{"count":1618,"next":"https://api-beta.open5e.com/v1/magicitems/?format=json&ordering=requires_attunement&page=9","previous":"https://api-beta.open5e.com/v1/magicitems/?format=json&ordering=requires_attunement&page=7","results":[{"slug":"medal-of-valor","name":"Medal of Valor","type":"Wondrous item","desc":"You are immune to the frightened condition while you wear this medal. If you are already frightened, the effect ends immediately when you put on the medal.","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":"memory-philter","name":"Memory Philter","type":"Wondrous item","desc":"This swirling liquid is the collected memory of a mortal who willingly traded that memory away to the fey. When you touch the philter, you feel a flash of the emotion contained within. You can unstopper and pour out the philter as an action, unless otherwise specified. The philter's effects take place immediately, either on you or on a creature you can see within 30 feet (your choice). If the target is unwilling, it can make a DC 15 Wisdom saving throw to resist the effect of the philter. A creature affected by a philter experiences the memory contained in the vial. A memory philter can be used only once, but the vial can be reused to store a new memory. Storing a new memory requires a few herbs, a 10-minute ritual, and the sacrifice of a memory. The required sacrifice is detailed in each entry below.","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":"minor-minstrel","name":"Minor Minstrel","type":"Wondrous item","desc":"This four-inch high, painted, ceramic figurine animates and sings one song, typically about 3 minutes in length, when you set it down and speak the command word. The song is chosen by the figurine's original creator, and the figurine's form is typically reflective of the song's style. A red-nosed dwarf holding a mug sings a drinking song; a human figure in mourner's garb sings a dirge; a well-dressed elf with a harp sings an elven love song; or similar, though some creators find it amusing to create a figurine with a song counter to its form. If you pick up the figurine before the song finishes, it falls silent.","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":"mirror-of-eavesdropping","name":"Mirror of Eavesdropping","type":"Wondrous item","desc":"This 8-inch diameter mirror is set in a delicate, silver frame. While holding this mirror within 30 feet of another mirror, you can spend 10 minutes magically connecting the mirror of eavesdropping to that other mirror. The mirror of eavesdropping can be connected to only one mirror at a time. While holding the mirror of eavesdropping within 1 mile of its connected mirror, you can use an action to speak its command word and activate it. While active, the mirror of eavesdropping displays visual information from the connected mirror, which has normal vision and darkvision out to 30 feet. The connected mirror's view is limited to the direction the mirror is facing, and it can be blocked by a solid barrier, such as furniture, a heavy cloth, or similar. You can use a bonus action to deactivate the mirror early. When the mirror has been active for a total of 10 minutes, you can't activate it 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":"mirrored-armor","name":"Mirrored Armor","type":"Armor","desc":"This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.","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":"molten-hellfire-armor","name":"Molten Hellfire Armor","type":"Armor","desc":"This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.","rarity":"Uncommon","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"moonsteel-weapon","name":"Moonsteel Weapon","type":"Weapon","desc":"The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.","rarity":"rare","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"mountaineers-crossbow","name":"Mountaineer's Crossbow","type":"Weapon","desc":"This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed.","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":"muffled-armor","name":"Muffled Armor","type":"Armor","desc":"This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.","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":"mug-of-merry-drinking","name":"Mug of Merry Drinking","type":"Wondrous item","desc":"While you hold this broad, tall mug, any liquid placed inside it warms or cools to exactly the temperature you want it, though the mug can't freeze or boil the liquid. If you drop the mug or it is knocked from your hand, it always lands upright without spilling its contents.","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":"necromantic-ink","name":"Necromantic Ink","type":"Wondrous item","desc":"The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink's magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.","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":"neutralizing-bead","name":"Neutralizing Bead","type":"Wondrous item","desc":"This hard, gritty, flavorless bead can be dissolved in liquid or powdered between your fingers and sprinkled over food. Doing so neutralizes any poisons that may be present. If the food or liquid is poisoned, it takes on a brief reddish hue where it makes contact with the bead as the bead dissolves. Alternatively, you can chew and swallow the bead and gain the effects of an antitoxin.","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":"nithing-pole","name":"Nithing Pole","type":"Wondrous item","desc":"This pole is crafted to exact retribution for an act of cowardice or dishonor. It's a sturdy wooden stave, 6 to 10 feet long, carved with runes that name the dishonored target of the pole's curse. The carved shaft is draped in horsehide, topped with a horse's skull, and placed where its target is expected to pass by. Typically, the pole is driven into the ground