list: API endpoint for returning a list of magic items. retrieve: API endpoint for returning a particular magic item.

GET /v1/magicitems/?format=api&page=2
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&page=3",
    "previous": "https://api-beta.open5e.com/v1/magicitems/?format=api",
    "results": [
        {
            "slug": "armor-of-cushioning",
            "name": "Armor of Cushioning",
            "type": "Armor",
            "desc": "While wearing this armor, you have resistance to bludgeoning damage. In addition, you can use a reaction when you fall to reduce any falling damage you take by an amount equal to twice your level.",
            "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": "armor-of-invulnerability",
            "name": "Armor of Invulnerability",
            "type": "Armor (plate)",
            "desc": "You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.",
            "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": "armor-of-invulnerability-a5e",
            "name": "Armor of Invulnerability",
            "type": "Armor",
            "desc": "This armor grants you resistance to nonmagical damage. Once between _long rests_ , you can use an action to become immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armor-of-resistance",
            "name": "Armor of Resistance",
            "type": "Armor (light)",
            "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1   | Acid        |\n| 2   | Cold        |\n| 3   | Fire        |\n| 4   | Force       |\n| 5   | Lightning   |\n| 6   | Necrotic    |\n| 7   | Poison      |\n| 8   | Psychic     |\n| 9   | Radiant     |\n| 10  | Thunder     |",
            "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": "armor-of-resistance-a5e",
            "name": "Armor of Resistance",
            "type": "Armor",
            "desc": "This armor grants you resistance to one type of damage. The type of damage is determined when the armor is created, from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder.\n\nA suit of light or medium _armor of resistance_ is rare, and a heavy suit is very rare.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armor-of-spite",
            "name": "Armor of Spite",
            "type": "Armor",
            "desc": "Unholy glyphs engraved on this black iron magic armor burn with a faint, orange light. While wearing the armor, you gain a +1 bonus to your AC. At the start of your turn, you can choose to allow attack rolls against you to have advantage. If you do, the glyphs shed dim light in a 5-foot radius, and you can use a reaction when a creature hits you with an attack to force the attacker to take necrotic damage equal to twice your proficiency bonus.",
            "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": "armor-of-the-leaf",
            "name": "Armor of the Leaf",
            "type": "Armor",
            "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor 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": "armor-of-the-ngobou",
            "name": "Armor of the Ngobou",
            "type": "Armor",
            "desc": "This thick and rough armor is made from the hide of a Ngobou (see Tome of Beasts), an aggressive, ox-sized dinosaur known to threaten elephants of the plains. The horns and tusks of the dinosaur are worked into the armor as spiked shoulder pads. While wearing this armor, you gain a +1 bonus to AC, and you have a magical sense for elephants. You automatically detect if an elephant has passed within 90 feet of your location within the last 24 hours, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find elephants.",
            "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": "armor-of-vulnerability",
            "name": "Armor of Vulnerability",
            "type": "Armor (plate)",
            "desc": "While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.\n\n**_Curse_**. This armor is cursed, a fact that is revealed only when an _identify_ spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the _remove curse_ spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).",
            "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": "armor-of-vulnerability-a5e",
            "name": "Armor of Vulnerability",
            "type": "Armor",
            "desc": "This armor grants you resistance to one of the following damage types: bludgeoning, piercing, or slashing. The type of damage is determined when the armor is created.\n\n**Cursed.** Once attuned to this armor, you are _cursed_  until you are targeted by __remove curse_ or similar magic; removing the armor does not end it. While cursed, you have vulnerability to the other two damage types this armor does not protect against.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "armor-of-warding",
            "name": "Armor of Warding",
            "type": "Armor",
            "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.",
            "rarity": "uncommon, rare, 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": "armored-corset-a5e",
            "name": "Armored Corset",
            "type": "Armor",
