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=23
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=24",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=slug&page=22",
    "results": [
        {
            "slug": "ring-of-the-vengeance-seeker-a5e",
            "name": "Ring of the Vengeance Seeker",
            "type": "Ring",
            "desc": "This silver ring is set with an exquisite emerald. As an action, you can rotate the ring three times on your finger, casting the __poison skin_  spell. When cast in this way, the effect of the bright colors gives the appearance of brilliantly-colored makeup, face paint, or hair dye, removing the _disadvantage_  to Stealth. Recognizing the coloring for what it is requires a DC 14 Arcana check. Once the ring has been used in this way, it cannot be used until the next evening.\n\nYou can also use an action to release the gem from its setting and drop it into a container of liquid no larger than a mug of ale. The liquid functions as a truth serum. Once the gem is removed, the ring becomes a mundane item.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-the-water-dancer",
            "name": "Ring of the Water Dancer",
            "type": "Ring",
            "desc": "This thin braided purple ring is fashioned from a single piece of coral. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. In addition, while walking atop any liquid, your movement speed increases by 10 feet and you gain a +1 bonus to your AC.",
            "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": "ring-of-three-wishes",
            "name": "Ring of Three Wishes",
            "type": "Ring",
            "desc": "While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the _wish_ spell from it. The ring becomes nonmagical when you use the last charge.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "ring-of-three-wishes-a5e",
            "name": "Ring of Three Wishes",
            "type": "Ring",
            "desc": "While wearing this ring, you can use an action to expend 1 of its 3 charges to cast __wish_ . When all the ring’s charges are expended, it loses its magic.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-ursa",
            "name": "Ring of Ursa",
            "type": "Ring",
            "desc": "This wooden ring is set with a strip of fossilized honey. While wearing this ring, you gain the following benefits: - Your Strength score increases by 2, to a maximum of 20.\n- You have advantage on Charisma (Persuasion) checks made to interact with bearfolk. In addition, while attuned to the ring, your hair grows thick and abundant. Your facial features grow more snout-like, and your teeth elongate. If you aren't a bearfolk, you gain the following benefits while wearing the ring:\n- You can now make a bite attack as an unarmed strike. When you hit with it, your bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - You gain a powerful build and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.",
            "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": "ring-of-warmth",
            "name": "Ring of Warmth",
            "type": "Ring",
            "desc": "While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.",
            "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": "ring-of-warmth-a5e",
            "name": "Ring of Warmth",
            "type": "Ring",
            "desc": "While wearing this ring, you have resistance to cold damage. Additionally, you and anything you are wearing or carrying remain unharmed by temperatures as low as –50° Fahrenheit (–46° Celsius).",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-water-walking",
            "name": "Ring of Water Walking",
            "type": "Ring",
            "desc": "While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.",
            "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": "ring-of-water-walking-a5e",
            "name": "Ring of Water Walking",
            "type": "Ring",
            "desc": "While wearing this ring, you can choose to stand on or move across any liquid surface as if it were solid ground.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "ring-of-x-ray-vision",
            "name": "Ring of X-ray Vision",
            "type": "Ring",
            "desc": "While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.\n\nWhenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "ring-of-x-ray-vision-a5e",
            "name": "Ring of X-Ray Vision",
            "type": "Ring",
            "desc": "While wearing this ring, you can use an action to speak its command word and see through solid objects and matter in a 30-foot radius for 1 minute. Solid objects within the radius appear ghostly and transparent, allowing light to pass through them. You can see through up 3 feet of wood and dirt, 1 foot of stone, and 1 inch of common metal (thicker materials or a thin sheet of lead block the vision).\n\nWhen you use this ring again before taking a _long rest_ , you make a DC 15 Constitution _saving throw_  or suffer one level of _fatigue_  and one level of _strife_ .",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "river-token",
            "name": "River Token",
            "type": "Wondrous item",
            "desc": "This small pebble measures 3/4 of an inch in diameter and weighs an ounce. The pebbles are often shaped like salmon, river clams, or iridescent river rocks. Typically, 1d4 + 4 river tokens are found together. The token gives off a distinct shine in sunlight and radiates a scent of fresh, roiling water. It is sturdy but crumbles easily if crushed. As an action, you can destroy the token by crushing it and sprinkling the remains into a river, calming the waters to a gentle current and soothing nearby water-dwelling creatures for 1 hour. Water-dwelling beasts in the river with an Intelligence of 3 or lower are soothed and indifferent toward passing humanoids for the duration. The token's magic soothes but doesn't fully suppress the hostilities of all other water-dwelling creatures. For the duration, each other water-dwelling creature must succeed on a DC 15 Wisdom saving throw to attack or take hostile actions toward passing humanoids. The token's soothing magic ends on a creature if that creature is attacked.",
            "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": "riverine-blade",
            "name": "Riverine Blade",
            "type": "Weapon",
