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=28
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=29",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=slug&page=27",
    "results": [
        {
            "slug": "staff-of-the-cephalopod",
            "name": "Staff of the Cephalopod",
            "type": "Staff",
            "desc": "This ugly staff is fashioned from a piece of gnarled driftwood and is crowned with an octopus carved from brecciated jasper. Its gray and red stone tentacles wrap around the top half of the staff. While holding this staff, you have a swimming speed of 30 feet. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the jasper octopus crumbles to dust, and the staff becomes a nonmagical piece of driftwood. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: black tentacles (4 charges), conjure animals (only beasts that can breathe water, 3 charges), darkness (2 charges), or water breathing (3 charges). Ink Cloud. While holding this staff, you can use an action and expend 1 charge to cause an inky, black cloud to spread out in a 30-foot radius from you. The cloud can form in or out of water. The cloud remains for 10 minutes, making the area heavily obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour or a steady current (if underwater) disperses the cloud and ends the effect.",
            "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": "staff-of-the-four-winds",
            "name": "Staff of the Four Winds",
            "type": "Staff",
            "desc": "Made of gently twisting ash and engraved with spiraling runes, the staff feels strangely lighter than its size would otherwise suggest. This staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: circle of wind* (1 charge), feather fall (1 charge), gust of wind (2 charges), storm god's doom* (3 charges), wind tunnel* (1 charge), wind walk (6 charges), wind wall (3 charges), or wresting wind* (2 charges). You can also use an action to cast the wind lash* spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to breezes, wind, or movement. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles into ashes and is taken away with the breeze.",
            "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": "staff-of-the-lantern-bearer",
            "name": "Staff of the Lantern Bearer",
            "type": "Staff",
            "desc": "An iron hook is affixed to the top of this plain, wooden staff. While holding this staff, you can use an action to cast the light spell from it at will, but the light can emanate only from the staff 's hook. If a lantern hangs from the staff 's hook, you gain the following benefits while holding the staff: - You can control the light of the lantern, lighting or extinguishing it as a bonus action. The lantern must still have oil, if it requires oil to produce a flame.\n- The lantern's flame can't be extinguished by wind or water.\n- If you are a spellcaster, you can use the staff as a spellcasting focus. When you cast a spell that deals fire or radiant damage while using this staff as your spellcasting focus, you gain a +1 bonus to the spell's attack roll, or the spell's save DC increases by 1 (your choice).",
            "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": "staff-of-the-magi",
            "name": "Staff of the Magi",
            "type": "Staff",
            "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.\n\nThe staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.\n\n**_Spell Absorption_**. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: _conjure elemental_ (7 charges), _dispel magic_ (3 charges), _fireball_ (7th-level version, 7 charges), _flaming sphere_ (2 charges), _ice storm_ (4 charges), _invisibility_ (2 charges), _knock_ (2 charges), _lightning bolt_ (7th-level version, 7 charges), _passwall_ (5 charges), _plane shift_ (7 charges), _telekinesis_ (5 charges), _wall of fire_ (4 charges), or _web_ (2 charges).\n\nYou can also use an action to cast one of the following spells from the staff without using any charges: _arcane lock_, _detect magic_, _enlarge/reduce_, _light_, _mage hand_, or _protection from evil and good._\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin  | Damage                                 |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away     | 6 × the number of charges in the staff |\n| 21 to 30 ft. away     | 4 × the number of charges in the staff |",
            "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": "staff-of-the-magi-a5e",
            "name": "Staff of the Magi",
            "type": "Staff",
            "desc": "You have a +2 bonus to _attack and damage rolls_  made with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to _spell attack rolls_  and _advantage_  on _saving throws_  against spells.\n\n_**Spell Absorption.**_ When another creature casts a spell which targets only you, you can use your reaction to cause the staff to absorb the magic of the spell, cancelling its effect and gaining charges equal to the spell’s level. If this brings the staff’s total charges above 50, the staff explodes as if you activated its Retributive Strike.\n\n_**Spells.**_ While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spell save DC and spell attack bonus: __flaming sphere_ (2 charges), _invisibility_ (2 charges), _knock_  (2 charges), _web_ (2 charges), __dispel magic_  (3 charges), _ice storm_  (4 charges), _wall of fire_ (4 charges), __passwall_  (5 charges), __telekinesis_ (5 charges), __conjure elemental_  (7 charges), _fireball_  (7th-level version, 7 charges), _lightning bolt_  (7th-level version, 7 charges), __plane shift_  (7 charges).  \nYou can also use an action to cast the following spells from the staff without expending any charges: __arcane lock , detect magic , enlarge/reduce , light , mage hand , protection from evil and good ._\n\nThe staff has 50 charges and regains 4d6+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 20, the staff immediately regains 1d12+1 charges.\n\n_**Retributive Strike.**_ You can use an action to destroy the staff, releasing its magic in a 30-foot-radius explosion. Roll a d6\\. On an even result, you teleport to a random plane of existence and avoid the explosion. On an odd result, you take damage equal to 16 × the number of charges in the staff. Every other creature in the area makes a DC 17 Dexterity _saving throw_ . On a failed save, a creature takes damage based on how far away it is from the point of origin, as on the _Retributive Strike_  table. On a successful save, a creature takes half as much damage.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-the-peaks",
            "name": "Staff of the Peaks",
            "type": "Staff",
            "desc": "This staff is made of rock crystal yet weighs the same as a wooden staff. The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls. In addition, you are immune to the effects of high altitude and severe cold weather, such as hypothermia and frostbite. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters into fine stone fragments and is destroyed. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: control weather (8 charges), fault line* (6 charges), gust of wind (2 charges), ice storm (4 charges), jump (1 charge), snow boulder* (4 charges), or wall of stone (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Stone Strike. When you hit a creature or object made of stone or earth with this staff, you can expend 5 of its charges to shatter the target. The target must make a DC 17 Constitution saving throw, taking an extra 10d6 force damage on a failed save, or half as much damage on a successful one. If the target is an object that is being worn or carried, the creature wearing or carrying it must make the saving throw, but only the object takes the damage. If this damage reduces the target to 0 hit points, it shatters and is destroyed.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "staff-of-the-python",
            "name": "Staff of the Python",
            "type": "Staff",
            "desc": "You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.\n\nOn your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.\n\nIf the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement by a cleric, druid, or warlock",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "staff-of-the-python-a5e",
            "name": "Staff of the Python",
            "type": "Staff",
            "desc": "You can use an action to speak this staff’s command word and throw it at a point on the ground within 10 feet to transform it into a _giant constrictor snake_ **.** During your turn, while you aren’t incapacitated and remain within 60 feet of it, you can mentally command the snake. The snake acts immediately after you. You decide its moves and actions, or you can issue a general command such as to guard a location.\n\nAs a bonus action, you can transform the snake back into a staff by repeating the command word. The staff appears in the space formerly occupied by the snake. If the snake has at least 1 hit point when it becomes a staff, it regains all its hit points.\n\nIf the snake is reduced to 0 hit points, it is destroyed, reverting to staff form before shattering into pieces.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-the-scion",
            "name": "Staff of the Scion",
            "type": "Staff",
            "desc": "This unwholesome staff is crafted of a material that appears to be somewhere between weathered wood and dried meat. It weeps beads of red liquid that are thick and sticky like tree sap but smell of blood. A crystalized yellow eye with a rectangular pupil, like the eye of a goat, sits at its top. You can wield the staff as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the eye liquifies as the staff shrivels and twists into a blackened, smoking ruin and is destroyed. Ember Cloud. While holding the staff, you can use an action and expend 2 charges to release a cloud of burning embers from the staff. Each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The ember cloud remains until the start of your next turn, making the area lightly obscured for creatures other than you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. Fiery Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 fire damage to the target. If you take fire damage while wielding the staff, you have advantage on attack rolls with it until the end of your next turn. While holding the staff, you have resistance to fire damage. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: augury (2 charges), barkskin (2 charges), confusion (4 charges), entangle (1 charge), or wall of fire (4 charges).",
            "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": "staff-of-the-treant",
            "name": "Staff of the Treant",
            "type": "Staff",
