus on attack and damage rolls made with this magic weapon. When you hit with an attack with this weapon, you can force the target of your attack to succeed on a DC 15 Strength saving throw or be pushed 5 feet away from you. The target takes damage, as normal, whether it was pushed away or not. As a bonus action, you can increase the distance creatures are pushed to 20 feet for 1 minute. If the creature strikes a solid object before the movement is complete, it takes 1d6 bludgeoning damage for every 10 feet traveled. Once used, this property of the crossbow can't be used again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "plague-doctors-mask-a5e",
            "name": "Plague Doctor's Mask",
            "type": "Wondrous Item",
            "desc": "This waxed leather mask covers an entire humanoid face and resembles the beak of a bird. A pair of glass lenses allow you to see through it and the bill provides a constant smell of lavender. While attuned to the _plague doctor’s mask_, you gain an expertise die on Constitution _saving throws_  against _diseases_ .\n\nWhen you spend your action to concentrate and inhale the fragrance inside the mask, you recall memories from the brilliant surgeon who created the item. This strips the mask of its magic but allows you to recall the details of a particularly dangerous case. You have advantage on Medicine checks made to treat any single nonmagical disease of your choice until the end of your next _long rest_ , at which point the memories vanish.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "plate-armor-of-etherealness",
            "name": "Plate Armor of Etherealness",
            "type": "Armor (plate)",
            "desc": "While you're wearing this armor, you can speak its command word as an action to gain the effect of the _etherealness_ spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.",
            "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": "plate-armor-of-etherealness-a5e",
            "name": "Plate Armor of Etherealness",
            "type": "Armor",
            "desc": "While wearing and attuned to this set of armor, once per dawn you can use an action to cast the __etherealness_  spell. The spell lasts for 10 minutes, until the armor is removed, or until you use an action to end it.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "plumb-of-the-elements",
            "name": "Plumb of the Elements",
            "type": "Wondrous item",
            "desc": "This four-faceted lead weight is hung on a long leather strip, which can be wound around the haft or handle of any melee weapon. You can remove the plumb and transfer it to another weapon whenever you wish. Weapons with the plumb attached to it deal additional force damage equal to your proficiency bonus (up to a maximum of 3). As an action, you can activate the plumb to change this additional damage type to fire, cold, lightning, or back to force.",
            "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": "plunderers-sea-chest",
            "name": "Plunderer's Sea Chest",
            "type": "Wondrous item",
            "desc": "This oak chest, measuring 3 feet by 5 feet by 3 feet, is secured with iron bands, which depict naval combat and scenes of piracy. The chest opens into an extradimensional space that can hold up to 3,500 cubic feet or 15,000 pounds of material. The chest always weighs 200 pounds, regardless of its contents. Placing an item in the sea chest follows the normal rules for interacting with objects. Retrieving an item from the chest requires you to use an action. When you open the chest to access a specific item, that item is always magically on top. If the chest is destroyed, its contents are lost forever, though an artifact that was inside always turns up again, somewhere. If a bag of holding, portable hole, or similar object is placed within the chest, that item and the contents of the chest are immediately destroyed, and the magic of the chest is disrupted for one day, after which the chest resumes functioning as normal.",
            "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": "pocket-oasis",
            "name": "Pocket Oasis",
            "type": "Wondrous item",
            "desc": "When you unfold and throw this 5-foot by 5-foot square of black cloth into the air as an action, it creates a portal to an oasis hidden within an extra-dimensional space. A pool of shallow, fresh water fills the center of the oasis, and bountiful fruit and nut trees grow around the pool. The fruits and nuts from the trees provide enough nourishment for up to 10 Medium creatures. The air in the oasis is pure, cool, and even a little crisp, and the environment is free from harmful effects. When creatures enter the extra-dimensional space, they are protected from effects and creatures outside the oasis as if they were in the space created by a rope trick spell, and a vine dangles from the opening in place of a rope, allowing access to the oasis. The effect lasts for 24 hours or until all the creatures leave the extra-dimensional oasis, whichever occurs first. Any creatures still inside the oasis at the end of 24 hours are harmlessly ejected. Once used, the pocket oasis can't be used again for 24 hours.",
            "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": "pocket-spark",
            "name": "Pocket Spark",
            "type": "Wondrous item",
            "desc": "What looks like a simple snuff box contains a magical, glowing ember. Though warm to the touch, the ember can be handled without damage. It can be used to ignite flammable materials quickly. Using it to light a torch, lantern, or anything else with abundant, exposed fuel takes a bonus action. Lighting any other fire takes an action. The ember is consumed when used. If the ember is consumed, the box creates a new ember at dawn.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "poison-breath-bottle-a5e",
            "name": "Poison Breath Bottle",
            "type": "Wondrous Item",
            "desc": "You can use an action to throw this green vial at a point within 20 feet. The vial shatters on impact and creates a 5-foot-radius cloud of poison gas. A creature that starts its turn in the cloud must succeed on a DC 12 Constitution _saving throw_  or take 2d6 poison damage and become _poisoned_  until the end of its next turn. The area inside the cloud is _lightly obscured_ . The cloud remains for 1 minute or until a strong wind disperses it.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        }
    ]
}