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=25
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=26",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=type&page=24",
    "results": [
        {
            "slug": "robe-of-the-archmagi",
            "name": "Robe of the Archmagi",
            "type": "Wondrous item",
            "desc": "This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a _robe of the archmagi_ that doesn't correspond to your alignment.\n\nYou gain these benefits while wearing the robe:\n\n* If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\n* You have advantage on saving throws against spells and other magical effects.\n* Your spell save DC and spell attack bonus each increase by 2.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement by a sorcerer, warlock, or wizard",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "robe-of-useful-items",
            "name": "Robe of Useful Items",
            "type": "Wondrous item",
            "desc": "This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.\n\nThe robe has two of each of the following patches:\n\n* Dagger\n* Bullseye lantern (filled and lit)\n* Steel mirror\n* 10-foot pole\n* Hempen rope (50 feet, coiled)\n* Sack\n\nIn addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.\n\n| d100   | Patch                                                                                                                                                                                             |\n|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-08  | Bag of 100 gp                                                                                                                                                                                     |\n| 09-15  | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp                                                                                                                                  |\n| 16-22  | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |\n| 23-30  | 10 gems worth 100 gp each                                                                                                                                                                         |\n| 31-44  | Wooden ladder (24 feet long) |\n| 45-51 | A riding horse with saddle bags                                                                                                                                |\n| 52-59  | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you                                                                                                           |\n| 60-68  | 4 potions of healing                                                                                                                                                                              |\n| 69-75  | Rowboat (12 feet long)                                                                                                                                                                            |\n| 76-83  | Spell scroll containing one spell of 1st to 3rd level                                                                                                                                             |\n| 84-90  | 2 mastiffs                                                                                                                                                                                        |\n| 91-96  | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach                                                                                             |\n| 97-100 | Portable ram                                                                                                                                                                                      |",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "rope-of-climbing",
            "name": "Rope of Climbing",
            "type": "Wondrous item",
            "desc": "This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\n\nIf you tell the rope to knot, large knots appear at 1* foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.\n\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "rope-of-entanglement",
            "name": "Rope of Entanglement",
            "type": "Wondrous item",
            "desc": "This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.\n\nYou can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.\n\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "scarab-of-protection",
            "name": "Scarab of Protection",
            "type": "Wondrous item",
            "desc": "If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:\n\n* You have advantage on saving throws against spells.\n* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "slippers-of-spider-climbing",
            "name": "Slippers of Spider Climbing",
            "type": "Wondrous item",
            "desc": "While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "sovereign-glue",
            "name": "Sovereign Glue",
            "type": "Wondrous item",
            "desc": "This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _oil of slipperiness._ When found, a container contains 1d6 + 1 ounces.\n\nOne ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of _universal solvent_ or _oil of etherealness_, or with a _wish_ spell.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "sphere-of-annihilation",
            "name": "Sphere of Annihilation",
            "type": "Wondrous item",
            "desc": "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\n\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.\n\nThe sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.\n\nIf you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.\n\nIf the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.\n\n| d100   | Result                                                                                                                             |\n|--------|------------------------------------------------------------------------------------------------------------------------------------|\n| 01-50  | The sphere is destroyed.                                                                                                           |\n| 51-85  | The sphere moves through the portal or into the extradimensional space.                                                            |\n| 86-00  | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "stone-of-controlling-earth-elementals",