            "desc": "This unassuming staff appears to be little more than the branch of a tree. While holding this staff, your skin becomes bark-like, and the hair on your head transforms into a chaplet of green leaves. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. Nature’s Guardian. While holding this staff, you have resistance to cold and necrotic damage, but you have vulnerability to fire and radiant damage. In addition, you have advantage on attack rolls against aberrations and undead, but you have disadvantage on saving throws against spells and other magical effects from fey and plant creatures. One with the Woods. While holding this staff, your AC can’t be less than 16, regardless of what kind of armor you are wearing, and you can’t be tracked when you travel through terrain with excessive vegetation, such as a forest or grassland. Tree Friend. While holding this staff, you can use an action to animate a tree you can see within 60 feet of you. The tree uses the statistics of an animated tree and is friendly to you and your companions. Roll initiative for the tree, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t directly harm other trees or the natural world. If you don’t issue any commands to the three, it defends itself from hostile creatures but otherwise takes no actions. Once used, this property can’t be used again until the next dawn. Venerated Tree. If you spend 1 hour in silent reverence at the base of a Huge or larger tree, you can use an action to plant this staff in the soil above the tree’s roots and awaken the tree as a treant. The treant isn’t under your control, but it regards you as a friend as long as you don’t harm it or the natural world around it. Roll a d20. On a 1, the staff roots into the ground, growing into a sapling, and losing its magic. Otherwise, after you awaken a treant with this staff, you can’t do so again until 30 days have passed.",
            "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": "staff-of-the-unhatched",
            "name": "Staff of the Unhatched",
            "type": "Staff",
            "desc": "This staff carved from a burnt ash tree is topped with an unhatched dragon’s (see Creature Codex) skull. This staff can be wielded as a magic quarterstaff. The staff has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Necrotic Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d8 necrotic damage to the target. Spells. While holding the staff, you can use an action to expend 1 charge to cast bane or protection from evil and good from it using your spell save DC. You can also use an action to cast one of the following spells from the staff without using any charges, using your spell save DC and spellcasting ability: chill touch or minor illusion.",
            "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": "staff-of-the-web-tender-a5e",
            "name": "Staff of the Web-Tender",
            "type": "Staff",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to _spell attack rolls_ .\n\nWhile holding this staff, natural and magical spider webs do not hamper your movement. In addition, you can use an action to expend 1 charge to cast _animal friendship_  (spiders only), using your spell save DC. For 1 charge, you cast the 1st-level version of the spell. You can affect one additional spider for each additional charge expended.\n\nYou can use an action to expend 5 charges to summon a _phase spider_ , which appears in an unoccupied space you can see within 60 feet of you. The spider is friendly to you and your companions and takes its turn immediately after yours. It obeys your verbal commands. Without such commands, the spider only defends itself. The spider disappears when reduced to 0 hit points or 1 hour after you summoned it.\n\nThe staff has 8 charges and regains 1d6+2 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff transforms into hundreds of harmless Tiny spiders that wander away.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-the-white-necromancer",
            "name": "Staff of the White Necromancer",
            "type": "Staff",
            "desc": "Crafted from polished bone, this strange staff is carved with numerous arcane symbols and mystical runes. The staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: false life (1 charge), gentle repose (2 charges), heartstop* (2 charges), death ward (4 charges), raise dead (5 charges), revivify (3 charges), shared sacrifice* (2 charges), or speak with dead (3 charges). You can also use an action to cast the bless the dead* or spare the dying spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bone staff crumbles to dust.",
            "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": "staff-of-the-woodlands",
            "name": "Staff of the Woodlands",
            "type": "Staff",
            "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.\n\nThe staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.\n\n**_Spells_**. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: _animal friendship_ (1 charge), _awaken_ (5 charges), _barkskin_ (2 charges), _locate animals or plants_ (2 charges), _speak with animals_ (1 charge), _speak with plants_ (3 charges), or _wall of thorns_ (6 charges).\n\nYou can also use an action to cast the _pass without trace_ spell from the staff without using any charges. **_Tree Form_**. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\nThe tree appears ordinary but radiates a faint aura of transmutation magic if targeted by _detect magic_. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.",
            "rarity": "rare",
            "requires_attunement": "requires attunement by a druid",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "staff-of-the-woodlands-a5e",
            "name": "Staff of the Woodlands",
            "type": "Staff",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  with this magic quarterstaff. Additionally, while holding it you gain a +2 bonus to spell attack rolls.\n\nWhile holding this staff, you can use an action to cast pass without trace, or to expend charges to cast one of the following spells, using your spell save DC: _animal friendship_  (1 charge), _speak with animals_  (1 charge), __barkskin_  (2 charges), _locate animals or plants_  (2 charges), __speak with plants_  (3 charges), __awaken_ (5 charges), __wall of thorns_  (6 charges).\n\n_**Tree Form**._ As an action you can plant the staff in the earth and expend 1 charge, transforming it into a full-grown tree. The tree is 60 feet tall, has a 5-foot-wide trunk, and its highest branches fill a 20-foot radius. The tree looks ordinary but radiates faint transmutation magic if inspected with __detect magic ._ By using an action to touch the tree and speak the staff’s command word, you can transform it back into a staff. Creatures in the tree fall when the staff reverts to its original form.\n\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the staff loses its magical properties.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-thorns",
