Magic Item List
list: API endpoint for returning a list of magic items.
retrieve: API endpoint for returning a particular magic item.
GET /v1/magicitems/?format=api&ordering=-rarity&page=18
https://api.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=19", "previous": "https://api.open5e.com/v1/magicitems/?format=api&ordering=-rarity&page=17", "results": [ { "slug": "ring-of-resistance", "name": "Ring of Resistance", "type": "Ring", "desc": "You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.\n\n| d10 | Damage Type | Gem |\n|-----|-------------|------------|\n| 1 | Acid | Pearl |\n| 2 | Cold | Tourmaline |\n| 3 | Fire | Garnet |\n| 4 | Force | Sapphire |\n| 5 | Lightning | Citrine |\n| 6 | Necrotic | Jet |\n| 7 | Poison | Amethyst |\n| 8 | Psychic | Jade |\n| 9 | Radiant | Topaz |\n| 10 | Thunder | Spinel |", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-spell-storing", "name": "Ring of Spell Storing", "type": "Ring", "desc": "This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.\n\nAny creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-the-ram", "name": "Ring of the Ram", "type": "Ring", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.\n\nAlternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "ring-of-x-ray-vision", "name": "Ring of X-ray Vision", "type": "Ring", "desc": "While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.\n\nWhenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "robe-of-eyes", "name": "Robe of Eyes", "type": "Wondrous item", "desc": "This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:\n\n* The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.\n* You have darkvision out to a range of 120 feet.\n* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.\n\nThe eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.\n\nA _light_ spell cast on the robe or a _daylight_ spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for _light_ or DC 15 for _daylight_), ending the blindness on a success.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "rod-of-rulership", "name": "Rod of Rulership", "type": "Rod", "desc": "You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "rope-of-entanglement", "name": "Rope of Entanglement", "type": "Wondrous item", "desc": "This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.\n\nYou can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.\n\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "shield-of-missile-attraction", "name": "Shield of Missile Attraction", "type": "Armor (shield)", "desc": "While holding this shield, you have resistance to damage from ranged weapon attacks.\n\n**_Curse_**. This shield is cursed. Attuning to it curses you until you are targeted by the _remove curse_ spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-charming", "name": "Staff of Charming", "type": "Staff", "desc": "While holding this staff, you can use an action to expend 1 of its 10 charges to cast _charm person_, _command_, _or comprehend languages_ from it using your spell save DC. The staff can also be used as a magic quarterstaff.\n\nIf you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.\n\nThe staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.", "rarity": "rare", "requires_attunement": "requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-healing", "name": "Staff of Healing", "type": "Staff", "desc": "This staff has 10 charges. While holding it, 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 modifier: _cure wounds_ (1 charge per spell level, up to 4th), _lesser restoration_ (2 charges), or _mass cure wounds_ (5 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.", "rarity": "rare", "requires_attunement": "requires attunement by a bard, cleric, or druid", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-the-woodlands", "name": "Staff of the Woodlands", "type": "Staff", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.\n\nThe 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 d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.\n\n**_Spells_**. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: _animal friendship_ (1 charge), _awaken_ (5 charges), _barkskin_ (2 charges), _locate animals or plants_ (2 charges), _speak with animals_ (1 charge), _speak with plants_ (3 charges), or _wall of thorns_ (6 charges).\n\nYou can also use an action to cast the _pass without trace_ spell from the staff without using any charges. **_Tree Form_**. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. 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\nThe tree appears ordinary but radiates a faint aura of transmutation magic if targeted by _detect magic_. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.", "rarity": "rare", "requires_attunement": "requires attunement by a druid", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "staff-of-withering", "name": "Staff of Withering", "type": "Staff", "desc": "This staff has 3 charges and regains 1d3 expended charges daily at dawn.