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=27
https://api.open5e.com/v1/magicitems/?format=api&ordering=rarity&page=28", "previous": "https://api.open5e.com/v1/magicitems/?format=api&ordering=rarity&page=26", "results": [ { "slug": "skullcap-of-deep-wisdom", "name": "Skullcap of Deep Wisdom", "type": "Wondrous item", "desc": "TThis scholar’s cap is covered in bright stitched runes, and the interior is rough, like bark or sharkskin. This cap has 9 charges. It regains 1d8 + 1 expended charges daily at midnight. While wearing it, you can use an action and expend 1 or more of its charges to cast one of the following spells, using your spell save DC or save DC 15, whichever is higher: destructive resonance (2 charges), nether weapon (4 charges), protection from the void (1 charge), or void strike (3 charges). These spells are Void magic spells, which can be found in Deep Magic for 5th Edition. At the GM’s discretion, these spells can be replaced with other spells of similar levels and similarly related to darkness, destruction, or the Void. Dangers of the Void. The first time you cast a spell from the cap each day, your eyes shine with a sickly green light until you finish a long rest. If you spend at least 3 charges from the cap, a trickle of blood also seeps from beneath the cap until you finish a long rest. In addition, each time you cast a spell from the cap, you must succeed on a DC 12 Intelligence saving throw or your Intelligence is reduced by 2 until you finish a long rest. This DC increases by 1 for each charge you spent to cast the spell. Void Calls to Void. When you cast a spell from the cap while within 1 mile of a creature that understands Void Speech, the creature immediately knows your name, location, and general appearance.", "rarity": "uncommon", "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": "sleep-pellet", "name": "Sleep Pellet", "type": "Wondrous item", "desc": "This small brass pellet measures 1/2 of an inch in diameter. Typically, 1d6 + 4 sleep pellets are found together. You can use the pellet as a sling bullet and shoot it at a creature using a sling. On a hit, the pellet is destroyed, and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. Alternatively, you can use an action to swallow the pellet harmlessly. Once before 1 minute has passed, you can use an action to exhale a cloud of sleeping gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. An unconscious creature awakens if it takes damage or if another creature uses an action to wake it.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "sling-stone-of-screeching", "name": "Sling Stone of Screeching", "type": "Ammunition", "desc": "This sling stone is carved with an open mouth that screams in hellish torment when hurled with a sling. Typically, 1d4 + 1 sling stones of screeching are found together. When you fire the stone from a sling, it changes into a screaming bolt, forming a line 5 feet wide that extends out from you to a target within 30 feet. Each creature in the line excluding you and the target must make a DC 13 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Make a ranged weapon attack against the target. On a hit, the target takes damage from the sling stone plus 3d8 thunder damage and is knocked prone. Once a sling stone of screeching has dealt its damage to a creature, it becomes a nonmagical sling stone.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "slippers-of-the-cat", "name": "Slippers of the Cat", "type": "Wondrous item", "desc": "While you wear these fine, black cloth slippers, you have advantage on Dexterity (Acrobatics) checks to keep your balance. When you fall while wearing these slippers, you land on your feet, and if you succeed on a DC 13 Dexterity saving throw, you take only half the falling damage.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "slipshod-hammer", "name": "Slipshod Hammer", "type": "Weapon", "desc": "This large smith's hammer appears well-used and rough in make and maintenance. If you use this hammer as part of a set of smith's tools, you can repair metal items in half the time, but the appearance of the item is always sloppy and haphazard. When you roll a 20 on an attack roll made with this magic weapon against a target wearing metal armor, the target's armor is partly damaged and takes a permanent and cumulative –2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "soldras-staff", "name": "Soldra's Staff", "type": "Staff", "desc": "Crafted by a skilled wizard and meant to be a spellcaster's last defense, this staff is 5 feet long, made of yew wood that curves at its top, is iron shod at its mid-section, and capped with a silver dragon's claw that holds a lustrous, though rough and uneven, black pearl. When you make an attack with this staff, it howls and whistles hauntingly like the wind. When you cast a spell from this staff, it chirps like insects on a hot summer night. