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=13
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=14",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=type&page=12",
    "results": [
        {
            "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/"
        },
        {
            "slug": "dawn-shard",
            "name": "Dawn Shard",
            "type": "Weapon",
            "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.",
            "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": "dimensional-net",
            "name": "Dimensional Net",
            "type": "Weapon",
            "desc": "Woven from the hair of celestials and fiends, this shimmering iridescent net can subdue and capture otherworldly creatures. You have a +1 bonus to attack rolls with this magic weapon. In addition to the normal effects of a net, this net prevents any Large or smaller aberration, celestial, or fiend hit by it from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. When such a creature is bound in this way, a creature must succeed on a DC 30 Strength (Athletics) check to free the bound creature. The net has immunity to damage dealt by the bound creature, but another creature can deal 20 slashing damage to the net and free the bound creature, ending the effect. The net has AC 15 and 30 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the net drops to 0 hit points, it is destroyed.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "dirgeblade",
            "name": "Dirgeblade",
            "type": "Weapon",
            "desc": "This weapon is an exquisitely crafted rapier set in a silver and leather scabbard. The blade glows a faint stormy blue and is encircled by swirling wisps of clouds. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon, when unsheathed, sheds dim blue light in a 20-foot radius. When you hit a creature with it, you can expend 1 Bardic Inspiration to impart a sense of overwhelming grief in the target. A creature affected by this grief must succeed on a DC 15 Wisdom saving throw or fall prone and become incapacitated by sadness until the end of its next turn. Once a month under an open sky, you can use a bonus action to speak this magic sword's command word and cause the sword to sing a sad dirge. This dirge conjures heavy rain (or snow in freezing temperatures) in the region for 2d6 hours. The precipitation falls in an X-mile radius around you, where X is equal to your level.",
            "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": "dirk-of-daring",
            "name": "Dirk of Daring",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the dagger, you have advantage on saving throws against being frightened.",
            "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": "dragonstooth-blade",
            "name": "Dragonstooth Blade",
            "type": "Weapon",
            "desc": "This razor-sharp blade, little more than leather straps around the base of a large tooth, still carries the power of a dragon. This weapon's properties are determined by the type of dragon that once owned this tooth. The GM chooses the dragon type or determines it randomly from the options below. When you hit with an attack using this magic sword, the target takes an extra 1d6 damage of a type determined by the kind of dragon that once owned the tooth. In addition, you have resistance to the type of damage associated with that dragon. | d6 | Damage Type | Dragon Type |\n| --- | ----------- | ------------------- |\n| 1 | Acid | Black or Copper |\n| 2 | Fire | Brass, Gold, or Red |\n| 3 | Poison | Green |\n| 4 | Lightning | Blue or Bronze |\n| 5 | Cold | Silver or White |\n| 6 | Necrotic | Undead |",
            "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": "entrenching-mattock",
            "name": "Entrenching Mattock",
            "type": "Weapon",
            "desc": "You gain a +1 to attack and damage rolls with this magic weapon. This bonus increases to +3 when you use the pick to attack a creature made of earth or stone, such as an earth elemental or stone golem. As a bonus action, you can slam the head of the pick into earth, sand, mud, or rock within 5 feet of you to create a wall of that material up to 30 feet long, 3 feet high, and 1 foot thick along that surface. The wall provides half cover to creatures behind it. The pick 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": "exsanguinating-blade",
            "name": "Exsanguinating Blade",
            "type": "Weapon",
            "desc": "This double-bladed dagger has an ivory hilt, and its gold pommel is shaped into a woman's head with ruby eyes and a fanged mouth opened in a scream. 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 against a creature that has blood, the dagger gains 1 charge. The dagger can hold 1 charge at a time. You can use a bonus action to expend 1 charge from the dagger to cause one of the following effects: - You or a creature you touch with the blade regains 2d8 hit points. - The next time you hit a creature that has blood with this weapon, it deals an extra 2d8 necrotic 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": "forgefire-hammer",
            "name": "Forgefire Hammer",
            "type": "Weapon",
            "desc": "The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon's command word, causing its head to glow red-hot. While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon's anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns.",
            "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": "gale-javelin",
            "name": "Gale Javelin",
            "type": "Weapon",
            "desc": "The metallic head of this javelin is embellished with three small wings. When you speak a command word while making a ranged weapon attack with this magic weapon, a swirling vortex of wind follows its path through the air. Draw a line between you and the target of your attack; each creature within 10 feet of this line must make a DC 13 Strength saving throw. On a failed save, the creature is pushed backward 10 feet and falls prone. In addition, if this ranged weapon attack hits, the target must make a DC 13 Strength saving throw. On a failed save, the target is pushed backward 15 feet and falls prone. The javelin's property can't be used again until the next dawn. In the meantime, it can still be used as a magic weapon.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "glazed-blade",
            "name": "Glazed Blade",
            "type": "Weapon",
            "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.",
            "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": "gnawing-spear",
            "name": "Gnawing Spear",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. When you roll a 20 on an attack roll made with this spear, its head animates, grows serrated teeth, and lodges itself in the target. While the spear is lodged in the target and you are wielding the spear, the target is grappled by you. At the start of each of your turns, the spear twists and grinds, dealing 2d6 piercing damage to the grappled target. If you release the spear, it remains lodged in the target, dealing damage each round as normal, but the target is no longer grappled by you. While the spear is lodged in a target, you can't make attacks with it. A creature, including the restrained target, can take its action to remove the spear by succeeding on a DC 15 Strength check. The target takes 1d6 piercing damage when the spear is removed. You can use an action to speak the spear's command word, causing it to dislodge itself and fall into an unoccupied space within 5 feet of the target.",