            "name": "Staff of Thorns",
            "type": "Staff",
            "desc": "This gnarled and twisted oak staff has numerous thorns growing from its surface. Green vines tightly wind their way up along the shaft. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the thorns immediately fall from the staff and it becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: barkskin (2 charges), entangle (1 charge), speak with plants (3 charges), spike growth (2 charges), or wall of thorns (6 charges). Thorned Strike. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 piercing damage.",
            "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": "staff-of-thunder-and-lightning",
            "name": "Staff of Thunder and Lightning",
            "type": "Staff",
            "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.\n\n**_Lightning_**. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.\n\n**_Thunder_**. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.\n\n**_Lightning Strike_**. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**_Thunderclap_**. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.\n\n**_Thunder and Lightning_**. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.",
            "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": "staff-of-thunder-and-lightning-a5e",
            "name": "Staff of Thunder and Lightning",
            "type": "Staff",
            "desc": "You gain a +2 bonus to _attack and damage rolls_  with this magic quarterstaff. Additionally, while holding it you can activate one of the following properties, each of which can be used once per dawn.\n\n**_Lightning._** When you make a successful melee attack with the staff, you deal an extra 2d6 lightning damage.\n\n_**Thunder.**_ When you make a successful melee attack with the staff, you cause it to emit a thunderclap audible up to 300 feet away. The target makes a DC 17 Constitution _saving throw_  or it is _stunned_  until the end of your next turn.\n\n_**Lightning Strike.**_ You can use an action to fire a 120 feet long and 5 foot wide line of lightning from the staff. Each creature in the area makes a DC 17 Dexterity _saving throw_ , taking 9d6 lightning damage on a failure, or half damage on a success.\n\n_**Thunderclap.**_ You can use an action to create a thunderous roar audible up to 600 feet away. Each creature other than you within 60 feet makes a DC 17 Constitution _saving throw_  or takes 2d6 thunder damage and becomes _deafened_  for 1 minute. On a successful save, a creature takes half damage and isn’t deafened.\n\n_**Thunder and Lightning**._ You can use an action to use the Lightning Strike and Thunderclap properties simultaneously. This doesn’t expend the daily uses of those properties, only this one.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "staff-of-voices",
            "name": "Staff of Voices",
            "type": "Staff",
            "desc": "The length of this wooden staff is carved with images of mouths whispering, speaking, and screaming. This staff can be wielded as a magic quarterstaff. While holding this staff, you can't be deafened, and you can act normally in areas where sound is prevented, such as in the area of a silence spell. Any creature that is not deafened can hear your voice clearly from up to 1,000 feet away if you wish them to hear it. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the mouths carved into the staff give a collective sigh and close, and the staff becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: divine word (7 charges), magic mouth (2 charges), speak with animals (1 charge), speak with dead (3 charges), speak with plants (3 charges), or word of recall (6 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges. Thunderous Shout. While holding the staff, you can use an action to expend 1 charge and release a chorus of mighty shouts in a 15-foot cone from it. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and is deafened until the end of its next turn. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
            "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": "staff-of-winter-and-ice",
            "name": "Staff of Winter and Ice",
            "type": "Staff",
            "desc": "This pure white, pine staff is topped with an ornately faceted shard of ice. The entire staff is cold to the touch. You have resistance to cold damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its resistance to cold damage but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Boreas’s breath* (2 charges), cone of cold (5 charges), curse of Boreas* (6 charges), ice storm (4 charges), flurry* (1 charge), freezing fog* (3 charges), freezing sphere (6 charges), frostbite* (5 charges), frozen razors* (3 charges), gliding step* (1 charge), sleet storm (3 charges), snow boulder* (4 charges), triumph of ice* (7 charges), or wall of ice (6 charges). You can also use an action to cast the chill touch or ray of frost spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to ice, snow, or wintry weather. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take cold damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of cold damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "staff-of-withering",
