list: API endpoint for returning a list of magic items.

retrieve: API endpoint for returning a particular magic item.

GET /v2/magicitems/?format=api&ordering=-cost&page=19
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 2322,
    "next": "https://api-beta.open5e.com/v2/magicitems/?format=api&ordering=-cost&page=20",
    "previous": "https://api-beta.open5e.com/v2/magicitems/?format=api&ordering=-cost&page=18",
    "results": [
        {
            "key": "srd_robe-of-scintillating-colors",
            "name": "Robe of Scintillating Colors",
            "desc": "This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Very Rare",
                "key": "very-rare",
                "rank": 4
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_robe-of-stars",
            "name": "Robe of Stars",
            "desc": "This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.\r\n\r\nSix stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast _magic missile_ as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.\r\n\r\nWhile you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Very Rare",
                "key": "very-rare",
                "rank": 4
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_robe-of-the-archmagi",
            "name": "Robe of the Archmagi",
            "desc": "This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a _robe of the archmagi_ that doesn't correspond to your alignment.\r\n\r\nYou gain these benefits while wearing the robe:\r\n\r\n* If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\r\n* You have advantage on saving throws against spells and other magical effects.\r\n* Your spell save DC and spell attack bonus each increase by 2.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Legendary",
                "key": "legendary",
                "rank": 5
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": "requires attunement by a sorcerer, warlock, or wizard",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_robe-of-useful-items",
            "name": "Robe of Useful Items",
            "desc": "This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.\r\n\r\nThe robe has two of each of the following patches:\r\n\r\n* Dagger\r\n* Bullseye lantern (filled and lit)\r\n* Steel mirror\r\n* 10-foot pole\r\n* Hempen rope (50 feet, coiled)\r\n* Sack\r\n\r\nIn addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.\r\n\r\n| d100   | Patch                                                                                                                                                                                             |\r\n|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-08  | Bag of 100 gp                                                                                                                                                                                     |\r\n| 09-15  | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp                                                                                                                                  |\r\n| 16-22  | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |\r\n| 23-30  | 10 gems worth 100 gp each                                                                                                                                                                         |\r\n| 31-44  | Wooden ladder (24 feet long) |\r\n| 45-51 | A riding horse with saddle bags                                                                                                                                |\r\n| 52-59  | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you                                                                                                           |\r\n| 60-68  | 4 potions of healing                                                                                                                                                                              |\r\n| 69-75  | Rowboat (12 feet long)                                                                                                                                                                            |\r\n| 76-83  | Spell scroll containing one spell of 1st to 3rd level                                                                                                                                             |\r\n| 84-90  | 2 mastiffs                                                                                                                                                                                        |\r\n| 91-96  | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach                                                                                             |\r\n| 97-100 | Portable ram                                                                                                                                                                                      |",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Uncommon",
                "key": "uncommon",
                "rank": 2
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_rope-of-climbing",
            "name": "Rope of Climbing",
            "desc": "This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\r\n\r\nIf you tell the rope to knot, large knots appear at 1* foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.\r\n\r\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Uncommon",
                "key": "uncommon",
                "rank": 2
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_rope-of-entanglement",
            "name": "Rope of Entanglement",
            "desc": "This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.\r\n\r\nYou can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.\r\n\r\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Rare",
                "key": "rare",
                "rank": 3
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_scarab-of-protection",
            "name": "Scarab of Protection",
            "desc": "If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:\r\n\r\n* You have advantage on saving throws against spells.\r\n* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Legendary",
                "key": "legendary",
