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=type&page=11
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=type&page=12",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=type&page=10",
    "results": [
        {
            "slug": "wand-of-windows",
            "name": "Wand of Windows",
            "type": "Wand",
            "desc": "This clear, crystal wand has 3 charges. You can use an action to expend 1 charge and touch the wand to any nonmagical object. The wand causes a portion of the object, up to 1-foot square and 6 inches deep, to become transparent for 1 minute. The effect ends if you stop holding the wand. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand slowly becomes cloudy until it is completely opaque and becomes nonmagical.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "bubble-wand-a5e",
            "name": "Bubble Wand",
            "type": "Wand",
            "desc": "This slender timber wand has a wooden ring at its tip. The wand has 7 charges and regains 1d6+1 charges each dawn. If you expend the last charge, roll a d20\\. On a 1, the wand bursts into a spray of colorful bubbles and is lost forever.\n\nWhile holding the wand, you can use an action to expend its charges and either create a harmless spray of colorful bubbles (1 charge) or cast the __dancing lights_ cantrip (2 charges). The _dancing lights_ appear as glowing bubbles.\n\nWhen a creature targets you with an attack while you are holding the wand, you can use your reaction to snap it (destroying the wand). You can do this after the roll is made, but before the outcome of the attack is determined. You gain a +5 bonus to AC and a fly speed of 10 ft. as a giant soap bubble coalesces around you. The bubble persists for 1 minute or until you are hit with an attack, at which point it bursts with a loud ‘pop’.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "cantrip-wand-a5e",
            "name": "Cantrip Wand",
            "type": "Wand",
            "desc": "This wand can be used as a spellcasting focus and allows you to cast one additional cantrip as if you knew it, as long as it is on your spell list. Each cantrip wand has a cantrip imbued within it upon creation, and will be known by its name (such as a _fire bolt_  wand or __light  wand_). \n\nOther implements exist for the storing of cantrips from other classes (like _cantrip holy symbols_ or _cantrip instruments_), and though these are wondrous items they function like wands.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "transforming-wand-a5e",
            "name": "Transforming Wand",
            "type": "Wand",
            "desc": "This wand has 13 charges. While holding it, you can use an action to expend 1 of its charges to cast the __polymorph_  spell (save DC 16) from it, transforming one target humanoid into a beast. Unlike normal castings of the spell, the effect lasts for 24 hours, at which point a target can attempt a new save. After two failed saves, a polymorphed target is permanently transformed into its new form. The wand regains 2d6 expended charges daily at dawn. If the wand’s last charge is expended, roll a d20\\. On a 1, the wand crumbles into ashes and is destroyed.",
            "rarity": "Legendary",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-binding-a5e",
            "name": "Wand of Binding",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend charges to cast one of the following spells, using your spell save DC: _hold person_ (2 charges), __hold monster_ (5 charges). Alternatively, when you attempt to escape a _grapple_  or are making a _saving throw_  to avoid being _paralyzed_  or _restrained_ , you can use your reaction to expend 1 charge and gain _advantage_ .\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand folds in on itself until it disappears.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-cobwebs-a5e",
            "name": "Wand of Cobwebs",
            "type": "Wand",
            "desc": "A convincing way to cover one’s tracks is to create the appearance that an area hasn’t been disturbed in a long time. This spindly wooden wand sheds a little dust whenever you touch it. While holding it, you can use an action and expend 1 charge to conjure wispy cobwebs in a 1-foot cube within 30 feet of you that you can see. The cobwebs must be anchored to two solid masses or layered across a floor, wall, or ceiling. The ground beneath the cobwebs is covered with a layer of dust that suggests at least a year of disuse. The cobwebs and dust last until cleared away.\n\nThe wand has 10 charges and regains 1d6+4 charges each dusk. If you expend the last charge, roll a d20\\. On a result of 5 or less, the wand disintegrates into a mass of cobwebs.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-elocution-a5e",
            "name": "Wand of Elocution",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge and touch it to one willing beast or humanoid. If the target is a humanoid, for the next hour it gains an expertise die on Deception, Intimidation, and Persuasion checks, as well as on Performance checks made to act, orate, or otherwise speak in front of a crowd. If the target is a beast, it gains the ability to speak one language that you are proficient with for the next hour.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits a cacophony of voices and animal noises audible within 100 feet for 1 minute then loses its magical properties.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-enemy-detection-a5e",
            "name": "Wand of Enemy Detection",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to speak its command word and expend 1 charge to extend your senses for 1 minute. You sense the direction (but not precise location) of the nearest creature hostile to you within 60 feet (this includes ethereal, _invisible_ , disguised, and hidden creatures, as well as those in plain sight). The effect ends early if you stop holding the wand.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears the next time it is unobserved.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-erudition-a5e",
