{"count":2319,"next":"https://api-beta.open5e.com/v2/magicitems/?format=json&ordering=-rarity&page=23","previous":"https://api-beta.open5e.com/v2/magicitems/?format=json&ordering=-rarity&page=21","results":[{"key":"srd_crossbow-hand-1","name":"Crossbow-Hand (+1)","desc":"You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.","category":{"name":"Weapon","key":"weapon"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":{"name":"Crossbow, hand","key":"srd_crossbow-hand","damage_type":{"name":"Piercing","key":"piercing"},"damage_dice":"1d6","properties":[{"property":{"name":"Ammunition","type":null,"desc":"You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way."},"detail":"range 30/120"},{"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":"Loading","type":null,"desc":"Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."},"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":null,"requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_club-1","name":"Club (+1)","desc":"You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.","category":{"name":"Weapon","key":"weapon"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":{"name":"Club","key":"srd_club","damage_type":{"name":"Bludgeoning","key":"bludgeoning"},"damage_dice":"1d4","properties":[{"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":true,"is_martial":false,"is_improvised":false,"distance_unit":"feet"},"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":null,"requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_cloak-of-the-manta-ray","name":"Cloak of the Manta Ray","desc":"While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.","category":{"name":"Wondrous Item","key":"wondrous-item"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":"0.00","requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_cloak-of-protection","name":"Cloak of Protection","desc":"You gain a +1 bonus to AC and saving throws while you wear this cloak.","category":{"name":"Wondrous Item","key":"wondrous-item"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":"0.00","requires_attunement":true,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_cloak-of-elvenkind","name":"Cloak of Elvenkind","desc":"While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.","category":{"name":"Wondrous Item","key":"wondrous-item"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":"0.00","requires_attunement":true,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_circlet-of-blasting","name":"Circlet of Blasting","desc":"While wearing this circlet, you can use an action to cast the _scorching ray_ spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used 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":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_broom-of-flying","name":"Broom of Flying","desc":"This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.\r\n\r\nYou can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.","category":{"name":"Wondrous Item","key":"wondrous-item"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":"0.00","requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_brooch-of-shielding","name":"Brooch of Shielding","desc":"While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the _magic missile_ 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":true,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_bracers-of-archery","name":"Bracers of Archery","desc":"While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.","category":{"name":"Wondrous Item","key":"wondrous-item"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":"0.00","requires_attunement":true,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_boots-of-the-winterlands","name":"Boots of the Winterlands","desc":"These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:\r\n\r\n* You have resistance to cold damage.\r\n* You ignore difficult terrain created by ice or snow.\r\n* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.","category":{"name":"Wondrous Item","key":"wondrous-item"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":"0.00","requires_attunement":true,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_boots-of-striding-and-springing","name":"Boots of Striding and Springing","desc":"While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.","category":{"name":"Wondrous Item","key":"wondrous-item"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":"0.00","requires_attunement":true,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_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 that rely on moving silently.","category":{"name":"Wondrous Item","key":"wondrous-item"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":"0.00","requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_blowgun-1","name":"Blowgun (+1)","desc":"You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.","category":{"name":"Weapon","key":"weapon"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":{"name":"Blowgun","key":"srd_blowgun","damage_type":{"name":"Piercing","key":"piercing"},"damage_dice":"1","properties":[{"property":{"name":"Ammunition","type":null,"desc":"You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-­‐‑handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.\n\nIf you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way."},"detail":"range 25/100"},{"property":{"name":"Loading","type":null,"desc":"Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make."