Magic Item List
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=29
https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=type&page=30", "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api&ordering=type&page=28", "results": [ { "slug": "headscarf-of-the-oasis", "name": "Headscarf of the Oasis", "type": "Wondrous item", "desc": "This dun-colored, well-worn silk wrap is long enough to cover the face and head of a Medium or smaller humanoid, barely revealing the eyes. While wearing this headscarf over your mouth and nose, you have advantage on ability checks and saving throws against being blinded and against extended exposure to hot weather and hot environments. Pulling the headscarf on or off your mouth and nose requires an action.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "healthful-honeypot", "name": "Healthful Honeypot", "type": "Wondrous item", "desc": "This clay honeypot weighs 10 pounds. A sweet aroma wafts constantly from it, and it produces enough honey to feed up to 12 humanoids. Eating the honey restores 1d8 hit points, and the honey provides enough nourishment to sustain a humanoid for one day. Once 12 doses of the honey have been consumed, the honeypot can't produce more honey until the next dawn.", "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": "heat-stone", "name": "Heat Stone", "type": "Wondrous item", "desc": "Prized by reptilian humanoids, this magic stone is warm to the touch. While carrying this stone, you are comfortable in and can tolerate temperatures as low as –20 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as –50 degrees Fahrenheit.", "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": "heliotrope-heart", "name": "Heliotrope Heart", "type": "Wondrous item", "desc": "This polished orb of dark-green stone is latticed with pulsing crimson inclusions that resemble slowly dilating spatters of blood. While attuned to this orb, your hit point maximum can't be reduced by the bite of a vampire, vampire spawn, or other vampiric creature. In addition, while holding this orb, you can use an action to speak its command word and cast the 2nd-level version of the false life spell. Once used, this property can't be used 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": "helm-of-the-slashing-fin", "name": "Helm of the Slashing Fin", "type": "Wondrous item", "desc": "While wearing this helm, you can use an action to speak its command word to gain the ability to breathe underwater, but you lose the ability to breathe air. You can speak its command word again or remove the helm as an action to end this effect.", "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": "holy-verdant-bat-droppings", "name": "Holy Verdant Bat Droppings", "type": "Wondrous item", "desc": "This ceramic jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture with a pungent, muddy reek. The jar and its contents weigh 1/2 pound. Derro matriarchs and children gather a particular green bat guano to cure various afflictions, and the resulting glowing green paste can be spread on the skin to heal various conditions. As an action, one dose of the droppings can be swallowed or applied to the skin. The creature that receives it gains one of the following benefits: - Cured of paralysis or petrification\n- Reduces exhaustion level by one\n- Regains 50 hit points", "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": "honey-buckle", "name": "Honey Buckle", "type": "Wondrous item", "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", "rarity": "varies", "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": "honey-lamp", "name": "Honey Lamp", "type": "Wondrous item", "desc": "Honey lamps, made from glowing honey encased in beeswax, shed light as a lamp. Though the lamps are often found in the shape of a globe, the honey can also be sealed inside stone or wood recesses. If the wax that shields the honey is broken or smashed, the honey crystallizes in 7 days and ceases to glow. Eating the honey while it is still glowing grants darkvision out to a range of 30 feet for 1 week and 1 day.", "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": "honey-trap", "name": "Honey Trap", "type": "Wondrous item", "desc": "This jar is made of beaten metal and engraved with honeybees. It has 7 charges, and it regains 1d6 + 1 expended charges daily at dawn. If you expend the jar's last charge, roll a d20. On a 1, the jar shatters and loses all its magical properties. While holding the jar, you can use an action to expend 1 charge to hurl a glob of honey at a target within 30 feet of you. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the glob expands, and the creature is restrained. A creature restrained by the honey can use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the creature is no longer restrained by the honey.", "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": "honeypot-of-awakening", "name": "Honeypot of Awakening", "type": "Wondrous item", "desc": "If you place 1 pound of honey inside this pot, the honey transforms into an ochre jelly after 24 hours. The jelly remains in a dormant state within the pot until you dump it out. You can use an action to dump the jelly from the pot in an unoccupied space within 5 feet of you. Once dumped, the ochre jelly is hostile to all creatures, including you. Only one ochre jelly can occupy the pot at a time.", "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": "hunters-charm", "name": "Hunter's