or wedged into a rocky cleft in a remote spot where the intended victim won't see it until it's too late. The pole is created to punish a specific person for a specific crime. The exact target must be named on the pole; a generic identity such as “the person who blinded Lars Gustafson” isn't precise enough. The moment the named target approaches within 333 feet, the pole casts bestow curse (with a range of 333 feet instead of touch) on the target. The DC for the target's Wisdom saving throw is 15. If the saving throw is successful, the pole recasts the spell at the end of each round until the saving throw fails, the target retreats out of range, or the pole is destroyed. Anyone other than the pole's creator who tries to destroy or knock down the pole is also targeted by a bestow curse spell, but only once. The effect of the curse is set when the pole is created, and the curse lasts 8 hours without requiring concentration. The pole becomes nonmagical once it has laid its curse on its intended target. An untriggered and forgotten nithing pole remains dangerous for centuries.","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":"odd-bodkin","name":"Odd Bodkin","type":"Dagger","desc":"This dagger has a twisted, jagged blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature other than a construct or an undead with this weapon, it loses 1d4 hit points at the start of each of its turns from a jagged wound. Each time you successfully hit the wounded target with this dagger, the damage dealt by the wound increases by 1d4. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the wounded creature receives magical healing.","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":"odorless-oil","name":"Odorless Oil","type":"Potion","desc":"This odorless, colorless oil can cover a Medium or smaller object or creature, along with the equipment the creature is wearing or carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected target gives off no scent, can't be tracked by scent, and can't be detected with 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":"oil-of-concussion","name":"Oil of Concussion","type":"Potion","desc":"You can apply this thick, gray oil to one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.","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":"oil-of-defoliation","name":"Oil of Defoliation","type":"Potion","desc":"Sometimes known as weedkiller oil, this greasy amber fluid contains the crushed husks of dozens of locusts. One vial of the oily substance can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item deals an extra 1d6 necrotic damage to plants or plant creatures on a successful hit. The oil can also be applied directly to a willing, restrained, or immobile plant or plant creature. In this case, the substance deals 4d6 necrotic damage, which is enough to kill most ordinary plant life smaller than a large tree.","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":"oil-of-extreme-bludgeoning","name":"Oil of Extreme Bludgeoning","type":"Potion","desc":"This viscous indigo-hued oil smells of iron. The oil can coat one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical, has a +1 bonus to attack and damage rolls, and deals an extra 1d4 force damage on a hit.","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":"oil-of-numbing","name":"Oil of Numbing","type":"Potion","desc":"This astringent-smelling oil stings slightly when applied to flesh, but the feeling quickly fades. The oil can cover a Medium or smaller creature (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected creature has advantage on Constitution saving throws to maintain its concentration on a spell when it takes damage, and it has advantage on ability checks and saving throws made to endure pain. However, the affected creature's flesh is slightly numbed and senseless, and it has disadvantage on ability checks that require fine motor skills or a sense of touch.","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":"oil-of-sharpening","name":"Oil of Sharpening","type":"Potion","desc":"You can apply this fine, silvery oil to one piercing or slashing weapon or up to 5 pieces of piercing or slashing ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.","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":"oracle-charm","name":"Oracle Charm","type":"Wondrous item","desc":"This small charm resembles a human finger bone engraved with runes and complicated knotwork patterns. As you contemplate a specific course of action that you plan to take within the next 30 minutes, you can use an action to snap the charm in half to gain the benefit of an augury spell. Once used, the charm is destroyed.","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":"orb-of-obfuscation","name":"Orb of Obfuscation","type":"Potion","desc":"Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb's effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can’t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation. In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check.","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":"pact-paper","name":"Pact Paper","type":"Scroll","desc":"This smooth paper is like vellum but is prepared from dozens of scales cast off by a Pact Drake (see Creature Codex). A contract can be inked on this paper, and the paper limns all falsehoods on it with a fiery glow. A command word clears the paper, allowing for several drafts. Another command word locks the contract in place and leaves space for signatures. Creatures signing the contract are afterward bound by the contract with all other signatories alerted when one of the signatories breaks the contract. The creature breaking the contract must succeed on a DC 15 Charisma saving throw or become blinded, deafened, and stunned for 1d6 minutes. A creature