\n\nThe staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.", "rarity": "rare", "requires_attunement": "requires attunement by a cleric, druid, or warlock", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "stone-of-controlling-earth-elementals", "name": "Stone of Controlling Earth Elementals", "type": "Wondrous item", "desc": "If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _conjure elemental_ spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "sun-blade", "name": "Sun Blade", "type": "Weapon (longsword)", "desc": "This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the _sun blade_.\n\nYou gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.\n\nThe sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "sword-of-life-stealing", "name": "Sword of Life Stealing", "type": "Weapon (any sword)", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "sword-of-wounding", "name": "Sword of Wounding", "type": "Weapon (any sword)", "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "vicious-weapon", "name": "Vicious Weapon", "type": "Weapon (any)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "rarity": "rare", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "wand-of-binding", "name": "Wand of Binding", "type": "Wand", "desc": "This 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 crumbles into ashes and is destroyed.\n\n**_Spells_**. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): _hold monster_ (5 charges) or _hold person_ (2 charges).\n\n**_Assisted Escape_**. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.", "rarity": "rare", "requires_attunement": "requires attunement by a spellcaster", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "wand-of-enemy-detection", "name": "Wand of Enemy Detection", "type": "Wand", "desc": "This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.\n\nThe 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 crumbles into ashes and is destroyed.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "wand-of-fear", "name": "Wand of Fear", "type": "Wand", "desc": "This 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 crumbles into ashes and is destroyed.\n\n**_Command_**. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the _command_ spell (save DC 15).\n\n**_Cone of Fear_**. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "wand-of-fireballs", "name": "Wand of Fireballs", "type": "Wand", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _fireball_ spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe 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 crumbles into ashes and is destroyed.", "rarity": "rare", "requires_attunement": "requires attunement by a spellcaster", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "wand-of-lightning-bolts", "name": "Wand of Lightning Bolts", "type": "Wand", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _lightning bolt_ spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe 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 crumbles into ashes and is destroyed.", "rarity": "rare", "requires_attunement": "requires attunement by a spellcaster", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "wand-of-paralysis", "name": "Wand of Paralysis", "type": "Wand", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.\n\nThe 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 crumbles into ashes and is destroyed.", "rarity": "rare", "requires_attunement": "requires attunement by a spellcaster", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "wand-of-wonder", "name": "Wand of Wonder", "type": "Wand", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.\n\nIf the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.\n\nIf an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.\n\nThe 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 crumbles into dust and is destroyed.\n\n| d100 | Effect |\n|--------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-05 | You cast slow. 06-10 You cast faerie fire. |\n| 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. |\n| 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |\n| 26-30 | You cast stinking cloud. |\n| 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |\n| 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. |\n| 37-46 | You cast lightning bolt. |\n| 47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. |\n| 50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. |\n| 54-58 | You cast darkness. |\n| 59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. |\n| 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |\n| 66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. |\n| 70-79 | You cast fireball. |\n| 80-84 | You cast invisibility on yourself. |\n| 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |\n| 88-90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. |\n| 