            "desc": "This corset appears to be a lightweight piece of shapewear, bound up the back with satin ribbons. In practice, it acts as a steel breastplate for the purposes of AC, donning time, and sleeping in armor; however, it imposes _disadvantage_  on Acrobatics checks instead of Stealth checks. An armored corset is considered light armor for the purposes of proficiency and imposes no maximum Dexterity modifier. Furthermore, if you wear it for longer than eight hours, you must make a DC 10 Constitution _saving throw_  or suffer a level of _fatigue_ , increasing the DC by 2 for each subsequent eight-hour stretch.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "arrow-catching-shield",
            "name": "Arrow-Catching Shield",
            "type": "Armor (shield)",
            "desc": "You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.",
            "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": "arrow-catching-shield-a5e",
            "name": "Arrow-Catching Shield",
            "type": "Armor",
            "desc": "This shield grants you +2 to AC against ranged attacks, in addition to the shield’s normal bonus to AC. In addition, whenever a target within 5 feet of you is targeted by a ranged attack, you can use your reaction to become the target of the attack instead.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "arrow-of-grabbing",
            "name": "Arrow of Grabbing",
            "type": "Ammunition",
            "desc": "This arrow has a barbed head and is wound with a fine but strong thread that unravels as the arrow soars. If a creature takes damage from the arrow, the creature must succeed on a DC 17 Constitution saving throw or take 4d6 damage and have the arrowhead lodged in its flesh. A creature grabbed by this arrow can't move farther away from you. At the end of its turn, the creature can attempt a DC 17 Constitution saving throw, taking 4d6 piercing damage and dislodging the arrow on a success. As an action, you can attempt to pull the grabbed creature up to 10 feet in a straight line toward you, forcing the creature to repeat the saving throw. If the creature fails, it moves up to 10 feet closer to you. If it succeeds, it takes 4d6 piercing damage and the arrow is dislodged.",
            "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": "arrow-of-slaying",
            "name": "Arrow of Slaying",
            "type": "Weapon (arrow)",
            "desc": "An _arrow of slaying_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _arrows of dragon slaying_ and _arrows of blue dragon slaying_. If a creature belonging to the type, race, or group associated with an _arrow of slaying_ takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\n\nOnce an _arrow of slaying_ deals its extra damage to a creature, it becomes a nonmagical arrow.\n\nOther types of magic ammunition of this kind exist, such as _bolts of slaying_ meant for a crossbow, though arrows are most common.",
            "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": "arrow-of-slaying-a5e",
            "name": "Arrow of Slaying",
            "type": "Weapon",
            "desc": "A particular kind of creature is chosen when this magic arrow is created. When the _arrow of slaying_ damages a creature belonging to the chosen type, heritage, or group, the creature makes a DC 17 Constitution _saving throw_ , taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once the _arrow of slaying_ deals its extra damage to a creature, it loses its magical properties. \n\nOther types of magic ammunition of this kind exist, such as bolts meant for a crossbow, or bullets for a firearm or sling.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "arrow-of-unpleasant-herbs",
            "name": "Arrow of Unpleasant Herbs",
            "type": "Ammunition",
            "desc": "This arrow's tip is filled with magically preserved, poisonous herbs. When a creature takes damage from the arrow, the arrowhead breaks, releasing the herbs. The creature must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn as it retches and reels from the poison.",
            "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": "ash-of-the-ebon-birch",
            "name": "Ash of the Ebon Birch",
            "type": "Potion",
            "desc": "This salve is created by burning bark from a rare ebon birch tree then mixing that ash with oil and animal blood to create a cerise pigment used to paint yourself or another creature with profane protections. Painting the pigment on a creature takes 1 minute, and you can choose to paint a specific sigil or smear the pigment on a specific part of the creature's body.",
            "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": "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": "ashwood-wand",
            "name": "Ashwood Wand",
            "type": "Wand",
            "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast a spell that deals fire damage while using this wand as your spellcasting focus, the spell deals 1 extra fire damage. If you expend 1 of the wand's charges during the casting, the spell deals 1d4 + 1 extra fire damage instead.",
            "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": "asi-a5e",
            "name": "Asi",
            "type": "Weapon",