can repeat the saving throw at the end of each of minute, ending the conditions on itself on a success. After the conditions end, the creature has disadvantage on saving throws until it finishes a long rest. Once a contract has been locked in place and signed, the paper can't be cleared. If the contract has a duration or stipulation for its end, the pact paper is destroyed when the contract ends, releasing all signatories from any further obligations and immediately ending any effects on them.","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":"periapt-of-proof-against-lies","name":"Periapt of Proof Against Lies","type":"Wondrous item","desc":"A pendant fashioned from the claw or horn of a Pact Drake (see Creature Codex) is affixed to a thin gold chain. While you wear it, you know if you hear a lie, but this doesn't apply to evasive statements that remain within the boundaries of the truth. If you lie while wearing this pendant, you become poisoned for 10 minutes.","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":"pestilent-spear","name":"Pestilent Spear","type":"Weapon","desc":"The head of this spear is deadly sharp, despite the rust and slimy residue on it that always accumulate no matter how well it is cleaned. When you hit a creature with this magic weapon, it must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease.","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":"philter-of-luck","name":"Philter of Luck","type":"Potion","desc":"When you drink this vibrant green, effervescent potion, you gain a finite amount of good fortune. Roll a d3 to determine where your fortune falls: ability checks (1), saving throws (2), or attack rolls (3). When you make a roll associated with your fortune, you can choose to tap into your good fortune and reroll the d20. This effect ends after you tap into your good fortune or when 1 hour has passed. | d3 | Use fortune for |\n| --- | --------------- |\n| 1 | ability checks |\n| 2 | saving throws |\n| 3 | attack rolls |","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":"pick-of-ice-breaking","name":"Pick of Ice Breaking","type":"Weapon","desc":"The metal head of this war pick is covered in tiny arcane runes. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the war pick to attack a construct, elemental, fey, or other creature made almost entirely of ice or snow. When you roll a 20 on an attack roll made with this weapon against such a creature, the target takes an extra 2d8 piercing damage. When you hit an object made of ice or snow with this weapon, the object doesn't have a damage threshold when determining the damage you deal to it with this weapon.","rarity":"uncommon","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"plunderers-sea-chest","name":"Plunderer's Sea Chest","type":"Wondrous item","desc":"This oak chest, measuring 3 feet by 5 feet by 3 feet, is secured with iron bands, which depict naval combat and scenes of piracy. The chest opens into an extradimensional space that can hold up to 3,500 cubic feet or 15,000 pounds of material. The chest always weighs 200 pounds, regardless of its contents. Placing an item in the sea chest follows the normal rules for interacting with objects. Retrieving an item from the chest requires you to use an action. When you open the chest to access a specific item, that item is always magically on top. If the chest is destroyed, its contents are lost forever, though an artifact that was inside always turns up again, somewhere. If a bag of holding, portable hole, or similar object is placed within the chest, that item and the contents of the chest are immediately destroyed, and the magic of the chest is disrupted for one day, after which the chest resumes functioning as normal.","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":"pocket-oasis","name":"Pocket Oasis","type":"Wondrous item","desc":"When you unfold and throw this 5-foot by 5-foot square of black cloth into the air as an action, it creates a portal to an oasis hidden within an extra-dimensional space. A pool of shallow, fresh water fills the center of the oasis, and bountiful fruit and nut trees grow around the pool. The fruits and nuts from the trees provide enough nourishment for up to 10 Medium creatures. The air in the oasis is pure, cool, and even a little crisp, and the environment is free from harmful effects. When creatures enter the extra-dimensional space, they are protected from effects and creatures outside the oasis as if they were in the space created by a rope trick spell, and a vine dangles from the opening in place of a rope, allowing access to the oasis. The effect lasts for 24 hours or until all the creatures leave the extra-dimensional oasis, whichever occurs first. Any creatures still inside the oasis at the end of 24 hours are harmlessly ejected. Once used, the pocket oasis can't be used again for 24 hours.","rarity":"very rare","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"pocket-spark","name":"Pocket Spark","type":"Wondrous item","desc":"What looks like a simple snuff box contains a magical, glowing ember. Though warm to the touch, the ember can be handled without damage. It can be used to ignite flammable materials quickly. Using it to light a torch, lantern, or anything else with abundant, exposed fuel takes a bonus action. Lighting any other fire takes an action. The ember is consumed when used. If the ember is consumed, the box creates a new ember at dawn.","rarity":"common","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"potent-cure-all","name":"Potent Cure-All","type":"Potion","desc":"The milky liquid in this bottle shimmers when agitated, as small, glittering particles swirl within it. When you drink this potion, it reduces your exhaustion level by one, removes any reduction to one of your ability scores, removes the