Charm", "type": "Wondrous item", "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.", "rarity": "common (+1), uncommon (+2), rare (+3)", "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": "incense-of-recovery", "name": "Incense of Recovery", "type": "Wondrous item", "desc": "This block of perfumed incense appears to be normal, nonmagical incense until lit. The incense burns for 1 hour and gives off a lavender scent, accompanied by pale mauve smoke that lightly obscures the area within 30 feet of it. Each spellcaster that takes a short rest in the smoke regains one expended spell slot at the end of the short rest.", "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": "ivy-crown-of-prophecy", "name": "Ivy Crown of Prophecy", "type": "Wondrous item", "desc": "While wearing this ivy, filigreed crown, you can use an action to cast the divination spell from it. The crown 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": "jewelers-anvil", "name": "Jeweler's Anvil", "type": "Wondrous item", "desc": "This small, foot-long anvil is engraved with images of jewelry in various stages of the crafting process. It weighs 10 pounds and can be mounted on a table or desk. You can use a bonus action to speak its command word and activate it, causing it to warm any nonferrous metals (including their alloys, such as brass or bronze). While you remain within 5 feet of the anvil, you can verbally command it to increase or decrease the temperature, allowing you to soften or melt any kind of nonferrous metal. While activated, the anvil remains warm to the touch, but its heat affects only nonferrous metal. You can use a bonus action to repeat the command word to deactivate the anvil. If you use the anvil while making any check with jeweler's tools or tinker's tools, you can double your proficiency bonus. If your proficiency bonus is already doubled, you have advantage on the check instead.", "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": "jungle-mess-kit", "name": "Jungle Mess Kit", "type": "Wondrous item", "desc": "This crucial piece of survival gear guarantees safe use of the most basic of consumables. The hinged metal container acts as a cook pot and opens to reveal a cup, plate, and eating utensils. This kit renders any spoiled, rotten, or even naturally poisonous food or drink safe to consume. It can purify only mundane, natural effects. It has no effect on food that is magically spoiled, rotted, or poisoned, and it can't neutralize brewed poisons, venoms, or similarly manufactured toxins. Once it has purified 3 cubic feet of food and drink, it can't be used to do so 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": "justicars-mask", "name": "Justicar's Mask", "type": "Wondrous item", "desc": "This stern-faced mask is crafted of silver. While wearing the mask, your gaze can root enemies to the spot. When a creature that can see the mask starts its turn within 30 feet of you, you can use a reaction to force it to make a DC 15 Wisdom saving throw, if you can see the creature and aren't incapacitated. On a failure, the creature is restrained. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the condition lasts until removed with the dispel magic spell or until you end it (no action required). Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.", "rarity": "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": "keffiyeh-of-serendipitous-escape", "name": "Keffiyeh of Serendipitous Escape", "type": "Wondrous item", "desc": "This checkered cotton headdress is indistinguishable from the mundane scarves worn by the desert nomads. As an action, you can remove the headdress, spread it open on the ground, and speak the command word. The keffiyeh transforms into a 3-foot by 5-foot carpet of flying which moves according to your spoken directions provided that you are within 30 feet of it. Speaking the command word a second time transforms the carpet back into a headdress again.", "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": "kobold-firework", "name": "Kobold Firework", "type": "Wondrous item", "desc": "These small pouches and cylinders are filled with magical powders and reagents, and they each have a small fuse protruding from their closures. You can use an action to light a firework then throw it up to 30 feet. The firework activates immediately or on initiative count 20 of the following round, as detailed below. Once a firework’s effects end, it is destroyed. A firework can’t be lit underwater, and submersion in water destroys a firework. A lit firework can be destroyed early by dousing it with at least 1 gallon of water.\n Blinding Goblin-Cracker (Uncommon). This bright yellow firework releases a blinding flash of light on impact. Each creature within 15 feet of where the firework landed and that can see it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Deafening Kobold-Barker (Uncommon). This firework consists of several tiny green cylinders strung together and bursts with a loud sound on impact. Each creature within 15 feet of where the firework landed and that can hear it must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Enchanting Elf-Fountain (Uncommon). This purple pyramidal firework produces a fascinating and colorful shower of sparks for 1 minute. The shower of sparks starts on the round after you throw it. While the firework showers sparks, each creature that enters or starts its turn within 30 feet of the firework must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the firework until the start of its next turn.