            "desc": "This magic, sentient longsword grants a +3 bonus to _attack and damage rolls_  made with it. Once you have attuned to the weapon, while wielding it you gain the following features:\n\n◆ Weapon attacks using the sword score a critical hit on a roll of 19 or 20.\n\n◆ The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.\n\n◆ You can use a bonus action to speak this sword’s command word, causing flames to erupt from the blade. These flames shed _bright light_  in a 60-foot radius and dim light for an additional 60 feet. While the sword is ablaze, it deals an extra 2d8 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.\n\n◆ You can use a bonus action to toss this sword into the air and speak a different command word. When you do so, the sword begins to hover and the consciousness inside of it awakens, transforming it into a creature. 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 to 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. You can transform the sword into a creature for up to 10 minutes, each one using a minimum of 1 minute from the duration. The sword regains 5 minutes of transforming capability for every 12 hours that feature is not in use.\n\nWhen you act in a way that Asi finds contemptible (performing deeds that conflict with effecting the destruction of the enemies of the gods and restoring the Dharma), the sword acts under its own free will unless you succeed on an opposed Charisma check at the end of each minute.\n\n**_Sentience._** Asi is a sentient weapon with Intelligence 16, Wisdom 16, and Charisma 16\\. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with you and can speak, read, and understand Sanskrit and Tamil.\n\n_**Personality.**_ The sword’s purpose is to effect the destruction of the enemies of the gods and restoring the Dharma. It is single-minded in its purpose and highly motivated, but not unreasonable or averse to compromising its interests for a short time while in the pursuit of the greater good.\n\n_**Destroying the Sword.**_ The sword can never be permanently destroyed. When reduced to 0 hit points, Asi fades into the Ethereal Plane, reappearing in a location of its choosing 1d4 weeks later.\n\n_**Asi**_   \n_Challenge 8_  \n_Small construct 3,900 XP_  \n**AC** 16 (natural armor)  \n**HP** 102 (12d6+60; bloodied 51)  \n**Speed** fly 40 ft. (hover)\n\n  \nSTR DEX CON INT WIS CHA  \n19 (+4) 17 (+3) 20 (+5) 16 (+3) 16 (+3) 16 (+3)\n\n---\n\n**Proficiency** +3; **Maneuver DC** 15  \n**Saving Throws** Int +6, Wis +6, Cha +6 Skills Insight +6, Perception +6  \n**Damage Resistances** cold, lightning; bludgeoning, piercing, slashing  \n**Damage Immunities** fire, poison, psychic  \n**Condition Immunities** _charmed_ , _fatigue_ , _frightened_ , _poisoned_   \n**Senses** darkvision 120 ft., passive Perception 16  \n**Languages** Sanskrit, Tamil; telepathy 60 ft.\n\n---\n\n_**Immutable Form.**_ The sword is immune to any spell or effect that would alter its form.\n\n_**Magic Resistance.**_ The sword has _advantage_  on _saving throws_  against spells and other magical effects.\n\n---\n\nACTIONS\n\n_**Multiattack.**_ The sword attacks twice with its blade.\n\n_**Blade.** Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit_: 16 (2d10+5) magical slashing damage plus 9 (2d8) fire damage.",
            "rarity": "Legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "asps-kiss",
            "name": "Asp's Kiss",
            "type": "Weapon",
            "desc": "This haladie features two short, slightly curved blades attached to a single hilt with a short, blue-sheened spike on the hand guard. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this sword, you have immunity to poison damage, and, when you take the Dash action, the extra movement you gain is double your speed instead of equal to your speed. When you use the Attack action with this sword, you can make one attack with its hand guard spike (treat as a dagger) as a bonus action. You can use an action to cause indigo poison to coat the blades of this sword. The poison remains for 1 minute or until two attacks using the blade of this weapon hit one or more creatures. The target must succeed on a DC 17 Constitution saving throw or take 2d10 poison damage and its hit point maximum is reduced by an amount equal to the poison damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The sword can't be used this way again until the next dawn. When you kill a creature with this weapon, it sheds a single, blue tear as it takes its last breath.",
            "rarity": "legendary",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "assassins-ring-a5e",
            "name": "Assassin’s Ring",
            "type": "Ring",
            "desc": "This unassuming-looking signet ring comes with sinister features. The first is a four-chambered extradimensional space, each of which can hold one dose of poison. While wearing the ring, you can use an action to press part of its filigree to deploy one of the poisons and apply it to a weapon or piece of ammunition. You have _advantage_  on checks made to conceal this action from observers. \n\nIn addition, you can use a bonus action to whisper a command word that makes a garrote of shadowy force unspool from the ring. A creature _grappled_  using this garrote has _disadvantage_  on _saving throws_  made to escape the grapple.\n\nThis ring’s magic is subtle and creatures have _disadvantage_  on checks made to notice it is magical or determine its purpose.",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "assembling-armor-a5e",