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. It has 3 charges. While holding the 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: faerie fire (1 charge) or gust of wind (2 charges). The staff regains 1d3 expended charges daily at dawn. Once daily, it can regain 1 expended charge by exposing the staff 's pearl to moonlight for 1 minute.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "spider-grenade", "name": "Spider Grenade", "type": "Wondrous item", "desc": "Silver runes decorate the hairy legs and plump abdomen of this fist-sized preserved spider. You can use an action to throw the spider up to 30 feet. It explodes on impact and is destroyed. Each creature within a 20-foot radius of where the spider landed must succeed on a DC 13 Dexterity saving throw or be restrained by sticky webbing. A creature restrained by the webs can use its action to make a DC 13 Strength check. If it succeeds, it is no longer restrained. In addition, the webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. The webs also naturally unravel after 1 hour.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "splinter-staff", "name": "Splinter Staff", "type": "Staff", "desc": "This roughly made staff has cracked and splintered ends and can be wielded as a magic quarterstaff. When you roll a 20 on an attack roll made with this weapon, you embed a splinter in the target's body, and the pain and discomfort of the splinter is distracting. While the splinter remains embedded, the target has disadvantage on Dexterity, Intelligence, and Wisdom checks, and, if it is concentrating on a spell, it must succeed on a DC 10 Constitution saving throw at the start of each of its turns to maintain concentration on the spell. A creature, including the target, can take its action to remove the splinter by succeeding on a DC 13 Wisdom (Medicine) check.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-channeling", "name": "Staff of Channeling", "type": "Staff", "desc": "This plain, wooden staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When you cast a spell while holding this staff, you can expend 1 or more of its charges as part of the casting to increase the level of the spell. Expending 1 charge increases the spell's level by 1, expending 3 charges increases the spell's level by 2, and expending 5 charges increases the spell's level by 3. When you increase a spell's level using the staff, the spell casts as if you used a spell slot of a higher level, but you don't expend that higher-level spell slot. You can't use the magic of this staff to increase a spell to a slot level higher than the highest spell level you can cast. For example, if you are a 7th-level wizard, and you cast magic missile, expending a 2nd-level spell slot, you can expend 3 of the staff 's charges to cast the spell as a 4th-level spell, but you can't expend 5 of the staff 's charges to cast the spell as a 5th-level spell since you can't cast 5th-level spells.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-the-lantern-bearer", "name": "Staff of the Lantern Bearer", "type": "Staff", "desc": "An iron hook is affixed to the top of this plain, wooden staff. While holding this staff, you can use an action to cast the light spell from it at will, but the light can emanate only from the staff 's hook. If a lantern hangs from the staff 's hook, you gain the following benefits while holding the staff: - You can control the light of the lantern, lighting or extinguishing it as a bonus action. The lantern must still have oil, if it requires oil to produce a flame.\n- The lantern's flame can't be extinguished by wind or water.\n- If you are a spellcaster, you can use the staff as a spellcasting focus. When you cast a spell that deals fire or radiant damage while using this staff as your spellcasting focus, you gain a +1 bonus to the spell's attack roll, or the spell's save DC increases by 1 (your choice).", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "staff-of-the-unhatched", "name": "Staff of the Unhatched", "type": "Staff", "desc": "This staff carved from a burnt ash tree is topped with an unhatched dragon’s (see Creature Codex) skull. This staff can be wielded as a magic quarterstaff. The staff has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Necrotic Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d8 necrotic damage to the target. Spells. While holding the staff, you can use an action to expend 1 charge to cast bane or protection from evil and good from it using your spell save DC. You can also use an action to cast one of the following spells from the staff without using any charges, using your spell save DC and spellcasting ability: chill touch or minor illusion.