            "name": "Wand of Erudition",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge and target one willing humanoid you can see within 30 feet. For the next hour, the target gains one of the following benefits:\n\n* The ability to read, speak, and understand one language you are proficient with.\n* Proficiency with one skill or tool with which you are proficient.\n* Knowledge of some piece of information you know that you could communicate in less than 1 minute, such as the contents of a book you have read or directions to a location familiar to you. The target gains this knowledge even if you do not share a language. When the effect ends, the target forgets the information you imparted.\n\nThis wand has 5 charges and regains 1d4+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand fades from existence and you forget you ever owned it.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-fear-a5e",
            "name": "Wand of Fear",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge and command another creature to flee or grovel (as the _command_ spell, save DC 15). Alternatively, you can use an action to expend 2 charges, causing the wand to emit a 60-foot cone of light. Each creature in the area makes a DC 15 Wisdom _saving throw_  or becomes _frightened_  of you for 1 minute. A creature frightened in this way must spend its turns trying to move as far away from you as possible, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. On its turn, the frightened creature can use only the Dash action or try to escape from an effect that prevents it from moving, or if it has nowhere to move then the Dodge action. A frightened creature can repeat the _saving throw_  at the end of each of its turns, ending the effect on itself on a success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand releases a chilling wail and crumbles into nothing.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-fireballs-a5e",
            "name": "Wand of Fireballs",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast fireball (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand disappears in a flash of fire and smoke.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-lightning-bolts-a5e",
            "name": "Wand of Lightning Bolts",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 or more charges to cast __lightning bolt_ (save DC 15). For 1 charge, you cast the spell’s 3rd-level version. Increase the spell slot level by one for each additional expended charge.\n\n This wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand emits sparks of electricity and disappears in a flash. ",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-magic-detection-a5e",
            "name": "Wand of Magic Detection",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge to cast __detect magic ._\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-magic-missile-a5e",
            "name": "Wand of Magic Missile",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 or more of its charges to cast __magic missile ._ For 1 charge, you cast the 1st-level version of the spell. Increase the spell slot level by one for each additional expended charge.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a bolt of magic that soars out of sight and disappears",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-paralysis-a5e",
            "name": "Wand of Paralysis",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge to force a creature within 60 feet to make a DC 15 Constitution _saving throw_  or become _paralyzed_  for 1 minute. The paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand shatters into hundreds of pieces.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-polymorph-a5e",
            "name": "Wand of Polymorph",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge to cast _polymorph_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand transforms into a Tiny bug that wanders away.",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-secrets-a5e",
            "name": "Wand of Secrets",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge to make it pulse and point at the nearest secret door or trap within 30 feet.\n\nThis wand has 3 charges and regains 1d3 expended charges each dawn.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-the-scribe-a5e",
            "name": "Wand of the Scribe",
            "type": "Wand",
            "desc": "Nearly half the size of most other wands, this arcane implement is a solid piece of mithral with a tapered point that resembles the nib of a writing quill. While you are attuned to the wand, you can write on parchment and similar surfaces that would hold ink as though using an ordinary quill. The wand never runs out of ink when used this way.\n\nThe _wand of the scribe_ has 1d6 charges and regains 3 charges each dawn. You can expend 1 charge from the wand to cast __illusory script_ . You can also expend 1 charge from the wand to create a copy of any mundane document without requiring a forgery kit, substituting an Arcana check for any ability check you would normally make. Finally, you can expend 2 charges from the wand to transcribe 1 minute of conversation that you can hear. You do not need to understand the language being spoken, and can choose to write it in any language that you know.\n\nIf you expend the wand’s last charge, roll a d20\\. On a result of 5 or less, the wand bursts causing ink to stain your hand and the front of any clothing you are wearing as the enchanted trinket breaks apart.",
            "rarity": "Common",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-the-war-mage-1-a5e",
            "name": "Wand of the War Mage +1",
            "type": "Wand",
            "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (uncommon +1), and you ignore _half cover_  when making spell attacks.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-the-war-mage-2-a5e",
            "name": "Wand of the War Mage +2",