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |\n| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |\n| 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |", "rarity": "rare", "requires_attunement": "requires attunement by a spellcaster", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "wings-of-flying", "name": "Wings of Flying", "type": "Wondrous item", "desc": "While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "argent-mantle", "name": "Argent Mantle", "type": "Wondrous item", "desc": "Often reserved for ranking knights of more dogmatic or monastic military orders, these finely made, hood-and-shoulder pieces endow the wearer with exceptional battlefield, statecraft, and leadership skills. You can use a bonus action to speak a command word, causing a nimbus of golden light to surround your head. This nimbus sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Friendly creatures in the bright light shed by this nimbus have advantage on initiative checks and can't be surprised except when incapacitated. The nimbus lasts until you use a bonus action to speak the command word again or you remove the mantle.\n ***Endearing Leader.*** While wearing this mantle, you can use an action to increase your Charisma score to 20 for 10 minutes. This has no effect on you if your Charisma is already 20 or higher. This property of the mantle can't be used again until the next dawn.", "rarity": "rare", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "bloodspeed-elixir", "name": "Bloodspeed Elixir", "type": "Potion", "desc": "When you drink this potion, your speed triples for 1 minute, but if you take the Dash action, you take 2d6 poison damage as your body is pushed beyond its normal limits. The murky, crimson liquid smells of ozone and has a thick, sludge-like consistency.", "rarity": "rare", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "cloak-of-tentacles", "name": "Cloak of Tentacles", "type": "Wondrous item", "desc": "This cloak settles around your shoulders like a writhing creature, somehow simultaneously warm to the touch and icy cold against your skin.\n ***Shimmering Skin.*** While wearing this cloak, you can use an action to expose its shimmering inner lining. Each creature within 10 feet of you and that can see you must make a DC 15 Wisdom saving throw. On a failed save, a creature is incapacitated until the end of its next turn. Once used, this property of the cloak can't be used again until the next dawn.\n ***Writhing Tentacles.*** While wearing this cloak, you can use a bonus action to command the cloak to sprout four writhing tentacles for 1 minute. When a creature hits you with a melee attack while within 10 feet of you, one of the tentacles lashes out and makes an attack roll at your attacker with a +7 bonus. On a hit, the tentacle deals 2d10 bludgeoning damage then falls still, becoming inert. When the duration ends or once all four tentacles become inert, this property of the cloak can't be used again until the next dawn", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "esquires-rowels", "name": "Esquire's Rowels", "type": "Wondrous item", "desc": "While riding a mount and wearing these silver-chased spurs, you have a +1 bonus to initiative rolls, and your mount1s Armor Class increases by 2. In addition, while riding a mount and wearing these spurs, you and your mount have advantage on Constitution saving throws against exhaustion caused by traveling more than 8 hours in a day.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "fletchers-retort-gloves", "name": "Fletcher's Retort Gloves", "type": "Wondrous item", "desc": "When you use the Deflect Missiles reaction while wearing these gloves, you can spend 1 ki point to reduce the damage you take from the attack by 1d10 + your Dexterity modifier + twice your monk level instead. If you reduce the damage to 0 in this way and spend 1 ki point to throw the missile, the attack has a normal range of 30 feet and a long range of 120 feet.\n In addition, when a friendly creature within 5 feet of you is hit with a ranged weapon attack while you are wearing these gloves, you can use Deflect Missiles to deflect or catch the missile.", "rarity": "rare", "requires_attunement": "requires attunement by a monk", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "momentblade", "name": "Momentblade", "type": "Weapon (any axe or sword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n When you roll a 20 on an attack roll made with this weapon, the target disappears and shuffles forward in time. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. When the target returns, it is unaware that any time has passed. If the target is concentrating on a spell and succeeds on the check to maintain concentration after taking damage from your attack with this weapon, the round it disappeared doesn’t count against the spell’s remaining duration.