blinded, deafened, paralyzed, and poisoned conditions, and cures you of any diseases currently afflicting you.","rarity":"legendary","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"potion-of-air-breathing","name":"Potion of Air Breathing","type":"Potion","desc":"This potion's pale blue fluid smells like salty air, and a seagull's feather floats in it. You can breathe air for 1 hour after drinking this potion. If you could already breathe air, this potion has no effect.","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":"potion-of-bad-taste","name":"Potion of Bad Taste","type":"Potion","desc":"This brown, sludgy potion tastes extremely foul. When you drink this potion, the taste of your flesh is altered to be unpalatable for 1 hour. During this time, if a creature hits you with a bite attack, it must succeed on a DC 10 Constitution saving throw or spend its next action gagging and retching. A creature with an Intelligence of 4 or lower avoids biting you again unless compelled or commanded by an outside force or if you attack it.","rarity":"common","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"potion-of-bouncing","name":"Potion of Bouncing","type":"Potion","desc":"A small, red sphere bobs up and down in the clear, effervescent liquid inside this bottle but disappears when the bottle is opened. When you drink this potion, your body becomes rubbery, and you are immune to falling damage for 1 hour. If you fall at least 10 feet, your body bounces back the same distance. As a reaction while falling, you can angle your fall and position your legs to redirect this distance. For example, if you fall 60 feet, you can redirect your bounce to propel you 30 feet up and 30 feet forward from the position where you landed.","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":"potion-of-buoyancy","name":"Potion of Buoyancy","type":"Potion","desc":"When you drink this clear, effervescent liquid, your body becomes unnaturally buoyant for 1 hour. When you are immersed in water or other liquids, you rise to the surface (at a rate of up to 30 feet per round) to float and bob there. You have advantage on Strength (Athletics) checks made to swim or stay afloat in rough water, and you automatically succeed on such checks in calm waters.","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":"potion-of-dire-cleansing","name":"Potion of Dire Cleansing","type":"Potion","desc":"For 1 hour after drinking this potion, you have resistance to poison damage, and you have advantage on saving throws against being blinded, deafened, paralyzed, and poisoned. In addition, if you are poisoned, this potion neutralizes the poison. Known for its powerful, somewhat burning smell, this potion is difficult to drink, requiring a successful DC 13 Constitution saving throw to drink it. On a failure, you are poisoned for 10 minutes and don't gain the benefits of the potion.","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":"potion-of-ebbing-strength","name":"Potion of Ebbing Strength","type":"Potion","desc":"When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. The recipe for this potion is flawed and infused with dangerous Void energies. When you drink this potion, you are also poisoned. While poisoned, you take 2d4 poison damage at the end of each minute. If you are reduced to 0 hit points while poisoned, you have disadvantage on death saving throws. This bubbling, pale blue potion is commonly used by the derro and is almost always paired with a Potion of Dire Cleansing or Holy Verdant Bat Droppings (see page 147). Warriors who use this potion without a method of removing the poison don't intend to return home from battle.","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":"potion-of-effulgence","name":"Potion of Effulgence","type":"Potion","desc":"When you drink this potion, your skin glows with radiance, and you are filled with joy and bliss for 1 minute. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. While glowing, you are blinded and have disadvantage on Dexterity (Stealth) checks to hide. If a creature with the Sunlight Sensitivity trait starts its turn in the bright light you shed, it takes 2d4 radiant damage. This potion's golden liquid sparkles with motes of sunlight.","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":"potion-of-empowering-truth","name":"Potion of Empowering Truth","type":"Potion","desc":"A withered snake's tongue floats in the shimmering gold liquid within this crystalline vial. When you drink this potion, you regain one expended spell slot or one expended use of a class feature, such as Divine Sense, Rage, Wild Shape, or other feature with limited uses. Until you finish a long rest, you can't speak a deliberate lie. You are aware of this effect after drinking the potion. Your words can be evasive, as long as they remain within the boundaries of the truth.","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":"potion-of-freezing-fog","name":"Potion of Freezing Fog","type":"Potion","desc":"After drinking this potion, you can use an action to exhale a cloud of icy fog in a 20-foot cube originating from you. The cloud spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a DC 13 Constitution saving throw or take 2d4 cold damage. The effects of this potion end after you have exhaled one fog cloud or 1 hour has passed. This potion has a gray, cloudy appearance and swirls vigorously when shaken.","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":"potion-of-malleability","name":"Potion of Malleability","type":"Potion","desc":"The glass bottle holding this thick, red liquid is strangely pliable, and compresses in your hand under the slightest pressure while it still holds the magical liquid. When you drink this potion, your body becomes extremely flexible and adaptable to pressure. For 1 hour, you