            "desc": "The crossguard of this distinctive sword depicts a stylized Garroter Crab (see Tome of Beasts) with claws extended, and the pommel is set with a smooth, spherical, blue-black river rock. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While on a boat or while standing in any depth of water, you have advantage on Dexterity checks and saving throws.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "robe-of-eyes",
            "name": "Robe of Eyes",
            "type": "Wondrous item",
            "desc": "This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:\n\n* The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.\n* You have darkvision out to a range of 120 feet.\n* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.\n\nThe eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.\n\nA _light_ spell cast on the robe or a _daylight_ spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for _light_ or DC 15 for _daylight_), ending the blindness on a success.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "robe-of-eyes-a5e",
            "name": "Robe of Eyes",
            "type": "Wondrous Item",
            "desc": "Numerous upraised eyes are sewn into the fabric of this robe. You gain the following benefits while attuned to and wearing the robe:\n\n* _Advantage_  on sight-based Perception checks.\n* Darkvision to a range of 120 feet.\n* The ability to see 120 feet into the Ethereal Plane.\n* The ability to see _invisible_  creatures and objects within 120 feet.\n* The ability to see in all directions.\n* You are always considered to have your eyes open and may not close or avert them.\n\n When a _daylight_ or __light_ spell is cast within 5 feet of you or on the robe, you are _blinded_  for 1 minute. At the end of each of your turns, you make a DC 11 (_light)_ or DC 15 (_daylight_) Constitution _saving throw_  to end the condition.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-scintillating-colors",
            "name": "Robe of Scintillating Colors",
            "type": "Wondrous item",
            "desc": "This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.",
            "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": "robe-of-scintillating-colors-a5e",
            "name": "Robe of Scintillating Colors",
            "type": "Wondrous Item",
            "desc": "While wearing and attuned to this robe of stimulating and lively colors, you can use an action to expend 1 charge and make the garment to emit _bright kaleidoscopic light_  for 30 feet and dim light for an additional 30 feet. The light lasts until the end of your next turn. Creatures that can see you have _disadvantage_  on _attack rolls_  against you, and creatures within 30 feet that can see you when the light is emitted make a DC 15 Wisdom _saving throw_  or are _stunned_  until the end of your next turn.\n\nThe robe has 3 charges and regains 1d3 expended charges at dawn.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-stars",
            "name": "Robe of Stars",
            "type": "Wondrous item",
            "desc": "This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.\n\nSix stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast _magic missile_ as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.\n\nWhile you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.",
            "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": "robe-of-stars-a5e",
            "name": "Robe of Stars",
            "type": "Wondrous Item",
            "desc": "This robe is the color of the night sky and has a half dozen magical metal stars sewn into it. You gain the following benefits while attuned to and wearing the robe:\n\n* A +1 bonus to _saving throws_\n* You can use an action to shift to the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return, appearing either in the space you last occupied or the nearest unoccupied space.\n\nUp to 6 times each day, you can use an action to pull a star from the robe to cast _magic missile_  (as a 5th-level spell). At dusk 1d6 removed stars reappear.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-the-archmagi",
            "name": "Robe of the Archmagi",
            "type": "Wondrous item",
            "desc": "This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a _robe of the archmagi_ that doesn't correspond to your alignment.\n\nYou gain these benefits while wearing the robe:\n\n* If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\n* You have advantage on saving throws against spells and other magical effects.\n* Your spell save DC and spell attack bonus each increase by 2.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement by a sorcerer, warlock, or wizard",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "robe-of-the-archmagi-a5e",
            "name": "Robe of the Archmagi",
            "type": "Wondrous Item",
            "desc": "This elegant garment is adorned with runes sewn with metallic thread. You gain the following benefits while attuned to and wearing the robe:\n\n* While not wearing armor, your Armor Class is 15 + your Dexterity modifier.\n* Advantage on _saving throws_  against spells and other magical effects.\n* Your _spell save DC and spell attack bonus_  are increased by 2.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "robe-of-useful-items",
            "name": "Robe of Useful Items",
            "type": "Wondrous item",
            "desc": "This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.\n\nThe robe has two of each of the following patches:\n\n* Dagger\n* Bullseye lantern (filled and lit)\n* Steel mirror\n* 10-foot pole\n* Hempen rope (50 feet, coiled)\n* Sack\n\nIn addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.\n\n| d100   | Patch                                                                                                                                                                                             |\n|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-08  | Bag of 100 gp                                                                                                                                                                                     |\n| 09-15  | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp                                                                                                                                  |\n| 16-22  | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |\n| 23-30  | 10 gems worth 100 gp each                                                                                                                                                                         |\n| 31-44  | Wooden ladder (24 feet long) |\n| 45-51 | A riding horse with saddle