            "type": "Wand",
            "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (rare +2), and you ignore _half cover_  when making spell attacks.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-the-war-mage-3-a5e",
            "name": "Wand of the War Mage +3",
            "type": "Wand",
            "desc": "You must be a spellcaster to attune to this wand. While holding this wand, you gain a bonus to _spell attack rolls_  (very rare +3), and you ignore _half cover_  when making spell attacks.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-web-a5e",
            "name": "Wand of Web",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge to cast _web_ (save DC 15).\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand dissolves into a pile of webbing.",
            "rarity": "Uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "wand-of-wonder-a5e",
            "name": "Wand of Wonder",
            "type": "Wand",
            "desc": "While holding this wand, you can use an action to expend 1 charge and choose a creature, object, or point in space within 120 feet. Roll d100 on the Wand of Wonder table to determine the effect.\n\nSpells cast from the wand have a spell save DC of 15 and a range of 120 feet. Area effects are centered on and include the target. If an effect might target multiple creatures, the Narrator randomly determines which ones are affected.\n\nThis wand has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20\\. On a 1, the wand violently shakes and sparks with magic then disappears.\n\n__**Table: Wand of Wonder**__\n| **d100** | **Effect**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 01–05    | You cast _slow ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 06–10    | You cast __faerie fire ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |\n| 11–15    | You are awestruck and become _stunned_  until the start of your next turn.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| 16–20    | You cast _gust of wind ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                              |\n| 21–25    | You cast __detect thoughts_  on the target. If you didn’t target a creature, you take 1d6 psychic damage instead.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 26–30    | You cast _stinking cloud ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |\n| 31–33    | Rain falls in a 60-foot radius centered on the target, making the area __lightly obscured_ until the start of your next turn.                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |\n| 34–36    | A beast appears in an unoccupied space adjacent to the target. You don’t control the animal, which acts as it normally would. Roll a d4 to determine the beast (1: _rhinoceros_ , 2: _elephant_ , 3–4: _rat_ ).                                                                                                                                                                                                                                                                                                                                                                                        |\n| 37–46    | You cast _lightning bolt ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |\n| 47–49    | Butterflies fill a 30-foot radius centered on the target, making the area _heavily obscured_ . The butterflies remain for 10 minutes.                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 50–53    | The target doubles in size (as if you had cast __enlarge/reduce_ ), or if the target is an attended object, you become the spell’s target.                                                                                                                                                                                                                                                                                                                                                                                                                                                             |\n| 54–58    | You cast _darkness ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 59–62    | Grass grows on the ground in a 60-foot radius centered on the target. Existing grass grows to 10 times normal size for 1 minute, becoming _difficult terrain_ .                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 63–65    | An unattended object (chosen by the Narrator) within 120 feet of the target disappears into the Ethereal Plane. The object must be able to fit in a 10-foot cube.                                                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 66–69    | You shrink to half your size (as __enlarge/reduce_ ).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 70–79    | You cast _fireball ._                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |\n| 80–84    | You cast _invisibility_ on yourself.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                   |\n| 85–87    | Leaves grow from the target. If you targeted a point in space, leaves sprout from the creature nearest that point instead. The leaves fall off after 24 hours but can be pruned before that time.                                                                                                                                                                                                                                                                                                                                                                                                      |\n| 88–90    | A stream of 1d4 × 10 gems (each worth 1 gp) shoots from the wand in a 30-foot long, 5-foot wide line. Each gem deals 1 bludgeoning damage. Divide the total damage equally among all creatures in the area.                                                                                                                                                                                                                                                                                                                                                                                            |\n| 91–95    | A burst of shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see make a DC 15 Constitution _saving throw_  or become _blinded_  for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success                                                                                                                                                                                                                                                                                 |\n| 96–97    | For the next 1d10 days, the target is able to breathe underwater and its skin turns blue. If you targeted an object or point in space, the creature nearest that target is affected instead.                                                                                                                                                                                                                                                                                                                                                                                                           |\n| 98–100   | If you targeted a creature, it makes a DC 15 Constitution _saving throw_ . If you didn’t target a creature, you become the target instead. A creature that fails the saving throw by 5 or more is instantly _petrified_ . On any other failed save, the creature is _restrained_  and begins to turn to stone. While restrained in this way, the target repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. A __greater restoration_  spell or similar magic restores a petrified creature but the effect is otherwise permanent. |",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "akaasit-blade",
            "name": "Akaasit Blade",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the arm blade of a defeated Akaasit (see Tome of Beasts 2). You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can't be activated 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": "anchor-of-striking",
            "name": "Anchor of Striking",
            "type": "Weapon",
            "desc": "This small rusty iron anchor feels sturdy in spite of its appearance. You gain a +1 bonus to attack and damage rolls made with this magic war pick. When you roll a 20 on an attack roll made with this weapon, the target is wrapped in ethereal golden chains that extend from the bottom of the anchor. As an action, the chained target can make a DC 15 Strength or Dexterity check, freeing itself from the chains on a success. Alternatively, you can use a bonus action to command the chains to disappear, freeing the target. The chains are constructed of magical force and can't be damaged, though they can be destroyed with a disintegrate spell. While the target is wrapped in these chains, you and the target can't move further than 50 feet from each other.",
            "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": "anointing-mace",
            "name": "Anointing Mace",
            "type": "Weapon",
            "desc": "Also called an anointing gada, you gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the ornately decorated head of the mace holds a reservoir perforated with small holes. As an action, you can fill the reservoir with a single potion or vial of liquid, such as holy water or alchemist's fire. You can press a button on the haft of the weapon as a bonus action, which opens the holes. If you hit a target with the weapon while the holes are open, the weapon deals damage as normal and the target suffers the effects of the liquid. For example,\nan anointing mace filled with holy water deals an extra 2d6 radiant damage if it hits a fiend or undead. After you press the button and make an attack roll, the liquid is expended, regardless if your attack hits.",
            "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": "asps-kiss",
            "name": "Asp's Kiss",
            "type": "Weapon",
            "desc": "This haladie features two short, slightly curved blades attached to a single hilt with a short, blue-sheened spike on the hand guard. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this sword, you have immunity to poison damage, and, when you take the Dash action, the extra movement you gain is double your speed instead of equal to your speed. When you use the Attack action with this sword, you can make one attack with its hand guard spike (treat as a dagger) as a bonus action. You can use an action to cause indigo poison to coat the blades of this sword. The poison remains for 1 minute or until two attacks using the blade of this weapon hit one or more creatures. The target must succeed on a DC 17 Constitution saving throw or take 2d10 poison damage and its hit point maximum is reduced by an amount equal to the poison damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The sword can't be used this way again until the next dawn. When you kill a creature with this weapon, it sheds a single, blue tear as it takes its last breath.",
            "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": "axe-of-the-ancients",
            "name": "Axe of the Ancients",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you draw this weapon, you can use a bonus action to cast the thaumaturgy spell from it. You can have only one of the spell's effects active at a time when you cast it in this way.",
            "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": "black-and-white-daggers",
            "name": "Black and White Daggers",
            "type": "Weapon",
            "desc": "These matched daggers are identical except for the stones set in their pommels. One pommel is chalcedony (opaque white), the other is obsidian (opaque black). You gain a +1 bonus to attack and damage rolls with both magic weapons. The bonus increases to +3 when you use the white dagger to attack a monstrosity, and it increases to +3 when you use the black dagger to attack an undead. When you hit a monstrosity or undead with both daggers in the same turn, that creature takes an extra 1d6 piercing damage from the second attack.",