            "name": "Assembling Armor",
            "type": "Wondrous Item",
            "desc": "This thick leather belt pouch jingles softly as if filled with metal rings. This item has 6 charges and regains 1d4 each dawn.\n\nYou can use an action to speak one of three command words and expend 1 or more of the pouch’s charges, causing metal rings and plates to stream out of the pouch and assemble into a suit of armor on your body.\n\n* Leather brigandine (1 charge)\n* Half plate (2 charges)\n* Full plate (3 charges)\n\nAlternatively, you can use a bonus action to speak a fourth command word and expend 1 charge to summon a medium shield from the pouch.\n\nIf you are already wearing armor that provides equal or greater protection than the armor provided by the pouch, the charges are wasted and nothing happens. If you are wearing armor that provides less protection, the assembling armor reinforces the armor you are already wearing and you benefit from the same level of protection as if you activated the pouch while unarmored. The armor remains on your person for up to 1 hour or until you use an action to dismiss it, after which it disassembles and returns to the pouch. ",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "atlas-to-libation-a5e",
            "name": "Atlas to Libation",
            "type": "Wondrous Item",
            "desc": "This golden-brown parchment has an odd handle-like wooden stave and a seal marked with an ale tankard. As a bonus action, you can break the seal and unfurl the map. When you do so, the map fills in with accurate topography in a 1-mile radius around you. A miniature image of you appears at the map’s center along with a dotted line leading to an X that marks the nearest potable alcohol. The map immediately rolls back up if brought within 50 feet of alcohol or if no alcohol is within 1 mile when the seal is opened. \n\nOnce used in this way, the seal reforms and is usable again after 24 hours.\n\nAlternatively, you can form a cylinder with the map and grasp it by the handle as an action. If you do so, the map hardens into a tall wooden tankard and magically fills with high quality ale, then loses all magical properties and becomes a mundane object.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "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": "axe-of-chilling-fear-a5e",
            "name": "Axe of Chilling Fear",
            "type": "Weapon",
            "desc": "This black iron axe is ice-cold to the touch and feels uncomfortable to hold. Its head has an iridescent blue tint to it, and frost gathers around it when it’s left to rest.\n\nYou have a +1 bonus to _attack and damage rolls_  with this weapon, and when you hit a creature that’s _frightened_  of you (as per the condition) with it, it deals an extra 2d6 cold damage. Additionally, you have _advantage_  on Intimidation checks while holding it, and when you score a critical hit with it, the target must make a DC 15 Wisdom _saving throw_  or be frightened of you for 1 minute. It can repeat the saving throw each time it takes damage, ending the effect on a success.\n\n**_Curse._** While attuned to this axe, a deep-seated fear comes to the fore. You develop a _phobia_ based on a pre-existing fear (work with the Narrator to determine something suitable), however dormant, with the following alterations: when confronted with this object of this phobia, you must make a DC 15 Wisdom _saving throw_ , becoming _frightened_  of it for 1 minute on a failure. On a success, you can’t be frightened by that phobia again for 1 hour. This does not affect a phobia gained in any other way.",
            "rarity": "Rare",
            "requires_attunement": "requires attunement",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "axe-of-many-strikes",
            "name": "Axe of Many Strikes",
            "type": "Weapon (any axe)",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhen you hit a creature with it, you can choose to deal no damage to the target and instead store the energy of the attack within the blade for 1 minute. You can store up to three attacks in this way. When you hit a creature with this axe while you have at least one attack stored, you can release one or more stored attacks, adding the damage of those stored attacks to the damage of the current attack.\nEach time you release one or more stored attacks from the axe, you have a 10 percent chance of causing the axe to explode. The explosion deals 2d6 force damage to you for each attack you released from the axe, and it destroys the axe.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "toh",
            "document__title": "Tome of Heroes",
            "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/"
        },
        {
            "slug": "axe-of-the-ancients",
            "name": "Axe of the Ancients",
            "type": "Weapon",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you draw this weapon, you can use a bonus action to cast the thaumaturgy spell from it. You can have only one of the spell's effects active at a time when you cast it in this way.",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "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": "badge-of-seasons-a5e",
            "name": "Badge of Seasons",
            "type": "Wondrous Item",