                "rank": 5
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_slippers-of-spider-climbing",
            "name": "Slippers of Spider Climbing",
            "desc": "While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Uncommon",
                "key": "uncommon",
                "rank": 2
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_sovereign-glue",
            "name": "Sovereign Glue",
            "desc": "This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _oil of slipperiness._ When found, a container contains 1d6 + 1 ounces.\r\n\r\nOne ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of _universal solvent_ or _oil of etherealness_, or with a _wish_ spell.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Legendary",
                "key": "legendary",
                "rank": 5
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_spell-scroll-1st-level",
            "name": "Spell Scroll (1st Level)",
            "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity    | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip     | Common    | 13      | +5           |\n| 1st         | Common    | 13      | +5           |\n| 2nd         | Uncommon  | 13      | +5           |\n| 3rd         | Uncommon  | 15      | +7           |\n| 4th         | Rare      | 15      | +7           |\n| 5th         | Rare      | 17      | +9           |\n| 6th         | Very rare | 17      | +9           |\n| 7th         | Very rare | 18      | +10          |\n| 8th         | Very rare | 18      | +10          |\n| 9th         | Legendary | 19      | +11          |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
            "category": {
                "name": "Scroll",
                "key": "scroll"
            },
            "rarity": {
                "name": "Common",
                "key": "common",
                "rank": 1
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_spell-scroll-2nd-level",
            "name": "Spell Scroll (2nd Level)",
            "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity    | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip     | Common    | 13      | +5           |\n| 1st         | Common    | 13      | +5           |\n| 2nd         | Uncommon  | 13      | +5           |\n| 3rd         | Uncommon  | 15      | +7           |\n| 4th         | Rare      | 15      | +7           |\n| 5th         | Rare      | 17      | +9           |\n| 6th         | Very rare | 17      | +9           |\n| 7th         | Very rare | 18      | +10          |\n| 8th         | Very rare | 18      | +10          |\n| 9th         | Legendary | 19      | +11          |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
            "category": {
                "name": "Scroll",
                "key": "scroll"
            },
            "rarity": {
                "name": "Uncommon",
                "key": "uncommon",
                "rank": 2
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_spell-scroll-3rd-level",
            "name": "Spell Scroll (3rd Level)",
            "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity    | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip     | Common    | 13      | +5           |\n| 1st         | Common    | 13      | +5           |\n| 2nd         | Uncommon  | 13      | +5           |\n| 3rd         | Uncommon  | 15      | +7           |\n| 4th         | Rare      | 15      | +7           |\n| 5th         | Rare      | 17      | +9           |\n| 6th         | Very rare | 17      | +9           |\n| 7th         | Very rare | 18      | +10          |\n| 8th         | Very rare | 18      | +10          |\n| 9th         | Legendary | 19      | +11          |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
            "category": {
                "name": "Scroll",
                "key": "scroll"
            },
            "rarity": {
                "name": "Uncommon",
                "key": "uncommon",
                "rank": 2
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_spell-scroll-4th-level",
            "name": "Spell Scroll (4th Level)",
            "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity    | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip     | Common    | 13      | +5           |\n| 1st         | Common    | 13      | +5           |\n| 2nd         | Uncommon  | 13      | +5           |\n| 3rd         | Uncommon  | 15      | +7           |\n| 4th         | Rare      | 15      | +7           |\n| 5th         | Rare      | 17      | +9           |\n| 6th         | Very rare | 17      | +9           |\n| 7th         | Very rare | 18      | +10          |\n| 8th         | Very rare | 18      | +10          |\n| 9th         | Legendary | 19      | +11          |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
            "category": {
                "name": "Scroll",
                "key": "scroll"
            },
            "rarity": {
                "name": "Rare",
                "key": "rare",
                "rank": 3
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_spell-scroll-5th-level",
            "name": "Spell Scroll (5th Level)",
            "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity    | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip     | Common    | 13      | +5           |\n| 1st         | Common    | 13      | +5           |\n| 2nd         | Uncommon  | 13      | +5           |\n| 3rd         | Uncommon  | 15      | +7           |\n| 4th         | Rare      | 15      | +7           |\n| 5th         | Rare      | 17      | +9           |\n| 6th         | Very rare | 17      | +9           |\n| 7th         | Very rare | 18      | +10          |\n| 8th         | Very rare | 18      | +10          |\n| 9th         | Legendary | 19      | +11          |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
            "category": {
                "name": "Scroll",
                "key": "scroll"
            },
            "rarity": {
                "name": "Rare",
                "key": "rare",
                "rank": 3
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_spell-scroll-6th-level",
            "name": "Spell Scroll (6th Level)",