            "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": "blackguards-blade",
            "name": "Blackguard's Blade",
            "type": "Weapon",
            "desc": "You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.",
            "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": "blade-of-petals",
            "name": "Blade of Petals",
            "type": "Weapon",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. This brightly-colored shortsword is kept in a wooden scabbard with eternally blooming flowers. The blade is made of dull green steel, and its pommel is fashioned from hard rosewood. As a bonus action, you can conjure a flowery mist which fills a 20-foot area around you with pleasant-smelling perfume. The scent dissipates after 1 minute. A creature damaged by the blade must succeed on a DC 15 Charisma saving throw or be charmed by you until the end of its next turn. A creature can't be charmed this way more than once every 24 hours.",
            "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": "blade-of-the-dervish",
            "name": "Blade of the Dervish",
            "type": "Weapon",
            "desc": "This magic scimitar is empowered by your movements. For every 10 feet you move before making an attack, you gain a +1 bonus to the attack and damage rolls of that attack, and the scimitar deals an extra 1d6 slashing damage if the attack hits (maximum of +3 and 3d6). In addition, if you use the Dash action and move within 5 feet of a creature, you can attack that creature as a bonus action. On a hit, the target takes an extra 2d6 slashing 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": "blade-of-the-temple-guardian",
            "name": "Blade of the Temple Guardian",
            "type": "Weapon",
            "desc": "This simple but elegant shortsword is a magic weapon. When you are wielding it and use the Flurry of Blows class feature, you can make your bonus attacks with the sword rather than unarmed strikes. If you deal damage to a creature with this weapon and reduce it to 0 hit points, you absorb some of its energy, regaining 1 expended ki point.",
            "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": "bloodbow",
            "name": "Bloodbow",
            "type": "Weapon",
            "desc": "This longbow is carved of a light, sturdy wood such as hickory or yew, and it is almost always stained a deep maroon hue, lacquered and aged under layers of sundried blood. The bow is sometimes decorated with reptilian teeth, centaur tails, or other battle trophies. The bow is designed to harm the particular type of creature whose blood most recently soaked the weapon. When you make a ranged attack roll with this magic weapon against a creature of that type, you have a +1 bonus to the attack and damage rolls. If the attack hits, the target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of your next turn. While enraged, the target suffers a random short-term madness.",
            "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": "blooddrinker-spear",
            "name": "Blooddrinker Spear",
            "type": "Weapon",
            "desc": "Prized by gnolls, the upper haft of this spear is decorated with tiny animal skulls, feathers, and other adornments. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature with this spear, you mark that creature for 1 hour. Until the mark ends, you deal an extra 1d6 damage to the target whenever you hit it with the spear, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. If the target drops to 0 hit points, the mark ends. This property can't be used on a different creature until you spend a short rest cleaning the previous target's blood from the spear.",
            "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": "bloodfuel-weapon",
            "name": "Bloodfuel Weapon",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to 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 the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's 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": "bloodthirsty-weapon",
            "name": "Bloodthirsty Weapon",
            "type": "Weapon",
            "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.",
            "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": "bludgeon-of-nightmares",
            "name": "Bludgeon of Nightmares",
            "type": "Weapon",
            "desc": "You gain a +2 bonus to attack and damage rolls made with this weapon. The weapon appears to be a mace of disruption, and an identify spell reveals it to be such. The first time you use this weapon to kill a creature that has an Intelligence score of 5 or higher, you begin having nightmares and disturbing visions that disrupt your rest. Each time you complete a long rest, you must make a Wisdom saving throw. The DC equals 10 + the total number of creatures with Intelligence 5 or higher that you've reduced to 0 hit points with this weapon. On a failure, you gain no benefits from that long rest, and you gain one level of exhaustion.",
            "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": "bone-whip",
            "name": "Bone Whip",
            "type": "Weapon",
            "desc": "This whip is constructed of humanoid vertebrae with their edges magically sharpened and pointed. The bones are joined together into a coiled line by strands of steel wire. The handle is half a femur wrapped in soft leather of tanned humanoid skin. You gain a +1 bonus to attack and damage rolls with this weapon. You can use an action to cause fiendish energy to coat the whip. For 1 minute, you gain 5 temporary hit points the first time you hit a creature on each turn. In addition, when you deal damage to a creature with this weapon, the creature must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the creature finishes a long rest. Once used, this property of the whip can't be used again until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "bonebreaker-mace",
