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=type&page=26
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 1618,
    "next": "https://api.open5e.com/v1/magicitems/?format=api&ordering=type&page=27",
    "previous": "https://api.open5e.com/v1/magicitems/?format=api&ordering=type&page=25",
    "results": [
        {
            "slug": "garments-of-winters-knight",
            "name": "Garments of Winter's Knight",
            "type": "Wondrous item",
            "desc": "This white-and-blue outfit is designed in the style of fey nobility and maximized for both movement and protection. The multiple layers and snow-themed details of this garb leave no doubt that whoever wears these clothes is associated with the winter queen of faerie. You gain the following benefits while wearing the outfit: - If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\n- Whenever a creature within 5 feet of you hits you with a melee attack, the cloth steals heat from the surrounding air, and the attacker takes 2d8 cold damage.\n- You can't be charmed, and you are immune to cold damage.\n- You can use a bonus action to extend your senses outward to detect the presence of fey. Until the start of your next turn, you know the location of any fey within 60 feet of you.",
            "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": "gauntlet-of-the-iron-sphere",
            "name": "Gauntlet of the Iron Sphere",
            "type": "Wondrous item",
            "desc": "This heavy gauntlet is adorned with an onyx. While wearing this gauntlet, your unarmed strikes deal 1d8 bludgeoning damage, instead of the damage normal for an unarmed strike, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. In addition, your unarmed strikes deal double damage to objects and structures. If you hold a pound of raw iron ore in your hand while wearing the gauntlet, you can use an action to speak the gauntlet's command word and conjure an Iron Sphere (see Creature Codex). The iron sphere remains for 1 hour or until it dies. It is friendly to you and your companions. Roll initiative for the iron sphere, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the iron sphere, it defends itself from hostile creatures but otherwise takes no actions. The gauntlet can't be used this way again until the next dawn.",
            "rarity": "very rare",
            "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": "gazebo-of-shade-and-shelter",
            "name": "Gazebo of Shade and Shelter",
            "type": "Wondrous item",
            "desc": "You can use an action to place this 3-inch sandstone gazebo statuette on the ground and speak its command word. Over the next 5 minutes, the sandstone gazebo grows into a full-sized gazebo that remains for 8 hours or until you speak the command word that returns it to a sandstone statuette. The gazebo's posts are made of palm tree trunks, and its roof is made of palm tree fronds. The floor is level, clean, dry and made of palm fronds. The atmosphere inside the gazebo is comfortable and dry, regardless of the weather outside. You can command the interior to become dimly lit or dark. The gazebo's walls are opaque from the outside, appearing wooden, but they are transparent from the inside, appearing much like sheer fabric. When activated, the gazebo has an opening on the side facing you. The opening is 5 feet wide and 10 feet tall and opens and closes at your command, which you can speak as a bonus action while within 10 feet of the opening. Once closed, the opening is immune to the knock spell and similar magic, such as that of a chime of opening. The gazebo is 20 feet in diameter and is 10 feet tall. It is made of sandstone, despite its wooden appearance, and its magic prevents it from being tipped over. It has 100 hit points, immunity to nonmagical attacks excluding siege weapons, and resistance to all other damage. The gazebo contains crude furnishings: eight simple bunks and a long, low table surrounded by eight mats. Three of the wall posts bear fruit: one coconut, one date, and one fig. A small pool of clean, cool water rests at the base of a fourth wall post. The trees and the pool of water provide enough food and water for up to 10 people. Furnishings and other objects within the gazebo dissipate into smoke if removed from the gazebo. When the gazebo returns to its statuette form, any creatures inside it are expelled into unoccupied spaces nearest to the gazebo's entrance. Once used, the gazebo can't be used again until the next dusk. If reduced to 0 hit points, the gazebo can't be used again until 7 days have passed.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ghost-dragon-horn",
            "name": "Ghost Dragon Horn",
            "type": "Wondrous item",