            "desc": "Glowing, magical symbols of spring, summer, autumn, and winter decorate this wooden badge. So long as at least one of the symbols remains on the badge, fey creatures regard you as a figure of authority. You gain an expertise die on Intimidation and Persuasion checks made to influence fey.\n\nWhenever you create your pact weapon, you can choose to imbue it with the magic of one of the badge’s four symbols. For the next minute or until your pact weapon disappears, you gain a benefit related to the chosen symbol:\n\n**Spring:** Whenever you use your pact weapon to damage a creature, you regain 1d4 hit points.\n\n**Summer:** Attacks made with your pact weapon deal an additional 1d6 fire damage.\n\n**Autumn:** Whenever you use your pact weapon to damage a creature, the target makes a Charisma _saving throw_  against your spell save DC or it deals half damage with weapon attacks until the end of your next turn.\n\n**Winter:** You can use a bonus action to teleport up to 15 feet to an unoccupied space that you can see. Creatures within 5 feet of the space you left each take 1d4 cold damage.\n\nThe symbol disappears after its effect ends. Once you’ve used all four symbols, the badge becomes a mundane item.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "badger-hide",
            "name": "Badger Hide",
            "type": "Armor",
            "desc": "While wearing this hairy, black and white armor, you have a burrowing speed of 20 feet, and you have advantage on Wisdom (Perception) checks that rely on smell.",
            "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-beans",
            "name": "Bag of Beans",
            "type": "Wondrous item",
            "desc": "Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.\n\nIf you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.\n\nIf you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.\n\n| d100  | Effect                                                                                                                                                                                                                                                                                                                                                                |\n|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01    | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.                                                                                      |\n| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds.                                                                                                                                                                                                                                   |\n| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.                                                                                                                                                                                                                                                                            |\n| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |\n| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).                                                                                                                                                                                                                                                                       |\n| 41-50 | 1d6 + 6 shriekers sprout                                                                                                                                                                                                                                                                                                                                              |\n| 51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.                                                                                                                                                |\n| 61-70 | A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.                                                                     |\n| 81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.                            |\n| 91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice.                                                                                                                                                       |\n| 100   | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.                                                                                                                                                                            |",
            "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": "bag-of-beans-a5e",
            "name": "Bag of Beans",
            "type": "Wondrous Item",