\n Fairy Sparkler (Common). This narrow firework is decorated with stars and emits a bright, sparkling light for 1 minute. It starts emitting light on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the firework’s bright light.\n Priest Light (Rare). This silver cylinder firework produces a tall, argent flame and numerous golden sparks for 10 minutes. The flame appears on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An undead creature can’t willingly enter the firework’s bright light by nonmagical means. If the undead creature tries to use teleportation or similar interplanar travel to do so, it must first succeed on a DC 15 Charisma saving throw. If an undead creature is in the bright light when it appears, the creature must succeed on a DC 15 Wisdom saving throw or be compelled to leave the bright light. It won’t move into any obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move out of the bright light. In addition, each non-undead creature in the bright light can’t be charmed, frightened, or possessed by an undead creature.\n Red Dragon’s Breath (Very Rare). This firework is wrapped in gold leaf and inscribed with scarlet runes, and it erupts into a vertical column of fire on impact. Each creature in a 10-foot-radius, 60-foot-high cylinder centered on the point of impact must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one.\n Snake Fountain (Rare). This short, wide cylinder is red, yellow, and black with a scale motif, and it produces snakes made of ash for 1 minute. It starts producing snakes on the round after you throw it. The firework creates 1 poisonous snake each round. The snakes are friendly to you and your companions. Roll initiative for the snakes as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The snakes remain for 10 minutes, until you dismiss them as a bonus action, or until they are doused with at least 1 gallon of water.", "rarity": "varies", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "language-pyramid", "name": "Language Pyramid", "type": "Wondrous item", "desc": "Script from dozens of languages flows across this sandstone pyramid's surface. While holding or carrying the pyramid, you understand the literal meaning of any spoken language that you hear. In addition, you understand any written language that you see, but you must be touching the surface on which the words are written. It takes 1 minute to read one page of text. The pyramid has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of its charges to imbue yourself with magical speech for 1 hour. For the duration, any creature that knows at least one language and that can hear you understands any words you speak. In addition, you can use an action to expend 1 of the pyramid's charges to imbue up to six creatures within 30 feet of you with magical understanding for 1 hour. For the duration, each target can understand any spoken language that it hears.", "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": "lantern-of-auspex", "name": "Lantern of Auspex", "type": "Wondrous item", "desc": "This elaborate lantern is covered in simple glyphs, and its glass panels are intricately etched. Two of the panels depict a robed woman holding out a single hand, while the other two panels depict the same woman with her face partially obscured by a hand of cards. The lantern's magic is activated when it is lit, which requires an action. Once lit, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet for 1 hour. You can use an action to open or close one of the glass panels on the lantern. If you open a panel, a vision of a random event that happened or that might happen plays out in the light's area. Closing a panel stops the vision. The visions are shown as nondescript smoky apparitions that play out silently in the lantern's light. At the GM's discretion, the vision might change to a different event each 1 minute that the panel remains open and the lantern lit. Once used, the lantern can't be used in this way again until 7 days have passed.", "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": "lantern-of-judgment", "name": "Lantern of Judgment", "type": "Wondrous item", "desc": "This mithral and gold lantern is emblazoned with a sunburst symbol. While holding the lantern, you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks. As a bonus action, you can speak a command word to cause one of the following effects: - The lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. - The lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. - The lantern sheds dim light in a 5-foot radius.