            "desc": "Scales from dead dragons cover this wooden, curved horn. You can use an action to speak the horn's command word and then blow the horn, which emits a blast in a 30-foot cone, containing shrieking spectral dragon heads. Each creature in the cone must make a DC 17 Wisdom saving throw. On a failure, a creature tales 5d10 psychic damage and is frightened of you for 1 minute. On a success, a creature takes half the damage and isn't frightened. Dragons have disadvantage on the saving throw and take 10d10 psychic damage instead of 5d10. A frightened target can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If a dragon takes damage from the horn's shriek, the horn has a 20 percent chance of exploding. The explosion deals 10d10 psychic damage to the blower and destroys the horn. Once you use the horn, it can't be used again until the next dawn. If you kill a dragon while holding or carrying the horn, you regain use of the horn.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ghost-thread",
            "name": "Ghost Thread",
            "type": "Wondrous item",
            "desc": "Most of this miles-long strand of enchanted silk, created by phase spiders, resides on the Ethereal Plane. Only a few inches at either end exist permanently on the Material Plane, and those may be used as any normal string would be. Creatures using it to navigate can follow one end to the other by running their hand along the thread, which phases into the Material Plane beneath their grasp. If dropped or severed (AC 8, 1 hit point), the thread disappears back into the Ethereal Plane in 2d6 rounds.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ghoul-light",
            "name": "Ghoul Light",
            "type": "Wondrous item",
            "desc": "This bullseye lantern sheds light as normal when a lit candle is placed inside of it. If the light shines on meat, no matter how toxic or rotten, for at least 10 minutes, the meat is rendered safe to eat. The lantern's magic doesn't improve the meat's flavor, but the light does restore the meat's nutritional value and purify it, rendering it free of poison and disease. In addition, when an undead creature ends its turn in the light, it takes 1 radiant damage.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "giggling-orb",
            "name": "Giggling Orb",
            "type": "Wondrous item",
            "desc": "This glass sphere measures 3 inches in diameter and contains a swirling, yellow mist. You can use an action to throw the orb up to 60 feet. The orb shatters on impact and is destroyed. Each creature within a 20-foot-radius of where the orb landed must succeed on a DC 15 Wisdom saving throw or fall prone in fits of laughter, becoming incapacitated and unable to stand 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.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "girdle-of-traveling-alchemy",
            "name": "Girdle of Traveling Alchemy",
            "type": "Wondrous item",
            "desc": "This wide leather girdle has many sewn-in pouches and holsters that hold an assortment of empty beakers and vials. Once you have attuned to the girdle, these containers magically fill with the following liquids:\n- 2 flasks of alchemist's fire\n- 2 flasks of alchemist's ice*\n- 2 vials of acid - 2 jars of swarm repellent* - 1 vial of assassin's blood poison - 1 potion of climbing - 1 potion of healing Each container magically replenishes each day at dawn, if you are wearing the girdle. All the potions and alchemical substances produced by the girdle lose their properties if they're transferred to another container before being used.",
            "rarity": "very rare",
            "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": "gliding-cloak",
            "name": "Gliding Cloak",
            "type": "Wondrous item",
            "desc": "By grasping the ends of the cloak while falling, you can glide up to 5 feet horizontally in any direction for every 1 foot you fall. You descend 60 feet per round but take no damage from falling while gliding in this way. A tailwind allows you to glide 10 feet per 1 foot descended, but a headwind forces you to only glide 5 feet per 2 feet descended.",
            "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": "gloomflower-corsage",
            "name": "Gloomflower Corsage",
            "type": "Wondrous item",
            "desc": "This black, six-petaled flower fits neatly on a garment's lapel or peeking out of a pocket. While wearing it, you have advantage on saving throws against being blinded, deafened, or frightened. While wearing the flower, you can use an action to speak one of three command words to invoke the corsage's power and cause one of the following effects: - When you speak the first command word, you gain blindsight out to a range of 120 feet for 1 hour.\n- When you speak the second command word, choose a target within 120 feet of you and make a ranged attack with a +7 bonus. On a hit, the target takes 3d6 psychic damage.\n- When you speak the third command word, your form shifts and shimmers. For 1 minute, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. Each time you use the flower, one of its petals curls in on itself. You can't use the flower if all of its petals are curled. The flower uncurls 1d6 petals daily at dusk.",
            "rarity": "very rare",
            "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": "gloves-of-the-magister",
            "name": "Gloves of the Magister",
            "type": "Wondrous item",