            "desc": "This cloth bag contains 3d4 dry beans and weighs ½ pound plus ¼ pound for each bean inside.\n\nDumping the bag’s contents on the ground creates a fiery 10-foot radius explosion. The fire ignites unattended flammable objects. Each creature in the area makes a DC 15 Dexterity _saving throw_ , taking 5d4 fire damage on a failure, or half damage on a success. \n\nYou may also take a bean from the bag and plant it in dirt or sand and water it, producing an effect 1 minute later centered on where it was planted.\n\nTo determine the effect the Narrator may create something entirely new, choose one from the following table, or roll.\n\nTable: Bag of Beans\n\n| 1     | 5d4 toadstools with strange markings appear. When a creature eats a toadstool (raw or cooked), roll any die. An even result grants 5d6 temporary hit points for 1 hour, and an odd result requires the creature to make a DC 15 Constitution _saving throw_  or take 5d6 poison damage and become _poisoned_  for 1 hour.                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 2–10  | 1d4+1 geysers erupt. Each one spews a different liquid (chosen by the Narrator) 30 feet into the air for 1d6 rounds: beer, berry juice, cooking oil, tea, vinegar, water, or wine.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |\n| 11–20 | A fully developed _treant_  appears. There is a 50% chance it is chaotic evil, in which case it immediately attacks the nearest creature.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 21–30 | A stone statue in your likeness with an angry countenance rises. The statue is immobile except for its mouth, which can move and speak. It constantly rails threats and insults against you. If you leave the statue, it knows where you are (if you are on the same plane of existence) and tells anyone who comes near that you are the worst of villains, urging them to kill you. The statue attempts to cast _geas_ (save DC 10) on any nearby creature that can speak a language you do (and isn’t your friend or companion) with the command to find and kill you. After 24 hours, the statue loses the ability to speak and cast geas, becoming completely inanimate.                                                                                    |\n| 31–40 | A campfire with green flames appears for 24 hours or until it is extinguished. The area in a 10-foot radius is a haven.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |\n| 41–50 | 1d6+6 fully developed _shriekers_  appear.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       |\n| 51–60 | 1d4+8 small pods sprout, which then unfurl to allow a luminescent pink toad to crawl out of each one. A toad transforms into a Large or smaller beast (determined by the Narrator) whenever touched. The beast remains for 1 minute, then disappears in a puff of luminescent pink smoke.                                                                                                                                                                                                                                                                                                                                                                                                                                                                        |\n| 61–70 | A fully developed _shambling mound_  appears. It is not hostile but appears perplexed as it is _stunned_  for 1d4 rounds. Once the stun effect ends, it is _frightened_  for 1d10+1 rounds. The source of its fear is one randomly determined creature it can see.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                               |\n| 71–80 | A tree with tantalizing fruit appears, but then turns into glass that refracts light in a dazzlingly beautiful manner. The glass tree evaporates over the next 24 hours.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         |\n| 81–90 | A nest appears containing 1d4+3 vibrantly multicolored eggs with equally multicolored yolks. Any creature that eats an egg (raw or cooked) makes a DC 20 Constitution _saving throw_ . On a success, the creature's lowest ability score permanently increases by 1 (randomly choosing among equally low scores). On a failure, the creature takes 10d6 force damage from an internal magical explosion.                                                                                                                                                                                                                                                                                                                                                         |\n| 91–99 | A 5-foot hole with swirling multicolored vapors inside appears. All creatures within 10 feet of the hole that have an Intelligence of 6 or higher hear urgent, loving whispers from within in a language they understand. Each creature makes a DC 15 Wisdom _saving throw_  or try to leap into the hole. The first creature to jump into the hole (or more than one, if multiple creatures jump in simultaneously) disappears for 1 day before reappearing. A creature has no memory of the previous 24 hours when it reappears, but finds a new randomly determined magic item of uncommon rarity among its possessions. It also gains the benefits of a _long rest_ . The hole disappears after 1 minute, or as soon as a creature jumps completely into it. |\n| 100   | A fantastic, gargantuan beanstalk erupts and grows to a height determined by the Narrator. The Narrator also chooses where the top leads. These options (and more) are possible: the castle of a giant, a magnificent view, a different plane of existence.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                      |",
            "rarity": "Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "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-cheese-a5e",