bags                                                                                                                                |\n| 52-59  | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you                                                                                                           |\n| 60-68  | 4 potions of healing                                                                                                                                                                              |\n| 69-75  | Rowboat (12 feet long)                                                                                                                                                                            |\n| 76-83  | Spell scroll containing one spell of 1st to 3rd level                                                                                                                                             |\n| 84-90  | 2 mastiffs                                                                                                                                                                                        |\n| 91-96  | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach                                                                                             |\n| 97-100 | Portable ram                                                                                                                                                                                      |",
            "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": "robe-of-useful-items-a5e",
            "name": "Robe of Useful Items",
            "type": "Wondrous Item",
            "desc": "Leather patches of various shapes and colors are sewn into this robe. While attuned to and wearing the robe, you can use an action to detach one of the patches, causing it to become the object it represents. Once the last patch is removed, the robe loses its magical properties.\n\nThe robe has two of each of the following patches: \n\n* _Dagger_\n* _Bullseye lantern_  (filled and lit)\n* _Steel mirror_\n* 10-foot _pole_\n* _Hempen rope_  (50 feet, coiled)\n* _Sack_\n\nIn addition, the robe has 4d4 other patches (either chosen by the Narrator or randomly determined).\n\n__**Table: Robe of Useful Items**__\n| **d100** | **Patch**                                                                                                                                                                                                |\n| -------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 01–02    | Spade, _bucket_                                                                                                                                                                                          |\n| 03–04    | Pair of empty _waterskins_                                                                                                                                                                               |\n| 05–06    | Luxurious _blanket_                                                                                                                                                                                      |\n| 07–08    | _Grappling hook_                                                                                                                                                                                         |\n| 09–10    | 10 _iron spikes_                                                                                                                                                                                         |\n| 11–12    | _Miner’s pick_                                                                                                                                                                                           |\n| 13–14    | 10 _pitons_                                                                                                                                                                                              |\n| 15–18    | _Wheelchair_                                                                                                                                                                                             |\n| 19–20    | _Flash bomb_ , _smoke bomb_                                                                                                                                                                              |\n| 21–22    | _Block and tackle_ , _bar of soap_                                                                                                                                                                       |\n| 23–25    | Chalk, _crowbar_ , hammer                                                                                                                                                                                |\n| 26       | _Medium cage_                                                                                                                                                                                            |\n| 27–29    | Roll 1d4 (1: _fishing snare_ , 2: _hunting snare_ , 3–4: _hunting trap_ )                                                                                                                                |\n| 30       | _Sled_                                                                                                                                                                                                   |\n| 31–32    | _Cold weather gear_                                                                                                                                                                                      |\n| 33–35    | Roll 1d4 (1–2: _one person tent_ , 3: _two person tent_ , 4: _communal tent_ )                                                                                                                           |\n| 36–37    | 2 _alchemical torches_                                                                                                                                                                                   |\n| 38       | Blank _spellbook_                                                                                                                                                                                        |\n| 39–40    | 10-foot _chain_                                                                                                                                                                                          |\n| 41–42    | _Tinderbox_                                                                                                                                                                                              |\n| 43–44    | _Signal whistle_  and a _small bell_                                                                                                                                                                     |\n| 45–46    | _Backpack_                                                                                                                                                                                               |\n| 47–50    | 4 bags of _caltrops_                                                                                                                                                                                     |\n| 51       | _Mosquito netting_                                                                                                                                                                                       |\n| 52–55    | _Prosthetic leg or foot_                                                                                                                                                                                 |\n| 56–59    | 4 bags of _ball bearings_                                                                                                                                                                                |\n| 60       | _Large cage_                                                                                                                                                                                             |\n| 61–62    | _Merchant’s scales_ , stick of _incense_                                                                                                                                                                 |\n| 63       | _Barrel_                                                                                                                                                                                                 |\n| 64–66    | _Prosthetic arm or hand_                                                                                                                                                                                 |\n| 67–68    | Bottle of ink, inkpen, sealing wax, 2 sheets of paper                                                                                                                                                    |\n| 69–70    | Vial of perfume                                                                                                                                                                                          |\n| 71–72    | _Portable ram_                                                                                                                                                                                           |\n| 73       | _Huge cage_                                                                                                                                                                                              |\n| 74–75    | _Marshland gear_                                                                                                                                                                                         |\n| 76–79    | _Antitoxin_                                                                                                                                                                                              |\n| 80–81    | _Healer’s satchel_  (10 uses)                                                                                                                                                                            |\n| 82–83    | 10 _bandages_  sealed in oilskin                                                                                                                                                                         |\n| 84–86    | _Cart_                                                                                                                                                                                                   |\n| 87–89    | _12-foot long rowboat_                                                                                                                                                                                   |\n| 90       | _Lock_                                                                                                                                                                                                   |\n| 91–92    | Pit (a cube 10 feet on a side) which you can place on the ground within 10 feet                                                                                                                          |\n| 93–94    | _Greataxe_                                                                                                                                                                                               |\n| 95–96    | 24-foot long wooden folding ladder (each section is 6 feet)                                                                                                                                              |\n| 97–98    | Fully glazed window that changes to fit a hole in a wall no larger than 10 feet in any direction                                                                                                         |\n| 99–100   | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach (the door conforms to fit the opening, attaching and hinging itself) |",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-absorption",
            "name": "Rod of Absorption",
            "type": "Rod",
            "desc": "While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\n\nWhen you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.\n\nIf you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.\n\nA newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.",
            "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": "rod-of-absorption-a5e",
            "name": "Rod of Absorption",
            "type": "Rod",