},"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":null,"requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_battleaxe-1","name":"Battleaxe (+1)","desc":"You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.","category":{"name":"Weapon","key":"weapon"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":{"name":"Battleaxe","key":"srd_battleaxe","damage_type":{"name":"Slashing","key":"slashing"},"damage_dice":"1d8","properties":[{"property":{"name":"Versatile","type":null,"desc":"This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack."},"detail":"1d10"}],"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":null,"requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_bag-of-tricks","name":"Bag of Tricks","desc":"This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.\r\n\r\nYou can use an 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 a d8 and consulting the table that corresponds to the bag's color.\r\n\r\nThe 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 to 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.\r\n\r\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\r\n\r\n**Gray Bag of Tricks (table)**\r\n\r\n| d8 | Creature     |\r\n|----|--------------|\r\n| 1  | Weasel       |\r\n| 2  | Giant rat    |\r\n| 3  | Badger       |\r\n| 4  | Boar         |\r\n| 5  | Panther      |\r\n| 6  | Giant badger |\r\n| 7  | Dire wolf    |\r\n| 8  | Giant elk    |\r\n\r\n**Rust Bag of Tricks (table)**\r\n\r\n| d8 | Creature   |\r\n|----|------------|\r\n| 1  | Rat        |\r\n| 2  | Owl        |\r\n| 3  | Mastiff    |\r\n| 4  | Goat       |\r\n| 5  | Giant goat |\r\n| 6  | Giant boar |\r\n| 7  | Lion       |\r\n| 8  | Brown bear |\r\n\r\n**Tan Bag of Tricks (table)**\r\n\r\n| d8 | Creature     |\r\n|----|--------------|\r\n| 1  | Jackal       |\r\n| 2  | Ape          |\r\n| 3  | Baboon       |\r\n| 4  | Axe beak     |\r\n| 5  | Black bear   |\r\n| 6  | Giant weasel |\r\n| 7  | Giant hyena  |\r\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 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_bag-of-holding","name":"Bag of Holding","desc":"This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.\r\n\r\nIf the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\r\n\r\nPlacing 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 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only 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 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_amulet-of-proof-against-detection-and-location","name":"Amulet of Proof against Detection and Location","desc":"While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.","category":{"name":"Wondrous Item","key":"wondrous-item"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":"0.00","requires_attunement":true,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_adamantine-armor-splint","name":"Adamantine Armor (Splint)","desc":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","category":{"name":"Armor","key":"armor"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":{"name":"Splint","key":"srd_splint","category":"heavy","ac_base":17,"ac_display":"17","ac_add_dexmod":false,"ac_cap_dexmod":null,"grants_stealth_disadvantage":true,"strength_score_required":15},"size":{"name":"Tiny","key":"tiny"},"weight":"60.000","weight_unit":"lb","cost":null,"requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_adamantine-armor-scale-mail","name":"Adamantine Armor (Scale-Mail)","desc":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","category":{"name":"Armor","key":"armor"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":{"name":"Scale mail","key":"srd_scale-mail","category":"medium","ac_base":14,"ac_display":"14 + 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":"45.000","weight_unit":"lb","cost":null,"requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_adamantine-armor-ring-mail","name":"Adamantine Armor (Ring-Mail)","desc":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","category":{"name":"Armor","key":"armor"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":{"name":"Ring mail","key":"srd_ring-mail","category":"heavy","ac_base":14,"ac_display":"14","ac_add_dexmod":false,"ac_cap_dexmod":null,"grants_stealth_disadvantage":true,"strength_score_required":null},"size":{"name":"Tiny","key":"tiny"},"weight":"40.000","weight_unit":"lb","cost":null,"requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_adamantine-armor-plate","name":"Adamantine Armor (Plate)","desc":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","category":{"name":"Armor","key":"armor"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":{"name":"Plate","key":"srd_plate","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":"65.000","weight_unit":"lb","cost":null,"requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_adamantine-armor-half-plate","name":"Adamantine Armor (Half-Plate)","desc":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","category":{"name":"Armor","key":"armor"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":{"name":"Half plate","key":"srd_half-plate","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":"40.000","weight_unit":"lb","cost":null,"requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_adamantine-armor-chain-shirt","name":"Adamantine Armor (Chain-Shirt)","desc":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","category":{"name":"Armor","key":"armor"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":{"name":"Chain shirt","key":"srd_chain-shirt","category":"medium","ac_base":13,"ac_display":"13 + Dex modifier (max 2)","ac_add_dexmod":true,"ac_cap_dexmod":2,"grants_stealth_disadvantage":false,"strength_score_required":null},"size":{"name":"Tiny","key":"tiny"},"weight":"20.000","weight_unit":"lb","cost":null,"requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_adamantine-armor-chain-mail","name":"Adamantine Armor (Chain-Mail)","desc":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","category":{"name":"Armor","key":"armor"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":{"name":"Chain