Magic Item List
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=-requires_attunement&page=21
{ "count": 2322, "next": "https://api-beta.open5e.com/v2/magicitems/?format=api&ordering=-requires_attunement&page=22", "previous": "https://api-beta.open5e.com/v2/magicitems/?format=api&ordering=-requires_attunement&page=20", "results": [ { "key": "vom_valkyries-bite", "name": "Valkyrie's Bite", "desc": "This black-bladed scimitar has a guard that resembles outstretched raven wings, and a polished amethyst sits in its pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the scimitar, you have advantage on initiative rolls. While you hold the scimitar, it sheds dim purple light in a 10-foot radius.", "category": { "name": "Weapon", "key": "weapon" }, "rarity": { "name": "Rare", "key": "rare", "rank": 3 }, "weapon": { "name": "Scimitar", "key": "srd_scimitar", "damage_type": { "name": "Slashing", "key": "slashing" }, "damage_dice": "1d6", "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 } ], "is_simple": false, "is_martial": true, "is_improvised": false, "distance_unit": "feet" }, "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_vengeful-coat", "name": "Vengeful Coat", "desc": "This stiff, vaguely uncomfortable coat covers your torso. It smells like ash and oozes a sap-like substance. While wearing this coat, you have resistance to slashing damage from nonmagical attacks. At the end of each long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you take damage of that type, you have advantage on attack rolls until the end of your next turn. When you take more than 10 damage of that type, you have advantage on your attack rolls for 2 rounds. When you are targeted by an effect that deals damage of the type you chose, you can use your reaction to gain resistance to that damage until the start of your next turn. You have advantage on your attack rolls, as detailed above, then the coat's magic ceases to function until you finish a long rest.", "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": "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_venomous-fangs", "name": "Venomous Fangs", "desc": "These prosthetic fangs can be positioned over your existing teeth or in place of missing teeth. While wearing these fangs, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls made with this magic bite. While you wear the fangs, a successful DC 9 Dexterity (Sleight of Hand) checks conceals them from view. At the GM's discretion, you have disadvantage on Charisma (Deception) or Charisma (Persuasion) checks against creatures that notice the fangs.", "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_vial-of-sunlight", "name": "Vial of Sunlight", "desc": "This crystal vial is filled with water from a spring high in the mountains and has been blessed by priests of a deity of healing and light. You can use an action to cause the vial to emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light is pure sunlight, causing harm or discomfort to vampires and other undead creatures that are sensitive to it. The vial can't be used this way again until the next dawn.", "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": "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_vielle-of-weirding-and-warding", "name": "Vielle of Weirding and Warding", "desc": "The strings of this bowed instrument never break. You must be proficient in stringed instruments to use this vielle. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage. If you play the vielle as the somatic component for a spell that causes a target to become charmed on a failed saving throw, the target has disadvantage on the saving throw.", "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": "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_vile-razor", "name": "Vile Razor", "desc": "This perpetually blood-stained straight razor deals slashing damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Inhuman Alacrity. While holding the dagger, you can take two bonus actions on your turn, instead of one. Each bonus action must be different; you can’t use the same bonus action twice in a single turn. Once used, this property can’t be used again until the next dusk. Unclean Cut. When you hit a creature with a melee attack using the dagger, you can use a bonus action to deal an extra 2d4 necrotic damage. If you do so, the target and each of its allies that can see this attack must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Once used, this property can’t be used again until the next dusk. ", "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": 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_voidskin-cloak", "name": "Voidskin Cloak", "desc": "This pitch-black cloak absorbs light and whispers as it moves. It feels like thin leather with a knobby, scaly texture, though none of that detail is visible to the eye. While you wear this cloak, you have resistance to necrotic damage. While the hood is up, your face is pooled in shadow, and you can use a bonus action to fix your dark gaze upon a creature you can see within 60 feet. If the creature can see you, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds on its saving throw, it can't be affected by the cloak again for 24 hours. Pulling the hood up or down requires an action.", "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": "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_voidwalker", "name": "Voidwalker", "desc": "This band of tarnished silver bears no ornament or inscription, but it is icy cold to the touch. The patches of dark corrosion on the ring