list: API endpoint for returning a list of items.

retrieve: API endpoint for returning a particular item.

GET /v2/items/?format=api&ordering=armor&page=7
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 2231,
    "next": "https://api-beta.open5e.com/v2/items/?format=api&ordering=armor&page=8",
    "previous": "https://api-beta.open5e.com/v2/items/?format=api&ordering=armor&page=6",
    "results": [
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_draught-of-ambrosia/?format=api",
            "key": "vom_draught-of-ambrosia",
            "name": "Draught of Ambrosia",
            "desc": "The liquid in this tiny vial is golden and has a heady, floral scent. When you drink the draught, it fortifies your body and mind, removing any infirmity caused by old age. You stop aging and are immune to any magical and nonmagical aging effects. The magic of the ambrosia lasts ten years, after which time its power fades, and you are once again subject to the ravages of time and continue aging.",
            "category": {
                "name": "Potion",
                "key": "potion",
                "url": "https://api-beta.open5e.com/v2/itemcategories/potion/?format=api"
            },
            "rarity": {
                "name": "Legendary",
                "url": "https://api-beta.open5e.com/v2/itemrarities/legendary/?format=api",
                "key": "legendary",
                "rank": 5
            },
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_draught-of-the-black-owl/?format=api",
            "key": "vom_draught-of-the-black-owl",
            "name": "Draught of the Black Owl",
            "desc": "When you drink this potion, you transform into a black-feathered owl for 1 hour. This effect works like the polymorph spell, except you can take only the form of an owl. While you are in the form of an owl, you retain your Intelligence, Wisdom, and Charisma scores. If you are a druid with the Wild Shape feature, you can transform into a giant owl instead. Drinking this potion doesn't expend a use of Wild Shape.",
            "category": {
                "name": "Potion",
                "key": "potion",
                "url": "https://api-beta.open5e.com/v2/itemcategories/potion/?format=api"
            },
            "rarity": {
                "name": "Common",
                "url": "https://api-beta.open5e.com/v2/itemrarities/common/?format=api",
                "key": "common",
                "rank": 1
            },
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_dread-scarab/?format=api",
            "key": "vom_dread-scarab",
            "name": "Dread Scarab",
            "desc": "The abdomen of this beetleshaped brooch is decorated with the grim semblance of a human skull. If you hold it in your hand for 1 round, an Abyssal inscription appears on its surface, revealing its magical nature. While wearing this brooch, you gain the following benefits:\n- You have advantage on saving throws against spells.\n- The scarab has 9 charges. If you fail a saving throw against a conjuration spell or a harmful effect originating from a celestial creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into dust and is destroyed when its last charge is expended.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Very Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/very-rare/?format=api",
                "key": "very-rare",
                "rank": 4
            },
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_dust-of-desiccation/?format=api",
            "key": "vom_dust-of-desiccation",
            "name": "Dust of Desiccation",
            "desc": "This small packet contains soot-like dust. There is enough of it for one use. When you use an action to blow the choking dust from your palm, each creature in a 30-foot cone must make a DC 15 Dexterity saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw can't speak until the end of its next turn as it chokes on the dust. Alternatively, you can use an action to throw the dust into the air, affecting yourself and each creature within 30 feet of you with the dust.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/rare/?format=api",
                "key": "rare",
                "rank": 3
            },
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_dust-of-muffling/?format=api",
            "key": "vom_dust-of-muffling",
            "name": "Dust of Muffling",
            "desc": "You can scatter this fine, silvery-gray dust on the ground as an action, covering a 10-foot-square area. There is enough dust in one container for up to 5 uses. When a creature moves over an area covered in the dust, it has advantage on Dexterity (Stealth) checks to remain unheard. The effect remains until the dust is swept up, blown away, or tracked away by the traffic of eight or more creatures passing through the area.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Common",
                "url": "https://api-beta.open5e.com/v2/itemrarities/common/?format=api",
                "key": "common",
                "rank": 1
            },
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_dust-of-the-dead/?format=api",
            "key": "vom_dust-of-the-dead",
            "name": "Dust of the Dead",
            "desc": "This stoppered vial is filled with dust and ash. There is enough of it for one use. When you use an action to sprinkle the dust on a willing humanoid, the target falls into a death-like slumber for 8 hours. While asleep, the target appears dead to all mundane and magical means, but spells that target the dead, such as the speak with dead spell, fail when used on the target. The cause of death is not evident, though any wounds the target has taken remain visible. If the target takes damage while asleep, it has resistance to the damage. If the target is reduced to below half its hit points while asleep, it must succeed on a DC 15 Constitution saving throw to wake up. If the target is reduced to 5 hit points or fewer while asleep, it wakes up. If the target is unwilling, it must succeed on a DC 11 Constitution saving throw to avoid the effect of the dust. A sleeping creature is considered an unwilling target.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Uncommon",
                "url": "https://api-beta.open5e.com/v2/itemrarities/uncommon/?format=api",
                "key": "uncommon",
                "rank": 2
            },
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_eagle-cape/?format=api",
            "key": "vom_eagle-cape",
            "name": "Eagle Cape",
            "desc": "The exterior of this silk cape is lined with giant eagle feathers. When you fall while wearing this cape, you descend 60 feet per round, take no damage from falling, and always land on your feet. In addition, you can use an action to speak the cloak's command word. This turns the cape into a pair of eagle wings which give you a flying speed of 60 feet for 1 hour or until you repeat the command word as an action. When the wings revert back to a cape, you can't use the cape in this way again until the next dawn.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Very Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/very-rare/?format=api",
                "key": "very-rare",
