{"count":2319,"next":"https://api-beta.open5e.com/v2/magicitems/?format=json&ordering=-category&page=10","previous":"https://api-beta.open5e.com/v2/magicitems/?format=json&ordering=-category&page=8","results":[{"key":"vom_band-of-iron-thorns","name":"Band of Iron Thorns","desc":"This black iron armband bristles with long, needle-sharp iron thorns. When you attune to the armband, the thorns bite into your flesh. The armband doesn't function unless the thorns pierce your skin and are able to reach your blood. While wearing the band, after you roll a saving throw but before the GM reveals if the roll is a success or failure, you can use your reaction to expend one Hit Die. Roll the die, and add the number rolled to your saving throw.","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_baleful-wardrums","name":"Baleful Wardrums","desc":"You must be proficient with percussion instruments to use these drums. The drums have 3 charges. You can use an action to play them and expend 1 charge to create a baleful rumble. Each creature of your choice within 60 feet of you that hears you play must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next weapon or spell attack roll. A creature that succeeds on its saving throw is immune to the effect of these drums for 24 hours. The drum regains 1d3 expended charges daily at dawn.","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_bagpipes-of-battle","name":"Bagpipes of Battle","desc":"Inspire friends and strike fear in the hearts of your enemies with the drone of valor and the shrill call of martial might! You must be proficient with wind instruments to use these bagpipes. You can use an action to play them and create a fearsome and inspiring tune. Each ally within 60 feet of you that can hear the tune gains a d12 Bardic Inspiration die for 10 minutes. Each creature within 60 feet of you that can hear the tune and that is hostile to you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A hostile creature has disadvantage on this saving throw if it is within 5 feet of you or your ally. A frightened creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, the bagpipes can't be used in this way again until the next dawn.","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_bag-of-traps","name":"Bag of Traps","desc":"Anyone reaching into this apparently empty bag feels a small coin, which resembles no known currency. Removing the coin and placing or tossing it up to 20 feet creates a random mechanical trap that remains for 10 minutes or until discharged or disarmed, whereupon it disappears. The coin returns to the bag only after the trap disappears. You may draw up to 10 traps from the bag each week. The GM has the statistics for mechanical traps.","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":"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_bag-of-bramble-beasts","name":"Bag of Bramble Beasts","desc":"This ordinary bag, made from green cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, spiky object. The bag weighs 1/2 pound. You can use an action to pull the spiky object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a 1d8 and consulting the below table. The creature is a bramble version (see sidebar) of the beast listed in the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three spiky objects have been pulled from the bag, the bag can't be used again until the next dawn. Alternatively, one willing animal companion or familiar can be placed in the bag for 1 week. A non-beast animal companion or familiar that is placed in the bag is treated as if it had been placed into a bag of holding and can be removed from the bag at any time. A beast animal companion or familiar disappears once placed in the bag, and the bag's magic is dormant until the week is up. At the end of the week, the animal companion or familiar exits the bag as a bramble creature (see the template in the sidebar) and can be returned to its original form only with a wish. The creature retains its status as an animal companion or familiar after its transformation and can choose to activate or deactivate its Thorn Body trait as a bonus action. A transformed familiar can be re-summoned with the find familiar spell. Once the bag has been used to change an animal companion or familiar into a bramble creature, it becomes an ordinary, nonmagical bag. | 1d8 | Creature |\n| --- | ------------ |\n| 1 | Weasel |\n| 2 | Giant rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant badger | Only a beast can become a bramble creature. It retains all its statistics except as noted below.","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_baba-yagas-cinderskull","name":"Baba Yaga's Cinderskull","desc":"Warm to the touch, this white, dry skull radiates dim, orange light from its eye sockets in a 30-foot radius. While attuned to the skull, you only require half of the daily food and water a creature of your size and type normally requires. In addition, you can withstand extreme temperatures indefinitely, and you automatically succeed on saving throws against extreme temperatures.","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_aurochs-bracers","name":"Aurochs Bracers","desc":"These bracers have the graven image of a bull's head on them. Your Strength score is 19 while you wear these bracers. It has no effect on you if your Strength is already 19 or higher. In addition, when you use the Attack action to shove a creature, you have advantage on the Strength (Athletics) check.","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_ashes-of-the-fallen","name":"Ashes of the Fallen","desc":"Found in a small packet, this coarse, foul-smelling black dust is made from the powdered remains of a celestial. Each packet of the substance contains enough ashes for one use. You can use an action to throw the dust in a 15-foot cone. Each spellcaster in the cone must succeed on a DC 15 Wisdom saving throw or become cursed for 1 hour or until the curse is ended with a remove curse spell or similar magic. Creatures that don't cast spells are unaffected. A cursed spellcaster must make a DC 15 Wisdom saving throw each time it casts a spell. On a success, the spell is cast normally. On a failure, the spellcaster casts a different, randomly chosen spell of the same level or lower from among the spellcaster's prepared or known spells. If the spellcaster has no