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "steadfast-splint", "name": "Steadfast Splint", "type": "Armor", "desc": "This armor makes you difficult to manipulate both mentally and physically. While wearing this armor, you have advantage on saving throws against being charmed or frightened, and you have advantage on ability checks and saving throws against spells and effects that would move you against your will.", "rarity": "uncommon", "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": "swarmfoe-suit", "name": "Swarmfoe Suit", "type": "Armor", "desc": "While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don't have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "swashing-plumage", "name": "Swashing Plumage", "type": "Wondrous item", "desc": "This plumage, a colorful bouquet of tropical hat feathers, has a small pin at its base and can be affixed to any hat or headband. Due to its distracting, ostentatious appearance, creatures hostile to you have disadvantage on opportunity attacks against you.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "sweet-nature", "name": "Sweet Nature", "type": "Weapon", "desc": "You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a humanoid with this weapon, the humanoid takes an extra 1d6 slashing damage. If you use the axe to damage a plant creature or an object made of wood, the axe's blade liquifies into harmless honey, and it can't be used again until 24 hours have passed.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "sword-of-fallen-saints", "name": "Sword of Fallen Saints", "type": "Weapon", "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", "rarity": "uncommon", "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": "talking-tablets", "name": "Talking Tablets", "type": "Wondrous item", "desc": "These two enchanted brass tablets each have gold styli chained to them by small, silver chains. As long as both tablets are on the same plane of existence, any message written on one tablet with its gold stylus appears on the other tablet. If the writer writes words in a language the reader doesn't understand, the tablets translate the words into a language the reader can read. While holding a tablet, you know if no creature bears the paired tablet. When the tablets have transferred a total of 150 words between them, their magic ceases to function until the next dawn. If one of the tablets is destroyed, the other one becomes a nonmagical block of brass worth 25 gp.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "thirsting-scalpel", "name": "Thirsting Scalpel", "type": "Weapon", "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon, which deals slashing damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 2d6 slashing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 13 Constitution saving throw or lose 2d6 hit points at the start of each of its turns from a bleeding wound. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. In addition, once every 7 days while the scalpel is on your person, you must succeed on a DC 15 Charisma saving throw or become driven to feed blood to the scalpel. You have advantage on attack rolls with the scalpel until it is sated. The dagger is sated when you roll a 20 on an attack roll with it, after you deal 14 slashing damage with it, or after 1 hour elapses. If the hour elapses and you haven't sated its thirst for blood, the dagger deals 14 slashing damage to you. If the dagger deals damage to you as a result of the curse, you can't heal the damage for 24 hours. The remove curse spell removes your attunement to the item and frees you from the curse. Alternatively, casting the banishment spell on the dagger forces the bearded devil's essence to leave it. The scalpel then becomes a +1 dagger with no other properties.", "rarity": "uncommon", "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": "three-section-boots", "name": "Three-Section Boots", "type": "Wondrous item", "desc": "These boots are often decorated with eyes, flames, or other bold patterns such as lightning bolts or wheels. When you step onto water, air, or stone, you can use a reaction to speak the boots' command word. For 1 hour, you gain the effects of the meld into stone, water walk, or wind walk spell, depending on the type of surface where you stepped. The boots can't be used this way again until the next dawn.", "rarity": "uncommon", "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": "throttlers-gauntlets", "name": "Throttler's Gauntlets", "type": "Wondrous item", "desc": "These durable leather gloves allow you to choke a creature you are grappling, preventing them from speaking. While you are grappling a creature, you can use a bonus action to throttle it. The creature takes damage equal to your proficiency bonus and can't speak coherently or cast spells with verbal components until the end of its next turn. You can choose to not damage the creature when you throttle it. A creature can still breathe, albeit uncomfortably, while throttled.", "rarity": "uncommon", "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": "thunderous-kazoo", "name": "Thunderous Kazoo", "type": "Wondrous item", "desc": "You can use an action to speak the kazoo's command word and then hum into it, which emits a thunderous blast, audible out to 1 mile, at one Large or smaller creature you can see within 30 feet of you. The target must make a DC 13 Constitution saving throw. On a failure, a creature is pushed away from you and is deafened