                "rank": 4
            },
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_earrings-of-the-agent/?format=api",
            "key": "vom_earrings-of-the-agent",
            "name": "Earrings of the Agent",
            "desc": "Aside from a minor difference in size, these simple golden hoops are identical to one another. Each hoop has 1 charge and provides a different magical effect. Each hoop regains its expended charge daily at dawn. You must be wearing both hoops to use the magic of either hoop.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/rare/?format=api",
                "key": "rare",
                "rank": 3
            },
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_earrings-of-the-eclipse/?format=api",
            "key": "vom_earrings-of-the-eclipse",
            "name": "Earrings of the Eclipse",
            "desc": "These two cubes of smoked quartz are mounted on simple, silver posts. While you are wearing these earrings, you can take the Hide action while you are motionless in an area of dim light or darkness even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. If you are in darkness when you use the Hide action, you have advantage on the Dexterity (Stealth) check. If you move, attack, cast a spell, or do anything other than remain motionless, you are no longer hidden and can be detected normally.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Uncommon",
                "url": "https://api-beta.open5e.com/v2/itemrarities/uncommon/?format=api",
                "key": "uncommon",
                "rank": 2
            },
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_earrings-of-the-storm-oyster/?format=api",
            "key": "vom_earrings-of-the-storm-oyster",
            "name": "Earrings of the Storm Oyster",
            "desc": "The deep blue pearls forming the core of these earrings come from oysters that survive being struck by lightning. While wearing these earrings, you gain the following benefits:\n- You have resistance to lightning and thunder damage.\n- You can understand Primordial. When it is spoken, the pearls echo the words in a language you can understand, at a whisper only you can hear.\n- You can't be deafened.\n- You can breathe air and water. - As an action, you can cast the sleet storm spell (save DC 15) from the earrings. The earrings can't be used this way again until the next dawn.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Very Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/very-rare/?format=api",
                "key": "very-rare",
                "rank": 4
            },
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_ebon-shards/?format=api",
            "key": "vom_ebon-shards",
            "name": "Ebon Shards",
            "desc": "These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete. The shards have 10 charges and give you access to a powerful array of Void magic spells. While holding the shards, you use an action to expend 1 or more of its charges to cast one of the following spells from them, using your spell save DC and spellcasting ability: living shadows* (5 charges), maddening whispers* (2 charges), or void strike* (3 charges). You can also use an action to cast the crushing curse* spell from the shards without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness or madness. The shards regain 1d6 + 4 expended charges daily at dusk. Each time you use the ebon shards to cast a spell, you must succeed on a DC 12 Charisma saving throw or take 2d6 psychic damage.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Very Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/very-rare/?format=api",
                "key": "very-rare",
                "rank": 4
            },
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_efficacious-eyewash/?format=api",
            "key": "vom_efficacious-eyewash",
            "name": "Efficacious Eyewash",
            "desc": "This clear liquid glitters with miniscule particles of light. A bottle of this potion contains 6 doses, and its lid comes with a built-in dropper. You can use an action to apply 1 dose to the eyes of a blinded creature. The blinded condition is suppressed for 2d4 rounds. If the blinded condition has a duration, subtract those rounds from the total duration; if doing so reduces the overall duration to 0 rounds or less, then the condition is removed rather than suppressed. This eyewash doesn't work on creatures that are naturally blind, such as grimlocks, or creatures blinded by severe damage or removal of their eyes.",
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                "key": "potion",
                "url": "https://api-beta.open5e.com/v2/itemcategories/potion/?format=api"
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                "name": "Vault of Magic",
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                "display_name": "Vault of Magic",
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                    "name": "Kobold Press",
                    "key": "kobold-press",
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                    "name": "5th Edition 2014",
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        {
            "url": "https://api-beta.open5e.com/v2/items/vom_eldritch-rod/?format=api",
            "key": "vom_eldritch-rod",
            "name": "Eldritch Rod",
            "desc": "This bone rod is carved into the shape of twisting tendrils or tentacles. You can use this rod as an arcane focus. The rod has 3 charges and regains all expended charges daily at dawn. When you cast a spell that requires an attack roll and that deals damage while holding this rod, you can expend 1 of its charges as part of the casting to enhance that spell. If the attack hits, the spell also releases tendrils that bind the target, grappling it for 1 minute. At the start of each of your turns, the grappled target takes 1d6 damage of the same type dealt by the spell. At the end of each of its turns, the grappled target can make a Dexterity saving throw against your spell save DC, freeing itself from the tendrils on a success. The rod's magic can grapple only one target at a time. If you use the rod to grapple another target, the effect on the previous target ends.",
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                "name": "Rod",
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
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                    "name": "Kobold Press",
                    "key": "kobold-press",
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                    "name": "5th Edition 2014",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_elemental-wraps/?format=api",
            "key": "vom_elemental-wraps",
            "name": "Elemental Wraps",
            "desc": "These cloth arm wraps are decorated with elemental symbols depicting flames, lightning bolts, snowflakes, and similar. You have resistance to acid, cold, fire, lightning, or thunder damage while you wear these arm wraps. You choose the type of damage when you first attune to the wraps, and you can choose a different type of damage at the end of a short or long rest. The wraps have 10 charges. When you hit with an unarmed strike while wearing these wraps, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 damage of the type to which you have resistance. The wraps regain 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the wraps unravel and fall to the ground, becoming nonmagical.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