\n- Douse the lantern's light. When you cause the lantern to shed bright light, you can speak an additional command word to cause the light to become sunlight. The sunlight lasts for 1 minute after which the lantern goes dark and can't be used again until the next dawn. During this time, the lantern can function as a standard hooded lantern if provided with oil.", "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": "lantern-of-selective-illumination", "name": "Lantern of Selective Illumination", "type": "Wondrous item", "desc": "This brass lantern is fitted with round panels of crown glass and burns for 6 hours on one 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. During a short rest, you can choose up to three creatures to be magically linked by the lantern. When the lantern is lit, its light can be perceived only by you and those linked creatures. To anyone else, the lantern appears dark and provides no illumination.", "rarity": "common", "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": "last-chance-quiver", "name": "Last Chance Quiver", "type": "Wondrous item", "desc": "This quiver holds 20 arrows. However, when you draw and fire the last arrow from the quiver, it magically produces a 21st arrow. Once this arrow has been drawn and fired, the quiver doesn't produce another arrow until the quiver has been refilled and another 20 arrows have been drawn and fired.", "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": "leonino-wings", "name": "Leonino Wings", "type": "Wondrous item", "desc": "This cloak is decorated with the spotted white and brown pattern of a barn owl's wing feathers. While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of a Leoninos (see Creature Codex) owl-like feathered wings until you repeat the command word as an action. The wings give you a flying speed equal to your walking speed, and you have advantage on Dexterity (Stealth) checks made while flying in forests and urban settings. In addition, when you fly out of an enemy's reach, you don't provoke opportunity attacks. You can use the cloak 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. The cloak regains 2 hours of flying capability for every 12 hours it isn't in use.", "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": "lifeblood-gear", "name": "Lifeblood Gear", "type": "Wondrous item", "desc": "As an action, you can attach this tiny bronze gear to a pile of junk or other small collection of mundane objects and create a Tiny or Small mechanical servant. This servant uses the statistics of a beast with a challenge rating of 1/4 or lower, except it has immunity to poison damage and the poisoned condition, and it can't be charmed or become exhausted. If it participates in combat, the servant lasts for up to 5 rounds or until destroyed. If commanded to perform mundane tasks, such as fetching items, cleaning, or other similar task, it lasts for up to 5 hours or until destroyed. Once affixed to the servant, the gear pulsates like a beating heart. If the gear is removed, you lose control of the servant, which then attacks indiscriminately for up to 5 rounds or until destroyed. Once the duration expires or the servant is destroyed, the gear becomes a nonmagical gear.", "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": "linguists-cap", "name": "Linguist's Cap", "type": "Wondrous item", "desc": "While wearing this simple hat, you have the ability to speak and read a single language. Each cap has a specific language associated with it, and the caps often come in styles or boast features unique to the cultures where their associated languages are most prominent. The GM chooses the language or determines it randomly from the lists of standard and exotic languages.", "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": "living-stake", "name": "Living Stake", "type": "Wondrous item", "desc": "Fashioned from mandrake root, this stake longs to taste the heart's blood of vampires. Make a melee attack against a vampire in range, treating the stake as an improvised weapon. On a hit, the stake attaches to a vampire's chest. At the end of the vampire's next turn, roots force their way into the vampire's heart, negating fast healing and preventing gaseous form. If the vampire is reduced to 0 hit points while the stake is attached to it, it is immobilized as if it had been staked. A creature can take its action to remove the stake by succeeding on a DC 17 Strength (Athletics) check. If it is removed from the vampire's chest, the stake is destroyed. The stake has no effect on targets other than vampires.", "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": "locket-of-dragon-vitality", "name": "Locket of Dragon Vitality", "type": "Wondrous item", "desc": "Legends tell of a dragon whose hide was impenetrable and so tenacious that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon's name was lost, but its legacy remains. This magic amulet is one of two items that were crafted to hold its heart. An intricate engraving of a warrior's sword piercing a dragon's chest is detailed along the front of this untarnished silver locket. Within the locket is a clear crystal vial with a pulsing piece of a dragon's heart. The pulses become more frequent when you are close to death. Attuning to the locket requires you to mix your blood with the blood within the vial. The vial holds 3 charges of dragon blood that are automatically expended when you reach certain health thresholds. The locket regains 1 expended charge for each vial of dragon blood you place in the vial inside the locket up to a maximum of 3 charges. For the purpose of this locket, “dragon” refers to any creature with the dragon type, including drakes and wyverns. While wearing or carrying the locket, you gain the following effects: - When you reach 0 hit points, but do not die outright, the vial breaks and the dragon heart stops pulsing, rendering the item broken and irreparable. You immediately gain temporary hit points equal to your level + your Constitution modifier. If the locket has at least 1 charge of dragon blood, it does not break, but this effect can't be activated again until 3 days have passed. - When you are reduced to half of your maximum hit points, the locket expends 1 charge