and frightened of you until the start of your next turn. A Small creature is pushed up to 30 feet, a Medium creature is pushed up to 20 feet, and a Large creature is pushed up to 10 feet. On a success, a creature is pushed half the distance and isn't deafened or frightened. The kazoo can't be used this way again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "toothsome-purse", "name": "Toothsome Purse", "type": "Wondrous item", "desc": "This common-looking leather pouch holds a nasty surprise for pickpockets. If a creature other than you reaches into the purse, small, sharp teeth emerge from the mouth of the bag. The bag makes a melee attack roll against that creature with a +3 bonus ( 1d20+3). On a hit, the target takes 2d4 piercing damage. If the bag rolls a 20 on the attack roll, the would-be pickpocket has disadvantage on any Dexterity checks made with that hand until the damage is healed. If the purse is lifted entirely from you, the purse continues to bite at the thief each round until it is dropped or until it is placed where it can't reach its target. It bites at any creature, other than you, who attempts to pick it up, unless that creature genuinely desires to return the purse and its contents to you. The purse attacks only if it is attuned to a creature. A purse that isn't attuned to a creature lies dormant and doesn't attack.", "rarity": "uncommon", "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": "treebleed-bucket", "name": "Treebleed Bucket", "type": "Wondrous item", "desc": "This combination sap bucket and tap is used to extract sap from certain trees. After 1 hour, the bucketful of sap magically changes into a potion. The potion remains viable for 24 hours, and its type depends on the tree as follows: oak (potion of resistance), rowan (potion of healing), willow (potion of animal friendship), and holly (potion of climbing). The treebleed bucket can magically change sap 20 times, then the bucket and tap become nonmagical.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "tyrants-whip", "name": "Tyrant's Whip", "type": "Weapon", "desc": "This wicked whip has 3 charges and regains all expended charges daily at dawn. When you hit with an attack using this magic whip, you can use a bonus action to expend 1 of its charges to cast the command spell (save DC 13) from it on the creature you hit. If the attack is a critical hit, the target has disadvantage on the saving throw.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "umber-beans", "name": "Umber Beans", "type": "Wondrous item", "desc": "These magical beans have a modest ochre or umber hue, and they are about the size and weight of walnuts. Typically, 1d4 + 4 umber beans are found together. You can use an action to throw one or more beans up to 10 feet. When the bean lands, it grows into a creature you determine by rolling a d10 and consulting the following table. ( Umber Beans#^creature) The creature vanishes at the next dawn or when it takes bludgeoning, piercing, or slashing damage. The bean is destroyed when the creature vanishes. The creature is illusory, and you are aware of this. You can use a bonus action to command how the illusory 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. The creature's attacks deal psychic damage, though the target perceives the damage as the type appropriate to the illusion, such as slashing for a vrock's talons. A creature with truesight or that uses its action to examine the illusion can determine that it is an illusion with a successful DC 13 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature sees the illusion as faint and the illusion can't attack that creature. | dice: 1d10 | Creature |\n| ---------- | ---------------------------- |\n| 1 | Dretch |\n| 2-3 | 2 Shadows |\n| 4-6 | Chuul |\n| 7-8 | Vrock |\n| 9 | Hezrou or Psoglav |\n| 10 | Remorhaz or Voidling |", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "umbral-band", "name": "Umbral Band", "type": "Ring", "desc": "This blackened steel ring is cold to the touch. While wearing this ring, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Stealth) checks while in an area of dim light or darkness.", "rarity": "uncommon", "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": "venomous-fangs", "name": "Venomous Fangs", "type": "Wondrous item", "desc": "These prosthetic fangs can be positioned over your existing teeth or in place of missing teeth. While wearing these fangs, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls made with this magic bite. While you wear the fangs, a successful DC 9 Dexterity (Sleight of Hand) checks conceals them from view. At the GM's discretion, you have disadvantage on Charisma (Deception) or Charisma (Persuasion) checks against creatures that notice the fangs.", "rarity": "uncommon", "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": "verdant-elixir", "name": "Verdant Elixir", "type": "Potion", "desc": "Multi-colored streaks of light occasionally flash through the clear liquid in this container, like bottled lightning. As an