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            "rarity": {
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_elixir-of-corruption/?format=api",
            "key": "vom_elixir-of-corruption",
            "name": "Elixir of Corruption",
            "desc": "This elixir looks, smells, and tastes like a potion of heroism; however, it is actually a poisonous elixir masked by illusion magic. An identify spell reveals its true nature. If you drink it, you must succeed on a DC 15 Constitution saving throw or be corrupted by the diabolical power within the elixir for 1 week. While corrupted, you lose immunity to diseases, poison damage, and the poisoned condition. If you aren't normally immune to poison damage, you instead have vulnerability to poison damage while corrupted. The corruption can be removed with greater restoration or similar magic.",
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                "key": "potion",
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_elixir-of-deep-slumber/?format=api",
            "key": "vom_elixir-of-deep-slumber",
            "name": "Elixir of Deep Slumber",
            "desc": "The milky-white liquid in this vial smells of jasmine and sandalwood. When you drink this potion, you fall into a deep sleep, from which you can't be physically awakened, for 1 hour. A successful dispel magic (DC 13) cast on you awakens you but cancels any beneficial effects of the elixir. When you awaken at the end of the hour, you benefit from the sleep as if you had finished a long rest.",
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                "key": "potion",
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
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                    "key": "kobold-press",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_elixir-of-focus/?format=api",
            "key": "vom_elixir-of-focus",
            "name": "Elixir of Focus",
            "desc": "This deep amber concoction seems to glow with an inner light. When you drink this potion, you have advantage on the next ability check you make within 10 minutes, then the elixir's effect ends.",
            "category": {
                "name": "Potion",
                "key": "potion",
                "url": "https://api-beta.open5e.com/v2/itemcategories/potion/?format=api"
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                "url": "https://api-beta.open5e.com/v2/itemrarities/common/?format=api",
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
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                "gamesystem": {
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                    "key": "5e-2014",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_elixir-of-mimicry/?format=api",
            "key": "vom_elixir-of-mimicry",
            "name": "Elixir of Mimicry",
            "desc": "When you drink this sweet, oily, black liquid, you can imitate the voice of a single creature that you have heard speak within the past 24 hours. The effects last for 3 minutes.",
            "category": {
                "name": "Potion",
                "key": "potion",
                "url": "https://api-beta.open5e.com/v2/itemcategories/potion/?format=api"
            },
            "rarity": {
                "name": "Common",
                "url": "https://api-beta.open5e.com/v2/itemrarities/common/?format=api",
                "key": "common",
                "rank": 1
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            "size": {
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                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
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                    "key": "kobold-press",
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        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_elixir-of-oracular-delirium/?format=api",
            "key": "vom_elixir-of-oracular-delirium",
            "name": "Elixir of Oracular Delirium",
            "desc": "This pearlescent fluid perpetually swirls inside its container with a slow kaleidoscopic churn. When you drink this potion, you can cast the guidance spell for 1 hour at will. You can end this effect early as an action and gain the effects of the augury spell. If you do, you are afflicted with short-term madness after learning the spell's results.",
            "category": {
                "name": "Potion",
                "key": "potion",
                "url": "https://api-beta.open5e.com/v2/itemcategories/potion/?format=api"
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                "url": "https://api-beta.open5e.com/v2/itemrarities/common/?format=api",
                "key": "common",
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                "key": "tiny",
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            "weight": "0.000",
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            "requires_attunement": false,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
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                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
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        {
            "url": "https://api-beta.open5e.com/v2/items/vom_elixir-of-spike-skin/?format=api",
            "key": "vom_elixir-of-spike-skin",
            "name": "Elixir of Spike Skin",
            "desc": "Slivers of bone float in the viscous, gray liquid inside this vial. When you drink this potion, bone-like spikes protrude from your skin for 1 hour. Each time a creature hits you with a melee weapon attack while within 5 feet of you, it must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage from the spikes. In addition, while you are grappling a creature or while a creature is grappling you, it takes 1d4 piercing damage at the start of your turn.",
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                "key": "potion",
                "url": "https://api-beta.open5e.com/v2/itemcategories/potion/?format=api"
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                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
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                    "key": "kobold-press",
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        {
            "url": "https://api-beta.open5e.com/v2/items/vom_elixir-of-the-clear-mind/?format=api",
            "key": "vom_elixir-of-the-clear-mind",
            "name": "Elixir of the Clear Mind",
            "desc": "This cerulean blue liquid sits calmly in its flask even when jostled or shaken. When you drink this potion, you have advantage on Wisdom checks and saving throws for 1 hour. For the duration, if you fail a saving throw against an enchantment or illusion spell or similar magic effect, you can choose to succeed instead. If you do, you draw upon all the potion's remaining power, and its effects end immediately thereafter.",