            "desc": "While holding this rod, when you are the only target of a spell you can use your reaction to absorb it as it is being cast. An absorbed spell has no effect and its energy is stored within the rod. The spell’s energy equals the spell levels used to cast it. The rod can store up to 50 spell levels worth of energy over the course of its existence. The rod cannot hold more than 50 spell levels worth of energy. If the rod does not have the space to store a spell and you try to absorb it, the rod has no effect.\n\nAfter attuning to the rod you know how much energy it currently contains and how much it has held over the course of its existence. A spellcaster can expend the energy in the rod and convert it to spell slots—for example, you can expend 3 spell levels of energy from the rod to cast a 3rd-level spell, even if you no longer have the spell slots to cast it. The spell must be a spell you know or have prepared, at a level you can cast it, and no higher than 5th-level.\n\nWhen found the rod contains 1d10 spell levels. A rod that can no longer store energy and no longer has any energy remaining within it loses its magical properties.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-alertness",
            "name": "Rod of Alertness",
            "type": "Rod",
            "desc": "This rod has a flanged head and the following properties.\n\n**_Alertness_**. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.\n\n**_Spells_**. While holding the rod, you can use an action to cast one of the following spells from it: _detect evil and good_, _detect magic_, _detect poison and disease_, or _see invisibility._\n\n**_Protective Aura_**. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.\n\nThe rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.",
            "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": "rod-of-alertness-a5e",
            "name": "Rod of Alertness",
            "type": "Rod",
            "desc": "While holding this rod, you have _advantage_  on Perception checks and _initiative_  rolls, and as an action you can cast the following spells: __detect evil and good , detect magic , detect poison and disease ,_ see __invisibility ._\n\n**Protective Aura**. Once per dawn, you can use an action to plant the rod in the ground and speak its command word, causing it to emit _bright light_  in a 60-foot radius and dim light for an additional 60 feet. While in the bright light, you and creatures friendly to you gain a +1 bonus to AC and _saving throws_  and can sense the location of any _invisible_  hostile creature also in the bright light.\n\nThe rod stops glowing and the effect ends after 10 minutes, or sooner if a creature uses an action to pull the rod from the ground.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-blade-bending",
            "name": "Rod of Blade Bending",
            "type": "Rod",
            "desc": "This simple iron rod functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. Blade Bend. While holding the rod, you can use an action to activate it, creating a magical field around you for 10 minutes. When a creature attacks you with a melee weapon that deals piercing or slashing damage while the field is active, it must make a DC 15 Wisdom saving throw. On a failure, the creature’s attack misses. On a success, the creature’s attack hits you, but you have resistance to any piercing or slashing damage dealt by the attack as the weapon bends partially away from your body. Once used, this property can’t be used again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "rod-of-bubbles",
            "name": "Rod of Bubbles",
            "type": "Rod",
            "desc": "This rod appears to be made of foamy bubbles, but it is completely solid to the touch. This rod has 3 charges. While holding it, you can use an action to expend 1 of its charges to conjure a bubble around a creature or object within 30 feet. If the target is a creature, it must make a DC 15 Strength saving throw. On a failed save, the target becomes trapped in a 10-foot sphere of water. A Huge or larger creature automatically succeeds on this saving throw. A creature trapped within the bubble is restrained unless it has a swimming speed and can't breathe unless it can breathe water. If the target is an object, it becomes soaked in water, any fire effects are extinguished, and any acid effects are negated. The bubble floats in the exact spot where it was conjured for up to 1 minute, unless blown by a strong wind or moved by water. The bubble has 50 hit points, AC 8, immunity to acid damage and vulnerability to piercing damage. The inside of the bubble also has resistance to all damage except piercing damage. The bubble disappears after 1 minute or when it is reduced to 0 hit points. When not in use, this rod can be commanded to take liquid form and be stored in a small vial. The rod regains 1d3 expended charges daily at dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "rod-of-conveyance",
            "name": "Rod of Conveyance",
            "type": "Rod",
            "desc": "The top of this rod is capped with a bronze horse head, and its foot is decorated with a horsehair plume. By placing the rod between your legs, you can use an action to temporarily transform the rod into a horse-like construct. This works like the phantom steed spell, except you can use a bonus action to end the effect early to use the rod again at a later time. Deduct the time the horse was active in increments of 1 minute from the spell's 1-hour duration. When the rod has been a horse for a total of 1 hour, the magic ceases to function until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "rod-of-deflection",
            "name": "Rod of Deflection",
            "type": "Rod",
            "desc": "This thin, flexible rod is made of braided silver and brass wire and topped with a spoon-like cup. While holding the rod, you can use a reaction to deflect a ranged weapon attack against you. You can simply cause the attack to miss, or you can attempt to redirect the attack against another target, even your attacker. The attack must have enough remaining range to reach the new target. If the additional distance between yourself and the new target is within the attack's long range, it is made at disadvantage as normal, using the original attack roll as the first roll. The rod has 3 charges. You can expend a charge as a reaction to redirect a ranged spell attack as if it were a ranged weapon attack, up to the spell's maximum range. The rod regains 1d3 expended charges daily at dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "rod-of-entropy-a5e",
            "name": "Rod of Entropy",
            "type": "Rod",