action, you can pour the contents of the vial onto the ground. All normal plants in a 100-foot radius centered on the point where you poured the vial become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. Alternatively, you can apply the contents of the vial to a plant creature within 5 feet of you. For 1 hour, the target gains 2d10 temporary hit points, and it gains the “enlarge” effect of the enlarge/reduce spell (no concentration required).", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "verminous-snipsnaps", "name": "Verminous Snipsnaps", "type": "Wondrous item", "desc": "This stoppered jar holds small animated knives and scissors. The jar weighs 1 pound, and its command word is often written on the jar's label. You can use an action to remove the stopper, which releases the spinning blades into a space you can see within 30 feet of you. The knives and scissors fill a cube 10 feet on each side and whirl in place, flaying creatures and objects that enter the cube. When a creature enters the cube for the first time on a turn or starts its turn there, it takes 2d12 piercing damage. You can use a bonus action to speak the command word, returning the blades to the jar. Otherwise, the knives and scissors remain in that space indefinitely.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "vestments-of-the-bleak-shinobi", "name": "Vestments of the Bleak Shinobi", "type": "Armor", "desc": "This padded black armor is fashioned in the furtive style of shinobi shōzoku garb. You have advantage on Dexterity (Stealth) checks while you wear this armor. Darkness. While wearing this armor, you can use an action to cast the darkness spell from it with a range of 30 feet. Once used, this property can’t be used again until the next dawn.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-fermentation", "name": "Wand of Fermentation", "type": "Wand", "desc": "Fashioned out of oak, this wand appears heavily stained by an unknown liquid. The wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand explodes in a puff of black smoke and is destroyed. While holding the wand, you can use an action and expend 1 or more of its charges to transform nonmagical liquid, such as blood, apple juice, or water, into an alcoholic beverage. For each charge you expend, you transform up to 1 gallon of nonmagical liquid into an equal amount of beer, wine, or other spirit. The alcohol transforms back into its original form if it hasn't been consumed within 24 hours of being transformed.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-relieved-burdens", "name": "Wand of Relieved Burdens", "type": "Wand", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and touch a creature with the wand. If the creature is blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned, the condition is removed from the creature and transferred to you. You suffer the condition for the remainder of its duration or until it is removed. 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 crumbles to dust and is destroyed.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wand-of-revealing", "name": "Wand of Revealing", "type": "Wand", "desc": "Crystal beads decorate this wand, and a silver hand, index finger extended, caps it. The wand has 3 charges and regains all expended charges daily at dawn. While holding it, you can use an action to expend 1 of the wand's charges to reveal one creature or object within 120 feet of you that is either invisible or ethereal. This works like the see invisibility spell, except it allows you to see only that one creature or object. That creature or object remains visible as long as it remains within 120 feet of you. If more than one invisible or ethereal creature or object is in range when you use the wand, it reveals the nearest creature or object, revealing invisible creatures or objects before ethereal ones.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "ward-against-wild-appetites", "name": "Ward Against Wild Appetites", "type": "Wondrous item", "desc": "Seventeen animal teeth of various sizes hang together on a simple leather thong, and each tooth is dyed a different color using pigments from plants native to old-growth forests. When a beast or monstrosity with an Intelligence of 4 or lower targets you with an attack, it has disadvantage on the attack roll if the attack is a bite. You must be wearing the necklace to gain this benefit.", "rarity": "uncommon", "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": "web-arrows", "name": "Web Arrows", "type": "Ammunition", "desc": "Carvings of spiderwebs decorate the arrowhead and shaft of these arrows, which always come in pairs. When you fire the arrows from a bow, they become the two anchor points for a 20-foot cube of thick, sticky webbing. Once you fire the first arrow, you must fire the second arrow within 1 minute. The arrows must land within 20 feet of each other, or the magic fails. The webs created by the arrows are difficult terrain and lightly obscure the area. Each creature that starts its turn in the webs or enters them during its turn must make a DC 13 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature, including the restrained creature, can take its action to break the creature free from the webbing by succeeding on a DC 13 Strength check. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "whip-of-fangs", "name": "Whip of Fangs", "type": "Weapon", "desc": "The skin of a large asp is woven into the leather of this whip. The asp's head sits nestled among the leather tassels at its tip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d4 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.", "rarity": "uncommon", "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": "windwalker-boots", "name": "Windwalker Boots", "type": "Wondrous item", "desc": "These lightweight boots are made of soft leather. While you wear these boots, you can walk on air as if it were solid ground. Your speed is halved when ascending or descending on the air. Otherwise, you can walk on air at your walking speed. You can use the Dash action as normal to increase your movement during your turn. If you don't end your movement on solid ground, you fall at the end of your turn unless otherwise supported, such as by gripping a ledge or hanging from a rope.", "rarity": "uncommon", "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": "wisp-of-the-void", "name": "Wisp of the Void", "type": "Potion", "desc": "The interior of this bottle is pitch black, and it feels empty. When opened, it releases a black vapor. When you inhale this vapor, your eyes go completely black. For 1 minute, you have darkvision out to a range of 60 feet, and you have resistance to necrotic damage. In addition, you gain a +1 bonus to damage rolls made with a weapon.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "witch-ward-bottle", "name": "Witch Ward Bottle", "type": "Wondrous item", "desc": "This small pottery jug contains an odd assortment of pins, needles, and rosemary, all sitting in a small amount of wine. A bloody fingerprint marks the top of the cork that seals the jug. When placed within a building (as small as a shack or as large as a castle) or buried in the earth on a section of land occupied by humanoids (as small as a campsite or as large as an estate), the bottle's magic protects those within the building or on the land against the magic of fey and fiends. The humanoid that owns the building or land and any ally or invited guests within the building or on the land has advantage on saving throws against the spells and special abilities of fey and fiends. If a protected creature fails its saving throw against a spell with a duration other than instantaneous, that creature can choose to succeed instead. Doing so immediately drains the jug's magic, and it shatters.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "witchs-brew", "name": "Witch's Brew", "type": "Potion", "desc": "For 1 minute after drinking this potion, your spell attacks deal an extra 1d4 necrotic damage on a hit. This revolting green potion's opaque liquid bubbles and steams as if boiling.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "worg-salve", "name": "Worg Salve", "type": "Wondrous item", "desc": "Brewed by hags and lycanthropes, this oil grants you lupine features. Each pot contains enough for three applications. One application grants one of the following benefits (your choice): darkvision out to a range of 60 feet, advantage on Wisdom (Perception) checks that rely on smell, a walking speed of 50 feet, or a new attack option (use the statistics of a wolf 's bite attack) for 5 minutes. If you use all three applications at one time, you can cast polymorph on yourself, transforming into a wolf. While you are in the form of a wolf, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "wraithstone", "name": "Wraithstone", "type": "Wondrous item", "desc": "This stone is carved from petrified roots to reflect the shape and visage of a beast. The stone holds the spirit of a sacrificed beast of the type the stone depicts. A wraithstone is often created to grant immortal life to a beloved animal companion or to banish a troublesome predator. The creature's essence stays within until the stone is broken, upon which point the soul is released and the creature can't be resurrected or reincarnated by any means short of a wish spell. While attuned to and carrying this item, a spectral representation of the beast walks beside you, resembling the sacrificed creature's likeness in its prime. The specter follows you at all times and can be seen by all. You can use a bonus action to dismiss or summon the specter. So long as you carry this stone, you can interact with the creature as if it were still alive, even speaking to it if it is able to speak, though it can't physically interact with the material world. It can gesture to indicate directions and communicate very basic single-word ideas to you telepathically. The stone has a number of charges, depending on the size of the creature stored within it. The stone has 6 