            "name": "Bag of Cheese",
            "type": "Wondrous Item",
            "desc": "This item is often bought from apprentice wizards with an adventurer’s first reward from questing. It is a yellow bag with the word “cheese” embroidered on it (in Common). Any food you put in this bag becomes cheese, but retains its original taste and condition—a moldy and dirty loaf of bread becomes a moldy and dirty piece of cheese. Any non-food items develop a distinctly cheesy aroma.\n\nAlternatively, you can turn the bag inside out, transforming it into 1 Supply worth of any type of mundane cheese.",
            "rarity": "Common",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-devouring",
            "name": "Bag of Devouring",
            "type": "Wondrous item",
            "desc": "This bag superficially resembles a _bag of holding_ but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.\n\nThe extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.\n\nInanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.\n\nIf the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.",
            "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": "bag-of-devouring-a5e",
            "name": "Bag of Devouring",
            "type": "Wondrous Item",
            "desc": "This item is actually an aperture for the mouth of an immense extradimensional creature and is often mistaken for a _bag of holding_ . \n\nThe creature can perceive everything placed inside the bag. Up to a cubic foot of inanimate objects can be stored inside, however once per day the creature swallows any inanimate objects inside and spews them into another plane of existence (with the Narrator deciding the plane and time of day). Animal or vegetable matter placed completely inside is instead ingested and destroyed. \n\nThis item can be very dangerous. When part of a creature is inside the bag (including a creature reaching a hand inside) there is a 50% chance the bag pulls it inside. A creature that ends its turn inside the bag is ingested and destroyed. \n\nA creature inside the bag can try to escape by using an action and making a DC 15 Strength check. Creatures outside the bag may use an action to attempt to reach in and pull a creature out with a DC 20 Strength check. This rescue attempt is subject to the same 50% chance to be pulled inside.\n\nPiercing or tearing the item destroys it, with anything currently inside shifted to a random location on the Astral Plane. Turning the bag inside out closes the mouth.",
            "rarity": "Very Rare",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "slug": "bag-of-holding",
            "name": "Bag of Holding",
            "type": "Wondrous item",
            "desc": "This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.\n\nIf the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\n\nPlacing a _bag of holding_ inside an extradimensional space created by a _handy haversack_, _portable hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.",
            "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": "bag-of-holding-a5e",
            "name": "Bag of Holding",
            "type": "Wondrous Item",
            "desc": "This bag’s interior space is significantly larger than its apparent size of roughly 2 feet at the mouth and 4 feet deep. The bag can hold up to 500 pounds and has an internal volume of 64 cubic feet. Regardless of its contents, it weighs 15 pounds. Retrieving an item from the bag requires an action. If you have never interacted with a specific bag of holding before, the first time you use it, it requires 1d4 rounds to take stock of its contents before anything can be retrieved from the bag.\n\nFood or water placed in the bag immediately and permanently lose all nourishing qualities—after being in the bag, water no longer slakes thirst and food does not sate hunger or nourish. In a similar fashion, the body of a dead creature placed in the bag cannot be restored to life by __revivify , raise dead ,_ or other similar magic. Breathing creatures inside the bag can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\n\nThe bag cannot hold any item that would not fit in a normal bag of its apparent size or any item with the Bulky quality. \n\nIf the bag is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.\n\nPlacing a _bag of holding_ inside another extradimensional storage device such as a _portable hole_  or __handy haversack_ results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "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": "bag-of-tricks",
            "name": "Bag of Tricks",
            "type": "Wondrous item",
            "desc": "This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.\n\nYou can use an action to pull the fuzzy 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 d8 and consulting the table that corresponds to the bag's color.\n\nThe 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 to 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.\n\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\n\n**Gray Bag of Tricks (table)**\n\n| d8 | Creature     |\n|----|--------------|\n| 1  | Weasel       |\n| 2  | Giant rat    |\n| 3  | Badger       |\n| 4  | Boar         |\n| 5  | Panther      |\n| 6  | Giant badger |\n| 7  | Dire wolf    |\n| 8  | Giant elk    |\n\n**Rust Bag of Tricks (table)**\n\n| d8 | Creature   |\n|----|------------|\n| 1  | Rat        |\n| 2  | Owl        |\n| 3  | Mastiff    |\n| 4  | Goat       |\n| 5  | Giant goat |\n| 6  | Giant boar |\n| 7  | Lion       |\n| 8  | Brown bear |\n\n**Tan Bag of Tricks (table)**\n\n| d8 | Creature     |\n|----|--------------|\n| 1  | Jackal       |\n| 2  | Ape          |\n| 3  | Baboon       |\n| 4  | Axe beak     |\n| 5  | Black bear   |\n| 6  | Giant weasel |\n| 7  | Giant hyena  |\n| 8  | Tiger        |",