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "ninefold-swarmdagger", "name": "Ninefold Swarmdagger", "type": "Weapon (dagger)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n When you hit a creature with this weapon, you can use a bonus action to launch ghostly duplicates of the dagger at nearby creatures. Ghostly duplicates of the dagger fly at up to three creatures you can see within 30 feet of the creature you hit. Make a ranged attack with this dagger at each target. On a hit, a target takes 1d4 force damage. Once you hit six creatures with these ghostly daggers, you can’t launch ghostly daggers from this weapon again until the next dawn.", "rarity": "rare", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "pouch-of-runestones", "name": "Pouch of Runestones", "type": "Wondrous item", "desc": "This ordinary bag, made from cured animal hide, appears empty. Reaching inside the bag, however, reveals the presence of a number of flat, bone tiles. The bag weighs 1/2 pound.\n You can use an action to pull one of the tiles from the bag and throw it into the air in front of you. The tile floats 5 feet off the ground and displays a runic symbol. Make a DC 12 Wisdom check. The symbol on the tile is upright on a successful save, and it is reversed on a failed save. Roll a d12 and consult the appropriate table to determine the rune’s effect. If a result requires a saving throw, the DC is 15. The tile vanishes after it displays a rune, but the bag never runs out of tiles.\n Once used, the bag shouldn’t be used again until the next dawn. Each time it is used again before then, the DC of the Wisdom check increases by 5 for each tile drawn after the first. You can be affected by more than one rune’s effect at a time.\n Unless otherwise noted, each rune’s effect lasts until you finish a long rest.\n\n ***Upright Runestone*** \n\n| d12 | Rune | Meaning | Effect |\n|------|----------|---------------|--------|\n| 1 | Ansuz | Truth | When this rune appears, a zone of truth spell is triggered, centered on you, and it moves with you for 1 hour. |\n| 2 | Naudiz | Necessity | You have advantage on the next saving throw you make before this effect ends. |\n| 3 | Hagalaz | Winter | You can cast the ice storm spell once before this effect ends. |\n| 4 | Laukaz | Sea | You can breathe air and water for 5 hours. |\n| 5 | Algiz | Protection | You gain a +2 bonus to AC. |\n| 6 | Mannaz | Teamwork | You and up to five creatures of your choice that you can see gain 10 temporary hit points. |\n| 7 | Isaz | Ice | When you hit with an attack, the attack deals an extra 1d6 cold damage. |\n| 8 | Berkanan | Bear Maiden | You can use an action to cast polymorph on yourself, transforming into a brown bear. While you are in the form of the brown bear, you retain your Intelligence, Wisdom, and Charisma scores. You can end this effect early as a bonus action. |\n| 9 | Perto | Mystery | You can cast disguise self at will. |\n| 10 | Ehwaz | Freedom | Until this effect ends, you can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. |\n| 11 | Raido | Easy Travel | Your walking speed increases by 10 feet. |\n| 12 | Kaunen | Enlightenment | You can cast the lesser restoration spell as a bonus action once before this effect ends. |\n\n ***Reversed Runestone*** \n\n| d12 | Rune | Meaning | Effect |\n|------|----------|---------------------|--------|\n| 1 | Ansuz | Falsehood | You believe everything you hear to be a lie. |\n| 2 | Naudiz | Consequence | You have disadvantage on the next saving throw you make before this effect ends. |\n| 3 | Hagalaz | Blizzard | When this rune appears, a freezing sphere spell is triggered, centered on you. |\n| 4 | Laukaz | Sky | When this rune appears, a reverse gravity spell is triggered, centered on you. The effect ends at the start of your next turn. |\n| 5 | Algiz | Vulnerability | Your Armor Class is reduced by 2. |\n| 6 | Mannaz | Dissension | You and friendly creatures within 30 feet of you have disadvantage on attack rolls while within 10 feet of each other. |\n| 7 | Isaz | Ice | You have vulnerability to cold damage. |\n| 8 | Berkanan | Bear Matron | When this rune appears, a brown bear also appears an unoccupied space nearest to you, and it attacks you. |\n| 9 | Perto | Unwanted Revelation | You have disadvantage on Charisma checks. |\n| 10 | Ehwaz | Shackles | When this rune appears, a maze spell is triggered, targeting you. The effect lasts for 10 minutes or until you escape the maze. |\n| 11 | Raido | Hard Travel | Your walking speed is reduced by 10 feet. |\n| 12 | Kaunen | Insanity | You suffer a long-term madness. |\n\n", "rarity": "rare", "requires_attunement": "", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "serpentine-sandals", "name": "Serpentine Sandals", "type": "Wondrous item", "desc": "While wearing these glistening, snake-skin sandals, you ignore difficult terrain created by marsh, swamps, or other shallow water, such as a rain-soaked rooftop. In addition, you have advantage on ability checks and saving throws made to escape a grapple or the restrained condition while wearing these sandals.