suitable spells available, no spell is cast.","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":"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_arcanaphage-stone","name":"Arcanaphage Stone","desc":"Similar to the rocks found in a bird's gizzard, this smooth stone helps an Arcanaphage (see Creature Codex) digest magic. While you hold or wear the stone, you have advantage on saving throws against spells.","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_apron-of-the-eager-artisan","name":"Apron of the Eager Artisan","desc":"Created by dwarven artisans, this leather apron has narrow pockets, which hold one type of artisan's tools. If you are wearing the apron and you spend 10 minutes contemplating your next crafting project, the tools in the apron magically change to match those best suited to the task. Once you have changed the tools available, you can't change them again until the next dawn.","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":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_ankh-of-aten","name":"Ankh of Aten","desc":"This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes a5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn't blinded. Undead have disadvantage on this saving throw. The ankh regains 1d4 + 1 expended charges daily at 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":"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_animated-abacus","name":"Animated Abacus","desc":"If you speak a mathematical equation within 5 feet of this abacus, it calculates the equation and displays the solution. If you are touching the abacus, it calculates only the equations you speak, ignoring all other spoken equations.","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":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_angelic-earrings","name":"Angelic Earrings","desc":"These earrings feature platinum loops from which hang bronzed claws from a Chamrosh (see Tome of Beasts 2), freely given by the angelic hound. While wearing these earrings, you have advantage on Wisdom (Insight) checks to determine if a creature is lying or if it has an evil alignment. If you cast detect evil and good while wearing these earrings, the range increases to 60 feet, and the spell lasts 10 minutes without requiring concentration.","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_amulet-of-whirlwinds","name":"Amulet of Whirlwinds","desc":"This amulet is strung on a brass necklace and holds a piece of djinn magic. The amulet has 9 charges. You can use an action to expend 1 of its charges to create a whirlwind on a point you can see within 60 feet of you. The whirlwind is a 5-foot-radius, 30-foot-tall cylinder of swirling air that lasts as long as you maintain concentration (as if concentrating on a spell). Any creature other than you that enters the whirlwind must succeed on a DC 15 Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you lose sight of it. A creature within 5 feet of the whirlwind can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlwind. When all of the amulet's charges are expended, the amulet becomes a nonmagical piece of jewelry worth 50 gp.","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_amulet-of-the-oracle","name":"Amulet of the Oracle","desc":"When you finish a long rest while wearing this amulet, you can choose one cantrip from the cleric spell list. You can cast that cantrip from the amulet at will, using Wisdom as your spellcasting ability for it.","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_amulet-of-sustaining-health","name":"Amulet of Sustaining Health","desc":"While wearing this amulet, you need to eat and drink only once every 7 days. In addition, you have advantage on saving throws against effects that would cause you to suffer a level of exhaustion.","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_amulet-of-memory","name":"Amulet of Memory","desc":"Made of gold or silver, this spherical locket is engraved with two cresting waves facing away from each other while bound in a twisted loop. It preserves a memory to be reexperienced later. While wearing this amulet, you can use an action to speak the command word and open the locket. The open locket stores what you see and experience for up to 10 minutes. You can shut the locket at any time (no action required), stopping the memory recording. Opening the locket with the command word again overwrites the contained memory. While a memory is stored, you or another creature can touch the locket to experience the memory from the beginning. Breaking contact ends the memory early. In addition, you have advantage on any skill check related to details or knowledge of the stored memory. If you die while wearing the amulet, it preserves you. Your body is affected by the gentle repose spell until the amulet is removed or until you are restored to life. In addition, at the moment of your death, you can store any memory into the amulet. A creature touching the amulet perceives the memory stored there even after your death. Attuning to an amulet of memory removes any prior memories stored in it.","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_almanac-of-common-wisdom","name":"Almanac of Common Wisdom","desc":"The dog-eared pages of this thick, weathered tome contain useful advice, facts, and statistical information on a wide range of topics. The topics change to match information relevant to the area where it is currently located. If you spend a short rest consulting the almanac, you treat your proficiency bonus as 1 higher when making any Intelligence, Wisdom, or Charisma skill checks to discover, recall, or cite information about local events, locations, or creatures for the next 4 hours. For example, this almanac's magic can help you recall and find the location of a city's oldest tavern, but its magic won't help you notice a thug hiding in an alley near the tavern.","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":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_alembic-of-unmaking","name":"Alembic of Unmaking","desc":"This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks. If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won't physically fit into the alembic (anything larger than a shortsword or a cloak) can't be dissolved in this way. Full dissolution and distillation of an item's magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical. If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling gray-purple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm. An alembic of unmaking can distill or disenchant one item per 24 hours.","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":"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_alchemical-lantern","name":"Alchemical Lantern","desc":"This hooded lantern has 3 charges and regains all expended charges daily at dusk. While the lantern is lit, you can use an action to expend 1 charge to cause the lantern to spit gooey alchemical fire at a creature you can see in the lantern's bright light. The lantern makes its attack roll with a +5 bonus. On a hit, the target takes 2d6 fire damage, and it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.","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_alabaster-salt-shaker","name":"Alabaster Salt Shaker","desc":"This shaker is carved from purest alabaster in the shape of an owl. It is 7 inches tall and contains enough salt to flavor 25 meals. When the shaker is empty, it can't be refilled, and it becomes nonmagical. When you or another creature eat a meal salted by this shaker, you don't need to eat again for 48 hours, at which point the magic wears off. If you don't eat within 1 hour of the magic wearing off, you gain one level of exhaustion. You continue gaining one level of exhaustion for each additional hour you don't eat.","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":"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_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":"srd-2024_figurine-of-wondrous-power-silver-raven","name":"Figurine of Wondrous Power (Silver Raven)","desc":"A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Silver Raven (Uncommon)._** This silver statuette of a raven can become a **Raven** for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine grants you the ability to cast *Animal Messenger* on it.","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_figurine-of-wondrous-power-serpentine-owl","name":"Figurine of Wondrous Power (Serpentine Owl)","desc":"A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Serpentine Owl (Rare)._** This serpentine statuette of an owl can become a **Giant Owl** for up to 8 hours. The owl can communicate telepathically with you at any range if you and it are on the same plane of existence. Once it has been used, it can't be used again until 2 days have passed.","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_figurine-of-wondrous-power-onyx-dog","name":"Figurine of Wondrous Power (Onyx Dog)","desc":"A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Onyx Dog (Rare)._** This onyx statuette of a dog can become a **Mastiff** for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can't be used again until 7 days have passed.","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_figurine-of-wondrous-power-obsidian-stead","name":"Figurine of Wondrous Power (Obsidian Stead)","desc":"A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Obsidian Steed (Very Rare)._** This polished obsidian horse can become a **Nightmare** for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\n\nThe figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.","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_figurine-of-wondrous-power-marble-elephant","name":"Figurine of Wondrous Power (Marble Elephant)","desc":"A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Marble Elephant (Rare)._** This marble statuette resembles a trumpeting elephant. It can become an **Elephant** for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.","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_figurine-of-wondrous-power-ivory-goats","name":"Figurine of Wondrous Power (Ivory Goats)","desc":"A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Golden Lions (Rare)._** These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a **Lion** for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.\n\n**Goat of Terror.** This figurine can become a **Giant Goat** for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a *+1 Lance*, and the other becomes a *+2 Longsword*. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.\n\n**_Goat of Traveling._** This figurine can become a Large goat with the same statistics as a **Riding Horse**. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all expended charges.\n\n**_Goat of Travail._** This figurine can become a **Giant Goat** for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.","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_figurine-of-wondrous-power-golden-lions","name":"Figurine of Wondrous Power (Golden Lions)","desc":"A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Golden Lions (Rare)._** These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a **Lion** for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.","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_figurine-of-wondrous-power-ebony-fly","name":"Figurine of Wondrous Power (Ebony Fly)","desc":"A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Ebony Fly (Rare)._** This ebony statuette, carved in the likeness of a horsefly, can become a **Giant Fly** (see the accompanying stat block) for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.\n\n> #### **Giant Fly**\n> *Large Beast, Unaligned*\n> **AC** 11\n> **Initiative** +1 (11)\n> **HP** 15 (3d10 + 3)\n> **Speed** Speed 30 ft., Fly 60 ft.\n> |Attribute|Score|Mod|Save|\n> |---|---|---|---|\n> |Str|14|+2|+2|\n> |Dex|13|+1|+1|\n> |Con|13|+1|+1|\n> |Int|2|-4|-4|\n> |Wis|10|+0|+0|\n> |Cha|3|-4|-4|\n\n> **Senses** Darkvision 60 ft., Passive Perception 10\n> **Languages** None\n> **CR** 0 (XP 0; PB +2)","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_figurine-of-wondrous-power-bronze-griffon","name":"Figurine of Wondrous Power (Bronze Griffon)","desc":"A *Figurine of Wondrous Power* is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\n\nThe creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.\n\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\n\n**_Bronze Griffon (Rare)._** This bronze statuette is of a griffon rampant. It can become a **Griffon** for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.","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_feather-token-whip","name":"Feather Token (Whip)","desc":"This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity.\n\n**Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\n**Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\n**Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\n**Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\n|1d100|Token|Rarity|\n|---|---|---|\n|01–20|Anchor|Uncommon|\n|21–35|Bird|Rare|\n|36–50|Fan|Uncommon|\n|51–65|Swan boat|Rare|\n|66–90|Tree|Uncommon|\n|91–00|Whip|Rare|","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_feather-token-tree","name":"Feather Token (Tree)","desc":"This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity.\n\n**Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\n**Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\n**Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\n**Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\n|1d100|Token|Rarity|\n|---|---|---|\n|01–20|Anchor|Uncommon|\n|21–35|Bird|Rare|\n|36–50|Fan|Uncommon|\n|51–65|Swan boat|Rare|\n|66–90|Tree|Uncommon|\n|91–00|Whip|Rare|","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_feather-token-swan-boat","name":"Feather Token (Swan Boat)","desc":"This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity.\n\n**Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\n**Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\n**Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\n**Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\n|1d100|Token|Rarity|\n|---|---|---|\n|01–20|Anchor|Uncommon|\n|21–35|Bird|Rare|\n|36–50|Fan|Uncommon|\n|51–65|Swan boat|Rare|\n|66–90|Tree|Uncommon|\n|91–00|Whip|Rare|","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_feather-token-fan","name":"Feather Token (Fan)","desc":"This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity.\n\n**Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\n**Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\n**Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\n**Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\n|1d100|Token|Rarity|\n|---|---|---|\n|01–20|Anchor|Uncommon|\n|21–35|Bird|Rare|\n|36–50|Fan|Uncommon|\n|51–65|Swan boat|Rare|\n|66–90|Tree|Uncommon|\n|91–00|Whip|Rare|","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_feather-token-bird","name":"Feather Token (Bird)","desc":"This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity.\n\n**Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\n**Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\n**Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\n**Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\n|1d100|Token|Rarity|\n|---|---|---|\n|01–20|Anchor|Uncommon|\n|21–35|Bird|Rare|\n|36–50|Fan|Uncommon|\n|51–65|Swan boat|Rare|\n|66–90|Tree|Uncommon|\n|91–00|Whip|Rare|","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_feather-token-anchor","name":"Feather Token (Anchor)","desc":"This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity.\n\n**Anchor (Uncommon).** You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.\n\n**Fan (Uncommon).** If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.\n\n**Swan Boat (Rare).** You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-footlong, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.\n\n**Tree (Uncommon).** You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\n**Whip (Rare).** You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.\n\nAs a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.\n\n|1d100|Token|Rarity|\n|---|---|---|\n|01–20|Anchor|Uncommon|\n|21–35|Bird|Rare|\n|36–50|Fan|Uncommon|\n|51–65|Swan boat|Rare|\n|66–90|Tree|Uncommon|\n|91–00|Whip|Rare|","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_wings-of-flying","name":"Wings of Flying","desc":"While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours.","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 5.2","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_winged-boots","name":"Winged Boots","desc":"These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.","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 5.2","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_wind-fan","name":"Wind Fan","desc":"While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears 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 5.2","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_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. You can take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up. Once the 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 5.2","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_universal-solvent","name":"Universal Solvent","desc":"This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce 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 5.2","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_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 increases by 2, to a maximum of 30. 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 5.2","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_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 increases by 2, to a maximum of 30. 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 5.2","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_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 increases by 2, to a maximum of 30. 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 5.2","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_talisman-of-ultimate-evil","name":"Talisman of Ultimate Evil","desc":"This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, 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":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_talisman-of-the-sphere","name":"Talisman of the Sphere","desc":"While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line.","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 5.2","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_talisman-of-pure-good","name":"Talisman of Pure Good","desc":"This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Pure Rebuke. The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, 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 Cleric or Paladin","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_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 5.2","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":[]}}]}