            "name": "Stone of Controlling Earth Elementals",
            "type": "Wondrous item",
            "desc": "If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _conjure elemental_ spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "stone-of-good-luck-luckstone",
            "name": "Stone of Good Luck (Luckstone)",
            "type": "Wondrous item",
            "desc": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "talisman-of-pure-good",
            "name": "Talisman of Pure Good",
            "type": "Wondrous item",
            "desc": "This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\n\nIf you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\n\nThe talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement by a creature of good alignment",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "talisman-of-the-sphere",
            "name": "Talisman of the Sphere",
            "type": "Wondrous item",
            "desc": "When you make an Intelligence (Arcana) check to control a _sphere of annihilation_ while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a _sphere of annihilation_, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "talisman-of-ultimate-evil",
            "name": "Talisman of Ultimate Evil",
            "type": "Wondrous item",
            "desc": "This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\n\nIf you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\n\nThe talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement by a creature of evil alignment",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "tome-of-clear-thought",
            "name": "Tome of Clear Thought",
            "type": "Wondrous item",
            "desc": "This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "tome-of-leadership-and-influence",
            "name": "Tome of Leadership and Influence",
            "type": "Wondrous item",
            "desc": "This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "tome-of-understanding",
            "name": "Tome of Understanding",
            "type": "Wondrous item",
            "desc": "This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "universal-solvent",
            "name": "Universal Solvent",
            "type": "Wondrous item",
            "desc": "This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including _sovereign glue._",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "well-of-many-worlds",
            "name": "Well of Many Worlds",
            "type": "Wondrous item",
            "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\n\nYou can use an action to unfold and place the _well of many worlds_ on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once _well of many worlds_ has opened a portal, it can't do so again for 1d8 hours.",
            "rarity": "legendary",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wind-fan",
            "name": "Wind Fan",
            "type": "Wondrous item",
            "desc": "While holding this fan, you can use an action to cast the _gust of wind_ spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "winged-boots",
            "name": "Winged Boots",
            "type": "Wondrous item",
            "desc": "While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.\n\nThe boots regain 2 hours of flying capability for every 12 hours they aren't in use.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "wings-of-flying",
            "name": "Wings of Flying",
            "type": "Wondrous item",
            "desc": "While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "document__slug": "wotc-srd",
            "document__title": "5e Core Rules",
            "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd"
        },
        {
            "slug": "accursed-idol",
            "name": "Accursed Idol",
            "type": "Wondrous item",
            "desc": "Carved from a curious black stone of unknown origin, this small totem is fashioned in the macabre likeness of a Great Old One. While attuned to the idol and holding it, you gain the following benefits:\n- You can speak, read, and write Deep Speech.\n- You can use an action to speak the idol's command word and send otherworldly spirits to whisper in the minds of up to three creatures you can see within 30 feet of you. Each target must make a DC 13 Charisma saving throw. On a failed save, a creature takes 2d6 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. If a target dies from this damage or while frightened, the otherworldly spirits within the idol are temporarily sated, and you don't suffer the effects of the idol's Otherworldly Whispers property at the next dusk. Once used, this property of the idol can't be used again until the next dusk.\n- You can use an action to cast the augury spell from the idol. The idol can't be used this way again until the next dusk.",
            "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": "air-seed",
            "name": "Air Seed",
            "type": "Wondrous item",
            "desc": "This plum-sized, nearly spherical sandstone is imbued with a touch of air magic. Typically, 1d4 + 4 air seeds are found together. You can use an action to throw the seed up to 60 feet. The seed explodes on impact and is destroyed. When it explodes, the seed releases a burst of fresh, breathable air, and it disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames within a 10-foot radius of where the seed landed. Each suffocating or choking creature within a 10-foot radius of where the seed landed gains a lung full of air, allowing the creature to hold its breath for 5 minutes. If you break the seed while underwater, each creature within a 10-foot radius of where you broke the seed gains a lung full of air, allowing the creature to hold its breath for 5 minutes.",
            "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": "alabaster-salt-shaker",
            "name": "Alabaster Salt Shaker",
            "type": "Wondrous item",