            "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity    | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip     | Common    | 13      | +5           |\n| 1st         | Common    | 13      | +5           |\n| 2nd         | Uncommon  | 13      | +5           |\n| 3rd         | Uncommon  | 15      | +7           |\n| 4th         | Rare      | 15      | +7           |\n| 5th         | Rare      | 17      | +9           |\n| 6th         | Very rare | 17      | +9           |\n| 7th         | Very rare | 18      | +10          |\n| 8th         | Very rare | 18      | +10          |\n| 9th         | Legendary | 19      | +11          |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
            "category": {
                "name": "Scroll",
                "key": "scroll"
            },
            "rarity": {
                "name": "Very Rare",
                "key": "very-rare",
                "rank": 4
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_spell-scroll-7th-level",
            "name": "Spell Scroll (7th Level)",
            "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity    | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip     | Common    | 13      | +5           |\n| 1st         | Common    | 13      | +5           |\n| 2nd         | Uncommon  | 13      | +5           |\n| 3rd         | Uncommon  | 15      | +7           |\n| 4th         | Rare      | 15      | +7           |\n| 5th         | Rare      | 17      | +9           |\n| 6th         | Very rare | 17      | +9           |\n| 7th         | Very rare | 18      | +10          |\n| 8th         | Very rare | 18      | +10          |\n| 9th         | Legendary | 19      | +11          |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
            "category": {
                "name": "Scroll",
                "key": "scroll"
            },
            "rarity": {
                "name": "Very Rare",
                "key": "very-rare",
                "rank": 4
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_spell-scroll-8th-level",
            "name": "Spell Scroll (8th Level)",
            "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity    | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip     | Common    | 13      | +5           |\n| 1st         | Common    | 13      | +5           |\n| 2nd         | Uncommon  | 13      | +5           |\n| 3rd         | Uncommon  | 15      | +7           |\n| 4th         | Rare      | 15      | +7           |\n| 5th         | Rare      | 17      | +9           |\n| 6th         | Very rare | 17      | +9           |\n| 7th         | Very rare | 18      | +10          |\n| 8th         | Very rare | 18      | +10          |\n| 9th         | Legendary | 19      | +11          |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
            "category": {
                "name": "Scroll",
                "key": "scroll"
            },
            "rarity": {
                "name": "Very Rare",
                "key": "very-rare",
                "rank": 4
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_spell-scroll-9th-level",
            "name": "Spell Scroll (9th Level)",
            "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity    | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip     | Common    | 13      | +5           |\n| 1st         | Common    | 13      | +5           |\n| 2nd         | Uncommon  | 13      | +5           |\n| 3rd         | Uncommon  | 15      | +7           |\n| 4th         | Rare      | 15      | +7           |\n| 5th         | Rare      | 17      | +9           |\n| 6th         | Very rare | 17      | +9           |\n| 7th         | Very rare | 18      | +10          |\n| 8th         | Very rare | 18      | +10          |\n| 9th         | Legendary | 19      | +11          |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
            "category": {
                "name": "Scroll",
                "key": "scroll"
            },
            "rarity": {
                "name": "Legendary",
                "key": "legendary",
                "rank": 5
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_spell-scroll-cantrip",
            "name": "Spell Scroll (Cantrip)",
            "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\n\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\n\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\n\n**Spell Scroll (table)**\n\n| Spell Level | Rarity    | Save DC | Attack Bonus |\n|-------------|-----------|---------|--------------|\n| Cantrip     | Common    | 13      | +5           |\n| 1st         | Common    | 13      | +5           |\n| 2nd         | Uncommon  | 13      | +5           |\n| 3rd         | Uncommon  | 15      | +7           |\n| 4th         | Rare      | 15      | +7           |\n| 5th         | Rare      | 17      | +9           |\n| 6th         | Very rare | 17      | +9           |\n| 7th         | Very rare | 18      | +10          |\n| 8th         | Very rare | 18      | +10          |\n| 9th         | Legendary | 19      | +11          |\n\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.",
            "category": {
                "name": "Scroll",
                "key": "scroll"
            },
            "rarity": {
                "name": "Common",
                "key": "common",
                "rank": 1
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_sphere-of-annihilation",
            "name": "Sphere of Annihilation",
            "desc": "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\r\n\r\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.\r\n\r\nThe sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.\r\n\r\nIf you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.\r\n\r\nIf the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.\r\n\r\n| d100   | Result                                                                                                                             |\r\n|--------|------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-50  | The sphere is destroyed.                                                                                                           |\r\n| 51-85  | The sphere moves through the portal or into the extradimensional space.                                                            |\r\n| 86-00  | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Legendary",