            "name": "Staff of Withering",
            "type": "Staff",
            "desc": "This staff has 3 charges and regains 1d3 expended charges daily at dawn.\n\nThe staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.",
            "rarity": "rare",
            "requires_attunement": "requires attunement by a cleric, druid, or warlock",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "staff-of-withering-a5e",
            "name": "Staff of Withering",
            "type": "Staff",
            "desc": "This magic quarterstaff has 3 charges and regains 1d3 expended charges each dawn. When you make a successful _melee attack_  with the staff, you can expend 1 charge to deal an extra 2d10 necrotic damage. The target makes a DC 15 Constitution _saving throw_  or for the next hour it has _disadvantage_  on Strength and Constitution checks and saving throws.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stalking-cat-a5e",
            "name": "Stalking Cat",
            "type": "Wondrous Item",
            "desc": "This jade pendant takes the form of a cat ready to pounce. Once per day while attuned to this pendant you may immediately reroll a failed melee weapon attack or Stealth roll. If the reroll also fails the pendant loses its magic, becoming a mundane item worth 25 gold.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "standard-of-divinity",
            "name": "Standard of Divinity",
            "type": "Weapon",
            "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.",
            "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": "star-heart-a5e",
            "name": "Star Heart",
            "type": "Wondrous Item",
            "desc": "This item looks like a bright orange starfish. Once you are attuned to the _star heart_ it attaches to your skin over your heart, and as long as you have at least 1 hit point you regain 1d6 hit points every 10 minutes. If you lose a body part, after 1d6 + 1 days if you have at least 1 hit point the whole time the body part regrows and returns to full functionality.\n\nIn addition, any lost body part grows into an entirely new version of yourself after 1d4 + 3 days, complete with your personality, memory, and abilities. This new clone is independent and sentient, although it is incapable of further duplication. Every time a clone is created, one of the five legs of the _star heart_ withers and dies; it only regenerates when its associated clone dies. \n\nIf all five legs have grown into clones, then the _star heart_ is destroyed.\n\n_**Curse.**_ While some may say that having a clone that believes itself to be just as much “you” as yourself is enough of a curse in and of itself, the _star heart_ has other dangers. It was designed for a disposable warrior class of drones and isn’t quite compatible with other creatures. Every time the _star heart_ creates a clone, there’s a chance that something may go wrong. Roll 1d20 and consult Table: Star Heart Clone. If the result was over 11, then roll again, applying all effects.\n\n__Table: Star Heart Clone__\n| **d20** | **Effect**                                                                                                                                                                                                                                                                                                                                                                                                                                                     |\n| ------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1       | The clone is an exact copy (unless affected by previous rolls) but it is lifeless.                                                                                                                                                                                                                                                                                                                                                                             |\n| 2–11    | Nothing. The clone is an exact copy of you (if you have acquired scars or other imperfections over the years that regeneration didn’t cure then the clone will still lack them).                                                                                                                                                                                                                                                                               |\n| 12–13   | The clone is an exact copy, but its mind has been permanently warped by the regeneration process. It rolls once on Table: _Long Term Mental Stress Effects_ .                                                                                                                                                                                                                                                                                                  |\n| 14–15   | The clone is an exact copy but something has changed in its personality. The clone may choose to pursue a different class or profession than you. Whenever the clone can see you, it needs to make a DC 12 Wisdom check or it acquires a _short-term mental stress effect_ .                                                                                                                                                                                   |\n| 16–17   | Something is off. The clone may have different colored eyes or hair, new birthmarks or blemishes, or other minor differences (such as a different score in one or two abilities). Such differences are easy to hide and can be difficult to spot. These differences prey on the clone’s mind when it is near you. Whenever the clone can see you, it needs to make a DC 12 Wisdom check or it acquires a _short-term mental stress effect_ .                   |\n| 18      | The clone is obviously imperfect. At the Narrator’s discretion, the clone may be noticeably shorter, taller, heavier, or lighter than you. The clone has _disadvantage_  on any attempts to disguise itself as you. Whenever the clone can see you, it needs to make a DC 14 Wisdom check or it acquires a _long-term mental stress effect_ .                                                                                                                  |\n| 19      | The clone is effectively a reincarnation of you. Roll on Table: _Reincarnation_  to determine the clone’s heritage. Whenever the clone can see you, it needs to make a DC 14 Wisdom check or it acquires a _long-term mental stress effect_ .                                                                                                                                                                                                                  |\n| 20      | There is a darkness within the clone and it wants to replace you. No matter how perfect the copy, the clone always attacks you on sight with the intent to kill (at the Narrator’s discretion, the clone may delay such an act if it would be immediately beneficial to the clone—once the benefit is gone, the bloodlust returns). The clone also plots against you when not in its presence, hiring assassins or otherwise attempting to vex or destroy you. |\n\n**Note:** Particular _mental stress effects_  do not stack. For example, if the clone has both a personality change and develops a phobia, it only needs to make a single DC 14 Wisdom check when it sees you.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stasis-stone",
            "name": "Stasis Stone",
            "type": "Wondrous item",
            "desc": "This small, crystalline, purple stone measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 2 *stasis stones* can be found together.\n  You can use an action to throw the stone up to 30 feet. The stone explodes on impact and is destroyed. Each creature within a 10-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be petrified until the end of its next turn as the stone releases temporal magic and freezes it in time.",
            "rarity": "very rare",
            "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": "steadfast-splint",
            "name": "Steadfast Splint",
            "type": "Armor",
            "desc": "This armor makes you difficult to manipulate both mentally and physically. While wearing this armor, you have advantage on saving throws against being charmed or frightened, and you have advantage on ability checks and saving throws against spells and effects that would move you against your will.",
            "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": "steelsilk-mantle-a5e",
            "name": "Steelsilk Mantle",
            "type": "Wondrous Item",
            "desc": "This ornate purple silk cloak is interwoven with enchanted steel threads. As a bonus action, you can reshape some part of the cloak into any mundane steel object that can be held in one hand, such as a sword, a key, or a cage. This item detaches from the main cloak, but can be reattached on your turn (no action required). Only one item may be detached from the cloak at a time. Three times between _long rests_ , when you see a creature target you with an attack you can use your reaction to spin the cloak into its path. The cloak hardens like a shield, increasing your AC by +4 against that attack.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stick-awl-a5e",
            "name": "Stick Awl",
            "type": "Wondrous Item",
            "desc": "This simple, small, pointed leatherworking tool has a sturdy maple wooden handle and a superb steel point that never dulls. Used by crafters to make the finest armor, it has been known to pierce the toughest of hides. When used as a weapon the awl is treated as a dagger that deals 1 point of magical piercing damage. When you speak the command word while making a successful melee weapon attack with it against an object, the awl is destroyed after puncturing a hole. The awl is able to puncture any substance, and the hole it leaves behind is 3-inches deep with a diameter of 1/8th-inch. Unlike other enchanted trinkets, the awl can be used as a weapon without potentially being destroyed.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stinger",
            "name": "Stinger",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, you can use a bonus action to inject paralyzing venom in the target. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to poison are also immune to this dagger's paralyzing venom. The dagger can't be used this way again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "stolen-thunder",
            "name": "Stolen Thunder",
            "type": "Wondrous item",
            "desc": "This bodhrán drum is crafted of wood from an ash tree struck by lightning, and its head is made from stretched mammoth skin, painted with a stylized thunderhead. While attuned to this drum, you can use it as an arcane focus. While holding the drum, you are immune to thunder damage. While this drum is on your person but not held, you have resistance to thunder damage. The drum has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. In addition, the drum regains 1 expended charge for every 10 thunder damage you ignore due to the resistance or immunity the drum gives you. If you expend the drum's last charge, roll a 1d20. On a 1, it becomes a nonmagical drum. However, if you make a Charisma (Performance) check while playing the nonmagical drum, and you roll a 20, the passion of your performance rekindles the item's power, restoring its properties and giving it 1 charge. If you are hit by a melee attack while using the drum as a shield, you can use a reaction to expend 1 charge to cause a thunderous rebuke. The attacker must make a DC 17 Constitution saving throw. On a failure, the attacker takes 2d8 thunder damage and is pushed up to 10 feet away from you. On a success, the attacker takes half the damage and isn't pushed. The drum emits a thunderous boom audible out to 300 feet.",