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                "key": "potion",
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                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
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                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
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                    "key": "5e-2014",
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        {
            "url": "https://api-beta.open5e.com/v2/items/vom_elixir-of-the-deep/?format=api",
            "key": "vom_elixir-of-the-deep",
            "name": "Elixir of the Deep",
            "desc": "This thick, green, swirling liquid tastes like salted mead. For 1 hour after drinking this elixir, you can breathe underwater, and you can see clearly underwater out to a range of 60 feet. The elixir doesn't allow you to see through magical darkness, but you can see through nonmagical clouds of silt and other sedimentary particles as if they didn't exist. For the duration, you also have advantage on saving throws against the spells and other magical effects of fey creatures native to water environments, such as a Lorelei (see Tome of Beasts) or Water Horse (see Creature Codex).",
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                "name": "Vault of Magic",
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        {
            "url": "https://api-beta.open5e.com/v2/items/vom_elixir-of-wakefulness/?format=api",
            "key": "vom_elixir-of-wakefulness",
            "name": "Elixir of Wakefulness",
            "desc": "This effervescent, crimson liquid is commonly held in a thin, glass vial capped in green wax. When you drink this elixir, its effects last for 8 hours. While the elixir is in effect, you can't fall asleep by normal means. You have advantage on saving throws against effects that would put you to sleep. If you are affected by the sleep spell, your current hit points are considered 10 higher when determining the effects of the spell.",
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                "key": "potion",
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            "document": {
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                "key": "vom",
                "display_name": "Vault of Magic",
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                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
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                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_elk-horn-rod/?format=api",
            "key": "vom_elk-horn-rod",
            "name": "Elk Horn Rod",
            "desc": "This rod is fashioned from elk or reindeer horn. As an action, you can grant a +1 bonus on saving throws against spells and magical effects to a target touched by the wand, including yourself. The bonus lasts 1 round. If you are holding the rod while performing the somatic component of a dispel magic spell or comparable magic, you have a +1 bonus on your spellcasting ability check.",
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                "name": "Rod",
                "key": "rod",
                "url": "https://api-beta.open5e.com/v2/itemcategories/rod/?format=api"
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            "document": {
                "name": "Vault of Magic",
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                "display_name": "Vault of Magic",
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                    "key": "kobold-press",
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                },
                "gamesystem": {
                    "name": "5th Edition 2014",
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                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_enraging-ammunition/?format=api",
            "key": "vom_enraging-ammunition",
            "name": "Enraging Ammunition",
            "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target must succeed on a DC 13 Wisdom saving throw or become enraged for 1 minute. On its turn, an enraged creature moves toward you by the most direct route, trying to get within 5 feet of you. It doesn't avoid opportunity attacks, but it moves around or avoids damaging terrain, such as lava or a pit. If the enraged creature is within 5 feet of you, it attacks you. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.",
            "category": {
                "name": "Ammunition",
                "key": "ammunition",
                "url": "https://api-beta.open5e.com/v2/itemcategories/ammunition/?format=api"
            },
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                "name": "Uncommon",
                "url": "https://api-beta.open5e.com/v2/itemrarities/uncommon/?format=api",
                "key": "uncommon",
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            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_ensnaring-ammunition/?format=api",
            "key": "vom_ensnaring-ammunition",
            "name": "Ensnaring Ammunition",
            "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target takes only half the damage from the attack, and the target is restrained as the ammunition bursts into entangling strands that wrap around it. As an action, the restrained target can make a DC 13 Strength check, bursting the bonds on a success. The strands can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).",
            "category": {
                "name": "Ammunition",
                "key": "ammunition",
                "url": "https://api-beta.open5e.com/v2/itemcategories/ammunition/?format=api"
            },
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                "name": "Uncommon",
                "url": "https://api-beta.open5e.com/v2/itemrarities/uncommon/?format=api",
                "key": "uncommon",
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            "armor": null,
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_entrenching-mattock/?format=api",
            "key": "vom_entrenching-mattock",
            "name": "Entrenching Mattock",
            "desc": "You gain a +1 to attack and damage rolls with this magic weapon. This bonus increases to +3 when you use the pick to attack a creature made of earth or stone, such as an earth elemental or stone golem. As a bonus action, you can slam the head of the pick into earth, sand, mud, or rock within 5 feet of you to create a wall of that material up to 30 feet long, 3 feet high, and 1 foot thick along that surface. The wall provides half cover to creatures behind it. The pick can't be used this way again until the next dawn.",
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                "name": "Weapon",
                "key": "weapon",
                "url": "https://api-beta.open5e.com/v2/itemcategories/weapon/?format=api"
            },
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                "name": "Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/rare/?format=api",