                "key": "legendary",
                "rank": 5
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_stone-of-controlling-earth-elementals",
            "name": "Stone of Controlling Earth Elementals",
            "desc": "If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _conjure elemental_ spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Rare",
                "key": "rare",
                "rank": 3
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_stone-of-good-luck-luckstone",
            "name": "Stone of Good Luck (Luckstone)",
            "desc": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Uncommon",
                "key": "uncommon",
                "rank": 2
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_talisman-of-pure-good",
            "name": "Talisman of Pure Good",
            "desc": "This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\r\n\r\nIf you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\r\n\r\nThe talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Legendary",
                "key": "legendary",
                "rank": 5
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": "requires attunement by a creature of good alignment",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_talisman-of-the-sphere",
            "name": "Talisman of the Sphere",
            "desc": "When you make an Intelligence (Arcana) check to control a _sphere of annihilation_ while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a _sphere of annihilation_, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Legendary",
                "key": "legendary",
                "rank": 5
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_talisman-of-ultimate-evil",
            "name": "Talisman of Ultimate Evil",
            "desc": "This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\r\n\r\nIf you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\r\n\r\nThe talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Legendary",
                "key": "legendary",
                "rank": 5
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": "requires attunement by a creature of evil alignment",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_tome-of-clear-thought",
            "name": "Tome of Clear Thought",
            "desc": "This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Very Rare",
                "key": "very-rare",
                "rank": 4
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_tome-of-leadership-and-influence",
            "name": "Tome of Leadership and Influence",
            "desc": "This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Very Rare",
                "key": "very-rare",
                "rank": 4
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_tome-of-understanding",
            "name": "Tome of Understanding",
            "desc": "This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Very Rare",
                "key": "very-rare",
                "rank": 4
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_universal-solvent",
            "name": "Universal Solvent",
            "desc": "This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including _sovereign glue._",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Legendary",
                "key": "legendary",
                "rank": 5
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_wand-of-the-war-mage-1",
            "name": "Wand of the War Mage (+1)",
            "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.",
            "category": {
                "name": "Wand",
                "key": "wand"
            },
            "rarity": {
                "name": "Uncommon",
                "key": "uncommon",
                "rank": 2
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": "requires attunement by a spellcaster",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_wand-of-the-war-mage-2",
            "name": "Wand of the War Mage (+2)",
            "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.",
            "category": {
                "name": "Wand",
                "key": "wand"
            },
            "rarity": {
                "name": "Rare",
                "key": "rare",
                "rank": 3
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": "requires attunement by a spellcaster",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_wand-of-the-war-mage-3",
            "name": "Wand of the War Mage (+3)",
            "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.",
            "category": {
                "name": "Wand",
                "key": "wand"
            },
            "rarity": {
                "name": "Very Rare",
                "key": "very-rare",
                "rank": 4
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": "requires attunement by a spellcaster",
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_well-of-many-worlds",
            "name": "Well of Many Worlds",
            "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\r\n\r\nYou can use an action to unfold and place the _well of many worlds_ on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once _well of many worlds_ has opened a portal, it can't do so again for 1d8 hours.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Legendary",
                "key": "legendary",
                "rank": 5
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_wind-fan",
            "name": "Wind Fan",
            "desc": "While holding this fan, you can use an action to cast the _gust of wind_ spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Uncommon",
                "key": "uncommon",
                "rank": 2
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_winged-boots",
            "name": "Winged Boots",
            "desc": "While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.\r\n\r\nThe boots regain 2 hours of flying capability for every 12 hours they aren't in use.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Uncommon",
                "key": "uncommon",