of dragon blood, and you become immune to any type of blood loss effect, such as the blood loss from a stirge's Blood Drain, for 1d4 + 1 hours. Any existing blood loss effects end immediately when this activates.", "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": "locket-of-remembrance", "name": "Locket of Remembrance", "type": "Wondrous item", "desc": "You can place a small keepsake of a creature, such as a miniature portrait, a lock of hair, or similar item, within the locket. The keepsake must be willingly given to you or must be from a creature personally connected to you, such as a relative or lover.", "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": "lodestone-caltrops", "name": "Lodestone Caltrops", "type": "Wondrous item", "desc": "This small gray pouch appears empty, though it weighs 3 pounds. Reaching inside the bag reveals dozens of small, metal balls. As an action, you can upend the bag and spread the metal balls to cover a square area that is 5 feet on a side. Any creature that enters the area while wearing metal armor or carrying at least one metal item must succeed on a DC 13 Strength saving throw or stop moving this turn. A creature that starts its turn in the area must succeed on a DC 13 Strength saving throw to leave the area. Alternatively, a creature in the area can drop or remove whatever metal items are on it and leave the area without needing to make a saving throw. The metal balls remain for 1 minute. Once the bag's contents have been emptied three times, the bag can't be used 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": "loom-of-fate", "name": "Loom of Fate", "type": "Wondrous item", "desc": "If you spend 1 hour weaving on this portable loom, roll a 1d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. The loom can't be used this way again until the next dawn. Once you have used the loom 3 times, the fabric is complete, and the loom is no longer magical. The fabric becomes a shifting tapestry that represents the events where you used the loom's power to alter fate.", "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": "lucky-charm-of-the-monkey-king", "name": "Lucky Charm of the Monkey King", "type": "Wondrous item", "desc": "This tiny stone statue of a grinning monkey holds a leather loop in its paws, allowing the charm to hang from a belt or pouch. While attuned to this charm, you can use a bonus action to gain a +1 bonus on your next ability check, attack roll, or saving throw. Once used, the charm can't be used again until the next dawn. You can be attuned to only one lucky charm at a time.", "rarity": "common ", "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": "lucky-coin", "name": "Lucky Coin", "type": "Wondrous item", "desc": "This worn, clipped copper piece has 6 charges. You can use a reaction to expend 1 charge and gain a +1 bonus on your next ability check. The coin regains 1d6 charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the coin runs out of luck and becomes nonmagical.", "rarity": "common", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "lucky-eyepatch", "name": "Lucky Eyepatch", "type": "Wondrous item", "desc": "You gain a +1 bonus to saving throws while you wear this simple, black eyepatch. In addition, if you are missing the eye that the eyepatch covers and you roll a 1 on the d20 for a saving throw, you can reroll the die and must use the new roll. The eyepatch can't be used this way 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": "lupine-crown", "name": "Lupine Crown", "type": "Wondrous item", "desc": "This grisly helm is made from the leather-reinforced skull and antlers of a deer with a fox skull and hide stretched over it. It is secured by a strap made from a magically preserved length of deer entrails. While wearing this helm, you gain a +1 bonus to AC, and you have advantage on Dexterity (Stealth) and Wisdom (Survival) checks.", "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": "magma-mantle", "name": "Magma Mantle", "type": "Wondrous item", "desc": "This cracked black leather cloak is warm to the touch and faint ruddy light glows through the cracks. While wearing this cloak, you have resistance to cold damage. As an action, you can touch the brass clasp and speak the command word, which transforms the cloak into a flowing mantle of lava for 1 minute. During this time, you are unharmed by the intense heat, but any hostile creature within 5 feet of you that touches you or hits you with a melee attack takes 3d6 fire damage. In addition, for the duration, you suffer no damage from contact with lava, and you can burrow through lava at half your walking speed. The cloak can't be used this way 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": "mantle-of-blood-vengeance", "name": "Mantle of Blood Vengeance", "type": "Wondrous item", "desc": "This red silk cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing it, you can visit retribution on any creature that dares spill your blood. When you take piercing, slashing, or necrotic damage from a creature, you can use a reaction to expend 1 charge to turn your blood into a punishing spray. The creature that damaged you must make a DC 13 Dexterity saving throw, taking 2d10 acid damage on a failed save, or half as much damage on a successful one.", "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": "mantle-of-the-forest-lord", "name": "Mantle of the Forest Lord", "type": "Wondrous item", "desc": "Created