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "soulbound-wraps", "name": "Soulbound Wraps", "type": "Wondrous item", "desc": "These cloth hand wraps are embroidered with symbols of balance and meditation. When you hit a creature with an unarmed strike while wearing these wraps, you can choose to reduce the damage you deal by up to 10, pulling some of the energy of the hit back into you through the wraps. You regain 1 ki point for every 10 damage you choose not to deal to a creature you hit. Once you regain a number of ki points equal to half your proficiency bonus, the wraps unravel and can’t be worn again until the next dawn.", "rarity": "rare", "requires_attunement": "requires attunement by a monk", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "stormheart-bow", "name": "Stormheart Bow", "type": "Weapon (shortbow or longbow)", "desc": "This bow is made from dragon bone and fey heartstring. When you hit with an attack using this magic bow, the target takes an extra 1d6 lightning damage. The bow has 5 charges for the following other properties. It regains 1d4 + 1 expended charges daily at dawn.\n ***Iceshard Arrow.*** You can expend 3 charges when you hit with an attack using this magic bow to cause the arrow to turn to ice and shatter in mid-air. Choose up to three targets within 30 feet of your original target. Your original target takes damage as normal, and each chosen target takes 1d6 cold damage.\n ***Thunder Arrow.*** You can expend 2 charges when you hit with an attack using this magic bow to cause the attack to release a peal of thunder. The target takes damage as normal, and each creature within 15 feet of the target must make a DC 15 Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much damage on a successful one.", "rarity": "rare", "requires_attunement": "requires attunement", "document__slug": "toh", "document__title": "Tome of Heroes", "document__url": "https://koboldpress.com/kpstore/product/tome-of-heroes-for-5th-edition/" }, { "slug": "asps-kiss", "name": "Asp's Kiss", "type": "Weapon", "desc": "This haladie features two short, slightly curved blades attached to a single hilt with a short, blue-sheened spike on the hand guard. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this sword, you have immunity to poison damage, and, when you take the Dash action, the extra movement you gain is double your speed instead of equal to your speed. When you use the Attack action with this sword, you can make one attack with its hand guard spike (treat as a dagger) as a bonus action. You can use an action to cause indigo poison to coat the blades of this sword. The poison remains for 1 minute or until two attacks using the blade of this weapon hit one or more creatures. The target must succeed on a DC 17 Constitution saving throw or take 2d10 poison damage and its hit point maximum is reduced by an amount equal to the poison damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The sword can't be used this way again until the next dawn. When you kill a creature with this weapon, it sheds a single, blue tear as it takes its last breath.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "blacktooth", "name": "Blacktooth", "type": "Wand", "desc": "This black ivory, rune-carved wand has 7 charges. It regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast the guiding bolt spell from it, using an attack bonus of +7. 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.", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "bloodprice-armor", "name": "Bloodprice Armor", "type": "Armor", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "book-of-eibon", "name": "Book of Eibon", "type": "Wondrous item", "desc": "This fragmentary black book is reputed to descend from the realms of Hyperborea. It contains puzzling guidelines for frightful necromantic rituals and maddening interdimensional travel. The book holds the following spells: semblance of dread*, ectoplasm*, animate dead, speak with dead, emanation of Yoth*, green decay*, yellow sign*, eldritch communion*, create undead, gate, harm, astral projection, and Void rift*. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, the book can contain other spells similarly related to necromancy, madness, or interdimensional travel. If you are attuned to this book, you can use it as a spellbook and as an arcane focus. In addition, while holding the book, you can use a bonus action to cast a necromancy spell that is written in this tome without expending a spell slot or using any verbal or somatic components. Once used, this property of the book can't be used again until the next dawn.