constantly, but subtly, move and change; though, this never occurs while anyone observes the ring. While wearing Voidwalker, you gain the benefits of a ring of free action and a ring of resistance (cold). It has the following additional properties. The ring is clever and knows that most mortals want nothing to do with the Void directly. It also knows that most of the creatures with strength enough to claim it will end up in dire straits sooner or later. It doesn't overplay its hand trying to push a master to take a plunge into the depths of the Void, but instead makes itself as indispensable as possible. It provides counsel and protection, all the while subtly pushing its master to take greater and greater risks. Once it's maneuvered its wearer into a position of desperation, generally on the brink of death, Voidwalker offers a way out. If the master accepts, it opens a gate into the Void, most likely sealing the creature's doom.", "category": { "name": "Ring", "key": "ring" }, "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": "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_wand-of-accompaniment", "name": "Wand of Accompaniment", "desc": "Tiny musical notes have been etched into the sides of this otherwise plain, wooden wand. It has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates with a small bang. Dance. While holding the wand, you can use an action to expend 3 charges to cast the irresistible dance spell (save DC 17) from it. If the target is in the area of the Song property of this wand, it has disadvantage on the saving throw. Song. While holding the wand, you can use an action to expend 1 charge to cause the area within a 30-foot radius of you to fill with music for 1 minute. The type of music played is up to you, but it is performed flawlessly. Each creature in the area that can hear the music has advantage on saving throws against being deafened and against spells and effects that deal thunder damage.", "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": 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_wand-of-bristles", "name": "Wand of Bristles", "desc": "This wand is made from the bristles of a giant boar bound together with magical, silver thread. It weighs 1 pound and is 8 inches long. The wand has a strong boar musk scent to it, which is difficult to mask and is noticed by any creature within 10 feet of you that possesses the Keen Smell trait. The wand is comprised of 10 individual bristles, and as long as the wand has 1 bristle, it regrows 2 bristles daily at dawn. While holding the wand, you can use your action to remove bristles to cause one of the following effects. Ghostly Charge (3 bristles). You toss the bristles toward one creature you can see. A phantom giant boar charges 30 feet toward the creature. If the phantom’s path connects with the creature, the target must succeed on a DC 15 Dexterity saving throw or take 2d8 force damage and be knocked prone. Truffle (2 bristles). You plant the bristles in the ground to conjure up a magical truffle. Consuming the mushroom restores 2d8 hit points.", "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": 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_wand-of-plant-destruction", "name": "Wand of Plant Destruction", "desc": "This wand of petrified wood has 7 charges. While holding it, you can use an action to expend up to 3 of its charges to harm a plant or plant creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw, taking 2d8 necrotic damage for each charge you expended on a failed save, or half as much damage on a successful one. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand shatters and is destroyed.", "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": 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_wand-of-the-timekeeper", "name": "Wand of the Timekeeper", "desc": "This smoothly polished wooden wand is perfectly balanced in the hand. Its grip is wrapped with supple leather strips, and its length is decorated with intricate arcane symbols. When you use it while playing a drum, you have advantage on Charisma (Performance) checks. The wand has 5 charges for the following properties. It regains 1d4 + 1 charges daily at dawn. Erratic. While holding the wand, you can use an action to expend 2 charges to force one creature you can see to re-roll its initiative at the end of each of its turns for 1 minute. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected. Synchronize. While holding the wand, you can use an action to expend 1 charge to choose one creature you can see who has not taken its turn this round. That creature takes its next turn immediately after yours regardless of its turn in the Initiative order. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected.", "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": 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_wand-of-treasure-finding", "name": "Wand of Treasure Finding", "desc": "This wand is adorned with gold and silver inlay and topped with a faceted crystal. The wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For 1 minute, you know the direction and approximate distance of the nearest mass or collection of precious metals or minerals within 60 feet. You can concentrate on a specific metal or mineral, such as silver, gold, or diamonds. If the specific metal or mineral is within 60 feet, you are able to discern all locations in which it is found and the approximate amount in each location. The wand's magic can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand turns to lead and becomes nonmagical.", "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": 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_wand-of-vapors", "name": "Wand of Vapors", "desc": "Green gas swirls inside this slender, glass wand. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand shatters into hundreds of crystalline fragments, and the gas within it dissipates. Fog Cloud. While holding the wand, you can use an action to expend 1 or more of its charges to cast the fog cloud spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Gaseous Escape. When you are attacked while holding this wand, you can use your reaction to expend 3 of its charges to transform yourself and everything you are wearing and carrying into a cloud of green mist until the start of your next turn. While you are a cloud of green mist, you have resistance to nonmagical damage, and you can’t be grappled or restrained. While in this form, you also can’t talk or manipulate objects, any objects you were wearing or holding can’t be dropped, used, or otherwise interacted with, and you can’t attack or cast spells.", "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": 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_ward-against-wild-appetites", "name": "Ward Against Wild Appetites", "desc": "Seventeen animal teeth of various sizes hang together on a simple leather thong, and each tooth is dyed a different color using pigments from plants native to old-growth forests. When a beast or monstrosity with an Intelligence of 4 or lower targets you with an attack, it has disadvantage on the attack roll if the attack is a bite. You must be wearing the necklace to gain this benefit.", "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_warding-icon", "name": "Warding Icon", "desc": "This carved piece of semiprecious stone typically takes the form of an angelic figure or a shield carved with a protective rune, and it is commonly worn attached to clothing or around the neck on a chain or cord. While wearing the stone, you have brief premonitions of danger and gain a +2 bonus to initiative if you aren't incapacitated.", "category": { "name": "Wondrous Item", "key": "wondrous-item" }, "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": 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_whip-of-fangs", "name": "Whip of Fangs", "desc": "The skin of a large asp is woven into the leather of this whip. The asp's head sits nestled among the leather tassels at its tip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d4 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.", "category": { "name": "Weapon", "key": "weapon" }, "rarity": { "name": "Uncommon", "key": "uncommon", "rank": 2 }, "weapon": { "name": "Whip", "key": "srd_whip", "damage_type": { "name": "Slashing", "key": "slashing" }, "damage_dice": "1d4", "properties": [ { "property": { "name": "Reach", "type": null, "desc": "This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it." }, "detail": null }, { "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 } ], "is_simple": false, "is_martial": true, "is_improvised": false, "distance_unit": "feet" }, "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_whispering-cloak", "name": "Whispering Cloak", "desc": "This cloak is made of black, brown, and white bat pelts sewn together. While wearing it, you have blindsight out to a range of 60 feet. While wearing this cloak with its hood up, you transform into a creature of pure shadow. While in shadow form, your Armor Class increases by 2, you have advantage on Dexterity (Stealth) checks, and you can move through a space as narrow as 1 inch wide without squeezing. You can cast spells normally while in shadow form, but you can't make ranged or melee attacks with nonmagical weapons. In addition, you can't pick up objects, and you can't give objects you are wearing or carrying to others. This effect lasts up to 1 hour. Deduct time spent in shadow form in increments of 1 minute from the total time. After it has been used for 1 hour, the cloak can't be used in this way again until the next dusk, when its time limit resets. Pulling the hood up or down requires an action.", "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": "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_white-honey-buckle", "name": "White Honey Buckle", "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", "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": "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_windwalker-boots", "name": "Windwalker Boots", "desc": "These lightweight boots are made of soft leather. While you wear these boots, you can walk on air as if it were solid ground. Your speed is halved when ascending or descending on the air. Otherwise, you can walk on air at your walking speed. You can use the Dash action as normal to increase your movement during your turn. If you don't end your movement on solid ground, you fall at the end of your turn unless otherwise supported, such as by gripping a ledge or hanging from a rope.", "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_wolf-brush", "name": "Wolf Brush", "desc": "From a distance, this weapon bears a passing resemblance to a fallen tree branch. This unique polearm was first crafted by a famed martial educator and military general from the collected weapons of his fallen compatriots. Each point on this branching spear has a history of its own and is infused with the pain of loss and the glory of military service. When wielded in battle, each of the small, branching spear points attached to the polearm's shaft pulses with a warm glow and burns with the desire to protect the righteous. When not using it, you can fold the branches inward and sheathe the polearm in a leather wrap. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you hold this weapon, it sheds dim light in a 5-foot radius. You can fold and wrap the weapon as an action, extinguishing the light. While holding or carrying the weapon, you have resistance to piercing damage. The weapon has 10 charges for the following other properties. The weapon regains 1d8 + 2 charges daily at dawn. In addition, it regains 1 charge when exposed to powerful magical sunlight, such as the light created by the sunbeam and sunburst spells, and it regains 1 charge each round it remains exposed to such sunlight. Spike Barrage. While wielding this weapon, you can use an action to expend 1 or more of its charges and sweep the weapon in a small arc to release a barrage of spikes in a 15-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 1d10 piercing damage for each charge you expend on a failed save, or half as much damage on a successful one. Spiked Wall. While wielding this weapon, you can use an action to expend 6 charges to cast the wall of thorns spell (save DC 17) from it.", "category": { "name": "Weapon", "key": "weapon" }, "rarity": { "name": "Very Rare", "key": "very-rare", "rank": 4 }, "weapon": { "name": "Pike", "key": "srd_pike", "damage_type": { "name": "Piercing", "key": "piercing" }, "damage_dice": "1d10", "properties": [ { "property": { "name": "Reach", "type": null, "desc": "This weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks with it." }, "detail": null }, { "property": { "name": "Two-Handed", "type": null, "desc": "This weapon requires two hands when you attack with it." }, "detail": null }, { "property": { "name": "Heavy", "type": null, "desc": "Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively." }, "detail": null } ], "is_simple": false, "is_martial": true, "is_improvised": false, "distance_unit": "feet" }, "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_wolfbite-ring", "name": "Wolfbite Ring", "desc": "This heavy iron ring is adorned with the stylized head of a snarling wolf. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you make a melee weapon attack while wearing this ring, you can use a bonus action to expend 1 of the ring's charges to deal an extra 2d6 piercing damage to the target. Then, the target must succeed on a DC 15 Strength saving throw or be knocked prone.", "category": { "name": "Ring", "key": "ring" }, "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": "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_wraithstone", "name": "Wraithstone", "desc": "This stone is carved from petrified roots to reflect the shape and visage of a beast. The stone holds the spirit of a sacrificed beast of the type the stone depicts. A wraithstone is often created to grant immortal life to a beloved animal companion or to banish a troublesome predator. The creature's essence stays within until the stone is broken, upon which point the soul is released and the creature can't be resurrected or reincarnated by any means short of a wish spell. While attuned to and carrying this item, a spectral representation of the beast walks beside you, resembling the sacrificed creature's likeness in its prime. The specter follows you at all times and can be seen by all. You can use a bonus action to dismiss or summon the specter. So long as you carry this stone, you can interact with the creature as if it were still alive, even speaking to it if it is able to speak, though it can't physically interact with the material world. It can gesture to indicate directions and communicate very basic single-word ideas to you telepathically. The stone has a number of charges, depending on the size of the creature stored within it. The stone has 6 charges if the creature is Large or smaller, 10 charges if the creature is Huge, and 12 charges if the creature is Gargantuan. After all of the stone's charges have been used, the beast's spirit is completely drained, and the stone becomes a nonmagical bauble. As a bonus action, you can expend 1 charge to cause one of the following effects:", "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_ziphian-eye-amulet", "name": "Ziphian Eye Amulet", "desc": "This gold amulet holds a preserved eye from a Ziphius (see Creature Codex). It has 3 charges, and it regains all expended charges daily at dawn. While wearing this amulet, you can use a bonus action to speak its command word and expend 1 of its charges to create a brief magical bond with a creature you can see within 60 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be magically bonded with you until the end of your next turn. While bonded in this way, you can choose to have advantage on attack rolls against the target or cause the target to have disadvantage on attack rolls against you.", "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": "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_zipline-ring", "name": "Zipline Ring", "desc": "This plain gold ring features a magnificent ruby. While wearing the ring, you can use an action to cause a crimson zipline of magical force to extend from the gem in the ring and attach to up to two solid surfaces you can see. Each surface must be within 150 feet of you. Once the zipline is connected, you can use a bonus action to magically travel up to 50 feet along the line between the two surfaces. You can bring along objects as long as their weight doesn't exceed what you can carry. While the zipline is active, you remain suspended