by village elders for druidic scouts to better traverse and survey the perimeters of their lands, this cloak resembles thick oak bark but bends and flows like silk. While wearing this cloak, you can use an action to cast the tree stride spell on yourself at will, except trees need not be living in order to pass through them.", "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": "mantle-of-the-lion", "name": "Mantle of the Lion", "type": "Wondrous item", "desc": "This splendid lion pelt is designed to be worn across the shoulders with the paws clasped at the base of the neck. While wearing this mantle, your speed increases by 10 feet, and the mantle's lion jaws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, the mantle's bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that creature must succeed on a DC 15 Strength saving throw or be knocked prone. If a creature is knocked prone in this way, you can make an attack with the mantle's bite against the prone creature as a bonus action.", "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": "mantle-of-the-void", "name": "Mantle of the Void", "type": "Wondrous item", "desc": "While wearing this midnight-blue mantle covered in writhing runes, you gain a +1 bonus to saving throws, and if you succeed on a saving throw against a spell that allows you to make a saving throw to take only half the damage or suffer partial effects, you instead take no damage and suffer none of the spell's effects.", "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": "manual-of-exercise", "name": "Manual of Exercise", "type": "Wondrous item", "desc": "This book contains exercises and techniques to better perform a specific physical task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Strength or Dexterity-based skill (such as Athletics or Stealth) associated with the book. The manual then loses its magic, but regains it in ten years.", "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": "manual-of-the-lesser-golem", "name": "Manual of the Lesser Golem", "type": "Wondrous item", "desc": "A manual of the lesser golem can be found in a book, on a scroll, etched into a piece of stone or metal, or scribed on any other medium that holds words, runes, and arcane inscriptions. Each manual of the lesser golem describes the materials needed and the process to be followed to create one type of lesser golem. The GM chooses the type of lesser golem detailed in the manual or determines the golem type randomly. To decipher and use the manual, you must be a spellcaster with at least one 2nd-level spell slot. You must also succeed on a DC 10 Intelligence (Arcana) check at the start of the first day of golem creation. If you fail the check, you must wait at least 24 hours to restart the creation process, and you take 3d6 psychic damage that can be regained only after a long rest. A lesser golem created via a manual of the lesser golem is not immortal. The magic that keeps the lesser golem intact gradually weakens until the golem finally falls apart. A lesser golem lasts exactly twice the number of days it takes to create it (see below) before losing its power. Once the golem is created, the manual is expended, the writing worthless and incapable of creating another. The statistics for each lesser golem can be found in the Creature Codex. | dice: 1d20 | Golem | Time | Cost |\n| ---------- | ---------------------- | ------- | --------- |\n| 1-7 | Lesser Hair Golem | 2 days | 100 gp |\n| 8-13 | Lesser Mud Golem | 5 days | 500 gp |\n| 14-17 | Lesser Glass Golem | 10 days | 2,000 gp |\n| 18-20 | Lesser Wood Golem | 15 days | 20,000 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": "manual-of-vine-golem", "name": "Manual of Vine Golem", "type": "Wondrous item", "desc": "This tome contains information and incantations necessary to make a Vine Golem (see Tome of Beasts 2). To decipher and use the manual, you must be a druid with at least two 3rd-level spell slots. A creature that can't use a manual of vine golems and attempts to read it takes 4d6 psychic damage. To create a vine golem, you must spend 20 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also use powders made from rare plants and crushed gems worth 30,000 gp to create the vine golem, all of which are consumed in the process. Once you finish creating the vine golem, the book decays into ash. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.", "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": "mapping-ink", "name": "Mapping Ink", "type": "Wondrous item", "desc": "This viscous ink is typically found in 1d4 pots, and each pot contains 3 doses. You can use an action to pour one dose of the ink onto parchment, vellum, or cloth then fold the material. As long as the ink-stained material is folded and on your person, the ink captures your footsteps and surroundings on the material, mapping out your travels with great precision. You can unfold the material to pause the mapping and refold it to begin mapping again. Deduct the time the ink maps your travels in increments of 1 hour from the total mapping time. Each dose of ink can map your travels for 8 hours.", "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": "marvelous-clockwork-mallard", "name": "Marvelous Clockwork Mallard", "type": "Wondrous item", "desc": "This intricate clockwork recreation of a Tiny duck is fashioned of brass and tin. Its head is painted with green lacquer, the bill is plated in gold, and