            "desc": "This skull-topped rod can be used as a club that grants a +1 bonus to _attack and damage rolls_  and deals an extra 1d6 necrotic damage.\n\nThe rod has 3 charges and regains 1d3 expended charges at dawn. As an action, you can expend the rod’s charges, increasing entropy in a 15-foot cone. Each creature in the area makes a DC 15 Constitution _saving throw_ . On a failure, the target takes 3d8 necrotic damage per charge expended, or half the damage on a success. A creature killed by this damage decays and becomes an inanimate skeleton. In addition, nonmagical objects in the area that are not being carried or worn experience rapid aging. If you expended 1 charge, soft materials like leather and cloth rot away, and liquid evaporates. If you expended 2 charges, hard organic materials like wood and bone crumble, and iron and steel rust away. Expending 3 charges causes Medium or smaller stone objects to crumble to dust.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-ghastly-might",
            "name": "Rod of Ghastly Might",
            "type": "Rod",
            "desc": "The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below. If you press **button 1**, the rod's head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits. If you press **button 2**, the rod's head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn. If you press **button 3**, a 2-foot blade springs from the tip of the rod's handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it. If you press **button 4**, a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod's handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone. If you press **button 5**, the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you. Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead. Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This works like the contagion spell. Once used, this property can’t be used again until the next dusk. Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target’s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can’t be used again until the next dusk.",
            "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": "rod-of-hellish-grounding",
            "name": "Rod of Hellish Grounding",
            "type": "Rod",
            "desc": "This curious jade rod is tipped with a knob of crimson crystal that glows and shimmers with eldritch phosphorescence. While holding or carrying the rod, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Acrobatics) checks. Hellish Desiccation. While holding this rod, you can use an action to fire a crimson ray at an object or creature made of metal that you can see within 60 feet of you. The ray forms a 5-foot wide line between you and the target. Each creature in that line that isn’t a construct or an undead must make a DC 15 Dexterity saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one. Creatures and objects made of metal are unaffected. If this damage reduces a creature to 0 hit points, it is desiccated. A desiccated creature is reduced to a withered corpse, but everything it is wearing and carrying is unaffected. The creature can be restored to life only by means of a true resurrection or a wish spell. Once used, this property can’t be used again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "rod-of-icicles",
            "name": "Rod of Icicles",
            "type": "Rod",
            "desc": "This white crystalline rod is shaped like an icicle. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to attack one creature you can see within 60 feet of you. The rod launches an icicle at the target and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 piercing damage and 2d6 cold damage. On a critical hit, the target is also paralyzed until the end of its next turn as it momentarily freezes. If you take fire damage while holding this rod, you become immune to fire damage for 1 minute, and the rod loses 2 charges. If the rod has only 1 charge remaining when you take fire damage, you become immune to fire damage, as normal, but the rod melts into a puddle of water and is destroyed.",
            "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": "rod-of-lordly-might",
            "name": "Rod of Lordly Might",
            "type": "Rod",
            "desc": "This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.\n\n**_Six Buttons_**. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.\n\nIf you press **button 1**, the rod becomes a _flame tongue_, as a fiery blade sprouts from the end opposite the rod's flanged head.\n\nIf you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.\n\nIf you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.\n\nIf you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.\n\nIf you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\n\nIf you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.\n\n**_Drain Life_**. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.\n\n**_Paralyze_**. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.\n\n**_Terrify_**. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property 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": "rod-of-lordly-might-a5e",
            "name": "Rod of Lordly Might",
            "type": "Rod",
            "desc": "You have a +3 bonus to _attack and damage rolls_  made with this rod, which appears as a magical mace in its default form. When you hit a creature with a weapon attack using the rod, you can activate one of the following three properties, each of which can be used once per dawn:\n\n* **Drain Life:** The target makes a DC 17 Constitution _saving throw_ , taking an extra 4d6 necrotic damage on a failure. You regain a number of hit points equal to half the necrotic damage dealt.\n* **Paralyze:** The target makes a DC 17 Strength _saving throw_  or is _paralyzed_  for 1 minute. At the end of each of its turns, it repeats the saving throw, ending the effect on a success.\n* **Terrify:** The target makes a DC 17 Wisdom _saving throw_  or is _frightened_  for 1 minute. At the end of each of its turns, it repeats the saving throw, ending the effect on a success.\n\n**Six Buttons.** The rod has buttons along its haft which alter its form when pressed. You can press one of the buttons as a bonus action, and the effect lasts until you push a different button for a new effect, or press the same button again causing the rod to revert to its default form.\n\n* **Button 1:** The rod loses its bonus to attack and damage rolls, instead producing a fiery blade from its haft which you can wield as a _flame tongue_  sword.\n* **Button 2:** The rod transforms into a magic battleaxe.\n* **Button 3:** The rod transforms into a magic spear.\n* **Button 4:** The rod transforms into a climbing pole up to 50 feet long. A spike at the bottom and three hooks at the top anchor the pole into any surface as hard as granite. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. Either excess weight or a lack of solid anchoring causes the rod to revert to its default form.\n* **Button 5:** The rod transforms into a handheld battering ram that grants a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\n* **Button 6:** The rod assumes or remains in its default form and indicates magnetic north, and how far above or below ground that you are. Nothing happens if this function is used in a location without a magnetic north, or a ground as a reference point.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-reformation",