            "desc": "The backs of each of these black leather gloves are set with gold fittings as if to hold a jewel. While you wear the gloves, you can cast mage hand at will. You can affix an ioun stone into the fitting on a glove. While the stone is affixed, you gain the benefits of the stone as if you had it in orbit around your head. If you take an action to touch a creature, you can transfer the benefits of the ioun stone to that creature for 1 hour. While the creature is gifted the benefits, the stone turns gray and provides you with no benefits for the duration. You can use an action to end this effect and return power to the stone. The stone's benefits can also be dispelled from a creature as if they were a 7th-level spell. When the effect ends, the stone regains its color and provides you with its benefits once more.",
            "rarity": "rare",
            "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": "gloves-of-the-walking-shade",
            "name": "Gloves of the Walking Shade",
            "type": "Wondrous item",
            "desc": "Each glove is actually comprised of three, black ivory rings (typically fitting the thumb, middle finger, and pinkie) which are connected to each other. The rings are then connected to an intricately-engraved onyx wrist cuff by a web of fine platinum chains and tiny diamonds. While wearing these gloves, you gain the following benefits: - You have resistance to necrotic damage.\n- You can spend one Hit Die during a short rest to remove one level of exhaustion instead of regaining hit points.\n- You can use an action to become a living shadow for 1 minute. For the duration, you can move through a space as narrow as 1 inch wide without squeezing, and you can take the Hide action as a bonus action while you are in dim light or darkness. Once used, this property of the gloves can't be used again until the next nightfall.",
            "rarity": "very rare",
            "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": "goggles-of-firesight",
            "name": "Goggles of Firesight",
            "type": "Wondrous item",
            "desc": "The lenses of these combination fleshy and plantlike goggles extend a few inches away from the goggles on a pair of tentacles. While wearing these lenses, you can see through lightly obscured and heavily obscured areas without your vision being obscured, if those areas are obscured by fire, smoke, or fog. Other effects that would obscure your vision, such as rain or darkness, affect you normally. When you fail a saving throw against being blinded, you can use a reaction to call on the power within the goggles. If you do so, you succeed on the saving throw instead. The goggles 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": "goggles-of-shade",
            "name": "Goggles of Shade",
            "type": "Wondrous item",
            "desc": "While wearing these dark lenses, you have advantage on Charisma (Deception) checks. If you have the Sunlight Sensitivity trait and wear these goggles, you no longer suffer the penalties of Sunlight Sensitivity while in sunlight.",
            "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": "granny-wax",
            "name": "Granny Wax",
            "type": "Wondrous item",
            "desc": "Normally found in a small glass jar containing 1d3 doses, this foul-smelling, greasy yellow substance is made by hags in accordance with an age-old secret recipe. You can use an action to rub one dose of the wax onto an ordinary broom or wooden stick and transform it into a broom of flying for 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": "grasping-cap",
            "name": "Grasping Cap",
            "type": "Wondrous item",
            "desc": "This cap is a simple, blue silk hat with a goose feather trim. While wearing this cap, you have advantage on Strength (Athletics) checks made to climb, and the cap deflects the first ranged attack made against you each round. In addition, when a creature attacks you while within 30 feet of you, it is illuminated and sheds red-hued dim light in a 50-foot radius until the end of its next turn. Any attack roll against an illuminated creature has advantage if the attacker can see it.",
            "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": "grasping-cloak",
            "name": "Grasping Cloak",
            "type": "Wondrous item",
            "desc": "Made of strips of black leather, this cloak always shines as if freshly oiled. The strips writhe and grasp at nearby creatures. While wearing this cloak, you can use a bonus action to command the strips to grapple a creature no more than one size larger than you within 5 feet of you. The strips make the grapple attack roll with a +7 bonus. On a hit, the target is grappled by the cloak, leaving your hands free to perform other tasks or actions that require both hands. However, you are still considered to be grappling a creature, limiting your movement as normal. The cloak can grapple only one creature at a time. Alternatively, you can use a bonus action to command the strips to aid you in grappling. If you do so, you have advantage on your next attack roll made to grapple a creature. While grappling a creature in this way, you have advantage on the contested check if a creature attempts to escape your grapple.",