            "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": "bag-of-tricks-a5e",
            "name": "Bag of Tricks",
            "type": "Wondrous Item",
            "desc": "This seemingly empty cloth bag comes in several colors and has a small, fuzzy object inside. \n\nYou can use an action to pull a fuzzy object from the bag and throw it up to 20 feet. Upon landing, it becomes a creature determined by a roll on the Bag of Tricks table (depending on the bag’s color). \n\nThe resulting creature is friendly to you and any companions you have. It acts on your turn, during which you can use a bonus action to give it simple commands such as “attack that creature” or “move over there”. If the creature dies or if you use the bag again, it disappears without a trace. After the first use each day, there is a 50% chance that a creature from the bag is hostile instead of friendly and obedient.\n\nOnce you have used the bag three times, you cannot do so again until the next dawn.\n\n__**Table: Bags of Tricks**__\n| Blue bag of tricks (uncommon; cost 400 gp) |                     | Gray bag of tricks (uncommon; cost 350 gp) |                | Green bag of tricks (rare; cost 800 gp) |                   | Rust bag of tricks (uncommon; cost 400 gp**)** |              | Tan bag of tricks (uncommon; cost 300 gp) |                |\n| ------------------------------------------ | ------------------- | ------------------------------------------ | -------------- | --------------------------------------- | ----------------- | ---------------------------------------------- | ------------ | ----------------------------------------- | -------------- |\n| **d8**                                     | **Creatu**re        | d8                                         | **Creature**   | **d8**                                  | **Creature**      | **d8**                                         | **Creature** | **d8**                                    | **Creature**   |\n| 1                                          | _Quipper_           | 1                                          | _Weasel_       | 1                                       | _Giant Crocodile_ | 1                                              | _Rat_        | 1                                         | _Jackal_       |\n| 2                                          | _Octopus_           | 2                                          | _Giant rat_    | 2                                       | _Allosaurus_      | 2                                              | _Owl_        | 2                                         | _Ape_          |\n| 3                                          | _Seahorse_          | 3                                          | _Badger_       | 3                                       | _Ankylosaurus_    | 3                                              | _Mastiff_    | 3                                         | _Baboon_       |\n| 4                                          | _Hunter Shark_      | 4                                          | _Boar_         | 4                                       | _Raptor_          | 4                                              | _Goat_       | 4                                         | _Axe Beak_     |\n| 5                                          | _Swarm of quippers_ | 5                                          | _Panther_      | 5                                       | _Giant lizard_    | 5                                              | _Giant Goat_ | 5                                         | _Black Bear_   |\n| 6                                          | _Reef shark_        | 6                                          | _Giant Badger_ | 6                                       | _Triceratops_     | 6                                              | _Giant Boar_ | 6                                         | _Giant Weasel_ |\n| 7                                          | _Giant Seahorse_    | 7                                          | _Dire Wolf_    | 7                                       | _Plesiosaurus_    | 7                                              | _Lion_       | 7                                         | _Giant Hyena_  |\n| 8                                          | _Giant Octopus_     | 8                                          | _Giant Elk_    | 8                                       | _Pteranodon_      | 8                                              | _Brown Bear_ | 8                                         | _Tiger_        |",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "document__slug": "a5e",
            "document__title": "Level Up Advanced 5e",
            "document__url": "https://a5esrd.com/a5esrd"
        },
        {
            "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/"
        }
    ]
}