            "desc": "This shaker is carved from purest alabaster in the shape of an owl. It is 7 inches tall and contains enough salt to flavor 25 meals. When the shaker is empty, it can't be refilled, and it becomes nonmagical. When you or another creature eat a meal salted by this shaker, you don't need to eat again for 48 hours, at which point the magic wears off. If you don't eat within 1 hour of the magic wearing off, you gain one level of exhaustion. You continue gaining one level of exhaustion for each additional hour you don't eat.",
            "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": "alchemical-lantern",
            "name": "Alchemical Lantern",
            "type": "Wondrous item",
            "desc": "This hooded lantern has 3 charges and regains all expended charges daily at dusk. While the lantern is lit, you can use an action to expend 1 charge to cause the lantern to spit gooey alchemical fire at a creature you can see in the lantern's bright light. The lantern makes its attack roll with a +5 bonus. On a hit, the target takes 2d6 fire damage, and it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.",
            "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": "alembic-of-unmaking",
            "name": "Alembic of Unmaking",
            "type": "Wondrous item",
            "desc": "This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks. If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won't physically fit into the alembic (anything larger than a shortsword or a cloak) can't be dissolved in this way. Full dissolution and distillation of an item's magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical. If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling gray-purple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm. An alembic of unmaking can distill or disenchant one item per 24 hours.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "almanac-of-common-wisdom",
            "name": "Almanac of Common Wisdom",
            "type": "Wondrous item",
            "desc": "The dog-eared pages of this thick, weathered tome contain useful advice, facts, and statistical information on a wide range of topics. The topics change to match information relevant to the area where it is currently located. If you spend a short rest consulting the almanac, you treat your proficiency bonus as 1 higher when making any Intelligence, Wisdom, or Charisma skill checks to discover, recall, or cite information about local events, locations, or creatures for the next 4 hours. For example, this almanac's magic can help you recall and find the location of a city's oldest tavern, but its magic won't help you notice a thug hiding in an alley near the tavern.",
            "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": "amulet-of-memory",
            "name": "Amulet of Memory",
            "type": "Wondrous item",
            "desc": "Made of gold or silver, this spherical locket is engraved with two cresting waves facing away from each other while bound in a twisted loop. It preserves a memory to be reexperienced later. While wearing this amulet, you can use an action to speak the command word and open the locket. The open locket stores what you see and experience for up to 10 minutes. You can shut the locket at any time (no action required), stopping the memory recording. Opening the locket with the command word again overwrites the contained memory. While a memory is stored, you or another creature can touch the locket to experience the memory from the beginning. Breaking contact ends the memory early. In addition, you have advantage on any skill check related to details or knowledge of the stored memory. If you die while wearing the amulet, it preserves you. Your body is affected by the gentle repose spell until the amulet is removed or until you are restored to life. In addition, at the moment of your death, you can store any memory into the amulet. A creature touching the amulet perceives the memory stored there even after your death. Attuning to an amulet of memory removes any prior memories stored in it.",
            "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": "amulet-of-sustaining-health",
            "name": "Amulet of Sustaining Health",
            "type": "Wondrous item",
            "desc": "While wearing this amulet, you need to eat and drink only once every 7 days. In addition, you have advantage on saving throws against effects that would cause you to suffer a level of exhaustion.",
            "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": "amulet-of-the-oracle",
            "name": "Amulet of the Oracle",
            "type": "Wondrous item",
            "desc": "When you finish a long rest while wearing this amulet, you can choose one cantrip from the cleric spell list. You can cast that cantrip from the amulet at will, using Wisdom as your spellcasting ability for it.",
            "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": "amulet-of-whirlwinds",
            "name": "Amulet of Whirlwinds",
            "type": "Wondrous item",
            "desc": "This amulet is strung on a brass necklace and holds a piece of djinn magic. The amulet has 9 charges. You can use an action to expend 1 of its charges to create a whirlwind on a point you can see within 60 feet of you. The whirlwind is a 5-foot-radius, 30-foot-tall cylinder of swirling air that lasts as long as you maintain concentration (as if concentrating on a spell). Any creature other than you that enters the whirlwind must succeed on a DC 15 Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you lose sight of it. A creature within 5 feet of the whirlwind can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlwind. When all of the amulet's charges are expended, the amulet becomes a nonmagical piece of jewelry worth 50 gp.",
            "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": "angelic-earrings",
            "name": "Angelic Earrings",
            "type": "Wondrous item",
            "desc": "These earrings feature platinum loops from which hang bronzed claws from a Chamrosh (see Tome of Beasts 2), freely given by the angelic hound. While wearing these earrings, you have advantage on Wisdom (Insight) checks to determine if a creature is lying or if it has an evil alignment. If you cast detect evil and good while wearing these earrings, the range increases to 60 feet, and the spell lasts 10 minutes without requiring concentration.",