within 5 feet of the line, floating off the ground at least 3 inches, and you can't move more than 5 feet away from the zipline. When you magically travel along the line, you don't provoke opportunity attacks. The hand wearing the ring must be pointed at the line when you magically travel along it, but you otherwise can act normally while the zipline is active. You can use a bonus action to end the zipline. When the zipline has been active for a total of 1 minute, the ring's magic ceases to function until the next dawn.", "category": { "name": "Ring", "key": "ring" }, "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": "srd-2024_apparatus-of-the-crab", "name": "Apparatus of the Crab", "desc": "This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\n\nThe *Apparatus of the Crab* is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage.\n\nTo be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\n\nThe apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure.\n\nA creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.\n\nTable: Apparatus of the Crab Levers\n\n| Lever | Up | Down |\n|-------|--------------------------------------------------------|--------------------------------------------|\n| 1 | Legs extend, allowing the apparatus to walk and swim. | Legs retract, reducing the apparatus's Speed and Swim Speed to 0 and making it unable to benefit from bonuses to speed. |\n| 2 | Forward window shutter opens. | Forward window shutter closes. |\n| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |\n| 4 | Two claws extend from the front side of the apparatus. | The claws retract. |\n| 5 | Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. *Hit:* 7 (2d6) Bludgeoning damage. | Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. *Hit:* The target has the Grappled condition (escape DC 15). |\n| 6 | The apparatus walks or swims forward provided its legs are extended. | The apparatus walks or swims backward provided its legs are extended. |\n| 7 | The apparatus turns 90 degrees counterclockwise provided its legs are extended. | The apparatus turns 90 degrees clockwise provided its legs are extended. |\n| 8 | Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. | The light turns off. \n| 9 | The apparatus sinks up to 20 feet if it's in liquid. | The apparatus rises up to 20 feet if it's in liquid. |\n| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. |", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_bag-of-beans", "name": "Bag of Beans", "desc": "This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.\n\nIf you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.\n\nIf you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table or determine it randomly.\n\n| 1d100 | Effect |\n|-------|--------------------------|\n| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour. |\n| 02–10 | A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d4 minutes. |\n| 11–20 | A **Treant** sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good. |\n| 21–30 | An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |\n| 31–40 | A campfire with green flames springs forth and burns for 24 hours or until it is extinguished. |\n| 41–50 | Three **Shrieker Fungi** sprout. |\n| 51–60 | 1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice that acts in accordance with its alignment and nature. The monster remains for 1 minute, then disappears in a puff of bright-pink smoke. |\n| 61–70 | A hungry **Bulette** burrows up and attacks. |\n| 71–80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |\n| 81–90 | A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion. |\n| 91–95 | A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a **Mummy,** a **Mummy Lord,** or some other Undead of the GM's choice. Its sarcophagus contains treasure of the GM's choice. |\n| 96–00 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or another plane of existence. |", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_bag-of-devouring", "name": "Bag of Devouring", "desc": "This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_bag-of-holding", "name": "Bag of Holding", "desc": "This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_bag-of-tricks", "name": "Bag of Tricks", "desc": "This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.\n\nYou can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color. See \"Monsters\" for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.\n\nThe creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\n\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\n\nTable: Gray Bag of Tricks\n\n| 1d8 | Creature |\n|-----|--------------|\n| 1 | Weasel |\n| 2 | Giant Rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant Badger |\n| 7 | Dire Wolf |\n| 8 | Giant Elk |\n\nTable: Rust Bag of Tricks\n\n| 1d8 | Creature |\n|-----|------------|\n| 1 | Rat |\n| 2 | Owl |\n| 3 | Mastiff |\n| 4 | Goat |\n| 5 | Giant Goat |\n| 6 | Giant Boar |\n| 7 | Lion |\n| 8 | Brown Bear |\n\nTable: Tan Bag of Tricks\n\n| 1d8 | Creature |\n|-----|--------------|\n| 1 | Jackal |\n| 2 | Ape |\n| 3 | Baboon |\n| 4 | Axe Beak |\n| 5 | Black Bear |\n| 6 | Giant Weasel |\n| 7 | Giant Hyena |\n| 8 | Tiger |", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_bead-of-force", "name": "Bead of Force", "desc": "This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_boots-of-elvenkind", "name": "Boots of Elvenkind", "desc": "While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_bowl-of-commanding-water-elementals", "name": "Bowl of Commanding Water Elementals", "desc": "While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_brazier-of-commanding-fire-elementals", "name": "Brazier of Commanding Fire Elementals", "desc": "While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_cape-of-the-mountebank", "name": "Cape of the Mountebank", "desc": "This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_carpet-of-flying", "name": "Carpet of Flying", "desc": "You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.