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "buckle-of-blasting", "name": "Buckle of Blasting", "type": "Wondrous item", "desc": "This soot-colored steel buckle has an exploding flame etched into its surface. It can be affixed to any common belt. While wearing this buckle, you have resistance to force damage. In addition, the buckle has 5 charges, and it regains 1d4 + 1 charges daily at dawn. It has the following properties.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "clockwork-hare", "name": "Clockwork Hare", "type": "Wondrous item", "desc": "Gifted by a deity of time and clockwork, these simple-seeming trinkets portend some momentous event. The figurine resembles a hare with a clock in its belly. You can use an action to press the ears down and activate the clock, which spins chaotically. The hare emits a field of magic in a 30- foot radius from it for 1 hour. The field moves with the hare, remaining centered on it. While within the field, you and up to 5 willing creatures of your choice exist outside the normal flow of time, and all other creatures and objects are frozen in time. If an affected creature moves outside the field, the creature immediately becomes frozen in time until it is in the field again. The field ends early if an affected creature attacks, touches, alters, or has any other physical or magical impact on a creature, or an object being worn or carried by a creature, that is frozen in time. When the field ends, the figurine turns into a nonmagical, living white hare that goes bounding off into the distance, never to be seen again.", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "coral-of-enchanted-colors", "name": "Coral of Enchanted Colors", "type": "Wondrous item", "desc": "This piece of dead, white brain coral glistens with a myriad of colors when placed underwater. While holding this coral underwater, you can use an action to cause a beam of colored light to streak from the coral toward a creature you can see within 60 feet of you. The target must make a DC 17 Constitution saving throw. The beam's color determines its effects, as described below. Each color can be used only once. The coral regains the use of all of its colors at the next dawn if it is immersed in water for at least 1 hour.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "crown-of-the-pharaoh", "name": "Crown of the Pharaoh", "type": "Wondrous item", "desc": "The swirling gold bands of this crown recall the shape of desert dunes, and dozens of tiny emeralds, rubies, and sapphires nest among the skillfully forged curlicues. While wearing the crown, you gain the following benefits: Your Intelligence score is 25. This crown has no effect on you if your Intelligence is already 25 or higher. You have a flying speed equal to your walking speed. While you are wearing no armor and not wielding a shield, your Armor Class equals 16 + your Dexterity modifier.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "dirgeblade", "name": "Dirgeblade", "type": "Weapon", "desc": "This weapon is an exquisitely crafted rapier set in a silver and leather scabbard. The blade glows a faint stormy blue and is encircled by swirling wisps of clouds. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon, when unsheathed, sheds dim blue light in a 20-foot radius. When you hit a creature with it, you can expend 1 Bardic Inspiration to impart a sense of overwhelming grief in the target. A creature affected by this grief must succeed on a DC 15 Wisdom saving throw or fall prone and become incapacitated by sadness until the end of its next turn. Once a month under an open sky, you can use a bonus action to speak this magic sword's command word and cause the sword to sing a sad dirge. This dirge conjures heavy rain (or snow in freezing temperatures) in the region for 2d6 hours. The precipitation falls in an X-mile radius around you, where X is equal to your level.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "draught-of-ambrosia", "name": "Draught of Ambrosia", "type": "Potion", "desc": "The liquid in this tiny vial is golden and has a heady, floral scent. When you drink the draught, it fortifies your body and mind, removing any infirmity caused by old age. You stop aging and are immune to any magical and nonmagical aging effects. The magic of the ambrosia lasts ten years, after which time its power fades, and you are once again subject to the ravages of time and continue aging.", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "extract-of-dual-mindedness", "name": "Extract of Dual-Mindedness", "type": "Potion", "desc": "This potion can be distilled only from a hormone found in the hypothalamus of a two-headed giant of genius intellect. For 1 minute after drinking this potion, you can concentrate on two spells at the same time, and you have advantage on Constitution saving throws made to maintain your concentration on a spell when you take damage.", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "eye-of-the-golden-god", "name": "Eye of the Golden God", "type": "Wondrous item", "desc": "A shining multifaceted