                "key": "rare",
                "rank": 3
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            "is_magic_item": true,
            "weapon": {
                "name": "War Pick",
                "key": "srd_war-pick",
                "url": "https://api-beta.open5e.com/v2/weapons/srd_war-pick/?format=api",
                "damage_type": {
                    "name": "Piercing",
                    "key": "piercing",
                    "url": "https://api-beta.open5e.com/v2/damagetypes/piercing/?format=api"
                },
                "damage_dice": "1d8",
                "properties": [],
                "is_simple": false,
                "is_martial": true,
                "is_improvised": false,
                "distance_unit": "feet"
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            "armor": null,
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
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                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
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                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_everflowing-bowl/?format=api",
            "key": "vom_everflowing-bowl",
            "name": "Everflowing Bowl",
            "desc": "This smooth, stone bowl feels especially cool to the touch. It holds up to 1 pint of water. When placed on the ground, the bowl magically draws water from the nearby earth and air, filling itself after 1 hour. In arid or desert environments, the bowl fills itself after 8 hours. The bowl never overflows itself.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
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            "rarity": {
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                "url": "https://api-beta.open5e.com/v2/itemrarities/uncommon/?format=api",
                "key": "uncommon",
                "rank": 2
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
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                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
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                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
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                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_explosive-orb-of-obfuscation/?format=api",
            "key": "vom_explosive-orb-of-obfuscation",
            "name": "Explosive Orb of Obfuscation",
            "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.",
            "category": {
                "name": "Potion",
                "key": "potion",
                "url": "https://api-beta.open5e.com/v2/itemcategories/potion/?format=api"
            },
            "rarity": {
                "name": "Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/rare/?format=api",
                "key": "rare",
                "rank": 3
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            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
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            "cost": "0.00",
            "requires_attunement": false,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_exsanguinating-blade/?format=api",
            "key": "vom_exsanguinating-blade",
            "name": "Exsanguinating Blade",
            "desc": "This double-bladed dagger has an ivory hilt, and its gold pommel is shaped into a woman's head with ruby eyes and a fanged mouth opened in a scream. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon against a creature that has blood, the dagger gains 1 charge. The dagger can hold 1 charge at a time. You can use a bonus action to expend 1 charge from the dagger to cause one of the following effects: - You or a creature you touch with the blade regains 2d8 hit points. - The next time you hit a creature that has blood with this weapon, it deals an extra 2d8 necrotic damage.",
            "category": {
                "name": "Weapon",
                "key": "weapon",
                "url": "https://api-beta.open5e.com/v2/itemcategories/weapon/?format=api"
            },
            "rarity": {
                "name": "Rare",
                "url": "https://api-beta.open5e.com/v2/itemrarities/rare/?format=api",
                "key": "rare",
                "rank": 3
            },
            "is_magic_item": true,
            "weapon": {
                "name": "Dagger",
                "key": "srd_dagger",
                "url": "https://api-beta.open5e.com/v2/weapons/srd_dagger/?format=api",
                "damage_type": {
                    "name": "Piercing",
                    "key": "piercing",
                    "url": "https://api-beta.open5e.com/v2/damagetypes/piercing/?format=api"
                },
                "damage_dice": "1d4",
                "properties": [
                    {
                        "property": {
                            "name": "Finesse",
                            "type": null,
                            "url": "https://api-beta.open5e.com/v2/weaponproperties/srd-2014_finesse-wp/?format=api"
                        },
                        "detail": null
                    },
                    {
                        "property": {
                            "name": "Light",
                            "type": null,
                            "url": "https://api-beta.open5e.com/v2/weaponproperties/srd-2014_light-wp/?format=api"
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                        "detail": null
                    },
                    {
                        "property": {
                            "name": "Thrown",
                            "type": null,
                            "url": "https://api-beta.open5e.com/v2/weaponproperties/srd-2014_thrown-wp/?format=api"
                        },
                        "detail": "range 20/60"
                    }
                ],
                "is_simple": true,
                "is_martial": false,
                "is_improvised": false,
                "distance_unit": "feet"
            },
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_extract-of-dual-mindedness/?format=api",
            "key": "vom_extract-of-dual-mindedness",
            "name": "Extract of Dual-Mindedness",
            "desc": "This potion can be distilled only from a hormone found in the hypothalamus of a two-headed giant of genius intellect. For 1 minute after drinking this potion, you can concentrate on two spells at the same time, and you have advantage on Constitution saving throws made to maintain your concentration on a spell when you take damage.",
            "category": {
                "name": "Potion",
                "key": "potion",
                "url": "https://api-beta.open5e.com/v2/itemcategories/potion/?format=api"
            },
            "rarity": {
                "name": "Legendary",
                "url": "https://api-beta.open5e.com/v2/itemrarities/legendary/?format=api",
                "key": "legendary",
                "rank": 5
            },
            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
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            "cost": "0.00",