            "name": "Rod of Reformation",
            "type": "Rod",
            "desc": "This rod of polished white oak is wrapped in a knotted cord with three iron rings binding each end. If you are holding the rod and fail a saving throw against a transmutation spell or other effect that would change your body or remove or alter parts of you, you can choose to succeed instead. The rod can’t be used this way again until the next dawn. The rod has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rings fall off, the cord unknots, and the entire rod slowly falls to pieces and is destroyed. Cure Transformation. While holding the rod, you can use an action to expend 1 charge while touching a creature that has been affected by a transmutation spell or other effect that changed its physical form, such as the polymorph spell or a medusa's Petrifying Gaze. The rod restores the creature to its original form. If the creature is willingly transformed, such as a druid using Wild Shape, you must make a melee weapon attack roll, using the rod. You are proficient with the rod if you are proficient with clubs. On a hit, you can expend 1 of the rod’s charges to force the target to make a DC 15 Constitution saving throw. On a failure, the target reverts to its original form. Mend Form. While holding the rod, you can use an action to expend 2 charges to reattach a creature's severed limb or body part. The limb must be held in place while you use the rod, and the process takes 1 minute to complete. You can’t reattach limbs or other body parts to dead creatures. If the limb is lost, you can spend 4 charges instead to regenerate the missing piece, which takes 2 minutes to complete. Reconstruct Form. While holding the rod, you can use an action to expend 5 charges to reconstruct the form of a creature or object that has been disintegrated, burned to ash, or similarly destroyed. An item is completely restored to its original state. A creature’s body is fully restored to the state it was in before it was destroyed. The creature isn’t restored to life, but this reconstruction of its form allows the creature to be restored to life by spells that require the body to be present, such as raise dead.",
            "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": "rod-of-repossession",
            "name": "Rod of Repossession",
            "type": "Rod",
            "desc": "This short, metal rod is engraved with arcane runes and images of open hands. The rod has 3 charges and regains all expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges and target an object within 30 feet of you that isn't being worn or carried. If the object weighs no more than 25 pounds, it floats to your open hand. If you have no hands free, the object sticks to the tip of the rod until the end of your next turn or until you remove it as a bonus action.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "rod-of-rulership",
            "name": "Rod of Rulership",
            "type": "Rod",
            "desc": "You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "rod-of-rulership-a5e",
            "name": "Rod of Rulership",
            "type": "Rod",
            "desc": "Once per dawn, while holding this rod you can use an action to command obedience. Each creature of your choice that you can see within 120 feet makes a DC 15 Wisdom _saving throw_ . On a failure, a creature is _charmed_  by you for 8 hours. A creature charmed by you regards you as its trusted leader. The charm is broken if you or your companions either command a charmed creature to do something contrary to its nature, or cause the creature harm.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-sacrificial-blessing",
            "name": "Rod of Sacrificial Blessing",
            "type": "Rod",
            "desc": "This silvery rod is set with rubies on each end. One end holds rubies shaped to resemble an open, fanged maw, and the other end's rubies are shaped to resemble a heart. While holding this rod, you can use an action to spend one or more Hit Dice, up to half your maximum Hit Dice, while pointing the heart-shaped ruby end of the rod at a target within 60 feet of you. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target regains hit points equal to the total hit points you lost. You can't use this feature if you don't have blood. Hit Dice spent on this feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.",
            "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": "rod-of-sanguine-mastery",
            "name": "Rod of Sanguine Mastery",
            "type": "Rod",
            "desc": "This rod is topped with a red ram's skull with two backswept horns. As an action, you can spend one or more Hit Dice, up to half of your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and a target within 60 feet of you must make a DC 17 Dexterity saving throw, taking necrotic damage equal to the total on a failed save, or half as much damage on a successful one. You can't use this feature if you don't have blood. Hit Dice spent on this feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.",
            "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": "rod-of-security",
            "name": "Rod of Security",
            "type": "Rod",
            "desc": "While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.\n\nFor each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).\n\nWhen the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.",
            "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": "rod-of-security-a5e",
            "name": "Rod of Security",
            "type": "Rod",