            "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": "animated-abacus",
            "name": "Animated Abacus",
            "type": "Wondrous item",
            "desc": "If you speak a mathematical equation within 5 feet of this abacus, it calculates the equation and displays the solution. If you are touching the abacus, it calculates only the equations you speak, ignoring all other spoken equations.",
            "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": "ankh-of-aten",
            "name": "Ankh of Aten",
            "type": "Wondrous item",
            "desc": "This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes a5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn't blinded. Undead have disadvantage on this saving throw. The ankh regains 1d4 + 1 expended charges daily at dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "apron-of-the-eager-artisan",
            "name": "Apron of the Eager Artisan",
            "type": "Wondrous item",
            "desc": "Created by dwarven artisans, this leather apron has narrow pockets, which hold one type of artisan's tools. If you are wearing the apron and you spend 10 minutes contemplating your next crafting project, the tools in the apron magically change to match those best suited to the task. Once you have changed the tools available, you can't change them again until the next dawn.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "arcanaphage-stone",
            "name": "Arcanaphage Stone",
            "type": "Wondrous item",
            "desc": "Similar to the rocks found in a bird's gizzard, this smooth stone helps an Arcanaphage (see Creature Codex) digest magic. While you hold or wear the stone, you have advantage on saving throws against spells.",
            "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": "ashes-of-the-fallen",
            "name": "Ashes of the Fallen",
            "type": "Wondrous item",
            "desc": "Found in a small packet, this coarse, foul-smelling black dust is made from the powdered remains of a celestial. Each packet of the substance contains enough ashes for one use. You can use an action to throw the dust in a 15-foot cone. Each spellcaster in the cone must succeed on a DC 15 Wisdom saving throw or become cursed for 1 hour or until the curse is ended with a remove curse spell or similar magic. Creatures that don't cast spells are unaffected. A cursed spellcaster must make a DC 15 Wisdom saving throw each time it casts a spell. On a success, the spell is cast normally. On a failure, the spellcaster casts a different, randomly chosen spell of the same level or lower from among the spellcaster's prepared or known spells. If the spellcaster has no suitable spells available, no spell is cast.",
            "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": "aurochs-bracers",
            "name": "Aurochs Bracers",
            "type": "Wondrous item",
            "desc": "These bracers have the graven image of a bull's head on them. Your Strength score is 19 while you wear these bracers. It has no effect on you if your Strength is already 19 or higher. In addition, when you use the Attack action to shove a creature, you have advantage on the Strength (Athletics) check.",
            "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": "baba-yagas-cinderskull",
            "name": "Baba Yaga's Cinderskull",
            "type": "Wondrous item",
            "desc": "Warm to the touch, this white, dry skull radiates dim, orange light from its eye sockets in a 30-foot radius. While attuned to the skull, you only require half of the daily food and water a creature of your size and type normally requires. In addition, you can withstand extreme temperatures indefinitely, and you automatically succeed on saving throws against extreme temperatures.",
            "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": "bag-of-bramble-beasts",
            "name": "Bag of Bramble Beasts",
            "type": "Wondrous item",
            "desc": "This ordinary bag, made from green cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, spiky object. The bag weighs 1/2 pound. You can use an action to pull the spiky object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a 1d8 and consulting the below table. The creature is a bramble version (see sidebar) of the beast listed in the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three spiky objects have been pulled from the bag, the bag can't be used again until the next dawn. Alternatively, one willing animal companion or familiar can be placed in the bag for 1 week. A non-beast animal companion or familiar that is placed in the bag is treated as if it had been placed into a bag of holding and can be removed from the bag at any time. A beast animal companion or familiar disappears once placed in the bag, and the bag's magic is dormant until the week is up. At the end of the week, the animal companion or familiar exits the bag as a bramble creature (see the template in the sidebar) and can be returned to its original form only with a wish. The creature retains its status as an animal companion or familiar after its transformation and can choose to activate or deactivate its Thorn Body trait as a bonus action. A transformed familiar can be re-summoned with the find familiar spell. Once the bag has been used to change an animal companion or familiar into a bramble creature, it becomes an ordinary, nonmagical bag. | 1d8 | Creature |\n| --- | ------------ |\n| 1 | Weasel |\n| 2 | Giant rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant badger | Only a beast can become a bramble creature. It retains all its statistics except as noted below.",
            "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": "bag-of-traps",
            "name": "Bag of Traps",
            "type": "Wondrous item",
            "desc": "Anyone reaching into this apparently empty bag feels a small coin, which resembles no known currency. Removing the coin and placing or tossing it up to 20 feet creates a random mechanical trap that remains for 10 minutes or until discharged or disarmed, whereupon it disappears. The coin returns to the bag only after the trap disappears. You may draw up to 10 traps from the bag each week. The GM has the statistics for mechanical traps.",