have resistance to bludgeoning damage, can squeeze through a space large enough for a creature two sizes smaller than you, and have advantage on Dexterity (Acrobatics) checks made to escape a grapple.","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":"potion-of-sand-form","name":"Potion of Sand Form","type":"Potion","desc":"This potion's container holds a gritty liquid that moves and pours like water filled with fine particles of sand. When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. While in this gaseous form, your appearance is that of a vortex of spiraling sand instead of a misty cloud. In addition, you have advantage on Dexterity (Stealth) checks while in a sandy environment, and, while motionless in a sandy environment, you are indistinguishable from an ordinary swirl of sand.","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":"potion-of-skating","name":"Potion of Skating","type":"Potion","desc":"For 1 hour after you drink this potion, you can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement. This sparkling blue liquid contains tiny snowflakes that disappear when shaken.","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":"potion-of-transparency","name":"Potion of Transparency","type":"Potion","desc":"The liquid in this vial is clear like water, and it gives off a slight iridescent sheen when shaken or swirled. When you drink this potion, you and everything you are wearing and carrying turn transparent, but not completely invisible, for 10 minutes. During this time, you have advantage on Dexterity (Stealth) checks, and ranged attacks against you have disadvantage.","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":"potion-of-worg-form","name":"Potion of Worg Form","type":"Potion","desc":"Small flecks of brown hair are suspended in this clear, syrupy liquid. When you drink this potion, you transform into a worg for 1 hour. This works like the polymorph spell, but you retain your Intelligence, Wisdom, and Charisma scores. While in worg form, you can speak normally, and you can cast spells that have only verbal components. This transformation doesn't give you knowledge of the Goblin or Worg languages, and you are able to speak and understand those languages only if you knew them before the transformation.","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":"primal-doom","name":"Primal Doom","type":"Wondrous item","desc":"A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.","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":"primordial-scale","name":"Primordial Scale","type":"Armor","desc":"This armor is fashioned from the scales of a great, subterranean beast shunned by the gods. While wearing it, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the armor increases its range by 60 feet, but you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you are in sunlight. In addition, while wearing this armor, you have advantage on saving throws against spells cast by agents of the gods, such as celestials, fiends, clerics, and cultists.","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":"prospecting-compass","name":"Prospecting Compass","type":"Wondrous item","desc":"This battered, old compass has engravings of lumps of ore and natural crystalline minerals. While holding this compass, you can use an action to name a type of metal or stone. The compass points to the nearest naturally occurring source of that metal or stone for 1 hour or until you name a different type of metal or stone. The compass can point to cut gemstones, but it can't point to processed metals, such as iron swords or gold coins. The compass can't be used this way again until the next dawn.","rarity":"common","requires_attunement":"","document__slug":"vom","document__title":"Vault of Magic","document__url":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},{"slug":"quick-change-mirror","name":"Quick-Change Mirror","type":"Wondrous item","desc":"This utilitarian, rectangular standing mirror measures 4 feet tall and 2 feet wide. Despite its plain appearance, the mirror allows creatures to quickly change outfits. While in front of the mirror, you can use an action to speak the mirror's command word to be clothed in an outfit stored in the mirror. The outfit you are currently wearing is stored in the mirror or falls to the floor at your feet (your choice). The mirror can hold up to 12 outfits. An outfit must be a set of clothing or armor. An outfit can include other wearable items, such as a belt with pouches, a backpack, headwear, or footwear, but it can't include weapons or other carried items unless the weapon or carried item is sheathed, stored in a backpack, pocket, or pouch, or similarly attached to the outfit. The extent of how many attachments an outfit can have before it is considered more than one outfit or it is no longer considered an outfit is at the GM's discretion. To store an outfit you are wearing in the mirror, you must spend at least 1 minute rotating slowly in front of the mirror and speak the mirror's second command word. You can use a bonus action to speak a third command word to cause the mirror to display the outfits it contains. When found, the mirror contains 1d10 + 2 outfits. If the mirror is destroyed, all outfits it contains fall in a heap at its base.","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":"quilted-bridge","name":"Quilted Bridge","type":"Wondrous item","desc":"A practiced hand sewed together a collection of cloth remnants from magical garb to make this colorful and warm blanket. You can use an action to unfold it and pour out three drops of wine in tribute to its maker. If you do so, the blanket becomes a 5-foot wide, 10-foot-long bridge as sturdy as steel. You can fold the bridge back up as an action.","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/"}]}