            "desc": "This rod provides a _haven_  for the decadent adventurer—a safe place to wait out one's problems.\n\n**Supply Storage.** This rod can magically store up to 200 Supply. While holding the rod you can use an action to target up to 20 Supply you can see within 5 feet of you, which instantly vanishes and is stored in the rod. You can’t use this ability in paradise.\n\nA newly found rod has 2d100 Supply already stored.\n\n**Paradise.** While holding the rod, you can use an action to activate it and expend an amount of Supply (1 per creature) for yourself and each willing creature you can see. You and the other creatures are instantly transported into an extraplanar _haven_  that takes the form of any paradise you can imagine (or chosen at random using the Sample Paradises table). It contains enough Supply to sustain its visitors, and for each hour spent in paradise a visitor regains 10 hit points. Creatures don’t age while in paradise, although time passes normally. To maintain the extraplanar space each day beyond the first, an amount of Supply equal to the number of visitors must be expended from the rod.\n\nApart from visitors and the objects they brought into the paradise, everything within the paradise can only exist there. A cushion taken from a palace paradise, for example, disappears when taken outside.\n\nWhen you expend the last Supply stored in the rod or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or the nearest unoccupied space, and the rod can’t be used again until 10 days have passed.\n\n__**Table: Sample Paradises**__\n| **d6** | **Paradise**       |\n| ------ | ------------------ |\n| 1      | Cloud castle       |\n| 2      | Cozy tavern        |\n| 3      | Fantastic carnival |\n| 4      | Luxurious palace   |\n| 5      | Tranquil glade     |\n| 6      | Tropical island    |",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "rod-of-swarming-skulls",
            "name": "Rod of Swarming Skulls",
            "type": "Rod",
            "desc": "An open-mouthed skull caps this thick, onyx rod. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While holding the rod, you can use an action and expend 1 of the rod's charges to unleash a swarm of miniature spectral blue skulls at a target within 30 feet. The target must make a DC 15 Wisdom saving throw. On a failure, it takes 3d6 psychic damage and becomes paralyzed with fear until the end of its next turn. On a success, it takes half the damage and isn't paralyzed. Creatures that can't be frightened are immune to this effect.",
            "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": "rod-of-the-disciplinarian",
            "name": "Rod of the Disciplinarian",
            "type": "Rod",
            "desc": "This black lacquered wooden rod is banded in steel, has a flanged head, and functions as a magic mace. As a bonus action, you can brandish the rod at a creature and demand it refrain from a particular activity— attacking, casting, moving, or similar. The activity can be as specific (don't attack the person next to you) or as open (don't cast a spell) as you want, but the activity must be a conscious act on the creature's part, must be something you can determine is upheld or broken, and can't immediately jeopardize the creature's life. For example, you can forbid a creature from lying only if you are capable of determining if the creature is lying, and you can't forbid a creature that needs to breathe from breathing. The creature can act normally, but if it performs the activity you forbid, you can use a reaction to make a melee attack against it with the rod. You can forbid only one creature at a time. If you forbid another creature from performing an activity, the previous creature is no longer forbidden from performing activities. Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.",
            "rarity": "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": "rod-of-the-infernal-realms",
            "name": "Rod of the Infernal Realms",
            "type": "Rod",
            "desc": "The withered, clawed hand of a demon or devil tops this iron rod. While holding this rod, you gain a +2 bonus to spell attack rolls, and the save DC for your spells increases by 2. Frightful Eyes. While holding this rod, you can use a bonus action to cause your eyes to glow with infernal fire for 1 minute. While your eyes are glowing, a creature that starts its turn or enters a space within 10 feet of you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until your eyes stop glowing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, you can’t use this property 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": "rod-of-the-jester",
            "name": "Rod of the Jester",
            "type": "Rod",
            "desc": "This wooden rod is decorated with colorful scarves and topped with a carving of a madly grinning head. Caper. While holding the rod, you can dance and perform general antics that attract attention. Make a DC 10 Charisma (Performance) check. On a success, one creature that can see and hear you must succeed on a DC 15 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you for 1 minute. The effect ends if the target can no longer see or hear you or if you are incapacitated. You can affect one additional creature for each 5 points by which you beat the DC (two creatures with a result of 15, three creatures with a result of 20, and so on). Once used, this property can’t be used again until the next dawn. Hideous Laughter. While holding the rod, you can use an action to cast the hideous laughter spell (save DC 15) from it. Once used, this property can’t be used again until the next dawn. Slapstick. You can use an action to swing the rod in the direction of a creature within 5 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be pushed up to 5 feet away from you and knocked prone. If the target fails the saving throw by 5 or more, it is also stunned until the end of its next turn.",
            "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": "rod-of-the-mariner",
            "name": "Rod of the Mariner",
            "type": "Rod",
            "desc": "This thin bone rod is topped with the carved figurine of an albatross in flight. The rod has 5 charges. You can use an action to expend 1 or more of its charges and point the rod at one or more creatures you can see within 30 feet of you, expending 1 charge for each creature. Each target must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute. A cursed creature has disadvantage on attack rolls and saving throws while within 100 feet of a body of water that is at least 20 feet deep. The rod regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod crumbles to dust and is destroyed, and you must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute as if you had been the target of the rod's power.",
            "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/"
        }
    ]
}