            "rarity": "very rare",
            "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": "green-mantle",
            "name": "Green Mantle",
            "type": "Wondrous item",
            "desc": "This garment is made of living plants—mosses, vines, and grasses—interwoven into a light, comfortable piece of clothing. When you attune to this mantle, it forms a symbiotic relationship with you, sinking roots beneath your skin. While wearing the mantle, your hit point maximum is reduced by 5, and you gain the following benefits: - If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.\n- You have resistance to radiant damage.\n- You have immunity to the poisoned condition and poison damage that originates from a plant, moss, fungus, or plant creature.\n- As an action, you cause the mantle to produce 6 berries. It can have no more than 12 berries on it at one time. The berries have the same effect as berries produced by the goodberry spell. Unlike the goodberry spell, the berries retain their potency as long as they are not picked from the mantle. Once used, this property can't be used again until the next dawn.",
            "rarity": "very rare",
            "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": "grifters-deck",
            "name": "Grifter's Deck",
            "type": "Wondrous item",
            "desc": "When you deal a card from this slightly greasy, well-used deck, you can choose any specific card to be on top of the deck, assuming it hasn't already been dealt. Alternatively, you can choose a general card of a specific value or suit that hasn't already been dealt.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "gritless-grease",
            "name": "Gritless Grease",
            "type": "Wondrous item",
            "desc": "This small, metal jar, 3 inches in diameter, holds 1d4 + 1 doses of a pungent waxy oil. As an action, one dose can be applied to or swallowed by a clockwork creature or device. The clockwork creature or device ignores difficult terrain, and magical effects can't reduce its speed for 8 hours. As an action, the clockwork creature, or a creature holding a clockwork device, can gain the effect of the haste spell until the end of its next turn (no concentration required). The effects of the haste spell melt the grease, ending all its effects at the end of the spell's duration.",
            "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": "hair-pick-of-protection",
            "name": "Hair Pick of Protection",
            "type": "Wondrous item",
            "desc": "This hair pick has glittering teeth that slide easily into your hair, making your hair look perfectly coiffed and battle-ready. Though typically worn in hair, you can also wear the pick as a brooch or cloak clasp. While wearing this pick, you gain a +2 bonus to AC, and you have advantage on saving throws against spells. In addition, the pick magically boosts your self-esteem and your confidence in your ability to overcome any challenge, making you immune to the frightened condition.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "hallowed-effigy",
            "name": "Hallowed Effigy",
            "type": "Wondrous item",
            "desc": "This foot-long totem, crafted from the bones and skull of a Tiny woodland beast bound in thin leather strips, serves as a boon for you and your allies and as a stinging trap to those who threaten you. The totem has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If the last charge is expended, it can't regain charges again until a druid performs a 24-hour ritual, which involves the sacrifice of a Tiny woodland beast. You can use an action to secure the effigy on any natural organic substrate (such as dirt, mud, grass, and so on). While secured in this way, it pulses with primal energy on initiative count 20 each round, expending 1 charge. When it pulses, you and each creature friendly to you within 15 feet of the totem regains 1d6 hit points, and each creature hostile to you within 15 feet of the totem must make a DC 15 Constitution saving throw, taking 1d6 necrotic damage on a failed save, or half as much damage on a successful one. It continues to pulse each round until you pick it up, it runs out of charges, or it is destroyed. The totem 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 it drops to 0 hit points, it is destroyed.",
            "rarity": "rare",
            "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": "hallucinatory-dust",
            "name": "Hallucinatory Dust",
            "type": "Wondrous item",
            "desc": "This small packet contains black pollen from a Gloomflower (see Creature Codex). Hazy images swirl around the pollen when observed outside the packet. There is enough of it for one use. When you use an action to blow the dust from your palm, each creature in a 30-foot cone must make a DC 15 Wisdom saving throw. On a failure, a creature sees terrible visions, manifesting its fears and anxieties for 1 minute. While affected, it takes 2d6 psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than you or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature becomes incapacitated until the end of its next turn as the visions fill its mind then quickly fade. A creature reduced to 0 hit points by the dust's psychic damage falls unconscious and is stable. When the creature regains consciousness, it is permanently plagued by hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "hammer-of-decrees",