            "name": "Bonebreaker Mace",
            "type": "Weapon",
            "desc": "You gain a +1 bonus on attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use it to attack an undead creature. Often given to the grim enforcers of great necropolises, these weapons can reduce the walking dead to splinters with a single strike. When you hit an undead creature with this magic weapon, treat that creature as if it is vulnerable to bludgeoning damage. If it is already vulnerable to bludgeoning damage, your attack deals an additional 1d6 radiant 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": "bow-of-accuracy",
            "name": "Bow of Accuracy",
            "type": "Weapon",
            "desc": "The normal range of this bow is doubled, but its long range remains the same.",
            "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": "breaker-lance",
            "name": "Breaker Lance",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. When you attack an object or structure with this magic lance and hit, maximize your weapon damage dice against the target. The lance has 3 charges. As part of an attack action with the lance, you can expend a charge while striking a barrier created by a spell, such as a wall of fire or wall of force, or an entryway protected by the arcane lock spell. You must make a Strength check against a DC equal to 10 + the spell's level. On a successful check, the spell ends. The lance regains 1d3 expended charges daily at dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "buzzing-blade",
            "name": "Buzzing Blade",
            "type": "Weapon",
            "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the 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": "candied-axe",
            "name": "Candied Axe",
            "type": "Weapon",
            "desc": "This battleaxe bears a golden head spun from crystalized honey. Its wooden handle is carved with reliefs of bees. You gain a +2 bonus to attack and damage rolls made with this magic weapon.",
            "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": "chainbreaker-blade",
            "name": "Chainbreaker Blade",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.",
            "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": "chieftains-axe",
            "name": "Chieftain's Axe",
            "type": "Weapon",
            "desc": "Furs conceal the worn runes lining the haft of this oversized, silver-headed battleaxe. You gain a +2 bonus to attack and damage rolls made with this silvered, magic weapon.",
            "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": "clockwork-mace-of-divinity",
            "name": "Clockwork Mace of Divinity",
            "type": "Weapon",
            "desc": "This clockwork mace is composed of several different metals. While attuned to this magic weapon, you have proficiency with it. As a bonus action, you can command the mace to transform into a trident. When you hit with an attack using this weapon's trident form, the target takes an extra 1d6 radiant damage.",
            "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": "constant-dagger",
            "name": "Constant Dagger",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the target loses its resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. If it has immunity to bludgeoning, piercing, and slashing damage, its immunity instead becomes resistance to such damage until the start of your next turn. If the creature doesn't have resistance or immunity to such damage, you roll your damage dice three times, instead of twice.",
            "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": "consuming-rod",
            "name": "Consuming Rod",
            "type": "Weapon",
            "desc": "This bone mace is crafted from a humanoid femur. One end is carved to resemble a ghoulish face, its mouth open wide and full of sharp fangs. The mace has 8 charges, and it recovers 1d6 + 2 charges daily at dawn. You gain a +1 bonus to attack and damage rolls made with this magic mace. When it hits a creature, the mace's mouth stretches gruesomely wide and bites the target, adding 3 (1d6) piercing damage to the attack. As a reaction, you can expend 1 charge to regain hit points equal to the piercing damage dealt. Alternatively, you can use your reaction to expend 5 charges when you hit a Medium or smaller creature and force the mace to swallow the target. The target must succeed on a DC 15 Dexterity saving throw or be swallowed into an extra-dimensional space within the mace. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the mace. The target can still breathe. As an action, you can force the mace to regurgitate the creature, which falls prone in a space within 5 feet of the mace. The mace automatically regurgitates a trapped creature at dawn when it regains charges.",
            "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": "dagger-of-the-barbed-devil",
            "name": "Dagger of the Barbed Devil",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause sharp, pointed barbs to sprout from this blade. The barbs remain for 1 minute. When you hit a creature while the barbs are active, the creature must succeed on a DC 15 Dexterity saving throw or a barb breaks off into its flesh and the dagger loses its barbs. At the start of each of its turns, a creature with a barb in its flesh must make a DC 15 Constitution saving throw. On a failure, it has disadvantage on attack rolls and ability checks until the start of its next turn as it is wracked with pain. The barb remains until a creature uses its action to remove the barb, dealing 1d4 piercing damage to the barbed creature. Once you cause barbs to sprout from the dagger, you can't do so 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/"
        }
    ]
}