violet gem sits at the center of this fist-sized amulet. A beautifully forged band of platinum encircles the gem and affixes it to a well-made series of interlocking platinum chain links. The violet gem is warm to the touch. While wearing this amulet, you can't be frightened and you don't suffer from exhaustion. In addition, you always know which item within 20 feet of you is the most valuable, though you don't know its actual value or if it is magical. Each time you finish a long rest while attuned to this amulet, roll a 1d10. On a 1-3, you awaken from your rest with that many valuable objects in your hand. The objects are minor, such as copper coins, at first and progressively get more valuable, such as gold coins, ivory statuettes, or gemstones, each time they appear. Each object is always small enough to fit in a single hand and is never worth more than 1,000 gp. The GM determines the type and value of each object. Once the left eye of an ornate and magical statue of a pit fiend revered by a small cult of Mammon, this exquisite purple gem was pried from the idol by an adventurer named Slick Finnigan. Slick and his companions had taken it upon themselves to eradicate the cult, eager for the accolades they would receive for defeating an evil in the community. The loot they stood to gain didn't hurt either. After the assault, while his companions were busy chasing the fleeing members of the cult, Slick pocketed the gem, disfiguring the statue and weakening its power in the process. He was then attacked by a cultist who had managed to evade notice by the adventurers. Slick escaped with his life, and the gem, but was unable to acquire the second eye. Within days, the thief was finding himself assaulted by devils and cultists. He quickly offloaded his loot with a collection of merchants in town, including a jeweler who was looking for an exquisite stone to use in a piece commissioned by a local noble. Slick then set off with his pockets full of coin, happily leaving the devilish drama behind. This magical amulet attracts the attention of worshippers of Mammon, who can almost sense its presence and are eager to claim its power for themselves, though a few extremely devout members of the weakened cult wish to return the gem to its original place in the idol. Due to this, and a bit of bad luck, this amulet has changed hands many times over the decades.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "flag-of-the-cursed-fleet", "name": "Flag of the Cursed Fleet", "type": "Wondrous item", "desc": "This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don’t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard. \nCursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn’t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain’s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain’s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life. \nCursed Captain. If the ship flying this flag doesn’t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag’s magic, if the captain was bound to it. \nUnholy Vessel. While aboard a vessel flying this flag, an undead creature has advantage on saving throws against effects that turn undead, and if it fails the saving throw, it isn’t destroyed, no matter its CR. In addition, the captain and crew can’t be frightened while aboard a vessel flying this flag. \nWhen a creature that isn’t a construct or undead and isn’t part of the crew boards the vessel, it must succeed on a DC 17 Constitution saving throw or be poisoned while it remains on board. If the creature exits the vessel and boards it again, the creature must repeat the saving throw.", "rarity": "legendary", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "flask-of-epiphanies", "name": "Flask of Epiphanies", "type": "Wondrous item", "desc": "This flask is made of silver and cherry wood, and it holds finely cut garnets on its faces. This ornate flask contains 5 ounces of powerful alcoholic spirits. As an action, you can drink up to 5 ounces of the flask's contents. You can drink 1 ounce without risk of intoxication. When you drink more than 1 ounce of the spirits as part of the same action, you must make a DC 12 Constitution saving throw (this DC increases by 1 for each ounce you imbibe after the second, to a maximum of DC 15). On a failed save, you are incapacitated for 1d4 hours and gain no benefits from consuming the alcohol. On a success, your Intelligence or Wisdom (your choice) increases by 1 for each ounce you consumed. Whether you fail or succeed, your Dexterity is reduced by 1 for each ounce you consumed. The effect lasts for 1 hour. During this time, you have advantage on all Intelligence (Arcana) and Inteligence (Religion) checks. The flask replenishes 1d3 ounces of spirits daily at dawn.", "rarity": "legendary", "requires_attunement": "requires attunement", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" } ] }{ "count": 1618, "next": "