            "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": "stone-of-controlling-earth-elementals",
            "name": "Stone of Controlling Earth Elementals",
            "type": "Wondrous item",
            "desc": "If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _conjure elemental_ spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.",
            "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": "stone-of-controlling-earth-elementals-a5e",
            "name": "Stone of Controlling Earth Elementals",
            "type": "Wondrous Item",
            "desc": "You can use an action to touch this 5 pound stone to the ground and speak a command word, summoning an _earth elemental_  (as the _conjure elemental_ spell). Once used, the stone cannot be used again until the next dawn.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stone-of-good-luck-luckstone",
            "name": "Stone of Good Luck (Luckstone)",
            "type": "Wondrous item",
            "desc": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.",
            "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": "stone-of-good-luck-luckstone-a5e",
            "name": "Stone of Good Luck (Luckstone)",
            "type": "Wondrous Item",
            "desc": "You gain a +1 bonus to ability checks and _savings throws_  as long as this lustrous gemstone is on your person.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "stone-staff",
            "name": "Stone Staff",
            "type": "Staff",
            "desc": "Sturdy and smooth, this impressive staff is crafted from solid stone. Most stone staves are crafted by dwarf mages and few ever find their way into non-dwarven hands. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 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, using your spell save DC and spellcasting ability: earthskimmer* (4 charges), entomb* (6 charges), flesh to stone (6 charges), meld into stone (3 charges), stone shape (4 charges), stoneskin (4 charges), or wall of stone (5 charges). You can also use an action to cast the pummelstone* or true strike spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, hundreds of cracks appear across the staff 's surface and it crumbles into tiny bits of stone.",
            "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": "stonechewer-gauntlets",
            "name": "Stonechewer Gauntlets",
            "type": "Wondrous item",
            "desc": "These impractically spiked gauntlets are made from adamantine, are charged with raw elemental earth magic, and limit the range of motion in your fingers. While wearing these gauntlets, you can't carry a weapon or object, and you can't climb or otherwise perform precise actions requiring the use of your hands. When you hit a creature with an unarmed strike while wearing these gauntlets, the unarmed strike deals an extra 1d4 piercing damage.",
            "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": "stonedrift-staff",
            "name": "Stonedrift Staff",
            "type": "Staff",
            "desc": "This staff is fashioned from petrified wood and crowned with a raw chunk of lapis lazuli veined with gold. The staff can be wielded as a magic quarterstaff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Spells. 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, using your spell save DC: animate objects (only stone objects, 5 charges), earthquake (8 charges), passwall (only stone surfaces, 5 charges), or stone shape (4 charges). Elemental Speech. You can speak and understand Primordial while holding this staff. Favor of the Earthborn. While holding the staff, you have advantage on Charisma checks made to influence earth elementals or other denizens of the Plane of Earth. Stone Glide. If the staff has at least 1 charge, you have a burrowing speed equal to your walking speed, and you can burrow through earth and stone while holding this staff. While doing so, you don’t disturb the material you move through.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "stormheart-bow",
            "name": "Stormheart Bow",
            "type": "Weapon (shortbow or longbow)",
            "desc": "This bow is made from dragon bone and fey heartstring. When you hit with an attack using this magic bow, the target takes an extra 1d6 lightning damage. The bow has 5 charges for the following other properties. It regains 1d4 + 1 expended charges daily at dawn.\n  ***Iceshard Arrow.*** You can expend 3 charges when you hit with an attack using this magic bow to cause the arrow to turn to ice and shatter in mid-air. Choose up to three targets within 30 feet of your original target. Your original target takes damage as normal, and each chosen target takes 1d6 cold damage.\n  ***Thunder Arrow.*** You can expend 2 charges when you hit with an attack using this magic bow to cause the attack to release a peal of thunder. The target takes damage as normal, and each creature within 15 feet of the target must make a DC 15 Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much damage on a successful one.",
            "rarity": "rare",
            "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": "storytellers-pipe",
            "name": "Storyteller's Pipe",