\n\nFour sizes of *Carpet of Flying* exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.\n\n| 1d100 | Size | Capacity | Fly Speed |\n|-------|---------------|----------|-----------|\n| 01–20 | 3 ft. × 5 ft. | 200 lb. | 80 feet |\n| 21–55 | 4 ft. × 6 ft. | 400 lb. | 60 feet |\n| 56–80 | 5 ft. × 7 ft. | 600 lb. | 40 feet |\n| 81–00 | 6 ft. × 9 ft. | 800 lb. | 30 feet |", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_censer-of-controlling-air-elementals", "name": "Censer of Controlling Air Elementals", "desc": "While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_chime-of-opening", "name": "Chime of Opening", "desc": "This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_circlet-of-blasting", "name": "Circlet of Blasting", "desc": "While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_cubic-gate", "name": "Cubic Gate", "desc": "This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube. Gate. Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side. Plane Shift. Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_dagger-of-venom", "name": "Dagger of Venom", "desc": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn.", "category": { "name": "Weapon", "key": "weapon" }, "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_decanter-of-endless-water", "name": "Decanter of Endless Water", "desc": "This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words: Splash. The decanter produces 1 gallon of water. Fountain. The decanter produces 5 gallons of water. Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_deck-of-illusions", "name": "Deck of Illusions", "desc": "This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards.\n\nThe magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.\n\nAny physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a *Dispel Magic* spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again.\n\nTable: Deck of Illusions\n\n| 1d100 | Illusion* |\n|-------|-------------------|\n| 01–03 | Adult Red Dragon |\n| 04–06 | Archmage |\n| 07–09 | Assassin |\n| 10–12 | Bandit Captain |\n| 13–15 | Basilisk |\n| 16–18 | Berserker |\n| 19–21 | Bugbear Warrior |\n| 22–24 | Cloud Giant |\n| 25–27 | Druid |\n| 28–30 | Erinyes |\n| 31–33 | Ettin |\n| 34–36 | Fire Giant |\n| 37–39 | Frost Giant |\n| 40–42 | Gnoll Warrior |\n| 43–45 | Goblin Warrior |\n| 46–48 | Guardian Naga |\n| 49–51 | Hill Giant |\n| 52–54 | Hobgoblin Warrior |\n| 55–57 | Incubus |\n| 58–60 | Iron Golem |\n| 61–63 | Knight |\n| 64–66 | Kobold Warrior |\n| 67–69 | Lich |\n| 70–72 | Medusa |\n| 73–75 | Night Hag |\n| 76–78 | Ogre |\n| 79–81 | Oni |\n| 82–84 | Priest |\n| 85–87 | Succubus |\n| 88–90 | Troll |\n| 91–93 | Veteran Warrior |\n| 94–96 | Wyvern |\n| 97–00 | The card drawer |\n\n\\*Stat blocks for these creatures (except the card drawer) appear in \"Monsters.\"", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_dimensional-shackles", "name": "Dimensional Shackles", "desc": "You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_dragon-slayer", "name": "Dragon Slayer", "desc": "You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.", "category": { "name": "Weapon", "key": "weapon" }, "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_dust-of-disappearance", "name": "Dust of Disappearance", "desc": "This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_dust-of-dryness", "name": "Dust of Dryness", "desc": "This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_dust-of-sneezing-and-choking", "name": "Dust of Sneezing and Choking", "desc": "Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell.", "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_dwarven-plate", "name": "Dwarven Plate", "desc": "While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.", "category": { "name": "Armor", "key": "armor" }, "rarity": { "name": "Very Rare", "key": "very-rare", "rank": 4 }, "weapon": null, "armor": { "name": "Plate Armor", "key": "srd-2024_plate-armor", "category": "heavy", "ac_base": 18, "ac_display": "18", "ac_add_dexmod": false, "ac_cap_dexmod": null, "grants_stealth_disadvantage": true, "strength_score_required": 15 }, "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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } }, { "key": "srd-2024_dwarven-half-plate", "name": "Dwarven Half Plate", "desc": "While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.", "category": { "name": "Armor", "key": "armor" }, "rarity": { "name": "Very Rare", "key": "very-rare", "rank": 4 }, "weapon": null, "armor": { "name": "Half Plate Armor", "key": "srd-2024_half-plate-armor", "category": "medium", "ac_base": 15, "ac_display": "15 + Dex modifier (max 2)", "ac_add_dexmod": true, "ac_cap_dexmod": 2, "grants_stealth_disadvantage": true, "strength_score_required": 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 5.2", "key": "srd-2024", "type": "SOURCE", "display_name": "5e 2024 Rules", "publisher": { "name": "Wizards of the Coast", "key": "wizards-of-the-coast" }, "gamesystem": { "name": "5th Edition 2024", "key": "5e-2024" }, "permalink": "https://dnd.wizards.com/resources/systems-reference-document" }, "crossreferences": { "to": [] } } ] }