            "requires_attunement": false,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_eye-of-horus/?format=api",
            "key": "vom_eye-of-horus",
            "name": "Eye of Horus",
            "desc": "This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Uncommon",
                "url": "https://api-beta.open5e.com/v2/itemrarities/uncommon/?format=api",
                "key": "uncommon",
                "rank": 2
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            "is_magic_item": true,
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny",
                "url": "https://api-beta.open5e.com/v2/sizes/tiny/?format=api"
            },
            "weight": "0.000",
            "weight_unit": "lb",
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            "requires_attunement": false,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014",
                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            }
        },
        {
            "url": "https://api-beta.open5e.com/v2/items/vom_eye-of-the-golden-god/?format=api",
            "key": "vom_eye-of-the-golden-god",
            "name": "Eye of the Golden God",
            "desc": "A shining multifaceted violet gem sits at the center of this fist-sized amulet. A beautifully forged band of platinum encircles the gem and affixes it to a well-made series of interlocking platinum chain links. The violet gem is warm to the touch. While wearing this amulet, you can't be frightened and you don't suffer from exhaustion. In addition, you always know which item within 20 feet of you is the most valuable, though you don't know its actual value or if it is magical. Each time you finish a long rest while attuned to this amulet, roll a 1d10. On a 1-3, you awaken from your rest with that many valuable objects in your hand. The objects are minor, such as copper coins, at first and progressively get more valuable, such as gold coins, ivory statuettes, or gemstones, each time they appear. Each object is always small enough to fit in a single hand and is never worth more than 1,000 gp. The GM determines the type and value of each object. Once the left eye of an ornate and magical statue of a pit fiend revered by a small cult of Mammon, this exquisite purple gem was pried from the idol by an adventurer named Slick Finnigan. Slick and his companions had taken it upon themselves to eradicate the cult, eager for the accolades they would receive for defeating an evil in the community. The loot they stood to gain didn't hurt either. After the assault, while his companions were busy chasing the fleeing members of the cult, Slick pocketed the gem, disfiguring the statue and weakening its power in the process. He was then attacked by a cultist who had managed to evade notice by the adventurers. Slick escaped with his life, and the gem, but was unable to acquire the second eye. Within days, the thief was finding himself assaulted by devils and cultists. He quickly offloaded his loot with a collection of merchants in town, including a jeweler who was looking for an exquisite stone to use in a piece commissioned by a local noble. Slick then set off with his pockets full of coin, happily leaving the devilish drama behind. This magical amulet attracts the attention of worshippers of Mammon, who can almost sense its presence and are eager to claim its power for themselves, though a few extremely devout members of the weakened cult wish to return the gem to its original place in the idol. Due to this, and a bit of bad luck, this amulet has changed hands many times over the decades.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item",
                "url": "https://api-beta.open5e.com/v2/itemcategories/wondrous-item/?format=api"
            },
            "rarity": {
                "name": "Legendary",
                "url": "https://api-beta.open5e.com/v2/itemrarities/legendary/?format=api",
                "key": "legendary",
                "rank": 5
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            "name": "Eyes of the Outer Dark",
            "desc": "These lenses are crafted of polished, opaque black stone. When placed over the eyes, however, they allow the wearer not only improved vision but glimpses into the vast emptiness between the stars. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 60 feet. As an action, you can use the lenses to pierce the veils of time and space and see into the outer darkness. You gain the benefits of the foresight and true seeing spells for 10 minutes. If you activate this property and you aren't suffering from a madness, you take 3d8 psychic damage. Once used, this property of the lenses can't be used again until the next dawn.",
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            "key": "vom_eyes-of-the-portal-masters",
            "name": "Eyes of the Portal Masters",
            "desc": "While you wear these crystal lenses over your eyes, you can sense the presence of any dimensional portal within 60 feet of you and whether the portal is one-way or two-way. Once you have worn the eyes for 10 minutes, their magic ceases to function until the next dawn. Putting the lenses on or off requires an action.",
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            "key": "vom_fanged-mask",
            "name": "Fanged Mask",
            "desc": "This tribal mask is made of wood and adorned with animal fangs. Once donned, it melds to your face and causes fangs to sprout from your mouth. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already have a bite attack when you don and attune to this mask, your bite attack's damage dice double (for example, 1d4 becomes 2d4).",
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            "name": "Farhealing Bandages",
            "desc": "This linen bandage is yellowed and worn with age. You can use an action wrap it around the appendage of a willing creature and activate its magic for 1 hour. While the target is within 60 feet of you and the bandage's magic is active, you can use an action to trigger the bandage, and the target regains 2d4 hit points. The bandage becomes inactive after it has restored 15 hit points to a creature or when 1 hour has passed. Once the bandage becomes inactive, it can't be used again until the next dawn. You can be attuned to only one farhealing bandage at a time.",
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        {
            "url": "https://api-beta.open5e.com/v2/items/vom_farmer-shabti/?format=api",
            "key": "vom_farmer-shabti",
            "name": "Farmer Shabti",
            "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.",
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            "name": "Fear-Eater's Mask",
            "desc": "This painted, wooden mask bears the visage of a snarling, fiendish face. While wearing the mask, you can use a bonus action to feed on the fear of a frightened creature within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage. You regain hit points equal to the damage dealt. If you are not injured, you gain temporary hit points equal to the damage dealt instead. Once a creature has failed this saving throw, it is immune to the effects of this mask for 24 hours.",