            "name": "Hammer of Decrees",
            "type": "Wondrous item",
            "desc": "This adamantine hammer was part of a set of smith's tools used to create weapons of law for an ancient dwarven civilization. It is pitted and appears damaged, and its oak handle is split and bound with cracking hide. While attuned to this hammer, you have advantage on ability checks using smith's tools, and the time it takes you to craft an item with your smith's tools is halved.",
            "rarity": "rare",
            "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": "handy-scroll-quiver",
            "name": "Handy Scroll Quiver",
            "type": "Wondrous item",
            "desc": "This belt quiver is wide enough to pass a rolled scroll through the opening. Containing an extra dimensional space, the quiver can hold up to 25 scrolls and weighs 1 pound, regardless of its contents. Placing a scroll in the quiver follows the normal rules for interacting with objects. Retrieving a scroll from the quiver requires you to use an action. When you reach into the quiver for a specific scroll, that scroll is always magically on top. The quiver has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the quiver ruptures and is destroyed. If the quiver is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If a breathing creature is placed within the quiver, the creature can survive for up to 5 minutes, after which time it begins to suffocate. Placing the quiver inside an extradimensional space created by a bag of holding, handy haversack, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "hangmans-noose",
            "name": "Hangman's Noose",
            "type": "Wondrous item",
            "desc": "Certain hemp ropes used in the execution of final justice can affect those beyond the reach of normal magics. This noose has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the hold monster spell from it. Unlike the standard version of this spell, though, the magic of the hangman's noose affects only undead. It regains 1d3 charges daily at dawn.",
            "rarity": "rare",
            "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": "harmonizing-instrument",
            "name": "Harmonizing Instrument",
            "type": "Wondrous item",
            "desc": "Any stringed instrument can be a harmonizing instrument, and you must be proficient with stringed instruments to use a harmonizing instrument. This instrument has 3 charges for the following properties. The instrument regains 1d3 expended charges daily at dawn.",
            "rarity": "rare",
            "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": "hat-of-mental-acuity",
            "name": "Hat of Mental Acuity",
            "type": "Wondrous item",
            "desc": "This well-crafted cap appears to be standard wear for academics. Embroidered on the edge of the inside lining in green thread are sigils. If you cast comprehend languages on them, they read, “They that are guided go not astray.” While wearing the hat, you have advantage on all Intelligence and Wisdom checks. If you are proficient in an Intelligence or Wisdom-based skill, you double your proficiency bonus for the skill.",
            "rarity": "rare",
            "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": "headdress-of-majesty",
            "name": "Headdress of Majesty",
            "type": "Wondrous item",
            "desc": "This elaborate headpiece is adorned with small gemstones and thin strips of gold that frame your head like a radiant halo. While you wear this headdress, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks. The headdress has 5 charges for the following properties. It regains all expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the headdress becomes a nonmagical, tawdry ornament of cheap metals and paste gems.",
            "rarity": "rare",
            "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": "headrest-of-the-cattle-queens",
            "name": "Headrest of the Cattle Queens",
            "type": "Wondrous item",
            "desc": "This polished and curved wooden headrest is designed to keep the user's head comfortably elevated while sleeping. If you sleep at least 6 hours as part of a long rest while using the headrest, you regain 1 additional spent Hit Die, and your exhaustion level is reduced by 2 (rather than 1) when you finish the long rest.",
            "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": "headscarf-of-the-oasis",
            "name": "Headscarf of the Oasis",
            "type": "Wondrous item",
            "desc": "This dun-colored, well-worn silk wrap is long enough to cover the face and head of a Medium or smaller humanoid, barely revealing the eyes. While wearing this headscarf over your mouth and nose, you have advantage on ability checks and saving throws against being blinded and against extended exposure to hot weather and hot environments. Pulling the headscarf on or off your mouth and nose requires an 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": "healthful-honeypot",