mail","key":"srd_chain-mail","category":"heavy","ac_base":16,"ac_display":"16","ac_add_dexmod":false,"ac_cap_dexmod":null,"grants_stealth_disadvantage":true,"strength_score_required":13},"size":{"name":"Tiny","key":"tiny"},"weight":"55.000","weight_unit":"lb","cost":null,"requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"srd_adamantine-armor-breastplate","name":"Adamantine Armor (Breastplate)","desc":"This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.","category":{"name":"Armor","key":"armor"},"rarity":{"name":"Uncommon","key":"uncommon","rank":2},"weapon":null,"armor":{"name":"Breastplate","key":"srd_breastplate","category":"medium","ac_base":14,"ac_display":"14 + Dex modifier (max 2)","ac_add_dexmod":true,"ac_cap_dexmod":2,"grants_stealth_disadvantage":false,"strength_score_required":null},"size":{"name":"Tiny","key":"tiny"},"weight":"20.000","weight_unit":"lb","cost":null,"requires_attunement":false,"attunement_detail":null,"document":{"name":"System Reference Document 5.1","key":"srd-2014","type":"SOURCE","display_name":"5e 2014 Rules","publisher":{"name":"Wizards of the Coast","key":"wizards-of-the-coast"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://dnd.wizards.com/resources/systems-reference-document"},"crossreferences":{"to":[]}},{"key":"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_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_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_webbed-staff","name":"Webbed Staff","desc":"This staff is carved of ebony and wrapped in a net of silver wire. While holding it, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, spidersilk surrounds the staff in a cocoon then quickly unravels itself and the staff, destroying the staff.","category":{"name":"Staff","key":"staff"},"rarity":{"name":"Rare","key":"rare","rank":3},"weapon":{"name":"Quarterstaff","key":"srd_quarterstaff","damage_type":{"name":"Bludgeoning","key":"bludgeoning"},"damage_dice":"1d6","properties":[{"property":{"name":"Versatile","type":null,"desc":"This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack."},"detail":"1d8"}],"is_simple":true,"is_martial":false,"is_improvised":false,"distance_unit":"feet"},"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":"0.00","requires_attunement":false,"attunement_detail":null,"document":{"name":"Vault of Magic","key":"vom","type":"SOURCE","display_name":"Vault of Magic","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},"crossreferences":{"to":[]}},{"key":"vom_wave-chain-mail","name":"Wave Chain Mail","desc":"The rows of chain links of this armor seem to ebb and flow like waves while worn. Attacks against you have disadvantage while at least half of your body is submerged in water. In addition, when you are attacked, you can turn all or part of your body into water as a reaction, gaining immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons, until the end of the attacker's turn. Once used, this property of the armor can't be used again until the next dawn.","category":{"name":"Armor","key":"armor"},"rarity":{"name":"Rare","key":"rare","rank":3},"weapon":null,"armor":{"name":"Chain mail","key":"srd_chain-mail","category":"heavy","ac_base":16,"ac_display":"16","ac_add_dexmod":false,"ac_cap_dexmod":null,"grants_stealth_disadvantage":true,"strength_score_required":13},"size":{"name":"Tiny","key":"tiny"},"weight":"55.000","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_warrior-shabti","name":"Warrior Shabti","desc":"Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.","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_warlocks-aegis","name":"Warlock's Aegis","desc":"When you attune to this mundane-looking suit of leather armor, symbols related to your patron burn themselves into the leather, and the armor's colors change to those most closely associated with your patron. While wearing this armor, you can use an action and expend a spell slot to increase your AC by an amount equal to your Charisma modifier for the next 8 hours. The armor can't be used this way again until the next dawn.","category":{"name":"Armor","key":"armor"},"rarity":{"name":"Rare","key":"rare","rank":3},"weapon":null,"armor":{"name":"Leather","key":"srd_leather","category":"light","ac_base":11,"ac_display":"11 + Dex modifier","ac_add_dexmod":true,"ac_cap_dexmod":null,"grants_stealth_disadvantage":false,"strength_score_required":null},"size":{"name":"Tiny","key":"tiny"},"weight":"10.000","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_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_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-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-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-harrowing","name":"Wand of Harrowing","desc":"The tips of this twisted wooden wand are exceptionally withered. 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 disintegrates into useless white powder. Affliction. While holding the wand, you can use an action to expend 1 charge to cause a creature you can see within 60 feet of you to become afflicted with unsightly, weeping sores. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on all Dexterity and Charisma checks for 1 minute. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pain. While holding the wand, you can use an action to expend 3 charges to cause a creature you can see within 60 feet of you to become wracked with terrible pain. The target must succeed on a DC 15 Constitution saving throw or take 4d6 necrotic damage, and its movement speed is halved for 1 minute. A pained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. If the target is also suffering from the Affliction property of this wand, it has disadvantage on the saving throw.","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":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_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_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_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_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_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_vessel-of-deadly-venoms","name":"Vessel of Deadly Venoms","desc":"This small jug weighs 5 pounds and has a ceramic snake coiled around it. You can use an action to speak a command word to cause the vessel to produce poison, which pours from the snake's mouth. A poison created by the vessel must be used within 1 hour or it becomes inert. The word “blade” causes the snake to produce 1 dose of serpent venom, enough to coat a single weapon. The word “consume” causes the snake to produce 1 dose of assassin's blood, an ingested poison. The word “spit” causes the snake to spray a stream of poison at a creature you can see within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. Once used, the vessel can't be used to create poison 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":"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_verses-of-vengeance","name":"Verses of Vengeance","desc":"This massive, holy tome is bound in brass with a handle on the back cover. A steel chain dangles from the sturdy metal cover, allowing you to hang the tome from your belt or hook it to your armor. A locked clasp holds the tome closed, securing its contents. You gain a +1 bonus to AC while you wield this tome as a shield. This bonus is in addition to the shield's normal bonus to AC. Alternatively, you can make melee weapon attacks with the tome as if it was a club. If you make an attack using use the tome as a weapon, you lose the shield's bonus to your AC until the start of your next turn.","category":{"name":"Shield","key":"shield"},"rarity":{"name":"Rare","key":"rare","rank":3},"weapon":null,"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":"0.00","requires_attunement":false,"attunement_detail":null,"document":{"name":"Vault of Magic","key":"vom","type":"SOURCE","display_name":"Vault of Magic","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},"crossreferences":{"to":[]}},{"key":"vom_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_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_unseelie-staff","name":"Unseelie Staff","desc":"This ebony staff is decorated in silver and topped with a jagged piece of obsidian. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of powdery snow, which blows away in a sudden, chill wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 necrotic damage to the target. If the fey has a good alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), confusion (4 charges), invisibility (2 charges), or teleport (7 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.","category":{"name":"Staff","key":"staff"},"rarity":{"name":"Rare","key":"rare","rank":3},"weapon":{"name":"Quarterstaff","key":"srd_quarterstaff","damage_type":{"name":"Bludgeoning","key":"bludgeoning"},"damage_dice":"1d6","properties":[{"property":{"name":"Versatile","type":null,"desc":"This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack."},"detail":"1d8"}],"is_simple":true,"is_martial":false,"is_improvised":false,"distance_unit":"feet"},"armor":null,"size":{"name":"Tiny","key":"tiny"},"weight":"0.000","weight_unit":"lb","cost":"0.00","requires_attunement":false,"attunement_detail":null,"document":{"name":"Vault of Magic","key":"vom","type":"SOURCE","display_name":"Vault of Magic","publisher":{"name":"Kobold Press","key":"kobold-press"},"gamesystem":{"name":"5th Edition 2014","key":"5e-2014"},"permalink":"https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"},"crossreferences":{"to":[]}},{"key":"vom_unerring-dowsing-rod","name":"Unerring Dowsing Rod","desc":"This dark, gnarled willow root is worn and smooth. When you hold this rod in both hands by its short, forked branches, you feel it gently tugging you toward the closest source of fresh water. If the closest source of fresh water is located underground, the dowsing rod directs you to a spot above the source then dips its tip down toward the ground. When you use this dowsing rod on the Material Plane, it directs you to bodies of water, such as creeks and ponds. When you use it in areas where fresh water is much more difficult to find, such as a desert or the Plane of Fire, it directs you to bodies of water, but it might also direct you toward homes with fresh water barrels or to creatures with containers of fresh water on them.","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_undine-plate","name":"Undine Plate","desc":"This bright green plate armor is embossed with images of various marine creatures, such as octopuses and rays. While wearing this armor, you have a swimming speed of 40 feet, and you don't have disadvantage on Dexterity (Stealth) checks while underwater.","category":{"name":"Armor","key":"armor"},"rarity":{"name":"Rare","key":"rare","rank":3},"weapon":null,"armor":{"name":"Plate","key":"srd_plate","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":"65.000","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_umbral-lantern","name":"Umbral Lantern","desc":"This item looks like a typical hooded brass lantern, but shadowy forms crawl across its surface and it radiates darkness instead of light. The lantern can burn for up to 3 hours each day. While the lantern burns, it emits darkness as if the darkness spell were cast on it but with a 30-foot radius.","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":[]}}]}