            "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": "golden-bolt",
            "name": "Golden Bolt",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This crossbow doesn't have the loading property, and it doesn't require ammunition. Immediately after firing a bolt from this weapon, another golden bolt forms to take its place.",
            "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": "hammer-of-throwing",
            "name": "Hammer of Throwing",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you throw the hammer, it returns to your hand at the end of your turn. If you have no hand free, it falls to the ground at your feet.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "hexen-blade",
            "name": "Hexen Blade",
            "type": "Weapon",
            "desc": "The colorful surface of this sleek adamantine shortsword exhibits a perpetually shifting, iridescent sheen. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: disguise self (1 charge), hypnotic pattern (3 charges), or mirror image (2 charges).",
            "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": "hidden-armament",
            "name": "Hidden Armament",
            "type": "Weapon",
            "desc": "While holding this magic weapon, you can use an action to transform it into a tattoo on the palm of your hand. You can use a bonus action to transform the tattoo back into a weapon.",
            "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": "humble-cudgel-of-temperance",
            "name": "Humble Cudgel of Temperance",
            "type": "Weapon",
            "desc": "This simple, polished club has a studded iron band around one end. When you attack a poisoned creature with this magic weapon, you have advantage on the attack roll. When you roll a 20 on an attack roll made with this weapon, the target becomes poisoned for 1 minute. If the target was already poisoned, it becomes incapacitated instead. The target can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned or incapacitated condition on itself on a success. Formerly a moneylender with a heart of stone and a small army of brutal thugs, Faustin the Drunkard awoke one day with a punishing hangover that seemed never-ending. He took this as a sign of punishment from the gods, not for his violence and thievery, but for his taste for the grape, in abundance. He decided all problems stemmed from the “demon” alcohol, and he became a cleric. No less brutal than before, he and his thugs targeted public houses, ale makers, and more. In his quest to rid the world of alcohol, he had the humble cudgel of temperance made and blessed with terrifying power. Now long since deceased, his simple, humble-appearing club continues to wreck havoc wherever it turns up.",
            "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": "iceblink",
            "name": "Iceblink",
            "type": "Weapon",
            "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold 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": "impact-club",
            "name": "Impact Club",
            "type": "Weapon",
            "desc": "This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a target on your turn, you can take a bonus action to spend 1 charge and attempt to shove the target. The club grants you a +1 bonus on your Strength (Athletics) check to shove the target. If you roll a 20 on your attack roll with the club, you have advantage on your Strength (Athletics) check to shove the target, and you can push the target up to 10 feet away.",
            "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": "impaling-weapon",
            "name": "Impaling Weapon",
            "type": "Weapon",
            "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.",
            "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": "knockabout-billet",
            "name": "Knockabout Billet",
            "type": "Weapon",
            "desc": "This stout, oaken cudgel helps you knock your opponents to the ground or away from you. When you hit a creature with this magic weapon, you can shove the target as part of the same attack, using your attack roll in place of a Strength (Athletics) check. The weapon deals damage as normal, regardless of the result of the shove. This property of the club can be used no more than once per hour.",
            "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": "kyshaarths-fang",
            "name": "Kyshaarth's Fang",
            "type": "Weapon",
            "desc": "This dagger's blade is composed of black, bone-like material. Tales suggest the weapon is fashioned from a Voidling's (see Tome of Beasts) tendril barb. When you hit with an attack using this magic weapon, the target takes an extra 2d6 necrotic damage. If you are in dim light or darkness, you regain a number of hit points equal to half the necrotic damage dealt.",
            "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": "labyrs-of-the-raging-bull",
            "name": "Labyrs of the Raging Bull",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you.",
            "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": "leaf-bladed-sword",
            "name": "Leaf-Bladed Sword",
            "type": "Weapon",
            "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "lockbreaker",
            "name": "Lockbreaker",
            "type": "Weapon",
            "desc": "You can use this stiletto-bladed dagger to open locks by using an action and making a Strength check. The DC is 5 less than the DC to pick the lock (minimum DC 10). On a success, the lock is broken.",
            "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": "manticores-tail",
            "name": "Manticore's Tail",
            "type": "Weapon",
            "desc": "Ten spikes stick out of the head of this magic weapon. While holding the morningstar, you can fire one of the spikes as a ranged attack, using your Strength modifier for the attack and damage rolls. This attack has a normal range of 100 feet and a long range of 200 feet. On a hit, the spike deals 1d8 piercing damage. Once all of the weapon's spikes have been fired, the morningstar deals bludgeoning damage instead of the piercing damage normal for a morningstar until the next dawn, at which time the spikes regrow.",
            "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": "masher-basher",
            "name": "Masher Basher",
            "type": "Weapon",
            "desc": "A favored weapon of hill giants, this greatclub appears to be little more than a thick tree branch. When you hit a giant with this magic weapon, the giant takes an extra 1d8 bludgeoning damage. When you roll a 20 on an attack roll made with this weapon, the target is stunned until the end of its next turn.",
            "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": "moonsteel-weapon",
            "name": "Moonsteel Weapon",
            "type": "Weapon",
            "desc": "The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.",
            "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/"
        }
    ]
}