            "name": "Healthful Honeypot",
            "type": "Wondrous item",
            "desc": "This clay honeypot weighs 10 pounds. A sweet aroma wafts constantly from it, and it produces enough honey to feed up to 12 humanoids. Eating the honey restores 1d8 hit points, and the honey provides enough nourishment to sustain a humanoid for one day. Once 12 doses of the honey have been consumed, the honeypot can't produce more honey until the next dawn.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "heat-stone",
            "name": "Heat Stone",
            "type": "Wondrous item",
            "desc": "Prized by reptilian humanoids, this magic stone is warm to the touch. While carrying this stone, you are comfortable in and can tolerate temperatures as low as –20 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as –50 degrees Fahrenheit.",
            "rarity": "common",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "heliotrope-heart",
            "name": "Heliotrope Heart",
            "type": "Wondrous item",
            "desc": "This polished orb of dark-green stone is latticed with pulsing crimson inclusions that resemble slowly dilating spatters of blood. While attuned to this orb, your hit point maximum can't be reduced by the bite of a vampire, vampire spawn, or other vampiric creature. In addition, while holding this orb, you can use an action to speak its command word and cast the 2nd-level version of the false life spell. Once used, this property can't be used again until the next dusk.",
            "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": "helm-of-the-slashing-fin",
            "name": "Helm of the Slashing Fin",
            "type": "Wondrous item",
            "desc": "While wearing this helm, you can use an action to speak its command word to gain the ability to breathe underwater, but you lose the ability to breathe air. You can speak its command word again or remove the helm as an action to end this effect.",
            "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": "holy-verdant-bat-droppings",
            "name": "Holy Verdant Bat Droppings",
            "type": "Wondrous item",
            "desc": "This ceramic jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture with a pungent, muddy reek. The jar and its contents weigh 1/2 pound. Derro matriarchs and children gather a particular green bat guano to cure various afflictions, and the resulting glowing green paste can be spread on the skin to heal various conditions. As an action, one dose of the droppings can be swallowed or applied to the skin. The creature that receives it gains one of the following benefits: - Cured of paralysis or petrification\n- Reduces exhaustion level by one\n- Regains 50 hit points",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "honey-buckle",
            "name": "Honey Buckle",
            "type": "Wondrous item",
            "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.",
            "rarity": "varies",
            "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": "honey-lamp",
            "name": "Honey Lamp",
            "type": "Wondrous item",
            "desc": "Honey lamps, made from glowing honey encased in beeswax, shed light as a lamp. Though the lamps are often found in the shape of a globe, the honey can also be sealed inside stone or wood recesses. If the wax that shields the honey is broken or smashed, the honey crystallizes in 7 days and ceases to glow. Eating the honey while it is still glowing grants darkvision out to a range of 30 feet for 1 week and 1 day.",
            "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": "honey-trap",
            "name": "Honey Trap",
            "type": "Wondrous item",
            "desc": "This jar is made of beaten metal and engraved with honeybees. It has 7 charges, and it regains 1d6 + 1 expended charges daily at dawn. If you expend the jar's last charge, roll a d20. On a 1, the jar shatters and loses all its magical properties. While holding the jar, you can use an action to expend 1 charge to hurl a glob of honey at a target within 30 feet of you. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the glob expands, and the creature is restrained. A creature restrained by the honey can use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the creature is no longer restrained by the honey.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "honeypot-of-awakening",
            "name": "Honeypot of Awakening",
            "type": "Wondrous item",
            "desc": "If you place 1 pound of honey inside this pot, the honey transforms into an ochre jelly after 24 hours. The jelly remains in a dormant state within the pot until you dump it out. You can use an action to dump the jelly from the pot in an unoccupied space within 5 feet of you. Once dumped, the ochre jelly is hostile to all creatures, including you. Only one ochre jelly can occupy the pot at a time.",
            "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": "hunters-charm",