                "rank": 2
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "srd_wings-of-flying",
            "name": "Wings of Flying",
            "desc": "While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.\r\n\r\n\r\n\r\n\r\n## Sentient Magic Items\r\n\r\nSome magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.\r\n\r\nMost sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.\r\n\r\nSentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Rare",
                "key": "rare",
                "rank": 3
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": null,
            "document": {
                "name": "System Reference Document 5.1",
                "key": "srd-2014",
                "type": "SOURCE",
                "display_name": "5e 2014 Rules",
                "publisher": {
                    "name": "Wizards of the Coast",
                    "key": "wizards-of-the-coast"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://dnd.wizards.com/resources/systems-reference-document"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_aberrant-agreement",
            "name": "Aberrant Agreement",
            "desc": "This long scroll bears strange runes and seals of eldritch powers. When you use an action to present this scroll to an aberration 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 aberration, negotiating a service from it in exchange for a reward. The aberration 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 aberration, the truce is broken, and the creature can act normally. If the aberration refuses the offer, it is free to take any actions it wishes. Should you and the aberration reach an agreement that is satisfactory to both parties, you must sign the agreement and have the aberration 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 aberration to the agreement until its service is rendered and the reward paid, at which point the scroll blackens and crumbles to dust. An aberration's thinking is alien to most humanoids, and vaguely worded contracts may result in unintended consequences, as the creature may have different thoughts as to how to best meet the goal. If either party breaks the bargain, that creature immediately takes 10d6 psychic damage, and the charter is destroyed, ending the contract.",
            "category": {
                "name": "Scroll",
                "key": "scroll"
            },
            "rarity": {
                "name": "Rare",
                "key": "rare",
                "rank": 3
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_accursed-idol",
            "name": "Accursed Idol",
            "desc": "Carved from a curious black stone of unknown origin, this small totem is fashioned in the macabre likeness of a Great Old One. While attuned to the idol and holding it, you gain the following benefits:\n- You can speak, read, and write Deep Speech.\n- You can use an action to speak the idol's command word and send otherworldly spirits to whisper in the minds of up to three creatures you can see within 30 feet of you. Each target must make a DC 13 Charisma saving throw. On a failed save, a creature takes 2d6 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. If a target dies from this damage or while frightened, the otherworldly spirits within the idol are temporarily sated, and you don't suffer the effects of the idol's Otherworldly Whispers property at the next dusk. Once used, this property of the idol can't be used again until the next dusk.\n- You can use an action to cast the augury spell from the idol. The idol can't be used this way again until the next dusk.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Uncommon",
                "key": "uncommon",
                "rank": 2
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": true,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_adamantine-spearbiter",
            "name": "Adamantine Spearbiter",
            "desc": "The front of this shield is fashioned in the shape of a snarling wolf ’s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker’s weapon, the wolf ’s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker’s attack roll against you, the attacker’s attack misses you. You can’t use this property of the shield again until the next dawn. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf ’s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf ’s head to snap at the attacker’s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield.",
            "category": {
                "name": "Shield",
                "key": "shield"
            },
            "rarity": {
                "name": "Rare",
                "key": "rare",
                "rank": 3
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_agile-breastplate",
            "name": "Agile Breastplate",
            "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.",
            "category": {
                "name": "Armor",
                "key": "armor"
            },
            "rarity": {
                "name": "Common",
                "key": "common",
                "rank": 1
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_agile-chain-mail",
            "name": "Agile Chain Mail",
            "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.",
            "category": {
                "name": "Armor",
                "key": "armor"
            },
            "rarity": {
                "name": "Common",
                "key": "common",
                "rank": 1
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_agile-chain-shirt",
            "name": "Agile Chain Shirt",
            "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.",
            "category": {
                "name": "Armor",
                "key": "armor"
            },
            "rarity": {
                "name": "Common",
                "key": "common",
                "rank": 1
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_agile-half-plate",
            "name": "Agile Half Plate",
            "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.",
            "category": {
                "name": "Armor",
                "key": "armor"
            },
            "rarity": {
                "name": "Common",