            "type": "Wondrous item",
            "desc": "This long-shanked wooden smoking pipe is etched with leaves along the bowl. Although it is serviceable as a typical pipe, you can use an action to blow out smoke and shape the smoke into wispy images for 10 minutes. This effect works like the silent image spell, except its range is limited to a 10-foot cone in front of you, and the images can be no larger than a 5-foot cube. The smoky images last for 3 rounds before fading, but you can continue blowing smoke to create more images for the duration or until the pipe burns through the smoking material in it, whichever happens first.",
            "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": "sturdy-scroll-tube",
            "name": "Sturdy Scroll Tube",
            "type": "Wondrous item",
            "desc": "This ornate scroll case is etched with arcane symbology. Scrolls inside this case are immune to damage and are protected from the elements, as long as the scroll case remains closed and intact. The scroll case itself has immunity to all forms of damage, except force damage and thunder damage.",
            "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": "stygian-crook",
            "name": "Stygian Crook",
            "type": "Staff",
            "desc": "This staff of gnarled, rotted wood ends in a hooked curvature like a twisted shepherd's crook. The staff has 10 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, using your spell save DC: bestow curse (3 charges), blight (4 charges), contagion (5 charges), false life (1 charge), or hallow (5 charges). The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff turns to live maggots and is destroyed.",
            "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": "subtle-mage-gloves-a5e",
            "name": "Subtle Mage Gloves",
            "type": "Wondrous Item",
            "desc": "While wearing these gloves, you gain a +1 bonus to AC. In addition, when you cast a spell you can use your reaction to expend a number of charges equal to the spell’s level, casting it without any seen or vocalized components. The gloves have 4 charges and regain 1d3 charges each dawn.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "sun-blade",
            "name": "Sun Blade",
            "type": "Weapon (longsword)",
            "desc": "This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the _sun blade_.\n\nYou gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.\n\nThe sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.",
            "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": "sun-blade-a5e",
            "name": "Sun Blade",
            "type": "Weapon",
            "desc": "This weapon first appears to be nothing more than a sword hilt. While holding the hilt, you can use a bonus action to make a blade of sunlight appear or disappear. Being proficient in shortswords or longswords grants proficiency with this magic sword, which also has the finesse property as long as the blade is in existence.\n\nWhile the blade is ignited, you gain +2 bonus to _attack and damage rolls_  made with it, dealing 1d8 radiant damage on a hit (instead of slashing damage), or 2d8 radiant damage if your target is undead.\n\nThe blade shines with _bright sunlight_  in a 15-foot radius and dim sunlight for an additional 15 feet. You can use an action to increase or decrease the bright sunlight and dim sunlight radiuses by 5 feet, up to a maximum of 30 feet each or down to a minimum of 10 feet each.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "superior-potion-of-troll-blood",
            "name": "Superior Potion of Troll Blood",
            "type": "Potion",
            "desc": "When you drink this potion, you regain 5 hit points at the start of each of your turns. After it has restored 50 hit points, the potion's effects end.",
            "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": "supreme-potion-of-troll-blood",
            "name": "Supreme Potion of Troll Blood",
            "type": "Potion",
            "desc": "When you drink this potion, you regain 8 hit points at the start of each of your turns. After it has restored 80 hit points, the potion's effects end.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "survival-knife",
            "name": "Survival Knife",
            "type": "Weapon",
            "desc": "When holding this sturdy knife, you can use an action to transform it into a crowbar, a fishing rod, a hunting trap, or a hatchet (mainly a chopping tool; if wielded as a weapon, it uses the same statistics as this dagger, except it deals slashing damage). While holding or touching the transformed knife, you can use an action to transform it into another form or back into its original shape.",
            "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": "survivors-cloak-a5e",
            "name": "Survivor’s Cloak",
            "type": "Wondrous Item",
            "desc": "This cloak is an unassuming neutral grayish-brown color that seems to slowly fade into the background whenever you are standing still. You cannot attune to this cloak if you are not proficient with Survival. \n\nWhile attuned to and wearing the cloak, you may treat a _long rest_  as if you were in a _haven_ . Once you use this property, you cannot do so again for 1 week. \n\nIn addition, the cloak allows you to travel at a fast pace while remaining stealthy.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "swarmfoe-suit",
            "name": "Swarmfoe Suit",
            "type": "Armor",
            "desc": "While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don't have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action.",
            "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/"
        }
    ]
}