            "name": "Hunter's Charm",
            "type": "Wondrous item",
            "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.",
            "rarity": "common (+1), uncommon (+2), rare (+3)",
            "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": "incense-of-recovery",
            "name": "Incense of Recovery",
            "type": "Wondrous item",
            "desc": "This block of perfumed incense appears to be normal, nonmagical incense until lit. The incense burns for 1 hour and gives off a lavender scent, accompanied by pale mauve smoke that lightly obscures the area within 30 feet of it. Each spellcaster that takes a short rest in the smoke regains one expended spell slot at the end of the short rest.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "ivy-crown-of-prophecy",
            "name": "Ivy Crown of Prophecy",
            "type": "Wondrous item",
            "desc": "While wearing this ivy, filigreed crown, you can use an action to cast the divination spell from it. The crown can't be used this way again until the next dawn.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "jewelers-anvil",
            "name": "Jeweler's Anvil",
            "type": "Wondrous item",
            "desc": "This small, foot-long anvil is engraved with images of jewelry in various stages of the crafting process. It weighs 10 pounds and can be mounted on a table or desk. You can use a bonus action to speak its command word and activate it, causing it to warm any nonferrous metals (including their alloys, such as brass or bronze). While you remain within 5 feet of the anvil, you can verbally command it to increase or decrease the temperature, allowing you to soften or melt any kind of nonferrous metal. While activated, the anvil remains warm to the touch, but its heat affects only nonferrous metal. You can use a bonus action to repeat the command word to deactivate the anvil. If you use the anvil while making any check with jeweler's tools or tinker's tools, you can double your proficiency bonus. If your proficiency bonus is already doubled, you have advantage on the check instead.",
            "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": "jungle-mess-kit",
            "name": "Jungle Mess Kit",
            "type": "Wondrous item",
            "desc": "This crucial piece of survival gear guarantees safe use of the most basic of consumables. The hinged metal container acts as a cook pot and opens to reveal a cup, plate, and eating utensils. This kit renders any spoiled, rotten, or even naturally poisonous food or drink safe to consume. It can purify only mundane, natural effects. It has no effect on food that is magically spoiled, rotted, or poisoned, and it can't neutralize brewed poisons, venoms, or similarly manufactured toxins. Once it has purified 3 cubic feet of food and drink, it can't be used to do so 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": "justicars-mask",
            "name": "Justicar's Mask",
            "type": "Wondrous item",
            "desc": "This stern-faced mask is crafted of silver. While wearing the mask, your gaze can root enemies to the spot. When a creature that can see the mask starts its turn within 30 feet of you, you can use a reaction to force it to make a DC 15 Wisdom saving throw, if you can see the creature and aren't incapacitated. On a failure, the creature is restrained. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the condition lasts until removed with the dispel magic spell or until you end it (no action required). Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.",
            "rarity": "rare",
            "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": "keffiyeh-of-serendipitous-escape",
            "name": "Keffiyeh of Serendipitous Escape",
            "type": "Wondrous item",
            "desc": "This checkered cotton headdress is indistinguishable from the mundane scarves worn by the desert nomads. As an action, you can remove the headdress, spread it open on the ground, and speak the command word. The keffiyeh transforms into a 3-foot by 5-foot carpet of flying which moves according to your spoken directions provided that you are within 30 feet of it. Speaking the command word a second time transforms the carpet back into a headdress again.",
            "rarity": "very rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "kobold-firework",
            "name": "Kobold Firework",
            "type": "Wondrous item",