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            "name": "Feather Token",
            "desc": "The following are additional feather token options. Cloud (Uncommon). This white feather is shaped like a cloud. You can use an action to step on the token, which expands into a 10-foot-diameter cloud that immediately begins to rise slowly to a height of up to 20 feet. Any creatures standing on the cloud rise with it. The cloud disappears after 10 minutes, and anything that was on the cloud falls slowly to the ground. \nDark of the Moon (Rare). This black feather is shaped like a crescent moon. As an action, you can brush the feather over a willing creature’s eyes to grant it the ability to see in the dark. For 1 hour, that creature has darkvision out to a range of 60 feet, including in magical darkness. Afterwards, the feather disappears. \n Held Heart (Very Rare). This red feather is shaped like a heart. While carrying this token, you have advantage on initiative rolls. As an action, you can press the feather against a willing, injured creature. The target regains all its missing hit points and the feather disappears. \nJackdaw’s Dart (Common). This black feather is shaped like a dart. While holding it, you can use an action to throw it at a creature you can see within 30 feet of you. As it flies, the feather transforms into a blot of black ink. The target must succeed on a DC 11 Dexterity saving throw or the feather leaves a black mark of misfortune on it. The target has disadvantage on its next ability check, attack roll, or saving throw then the mark disappears. A remove curse spell ends the mark early.",
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            "key": "vom_ferrymans-coins",
            "name": "Ferryman's Coins",
            "desc": "It is customary in many faiths to weight a corpse's eyes with pennies so they have a fee to pay the ferryman when he comes to row them across death's river to the afterlife. Ferryman's coins, though, ensure the body stays in the ground regardless of the spirit's destination. These coins, which feature a death's head on one side and a lock and chain on the other, prevent a corpse from being raised as any kind of undead. When you place two coins on a corpse's closed lids and activate them with a simple prayer, they can't be removed unless the person is resurrected (in which case they simply fall away), or someone makes a DC 15 Strength check to remove them. Yanking the coins away does no damage to the corpse.",
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                "name": "Vault of Magic",
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            "key": "vom_feysworn-contract",
            "name": "Feysworn Contract",
            "desc": "This long scroll is written in flowing Elvish, the words flickering with a pale witchlight, and marked with the seal of a powerful fey or a fey lord or lady. When you use an action to present this scroll to a fey whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fey, negotiating a service from it in exchange for a reward. The fey is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fey, the truce is broken, and the creature can act normally. If the fey refuses the offer, it is free to take any actions it wishes. Should you and the fey reach an agreement that is satisfactory to both parties, you must sign the agreement and have the fey do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fey to the agreement until its service is rendered and the reward paid, at which point the scroll fades into nothingness. Fey are notoriously clever folk, and while they must adhere to the letter of any bargains they make, they always look for any advantage in their favor. If either party breaks the bargain, that creature immediately takes 10d6 poison damage, and the charter is destroyed, ending the contract.",
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            "cost": "0.00",
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
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                "gamesystem": {
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                    "key": "5e-2014",
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                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
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        {
            "url": "https://api-beta.open5e.com/v2/items/vom_fiendish-charter/?format=api",
            "key": "vom_fiendish-charter",
            "name": "Fiendish Charter",
            "desc": "This long scroll bears the mark of a powerful creature of the Lower Planes, whether an archduke of Hell, a demon lord of the Abyss, or some other powerful fiend or evil deity. When you use an action to present this scroll to a fiend whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fiend, negotiating a service from it in exchange for a reward. The fiend is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fiend, the truce is broken, and the creature can act normally. If the fiend refuses the offer, it is free to take any actions it wishes. Should you and the fiend reach an agreement that is satisfactory to both parties, you must sign the charter in blood and have the fiend do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fiend to the agreement until its service is rendered and the reward paid, at which point the scroll ignites and burns into ash. The contract's wording should be carefully considered, as fiends are notorious for finding loopholes or adhering to the letter of the agreement to their advantage. If either party breaks the bargain, that creature immediately takes 10d6 necrotic damage, and the charter is destroyed, ending the contract.",
            "category": {
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                "key": "scroll",
                "url": "https://api-beta.open5e.com/v2/itemcategories/scroll/?format=api"
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                "name": "Rare",
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                "key": "rare",
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            "armor": null,
            "size": {
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            "weight": "0.000",
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            "cost": "0.00",
            "requires_attunement": false,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
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                "gamesystem": {
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                    "key": "5e-2014",
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        {
            "url": "https://api-beta.open5e.com/v2/items/vom_figurehead-of-prowess/?format=api",
            "key": "vom_figurehead-of-prowess",
            "name": "Figurehead of Prowess",