its eyes are small chips of black onyx. You can use an action to wind the mallard's key, and it springs to life, ready to follow your commands. While active, it has AC 13, 18 hit points, speed 25 ft., fly 40 ft., and swim 30 ft. If reduced to 0 hit points, it becomes nonfunctional and can't be activated again until 24 hours have passed, during which time it magically repairs itself. If damaged but not disabled, it regains any lost hit points at the next dawn. It has the following additional properties, and you choose which property to activate when you wind the mallard's key.", "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": "mask-of-the-leaping-gazelle", "name": "Mask of the Leaping Gazelle", "type": "Wondrous item", "desc": "This painted wooden animal mask is adorned with a pair of gazelle horns. While wearing this mask, your walking speed increases by 10 feet, and your long jump is up to 25 feet with a 10-foot running start.", "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": "mask-of-the-war-chief", "name": "Mask of the War Chief", "type": "Wondrous item", "desc": "These fierce yet regal war masks are made by shamans in the cold northern mountains for their chieftains. Carved from the wood of alpine trees, each mask bears the image of a different creature native to those regions. Cave Bear (Uncommon). This mask is carved in the likeness of a roaring cave bear. While wearing it, you have advantage on Charisma (Intimidation) checks. In addition, you can use an action to summon a cave bear (use the statistics of a brown bear) to serve you in battle. The bear 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 to give it general orders, such as attack your enemies. In the absence of such orders, the bear acts in a fashion appropriate to its nature. It vanishes at the next dawn or when it is reduced to 0 hit points. The mask can’t be used this way again until the next dawn. Behir (Very Rare). Carvings of stylized lightning decorate the closed, pointed snout of this blue, crocodilian mask. While wearing it, you have resistance to lightning damage. In addition, you can use an action to exhale lightning in a 30-foot line that is 5 feet wide Each creature in the line must make a DC 17 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn. Mammoth (Uncommon). This mask is carved in the likeness of a mammoth’s head with a short trunk curling up between the eyes. While wearing it, you count as one size larger when determining your carrying capacity and the weight you can lift, drag, or push. In addition, you can use an action to trumpet like a mammoth. Choose up to six creatures within 30 feet of you and that can hear the trumpet. For 1 minute, each target is under the effect of the bane (if a hostile creature; save DC 13) or bless (if a friendly creature) spell (no concentration required). This mask can’t be used this way again until the next dawn. Winter Wolf (Rare). Carved in the likeness of a winter wolf, this white mask is cool to the touch. While wearing it, you have resistance to cold damage. In addition, you can use an action to exhale freezing air in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn.", "rarity": "varies", "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": "master-anglers-tackle", "name": "Master Angler's Tackle", "type": "Wondrous item", "desc": "This is a set of well-worn but finely crafted fishing gear. You have advantage on any Wisdom (Survival) checks made to catch fish or other seafood when using it. If you ever roll a 1 on your check while using the tackle, roll again. If the second roll is a 20, you still fail to catch anything edible, but you pull up something interesting or valuable—a bottle with a note in it, a fragment of an ancient tablet carved in ancient script, a mermaid in need of help, or similar. The GM decides what you pull up and its value, if it has one.", "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": "matryoshka-dolls", "name": "Matryoshka Dolls", "type": "Wondrous item", "desc": "This antique set of four nesting dolls is colorfully painted though a bit worn from the years. When attuning to this item, you must give each doll a name, which acts as a command word to activate its properties. You must be within 30 feet of a doll to activate it. The dolls have a combined total of 5 charges, and the dolls regain all expended charges daily at dawn. The largest doll is lined with a thin sheet of lead. A spell or other effect that can sense the presence of magic, such as detect magic, reveals only the transmutation magic of the largest doll, and not any of the dolls or other small items that may be contained within 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": "mayhem-mask", "name": "Mayhem Mask", "type": "Wondrous item", "desc": "This goat mask with long, curving horns is carved from dark wood and framed in goat's hair. While wearing this mask, you can use its horns to make unarmed strikes. When you hit with it, your horns deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. If you moved at least 15 feet straight toward the target before you attacked with the horns, the attack deals piercing damage equal to 2d6 + your Strength modifier instead. In addition, you can gaze through the eyes of the mask at one target you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. Once used, this property of the mask 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/" } ] }{ "count": 1618, "next": "