            "desc": "These small pouches and cylinders are filled with magical powders and reagents, and they each have a small fuse protruding from their closures. You can use an action to light a firework then throw it up to 30 feet. The firework activates immediately or on initiative count 20 of the following round, as detailed below. Once a firework’s effects end, it is destroyed. A firework can’t be lit underwater, and submersion in water destroys a firework. A lit firework can be destroyed early by dousing it with at least 1 gallon of water.\n Blinding Goblin-Cracker (Uncommon). This bright yellow firework releases a blinding flash of light on impact. Each creature within 15 feet of where the firework landed and that can see it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Deafening Kobold-Barker (Uncommon). This firework consists of several tiny green cylinders strung together and bursts with a loud sound on impact. Each creature within 15 feet of where the firework landed and that can hear it must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Enchanting Elf-Fountain (Uncommon). This purple pyramidal firework produces a fascinating and colorful shower of sparks for 1 minute. The shower of sparks starts on the round after you throw it. While the firework showers sparks, each creature that enters or starts its turn within 30 feet of the firework must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the firework until the start of its next turn.\n Fairy Sparkler (Common). This narrow firework is decorated with stars and emits a bright, sparkling light for 1 minute. It starts emitting light on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the firework’s bright light.\n Priest Light (Rare). This silver cylinder firework produces a tall, argent flame and numerous golden sparks for 10 minutes. The flame appears on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An undead creature can’t willingly enter the firework’s bright light by nonmagical means. If the undead creature tries to use teleportation or similar interplanar travel to do so, it must first succeed on a DC 15 Charisma saving throw. If an undead creature is in the bright light when it appears, the creature must succeed on a DC 15 Wisdom saving throw or be compelled to leave the bright light. It won’t move into any obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move out of the bright light. In addition, each non-undead creature in the bright light can’t be charmed, frightened, or possessed by an undead creature.\n Red Dragon’s Breath (Very Rare). This firework is wrapped in gold leaf and inscribed with scarlet runes, and it erupts into a vertical column of fire on impact. Each creature in a 10-foot-radius, 60-foot-high cylinder centered on the point of impact must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one.\n Snake Fountain (Rare). This short, wide cylinder is red, yellow, and black with a scale motif, and it produces snakes made of ash for 1 minute. It starts producing snakes on the round after you throw it. The firework creates 1 poisonous snake each round. The snakes are friendly to you and your companions. Roll initiative for the snakes as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The snakes remain for 10 minutes, until you dismiss them as a bonus action, or until they are doused with at least 1 gallon of water.",
            "rarity": "varies",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        },
        {
            "slug": "language-pyramid",
            "name": "Language Pyramid",
            "type": "Wondrous item",
            "desc": "Script from dozens of languages flows across this sandstone pyramid's surface. While holding or carrying the pyramid, you understand the literal meaning of any spoken language that you hear. In addition, you understand any written language that you see, but you must be touching the surface on which the words are written. It takes 1 minute to read one page of text. The pyramid has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of its charges to imbue yourself with magical speech for 1 hour. For the duration, any creature that knows at least one language and that can hear you understands any words you speak. In addition, you can use an action to expend 1 of the pyramid's charges to imbue up to six creatures within 30 feet of you with magical understanding for 1 hour. For the duration, each target can understand any spoken language that it hears.",
            "rarity": "rare",
            "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": "lantern-of-auspex",
            "name": "Lantern of Auspex",
            "type": "Wondrous item",
            "desc": "This elaborate lantern is covered in simple glyphs, and its glass panels are intricately etched. Two of the panels depict a robed woman holding out a single hand, while the other two panels depict the same woman with her face partially obscured by a hand of cards. The lantern's magic is activated when it is lit, which requires an action. Once lit, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet for 1 hour. You can use an action to open or close one of the glass panels on the lantern. If you open a panel, a vision of a random event that happened or that might happen plays out in the light's area. Closing a panel stops the vision. The visions are shown as nondescript smoky apparitions that play out silently in the lantern's light. At the GM's discretion, the vision might change to a different event each 1 minute that the panel remains open and the lantern lit. Once used, the lantern can't be used in this way again until 7 days have passed.",
            "rarity": "rare",
            "requires_attunement": "",
            "document__slug": "vom",
            "document__title": "Vault of Magic",
            "document__url": "https://koboldpress.com/kpstore/product/vault-of-magic-for-5th-edition/"
        }
    ]
}