            "desc": "A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. \nAlbatross (Uncommon). While this figurehead is mounted on a ship, the ship’s pilot can double its proficiency bonus with navigator’s tools when navigating the ship. In addition, the ship’s pilot doesn’t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through fog, rain, dust storms, or other natural phenomena that would ordinarily lightly obscure the pilot’s vision. \nBasilisk (Uncommon). While this figurehead is mounted on a ship, the ship’s AC increases by 2. \nDragon Turtle (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to fire damage, and the ship’s damage threshold increases by 5. If the ship doesn’t normally have a damage threshold, it gains a damage threshold of 5. \nKraken (Rare). While this figurehead is mounted on a ship, the pilot can animate all of the ship’s ropes. If a creature on the ship uses an animated rope while taking the grapple action, the creature has advantage on the check. Alternatively, the pilot can command the ropes to move as if being moved by a crew, allowing a ship to dock or a sailing ship to sail without a crew. The pilot can end this effect as a bonus action. When the ship’s ropes have been animated for a total of 10 minutes, the figurehead’s magic ceases to function until the next dawn. \nManta Ray (Rare). While this figurehead is mounted on a ship, the ship’s speed increases by half. For example, a ship with a speed of 4 miles per hour would have a speed of 6 miles per hour while this figurehead was mounted on it. \nNarwhal (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to cold damage, and the ship can break through ice sheets without taking damage or needing to make a check. \nOctopus (Rare). This figurehead can be mounted only on ships designed for water travel. While this figurehead is mounted on a ship, the pilot can force the ship to dive beneath the water. The ship moves at its normal speed while underwater, regardless of its normal method of locomotion. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour underwater, the figurehead’s magic ceases to function until the next dawn. \nSphinx (Legendary). This figurehead can be mounted only on a ship that isn’t designed for air travel. While this figurehead is mounted on a ship, the pilot can command the ship to rise into the air. The ship moves at its normal speed while in the air, regardless of its normal method of locomotion. Each creature on the ship remains on the ship as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to descend at a rate of 60 feet per round until it reaches land or water. When the ship has spent a total of 8 hours in the sky, the figurehead’s magic ceases to function until the next dawn. \nXorn (Very Rare). This figurehead can be mounted only on a ship designed for land travel. While this figurehead is mounted on a ship, the pilot can force the ship to burrow into the earth. The ship moves at its normal speed while burrowing, regardless of its normal method of locomotion. The ship can burrow through nonmagical, unworked sand, mud, earth, and stone, and it doesn’t disturb the material it moves through. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour burrowing, the figurehead’s magic ceases to function until the next dawn.",
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                "name": "Vault of Magic",
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                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
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                "gamesystem": {
                    "name": "5th Edition 2014",
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        {
            "url": "https://api-beta.open5e.com/v2/items/vom_figurine-of-wondrous-power-amber-bee/?format=api",
            "key": "vom_figurine-of-wondrous-power-amber-bee",
            "name": "Figurine of Wondrous Power (Amber Bee)",
            "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.",
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            "weapon": null,
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            "size": {
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                "key": "tiny",
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            "document": {
                "name": "Vault of Magic",
                "key": "vom",
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                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
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                "gamesystem": {
                    "name": "5th Edition 2014",
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        {
            "url": "https://api-beta.open5e.com/v2/items/vom_figurine-of-wondrous-power-basalt-cockatrice/?format=api",
            "key": "vom_figurine-of-wondrous-power-basalt-cockatrice",
            "name": "Figurine of Wondrous Power (Basalt Cockatrice)",
            "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.",
            "category": {
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                "name": "Vault of Magic",
                "key": "vom",
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                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press",
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                "gamesystem": {
                    "name": "5th Edition 2014",
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        {
            "url": "https://api-beta.open5e.com/v2/items/vom_figurine-of-wondrous-power-coral-shark/?format=api",
            "key": "vom_figurine-of-wondrous-power-coral-shark",
            "name": "Figurine of Wondrous Power (Coral Shark)",
            "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.",
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                "name": "Vault of Magic",
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                "publisher": {
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            "key": "vom_figurine-of-wondrous-power-hematite-aurochs",
            "name": "Figurine of Wondrous Power (Hematite Aurochs)",
            "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.",
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            "key": "vom_figurine-of-wondrous-power-lapis-camel",
            "name": "Figurine of Wondrous Power (Lapis Camel)",
            "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.",
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                "name": "Vault of Magic",
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                "publisher": {
                    "name": "Kobold Press",
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        {
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            "key": "vom_figurine-of-wondrous-power-marble-mistwolf",
            "name": "Figurine of Wondrous Power (Marble Mistwolf)",
            "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.",
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                "name": "Vault of Magic",
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                    "url": "https://api-beta.open5e.com/v2/publishers/kobold-press/?format=api"
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                    "url": "https://api-beta.open5e.com/v2/gamesystems/5e-2014/?format=api"
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                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
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}