            "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": "bagpipes-of-battle",
            "name": "Bagpipes of Battle",
            "type": "Wondrous item",
            "desc": "Inspire friends and strike fear in the hearts of your enemies with the drone of valor and the shrill call of martial might! You must be proficient with wind instruments to use these bagpipes. You can use an action to play them and create a fearsome and inspiring tune. Each ally within 60 feet of you that can hear the tune gains a d12 Bardic Inspiration die for 10 minutes. Each creature within 60 feet of you that can hear the tune and that is hostile to you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A hostile creature has disadvantage on this saving throw if it is within 5 feet of you or your ally. A frightened creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, the bagpipes can't be used in this way again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "baleful-wardrums",
            "name": "Baleful Wardrums",
            "type": "Wondrous item",
            "desc": "You must be proficient with percussion instruments to use these drums. The drums have 3 charges. You can use an action to play them and expend 1 charge to create a baleful rumble. Each creature of your choice within 60 feet of you that hears you play must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next weapon or spell attack roll. A creature that succeeds on its saving throw is immune to the effect of these drums for 24 hours. The drum regains 1d3 expended charges daily at dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "band-of-iron-thorns",
            "name": "Band of Iron Thorns",
            "type": "Wondrous item",
            "desc": "This black iron armband bristles with long, needle-sharp iron thorns. When you attune to the armband, the thorns bite into your flesh. The armband doesn't function unless the thorns pierce your skin and are able to reach your blood. While wearing the band, after you roll a saving throw but before the GM reveals if the roll is a success or failure, you can use your reaction to expend one Hit Die. Roll the die, and add the number rolled to your saving throw.",
            "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": "band-of-restraint",
            "name": "Band of Restraint",
            "type": "Wondrous item",
            "desc": "These simple leather straps are nearly unbreakable when used as restraints. If you spend 1 minute tying a Small or Medium creature's limbs with these straps, the creature is restrained (escape DC 17) until it escapes or until you speak a command word to release the straps. While restrained by these straps, the target has disadvantage on Strength checks.",
            "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": "bandana-of-brachiation",
            "name": "Bandana of Brachiation",
            "type": "Wondrous item",
            "desc": "While wearing this bright yellow bandana, you have a climbing speed of 30 feet, and you gain a +5 bonus to Strength (Athletics) and Dexterity (Acrobatics) checks to jump over obstacles, to land on your feet, and to land safely on a breakable or unstable surface, such as a tree branch or rotting wooden rafters.",
            "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": "bandana-of-bravado",
            "name": "Bandana of Bravado",
            "type": "Wondrous item",
            "desc": "While wearing this bright red bandana, you have advantage on Charisma (Intimidation) checks and 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": "banner-of-the-fortunate",
            "name": "Banner of the Fortunate",
            "type": "Wondrous item",
            "desc": "While holding this banner aloft with one hand, you can use an action to inspire creatures nearby. Each creature of your choice within 60 feet of you that can see the banner has advantage on its next attack roll. The banner can't be used this way again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "battle-standard-of-passage",
            "name": "Battle Standard of Passage",
            "type": "Wondrous item",
            "desc": "This battle standard hangs from a 4-foot-long pole and bears the colors and heraldry of a long-forgotten nation. You can use an action to plant the pole in the ground, causing the standard to whip and wave as if in a breeze. Choose up to six creatures within 30 feet of the standard, which can include yourself. Nonmagical difficult terrain costs the creatures you chose no extra movement. In addition, each creature you chose can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. The standard stops waving and the effect ends after 10 minutes, or when a creature uses an action to pull the pole from the ground. The standard can't be used this way again until the next dawn.",
            "rarity": "uncommon",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "bead-of-exsanguination",
            "name": "Bead of Exsanguination",
            "type": "Wondrous item",
            "desc": "This small, black bead measures 3/4 of an inch in diameter and weights an ounce. Typically, 1d4 + 1 beads of exsanguination are found together. When thrown, the bead absorbs hit points from creatures near its impact site, damaging them. A bead can store up to 50 hit points at a time. When found, a bead contains 2d10 stored hit points. You can use an action to throw the bead up to 60 feet. Each creature within a 20-foot radius of where the bead landed must make a DC 15 Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The bead stores hit points equal to the necrotic damage dealt. The bead turns from black to crimson the more hit points are stored in it. If the bead absorbs 50 hit points or more, it explodes and is destroyed. Each creature within a 20-foot radius of the bead when it explodes must make a DC 15 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If you are holding the bead, you can use a bonus action to determine if the bead is below or above half its maximum stored hit points. If you hold and study the bead over the course of 1 hour, which can be done during a short rest, you know exactly how many hit points are stored in the bead.",
            "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/"
        }
    ]
}