                "key": "common",
                "rank": 1
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_agile-hide",
            "name": "Agile Hide",
            "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.",
            "category": {
                "name": "Armor",
                "key": "armor"
            },
            "rarity": {
                "name": "Common",
                "key": "common",
                "rank": 1
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_agile-plate",
            "name": "Agile Plate",
            "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.",
            "category": {
                "name": "Armor",
                "key": "armor"
            },
            "rarity": {
                "name": "Common",
                "key": "common",
                "rank": 1
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_agile-ring-mail",
            "name": "Agile Ring Mail",
            "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.",
            "category": {
                "name": "Armor",
                "key": "armor"
            },
            "rarity": {
                "name": "Common",
                "key": "common",
                "rank": 1
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_agile-scale-mail",
            "name": "Agile Scale Mail",
            "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.",
            "category": {
                "name": "Armor",
                "key": "armor"
            },
            "rarity": {
                "name": "Common",
                "key": "common",
                "rank": 1
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_agile-splint",
            "name": "Agile Splint",
            "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.",
            "category": {
                "name": "Armor",
                "key": "armor"
            },
            "rarity": {
                "name": "Common",
                "key": "common",
                "rank": 1
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_air-seed",
            "name": "Air Seed",
            "desc": "This plum-sized, nearly spherical sandstone is imbued with a touch of air magic. Typically, 1d4 + 4 air seeds are found together. You can use an action to throw the seed up to 60 feet. The seed explodes on impact and is destroyed. When it explodes, the seed releases a burst of fresh, breathable air, and it disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames within a 10-foot radius of where the seed landed. Each suffocating or choking creature within a 10-foot radius of where the seed landed gains a lung full of air, allowing the creature to hold its breath for 5 minutes. If you break the seed while underwater, each creature within a 10-foot radius of where you broke the seed gains a lung full of air, allowing the creature to hold its breath for 5 minutes.",
            "category": {
                "name": "Wondrous Item",
                "key": "wondrous-item"
            },
            "rarity": {
                "name": "Uncommon",
                "key": "uncommon",
                "rank": 2
            },
            "weapon": null,
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        },
        {
            "key": "vom_akaasit-blade",
            "name": "Akaasit Blade",
            "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the arm blade of a defeated Akaasit (see Tome of Beasts 2). You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can't be activated again until the next dawn.",
            "category": {
                "name": "Weapon",
                "key": "weapon"
            },
            "rarity": {
                "name": "Rare",
                "key": "rare",
                "rank": 3
            },
            "weapon": {
                "name": "Dagger",
                "key": "srd_dagger",
                "damage_type": {
                    "name": "Piercing",
                    "key": "piercing"
                },
                "damage_dice": "1d4",
                "properties": [
                    {
                        "property": {
                            "name": "Finesse",
                            "type": null,
                            "desc": "When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls."
                        },
                        "detail": null
                    },
                    {
                        "property": {
                            "name": "Light",
                            "type": null,
                            "desc": "A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons."
                        },
                        "detail": null
                    },
                    {
                        "property": {
                            "name": "Thrown",
                            "type": null,
                            "desc": "If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property."
                        },
                        "detail": "range 20/60"
                    }
                ],
                "is_simple": true,
                "is_martial": false,
                "is_improvised": false,
                "distance_unit": "feet"
            },
            "armor": null,
            "size": {
                "name": "Tiny",
                "key": "tiny"
            },
            "weight": "0.000",
            "weight_unit": "lb",
            "cost": "0.00",
            "requires_attunement": false,
            "attunement_detail": null,
            "document": {
                "name": "Vault of Magic",
                "key": "vom",
                "type": "SOURCE",
                "display_name": "Vault of Magic",
                "publisher": {
                    "name": "Kobold Press",
                    "key": "kobold-press"
                },
                "gamesystem": {
                    "name": "5th Edition 2014",
                    "key": "5e-2014"
                },
                "permalink": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
            },
            "crossreferences": {
                "to": []
            }
        }
    ]
}