charges if the creature is Large or smaller, 10 charges if the creature is Huge, and 12 charges if the creature is Gargantuan. After all of the stone's charges have been used, the beast's spirit is completely drained, and the stone becomes a nonmagical bauble. As a bonus action, you can expend 1 charge to cause one of the following effects:", "rarity": "uncommon", "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": "wrathful-vapors", "name": "Wrathful Vapors", "type": "Potion", "desc": "Roiling vapors of red, orange, and black swirl in a frenzy of color inside a sealed glass bottle. As an action, you can open the bottle and empty its contents within 5 feet of you or throw the bottle up to 20 feet, shattering it on impact. If you throw it, make a ranged attack against a creature or object, treating the bottle as an improvised weapon. When you open or break the bottle, the smoke releases in a 20-foot-radius sphere that dissipates at the end of your next turn. A creature that isn't an undead or a construct that enters or starts its turn in the area must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. On its turn, a creature overcome with rage must attack the creature nearest to it with whatever melee weapon it has on hand, moving up to its speed toward the target, if necessary. The raging creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "vom", "document__title": "Vault of Magic", "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/" }, { "slug": "zipline-ring", "name": "Zipline Ring", "type": "Ring", "desc": "This plain gold ring features a magnificent ruby. While wearing the ring, you can use an action to cause a crimson zipline of magical force to extend from the gem in the ring and attach to up to two solid surfaces you can see. Each surface must be within 150 feet of you. Once the zipline is connected, you can use a bonus action to magically travel up to 50 feet along the line between the two surfaces. You can bring along objects as long as their weight doesn't exceed what you can carry. While the zipline is active, you remain suspended within 5 feet of the line, floating off the ground at least 3 inches, and you can't move more than 5 feet away from the zipline. When you magically travel along the line, you don't provoke opportunity attacks. The hand wearing the ring must be pointed at the line when you magically travel along it, but you otherwise can act normally while the zipline is active. You can use a bonus action to end the zipline. When the zipline has been active for a total of 1 minute, the ring's magic ceases to function until the next dawn.", "rarity": "uncommon", "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": "adamantine-armor", "name": "Adamantine Armor", "type": "Armor (medium or heavy)", "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.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "amulet-of-proof-against-detection-and-location", "name": "Amulet of Proof against Detection and Location", "type": "Wondrous item", "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.", "rarity": "uncommon", "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": "bag-of-holding", "name": "Bag of Holding", "type": "Wondrous item", "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.\n\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.\n\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.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "bag-of-tricks", "name": "Bag of Tricks", "type": "Wondrous item", "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.\n\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.\n\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.\n\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\n\n**Gray Bag of Tricks (table)**\n\n| d8 | Creature |\n|----|--------------|\n| 1 | Weasel |\n| 2 | Giant rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant badger |\n| 7 | Dire wolf |\n| 8 | Giant elk |\n\n**Rust Bag of Tricks (table)**\n\n| d8 | Creature |\n|----|------------|\n| 1 | Rat |\n| 2 | Owl |\n| 3 | Mastiff |\n| 4 | Goat |\n| 5 | Giant goat |\n| 6 | Giant boar |\n| 7 | Lion |\n| 8 | Brown bear |\n\n**Tan Bag of Tricks (table)**\n\n| d8 | Creature |\n|----|--------------|\n| 1 | Jackal |\n| 2 | Ape |\n| 3 | Baboon |\n| 4 | Axe beak |\n| 5 | Black bear |\n| 6 | Giant weasel |\n| 7 | Giant hyena |\n| 8 | Tiger |", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "boots-of-elvenkind", "name": "Boots of Elvenkind", "type": "Wondrous item", "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.", "rarity": "uncommon", "requires_attunement": "", "document__slug": "wotc-srd", "document__title": "5e Core Rules", "document__url": "http://dnd.wizards.com/articles/features/systems-reference-document-srd" }, { "slug": "boots-of-striding-and-springing", "name": "Boots of Striding and Springing", "type": "Wondrous item", "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.", "rarity": "uncommon", "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" } ] }{ "count": 1618, "next": "